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 "cmd-basic.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
32 #include "player-status.h"
37 * @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
40 void do_cmd_inven(void)
44 /* Note that we are in "inventory" mode */
47 /* Note that we are in "inventory" mode */
48 if (easy_floor) command_wrk = (USE_INVEN);
51 /* Display the inventory */
52 (void)show_inven(0, USE_FULL);
55 sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
56 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
57 (long int)((p_ptr->total_weight * 100) / weight_limit()));
59 sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
60 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
61 (p_ptr->total_weight * 100) / weight_limit());
65 command_new = inkey();
68 /* Process "Escape" */
69 if (command_new == ESCAPE)
73 Term_get_size(&wid, &hgt);
77 command_gap = wid - 30;
80 /* Process normal keys */
83 /* Hack -- Use "display" mode */
90 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
93 void do_cmd_equip(void)
97 /* Note that we are in "equipment" mode */
100 /* Note that we are in "equipment" mode */
101 if (easy_floor) command_wrk = (USE_EQUIP);
104 (void)show_equip(0, USE_FULL);
108 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
109 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
110 (long int)((p_ptr->total_weight * 100) / weight_limit()));
112 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
113 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
114 (long int)((p_ptr->total_weight * 100) / weight_limit()));
118 command_new = inkey();
121 /* Process "Escape" */
122 if (command_new == ESCAPE)
126 Term_get_size(&wid, &hgt);
130 command_gap = wid - 30;
133 /* Process normal keys */
136 /* Enter "display" mode */
144 bool select_ring_slot = FALSE;
147 * @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
150 void do_cmd_wield(void)
152 OBJECT_IDX item, slot;
160 GAME_TEXT o_name[MAX_NLEN];
163 OBJECT_IDX need_switch_wielding = 0;
165 if (p_ptr->special_defense & KATA_MUSOU)
167 set_action(ACTION_NONE);
170 /* Restrict the choices */
171 item_tester_hook = item_tester_hook_wear;
173 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
174 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
176 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
180 slot = wield_slot(o_ptr);
184 /* Shields and some misc. items */
189 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
191 /* Restrict the choices */
192 item_tester_hook = item_tester_hook_melee_weapon;
194 /* Choose a weapon from the equipment only */
195 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
196 s = _("おっと。", "Oops.");
197 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
198 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
201 else if (has_melee_weapon(INVEN_LARM)) slot = INVEN_RARM;
203 /* Both arms are already used by non-weapon */
204 else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
205 inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM]))
207 /* Restrict the choices */
208 item_tester_hook = item_tester_hook_mochikae;
211 q = _("どちらの手に装備しますか?", "Equip which hand? ");
212 s = _("おっと。", "Oops.");
213 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
222 /* Asking for dual wielding */
223 if (slot == INVEN_LARM)
225 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
228 else if (!inventory[INVEN_RARM].k_idx && has_melee_weapon(INVEN_LARM))
230 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
233 /* Both arms are already used */
234 else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx)
236 /* Restrict the choices */
237 item_tester_hook = item_tester_hook_mochikae;
240 q = _("どちらの手に装備しますか?", "Equip which hand? ");
241 s = _("おっと。", "Oops.");
243 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
244 if ((slot == INVEN_LARM) && !has_melee_weapon(INVEN_RARM))
245 need_switch_wielding = INVEN_RARM;
251 /* Choose a ring slot */
252 if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
254 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
258 q = _("どちらの手に装備しますか?", "Equip which hand? ");
260 s = _("おっと。", "Oops.");
262 /* Restrict the choices */
263 select_ring_slot = TRUE;
265 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
267 select_ring_slot = FALSE;
270 select_ring_slot = FALSE;
274 /* Prevent wielding into a cursed slot */
275 if (object_is_cursed(&inventory[slot]))
277 object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
