OSDN Git Service

[Refactor] #37353 爆発の薬の効果を detonation() に分離。 / Separate implementation of 'potion...
[hengband/hengband.git] / src / cmd-quaff.c
1 /*!\r
2  * @file cmd-quaff.c\r
3  * @brief プレイヤーの飲むコマンド実装\r
4  * @date 2018/09/07\r
5  * @details\r
6  * cmd6.cより分離。\r
7  */\r
8 \r
9 #include "angband.h"\r
10 #include "selfinfo.h"\r
11 #include "object-hook.h"\r
12 #include "mutation.h"\r
13 \r
14 /*!\r
15  * @brief 薬を飲むコマンドのサブルーチン /\r
16  * Quaff a potion (from the pack or the floor)\r
17  * @param item 飲む薬オブジェクトの所持品ID\r
18  * @return なし\r
19  */\r
20 void do_cmd_quaff_potion_aux(INVENTORY_IDX item)\r
21 {\r
22         bool ident;\r
23         DEPTH lev;\r
24         object_type *o_ptr;\r
25         object_type forge;\r
26         object_type *q_ptr;\r
27 \r
28 \r
29         if (world_player)\r
30         {\r
31                 if (flush_failure) flush();\r
32                 msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));\r
33 \r
34                 sound(SOUND_FAIL);\r
35                 return;\r
36         }\r
37 \r
38         if (music_singing_any()) stop_singing();\r
39         if (hex_spelling_any())\r
40         {\r
41                 if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();\r
42         }\r
43 \r
44         /* Get the item (in the pack) */\r
45         if (item >= 0)\r
46         {\r
47                 o_ptr = &inventory[item];\r
48         }\r
49 \r
50         /* Get the item (on the floor) */\r
51         else\r
52         {\r
53                 o_ptr = &o_list[0 - item];\r
54         }\r
55         q_ptr = &forge;\r
56 \r
57         /* Obtain a local object */\r
58         object_copy(q_ptr, o_ptr);\r
59 \r
60         /* Single object */\r
61         q_ptr->number = 1;\r
62 \r
63         /* Reduce and describe inventory */\r
64         if (item >= 0)\r
65         {\r
66                 inven_item_increase(item, -1);\r
67                 inven_item_describe(item);\r
68                 inven_item_optimize(item);\r
69         }\r
70 \r
71         /* Reduce and describe floor item */\r
72         else\r
73         {\r
74                 floor_item_increase(0 - item, -1);\r
75                 floor_item_describe(0 - item);\r
76                 floor_item_optimize(0 - item);\r
77         }\r
78 \r
79         sound(SOUND_QUAFF);\r
80 \r
81 \r
82         /* Not identified yet */\r
83         ident = FALSE;\r
84 \r
85         /* Object level */\r
86         lev = k_info[q_ptr->k_idx].level;\r
87 \r
88         /* Analyze the potion */\r
89         if (q_ptr->tval == TV_POTION)\r
90         {\r
91                 switch (q_ptr->sval)\r
92                 {\r
93                         /* 飲みごたえをオリジナルより細かく表現 */\r
94                 case SV_POTION_WATER:\r
95                         msg_print(_("口の中がさっぱりした。", ""));\r
96                         msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
97                         ident = TRUE;\r
98                         break;\r
99 \r
100                 case SV_POTION_APPLE_JUICE:\r
101                         msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));\r
102                         msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
103                         ident = TRUE;\r
104                         break;\r
105 \r
106                 case SV_POTION_SLIME_MOLD:\r
107                         msg_print(_("なんとも不気味な味だ。", ""));\r
108                         msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));\r
109                         ident = TRUE;\r
110                         break;\r
111 \r
112                 case SV_POTION_SLOWNESS:\r
113                         if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;\r
114                         break;\r
115 \r
116                 case SV_POTION_SALT_WATER:\r
117                         msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));\r
118 \r
119                         if (!(prace_is_(RACE_GOLEM) ||\r
120                               prace_is_(RACE_ZOMBIE) ||\r
121                               prace_is_(RACE_DEMON) ||\r
122                               prace_is_(RACE_ANDROID) ||\r
123                               prace_is_(RACE_SPECTRE) ||\r
124                               (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))\r
125                         {\r
126                                 /* Only living creatures get thirsty */\r
127                                 (void)set_food(PY_FOOD_STARVE - 1);\r
128                         }\r
129 \r
130                         (void)set_poisoned(0);\r
131                         (void)set_paralyzed(p_ptr->paralyzed + 4);\r
132                         ident = TRUE;\r
133                         break;\r
134 \r
135                 case SV_POTION_POISON:\r
136                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))\r
137                         {\r
138                                 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))\r
139                                 {\r
140                                         ident = TRUE;\r
141                                 }\r
142                         }\r
143                         break;\r
