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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / cmd-read.c
1 /*!\r
2  * @file cmd-read.c\r
3  * @brief プレイヤーの読むコマンド実装\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 "object-hook.h"\r
11 \r
12 /*!\r
13  * @brief 巻物を読むコマンドのサブルーチン\r
14  * Read a scroll (from the pack or floor).\r
15  * @param item 読むオブジェクトの所持品ID\r
16  * @param known 判明済ならばTRUE\r
17  * @return なし\r
18  * @details\r
19  * <pre>\r
20  * Certain scrolls can be "aborted" without losing the scroll.  These\r
21  * include scrolls with no effects but recharge or identify, which are\r
22  * cancelled before use.  XXX Reading them still takes a turn, though.\r
23  * </pre>\r
24  */\r
25 void do_cmd_read_scroll_aux(INVENTORY_IDX item, bool known)\r
26 {\r
27         int         k, used_up, ident, lev;\r
28         object_type *o_ptr;\r
29 \r
30 \r
31         /* Get the item (in the pack) */\r
32         if (item >= 0)\r
33         {\r
34                 o_ptr = &inventory[item];\r
35         }\r
36 \r
37         /* Get the item (on the floor) */\r
38         else\r
39         {\r
40                 o_ptr = &o_list[0 - item];\r
41         }\r
42 \r
43 \r
44         p_ptr->energy_use = 100;\r
45 \r
46         if (world_player)\r
47         {\r
48                 if (flush_failure) flush();\r
49                 msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen."));\r
50                 sound(SOUND_FAIL);\r
51                 return;\r
52         }\r
53 \r
54         if (p_ptr->pclass == CLASS_BERSERKER)\r
55         {\r
56                 msg_print(_("巻物なんて読めない。", "You cannot read."));\r
57                 return;\r
58         }\r
59 \r
60         if (music_singing_any()) stop_singing();\r
61 \r
62         /* Hex */\r
63         if (hex_spelling_any() && ((p_ptr->lev < 35) || hex_spell_fully())) stop_hex_spell_all();\r
64 \r
65         /* Not identified yet */\r
66         ident = FALSE;\r
67 \r
68         /* Object level */\r
69         lev = k_info[o_ptr->k_idx].level;\r
70 \r
71         /* Assume the scroll will get used up */\r
72         used_up = TRUE;\r
73 \r
74         if (o_ptr->tval == TV_SCROLL)\r
75         {\r
76         /* Analyze the scroll */\r
77         switch (o_ptr->sval)\r
78         {\r
79                 case SV_SCROLL_DARKNESS:\r
80                 {\r
81                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))\r
82                         {\r
83                                 (void)set_blind(p_ptr->blind + 3 + randint1(5));\r
84                         }\r
85                         if (unlite_area(10, 3)) ident = TRUE;\r
86                         break;\r
87                 }\r
88 \r
89                 case SV_SCROLL_AGGRAVATE_MONSTER:\r
90                 {\r
91                         msg_print(_("カン高くうなる様な音が辺りを覆った。", "There is a high pitched humming noise."));\r
92                         aggravate_monsters(0);\r
93                         ident = TRUE;\r
94                         break;\r
95                 }\r
96 \r
97                 case SV_SCROLL_CURSE_ARMOR:\r
98                 {\r
99                         if (curse_armor()) ident = TRUE;\r
100                         break;\r
101                 }\r
102 \r
103                 case SV_SCROLL_CURSE_WEAPON:\r
104                 {\r
105                         k = 0;\r
106                         if (buki_motteruka(INVEN_RARM))\r
107                         {\r
108                                 k = INVEN_RARM;\r
109                                 if (buki_motteruka(INVEN_LARM) && one_in_(2)) k = INVEN_LARM;\r
110                         }\r
111                         else if (buki_motteruka(INVEN_LARM)) k = INVEN_LARM;\r
112                         if (k && curse_weapon(FALSE, k)) ident = TRUE;\r
113                         break;\r
114                 }\r
115 \r
116                 case SV_SCROLL_SUMMON_MONSTER:\r
117                 {\r
118                         for (k = 0; k < randint1(3); k++)\r
119                         {\r
120                                 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))\r
121                                 {\r
122                                         ident = TRUE;\r
