3 * @brief プレイヤーのアイテムに関するコマンドの実装1 / Inventory commands
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
16 #include "cmd-activate.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
24 #include "object-hook.h"
28 * @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
31 void do_cmd_inven(void)
35 /* Note that we are in "inventory" mode */
38 /* Note that we are in "inventory" mode */
39 if (easy_floor) command_wrk = (USE_INVEN);
42 /* Display the inventory */
43 (void)show_inven(0, USE_FULL);
46 sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
47 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
48 (long int)((p_ptr->total_weight * 100) / weight_limit()));
50 sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
51 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
52 (p_ptr->total_weight * 100) / weight_limit());
56 command_new = inkey();
59 /* Process "Escape" */
60 if (command_new == ESCAPE)
64 Term_get_size(&wid, &hgt);
68 command_gap = wid - 30;
71 /* Process normal keys */
74 /* Hack -- Use "display" mode */
81 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
84 void do_cmd_equip(void)
89 /* Note that we are in "equipment" mode */
92 /* Note that we are in "equipment" mode */
93 if (easy_floor) command_wrk = (USE_EQUIP);
96 (void)show_equip(0, USE_FULL);
100 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
101 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
102 (long int)((p_ptr->total_weight * 100) / weight_limit()));
104 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
105 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
106 (long int)((p_ptr->total_weight * 100) / weight_limit()));
110 command_new = inkey();
113 /* Process "Escape" */
114 if (command_new == ESCAPE)
118 Term_get_size(&wid, &hgt);
122 command_gap = wid - 30;
125 /* Process normal keys */
128 /* Enter "display" mode */
136 bool select_ring_slot = FALSE;
139 * @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
142 void do_cmd_wield(void)
144 OBJECT_IDX item, slot;
152 GAME_TEXT o_name[MAX_NLEN];
155 OBJECT_IDX need_switch_wielding = 0;
157 if (p_ptr->special_defense & KATA_MUSOU)
159 set_action(ACTION_NONE);
162 /* Restrict the choices */
163 item_tester_hook = item_tester_hook_wear;
165 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
166 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
168 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
172 slot = wield_slot(o_ptr);
176 /* Shields and some misc. items */
181 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
183 /* Restrict the choices */
184 item_tester_hook = item_tester_hook_melee_weapon;
186 /* Choose a weapon from the equipment only */
187 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
188 s = _("おっと。", "Oops.");
189 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
190 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
193 else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;
195 /* Both arms are already used by non-weapon */
196 else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
197 inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM]))
199 /* Restrict the choices */
200 item_tester_hook = item_tester_hook_mochikae;
203 q = _("どちらの手に装備しますか?", "Equip which hand? ");
204 s = _("おっと。", "Oops.");
205 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
214 /* Asking for dual wielding */
215 if (slot == INVEN_LARM)
217 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
220 else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
222 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
225 /* Both arms are already used */
226 else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx)
228 /* Restrict the choices */
229 item_tester_hook = item_tester_hook_mochikae;
232 q = _("どちらの手に装備しますか?", "Equip which hand? ");
233 s = _("おっと。", "Oops.");
235 if (!get_item(&slot, q, s, (USE_EQUIP))) return;
236 if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
237 need_switch_wielding = INVEN_RARM;
243 /* Choose a ring slot */
244 if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
246 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
250 q = _("どちらの手に装備しますか?", "Equip which hand? ");
252 s = _("おっと。", "Oops.");
254 /* Restrict the choices */
255 select_ring_slot = TRUE;
