-/* File: cmd3.c */
-
-/* Purpose: Inventory commands */
-
-/*
+/*!
+ * @file cmd3.c
+ * @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
+ * @date 2014/01/02
+ * @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
* This software may be copied and distributed for educational, research,
* are included in all such copies. Other copyrights may also apply.
*/
+
#include "angband.h"
+#include "selfinfo.h"
+#include "cmd-activate.h"
+#include "cmd-eat.h"
+#include "cmd-quaff.h"
+#include "cmd-read.h"
+#include "cmd-usestaff.h"
+#include "cmd-zaprod.h"
+#include "cmd-zapwand.h"
-/*
- * Display inventory
+/*!
+ * @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
+ * @return なし
*/
void do_cmd_inven(void)
{
item_tester_full = FALSE;
#ifdef JP
- sprintf(out_val, "»ý¤Áʪ¡§ ¹ç·× %3d.%1d kg (¸Â³¦¤Î%ld%%) ¥³¥Þ¥ó¥É: ",
+ 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()));
#else
}
-/*
- * Display equipment
+/*!
+ * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
+ * @return なし
*/
void do_cmd_equip(void)
{
/* Build a prompt */
#ifdef JP
- sprintf(out_val, "ÁõÈ÷¡§ ¹ç·× %3d.%1d kg (¸Â³¦¤Î%ld%%) ¥³¥Þ¥ó¥É: ",
+ sprintf(out_val, "装備: 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()));
#else
}
-/*
- * The "wearable" tester
+/*!
+ * @brief オブジェクトを防具として装備できるかの判定 / The "wearable" tester
+ * @param o_ptr 判定するオブジェクトの構造体参照ポインタ
+ * @return オブジェクトが防具として装備できるならTRUEを返す。
*/
static bool item_tester_hook_wear(object_type *o_ptr)
{
}
+/*!
+ * @brief オブジェクトがどちらの手にも装備できる武器かどうかの判定
+ * @param o_ptr 判定するオブジェクトの構造体参照ポインタ
+ * @return 左右両方の手で装備できるならばTRUEを返す。
+ */
static bool item_tester_hook_mochikae(object_type *o_ptr)
{
/* Check for a usable slot */
return (FALSE);
}
-
+/*!
+ * @brief オブジェクトが右手か左手に装備できる武器かどうかの判定
+ * @param o_ptr 判定するオブジェクトの構造体参照ポインタ
+ * @return 右手か左手の武器として装備できるならばTRUEを返す。
+ */
static bool item_tester_hook_melee_weapon(object_type *o_ptr)
{
/* Check for a usable slot */
bool select_ring_slot = FALSE;
-/*
- * Wield or wear a single item from the pack or floor
+/*!
+ * @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
+ * @return なし
*/
void do_cmd_wield(void)
{
- int i, item, slot;
+ OBJECT_IDX item, slot;
object_type forge;
object_type *q_ptr;
cptr q, s;
- int need_switch_wielding = 0;
+ OBJECT_IDX need_switch_wielding = 0;
if (p_ptr->special_defense & KATA_MUSOU)
{
item_tester_hook = item_tester_hook_wear;
/* Get an item */
-#ifdef JP
- q = "¤É¤ì¤òÁõÈ÷¤·¤Þ¤¹¤«? ";
- s = "ÁõÈ÷²Äǽ¤Ê¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Wear/Wield which item? ";
- s = "You have nothing you can wear or wield.";
-#endif
+ 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;
item_tester_no_ryoute = TRUE;
/* Choose a weapon from the equipment only */
-#ifdef JP
- q = "¤É¤Á¤é¤ÎÉð´ï¤È¼è¤êÂؤ¨¤Þ¤¹¤«?";
- s = "¤ª¤Ã¤È¡£";
-#else
- q = "Replace which weapon? ";
- s = "Oops.";
-#endif
-
+ 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 (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
}
item_tester_hook = item_tester_hook_mochikae;
/* Choose a hand */
-#ifdef JP
- q = "¤É¤Á¤é¤Î¼ê¤ËÁõÈ÷¤·¤Þ¤¹¤«?";
- s = "¤ª¤Ã¤È¡£";
-#else
- q = "Equip which hand? ";
- s = "Oops.";
-#endif
-
+ 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;
}
break;
/* Asking for dual wielding */
