+++ /dev/null
-/*!
- * @file cmd-item.c
- * @brief プレイヤーのアイテムに関するコマンドの実装1 / Inventory and equipment commands
- * @date 2014/01/02
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
- */
-
-
-#include "angband.h"
-#include "core.h"
-#include "util.h"
-#include "autopick.h"
-#include "term.h"
-
-#include "selfinfo.h"
-#include "cmd-activate.h"
-#include "cmd-eat.h"
-#include "cmd-quaff.h"
-#include "cmd-read.h"
-#include "cmd-usestaff.h"
-#include "cmd-zaprod.h"
-#include "cmd-zapwand.h"
-#include "cmd-pet.h"
-#include "cmd-basic.h"
-
-#include "object-flavor.h"
-#include "object-hook.h"
-#include "object-ego.h"
-#include "sort.h"
-#include "quest.h"
-#include "artifact.h"
-#include "avatar.h"
-#include "player-status.h"
-#include "player-effects.h"
-#include "player-class.h"
-#include "player-personality.h"
-#include "monster.h"
-#include "view-mainwindow.h"
-#include "spells.h"
-#include "objectkind.h"
-#include "autopick.h"
-#include "targeting.h"
-#include "snipe.h"
-#include "player-race.h"
-#include "view-mainwindow.h"
-#include "player-inventory.h"
-
-/*!
- * @brief 持ち物一覧を表示するコマンドのメインルーチン / Display p_ptr->inventory_list
- * @return なし
- */
-void do_cmd_inven(void)
-{
- char out_val[160];
- command_wrk = FALSE;
- if (easy_floor) command_wrk = (USE_INVEN);
- screen_save();
- (void)show_inven(0, USE_FULL, 0);
-
-#ifdef JP
- sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
- (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
- (long int)((p_ptr->total_weight * 100) / weight_limit(p_ptr)));
-#else
- sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
- (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
- (p_ptr->total_weight * 100) / weight_limit(p_ptr));
-#endif
-
- prt(out_val, 0, 0);
- command_new = inkey();
- screen_load();
-
- if (command_new == ESCAPE)
- {
- TERM_LEN wid, hgt;
- Term_get_size(&wid, &hgt);
- command_new = 0;
- command_gap = wid - 30;
- }
- else
- {
- command_see = TRUE;
- }
-}
-
-
-/*!
- * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
- * @return なし
- */
-void do_cmd_equip(void)
-{
- char out_val[160];
- command_wrk = TRUE;
- if (easy_floor) command_wrk = (USE_EQUIP);
- screen_save();
-
- (void)show_equip(0, USE_FULL, 0);
-
-#ifdef JP
- sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
- (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
- (long int)((p_ptr->total_weight * 100) / weight_limit(p_ptr)));
-#else
- sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
- (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
- (long int)((p_ptr->total_weight * 100) / weight_limit(p_ptr)));
-#endif
-
- prt(out_val, 0, 0);
- command_new = inkey();
- screen_load();
-
- if (command_new == ESCAPE)
- {
- TERM_LEN wid, hgt;
- Term_get_size(&wid, &hgt);
- command_new = 0;
- command_gap = wid - 30;
- }
-
- else
- {
- command_see = TRUE;
- }
-}
-
-bool select_ring_slot = FALSE;
-
-/*!