144 \r
145                 case SV_POTION_BLINDNESS:\r
146                         if (!p_ptr->resist_blind)\r
147                         {\r
148                                 if (set_blind(p_ptr->blind + randint0(100) + 100))\r
149                                 {\r
150                                         ident = TRUE;\r
151                                 }\r
152                         }\r
153                         break;\r
154 \r
155                 case SV_POTION_BOOZE:\r
156                         ident = booze(p_ptr);\r
157                         break;\r
158 \r
159                 case SV_POTION_SLEEP:\r
160                         if (!p_ptr->free_act)\r
161                         {\r
162                                 msg_print(_("あなたは眠ってしまった。", "You fall asleep."));\r
163 \r
164                                 if (ironman_nightmare)\r
165                                 {\r
166                                         msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));\r
167 \r
168                                         /* Have some nightmares */\r
169                                         sanity_blast(NULL, FALSE);\r
170                                 }\r
171                                 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))\r
172                                 {\r
173                                         ident = TRUE;\r
174                                 }\r
175                         }\r
176                         break;\r
177 \r
178                 case SV_POTION_LOSE_MEMORIES:\r
179                         if (!p_ptr->hold_exp && (p_ptr->exp > 0))\r
180                         {\r
181                                 msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));\r
182                                 chg_virtue(V_KNOWLEDGE, -5);\r
183 \r
184                                 lose_exp(p_ptr->exp / 4);\r
185                                 ident = TRUE;\r
186                         }\r
187                         break;\r
188 \r
189                 case SV_POTION_RUINATION:\r
190                         msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!"));\r
191                         take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);\r
192 \r
193                         (void)dec_stat(A_DEX, 25, TRUE);\r
194                         (void)dec_stat(A_WIS, 25, TRUE);\r
195                         (void)dec_stat(A_CON, 25, TRUE);\r
196                         (void)dec_stat(A_STR, 25, TRUE);\r
197                         (void)dec_stat(A_CHR, 25, TRUE);\r
198                         (void)dec_stat(A_INT, 25, TRUE);\r
199                         ident = TRUE;\r
200                         break;\r
201 \r
202                 case SV_POTION_DEC_STR:\r
203                         if (do_dec_stat(A_STR)) ident = TRUE;\r
204                         break;\r
205 \r
206                 case SV_POTION_DEC_INT:\r
207                         if (do_dec_stat(A_INT)) ident = TRUE;\r
208                         break;\r
209 \r
210                 case SV_POTION_DEC_WIS:\r
211                         if (do_dec_stat(A_WIS)) ident = TRUE;\r
212                         break;\r
213 \r
214                 case SV_POTION_DEC_DEX:\r
215                         if (do_dec_stat(A_DEX)) ident = TRUE;\r
216                         break;\r
217 \r
218                 case SV_POTION_DEC_CON:\r
219                         if (do_dec_stat(A_CON)) ident = TRUE;\r
220                         break;\r
221 \r
222                 case SV_POTION_DEC_CHR:\r
223                         if (do_dec_stat(A_CHR)) ident = TRUE;\r
224                         break;\r
225 \r
226                 case SV_POTION_DETONATIONS:\r
227                         ident = detonation(p_ptr);\r
228                         break;\r
229 \r
230                 case SV_POTION_DEATH:\r
231                         chg_virtue(V_VITALITY, -1);\r
232                         chg_virtue(V_UNLIFE, 5);\r
233                         msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));\r
234                         take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);\r
235                         ident = TRUE;\r
236                         break;\r
237 \r
238                 case SV_POTION_INFRAVISION:\r
239                         if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))\r
240                         {\r
241                                 ident = TRUE;\r
242                         }\r
243                         break;\r
244 \r
245                 case SV_POTION_DETECT_INVIS:\r
246                         if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))\r
247                         {\r
248                                 ident = TRUE;\r
249                         }\r
250                         break;\r
251 \r
252                 case SV_POTION_SLOW_POISON:\r
253                         if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;\r
254                         break;\r
255 \r
256                 case SV_POTION_CURE_POISON:\r
257                         if (set_poisoned(0)) ident = TRUE;\r