if (slot == INVEN_LARM)
{
-#ifdef JP
- if (!get_check("ÆóÅáή¤ÇÀ襤¤Þ¤¹¤«¡©")) slot = INVEN_RARM;
-#else
- if (!get_check("Dual wielding? ")) slot = INVEN_RARM;
-#endif
+ 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))
{
-#ifdef JP
- if (!get_check("ÆóÅáή¤ÇÀ襤¤Þ¤¹¤«¡©")) slot = INVEN_LARM;
-#else
- if (!get_check("Dual wielding? ")) slot = INVEN_LARM;
-#endif
+ if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
}
/* Both arms are already used */
item_tester_hook = item_tester_hook_mochikae;
/* Choose a hand */
-#ifdef JP
- q = "¤É¤Á¤é¤Î¼ê¤ËÁõÈ÷¤·¤Þ¤¹¤«?";
- s = "¤ª¤Ã¤È¡£";
-#else
- q = "Equip which hand? ";
- s = "Oops.";
-#endif
-
+ 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))
need_switch_wielding = INVEN_RARM;
/* Choose a ring slot */
if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
{
-#ifdef JP
- q = "¤É¤Á¤é¤Î»ØÎؤȼè¤êÂؤ¨¤Þ¤¹¤«?";
-#else
- q = "Replace which ring? ";
-#endif
+ q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
}
else
{
-#ifdef JP
- q = "¤É¤Á¤é¤Î¼ê¤ËÁõÈ÷¤·¤Þ¤¹¤«?";
-#else
- q = "Equip which hand? ";
-#endif
+ q = _("どちらの手に装備しますか?", "Equip which hand? ");
}
-
-#ifdef JP
- s = "¤ª¤Ã¤È¡£";
-#else
- s = "Oops.";
-#endif
+ s = _("おっと。", "Oops.");
/* Restrict the choices */
select_ring_slot = TRUE;
/* Message */
#ifdef JP
- msg_format("%s%s¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£",
+ 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.",
/* Describe it */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
-sprintf(dummy, "ËÜÅö¤Ë%s{¼ö¤ï¤ì¤Æ¤¤¤ë}¤ò»È¤¤¤Þ¤¹¤«¡©", o_name);
-#else
- sprintf(dummy, "Really use the %s {cursed}? ", o_name);
-#endif
+ 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 (!get_check(dummy)) return;
}
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-sprintf(dummy, "%s¤òÁõÈ÷¤¹¤ë¤ÈµÛ·ìµ´¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name);
+ 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?");
object_copy(otmp_ptr, switch_o_ptr);
object_copy(switch_o_ptr, slot_o_ptr);
object_copy(slot_o_ptr, otmp_ptr);
-#ifdef JP
- msg_format("%s¤ò%s¤Ë¹½¤¨¤Ê¤ª¤·¤¿¡£", switch_name, (slot == INVEN_RARM) ? (left_hander ? "º¸¼ê" : "±¦¼ê") : (left_hander ? "±¦¼ê" : "º¸¼ê"));
-#else
- msg_format("You wield %s at %s hand.", switch_name, (slot == INVEN_RARM) ? (left_hander ? "left" : "right") : (left_hander ? "right" : "left"));
-#endif
-
+
+ msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
+ (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
+ (left_hander ? _("右手", "right") : _("左手", "left")));
slot = need_switch_wielding;
}
- /* Check if completed a quest */
- for (i = 0; i < max_quests; i++)
- {
- if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].k_idx == o_ptr->name1))
- {
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You completed the quest!");
-#endif
-
- msg_print(NULL);
- }
- }
+ check_find_art_quest_completion(o_ptr);
if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
{
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get local object */
q_ptr = &forge;
equip_cnt++;
#ifdef JP
-#define STR_WIELD_RARM "%s(%c)¤ò±¦¼ê¤ËÁõÈ÷¤·¤¿¡£"
-#define STR_WIELD_LARM "%s(%c)¤òº¸¼ê¤ËÁõÈ÷¤·¤¿¡£"
-#define STR_WIELD_ARMS "%s(%c)¤òξ¼ê¤Ç¹½¤¨¤¿¡£"
+#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."