- * @brief 装備するコマンドのメインルーチン / Wield or wear a single item from the pack or floor
- * @return なし
- */
-void do_cmd_wield(void)
-{
- OBJECT_IDX item, slot;
- object_type forge;
- object_type *q_ptr;
- object_type *o_ptr;
-
- concptr act;
- concptr q, s;
-
- GAME_TEXT o_name[MAX_NLEN];
-
-
- OBJECT_IDX need_switch_wielding = 0;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(p_ptr, ACTION_NONE);
- }
-
- /* Restrict the choices */
- item_tester_hook = item_tester_hook_wear;
-
- q = _("どれを装備しますか? ", "Wear/Wield which item? ");
- s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
-
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr) return;
-
- /* Check the slot */
- slot = wield_slot(o_ptr);
-
- switch (o_ptr->tval)
- {
- /* Shields and some misc. items */
- case TV_CAPTURE:
- case TV_SHIELD:
- case TV_CARD:
- /* Dual wielding */
- if (has_melee_weapon(p_ptr, INVEN_RARM) && has_melee_weapon(p_ptr, INVEN_LARM))
- {
- /* Restrict the choices */
- item_tester_hook = item_tester_hook_melee_weapon;
-
- /* Choose a weapon from the equipment only */
- q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
- s = _("おっと。", "Oops.");
- if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
- if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
- }
-
- else if (has_melee_weapon(p_ptr, INVEN_LARM)) slot = INVEN_RARM;
-
- /* Both arms are already used by non-weapon */
- else if (p_ptr->inventory_list[INVEN_RARM].k_idx && !object_is_melee_weapon(&p_ptr->inventory_list[INVEN_RARM]) &&
- p_ptr->inventory_list[INVEN_LARM].k_idx && !object_is_melee_weapon(&p_ptr->inventory_list[INVEN_LARM]))
- {
- /* Restrict the choices */
- item_tester_hook = item_tester_hook_mochikae;
-
- /* Choose a hand */
- q = _("どちらの手に装備しますか?", "Equip which hand? ");
- s = _("おっと。", "Oops.");
- if (!choose_object(&slot, q, s, (USE_EQUIP), 0)) return;
- }
- break;
-
- /* Melee weapons */
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- /* Asking for dual wielding */
- if (slot == INVEN_LARM)
- {
- if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
- }
-
- else if (!p_ptr->inventory_list[INVEN_RARM].k_idx && has_melee_weapon(p_ptr, INVEN_LARM))
- {
- if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
- }
-
- /* Both arms are already used */
- else if (p_ptr->inventory_list[INVEN_LARM].k_idx && p_ptr->inventory_list[INVEN_RARM].k_idx)
- {
- /* Restrict the choices */
- item_tester_hook = item_tester_hook_mochikae;
-
- /* Choose a hand */
- q = _("どちらの手に装備しますか?", "Equip which hand? ");
- s = _("おっと。", "Oops.");
-
- if (!choose_object(&slot, q, s, (USE_EQUIP), 0)) return;
- if ((slot == INVEN_LARM) && !has_melee_weapon(p_ptr, INVEN_RARM))
- need_switch_wielding = INVEN_RARM;
- }
- break;
-
- /* Rings */
- case TV_RING:
- /* Choose a ring slot */
- if (p_ptr->inventory_list[INVEN_LEFT].k_idx && p_ptr->inventory_list[INVEN_RIGHT].k_idx)
- {
- q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
- }
- else
- {
- q = _("どちらの手に装備しますか?", "Equip which hand? ");
- }
- s = _("おっと。", "Oops.");
-
- /* Restrict the choices */
- select_ring_slot = TRUE;
-
- if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0))
- {
- select_ring_slot = FALSE;
- return;
- }
- select_ring_slot = FALSE;
- break;
- }
-
- /* Prevent wielding into a cursed slot */
- if (object_is_cursed(&p_ptr->inventory_list[slot]))
- {
- object_desc(o_name, &p_ptr->inventory_list[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
-#ifdef JP
- msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
-#else
- msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
-#endif
- return;
- }
-
- if (confirm_wear &&
- ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
- ((o_ptr->ident & IDENT_SENSE) &&
- (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
- {
- char dummy[MAX_NLEN+80];
-
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- sprintf(dummy, _("本当に%s{呪われている}を使いますか?", "Really use the %s {cursed}? "), o_name);
-
- if (!get_check(dummy)) return;
- }
-
- if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
- {
- char dummy[MAX_NLEN+100];
-
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- sprintf(dummy, _("%sを装備すると吸血鬼になります。よろしいですか?",
- "%s will transforms you into a vampire permanently when equiped. Do you become a vampire?"), o_name);
-
- if (!get_check(dummy)) return;
- }
-
- if (need_switch_wielding && !object_is_cursed(&p_ptr->inventory_list[need_switch_wielding]))
- {
- object_type *slot_o_ptr = &p_ptr->inventory_list[slot];
- object_type *switch_o_ptr = &p_ptr->inventory_list[need_switch_wielding];
- object_type object_tmp;
- object_type *otmp_ptr = &object_tmp;
- GAME_TEXT switch_name[MAX_NLEN];
-
- object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- object_copy(otmp_ptr, switch_o_ptr);