280 msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
282 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
285 /* Cancel the command */
290 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
291 ((o_ptr->ident & IDENT_SENSE) &&
292 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
294 char dummy[MAX_NLEN+80];
296 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
297 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);
299 if (!get_check(dummy)) return;
302 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
304 char dummy[MAX_NLEN+100];
306 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
308 sprintf(dummy, _("%sを装備すると吸血鬼になります。よろしいですか?",
309 "%s will transforms you into a vampire permanently when equiped. Do you become a vampire?"), o_name);
311 if (!get_check(dummy)) return;
314 if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding]))
316 object_type *slot_o_ptr = &inventory[slot];
317 object_type *switch_o_ptr = &inventory[need_switch_wielding];
318 object_type object_tmp;
319 object_type *otmp_ptr = &object_tmp;
320 GAME_TEXT switch_name[MAX_NLEN];
322 object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
324 object_copy(otmp_ptr, switch_o_ptr);
325 object_copy(switch_o_ptr, slot_o_ptr);
326 object_copy(slot_o_ptr, otmp_ptr);
328 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
329 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
330 (left_hander ? _("右手", "right") : _("左手", "left")));
331 slot = need_switch_wielding;
334 check_find_art_quest_completion(o_ptr);
336 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
338 identify_item(o_ptr);
340 /* Auto-inscription */
341 autopick_alter_item(item, FALSE);
344 take_turn(p_ptr, 100);
347 /* Obtain local object */
348 object_copy(q_ptr, o_ptr);
350 /* Modify quantity */
353 /* Decrease the item (from the pack) */
356 inven_item_increase(item, -1);
357 inven_item_optimize(item);
360 /* Decrease the item (from the floor) */
363 floor_item_increase(0 - item, -1);
364 floor_item_optimize(0 - item);
367 /* Access the wield slot */
368 o_ptr = &inventory[slot];
370 /* Take off existing item */
373 /* Take off existing item */
374 (void)inven_takeoff(slot, 255);
377 /* Wear the new stuff */
378 object_copy(o_ptr, q_ptr);
380 o_ptr->marked |= OM_TOUCHED;
382 p_ptr->total_weight += q_ptr->weight;
384 /* Increment the equip counter by hand */
387 #define STR_WIELD_RARM _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
388 #define STR_WIELD_LARM _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
389 #define STR_WIELD_ARMS _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
391 /* Where is the item now */
395 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
396 act = STR_WIELD_ARMS;
398 act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
402 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
403 act = STR_WIELD_ARMS;
405 act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
409 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
413 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
417 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
421 object_desc(o_name, o_ptr, 0);
422 msg_format(act, o_name, index_to_label(slot));
425 if (object_is_cursed(o_ptr))
427 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
428 chg_virtue(V_HARMONY, -1);
431 o_ptr->ident |= (IDENT_SENSE);
434 /* The Stone Mask make the player current_world_ptr->game_turn into a vampire! */
435 if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
437 /* Turn into a vampire */
438 change_race(RACE_VAMPIRE, "");
441 p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
442 p_ptr->redraw |= (PR_EQUIPPY);
443 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
450 * @param item 持ち替えを行いたい装備部位ID
453 void kamaenaoshi(INVENTORY_IDX item)
455 object_type *o_ptr, *new_o_ptr;
456 GAME_TEXT o_name[MAX_NLEN];
458 if (item == INVEN_RARM)
460 if (has_melee_weapon(INVEN_LARM))
462 o_ptr = &inventory[INVEN_LARM];
463 object_desc(o_name, o_ptr, 0);
465 if (!object_is_cursed(o_ptr))
467 new_o_ptr = &inventory[INVEN_RARM];
468 object_copy(new_o_ptr, o_ptr);
469 p_ptr->total_weight += o_ptr->weight;
470 inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
471 inven_item_optimize(INVEN_LARM);
472 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
473 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
475 msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
476 (left_hander ? _("左手", "left") : _("右手", "right")));
