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[Refactor] #38932 文字コードを UTF-8(BOM) / LF に統一。 / Unify UTF-8(BOM) + LF.
[hengband/hengband.git] / src / cmd-read.c
index 5fa9e06..6d65a71 100644 (file)
-/*!\r
- * @file cmd-read.c\r
- * @brief プレイヤーの読むコマンド実装\r
- * @date 2018/09/07\r
- * @details\r
- * cmd6.cより分離。\r
- */\r
-\r
-#include "angband.h"\r
-#include "object-hook.h"\r
-#include "artifact.h"\r
-#include "avatar.h"\r
-#include "player-status.h"\r
-#include "rumor.h"\r
-#include "realm-hex.h"\r
-\r
-#include "spells-object.h"\r
-#include "spells-summon.h"\r
-#include "spells-status.h"\r
-\r
-/*!\r
- * @brief 巻物を読むコマンドのサブルーチン\r
- * Read a scroll (from the pack or floor).\r
- * @param item 読むオブジェクトの所持品ID\r
- * @param known 判明済ならばTRUE\r
- * @return なし\r
- * @details\r
- * <pre>\r
- * Certain scrolls can be "aborted" without losing the scroll.  These\r
- * include scrolls with no effects but recharge or identify, which are\r
- * cancelled before use.  XXX Reading them still takes a turn, though.\r
- * </pre>\r
- */\r
-void do_cmd_read_scroll_aux(INVENTORY_IDX item, bool known)\r
-{\r
-       int         k, used_up, ident, lev;\r
-       object_type *o_ptr;\r
-\r
-\r
-       /* Get the item (in the pack) */\r
-       if (item >= 0)\r
-       {\r
-               o_ptr = &inventory[item];\r
-       }\r
-\r
-       /* Get the item (on the floor) */\r
-       else\r
-       {\r
-               o_ptr = &o_list[0 - item];\r
-       }\r
-\r
-       take_turn(p_ptr, 100);;\r
-       if (cmd_limit_time_walk(p_ptr)) return;\r
-\r
-       if (p_ptr->pclass == CLASS_BERSERKER)\r
-       {\r
-               msg_print(_("巻物なんて読めない。", "You cannot read."));\r
-               return;\r
-       }\r
-\r
-       if (music_singing_any()) stop_singing();\r
-\r
-       /* Hex */\r
-       if (hex_spelling_any() && ((p_ptr->lev < 35) || hex_spell_fully())) stop_hex_spell_all();\r
-\r
-       /* Not identified yet */\r
-       ident = FALSE;\r
-\r
-       /* Object level */\r
-       lev = k_info[o_ptr->k_idx].level;\r
-\r
-       /* Assume the scroll will get used up */\r
-       used_up = TRUE;\r
-\r
-       if (o_ptr->tval == TV_SCROLL)\r
-       {\r
-       /* Analyze the scroll */\r
-       switch (o_ptr->sval)\r
-       {\r
-               case SV_SCROLL_DARKNESS:\r
-               {\r
-                       if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))\r
-                       {\r
-                               (void)set_blind(p_ptr->blind + 3 + randint1(5));\r
-                       }\r
-                       if (unlite_area(10, 3)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_AGGRAVATE_MONSTER:\r
-               {\r
-                       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
-                       aggravate_monsters(0);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_CURSE_ARMOR:\r
-               {\r
-                       if (curse_armor()) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_CURSE_WEAPON:\r
-               {\r
-                       k = 0;\r
-                       if (has_melee_weapon(INVEN_RARM))\r
-                       {\r
-                               k = INVEN_RARM;\r
-                               if (has_melee_weapon(INVEN_LARM) && one_in_(2)) k = INVEN_LARM;\r
-                       }\r
-                       else if (has_melee_weapon(INVEN_LARM)) k = INVEN_LARM;\r
-                       if (k && curse_weapon(FALSE, k)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_SUMMON_MONSTER:\r
-               {\r
-                       for (k = 0; k < randint1(3); k++)\r
-                       {\r
-                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))\r
-                               {\r
-                                       ident = TRUE;\r
-                               }\r
-                       }\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_SUMMON_UNDEAD:\r
-               {\r
-                       for (k = 0; k < randint1(3); k++)\r
-                       {\r
-                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))\r
-                               {\r
-                                       ident = TRUE;\r
-                               }\r
-                       }\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_SUMMON_PET:\r
-               {\r
-                       if (summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0'))\r
-                       {\r
-                               ident = TRUE;\r
-                       }\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_SUMMON_KIN:\r
-               {\r
-                       if (summon_kin_player(p_ptr->lev, p_ptr->y, p_ptr->x, (PM_FORCE_PET | PM_ALLOW_GROUP)))\r