- object_copy(switch_o_ptr, slot_o_ptr);
- object_copy(slot_o_ptr, otmp_ptr);
-
- msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
- (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
- (left_hander ? _("右手", "right") : _("左手", "left")));
- slot = need_switch_wielding;
- }
-
- check_find_art_quest_completion(o_ptr);
-
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
- {
- identify_item(o_ptr);
-
- /* Auto-inscription */
- autopick_alter_item(item, FALSE);
- }
-
- take_turn(p_ptr, 100);
- q_ptr = &forge;
-
- /* Obtain local object */
- object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
- q_ptr->number = 1;
-
- /* Decrease the item (from the pack) */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_optimize(item);
- }
-
- /* Decrease the item (from the floor) */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_optimize(0 - item);
- }
-
- /* Access the wield slot */
- o_ptr = &p_ptr->inventory_list[slot];
-
- /* Take off existing item */
- if (o_ptr->k_idx)
- {
- /* Take off existing item */
- (void)inven_takeoff(slot, 255);
- }
-
- /* Wear the new stuff */
- object_copy(o_ptr, q_ptr);
-
- o_ptr->marked |= OM_TOUCHED;
-
- p_ptr->total_weight += q_ptr->weight;
-
- /* Increment the equip counter by hand */
- p_ptr->equip_cnt++;
-
-#define STR_WIELD_RARM _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
-#define STR_WIELD_LARM _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
-#define STR_WIELD_ARMS _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
-
- /* Where is the item now */
- switch (slot)
- {
- case INVEN_RARM:
- if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(p_ptr, FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
- act = STR_WIELD_ARMS;
- else
- act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
- break;
-
- case INVEN_LARM:
- if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(p_ptr, FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
- act = STR_WIELD_ARMS;
- else
- act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
- break;
-
- case INVEN_BOW:
- act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
- break;
-
- case INVEN_LITE:
- act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
- break;
-
- default:
- act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
- break;
- }
-
- object_desc(o_name, o_ptr, 0);
- msg_format(act, o_name, index_to_label(slot));
-
- /* Cursed! */
- if (object_is_cursed(o_ptr))
- {
- msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
- chg_virtue(p_ptr, V_HARMONY, -1);
-
- /* Note the curse */
- o_ptr->ident |= (IDENT_SENSE);
- }
-
- /* The Stone Mask make the player current_world_ptr->game_turn into a vampire! */
- if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
- {
- /* Turn into a vampire */
- change_race(p_ptr, RACE_VAMPIRE, "");
- }
-
- p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
- p_ptr->redraw |= (PR_EQUIPPY);
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- calc_android_exp(p_ptr);
-}
-
-/*!
- * @brief 持ち替え処理
- * @param item 持ち替えを行いたい装備部位ID
- * @return なし
- */
-void kamaenaoshi(INVENTORY_IDX item)
-{
- object_type *o_ptr, *new_o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
-
- if (item == INVEN_RARM)
- {
- if (has_melee_weapon(p_ptr, INVEN_LARM))
- {
- o_ptr = &p_ptr->inventory_list[INVEN_LARM];
- object_desc(o_name, o_ptr, 0);
-
- if (!object_is_cursed(o_ptr))
- {
- new_o_ptr = &p_ptr->inventory_list[INVEN_RARM];
- object_copy(new_o_ptr, o_ptr);
- p_ptr->total_weight += o_ptr->weight;
- inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
- inven_item_optimize(INVEN_LARM);
- if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
- msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
- else
- msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
- (left_hander ? _("左手", "left") : _("右手", "right")));
- }
- else
- {
- if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
- msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
- }
- }
- }
- else if (item == INVEN_LARM)
- {
- o_ptr = &p_ptr->inventory_list[INVEN_RARM];
- if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
-
- if (has_melee_weapon(p_ptr, INVEN_RARM))
- {
- if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
- msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
- }
- else if (!(empty_hands(p_ptr, FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
- {
- new_o_ptr = &p_ptr->inventory_list[INVEN_LARM];
- object_copy(new_o_ptr, o_ptr);
- p_ptr->total_weight += o_ptr->weight;
- inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
- inven_item_optimize(INVEN_RARM);
- msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
- }
- }
-}
-
-
-/*!