123                                 }\r
124                         }\r
125                         break;\r
126                 }\r
127 \r
128                 case SV_SCROLL_SUMMON_UNDEAD:\r
129                 {\r
130                         for (k = 0; k < randint1(3); k++)\r
131                         {\r
132                                 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))\r
133                                 {\r
134                                         ident = TRUE;\r
135                                 }\r
136                         }\r
137                         break;\r
138                 }\r
139 \r
140                 case SV_SCROLL_SUMMON_PET:\r
141                 {\r
142                         if (summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))\r
143                         {\r
144                                 ident = TRUE;\r
145                         }\r
146                         break;\r
147                 }\r
148 \r
149                 case SV_SCROLL_SUMMON_KIN:\r
150                 {\r
151                         if (summon_kin_player(p_ptr->lev, p_ptr->y, p_ptr->x, (PM_FORCE_PET | PM_ALLOW_GROUP)))\r
152                         {\r
153                                 ident = TRUE;\r
154                         }\r
155                         break;\r
156                 }\r
157 \r
158                 case SV_SCROLL_TRAP_CREATION:\r
159                 {\r
160                         if (trap_creation(p_ptr->y, p_ptr->x)) ident = TRUE;\r
161                         break;\r
162                 }\r
163 \r
164                 case SV_SCROLL_PHASE_DOOR:\r
165                 {\r
166                         teleport_player(10, 0L);\r
167                         ident = TRUE;\r
168                         break;\r
169                 }\r
170 \r
171                 case SV_SCROLL_TELEPORT:\r
172                 {\r
173                         teleport_player(100, 0L);\r
174                         ident = TRUE;\r
175                         break;\r
176                 }\r
177 \r
178                 case SV_SCROLL_TELEPORT_LEVEL:\r
179                 {\r
180                         (void)teleport_level(0);\r
181                         ident = TRUE;\r
182                         break;\r
183                 }\r
184 \r
185                 case SV_SCROLL_WORD_OF_RECALL:\r
186                 {\r
187                         if (!word_of_recall()) used_up = FALSE;\r
188                         ident = TRUE;\r
189                         break;\r
190                 }\r
191 \r
192                 case SV_SCROLL_IDENTIFY:\r
193                 {\r
194                         if (!ident_spell(FALSE)) used_up = FALSE;\r
195                         ident = TRUE;\r
196                         break;\r
197                 }\r
198 \r
199                 case SV_SCROLL_STAR_IDENTIFY:\r
200                 {\r
201                         if (!identify_fully(FALSE)) used_up = FALSE;\r
202                         ident = TRUE;\r
203                         break;\r
204                 }\r
205 \r
206                 case SV_SCROLL_REMOVE_CURSE:\r
207                 {\r
208                         if (remove_curse())\r
209                         {\r
210                                 ident = TRUE;\r
211                         }\r
212                         break;\r
213                 }\r
214 \r
215                 case SV_SCROLL_STAR_REMOVE_CURSE:\r
216                 {\r
217                         if (remove_all_curse())\r
218                         {\r
219                                 ident = TRUE;\r
220                         }\r
221                         break;\r
222                 }\r
223 \r
224                 case SV_SCROLL_ENCHANT_ARMOR:\r
225                 {\r
226                         ident = TRUE;\r
227                         if (!enchant_spell(0, 0, 1)) used_up = FALSE;\r
228                         break;\r
229                 }\r
230 \r
231                 case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:\r
232                 {\r
233                         if (!enchant_spell(1, 0, 0)) used_up = FALSE;\r
234                         ident = TRUE;\r