258                         break;\r
259 \r
260                 case SV_POTION_BOLDNESS:\r
261                         if (set_afraid(0)) ident = TRUE;\r
262                         break;\r
263 \r
264                 case SV_POTION_SPEED:\r
265                         if (!p_ptr->fast)\r
266                         {\r
267                                 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;\r
268                         }\r
269                         else\r
270                         {\r
271                                 (void)set_fast(p_ptr->fast + 5, FALSE);\r
272                         }\r
273                         break;\r
274 \r
275                 case SV_POTION_RESIST_HEAT:\r
276                         if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))\r
277                         {\r
278                                 ident = TRUE;\r
279                         }\r
280                         break;\r
281 \r
282                 case SV_POTION_RESIST_COLD:\r
283                         if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))\r
284                         {\r
285                                 ident = TRUE;\r
286                         }\r
287                         break;\r
288 \r
289                 case SV_POTION_HEROISM:\r
290                         ident = heroism(25);\r
291                         break;\r
292 \r
293                 case SV_POTION_BESERK_STRENGTH:\r
294                         ident = berserk(randint1(25) + 25);\r
295                         break;\r
296 \r
297                 case SV_POTION_CURE_LIGHT:\r
298                         ident = cure_light_wounds(2, 8);\r
299                         break;\r
300 \r
301                 case SV_POTION_CURE_SERIOUS:\r
302                         ident = cure_serious_wounds(4, 8);\r
303                         break;\r
304 \r
305                 case SV_POTION_CURE_CRITICAL:\r
306                         ident = cure_critical_wounds(damroll(6, 8));\r
307                         break;\r
308 \r
309                 case SV_POTION_HEALING:\r
310                         ident = cure_critical_wounds(300);\r
311                         break;\r
312 \r
313                 case SV_POTION_STAR_HEALING:\r
314                         ident = cure_critical_wounds(1200);\r
315                         break;\r
316 \r
317                 case SV_POTION_LIFE:\r
318                         ident = life_stream(TRUE, TRUE);\r
319                         break;\r
320 \r
321                 case SV_POTION_RESTORE_MANA:\r
322                         ident = restore_mana(TRUE);\r
323                         break;\r
324 \r
325                 case SV_POTION_RESTORE_EXP:\r
326                         if (restore_level()) ident = TRUE;\r
327                         break;\r
328 \r
329                 case SV_POTION_RES_STR:\r
330                         if (do_res_stat(A_STR)) ident = TRUE;\r
331                         break;\r
332 \r
333                 case SV_POTION_RES_INT:\r
334                         if (do_res_stat(A_INT)) ident = TRUE;\r
335                         break;\r
336 \r
337                 case SV_POTION_RES_WIS:\r
338                         if (do_res_stat(A_WIS)) ident = TRUE;\r
339                         break;\r
340 \r
341                 case SV_POTION_RES_DEX:\r
342                         if (do_res_stat(A_DEX)) ident = TRUE;\r
343                         break;\r
344 \r
345                 case SV_POTION_RES_CON:\r
346                         if (do_res_stat(A_CON)) ident = TRUE;\r
347                         break;\r
348 \r
349                 case SV_POTION_RES_CHR:\r
350                         if (do_res_stat(A_CHR)) ident = TRUE;\r
351                         break;\r
352 \r
353                 case SV_POTION_INC_STR:\r
354                         if (do_inc_stat(A_STR)) ident = TRUE;\r
355                         break;\r
356 \r
357                 case SV_POTION_INC_INT:\r
358                         if (do_inc_stat(A_INT)) ident = TRUE;\r
359                         break;\r
360 \r
361                 case SV_POTION_INC_WIS:\r
362                         if (do_inc_stat(A_WIS)) ident = TRUE;\r
363                         break;\r
364 \r
365                 case SV_POTION_INC_DEX:\r
366                         if (do_inc_stat(A_DEX)) ident = TRUE;\r
367                         break;\r
368 \r
369                 case SV_POTION_INC_CON:\r
370                         if (do_inc_stat(A_CON)) ident = TRUE;\r
371                         break;\r
372 \r
373                 case SV_POTION_INC_CHR:\r
374                         if (do_inc_stat(A_CHR)) ident = TRUE;\r
375                         break;\r
376 \r
377                 case SV_POTION_AUGMENTATION:\r
378                         if (do_inc_stat(A_STR)) ident = TRUE;\r
379                         if (do_inc_stat(A_INT)) ident = TRUE;\r
380                         if (do_inc_stat(A_WIS)) ident = TRUE;\r
381                         if (do_inc_stat(A_DEX)) ident = TRUE;\r
382                         if (do_inc_stat(A_CON)) ident = TRUE;\r
383                         if (do_inc_stat(A_CHR)) ident = TRUE;\r