480 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
481 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
485 else if (item == INVEN_LARM)
487 o_ptr = &inventory[INVEN_RARM];
488 if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
490 if (has_melee_weapon(INVEN_RARM))
492 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
493 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
495 else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
497 new_o_ptr = &inventory[INVEN_LARM];
498 object_copy(new_o_ptr, o_ptr);
499 p_ptr->total_weight += o_ptr->weight;
500 inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
501 inven_item_optimize(INVEN_RARM);
502 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
509 * @brief 装備を外すコマンドのメインルーチン / Take off an item
512 void do_cmd_takeoff(void)
518 if (p_ptr->special_defense & KATA_MUSOU)
520 set_action(ACTION_NONE);
523 q = _("どれを装備からはずしますか? ", "Take off which item? ");
524 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
526 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
530 if (object_is_cursed(o_ptr))
532 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
534 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
539 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
541 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!"));
543 o_ptr->ident |= (IDENT_SENSE);
544 o_ptr->curse_flags = 0L;
545 o_ptr->feeling = FEEL_NONE;
547 p_ptr->update |= (PU_BONUS);
548 p_ptr->window |= (PW_EQUIP);
550 msg_print(_("呪いを打ち破った。", "You break the curse."));
554 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
555 take_turn(p_ptr, 50);
560 take_turn(p_ptr, 50);
562 /* Take off the item */
563 (void)inven_takeoff(item, 255);
566 p_ptr->redraw |= (PR_EQUIPPY);
571 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
574 void do_cmd_drop(void)
583 if (p_ptr->special_defense & KATA_MUSOU)
585 set_action(ACTION_NONE);
588 q = _("どのアイテムを落としますか? ", "Drop which item? ");
589 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
591 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
594 /* Hack -- Cannot remove cursed items */
595 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
597 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
601 if (o_ptr->number > 1)
603 amt = get_quantity(NULL, o_ptr->number);
604 if (amt <= 0) return;
607 take_turn(p_ptr, 50);
609 /* Drop (some of) the item */
610 inven_drop(item, amt);
612 if (item >= INVEN_RARM)
618 p_ptr->redraw |= (PR_EQUIPPY);
623 * @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
626 void do_cmd_destroy(void)
636 object_type *q_ptr = &forge;
638 GAME_TEXT o_name[MAX_NLEN];
639 char out_val[MAX_NLEN+40];
643 if (p_ptr->special_defense & KATA_MUSOU)
645 set_action(ACTION_NONE);
648 /* Hack -- force destruction */
649 if (command_arg > 0) force = TRUE;
651 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
652 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
654 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
657 /* Verify unless quantity given beforehand */
658 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
660 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
662 /* Make a verification */
663 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
666 /* HACK : Add the line to message buffer */
667 message_add(out_val);
668 p_ptr->window |= (PW_MESSAGE);
671 /* Get an acceptable answer */
681 /* Erase the prompt */
685 if (i == 'y' || i == 'Y')
689 if (i == ESCAPE || i == 'n' || i == 'N')
696 /* Add an auto-destroy preference line */
697 if (autopick_autoregister(o_ptr))
699 /* Auto-destroy it */
700 autopick_alter_item(item, TRUE);
703 /* The object is already destroyed. */
709 if (o_ptr->number > 1)
711 amt = get_quantity(NULL, o_ptr->number);
712 if (amt <= 0) return;
716 old_number = o_ptr->number;
718 object_desc(o_name, o_ptr, 0);
719 o_ptr->number = old_number;
721 take_turn(p_ptr, 100);
723 /* Artifacts cannot be destroyed */
724 if (!can_player_destroy_object(o_ptr))
728 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
732 object_copy(q_ptr, o_ptr);
734 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
735 sound(SOUND_DESTITEM);
737 /* Reduce the charges of rods/wands */
738 reduce_charges(o_ptr, amt);
740 /* Eliminate the item (from the pack) */
743 inven_item_increase(item, -amt);
744 inven_item_describe(item);
745 inven_item_optimize(item);
748 /* Eliminate the item (from the floor) */
751 floor_item_increase(0 - item, -amt);