break;
case INVEN_BOW:
-#ifdef JP
- act = "%s(%c)¤ò¼Í·âÍѤËÁõÈ÷¤·¤¿¡£";
-#else
- act = "You are shooting with %s (%c).";
-#endif
+ act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
break;
case INVEN_LITE:
-#ifdef JP
- act = "%s(%c)¤ò¸÷¸»¤Ë¤·¤¿¡£";
-#else
- act = "Your light source is %s (%c).";
-#endif
+ act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
break;
default:
-#ifdef JP
- act = "%s(%c)¤òÁõÈ÷¤·¤¿¡£";
-#else
- act = "You are wearing %s (%c).";
-#endif
+ act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
break;
}
if (object_is_cursed(o_ptr))
{
/* Warn the player */
-#ifdef JP
- msg_print("¤¦¤ï¡ª ¤¹¤µ¤Þ¤¸¤¯Î䤿¤¤¡ª");
-#else
- msg_print("Oops! It feels deathly cold!");
-#endif
-
-
+ msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
chg_virtue(V_HARMONY, -1);
/* Note the curse */
calc_android_exp();
}
-
+/*!
+ * @brief 持ち替え処理
+ * @param item 持ち替えを行いたい装備部位ID
+ * @return なし
+ */
void kamaenaoshi(int item)
{
object_type *o_ptr, *new_o_ptr;
inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
inven_item_optimize(INVEN_LARM);
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
-#ifdef JP
- msg_format("%s¤òξ¼ê¤Ç¹½¤¨¤¿¡£", o_name);
-#else
- msg_format("You are wielding %s with both hands.", o_name);
-#endif
+ msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
else
-#ifdef JP
- msg_format("%s¤ò%s¤Ç¹½¤¨¤¿¡£", o_name, (left_hander ? "º¸¼ê" : "±¦¼ê"));
-#else
- msg_format("You are wielding %s in your %s hand.", o_name, (left_hander ? "left":"right"));
-#endif
+ 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
{
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
-#ifdef JP
- msg_format("%s¤òξ¼ê¤Ç¹½¤¨¤¿¡£", o_name);
-#else
- msg_format("You are wielding %s with both hands.", o_name);
-#endif
+ msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
}
}
}
if (buki_motteruka(INVEN_RARM))
{
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
-#ifdef JP
- msg_format("%s¤òξ¼ê¤Ç¹½¤¨¤¿¡£", o_name);
-#else
- msg_format("You are wielding %s with both hands.", o_name);
-#endif
+ msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
}
else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
{
p_ptr->total_weight += o_ptr->weight;
inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
inven_item_optimize(INVEN_RARM);
-#ifdef JP
- msg_format("%s¤ò»ý¤ÁÂؤ¨¤¿¡£", o_name);
-#else
- msg_format("You switched hand of %s.", o_name);
-#endif
+ msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
}
}
}
-/*
- * Take off an item
+/*!
+ * @brief 装備を外すコマンドのメインルーチン / Take off an item
+ * @return なし
*/
void do_cmd_takeoff(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
item_tester_no_ryoute = TRUE;
/* Get an item */
#ifdef JP
- q = "¤É¤ì¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤Þ¤¹¤«? ";
- s = "¤Ï¤º¤»¤ëÁõÈ÷¤¬¤Ê¤¤¡£";
+ q = "どれを装備からはずしますか? ";
+ s = "はずせる装備がない。";
#else
q = "Take off which item? ";
s = "You are not wearing anything to take off.";
if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
{
/* Oops */
-#ifdef JP
- msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("Hmmm, it seems to be cursed.");
-#endif
+ 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;
if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
{
-#ifdef JP
- msg_print("¼ö¤ï¤ì¤¿ÁõÈ÷¤òÎϤŤ¯¤ÇÇí¤¬¤·¤¿¡ª");
-#else
- msg_print("You teared a cursed equipment off by sheer strength!");
-#endif
+ 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);
/* Window stuff */
p_ptr->window |= (PW_EQUIP);
-#ifdef JP
- msg_print("¼ö¤¤¤òÂǤÁÇˤä¿¡£");
-#else
- msg_print("You break the curse.");
-#endif
+ msg_print(_("呪いを打ち破った。", "You break the curse."));
}
else
{
-#ifdef JP
- msg_print("ÁõÈ÷¤ò³°¤»¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You couldn't remove the equipment.");
-#endif
- energy_use = 50;
+ msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
+ p_ptr->energy_use = 50;
return;
}
}
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Take off the item */
(void)inven_takeoff(item, 255);
}
-/*
- * Drop an item
+/*!
+ * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
+ * @return なし
*/
void do_cmd_drop(void)
{
- int item, amt = 1;
+ OBJECT_IDX item;
+ int amt = 1;
object_type *o_ptr;
item_tester_no_ryoute = TRUE;
/* Get an item */
#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÍî¤È¤·¤Þ¤¹¤«? ";
- s = "Íî¤È¤»¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
+ q = "どのアイテムを落としますか? ";
+ s = "落とせるアイテムを持っていない。";
#else
q = "Drop which item? ";
s = "You have nothing to drop.";
if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
{
/* Oops */
-#ifdef JP
- msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("Hmmm, it seems to be cursed.");
-#endif
-
-
+ 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;
}
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 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) ||
}
-/*
- * Destroy an item
+/*!
+ * @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
+ * @return なし
*/
void do_cmd_destroy(void)
{
- int item, amt = 1;
- int old_number;
-
- bool force = FALSE;
+ OBJECT_IDX item;
+ QUANTITY amt = 1;
+ QUANTITY old_number;
- object_type *o_ptr;
- object_type forge;
- object_type *q_ptr = &forge;
+ bool force = FALSE;
- char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ object_type forge;
+ object_type *q_ptr = &forge;
- char out_val[MAX_NLEN+40];
+ char o_name[MAX_NLEN];
+ char out_val[MAX_NLEN+40];
cptr q, s;
/* Get an item */
#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²õ¤·¤Þ¤¹¤«? ";
- s = "²õ¤»¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
+ q = "どのアイテムを壊しますか? ";
+ s = "壊せるアイテムを持っていない。";
#else
q = "Destroy which item? ";
s = "You have nothing to destroy.";
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Make a verification */
- sprintf(out_val,
-#ifdef JP
- "ËÜÅö¤Ë%s¤ò²õ¤·¤Þ¤¹¤«? [y/n/Auto]",
-#else
- "Really destroy %s? [y/n/Auto]",
-#endif
- o_name);
-
+ sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
msg_print(NULL);
/* HACK : Add the line to message buffer */
o_ptr->number = old_number;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Artifacts cannot be destroyed */
if (!can_player_destroy_object(o_ptr))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Message */
-#ifdef JP
- msg_format("%s¤ÏÇ˲õÉÔ²Äǽ¤À¡£", o_name);
-#else
- msg_format("You cannot destroy %s.", o_name);
-#endif
-
+ 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 */
-#ifdef JP
- msg_format("%s¤ò²õ¤·¤¿¡£", o_name);
-#else
- msg_format("You destroy %s.", o_name);
-#endif
-
+ msg_format(_("%sを壊した。", "You destroy %s."), o_name);
sound(SOUND_DESTITEM);
/* Reduce the charges of rods/wands */
if (q_ptr->sval < 3) tester_exp /= 4;
if (tester_exp<1) tester_exp = 1;
-#ifdef JP
-msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel more experienced.");
-#endif
-
+ 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)
}
-/*
- * Observe an item which has been *identify*-ed
+/*!
+ * @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
+ * @return なし
*/
void do_cmd_observe(void)
{
- int item;
-
+ OBJECT_IDX item;
object_type *o_ptr;
-
char o_name[MAX_NLEN];
cptr q, s;
item_tester_no_ryoute = TRUE;
/* Get an item */
#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«? ";
- s = "Ä´¤Ù¤é¤ì¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+ q = "どのアイテムを調べますか? ";
+ s = "調べられるアイテムがない。";
#else
q = "Examine which item? ";
s = "You have nothing to examine.";
/* Require full knowledge */
if (!(o_ptr->ident & IDENT_MENTAL))
{
-#ifdef JP
- msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
-#else
- msg_print("You have no special knowledge about that item.");
-#endif
-
+ 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."));
return;
}
object_desc(o_name, o_ptr, 0);
/* Describe */
-#ifdef JP
- msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
-#else
- msg_format("Examining %s...", o_name);
-#endif
-
+ msg_format(_("%sを調べている...", "Examining %s..."), o_name);
/* Describe it fully */
-#ifdef JP
- if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL)) msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
-#else
- if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL)) msg_print("You see nothing special.");
-#endif
-
+ 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."));
}
-/*
- * Remove the inscription from an object
- * XXX Mention item (when done)?