257 if (!get_item(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
259 select_ring_slot = FALSE;
262 select_ring_slot = FALSE;
266 /* Prevent wielding into a cursed slot */
267 if (object_is_cursed(&inventory[slot]))
269 object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
272 msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
274 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
277 /* Cancel the command */
282 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
283 ((o_ptr->ident & IDENT_SENSE) &&
284 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
286 char dummy[MAX_NLEN+80];
288 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
289 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);
291 if (!get_check(dummy)) return;
294 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
296 char dummy[MAX_NLEN+80];
298 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
301 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);
303 msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
304 sprintf(dummy, "Do you become a vampire?");
307 if (!get_check(dummy)) return;
310 if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding]))
312 object_type *slot_o_ptr = &inventory[slot];
313 object_type *switch_o_ptr = &inventory[need_switch_wielding];
314 object_type object_tmp;
315 object_type *otmp_ptr = &object_tmp;
316 GAME_TEXT switch_name[MAX_NLEN];
318 object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
320 object_copy(otmp_ptr, switch_o_ptr);
321 object_copy(switch_o_ptr, slot_o_ptr);
322 object_copy(slot_o_ptr, otmp_ptr);
324 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
325 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
326 (left_hander ? _("右手", "right") : _("左手", "left")));
327 slot = need_switch_wielding;
330 check_find_art_quest_completion(o_ptr);
332 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
334 identify_item(o_ptr);
336 /* Auto-inscription */
337 autopick_alter_item(item, FALSE);
340 p_ptr->energy_use = 100;
343 /* Obtain local object */
344 object_copy(q_ptr, o_ptr);
346 /* Modify quantity */
349 /* Decrease the item (from the pack) */
352 inven_item_increase(item, -1);
353 inven_item_optimize(item);
356 /* Decrease the item (from the floor) */
359 floor_item_increase(0 - item, -1);
360 floor_item_optimize(0 - item);
363 /* Access the wield slot */
364 o_ptr = &inventory[slot];
366 /* Take off existing item */
369 /* Take off existing item */
370 (void)inven_takeoff(slot, 255);
373 /* Wear the new stuff */
374 object_copy(o_ptr, q_ptr);
376 /* Player touches it */
377 o_ptr->marked |= OM_TOUCHED;
379 /* Increase the weight */
380 p_ptr->total_weight += q_ptr->weight;
382 /* Increment the equip counter by hand */
386 #define STR_WIELD_RARM "%s(%c)を右手に装備した。"
387 #define STR_WIELD_LARM "%s(%c)を左手に装備した。"
388 #define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
390 #define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
391 #define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
392 #define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
395 /* Where is the item now */
399 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
400 act = STR_WIELD_ARMS;
402 act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
406 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
407 act = STR_WIELD_ARMS;
409 act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
413 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
417 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
421 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
425 object_desc(o_name, o_ptr, 0);
426 msg_format(act, o_name, index_to_label(slot));
429 if (object_is_cursed(o_ptr))
431 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
432 chg_virtue(V_HARMONY, -1);
435 o_ptr->ident |= (IDENT_SENSE);
438 /* The Stone Mask make the player turn into a vampire! */
439 if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
441 /* Turn into a vampire */
442 change_race(RACE_VAMPIRE, "");
445 p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
446 p_ptr->redraw |= (PR_EQUIPPY);
447 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
454 * @param item 持ち替えを行いたい装備部位ID
457 void kamaenaoshi(INVENTORY_IDX item)
459 object_type *o_ptr, *new_o_ptr;
460 GAME_TEXT o_name[MAX_NLEN];