-                       {\r
-                               ident = TRUE;\r
-                       }\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_TRAP_CREATION:\r
-               {\r
-                       if (trap_creation(p_ptr->y, p_ptr->x)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_PHASE_DOOR:\r
-               {\r
-                       teleport_player(10, 0L);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_TELEPORT:\r
-               {\r
-                       teleport_player(100, 0L);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_TELEPORT_LEVEL:\r
-               {\r
-                       (void)teleport_level(0);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_WORD_OF_RECALL:\r
-               {\r
-                       if (!recall_player(p_ptr, randint0(21) + 15)) used_up = FALSE;\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_IDENTIFY:\r
-               {\r
-                       if (!ident_spell(FALSE)) used_up = FALSE;\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_STAR_IDENTIFY:\r
-               {\r
-                       if (!identify_fully(FALSE)) used_up = FALSE;\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_REMOVE_CURSE:\r
-               {\r
-                       if (remove_curse())\r
-                       {\r
-                               ident = TRUE;\r
-                       }\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_STAR_REMOVE_CURSE:\r
-               {\r
-                       if (remove_all_curse())\r
-                       {\r
-                               ident = TRUE;\r
-                       }\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_ENCHANT_ARMOR:\r
-               {\r
-                       ident = TRUE;\r
-                       if (!enchant_spell(0, 0, 1)) used_up = FALSE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:\r
-               {\r
-                       if (!enchant_spell(1, 0, 0)) used_up = FALSE;\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:\r
-               {\r
-                       if (!enchant_spell(0, 1, 0)) used_up = FALSE;\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_STAR_ENCHANT_ARMOR:\r
-               {\r
-                       if (!enchant_spell(0, 0, randint1(3) + 2)) used_up = FALSE;\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_STAR_ENCHANT_WEAPON:\r
-               {\r
-                       if (!enchant_spell(randint1(3), randint1(3), 0)) used_up = FALSE;\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_RECHARGING:\r
-               {\r
-                       if (!recharge(130)) used_up = FALSE;\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_MUNDANITY:\r
-               {\r
-                       ident = TRUE;\r
-                       if (!mundane_spell(FALSE)) used_up = FALSE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_LIGHT:\r
-               {\r
-                       if (lite_area(damroll(2, 8), 2)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_MAPPING:\r
-               {\r
-                       map_area(DETECT_RAD_MAP);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_DETECT_GOLD:\r
-               {\r
-                       if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;\r
-                       if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_DETECT_ITEM:\r
-               {\r
-                       if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_DETECT_TRAP:\r
-               {\r
-                       if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_DETECT_DOOR:\r
-               {\r
-                       if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;\r
-                       if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_DETECT_INVIS:\r
-               {\r
-                       if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_SATISFY_HUNGER:\r
-               {\r
-                       if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_BLESSING:\r
-               {\r
-                       if (set_blessed(p_ptr->blessed + randint1(12) + 6, FALSE)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_HOLY_CHANT:\r
-               {\r
-                       if (set_blessed(p_ptr->blessed + randint1(24) + 12, FALSE)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_HOLY_PRAYER:\r
-               {\r
-                       if (set_blessed(p_ptr->blessed + randint1(48) + 24, FALSE)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_MONSTER_CONFUSION:\r
-               {\r
-                       if (!(p_ptr->special_attack & ATTACK_CONFUSE))\r
-                       {\r