- * @brief 装備を外すコマンドのメインルーチン / Take off an item
- * @return なし
- */
-void do_cmd_takeoff(void)
-{
- OBJECT_IDX item;
- object_type *o_ptr;
- concptr q, s;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(p_ptr, ACTION_NONE);
- }
-
- q = _("どれを装備からはずしますか? ", "Take off which item? ");
- s = _("はずせる装備がない。", "You are not wearing anything to take off.");
-
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return;
-
- /* Item is cursed */
- if (object_is_cursed(o_ptr))
- {
- if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
- {
- msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
-
- return;
- }
-
- if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
- {
- 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!"));
-
- o_ptr->ident |= (IDENT_SENSE);
- o_ptr->curse_flags = 0L;
- o_ptr->feeling = FEEL_NONE;
-
- p_ptr->update |= (PU_BONUS);
- p_ptr->window |= (PW_EQUIP);
-
- msg_print(_("呪いを打ち破った。", "You break the curse."));
- }
- else
- {
- msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
- take_turn(p_ptr, 50);
- return;
- }
- }
-
- take_turn(p_ptr, 50);
-
- /* Take off the item */
- (void)inven_takeoff(item, 255);
- kamaenaoshi(item);
- calc_android_exp(p_ptr);
- p_ptr->redraw |= (PR_EQUIPPY);
-}
-
-
-/*!
- * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
- * @return なし
- */
-void do_cmd_drop(void)
-{
- OBJECT_IDX item;
- int amt = 1;
-
- object_type *o_ptr;
-
- concptr q, s;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(p_ptr, ACTION_NONE);
- }
-
- q = _("どのアイテムを落としますか? ", "Drop which item? ");
- s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
-
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return;
-
- /* Hack -- Cannot remove cursed items */
- if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
- {
- msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
- return;
- }
-
- if (o_ptr->number > 1)
- {
- amt = get_quantity(NULL, o_ptr->number);
- if (amt <= 0) return;
- }
-
- take_turn(p_ptr, 50);
-
- /* Drop (some of) the item */
- inven_drop(item, amt);
-
- if (item >= INVEN_RARM)
- {
- kamaenaoshi(item);
- calc_android_exp(p_ptr);
- }
-
- p_ptr->redraw |= (PR_EQUIPPY);
-}
-
-
-/*!
- * @brief アイテムを破壊するコマンドのメインルーチン / Destroy an item
- * @return なし
- */
-void do_cmd_destroy(void)
-{
- OBJECT_IDX item;
- QUANTITY amt = 1;
- QUANTITY old_number;
-
- bool force = FALSE;
-
- object_type *o_ptr;
- object_type forge;
- object_type *q_ptr = &forge;
-
- GAME_TEXT o_name[MAX_NLEN];
- char out_val[MAX_NLEN+40];
-
- concptr q, s;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(p_ptr, ACTION_NONE);
- }
-
- /* Hack -- force destruction */
- if (command_arg > 0) force = TRUE;
-
- q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
- s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
-
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr) return;
-
- /* Verify unless quantity given beforehand */
- if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
- {
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
-
- /* Make a verification */
- sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
- msg_print(NULL);
-
- /* HACK : Add the line to message buffer */
- message_add(out_val);
- p_ptr->window |= (PW_MESSAGE);
- handle_stuff();
-
- /* Get an acceptable answer */
- while (TRUE)
- {
- char i;
-
- /* Prompt */
- prt(out_val, 0, 0);
-
- i = inkey();
-
- /* Erase the prompt */
- prt("", 0, 0);
-
-
- if (i == 'y' || i == 'Y')
- {
- break;
- }
- if (i == ESCAPE || i == 'n' || i == 'N')
- {
- /* Cancel */
- return;
- }
- if (i == 'A')
- {
- /* Add an auto-destroy preference line */
- if (autopick_autoregister(o_ptr))
- {
- /* Auto-destroy it */
- autopick_alter_item(item, TRUE);
- }
-
- /* The object is already destroyed. */
- return;
- }
- } /* while (TRUE) */
- }
-
- if (o_ptr->number > 1)
- {
- amt = get_quantity(NULL, o_ptr->number);
- if (amt <= 0) return;
- }
-
-
- old_number = o_ptr->number;
- o_ptr->number = amt;
- object_desc(o_name, o_ptr, 0);
- o_ptr->number = old_number;
-
- take_turn(p_ptr, 100);
-
- /* Artifacts cannot be destroyed */
- if (!can_player_destroy_object(o_ptr))
- {
- free_turn(p_ptr);
-
- msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
- return;
- }
-
- object_copy(q_ptr, o_ptr);
-
- msg_format(_("%sを壊した。", "You destroy %s."), o_name);
- sound(SOUND_DESTITEM);
-
- /* Reduce the charges of rods/wands */
- reduce_charges(o_ptr, amt);
-
- /* Eliminate the item (from the pack) */