462 if (item == INVEN_RARM)
464 if (buki_motteruka(INVEN_LARM))
466 o_ptr = &inventory[INVEN_LARM];
467 object_desc(o_name, o_ptr, 0);
469 if (!object_is_cursed(o_ptr))
471 new_o_ptr = &inventory[INVEN_RARM];
472 object_copy(new_o_ptr, o_ptr);
473 p_ptr->total_weight += o_ptr->weight;
474 inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
475 inven_item_optimize(INVEN_LARM);
476 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
477 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
479 msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
480 (left_hander ? _("左手", "left") : _("右手", "right")));
484 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
485 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
489 else if (item == INVEN_LARM)
491 o_ptr = &inventory[INVEN_RARM];
492 if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
494 if (buki_motteruka(INVEN_RARM))
496 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
497 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
499 else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
501 new_o_ptr = &inventory[INVEN_LARM];
502 object_copy(new_o_ptr, o_ptr);
503 p_ptr->total_weight += o_ptr->weight;
504 inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
505 inven_item_optimize(INVEN_RARM);
506 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
513 * @brief 装備を外すコマンドのメインルーチン / Take off an item
516 void do_cmd_takeoff(void)
522 if (p_ptr->special_defense & KATA_MUSOU)
524 set_action(ACTION_NONE);
527 q = _("どれを装備からはずしますか? ", "Take off which item? ");
528 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
530 if (!get_item(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
532 /* Get the item (in the pack) */
535 o_ptr = &inventory[item];
538 /* Get the item (on the floor) */
541 o_ptr = &o_list[0 - item];
546 if (object_is_cursed(o_ptr))
548 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
550 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
555 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
557 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!"));
559 o_ptr->ident |= (IDENT_SENSE);
560 o_ptr->curse_flags = 0L;
561 o_ptr->feeling = FEEL_NONE;
563 p_ptr->update |= (PU_BONUS);
564 p_ptr->window |= (PW_EQUIP);
566 msg_print(_("呪いを打ち破った。", "You break the curse."));
570 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
571 p_ptr->energy_use = 50;
576 /* Take a partial turn */
577 p_ptr->energy_use = 50;
579 /* Take off the item */
580 (void)inven_takeoff(item, 255);
583 p_ptr->redraw |= (PR_EQUIPPY);
588 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
591 void do_cmd_drop(void)
600 if (p_ptr->special_defense & KATA_MUSOU)
602 set_action(ACTION_NONE);
605 q = _("どのアイテムを落としますか? ", "Drop which item? ");
606 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
608 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT))) return;
610 /* Get the item (in the pack) */
613 o_ptr = &inventory[item];
616 /* Get the item (on the floor) */
619 o_ptr = &o_list[0 - item];
623 /* Hack -- Cannot remove cursed items */
624 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
626 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
631 /* See how many items */
632 if (o_ptr->number > 1)
635 amt = get_quantity(NULL, o_ptr->number);
637 /* Allow user abort */
638 if (amt <= 0) return;
642 /* Take a partial turn */
643 p_ptr->energy_use = 50;
645 /* Drop (some of) the item */
646 inven_drop(item, amt);
648 if (item >= INVEN_RARM)
654 p_ptr->redraw |= (PR_EQUIPPY);
658 * @brief オブジェクトが高位の魔法書かどうかを判定する
659 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
660 * @return オブジェクトが高位の魔法書ならばTRUEを返す
662 static bool high_level_book(object_type *o_ptr)
664 if ((o_ptr->tval == TV_LIFE_BOOK) ||
665 (o_ptr->tval == TV_SORCERY_BOOK) ||
666 (o_ptr->tval == TV_NATURE_BOOK) ||
667 (o_ptr->tval == TV_CHAOS_BOOK) ||
668 (o_ptr->tval == TV_DEATH_BOOK) ||
669 (o_ptr->tval == TV_TRUMP_BOOK) ||
670 (o_ptr->tval == TV_CRAFT_BOOK) ||
671 (o_ptr->tval == TV_DAEMON_BOOK) ||
672 (o_ptr->tval == TV_CRUSADE_BOOK) ||
673 (o_ptr->tval == TV_MUSIC_BOOK) ||
674 (o_ptr->tval == TV_HEX_BOOK))
687 * @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
690 void do_cmd_destroy(void)
700 object_type *q_ptr = &forge;
702 GAME_TEXT o_name[MAX_NLEN];