+/*!
+ * @brief アイテムの銘を消すコマンドのメインルーチン
+ * Remove the inscription from an object XXX Mention item (when done)?
+ * @return なし
*/
void do_cmd_uninscribe(void)
{
- int item;
-
+ OBJECT_IDX item;
object_type *o_ptr;
-
cptr q, s;
item_tester_no_ryoute = TRUE;
/* Get an item */
#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎÌäò¾Ã¤·¤Þ¤¹¤«? ";
- s = "Ìäò¾Ã¤»¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+ q = "どのアイテムの銘を消しますか? ";
+ s = "銘を消せるアイテムがない。";
#else
q = "Un-inscribe which item? ";
s = "You have nothing to un-inscribe.";
/* Nothing to remove */
if (!o_ptr->inscription)
{
-#ifdef JP
- msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¾Ã¤¹¤Ù¤Ì䬤ʤ¤¡£");
-#else
- msg_print("That item had no inscription to remove.");
-#endif
-
+ 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."));
return;
}
/* Message */
-#ifdef JP
- msg_print("Ìäò¾Ã¤·¤¿¡£");
-#else
- msg_print("Inscription removed.");
-#endif
-
+ msg_print(_("銘を消した。", "Inscription removed."));
/* Remove the incription */
o_ptr->inscription = 0;
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* .¤ä$¤Î´Ø·¸¤Ç, ºÆ·×»»¤¬É¬ÍפʤϤº -- henkma */
+ /* .や$の関係で, 再計算が必要なはず -- henkma */
p_ptr->update |= (PU_BONUS);
}
-/*
+/*!
+ * @brief アイテムの銘を刻むコマンドのメインルーチン
* Inscribe an object with a comment
+ * @return なし
*/
void do_cmd_inscribe(void)
{
- int item;
-
+ OBJECT_IDX item;
object_type *o_ptr;
-
char o_name[MAX_NLEN];
-
char out_val[80];
-
cptr q, s;
item_tester_no_ryoute = TRUE;
/* Get an item */
#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËÌäò¹ï¤ß¤Þ¤¹¤«? ";
- s = "Ìäò¹ï¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+ q = "どのアイテムに銘を刻みますか? ";
+ s = "銘を刻めるアイテムがない。";
#else
q = "Inscribe which item? ";
s = "You have nothing to inscribe.";
object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
/* Message */
-#ifdef JP
- msg_format("%s¤ËÌäò¹ï¤à¡£", o_name);
-#else
- msg_format("Inscribing %s.", o_name);
-#endif
-
+ msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
msg_print(NULL);
/* Start with nothing */
}
/* Get a new inscription (possibly empty) */
-#ifdef JP
- if (get_string("ÌÃ: ", out_val, 80))
-#else
- if (get_string("Inscription: ", out_val, 80))
-#endif
+ if (get_string(_("銘: ", "Inscription: "), out_val, 80))
{
/* Save the inscription */
o_ptr->inscription = quark_add(out_val);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* .¤ä$¤Î´Ø·¸¤Ç, ºÆ·×»»¤¬É¬ÍפʤϤº -- henkma */
+ /* .や$の関係で, 再計算が必要なはず -- henkma */
p_ptr->update |= (PU_BONUS);
}
}
-/*
+/*!
+ * @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)
{
}
-/*
+/*!