384                         break;\r
385 \r
386                 case SV_POTION_ENLIGHTENMENT:\r
387                         msg_print(_("自分の置かれている状況が脳裏に浮かんできた...", "An image of your surroundings forms in your mind..."));\r
388                         chg_virtue(V_KNOWLEDGE, 1);\r
389                         chg_virtue(V_ENLIGHTEN, 1);\r
390                         wiz_lite(FALSE);\r
391                         ident = TRUE;\r
392                         break;\r
393 \r
394                 case SV_POTION_STAR_ENLIGHTENMENT:\r
395                         msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));\r
396                         chg_virtue(V_KNOWLEDGE, 1);\r
397                         chg_virtue(V_ENLIGHTEN, 2);\r
398                         msg_print(NULL);\r
399                         wiz_lite(FALSE);\r
400                         (void)do_inc_stat(A_INT);\r
401                         (void)do_inc_stat(A_WIS);\r
402                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);\r
403                         (void)detect_doors(DETECT_RAD_DEFAULT);\r
404                         (void)detect_stairs(DETECT_RAD_DEFAULT);\r
405                         (void)detect_treasure(DETECT_RAD_DEFAULT);\r
406                         (void)detect_objects_gold(DETECT_RAD_DEFAULT);\r
407                         (void)detect_objects_normal(DETECT_RAD_DEFAULT);\r
408                         identify_pack();\r
409                         self_knowledge();\r
410                         ident = TRUE;\r
411                         break;\r
412 \r
413                 case SV_POTION_SELF_KNOWLEDGE:\r
414                         msg_print(_("自分自身のことが少しは分かった気がする...", "You begin to know yourself a little better..."));\r
415                         msg_print(NULL);\r
416                         self_knowledge();\r
417                         ident = TRUE;\r
418                         break;\r
419 \r
420                 case SV_POTION_EXPERIENCE:\r
421                         if (p_ptr->prace == RACE_ANDROID) break;\r
422                         chg_virtue(V_ENLIGHTEN, 1);\r
423                         if (p_ptr->exp < PY_MAX_EXP)\r
424                         {\r
425                                 s32b ee = (p_ptr->exp / 2) + 10;\r
426                                 if (ee > 100000L) ee = 100000L;\r
427                                 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));\r
428                                 gain_exp(ee);\r
429                                 ident = TRUE;\r
430                         }\r
431                         break;\r
432 \r
433                 case SV_POTION_RESISTANCE:\r
434                         (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);\r
435                         (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);\r
436                         (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);\r
437                         (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);\r
438                         (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);\r
439                         ident = TRUE;\r
440                         break;\r
441 \r
442                 case SV_POTION_CURING:\r
443                         if (true_healing(50)) ident = TRUE;\r
444                         break;\r
445 \r
446                 case SV_POTION_INVULNERABILITY:\r
447                         (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);\r
448                         ident = TRUE;\r
449                         break;\r
450 \r
451                 case SV_POTION_NEW_LIFE:\r
452                         do_cmd_rerate(FALSE);\r
453                         get_max_stats();\r
454                         p_ptr->update |= PU_BONUS;\r
455                         lose_all_mutations();\r
456                         ident = TRUE;\r
457                         break;\r
458 \r
459                 case SV_POTION_NEO_TSUYOSHI:\r
460                         (void)set_image(0);\r
461                         (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);\r
462                         ident = TRUE;\r
463                         break;\r
464 \r
465                 case SV_POTION_TSUYOSHI:\r
466                         msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));\r
467                         msg_print(NULL);\r
468                         p_ptr->tsuyoshi = 1;\r
469                         (void)set_tsuyoshi(0, TRUE);\r
470                         if (!p_ptr->resist_chaos)\r
471                         {\r
472                                 (void)set_image(50 + randint1(50));\r
473                         }\r
474                         ident = TRUE;\r
475                         break;\r
476                 \r
477                 case SV_POTION_POLYMORPH:\r
478                         if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))\r
479                         {\r
480                                 lose_all_mutations();\r
481                         }\r
482                         else\r
483                         {\r
484                                 do\r