703 char out_val[MAX_NLEN+40];
707 if (p_ptr->special_defense & KATA_MUSOU)
709 set_action(ACTION_NONE);
712 /* Hack -- force destruction */
713 if (command_arg > 0) force = TRUE;
715 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
716 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
718 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
720 /* Get the item (in the pack) */
723 o_ptr = &inventory[item];
726 /* Get the item (on the floor) */
729 o_ptr = &o_list[0 - item];
732 /* Verify unless quantity given beforehand */
733 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
735 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
737 /* Make a verification */
738 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
741 /* HACK : Add the line to message buffer */
742 message_add(out_val);
743 p_ptr->window |= (PW_MESSAGE);
746 /* Get an acceptable answer */
756 /* Erase the prompt */
760 if (i == 'y' || i == 'Y')
764 if (i == ESCAPE || i == 'n' || i == 'N')
771 /* Add an auto-destroy preference line */
772 if (autopick_autoregister(o_ptr))
774 /* Auto-destroy it */
775 autopick_alter_item(item, TRUE);
778 /* The object is already destroyed. */
784 /* See how many items */
785 if (o_ptr->number > 1)
788 amt = get_quantity(NULL, o_ptr->number);
790 /* Allow user abort */
791 if (amt <= 0) return;
795 old_number = o_ptr->number;
797 object_desc(o_name, o_ptr, 0);
798 o_ptr->number = old_number;
800 p_ptr->energy_use = 100;
802 /* Artifacts cannot be destroyed */
803 if (!can_player_destroy_object(o_ptr))
805 p_ptr->energy_use = 0;
807 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
811 object_copy(q_ptr, o_ptr);
813 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
814 sound(SOUND_DESTITEM);
816 /* Reduce the charges of rods/wands */
817 reduce_charges(o_ptr, amt);
819 /* Eliminate the item (from the pack) */
822 inven_item_increase(item, -amt);
823 inven_item_describe(item);
824 inven_item_optimize(item);
827 /* Eliminate the item (from the floor) */
830 floor_item_increase(0 - item, -amt);
831 floor_item_describe(0 - item);
832 floor_item_optimize(0 - item);
835 if (high_level_book(q_ptr))
837 bool gain_expr = FALSE;
839 if (p_ptr->prace == RACE_ANDROID)
842 else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
846 else if (p_ptr->pclass == CLASS_PALADIN)
848 if (is_good_realm(p_ptr->realm1))
850 if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
854 if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
858 if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
860 s32b tester_exp = p_ptr->max_exp / 20;
861 if (tester_exp > 10000) tester_exp = 10000;
862 if (q_ptr->sval < 3) tester_exp /= 4;
863 if (tester_exp<1) tester_exp = 1;
865 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
866 gain_exp(tester_exp * amt);
868 if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
870 chg_virtue(V_UNLIFE, 1);
871 chg_virtue(V_VITALITY, -1);
873 else if (high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
875 chg_virtue(V_UNLIFE, -1);
876 chg_virtue(V_VITALITY, 1);
879 if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
880 chg_virtue(V_ENCHANT, -1);
882 if (object_value_real(q_ptr) > 30000)
883 chg_virtue(V_SACRIFICE, 2);
885 else if (object_value_real(q_ptr) > 10000)
886 chg_virtue(V_SACRIFICE, 1);
889 if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
890 chg_virtue(V_HARMONY, 1);
892 if (item >= INVEN_RARM) calc_android_exp();
897 * @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
900 void do_cmd_observe(void)
904 GAME_TEXT o_name[MAX_NLEN];
908 q = _("どのアイテムを調べますか? ", "Examine which item? ");
909 s = _("調べられるアイテムがない。", "You have nothing to examine.");
911 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
913 /* Get the item (in the pack) */
916 o_ptr = &inventory[item];
919 /* Get the item (on the floor) */
922 o_ptr = &o_list[0 - item];
926 /* Require full knowledge */
927 if (!(o_ptr->ident & IDENT_MENTAL))
929 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."));
935 object_desc(o_name, o_ptr, 0);
936 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
937 /* Describe it fully */
938 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."));
944 * @brief アイテムの銘を消すコマンドのメインルーチン
945 * Remove the inscription from an object XXX Mention item (when done)?