235                         break;\r
236                 }\r
237 \r
238                 case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:\r
239                 {\r
240                         if (!enchant_spell(0, 1, 0)) used_up = FALSE;\r
241                         ident = TRUE;\r
242                         break;\r
243                 }\r
244 \r
245                 case SV_SCROLL_STAR_ENCHANT_ARMOR:\r
246                 {\r
247                         if (!enchant_spell(0, 0, randint1(3) + 2)) used_up = FALSE;\r
248                         ident = TRUE;\r
249                         break;\r
250                 }\r
251 \r
252                 case SV_SCROLL_STAR_ENCHANT_WEAPON:\r
253                 {\r
254                         if (!enchant_spell(randint1(3), randint1(3), 0)) used_up = FALSE;\r
255                         ident = TRUE;\r
256                         break;\r
257                 }\r
258 \r
259                 case SV_SCROLL_RECHARGING:\r
260                 {\r
261                         if (!recharge(130)) used_up = FALSE;\r
262                         ident = TRUE;\r
263                         break;\r
264                 }\r
265 \r
266                 case SV_SCROLL_MUNDANITY:\r
267                 {\r
268                         ident = TRUE;\r
269                         if (!mundane_spell(FALSE)) used_up = FALSE;\r
270                         break;\r
271                 }\r
272 \r
273                 case SV_SCROLL_LIGHT:\r
274                 {\r
275                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;\r
276                         break;\r
277                 }\r
278 \r
279                 case SV_SCROLL_MAPPING:\r
280                 {\r
281                         map_area(DETECT_RAD_MAP);\r
282                         ident = TRUE;\r
283                         break;\r
284                 }\r
285 \r
286                 case SV_SCROLL_DETECT_GOLD:\r
287                 {\r
288                         if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;\r
289                         if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;\r
290                         break;\r
291                 }\r
292 \r
293                 case SV_SCROLL_DETECT_ITEM:\r
294                 {\r
295                         if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;\r
296                         break;\r
297                 }\r
298 \r
299                 case SV_SCROLL_DETECT_TRAP:\r
300                 {\r
301                         if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;\r
302                         break;\r
303                 }\r
304 \r
305                 case SV_SCROLL_DETECT_DOOR:\r
306                 {\r
307                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;\r
308                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;\r
309                         break;\r
310                 }\r
311 \r
312                 case SV_SCROLL_DETECT_INVIS:\r
313                 {\r
314                         if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;\r
315                         break;\r
316                 }\r
317 \r
318                 case SV_SCROLL_SATISFY_HUNGER:\r
319                 {\r
320                         if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;\r
321                         break;\r
322                 }\r
323 \r
324                 case SV_SCROLL_BLESSING:\r
325                 {\r
326                         if (set_blessed(p_ptr->blessed + randint1(12) + 6, FALSE)) ident = TRUE;\r
327                         break;\r
328                 }\r
329 \r
330                 case SV_SCROLL_HOLY_CHANT:\r
331                 {\r
332                         if (set_blessed(p_ptr->blessed + randint1(24) + 12, FALSE)) ident = TRUE;\r
333                         break;\r
334                 }\r
335 \r
336                 case SV_SCROLL_HOLY_PRAYER:\r
337                 {\r
338                         if (set_blessed(p_ptr->blessed + randint1(48) + 24, FALSE)) ident = TRUE;\r
339                         break;\r
340                 }\r
341 \r
342                 case SV_SCROLL_MONSTER_CONFUSION:\r