- if (item >= 0)
- {
- inven_item_increase(item, -amt);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Eliminate the item (from the floor) */
- else
- {
- floor_item_increase(0 - item, -amt);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
-
- if (item_tester_high_level_book(q_ptr))
- {
- bool gain_expr = FALSE;
-
- if (p_ptr->prace == RACE_ANDROID)
- {
- }
- else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
- {
- gain_expr = TRUE;
- }
- else if (p_ptr->pclass == CLASS_PALADIN)
- {
- if (is_good_realm(p_ptr->realm1))
- {
- if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
- }
- else
- {
- if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
- }
- }
-
- if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
- {
- s32b tester_exp = p_ptr->max_exp / 20;
- if (tester_exp > 10000) tester_exp = 10000;
- if (q_ptr->sval < 3) tester_exp /= 4;
- if (tester_exp<1) tester_exp = 1;
-
- msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
- gain_exp(p_ptr, tester_exp * amt);
- }
- if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
- {
- chg_virtue(p_ptr, V_UNLIFE, 1);
- chg_virtue(p_ptr, V_VITALITY, -1);
- }
- else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
- {
- chg_virtue(p_ptr, V_UNLIFE, -1);
- chg_virtue(p_ptr, V_VITALITY, 1);
- }
-
- if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
- chg_virtue(p_ptr, V_ENCHANT, -1);
-
- if (object_value_real(q_ptr) > 30000)
- chg_virtue(p_ptr, V_SACRIFICE, 2);
-
- else if (object_value_real(q_ptr) > 10000)
- chg_virtue(p_ptr, V_SACRIFICE, 1);
- }
-
- if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
- chg_virtue(p_ptr, V_HARMONY, 1);
-
- if (item >= INVEN_RARM) calc_android_exp(p_ptr);
-}
-
-
-/*!
- * @brief アイテムを調査するコマンドのメインルーチン / Observe an item which has been *identify*-ed
- * @return なし
- */
-void do_cmd_observe(void)
-{
- OBJECT_IDX item;
- object_type *o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
- concptr q, s;
-
- q = _("どのアイテムを調べますか? ", "Examine which item? ");
- s = _("調べられるアイテムがない。", "You have nothing to examine.");
-
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return;
-
- /* Require full knowledge */
- if (!(o_ptr->ident & IDENT_MENTAL))
- {
- msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
- return;
- }
-
- object_desc(o_name, o_ptr, 0);
- msg_format(_("%sを調べている...", "Examining %s..."), o_name);
- 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."));
-}
-
-
-
-/*!
- * @brief アイテムの銘を消すコマンドのメインルーチン
- * Remove the inscription from an object XXX Mention item (when done)?
- * @return なし
- */
-void do_cmd_uninscribe(void)
-{
- OBJECT_IDX item;
- object_type *o_ptr;
- concptr q, s;
-
- q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
- s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
-
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return;
-
- /* Nothing to remove */
- if (!o_ptr->inscription)
- {
- msg_print(_("このアイテムには消すべき銘がない。", "That item had no inscription to remove."));
- return;
- }
-
- msg_print(_("銘を消した。", "Inscription removed."));
-
- /* Remove the incription */
- o_ptr->inscription = 0;
- p_ptr->update |= (PU_COMBINE);
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* .や$の関係で, 再計算が必要なはず -- henkma */
- p_ptr->update |= (PU_BONUS);
-
-}
-
-
-/*!
- * @brief アイテムの銘を刻むコマンドのメインルーチン
- * Inscribe an object with a comment
- * @return なし
- */
-void do_cmd_inscribe(void)
-{
- OBJECT_IDX item;
- object_type *o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
- char out_val[80];
- concptr q, s;
-
- q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
- s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
-
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return;
-
- /* Describe the activity */
- object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
-
- msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
- msg_print(NULL);
-
- /* Start with nothing */
- strcpy(out_val, "");
-
- /* Use old inscription */
- if (o_ptr->inscription)
- {
- /* Start with the old inscription */
- strcpy(out_val, quark_str(o_ptr->inscription));
- }
-
- /* Get a new inscription (possibly empty) */
- if (get_string(_("銘: ", "Inscription: "), out_val, 80))
- {
- /* Save the inscription */
- o_ptr->inscription = quark_add(out_val);
- p_ptr->update |= (PU_COMBINE);
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* .や$の関係で, 再計算が必要なはず -- henkma */
- p_ptr->update |= (PU_BONUS);
- }
-}
-
-
-/*!