948 void do_cmd_uninscribe(void)
954 q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
955 s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
957 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
959 /* Get the item (in the pack) */
962 o_ptr = &inventory[item];
965 /* Get the item (on the floor) */
968 o_ptr = &o_list[0 - item];
971 /* Nothing to remove */
972 if (!o_ptr->inscription)
974 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."));
978 msg_print(_("銘を消した。", "Inscription removed."));
980 /* Remove the incription */
981 o_ptr->inscription = 0;
983 /* Combine the pack */
984 p_ptr->update |= (PU_COMBINE);
986 p_ptr->window |= (PW_INVEN | PW_EQUIP);
988 /* .や$の関係で, 再計算が必要なはず -- henkma */
989 p_ptr->update |= (PU_BONUS);
995 * @brief アイテムの銘を刻むコマンドのメインルーチン
996 * Inscribe an object with a comment
999 void do_cmd_inscribe(void)
1003 GAME_TEXT o_name[MAX_NLEN];
1007 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
1008 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
1010 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
1012 /* Get the item (in the pack) */
1015 o_ptr = &inventory[item];
1018 /* Get the item (on the floor) */
1021 o_ptr = &o_list[0 - item];
1024 /* Describe the activity */
1025 object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
1027 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
1030 /* Start with nothing */
1031 strcpy(out_val, "");
1033 /* Use old inscription */
1034 if (o_ptr->inscription)
1036 /* Start with the old inscription */
1037 strcpy(out_val, quark_str(o_ptr->inscription));
1040 /* Get a new inscription (possibly empty) */
1041 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
1043 /* Save the inscription */
1044 o_ptr->inscription = quark_add(out_val);
1046 /* Combine the pack */
1047 p_ptr->update |= (PU_COMBINE);
1049 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1051 /* .や$の関係で, 再計算が必要なはず -- henkma */
1052 p_ptr->update |= (PU_BONUS);
1059 * @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
1060 * An "item_tester_hook" for refilling lanterns
1061 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1062 * @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
1064 static bool item_tester_refill_lantern(object_type *o_ptr)
1066 /* Flasks of oil are okay */
1067 if (o_ptr->tval == TV_FLASK) return (TRUE);
1069 /* Laterns are okay */
1070 if ((o_ptr->tval == TV_LITE) &&
1071 (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
1073 /* Assume not okay */
1079 * @brief ランタンに燃料を加えるコマンドのメインルーチン
1080 * Refill the players lamp (from the pack or floor)
1083 static void do_cmd_refill_lamp(void)
1093 /* Restrict the choices */
1094 item_tester_hook = item_tester_refill_lantern;
1097 q = "どの油つぼから注ぎますか? ";
1100 q = "Refill with which flask? ";
1101 s = "You have no flasks of oil.";
1104 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1106 /* Get the item (in the pack) */
1109 o_ptr = &inventory[item];
1112 /* Get the item (on the floor) */
1115 o_ptr = &o_list[0 - item];
1118 /* Take a partial turn */
1119 p_ptr->energy_use = 50;
1121 /* Access the lantern */
1122 j_ptr = &inventory[INVEN_LITE];
1125 j_ptr->xtra4 += o_ptr->xtra4;
1126 msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
1128 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1131 msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
1133 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1136 msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
1138 else if (j_ptr->xtra4 >= FUEL_LAMP)
1140 j_ptr->xtra4 = FUEL_LAMP;
1141 msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
1144 /* Decrease the item (from the pack) */
1147 inven_item_increase(item, -1);
1148 inven_item_describe(item);
1149 inven_item_optimize(item);
1152 /* Decrease the item (from the floor) */
1155 floor_item_increase(0 - item, -1);
1156 floor_item_describe(0 - item);
1157 floor_item_optimize(0 - item);
1160 /* Recalculate torch */
1161 p_ptr->update |= (PU_TORCH);
1166 * @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
1167 * An "item_tester_hook" for refilling torches
1168 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1169 * @return オブジェクトが松明に束ねられるならばTRUEを返す
1171 static bool item_tester_refill_torch(object_type *o_ptr)
1173 /* Torches are okay */
1174 if ((o_ptr->tval == TV_LITE) &&
1175 (o_ptr->sval == SV_LITE_TORCH)) return (TRUE);
1177 /* Assume not okay */