-                               msg_print(_("手が輝き始めた。", "Your hands begin to glow."));\r
-                               p_ptr->special_attack |= ATTACK_CONFUSE;\r
-                               p_ptr->redraw |= (PR_STATUS);\r
-                               ident = TRUE;\r
-                       }\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_PROTECTION_FROM_EVIL:\r
-               {\r
-                       k = 3 * p_ptr->lev;\r
-                       if (set_protevil(p_ptr->protevil + randint1(25) + k, FALSE)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_RUNE_OF_PROTECTION:\r
-               {\r
-                       warding_glyph();\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_TRAP_DOOR_DESTRUCTION:\r
-               {\r
-                       if (destroy_doors_touch()) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_STAR_DESTRUCTION:\r
-               {\r
-                       if (destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE))\r
-                               ident = TRUE;\r
-                       else\r
-                               msg_print(_("ダンジョンが揺れた...", "The dungeon trembles..."));\r
-\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_DISPEL_UNDEAD:\r
-               {\r
-                       if (dispel_undead(80)) ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_SPELL:\r
-               {\r
-                       if ((p_ptr->pclass == CLASS_WARRIOR) ||\r
-                               (p_ptr->pclass == CLASS_IMITATOR) ||\r
-                               (p_ptr->pclass == CLASS_MINDCRAFTER) ||\r
-                               (p_ptr->pclass == CLASS_SORCERER) ||\r
-                               (p_ptr->pclass == CLASS_ARCHER) ||\r
-                               (p_ptr->pclass == CLASS_MAGIC_EATER) ||\r
-                               (p_ptr->pclass == CLASS_RED_MAGE) ||\r
-                               (p_ptr->pclass == CLASS_SAMURAI) ||\r
-                               (p_ptr->pclass == CLASS_BLUE_MAGE) ||\r
-                               (p_ptr->pclass == CLASS_CAVALRY) ||\r
-                               (p_ptr->pclass == CLASS_BERSERKER) ||\r
-                               (p_ptr->pclass == CLASS_SMITH) ||\r
-                               (p_ptr->pclass == CLASS_MIRROR_MASTER) ||\r
-                               (p_ptr->pclass == CLASS_NINJA) ||\r
-                               (p_ptr->pclass == CLASS_SNIPER)) break;\r
-                       p_ptr->add_spells++;\r
-                       p_ptr->update |= (PU_SPELLS);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_GENOCIDE:\r
-               {\r
-                       (void)symbol_genocide(300, TRUE);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_MASS_GENOCIDE:\r
-               {\r
-                       (void)mass_genocide(300, TRUE);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_ACQUIREMENT:\r
-               {\r
-                       acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_STAR_ACQUIREMENT:\r
-               {\r
-                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               /* New Hengband scrolls */\r
-               case SV_SCROLL_FIRE:\r
-               {\r
-                       fire_ball(GF_FIRE, 0, 666, 4);\r
-                       /* Note: "Double" damage since it is centered on the player ... */\r
-                       if (!(IS_OPPOSE_FIRE() || p_ptr->resist_fire || p_ptr->immune_fire))\r
-                               take_hit(DAMAGE_NOESCAPE, 50+randint1(50), _("炎の巻物", "a Scroll of Fire"), -1);\r
-\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-\r
-               case SV_SCROLL_ICE:\r
-               {\r
-                       fire_ball(GF_ICE, 0, 777, 4);\r
-                       if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold))\r
-                               take_hit(DAMAGE_NOESCAPE, 100+randint1(100), _("氷の巻物", "a Scroll of Ice"), -1);\r
-\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_CHAOS:\r
-               {\r
-                       fire_ball(GF_CHAOS, 0, 1000, 4);\r
-                       if (!p_ptr->resist_chaos)\r
-                               take_hit(DAMAGE_NOESCAPE, 111+randint1(111), _("ログルスの巻物", "a Scroll of Logrus"), -1);\r
-\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_RUMOR:\r
-               {\r
-                       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
-                       msg_print(NULL);\r
-                       display_rumor(TRUE);\r
-                       msg_print(NULL);\r
-                       msg_print(_("巻物は煙を立てて消え去った!", "The scroll disappears in a puff of smoke!"));\r
-\r