752 floor_item_describe(0 - item);
753 floor_item_optimize(0 - item);
756 if (item_tester_high_level_book(q_ptr))
758 bool gain_expr = FALSE;
760 if (p_ptr->prace == RACE_ANDROID)
763 else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
767 else if (p_ptr->pclass == CLASS_PALADIN)
769 if (is_good_realm(p_ptr->realm1))
771 if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
775 if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
779 if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
781 s32b tester_exp = p_ptr->max_exp / 20;
782 if (tester_exp > 10000) tester_exp = 10000;
783 if (q_ptr->sval < 3) tester_exp /= 4;
784 if (tester_exp<1) tester_exp = 1;
786 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
787 gain_exp(tester_exp * amt);
789 if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
791 chg_virtue(V_UNLIFE, 1);
792 chg_virtue(V_VITALITY, -1);
794 else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
796 chg_virtue(V_UNLIFE, -1);
797 chg_virtue(V_VITALITY, 1);
800 if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
801 chg_virtue(V_ENCHANT, -1);
803 if (object_value_real(q_ptr) > 30000)
804 chg_virtue(V_SACRIFICE, 2);
806 else if (object_value_real(q_ptr) > 10000)
807 chg_virtue(V_SACRIFICE, 1);
810 if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
811 chg_virtue(V_HARMONY, 1);
813 if (item >= INVEN_RARM) calc_android_exp();
818 * @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
821 void do_cmd_observe(void)
825 GAME_TEXT o_name[MAX_NLEN];
828 q = _("どのアイテムを調べますか? ", "Examine which item? ");
829 s = _("調べられるアイテムがない。", "You have nothing to examine.");
831 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
834 /* Require full knowledge */
835 if (!(o_ptr->ident & IDENT_MENTAL))
837 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."));
841 object_desc(o_name, o_ptr, 0);
842 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
843 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."));
849 * @brief アイテムの銘を消すコマンドのメインルーチン
850 * Remove the inscription from an object XXX Mention item (when done)?
853 void do_cmd_uninscribe(void)
859 q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
860 s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
862 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
865 /* Nothing to remove */
866 if (!o_ptr->inscription)
868 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."));
872 msg_print(_("銘を消した。", "Inscription removed."));
874 /* Remove the incription */
875 o_ptr->inscription = 0;
876 p_ptr->update |= (PU_COMBINE);
877 p_ptr->window |= (PW_INVEN | PW_EQUIP);
879 /* .や$の関係で, 再計算が必要なはず -- henkma */
880 p_ptr->update |= (PU_BONUS);
886 * @brief アイテムの銘を刻むコマンドのメインルーチン
887 * Inscribe an object with a comment
890 void do_cmd_inscribe(void)
894 GAME_TEXT o_name[MAX_NLEN];
898 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
899 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
901 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
904 /* Describe the activity */
905 object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
907 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
910 /* Start with nothing */
913 /* Use old inscription */
914 if (o_ptr->inscription)
916 /* Start with the old inscription */
917 strcpy(out_val, quark_str(o_ptr->inscription));
920 /* Get a new inscription (possibly empty) */
921 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
923 /* Save the inscription */
924 o_ptr->inscription = quark_add(out_val);
925 p_ptr->update |= (PU_COMBINE);
926 p_ptr->window |= (PW_INVEN | PW_EQUIP);
928 /* .や$の関係で, 再計算が必要なはず -- henkma */
929 p_ptr->update |= (PU_BONUS);
935 * @brief ランタンに燃料を加えるコマンドのメインルーチン
936 * Refill the players lamp (from the pack or floor)
939 static void do_cmd_refill_lamp(void)
946 /* Restrict the choices */
947 item_tester_hook = item_tester_refill_lantern;
949 q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
950 s = _("油つぼがない。", "You have no flasks of oil.");
952 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
955 take_turn(p_ptr, 50);
957 /* Access the lantern */
958 j_ptr = &inventory[INVEN_LITE];
961 j_ptr->xtra4 += o_ptr->xtra4;
962 msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
964 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
967 msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
969 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
972 msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
974 else if (j_ptr->xtra4 >= FUEL_LAMP)