+ * @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)
+ * @return なし
*/
static void do_cmd_refill_lamp(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
object_type *j_ptr;
/* Get an item */
#ifdef JP
- q = "¤É¤ÎÌý¤Ä¤Ü¤«¤éÃí¤®¤Þ¤¹¤«? ";
- s = "Ìý¤Ä¤Ü¤¬¤Ê¤¤¡£";
+ 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.";
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Access the lantern */
j_ptr = &inventory[INVEN_LITE];
j_ptr->xtra4 += o_ptr->xtra4;
/* Message */
-#ifdef JP
- msg_print("¥é¥ó¥×¤ËÌý¤òÃí¤¤¤À¡£");
-#else
- msg_print("You fuel your lamp.");
-#endif
+ 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;
-#ifdef JP
- msg_print("¥é¥ó¥×¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("Your lamp has gone out!");
-#endif
+ msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
}
else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
{
j_ptr->xtra4 = 0;
-#ifdef JP
- msg_print("¤·¤«¤·¥é¥ó¥×¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£");
-#else
- msg_print("Curiously, your lamp doesn't light.");
-#endif
+ msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
}
else if (j_ptr->xtra4 >= FUEL_LAMP)
{
j_ptr->xtra4 = FUEL_LAMP;
-#ifdef JP
- msg_print("¥é¥ó¥×¤ÎÌý¤Ï°ìÇÕ¤À¡£");
-#else
- msg_print("Your lamp is full.");
-#endif
-
+ msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
}
/* Decrease the item (from the pack) */
}
-/*
+/*!
+ * @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)
{
}
-/*
+/*!
+ * @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)
+ * @return なし
*/
static void do_cmd_refill_torch(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
object_type *j_ptr;
/* Get an item */
#ifdef JP
- q = "¤É¤Î¾¾ÌÀ¤ÇÌÀ¤«¤ê¤ò¶¯¤á¤Þ¤¹¤«? ";
- s = "¾¤Ë¾¾ÌÀ¤¬¤Ê¤¤¡£";
+ 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.";
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Access the primary torch */
j_ptr = &inventory[INVEN_LITE];
j_ptr->xtra4 += o_ptr->xtra4 + 5;
/* Message */
-#ifdef JP
- msg_print("¾¾ÌÀ¤ò·ë¹ç¤·¤¿¡£");
-#else
- msg_print("You combine the torches.");
-#endif
-
+ 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;
-#ifdef JP
- msg_print("¾¾ÌÀ¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("Your torch has gone out!");
-#endif
+ msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
}
else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
{
j_ptr->xtra4 = 0;
-#ifdef JP
- msg_print("¤·¤«¤·¾¾ÌÀ¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£");
-#else
- msg_print("Curiously, your torche don't light.");
-#endif
+ msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
}
/* Over-fuel message */
else if (j_ptr->xtra4 >= FUEL_TORCH)
{
j_ptr->xtra4 = FUEL_TORCH;
-#ifdef JP
- msg_print("¾¾ÌÀ¤Î¼÷Ì¿¤Ï½½Ê¬¤À¡£");
-#else
- msg_print("Your torch is fully fueled.");
-#endif
-
+ msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
}
/* Refuel message */
else
{
-#ifdef JP
- msg_print("¾¾ÌÀ¤Ï¤¤¤Ã¤½¤¦ÌÀ¤ë¤¯µ±¤¤¤¿¡£");
-#else
- msg_print("Your torch glows more brightly.");
-#endif
-
+ msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
}
/* Decrease the item (from the pack) */
}
-/*
+/*!
+ * @brief 燃料を補充するコマンドのメインルーチン
* Refill the players lamp, or restock his torches
+ * @return なし
*/
void do_cmd_refill(void)
{
/* It is nothing */
if (o_ptr->tval != TV_LITE)
{
-#ifdef JP
- msg_print("¸÷¸»¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("You are not wielding a light.");
-#endif
-
+ msg_print(_("光源を装備していない。", "You are not wielding a light."));
}
/* It's a lamp */
/* No torch to refill */
else
{
-#ifdef JP
- msg_print("¤³¤Î¸÷¸»¤Ï¼÷Ì¿¤ò±ä¤Ð¤»¤Ê¤¤¡£");
-#else
- msg_print("Your light cannot be refilled.");
-#endif
-
+ msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
}
}
-/*
+/*!
+ * @brief ターゲットを設定するコマンドのメインルーチン
* Target command
+ * @return なし
*/
void do_cmd_target(void)
{
/* Target set */
if (target_set(TARGET_KILL))
{
-#ifdef JP
- msg_print("¥¿¡¼¥²¥Ã¥È·èÄê¡£");
-#else
- msg_print("Target Selected.");
-#endif
-
+ msg_print(_("ターゲット決定。", "Target Selected."));
}
/* Target aborted */
else
{
-#ifdef JP
- msg_print("¥¿¡¼¥²¥Ã¥È²ò½ü¡£");
-#else
- msg_print("Target Aborted.");
-#endif
-
+ msg_print(_("ターゲット解除。", "Target Aborted."));
}
}
-/*
+/*!
