#include "object-hook.h"
#include "sort.h"
#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
/*!
case TV_SHIELD:
case TV_CARD:
/* Dual wielding */
- if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
{
/* Restrict the choices */
item_tester_hook = item_tester_hook_melee_weapon;
if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
}
- else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;
+ else if (has_melee_weapon(INVEN_LARM)) slot = INVEN_RARM;
/* Both arms are already used by non-weapon */
else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
}
- else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
+ else if (!inventory[INVEN_RARM].k_idx && has_melee_weapon(INVEN_LARM))
{
if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
}
s = _("おっと。", "Oops.");
if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
- if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
+ if ((slot == INVEN_LARM) && !has_melee_weapon(INVEN_RARM))
need_switch_wielding = INVEN_RARM;
}
break;
/* Wear the new stuff */
object_copy(o_ptr, q_ptr);
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
equip_cnt++;
-#ifdef JP
-#define STR_WIELD_RARM "%s(%c)を右手に装備した。"
-#define STR_WIELD_LARM "%s(%c)を左手に装備した。"
-#define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
-#else
-#define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
-#define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
-#define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
-#endif
+#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)
if (item == INVEN_RARM)
{
- if (buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_LARM))
{
o_ptr = &inventory[INVEN_LARM];
object_desc(o_name, o_ptr, 0);
o_ptr = &inventory[INVEN_RARM];
if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
- if (buki_motteruka(INVEN_RARM))
+ if (has_melee_weapon(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);
}
}
- /* Take a partial turn */
p_ptr->energy_use = 50;
/* Take off the item */
if (amt <= 0) return;
}
-
- /* Take a partial turn */
p_ptr->energy_use = 50;
/* Drop (some of) the item */
p_ptr->redraw |= (PR_EQUIPPY);
}
-/*!
- * @brief オブジェクトが高位の魔法書かどうかを判定する
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトが高位の魔法書ならばTRUEを返す
- */
-static bool high_level_book(object_type *o_ptr)
-{
- if ((o_ptr->tval == TV_LIFE_BOOK) ||
- (o_ptr->tval == TV_SORCERY_BOOK) ||
- (o_ptr->tval == TV_NATURE_BOOK) ||
- (o_ptr->tval == TV_CHAOS_BOOK) ||
- (o_ptr->tval == TV_DEATH_BOOK) ||
- (o_ptr->tval == TV_TRUMP_BOOK) ||
- (o_ptr->tval == TV_CRAFT_BOOK) ||
- (o_ptr->tval == TV_DAEMON_BOOK) ||
- (o_ptr->tval == TV_CRUSADE_BOOK) ||
- (o_ptr->tval == TV_MUSIC_BOOK) ||
- (o_ptr->tval == TV_HEX_BOOK))
- {
- if (o_ptr->sval > 1)
- return TRUE;
- else
- return FALSE;
- }
-
- return FALSE;
-}
-
/*!
* @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
floor_item_optimize(0 - item);
}
- if (high_level_book(q_ptr))
+ if (item_tester_high_level_book(q_ptr))
{
bool gain_expr = FALSE;
msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
gain_exp(tester_exp * amt);
}
- if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
+ if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
{
chg_virtue(V_UNLIFE, 1);
chg_virtue(V_VITALITY, -1);
}
- else if (high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
+ else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
{
chg_virtue(V_UNLIFE, -1);
chg_virtue(V_VITALITY, 1);
}
-
-/*!
- * @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
- * An "item_tester_hook" for refilling lanterns
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @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
- */
-static bool item_tester_refill_lantern(object_type *o_ptr)
-{
- /* Flasks of oil are okay */
- if (o_ptr->tval == TV_FLASK) return (TRUE);
-
- /* Laterns are okay */
- if ((o_ptr->tval == TV_LITE) &&
- (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
-
- /* Assume not okay */
- return (FALSE);
-}
-
-
/*!
* @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)
static void do_cmd_refill_lamp(void)
{
OBJECT_IDX item;
-
object_type *o_ptr;
object_type *j_ptr;
-
concptr q, s;
/* Restrict the choices */
o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
if (!o_ptr) return;
- /* Take a partial turn */
p_ptr->energy_use = 50;
/* Access the lantern */
o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
if (!o_ptr) return;
- /* Take a partial turn */
p_ptr->energy_use = 50;
/* Access the primary torch */
/* Describe the location */
if ((y2 == y1) && (x2 == x1))
{
-#ifdef JP
- strcpy(tmp_val, "真上");
-#else
- tmp_val[0] = '\0';
-#endif
-
+ strcpy(tmp_val, _("真上", "\0"));
}
else
{
-#ifdef JP
sprintf(tmp_val, "%s%s",
- ((y2 < y1) ? "北" : (y2 > y1) ? "南" : ""),
- ((x2 < x1) ? "西" : (x2 > x1) ? "東" : ""));
-#else
- sprintf(tmp_val, "%s%s of",
- ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
- ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));
-#endif
-
+ ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
+ ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
}
/* Prepare to ask which way to look */
void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
{
u16b *who = (u16b*)(u);
-
u16b holder;
/* Unused */
IDX i;
int n;
MONRACE_IDX r_idx;
- char sym, query;
- char buf[128];
+ char sym, query;
+ char buf[128];
- bool all = FALSE;
- bool uniq = FALSE;
- bool norm = FALSE;
- bool ride = FALSE;
- char temp[80] = "";
+ bool all = FALSE;
+ bool uniq = FALSE;
+ bool norm = FALSE;
+ bool ride = FALSE;
+ char temp[80] = "";
- bool recall = FALSE;
+ bool recall = FALSE;
- u16b why = 0;
- IDX *who;
+ 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): ",
/* Query */
query = inkey();
-
- /* Restore */
prt(buf, 0, 0);
why = 2;
/* Unrecall */
if (recall)
{
- /* Restore */
screen_load();
}
return;
}
- if (p_ptr->inside_arena)
- {
- msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
- msg_print(NULL);
- return;
- }
+ if (cmd_limit_arena(p_ptr)) return;
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
{
msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
return;
}
- if (p_ptr->confused)
- {
- msg_print(_("混乱していて読めない!", "You are too confused!"));
- return;
- }
+ if (cmd_limit_confused(p_ptr)) return;
do_cmd_read_scroll_aux(item, TRUE);
break;
case TV_ARROW:
case TV_BOLT:
{
- do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
+ exe_fire(item, &inventory[INVEN_BOW]);
break;
}