- * @brief ランタンに燃料を加えるコマンドのメインルーチン
- * Refill the players lamp (from the pack or floor)
- * @return なし
- */
-static void do_cmd_refill_lamp(void)
-{
- OBJECT_IDX item;
- object_type *o_ptr;
- object_type *j_ptr;
- concptr q, s;
-
- /* Restrict the choices */
- item_tester_hook = item_tester_refill_lantern;
-
- q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
- s = _("油つぼがない。", "You have no flasks of oil.");
-
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr) return;
-
- take_turn(p_ptr, 50);
-
- /* Access the lantern */
- j_ptr = &p_ptr->inventory_list[INVEN_LITE];
-
- /* Refuel */
- j_ptr->xtra4 += o_ptr->xtra4;
- msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
-
- if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
- {
- j_ptr->xtra4 = 0;
- msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
- }
- else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
- {
- j_ptr->xtra4 = 0;
- msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
- }
- else if (j_ptr->xtra4 >= FUEL_LAMP)
- {
- j_ptr->xtra4 = FUEL_LAMP;
- msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
- }
-
- /* Decrease the item (from the pack) */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Decrease the item (from the floor) */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
-
- p_ptr->update |= (PU_TORCH);
-}
-
-/*!
- * @brief 松明を束ねるコマンドのメインルーチン
- * Refuel the players torch (from the pack or floor)
- * @return なし
- */
-static void do_cmd_refill_torch(void)
-{
- OBJECT_IDX item;
-
- object_type *o_ptr;
- object_type *j_ptr;
-
- concptr q, s;
-
- /* Restrict the choices */
- item_tester_hook = object_can_refill_torch;
-
- q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
- s = _("他に松明がない。", "You have no extra torches.");
-
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr) return;
-
- take_turn(p_ptr, 50);
-
- /* Access the primary torch */
- j_ptr = &p_ptr->inventory_list[INVEN_LITE];
-
- /* Refuel */
- j_ptr->xtra4 += o_ptr->xtra4 + 5;
-
- msg_print(_("松明を結合した。", "You combine the torches."));
-
- if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
- {
- j_ptr->xtra4 = 0;
- msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
- }
- else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
- {
- j_ptr->xtra4 = 0;
- msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
- }
- /* Over-fuel message */
- else if (j_ptr->xtra4 >= FUEL_TORCH)
- {
- j_ptr->xtra4 = FUEL_TORCH;
- msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
- }
-
- /* Refuel message */
- else
- {
- msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
- }
-
- /* Decrease the item (from the pack) */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Decrease the item (from the floor) */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
-
- p_ptr->update |= (PU_TORCH);
-}
-
-
-/*!
- * @brief 燃料を補充するコマンドのメインルーチン
- * Refill the players lamp, or restock his torches
- * @return なし
- */
-void do_cmd_refill(void)
-{
- object_type *o_ptr;
-
- /* Get the light */
- o_ptr = &p_ptr->inventory_list[INVEN_LITE];
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(p_ptr, ACTION_NONE);
- }
-
- /* It is nothing */
- if (o_ptr->tval != TV_LITE)
- {
- msg_print(_("光源を装備していない。", "You are not wielding a light."));
- }
-
- /* It's a lamp */
- else if (o_ptr->sval == SV_LITE_LANTERN)
- {
- do_cmd_refill_lamp();
- }
-
- /* It's a torch */
- else if (o_ptr->sval == SV_LITE_TORCH)
- {
- do_cmd_refill_torch();
- }
-
- /* No torch to refill */
- else
- {
- msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
- }
-}
-
-
-/*!
- * @brief ターゲットを設定するコマンドのメインルーチン
- * Target command
- * @return なし
- */
-void do_cmd_target(void)
-{
- if (p_ptr->wild_mode) return;
-
- /* Target set */
- if (target_set(TARGET_KILL))
- {
- msg_print(_("ターゲット決定。", "Target Selected."));
- }
-
- /* Target aborted */
- else
- {
- msg_print(_("ターゲット解除。", "Target Aborted."));
- }
-}
-
-
-
-/*!
- * @brief 周囲を見渡すコマンドのメインルーチン
- * Look command
- * @return なし
- */
-void do_cmd_look(void)
-{
- p_ptr->window |= PW_MONSTER_LIST;
- handle_stuff();
-
- /* Look around */
- if (target_set(TARGET_LOOK))
- {
- msg_print(_("ターゲット決定。", "Target Selected."));
- }
-}
-
-
-/*!