+ * @brief 周囲を見渡すコマンドのメインルーチン
* Look command
+ * @return なし
*/
void do_cmd_look(void)
{
+ /*TEST*/
+ p_ptr->window |= PW_MONSTER_LIST;
+ window_stuff();
+ /*TEST*/
+
/* Look around */
if (target_set(TARGET_LOOK))
{
-#ifdef JP
- msg_print("¥¿¡¼¥²¥Ã¥È·èÄê¡£");
-#else
- msg_print("Target Selected.");
-#endif
-
+ msg_print(_("ターゲット決定。", "Target Selected."));
}
}
-
-/*
+/*!
+ * @brief 位置を確認するコマンドのメインルーチン
* Allow the player to examine other sectors on the map
+ * @return なし
*/
void do_cmd_locate(void)
{
if ((y2 == y1) && (x2 == x1))
{
#ifdef JP
- strcpy(tmp_val, "¿¿¾å");
+ strcpy(tmp_val, "真上");
#else
tmp_val[0] = '\0';
#endif
{
#ifdef JP
sprintf(tmp_val, "%s%s",
- ((y2 < y1) ? "ËÌ" : (y2 > y1) ? "Æî" : ""),
- ((x2 < x1) ? "À¾" : (x2 > x1) ? "Åì" : ""));
+ ((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" : ""),
}
/* Prepare to ask which way to look */
- sprintf(out_val,
-#ifdef JP
- "¥Þ¥Ã¥×°ÌÃÖ [%d(%02d),%d(%02d)] (¥×¥ì¥¤¥ä¡¼¤Î%s) Êý¸þ?",
-#else
- "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?",
-#endif
-
+ 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".
*/
}
-/*
+/*!
+ * @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.
*/
-/*
+/*!
+ * @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
- *
+ * @return なし
+ * @details
+ * <pre>
* Several "special" responses recall "multiple" monsters:
* ^A (all monsters)
* ^U (all unique monsters)
* The responses may be sorted in several ways, see below.
*
* Note that the player ghosts are ignored. XXX XXX XXX
+ * </pre>
*/
void do_cmd_query_symbol(void)
{
- int i, n, r_idx;
+ IDX i;
+ int n;
+ MONRACE_IDX r_idx;
char sym, query;
char buf[128];
bool recall = FALSE;
u16b why = 0;
- u16b *who;
+ IDX *who;
/* Get a character, or abort */
-#ifdef JP
- if (!get_com("ÃΤꤿ¤¤Ê¸»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^R¾èÇÏ,^M̾Á°): ", &sym, FALSE)) return;
-#else
- if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE)) return;
-#endif
+ 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): ",
+ "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
/* Find that character info, and describe it */
for (i = 0; ident_info[i]; ++i)
if (sym == KTRL('A'))
{
all = TRUE;
-#ifdef JP
- strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
-#else
- strcpy(buf, "Full monster list.");
-#endif
+ strcpy(buf, _("全モンスターのリスト", "Full monster list."));
}
else if (sym == KTRL('U'))
{
all = uniq = TRUE;
-#ifdef JP
- strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
-#else
- strcpy(buf, "Unique monster list.");
-#endif
+ strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
}
else if (sym == KTRL('N'))
{
all = norm = TRUE;
-#ifdef JP
- strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
-#else
- strcpy(buf, "Non-unique monster list.");
-#endif
+ strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
}
else if (sym == KTRL('R'))
{
all = ride = TRUE;
-#ifdef JP
- strcpy(buf, "¾èÇϲÄǽ¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
-#else
- strcpy(buf, "Ridable monster list.");
-#endif
+ strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
}
/* XTRA HACK WHATSEARCH */
else if (sym == KTRL('M'))
{
all = TRUE;
-#ifdef JP
- if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
-#else
- if (!get_string("Enter name:",temp, 70))
-#endif
+ if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
{
temp[0]=0;
return;
}
-#ifdef JP
- sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
-#else
- sprintf(buf, "Monsters with a name \"%s\"",temp);
-#endif
+ sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
}
else if (ident_info[i])
{
}
else
{
-#ifdef JP
- sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
-#else
- sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
-#endif
+ sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
}
/* Display the result */
prt(buf, 0, 0);
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, u16b);
+ C_MAKE(who, max_r_idx, IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
#ifdef JP
if (iskanji( temp[xx])) { xx++; continue; }
#endif
- if (isupper(temp[xx])) temp[xx]=tolower(temp[xx]);
+ if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
}
#ifdef JP
strcpy(temp2, r_name+r_ptr->name);
#endif
for (xx=0; temp2[xx] && xx<80; xx++)
- if (isupper(temp2[xx])) temp2[xx]=tolower(temp2[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) )
#else
if (my_strstr(temp2, temp))
#endif
- who[n++]=i;
+ who[n++] = i;
}
/* Collect "appropriate" monsters */
if (!n)
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
return;
}
/* Prompt XXX XXX XXX */
-#ifdef JP
- put_str("»×¤¤½Ð¤ò¸«¤Þ¤¹¤«? (k:»¦³²½ç/y/n): ", 0, 36);
-#else
- put_str("Recall details? (k/y/n): ", 0, 40);
-#endif
+ 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 */
if (query != 'y')
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
return;
}
roff_top(r_idx);
/* Hack -- Complete the prompt */
-#ifdef JP
- Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ESC]");
-#else
- Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC]");
-#endif
+ Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
/* Command */
query = inkey();
}
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Re-display the identity */
prt(buf, 0, 0);
}
+/*!
+* @brief オブジェクトをプレイヤーが簡易使用コマンドで利用できるかを判定する /
+* Hook to determine if an object is useable
+* @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 利用可能ならばTRUEを返す
+*/
+static bool item_tester_hook_use(object_type *o_ptr)
+{
+ u32b flgs[TR_FLAG_SIZE];
+
+ /* Ammo */
+ if (o_ptr->tval == p_ptr->tval_ammo)
+ return (TRUE);
+
+ /* Useable object */
+ switch (o_ptr->tval)
+ {
+ case TV_SPIKE:
+ case TV_STAFF:
+ case TV_WAND:
+ case TV_ROD:
+ case TV_SCROLL:
+ case TV_POTION:
+ case TV_FOOD:
+ {
+ return (TRUE);
+ }
+
+ default:
+ {
+ int i;
+
+ /* Not known */
+ if (!object_is_known(o_ptr)) return (FALSE);
+
+ /* HACK - only items from the equipment can be activated */
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ if (&inventory[i] == o_ptr)
+ {
+ /* Extract the flags */
+ object_flags(o_ptr, flgs);
+
+ /* Check activation flag */
+ if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
+ }
+ }
+ }
+ }
+
+ /* Assume not */
+ return (FALSE);
+}
+
+
+/*!
+ * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
+ * Use an item
+ * @return なし
+ * @details
+ * XXX - Add actions for other item types
+ */
+void do_cmd_use(void)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ cptr q, s;
+
+ 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];
+ }
+
+ switch (o_ptr->tval)
+ {
+ /* Spike a door */
+ case TV_SPIKE:
+ {
+ do_cmd_spike();
+ break;
+ }
+
+ /* Eat some food */
+ case TV_FOOD:
+ {
+ do_cmd_eat_food_aux(item);
+ break;
+ }
+
+ /* Aim a wand */
+ case TV_WAND:
+ {
+ do_cmd_aim_wand_aux(item);
+ break;
+ }
+
+ /* Use a staff */
+ case TV_STAFF:
+ {
+ do_cmd_use_staff_aux(item);
+ break;
+ }
+
+ /* Zap a rod */
+ case TV_ROD:
+ {
+ do_cmd_zap_rod_aux(item);
+ break;
+ }
+
+ /* Quaff a potion */
+ case TV_POTION:
+ {
+ do_cmd_quaff_potion_aux(item);
+ break;
+ }
+
+ /* 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;
+ }
+
+ do_cmd_read_scroll_aux(item, TRUE);
+ break;
+ }
+
+ /* Fire ammo */
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ {
+ do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
+ break;
+ }
+
+ /* Activate an artifact */
+ default:
+ {
+ do_cmd_activate_aux(item);
+ break;
+ }
+ }
+}
+