1183 * @brief 松明を束ねるコマンドのメインルーチン
1184 * Refuel the players torch (from the pack or floor)
1187 static void do_cmd_refill_torch(void)
1196 /* Restrict the choices */
1197 item_tester_hook = item_tester_refill_torch;
1199 q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
1200 s = _("他に松明がない。", "You have no extra torches.");
1202 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1204 /* Get the item (in the pack) */
1207 o_ptr = &inventory[item];
1210 /* Get the item (on the floor) */
1213 o_ptr = &o_list[0 - item];
1217 /* Take a partial turn */
1218 p_ptr->energy_use = 50;
1220 /* Access the primary torch */
1221 j_ptr = &inventory[INVEN_LITE];
1224 j_ptr->xtra4 += o_ptr->xtra4 + 5;
1226 msg_print(_("松明を結合した。", "You combine the torches."));
1228 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1231 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
1233 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1236 msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
1238 /* Over-fuel message */
1239 else if (j_ptr->xtra4 >= FUEL_TORCH)
1241 j_ptr->xtra4 = FUEL_TORCH;
1242 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1245 /* Refuel message */
1248 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1251 /* Decrease the item (from the pack) */
1254 inven_item_increase(item, -1);
1255 inven_item_describe(item);
1256 inven_item_optimize(item);
1259 /* Decrease the item (from the floor) */
1262 floor_item_increase(0 - item, -1);
1263 floor_item_describe(0 - item);
1264 floor_item_optimize(0 - item);
1267 /* Recalculate torch */
1268 p_ptr->update |= (PU_TORCH);
1273 * @brief 燃料を補充するコマンドのメインルーチン
1274 * Refill the players lamp, or restock his torches
1277 void do_cmd_refill(void)
1282 o_ptr = &inventory[INVEN_LITE];
1284 if (p_ptr->special_defense & KATA_MUSOU)
1286 set_action(ACTION_NONE);
1290 if (o_ptr->tval != TV_LITE)
1292 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1296 else if (o_ptr->sval == SV_LITE_LANTERN)
1298 do_cmd_refill_lamp();
1302 else if (o_ptr->sval == SV_LITE_TORCH)
1304 do_cmd_refill_torch();
1307 /* No torch to refill */
1310 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1316 * @brief ターゲットを設定するコマンドのメインルーチン
1320 void do_cmd_target(void)
1322 if (p_ptr->wild_mode) return;
1325 if (target_set(TARGET_KILL))
1327 msg_print(_("ターゲット決定。", "Target Selected."));
1330 /* Target aborted */
1333 msg_print(_("ターゲット解除。", "Target Aborted."));
1340 * @brief 周囲を見渡すコマンドのメインルーチン
1344 void do_cmd_look(void)
1346 p_ptr->window |= PW_MONSTER_LIST;
1350 if (target_set(TARGET_LOOK))
1352 msg_print(_("ターゲット決定。", "Target Selected."));
1358 * @brief 位置を確認するコマンドのメインルーチン
1359 * Allow the player to examine other sectors on the map
1362 void do_cmd_locate(void)
1364 int dir, y1, x1, y2, x2;
1372 get_screen_size(&wid, &hgt);
1375 /* Start at current panel */
1376 y2 = y1 = panel_row_min;
1377 x2 = x1 = panel_col_min;
1379 /* Show panels until done */
1382 /* Describe the location */
1383 if ((y2 == y1) && (x2 == x1))
1386 strcpy(tmp_val, "真上");
1395 sprintf(tmp_val, "%s%s",
1396 ((y2 < y1) ? "北" : (y2 > y1) ? "南" : ""),
1397 ((x2 < x1) ? "西" : (x2 > x1) ? "東" : ""));
1399 sprintf(tmp_val, "%s%s of",
1400 ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
1401 ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));
1406 /* Prepare to ask which way to look */
1407 sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
1408 "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
1409 y2 / (hgt / 2), y2 % (hgt / 2),
1410 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1412 /* Assume no direction */
1415 /* Get a direction */
1420 /* Get a command (or Cancel) */
1421 if (!get_com(out_val, &command, TRUE)) break;
1423 /* Extract the action (if any) */
1424 dir = get_keymap_dir(command);
1433 /* Apply the motion */
1434 if (change_panel(ddy[dir], ddx[dir]))
1442 /* Recenter the map around the player */
1445 p_ptr->update |= (PU_MONSTERS);
1447 p_ptr->redraw |= (PR_MAP);
1449 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1456 * @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
1457 * Sorting hook -- Comp function -- see below
1458 * @param u モンスター種族情報の入れるポインタ
1460 * @param a 比較するモンスター種族のID1
1461 * @param b 比較するモンスター種族のID2
1462 * @return 2の方が大きければTRUEを返す
1463 * We use "u" to point to array of monster indexes,
1464 * and "v" to select the type of sorting to perform on "u".