- * @brief 位置を確認するコマンドのメインルーチン
- * Allow the player to examine other sectors on the map
- * @return なし
- */
-void do_cmd_locate(void)
-{
- DIRECTION dir;
- POSITION y1, x1, y2, x2;
- GAME_TEXT tmp_val[80];
- GAME_TEXT out_val[160];
- TERM_LEN wid, hgt;
-
- get_screen_size(&wid, &hgt);
-
- /* Start at current panel */
- y2 = y1 = panel_row_min;
- x2 = x1 = panel_col_min;
-
- /* Show panels until done */
- while (1)
- {
- /* Describe the location */
- if ((y2 == y1) && (x2 == x1))
- {
- strcpy(tmp_val, _("真上", "\0"));
- }
- else
- {
- sprintf(tmp_val, "%s%s",
- ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
- ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
- }
-
- /* Prepare to ask which way to look */
- sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
- "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
- y2 / (hgt / 2), y2 % (hgt / 2),
- x2 / (wid / 2), x2 % (wid / 2), tmp_val);
-
- /* Assume no direction */
- dir = 0;
-
- /* Get a direction */
- while (!dir)
- {
- char command;
-
- /* Get a command (or Cancel) */
- if (!get_com(out_val, &command, TRUE)) break;
-
- /* Extract the action (if any) */
- dir = get_keymap_dir(command);
-
- /* Error */
- if (!dir) bell();
- }
-
- /* No direction */
- if (!dir) break;
-
- /* Apply the motion */
- if (change_panel(ddy[dir], ddx[dir]))
- {
- y2 = panel_row_min;
- x2 = panel_col_min;
- }
- }
-
-
- /* Recenter the map around the player */
- verify_panel();
-
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- handle_stuff();
-}
-
-
-/*!
- * @brief モンスターの思い出を見るコマンドのメインルーチン
- * Identify a character, allow recall of monsters
- * @return なし
- * @details
- * <pre>
- * Several "special" responses recall "multiple" monsters:
- * ^A (all monsters)
- * ^U (all unique monsters)
- * ^N (all non-unique monsters)
- *
- * The responses may be sorted in several ways, see below.
- *
- * Note that the player ghosts are ignored.
- * </pre>
- */
-void do_cmd_query_symbol(void)
-{
- IDX i;
- int n;
- MONRACE_IDX r_idx;
- char sym, query;
- char buf[128];
-
- bool all = FALSE;
- bool uniq = FALSE;
- bool norm = FALSE;
- bool ride = FALSE;
- char temp[80] = "";
-
- bool recall = FALSE;
-
- u16b why = 0;
- MONRACE_IDX *who;
-
- /* Get a character, or abort */
- if (!get_com(_("知りたい文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^R乗馬,^M名前): ",
- "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
-
- /* Find that character info, and describe it */
- for (i = 0; ident_info[i]; ++i)
- {
- if (sym == ident_info[i][0]) break;
- }
- if (sym == KTRL('A'))
- {
- all = TRUE;
- strcpy(buf, _("全モンスターのリスト", "Full monster list."));
- }
- else if (sym == KTRL('U'))
- {
- all = uniq = TRUE;
- strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
- }
- else if (sym == KTRL('N'))
- {
- all = norm = TRUE;
- strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
- }
- else if (sym == KTRL('R'))
- {
- all = ride = TRUE;
- strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
- }
- /* XTRA HACK WHATSEARCH */
- else if (sym == KTRL('M'))
- {
- all = TRUE;
- if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
- {
- temp[0]=0;
- return;
- }
- sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
- }
- else if (ident_info[i])
- {
- sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
- }
- else
- {
- sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
- }
-
- /* Display the result */
- prt(buf, 0, 0);
-
- /* Allocate the "who" array */
- C_MAKE(who, max_r_idx, MONRACE_IDX);
-
- /* Collect matching monsters */
- for (n = 0, i = 1; i < max_r_idx; i++)
- {
- monster_race *r_ptr = &r_info[i];
-
- /* Nothing to recall */
- if (!cheat_know && !r_ptr->r_sights) continue;
-
- /* Require non-unique monsters if needed */
- if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
-
- /* Require unique monsters if needed */