343                 {\r
344                         if (!(p_ptr->special_attack & ATTACK_CONFUSE))\r
345                         {\r
346                                 msg_print(_("手が輝き始めた。", "Your hands begin to glow."));\r
347                                 p_ptr->special_attack |= ATTACK_CONFUSE;\r
348                                 p_ptr->redraw |= (PR_STATUS);\r
349                                 ident = TRUE;\r
350                         }\r
351                         break;\r
352                 }\r
353 \r
354                 case SV_SCROLL_PROTECTION_FROM_EVIL:\r
355                 {\r
356                         k = 3 * p_ptr->lev;\r
357                         if (set_protevil(p_ptr->protevil + randint1(25) + k, FALSE)) ident = TRUE;\r
358                         break;\r
359                 }\r
360 \r
361                 case SV_SCROLL_RUNE_OF_PROTECTION:\r
362                 {\r
363                         warding_glyph();\r
364                         ident = TRUE;\r
365                         break;\r
366                 }\r
367 \r
368                 case SV_SCROLL_TRAP_DOOR_DESTRUCTION:\r
369                 {\r
370                         if (destroy_doors_touch()) ident = TRUE;\r
371                         break;\r
372                 }\r
373 \r
374                 case SV_SCROLL_STAR_DESTRUCTION:\r
375                 {\r
376                         if (destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE))\r
377                                 ident = TRUE;\r
378                         else\r
379                                 msg_print(_("ダンジョンが揺れた...", "The dungeon trembles..."));\r
380 \r
381                         break;\r
382                 }\r
383 \r
384                 case SV_SCROLL_DISPEL_UNDEAD:\r
385                 {\r
386                         if (dispel_undead(80)) ident = TRUE;\r
387                         break;\r
388                 }\r
389 \r
390                 case SV_SCROLL_SPELL:\r
391                 {\r
392                         if ((p_ptr->pclass == CLASS_WARRIOR) ||\r
393                                 (p_ptr->pclass == CLASS_IMITATOR) ||\r
394                                 (p_ptr->pclass == CLASS_MINDCRAFTER) ||\r
395                                 (p_ptr->pclass == CLASS_SORCERER) ||\r
396                                 (p_ptr->pclass == CLASS_ARCHER) ||\r
397                                 (p_ptr->pclass == CLASS_MAGIC_EATER) ||\r
398                                 (p_ptr->pclass == CLASS_RED_MAGE) ||\r
399                                 (p_ptr->pclass == CLASS_SAMURAI) ||\r
400                                 (p_ptr->pclass == CLASS_BLUE_MAGE) ||\r
401                                 (p_ptr->pclass == CLASS_CAVALRY) ||\r
402                                 (p_ptr->pclass == CLASS_BERSERKER) ||\r
403                                 (p_ptr->pclass == CLASS_SMITH) ||\r
404                                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||\r
405                                 (p_ptr->pclass == CLASS_NINJA) ||\r
406                                 (p_ptr->pclass == CLASS_SNIPER)) break;\r
407                         p_ptr->add_spells++;\r
408                         p_ptr->update |= (PU_SPELLS);\r
409                         ident = TRUE;\r
410                         break;\r
411                 }\r
412 \r
413                 case SV_SCROLL_GENOCIDE:\r
414                 {\r
415                         (void)symbol_genocide(300, TRUE);\r
416                         ident = TRUE;\r
417                         break;\r
418                 }\r
419 \r
420                 case SV_SCROLL_MASS_GENOCIDE:\r
421                 {\r
422                         (void)mass_genocide(300, TRUE);\r
423                         ident = TRUE;\r
424                         break;\r
425                 }\r
426 \r
427                 case SV_SCROLL_ACQUIREMENT:\r
428                 {\r
429                         acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);\r
430                         ident = TRUE;\r
431                         break;\r
432                 }\r
433 \r
434                 case SV_SCROLL_STAR_ACQUIREMENT:\r
435                 {\r