1466 bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
1468 u16b *who = (u16b*)(u);
1470 u16b *why = (u16b*)(v);
1477 /* Sort by player kills */
1480 /* Extract player kills */
1481 z1 = r_info[w1].r_pkills;
1482 z2 = r_info[w2].r_pkills;
1484 /* Compare player kills */
1485 if (z1 < z2) return (TRUE);
1486 if (z1 > z2) return (FALSE);
1490 /* Sort by total kills */
1493 /* Extract total kills */
1494 z1 = r_info[w1].r_tkills;
1495 z2 = r_info[w2].r_tkills;
1497 /* Compare total kills */
1498 if (z1 < z2) return (TRUE);
1499 if (z1 > z2) return (FALSE);
1503 /* Sort by monster level */
1506 /* Extract levels */
1507 z1 = r_info[w1].level;
1508 z2 = r_info[w2].level;
1510 /* Compare levels */
1511 if (z1 < z2) return (TRUE);
1512 if (z1 > z2) return (FALSE);
1516 /* Sort by monster experience */
1519 /* Extract experience */
1520 z1 = r_info[w1].mexp;
1521 z2 = r_info[w2].mexp;
1523 /* Compare experience */
1524 if (z1 < z2) return (TRUE);
1525 if (z1 > z2) return (FALSE);
1529 /* Compare indexes */
1535 * @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
1536 * Sorting hook -- Swap function -- see below
1537 * @param u モンスター種族情報の入れるポインタ
1539 * @param a スワップするモンスター種族のID1
1540 * @param b スワップするモンスター種族のID2
1543 * We use "u" to point to array of monster indexes,
1544 * and "v" to select the type of sorting to perform.
1546 void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
1548 u16b *who = (u16b*)(u);
1564 * @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
1565 * Identify a character, allow recall of monsters
1569 * Several "special" responses recall "multiple" monsters:
1571 * ^U (all unique monsters)
1572 * ^N (all non-unique monsters)
1574 * The responses may be sorted in several ways, see below.
1576 * Note that the player ghosts are ignored.