-                       ident = TRUE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_ARTIFACT:\r
-               {\r
-                       ident = TRUE;\r
-                       if (!artifact_scroll()) used_up = FALSE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_RESET_RECALL:\r
-               {\r
-                       ident = TRUE;\r
-                       if (!reset_recall()) used_up = FALSE;\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_AMUSEMENT:\r
-               {\r
-                       ident = TRUE;\r
-                       amusement(p_ptr->y, p_ptr->x, 1, FALSE);\r
-                       break;\r
-               }\r
-\r
-               case SV_SCROLL_STAR_AMUSEMENT:\r
-               {\r
-                       ident = TRUE;\r
-                       amusement(p_ptr->y, p_ptr->x,  randint1(2) + 1, FALSE);\r
-                       break;\r
-               }\r
-       }\r
-       }\r
-       else if (o_ptr->name1 == ART_GHB)\r
-       {\r
-               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
-               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
-               used_up = FALSE;\r
-       }\r
-       else if (o_ptr->name1 == ART_POWER)\r
-       {\r
-               msg_print(_("「一つの指輪は全てを統べ、", "'One Ring to rule them all, "));\r
-               msg_print(NULL);\r
-               msg_print(_("一つの指輪は全てを見つけ、", "One Ring to find them, "));\r
-               msg_print(NULL);\r
-               msg_print(_("一つの指輪は全てを捕らえて", "One Ring to bring them all "));\r
-               msg_print(NULL);\r
-               msg_print(_("暗闇の中に繋ぎとめる。」", "and in the darkness bind them.'"));\r
-               used_up = FALSE;\r
-       }\r
-       else if (o_ptr->tval==TV_PARCHMENT)\r
-       {\r
-               concptr q;\r
-               GAME_TEXT o_name[MAX_NLEN];\r
-               char buf[1024];\r
-               screen_save();\r
-\r
-               q=format("book-%d_jp.txt",o_ptr->sval);\r
-\r
-               /* Display object description */\r
-               object_desc(o_name, o_ptr, OD_NAME_ONLY);\r
-\r
-               /* Build the filename */\r
-               path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, q);\r
-\r
-               /* Peruse the help file */\r
-               (void)show_file(TRUE, buf, o_name, 0, 0);\r
-               screen_load();\r
-\r
-               used_up=FALSE;\r
-       }\r
-\r
-       p_ptr->update |= (PU_COMBINE | PU_REORDER);\r
-\r
-       if (!(object_is_aware(o_ptr)))\r
-       {\r
-               chg_virtue(V_PATIENCE, -1);\r
-               chg_virtue(V_CHANCE, 1);\r
-               chg_virtue(V_KNOWLEDGE, -1);\r
-       }\r
-\r
-       /* The item was tried */\r
-       object_tried(o_ptr);\r
-\r
-       /* An identification was made */\r
-       if (ident && !object_is_aware(o_ptr))\r
-       {\r
-               object_aware(o_ptr);\r
-               gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);\r
-       }\r
-\r
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);\r
-\r
-\r
-       /* Hack -- allow certain scrolls to be "preserved" */\r
-       if (!used_up)\r
-       {\r
-               return;\r
-       }\r
-\r
-       sound(SOUND_SCROLL);\r
-\r
-       /* Destroy a scroll in the pack */\r
-       if (item >= 0)\r
-       {\r
-               inven_item_increase(item, -1);\r
-               inven_item_describe(item);\r
-               inven_item_optimize(item);\r
-       }\r
-\r
-       /* Destroy a scroll on the floor */\r
-       else\r
-       {\r
-               floor_item_increase(0 - item, -1);\r
-               floor_item_describe(0 - item);\r
-               floor_item_optimize(0 - item);\r
-       }\r
-}\r
-\r
-/*!\r
- * @brief 読むコマンドのメインルーチン /\r
- * Eat some food (from the pack or floor)\r
- * @return なし\r
- */\r
-void do_cmd_read_scroll(void)\r
-{\r
-       object_type *o_ptr;\r
-       OBJECT_IDX item;\r
-       concptr q, s;\r
-\r
-       if (p_ptr->wild_mode)\r
-       {\r
-               return;\r
-       }\r
-\r
-       if (cmd_limit_arena(p_ptr)) return;\r
-\r
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
-       {\r
-               set_action(ACTION_NONE);\r
-       }\r
-\r
-       if (cmd_limit_blind(p_ptr)) return;\r
-       if (cmd_limit_confused(p_ptr)) return;\r
-\r
-       /* Restrict choices to scrolls */\r
-       item_tester_hook = item_tester_hook_readable;\r
-\r
-       q = _("どの巻物を読みますか? ", "Read which scroll? ");\r
-       s = _("読める巻物がない。", "You have no scrolls to read.");\r
-\r
-       o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));\r
-       if (!o_ptr) return;\r
-\r
-       /* Read the scroll */\r
-       do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));\r
-}\r
+/*!