436                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);\r
437                         ident = TRUE;\r
438                         break;\r
439                 }\r
440 \r
441                 /* New Hengband scrolls */\r
442                 case SV_SCROLL_FIRE:\r
443                 {\r
444                         fire_ball(GF_FIRE, 0, 666, 4);\r
445                         /* Note: "Double" damage since it is centered on the player ... */\r
446                         if (!(IS_OPPOSE_FIRE() || p_ptr->resist_fire || p_ptr->immune_fire))\r
447                                 take_hit(DAMAGE_NOESCAPE, 50+randint1(50), _("炎の巻物", "a Scroll of Fire"), -1);\r
448 \r
449                         ident = TRUE;\r
450                         break;\r
451                 }\r
452 \r
453 \r
454                 case SV_SCROLL_ICE:\r
455                 {\r
456                         fire_ball(GF_ICE, 0, 777, 4);\r
457                         if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold))\r
458                                 take_hit(DAMAGE_NOESCAPE, 100+randint1(100), _("氷の巻物", "a Scroll of Ice"), -1);\r
459 \r
460                         ident = TRUE;\r
461                         break;\r
462                 }\r
463 \r
464                 case SV_SCROLL_CHAOS:\r
465                 {\r
466                         fire_ball(GF_CHAOS, 0, 1000, 4);\r
467                         if (!p_ptr->resist_chaos)\r
468                                 take_hit(DAMAGE_NOESCAPE, 111+randint1(111), _("ログルスの巻物", "a Scroll of Logrus"), -1);\r
469 \r
470                         ident = TRUE;\r
471                         break;\r
472                 }\r
473 \r
474                 case SV_SCROLL_RUMOR:\r
475                 {\r
476                         msg_print(_("巻物にはメッセージが書かれている:", "There is message on the scroll. It says:"));\r
477                         msg_print(NULL);\r
478                         display_rumor(TRUE);\r
479                         msg_print(NULL);\r
480                         msg_print(_("巻物は煙を立てて消え去った!", "The scroll disappears in a puff of smoke!"));\r
481 \r
482                         ident = TRUE;\r
483                         break;\r
484                 }\r
485 \r
486                 case SV_SCROLL_ARTIFACT:\r
487                 {\r
488                         ident = TRUE;\r
489                         if (!artifact_scroll()) used_up = FALSE;\r
490                         break;\r
491                 }\r
492 \r
493                 case SV_SCROLL_RESET_RECALL:\r
494                 {\r
495                         ident = TRUE;\r
496                         if (!reset_recall()) used_up = FALSE;\r
497                         break;\r
498                 }\r
499 \r
500                 case SV_SCROLL_AMUSEMENT:\r
501                 {\r
502                         ident = TRUE;\r
503                         amusement(p_ptr->y, p_ptr->x, 1, FALSE);\r
504                         break;\r
505                 }\r
506 \r
507                 case SV_SCROLL_STAR_AMUSEMENT:\r
508                 {\r
509                         ident = TRUE;\r
510                         amusement(p_ptr->y, p_ptr->x,  randint1(2) + 1, FALSE);\r
511                         break;\r
512                 }\r
513         }\r
514         }\r
515         else if (o_ptr->name1 == ART_GHB)\r
516         {\r
517                 msg_print(_("私は苦労して『グレーター・ヘル=ビースト』を倒した。", "I had a very hard time to kill the Greater hell-beast, "));\r
518                 msg_print(_("しかし手に入ったのはこのきたないTシャツだけだった。", "but all I got was this lousy t-shirt!"));\r
519                 used_up = FALSE;\r
520         }\r
521         else if (o_ptr->name1 == ART_POWER)\r
522         {\r
523                 msg_print(_("「一つの指輪は全てを統べ、", "'One Ring to rule them all, "));\r
524                 msg_print(NULL);\r
525                 msg_print(_("一つの指輪は全てを見つけ、", "One Ring to find them, "));\r
526                 msg_print(NULL);\r
527                 msg_print(_("一つの指輪は全てを捕らえて", "One Ring to bring them all "));\r
528                 msg_print(NULL);\r
529                 msg_print(_("暗闇の中に繋ぎとめる。」", "and in the darkness bind them.'"));\r
530                 used_up = FALSE;\r