485                                 {\r
486                                         if (one_in_(2))\r
487                                         {\r
488                                                 if(gain_random_mutation(0)) ident = TRUE;\r
489                                         }\r
490                                         else if (lose_mutation(0)) ident = TRUE;\r
491                                 } while(!ident || one_in_(2));\r
492                         }\r
493                         break;\r
494                 }\r
495         }\r
496 \r
497         if (prace_is_(RACE_SKELETON))\r
498         {\r
499                 msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!"));\r
500                 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);\r
501         }\r
502 \r
503         /* Combine / Reorder the pack (later) */\r
504         p_ptr->update |= (PU_COMBINE | PU_REORDER);\r
505 \r
506         if (!(object_is_aware(q_ptr)))\r
507         {\r
508                 chg_virtue(V_PATIENCE, -1);\r
509                 chg_virtue(V_CHANCE, 1);\r
510                 chg_virtue(V_KNOWLEDGE, -1);\r
511         }\r
512 \r
513         /* The item has been tried */\r
514         object_tried(q_ptr);\r
515 \r
516         /* An identification was made */\r
517         if (ident && !object_is_aware(q_ptr))\r
518         {\r
519                 object_aware(q_ptr);\r
520                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);\r
521         }\r
522 \r
523         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);\r
524 \r
525         /* Potions can feed the player */\r
526         switch (p_ptr->mimic_form)\r
527         {\r
528         case MIMIC_NONE:\r
529                 switch (p_ptr->prace)\r
530                 {\r
531                         case RACE_VAMPIRE:\r
532                                 (void)set_food(p_ptr->food + (q_ptr->pval / 10));\r
533                                 break;\r
534                         case RACE_SKELETON:\r
535                                 /* Do nothing */\r
536                                 break;\r
537                         case RACE_GOLEM:\r
538                         case RACE_ZOMBIE:\r
539                         case RACE_DEMON:\r
540                         case RACE_SPECTRE:\r
541                                 set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
542                                 break;\r
543                         case RACE_ANDROID:\r
544                                 if (q_ptr->tval == TV_FLASK)\r
545                                 {\r
546                                         msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));\r
547                                         set_food(p_ptr->food + 5000);\r
548                                 }\r
549                                 else\r
550                                 {\r
551                                         set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
552                                 }\r
553                                 break;\r
554                         case RACE_ENT:\r
555                                 msg_print(_("水分を取り込んだ。", "You are moistened."));\r
556                                 set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));\r
557                                 break;\r
558                         default:\r
559                                 (void)set_food(p_ptr->food + q_ptr->pval);\r
560                                 break;\r
561                 }\r
562                 break;\r
563         case MIMIC_DEMON:\r
564         case MIMIC_DEMON_LORD:\r
565                 set_food(p_ptr->food + ((q_ptr->pval) / 20));\r
566                 break;\r
567         case MIMIC_VAMPIRE:\r
568                 (void)set_food(p_ptr->food + (q_ptr->pval / 10));\r
569                 break;\r
570         default:\r
571                 (void)set_food(p_ptr->food + q_ptr->pval);\r
572                 break;\r
573         }\r
574 }\r
575 \r
576 \r
577 \r
578 /*!\r
579  * @brief 薬を飲むコマンドのメインルーチン /\r
580  * Quaff some potion (from the pack or floor)\r
581  * @return なし\r
582  */\r
583 void do_cmd_quaff_potion(void)\r
584 {\r
585         OBJECT_IDX item;\r
586         concptr q, s;\r
587 \r
588         if (p_ptr->wild_mode)\r
589         {\r
590                 return;\r
591         }\r
592 \r
593         if (p_ptr->inside_arena)\r
594         {\r
595                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));\r
596                 msg_print(NULL);\r
597                 return;\r
598         }\r
599 \r
600         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
601         {\r
602                 set_action(ACTION_NONE);\r
603         }\r
604 \r
605         /* Restrict choices to potions */\r
606         item_tester_hook = item_tester_hook_quaff;\r
607 \r
608         q = _("どの薬を飲みますか? ", "Quaff which potion? ");\r
609         s = _("飲める薬がない。", "You have no potions to quaff.");\r
610 \r
611         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\r
612 \r
613         /* Quaff the potion */\r
614         do_cmd_quaff_potion_aux(item);\r
615 }\r