976 j_ptr->xtra4 = FUEL_LAMP;
977 msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
980 /* Decrease the item (from the pack) */
983 inven_item_increase(item, -1);
984 inven_item_describe(item);
985 inven_item_optimize(item);
988 /* Decrease the item (from the floor) */
991 floor_item_increase(0 - item, -1);
992 floor_item_describe(0 - item);
993 floor_item_optimize(0 - item);
996 p_ptr->update |= (PU_TORCH);
1000 * @brief 松明を束ねるコマンドのメインルーチン
1001 * Refuel the players torch (from the pack or floor)
1004 static void do_cmd_refill_torch(void)
1013 /* Restrict the choices */
1014 item_tester_hook = object_can_refill_torch;
1016 q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
1017 s = _("他に松明がない。", "You have no extra torches.");
1019 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1022 take_turn(p_ptr, 50);
1024 /* Access the primary torch */
1025 j_ptr = &inventory[INVEN_LITE];
1028 j_ptr->xtra4 += o_ptr->xtra4 + 5;
1030 msg_print(_("松明を結合した。", "You combine the torches."));
1032 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1035 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
1037 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1040 msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
1042 /* Over-fuel message */
1043 else if (j_ptr->xtra4 >= FUEL_TORCH)
1045 j_ptr->xtra4 = FUEL_TORCH;
1046 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1049 /* Refuel message */
1052 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1055 /* Decrease the item (from the pack) */
1058 inven_item_increase(item, -1);
1059 inven_item_describe(item);
1060 inven_item_optimize(item);
1063 /* Decrease the item (from the floor) */
1066 floor_item_increase(0 - item, -1);
1067 floor_item_describe(0 - item);
1068 floor_item_optimize(0 - item);
1071 p_ptr->update |= (PU_TORCH);
1076 * @brief 燃料を補充するコマンドのメインルーチン
1077 * Refill the players lamp, or restock his torches
1080 void do_cmd_refill(void)
1085 o_ptr = &inventory[INVEN_LITE];
1087 if (p_ptr->special_defense & KATA_MUSOU)
1089 set_action(ACTION_NONE);
1093 if (o_ptr->tval != TV_LITE)
1095 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1099 else if (o_ptr->sval == SV_LITE_LANTERN)
1101 do_cmd_refill_lamp();
1105 else if (o_ptr->sval == SV_LITE_TORCH)
1107 do_cmd_refill_torch();
1110 /* No torch to refill */
1113 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1119 * @brief ターゲットを設定するコマンドのメインルーチン
1123 void do_cmd_target(void)
1125 if (p_ptr->wild_mode) return;
1128 if (target_set(TARGET_KILL))
1130 msg_print(_("ターゲット決定。", "Target Selected."));
1133 /* Target aborted */
1136 msg_print(_("ターゲット解除。", "Target Aborted."));
1143 * @brief 周囲を見渡すコマンドのメインルーチン
1147 void do_cmd_look(void)
1149 p_ptr->window |= PW_MONSTER_LIST;
1153 if (target_set(TARGET_LOOK))
1155 msg_print(_("ターゲット決定。", "Target Selected."));
1161 * @brief 位置を確認するコマンドのメインルーチン
1162 * Allow the player to examine other sectors on the map
1165 void do_cmd_locate(void)
1168 POSITION y1, x1, y2, x2;
1169 GAME_TEXT tmp_val[80];
1170 GAME_TEXT out_val[160];
1173 get_screen_size(&wid, &hgt);
1175 /* Start at current panel */
1176 y2 = y1 = panel_row_min;
1177 x2 = x1 = panel_col_min;
1179 /* Show panels until done */
1182 /* Describe the location */
1183 if ((y2 == y1) && (x2 == x1))
1185 strcpy(tmp_val, _("真上", "\0"));
1189 sprintf(tmp_val, "%s%s",
1190 ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
1191 ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
1194 /* Prepare to ask which way to look */
1195 sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
1196 "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
1197 y2 / (hgt / 2), y2 % (hgt / 2),
1198 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1200 /* Assume no direction */
1203 /* Get a direction */
1208 /* Get a command (or Cancel) */
1209 if (!get_com(out_val, &command, TRUE)) break;
1211 /* Extract the action (if any) */
1212 dir = get_keymap_dir(command);
1221 /* Apply the motion */
1222 if (change_panel(ddy[dir], ddx[dir]))
1230 /* Recenter the map around the player */
1233 p_ptr->update |= (PU_MONSTERS);
1234 p_ptr->redraw |= (PR_MAP);
1235 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1241 * @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
1242 * Identify a character, allow recall of monsters
1246 * Several "special" responses recall "multiple" monsters:
1248 * ^U (all unique monsters)
1249 * ^N (all non-unique monsters)
1251 * The responses may be sorted in several ways, see below.