531         }\r
532         else if (o_ptr->tval==TV_PARCHMENT)\r
533         {\r
534                 cptr q;\r
535                 char o_name[MAX_NLEN];\r
536                 char buf[1024];\r
537 \r
538                 /* Save screen */\r
539                 screen_save();\r
540 \r
541                 q=format("book-%d_jp.txt",o_ptr->sval);\r
542 \r
543                 /* Display object description */\r
544                 object_desc(o_name, o_ptr, OD_NAME_ONLY);\r
545 \r
546                 /* Build the filename */\r
547                 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, q);\r
548 \r
549                 /* Peruse the help file */\r
550                 (void)show_file(TRUE, buf, o_name, 0, 0);\r
551 \r
552                 /* Load screen */\r
553                 screen_load();\r
554 \r
555                 used_up=FALSE;\r
556         }\r
557 \r
558 \r
559         /* Combine / Reorder the pack (later) */\r
560         p_ptr->notice |= (PN_COMBINE | PN_REORDER);\r
561 \r
562         if (!(object_is_aware(o_ptr)))\r
563         {\r
564                 chg_virtue(V_PATIENCE, -1);\r
565                 chg_virtue(V_CHANCE, 1);\r
566                 chg_virtue(V_KNOWLEDGE, -1);\r
567         }\r
568 \r
569         /* The item was tried */\r
570         object_tried(o_ptr);\r
571 \r
572         /* An identification was made */\r
573         if (ident && !object_is_aware(o_ptr))\r
574         {\r
575                 object_aware(o_ptr);\r
576                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);\r
577         }\r
578 \r
579         /* Window stuff */\r
580         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);\r
581 \r
582 \r
583         /* Hack -- allow certain scrolls to be "preserved" */\r
584         if (!used_up)\r
585         {\r
586                 return;\r
587         }\r
588 \r
589         sound(SOUND_SCROLL);\r
590 \r
591         /* Destroy a scroll in the pack */\r
592         if (item >= 0)\r
593         {\r
594                 inven_item_increase(item, -1);\r
595                 inven_item_describe(item);\r
596                 inven_item_optimize(item);\r
597         }\r
598 \r
599         /* Destroy a scroll on the floor */\r
600         else\r
601         {\r
602                 floor_item_increase(0 - item, -1);\r
603                 floor_item_describe(0 - item);\r
604                 floor_item_optimize(0 - item);\r
605         }\r
606 }\r
607 \r
608 /*!\r
609  * @brief 読むコマンドのメインルーチン /\r
610  * Eat some food (from the pack or floor)\r
611  * @return なし\r
612  */\r
613 void do_cmd_read_scroll(void)\r
614 {\r
615         object_type *o_ptr;\r
616         OBJECT_IDX item;\r
617         cptr q, s;\r
618 \r
619         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
620         {\r
621                 set_action(ACTION_NONE);\r
622         }\r
623 \r
624         /* Check some conditions */\r
625         if (p_ptr->blind)\r
626         {\r
627                 msg_print(_("目が見えない。", "You can't see anything."));\r
628                 return;\r
629         }\r
630         if (no_lite())\r
631         {\r
632                 msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));\r
633                 return;\r
634         }\r
635         if (p_ptr->confused)\r
636         {\r
637                 msg_print(_("混乱していて読めない。", "You are too confused!"));\r
638                 return;\r
639         }\r
640 \r
641 \r
642         /* Restrict choices to scrolls */\r
643         item_tester_hook = item_tester_hook_readable;\r
644 \r
645         /* Get an item */\r
646         q = _("どの巻物を読みますか? ", "Read which scroll? ");\r
647         s = _("読める巻物がない。", "You have no scrolls to read.");\r
648 \r
649         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\r
650 \r
651         /* Get the item (in the pack) */\r
652         if (item >= 0)\r
653         {\r
654                 o_ptr = &inventory[item];\r
655         }\r
656 \r
657         /* Get the item (on the floor) */\r
658         else\r
659         {\r
660                 o_ptr = &o_list[0 - item];\r
661         }\r
662 \r
663         /* Read the scroll */\r
664         do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));\r
665 }\r