1579 void do_cmd_query_symbol(void)
1593 bool recall = FALSE;
1598 /* Get a character, or abort */
1599 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): ",
1600 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1602 /* Find that character info, and describe it */
1603 for (i = 0; ident_info[i]; ++i)
1605 if (sym == ident_info[i][0]) break;
1607 if (sym == KTRL('A'))
1610 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1612 else if (sym == KTRL('U'))
1615 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1617 else if (sym == KTRL('N'))
1620 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1622 else if (sym == KTRL('R'))
1625 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1627 /* XTRA HACK WHATSEARCH */
1628 else if (sym == KTRL('M'))
1631 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1636 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1638 else if (ident_info[i])
1640 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1644 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1647 /* Display the result */
1650 /* Allocate the "who" array */
1651 C_MAKE(who, max_r_idx, IDX);
1653 /* Collect matching monsters */
1654 for (n = 0, i = 1; i < max_r_idx; i++)
1656 monster_race *r_ptr = &r_info[i];
1658 /* Nothing to recall */
1659 if (!cheat_know && !r_ptr->r_sights) continue;
1661 /* Require non-unique monsters if needed */
1662 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1664 /* Require unique monsters if needed */
1665 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1667 /* Require ridable monsters if needed */
1668 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1670 /* XTRA HACK WHATSEARCH */
1676 for (xx = 0; temp[xx] && xx < 80; xx++)
1679 if (iskanji(temp[xx])) { xx++; continue; }
1681 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1685 strcpy(temp2, r_name + r_ptr->E_name);
1687 strcpy(temp2, r_name + r_ptr->name);
1689 for (xx = 0; temp2[xx] && xx < 80; xx++)
1690 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1693 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1695 if (my_strstr(temp2, temp))
1700 /* Collect "appropriate" monsters */
1701 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1704 /* Nothing to recall */
1707 /* Free the "who" array */
1708 C_KILL(who, max_r_idx, IDX);
1714 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1724 /* Select the sort method */
1725 ang_sort_comp = ang_sort_comp_hook;
1726 ang_sort_swap = ang_sort_swap_hook;
1728 /* Sort the array */
1729 ang_sort(who, &why, n);
1731 /* Sort by kills (and level) */
1738 /* Catch "escape" */
1741 /* Free the "who" array */
1742 C_KILL(who, max_r_idx, IDX);
1747 /* Sort if needed */
1750 /* Select the sort method */
1751 ang_sort_comp = ang_sort_comp_hook;
1752 ang_sort_swap = ang_sort_swap_hook;
1754 /* Sort the array */
1755 ang_sort(who, &why, n);
1759 /* Start at the end */
1762 /* Scan the monster memory */
1765 /* Extract a race */
1768 /* Hack -- Auto-recall */
1769 monster_race_track(r_idx);
1780 /* Recall on screen */
1781 screen_roff(who[i], 0);
1784 /* Hack -- Begin the prompt */
1787 /* Hack -- Complete the prompt */
1788 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1800 /* Normal commands */
1801 if (query != 'r') break;
1808 if (query == ESCAPE) break;
1810 /* Move to "prev" monster */
1816 if (!expand_list) break;
1820 /* Move to "next" monster */
1826 if (!expand_list) break;
1831 /* Free the "who" array */
1832 C_KILL(who, max_r_idx, IDX);
1834 /* Re-display the identity */
1839 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1843 * XXX - Add actions for other item types
1845 void do_cmd_use(void)
1851 if (p_ptr->wild_mode)
1856 if (p_ptr->inside_arena)
1858 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
1863 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1865 set_action(ACTION_NONE);
1868 item_tester_hook = item_tester_hook_use;
1870 q = _("どれを使いますか?", "Use which item? ");
1871 s = _("使えるものがありません。", "You have nothing to use.");
1873 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
1875 /* Get the item (in the pack) */
1878 o_ptr = &inventory[item];
1880 /* Get the item (on the floor) */
1883 o_ptr = &o_list[0 - item];
1886 switch (o_ptr->tval)
1898 do_cmd_eat_food_aux(item);
1905 do_cmd_aim_wand_aux(item);
1912 do_cmd_use_staff_aux(item);
1919 do_cmd_zap_rod_aux(item);
1923 /* Quaff a potion */
1926 do_cmd_quaff_potion_aux(item);
1933 /* Check some conditions */
1936 msg_print(_("目が見えない。", "You can't see anything."));
1941 msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
1944 if (p_ptr->confused)
1946 msg_print(_("混乱していて読めない!", "You are too confused!"));
1950 do_cmd_read_scroll_aux(item, TRUE);
1959 do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
1963 /* Activate an artifact */
1966 do_cmd_activate_aux(item);