- if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
-
- /* Require ridable monsters if needed */
- if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
-
- /* XTRA HACK WHATSEARCH */
- if (temp[0])
- {
- TERM_LEN xx;
- char temp2[80];
-
- for (xx = 0; temp[xx] && xx < 80; xx++)
- {
-#ifdef JP
- if (iskanji(temp[xx])) { xx++; continue; }
-#endif
- if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
- }
-
-#ifdef JP
- strcpy(temp2, r_name + r_ptr->E_name);
-#else
- strcpy(temp2, r_name + r_ptr->name);
-#endif
- for (xx = 0; temp2[xx] && xx < 80; xx++)
- if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
-
-#ifdef JP
- if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
-#else
- if (my_strstr(temp2, temp))
-#endif
- who[n++] = i;
- }
-
- /* Collect "appropriate" monsters */
- else if (all || (r_ptr->d_char == sym)) who[n++] = i;
- }
-
- /* Nothing to recall */
- if (!n)
- {
- C_KILL(who, max_r_idx, MONRACE_IDX);
- return;
- }
-
- /* Prompt */
- put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
-
- /* Query */
- query = inkey();
- prt(buf, 0, 0);
-
- why = 2;
-
- /* Sort the array */
- ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
-
- /* Sort by kills (and level) */
- if (query == 'k')
- {
- why = 4;
- query = 'y';
- }
-
- /* Catch "escape" */
- if (query != 'y')
- {
- C_KILL(who, max_r_idx, MONRACE_IDX);
- return;
- }
-
- /* Sort if needed */
- if (why == 4)
- {
- ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
- }
-
-
- /* Start at the end */
- i = n - 1;
-
- /* Scan the monster memory */
- while (1)
- {
- r_idx = who[i];
-
- /* Hack -- Auto-recall */
- monster_race_track(r_idx);
- handle_stuff();
-
- /* Interact */
- while (1)
- {
- if (recall)
- {
- screen_save();
-
- /* Recall on screen */
- screen_roff(who[i], 0);
- }
-
- /* Hack -- Begin the prompt */
- roff_top(r_idx);
-
- /* Hack -- Complete the prompt */
- Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
-
- query = inkey();
-
- /* Unrecall */
- if (recall)
- {
- screen_load();
- }
-
- /* Normal commands */
- if (query != 'r') break;
-
- recall = !recall;
- }
-
- /* Stop scanning */
- if (query == ESCAPE) break;
-
- /* Move to "prev" monster */
- if (query == '-')
- {
- if (++i == n)
- {
- i = 0;
- if (!expand_list) break;
- }
- }
-
- /* Move to "next" monster */
- else
- {
- if (i-- == 0)
- {
- i = n - 1;
- if (!expand_list) break;
- }
- }
- }
-
- /* Free the "who" array */
- C_KILL(who, max_r_idx, IDX);
-
- /* Re-display the identity */
- prt(buf, 0, 0);
-}
-
-/*!
- * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
- * Use an item
- * @return なし
- * @details
- * XXX - Add actions for other item types
- */
-void do_cmd_use(void)
-{
- OBJECT_IDX item;
- object_type *o_ptr;
- concptr q, s;
-
- if (p_ptr->wild_mode)
- {
- return;
- }
-
- if (cmd_limit_arena(p_ptr)) return;
-
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
- {
- set_action(p_ptr, ACTION_NONE);
- }
-
- item_tester_hook = item_tester_hook_use;
-
- q = _("どれを使いますか?", "Use which item? ");
- s = _("使えるものがありません。", "You have nothing to use.");
-
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return;
-
- switch (o_ptr->tval)
- {
- case TV_SPIKE:
- do_cmd_spike(p_ptr);
- break;
-
- case TV_FOOD:
- exe_eat_food(p_ptr, item);
- break;
-
- case TV_WAND:
- exe_aim_wand(item);
- break;
-
- case TV_STAFF:
- exe_use_staff(item);
- break;
-
- case TV_ROD:
- exe_zap_rod(item);
- break;
-
- case TV_POTION:
- exe_quaff_potion(p_ptr, item);
- break;
-
- case TV_SCROLL:
- if (cmd_limit_blind(p_ptr)) return;
- if (cmd_limit_confused(p_ptr)) return;
- exe_read(p_ptr, item, TRUE);
- break;
-
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- exe_fire(item, &p_ptr->inventory_list[INVEN_BOW], SP_NONE);
- break;
-
- default:
- exe_activate(p_ptr, item);
- break;
- }
-}
-