1253 * Note that the player ghosts are ignored.
1256 void do_cmd_query_symbol(void)
1270 bool recall = FALSE;
1275 /* Get a character, or abort */
1276 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): ",
1277 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1279 /* Find that character info, and describe it */
1280 for (i = 0; ident_info[i]; ++i)
1282 if (sym == ident_info[i][0]) break;
1284 if (sym == KTRL('A'))
1287 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1289 else if (sym == KTRL('U'))
1292 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1294 else if (sym == KTRL('N'))
1297 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1299 else if (sym == KTRL('R'))
1302 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1304 /* XTRA HACK WHATSEARCH */
1305 else if (sym == KTRL('M'))
1308 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1313 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1315 else if (ident_info[i])
1317 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1321 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1324 /* Display the result */
1327 /* Allocate the "who" array */
1328 C_MAKE(who, max_r_idx, MONRACE_IDX);
1330 /* Collect matching monsters */
1331 for (n = 0, i = 1; i < max_r_idx; i++)
1333 monster_race *r_ptr = &r_info[i];
1335 /* Nothing to recall */
1336 if (!cheat_know && !r_ptr->r_sights) continue;
1338 /* Require non-unique monsters if needed */
1339 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1341 /* Require unique monsters if needed */
1342 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1344 /* Require ridable monsters if needed */
1345 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1347 /* XTRA HACK WHATSEARCH */
1353 for (xx = 0; temp[xx] && xx < 80; xx++)
1356 if (iskanji(temp[xx])) { xx++; continue; }
1358 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1362 strcpy(temp2, r_name + r_ptr->E_name);
1364 strcpy(temp2, r_name + r_ptr->name);
1366 for (xx = 0; temp2[xx] && xx < 80; xx++)
1367 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1370 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1372 if (my_strstr(temp2, temp))
1377 /* Collect "appropriate" monsters */
1378 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1381 /* Nothing to recall */
1384 C_KILL(who, max_r_idx, MONRACE_IDX);
1389 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1397 /* Sort the array */
1398 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1400 /* Sort by kills (and level) */
1407 /* Catch "escape" */
1410 C_KILL(who, max_r_idx, MONRACE_IDX);
1414 /* Sort if needed */
1417 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1421 /* Start at the end */
1424 /* Scan the monster memory */
1427 /* Extract a race */
1430 /* Hack -- Auto-recall */
1431 monster_race_track(r_idx);
1442 /* Recall on screen */
1443 screen_roff(who[i], 0);
1446 /* Hack -- Begin the prompt */
1449 /* Hack -- Complete the prompt */
1450 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1461 /* Normal commands */
1462 if (query != 'r') break;
1469 if (query == ESCAPE) break;
1471 /* Move to "prev" monster */
1477 if (!expand_list) break;
1481 /* Move to "next" monster */
1487 if (!expand_list) break;
1492 /* Free the "who" array */
1493 C_KILL(who, max_r_idx, IDX);
1495 /* Re-display the identity */
1500 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1504 * XXX - Add actions for other item types
1506 void do_cmd_use(void)
1512 if (p_ptr->wild_mode)
1517 if (cmd_limit_arena(p_ptr)) return;
1519 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1521 set_action(ACTION_NONE);
1524 item_tester_hook = item_tester_hook_use;
1526 q = _("どれを使いますか?", "Use which item? ");
1527 s = _("使えるものがありません。", "You have nothing to use.");
1529 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1532 switch (o_ptr->tval)
1544 do_cmd_eat_food_aux(item);
1551 do_cmd_aim_wand_aux(item);
1558 do_cmd_use_staff_aux(item);
1565 do_cmd_zap_rod_aux(item);
1569 /* Quaff a potion */
1572 do_cmd_quaff_potion_aux(item);
1579 if (cmd_limit_blind(p_ptr)) return;
1580 if (cmd_limit_confused(p_ptr)) return;
1582 do_cmd_read_scroll_aux(item, TRUE);
1591 exe_fire(item, &inventory[INVEN_BOW], SP_NONE);
1595 /* Activate an artifact */
1598 do_cmd_activate_aux(item);