+ * @file cmd-read.c
+ * @brief プレイヤーの読むコマンド実装
+ * @date 2018/09/07
+ * @details
+ * cmd6.cより分離。
+ */
+
+#include "angband.h"
+#include "object-hook.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "rumor.h"
+#include "realm-hex.h"
+
+#include "spells-object.h"
+#include "spells-summon.h"
+#include "spells-status.h"
+
+/*!
+ * @brief 巻物を読むコマンドのサブルーチン
+ * Read a scroll (from the pack or floor).
+ * @param item 読むオブジェクトの所持品ID
+ * @param known 判明済ならばTRUE
+ * @return なし
+ * @details
+ * <pre>
+ * Certain scrolls can be "aborted" without losing the scroll.  These
+ * include scrolls with no effects but recharge or identify, which are
+ * cancelled before use.  XXX Reading them still takes a turn, though.
+ * </pre>
+ */
+void do_cmd_read_scroll_aux(INVENTORY_IDX item, bool known)
+{
+       int         k, used_up, ident, lev;
+       object_type *o_ptr;
+
+
+       /* Get the item (in the pack) */
+       if (item >= 0)
+       {
+               o_ptr = &inventory[item];
+       }
+
+       /* Get the item (on the floor) */
+       else
+       {
+               o_ptr = &o_list[0 - item];
+       }
+
+       take_turn(p_ptr, 100);;
+       if (cmd_limit_time_walk(p_ptr)) return;
+
+       if (p_ptr->pclass == CLASS_BERSERKER)
+       {
+               msg_print(_("巻物なんて読めない。", "You cannot read."));
+               return;
+       }
+
+       if (music_singing_any()) stop_singing();
+
+       /* Hex */
+       if (hex_spelling_any() && ((p_ptr->lev < 35) || hex_spell_fully())) stop_hex_spell_all();
+
+       /* Not identified yet */
+       ident = FALSE;
+
+       /* Object level */
+       lev = k_info[o_ptr->k_idx].level;
+
+       /* Assume the scroll will get used up */
+       used_up = TRUE;
+
+       if (o_ptr->tval == TV_SCROLL)
+       {
+       /* Analyze the scroll */
+       switch (o_ptr->sval)
+       {
+               case SV_SCROLL_DARKNESS:
+               {
+                       if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
+                       {
+                               (void)set_blind(p_ptr->blind + 3 + randint1(5));
+                       }
+                       if (unlite_area(10, 3)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_AGGRAVATE_MONSTER:
+               {
+                       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."));
+                       aggravate_monsters(0);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_CURSE_ARMOR:
+               {
+                       if (curse_armor()) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_CURSE_WEAPON:
+               {
+                       k = 0;
+                       if (has_melee_weapon(INVEN_RARM))
+                       {
+                               k = INVEN_RARM;
+                               if (has_melee_weapon(INVEN_LARM) && one_in_(2)) k = INVEN_LARM;
+                       }
+                       else if (has_melee_weapon(INVEN_LARM)) k = INVEN_LARM;
+                       if (k && curse_weapon(FALSE, k)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_SUMMON_MONSTER:
+               {
+                       for (k = 0; k < randint1(3); k++)
+                       {
+                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
+                               {
+                                       ident = TRUE;
+                               }
+                       }
+                       break;
+               }
+
+               case SV_SCROLL_SUMMON_UNDEAD:
+               {
+                       for (k = 0; k < randint1(3); k++)
+                       {
+                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
+                               {
+                                       ident = TRUE;
+                               }
+                       }
+                       break;
+               }
+
+               case SV_SCROLL_SUMMON_PET:
+               {
+                       if (summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0'))
+                       {
+                               ident = TRUE;
+                       }
+                       break;
+               }
+
+               case SV_SCROLL_SUMMON_KIN:
+               {
+                       if (summon_kin_player(p_ptr->lev, p_ptr->y, p_ptr->x, (PM_FORCE_PET | PM_ALLOW_GROUP)))
+                       {
+                               ident = TRUE;
+                       }
+                       break;
+               }
+
+               case SV_SCROLL_TRAP_CREATION:
+               {
+                       if (trap_creation(p_ptr->y, p_ptr->x)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_PHASE_DOOR:
+               {
+                       teleport_player(10, 0L);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_TELEPORT:
+               {
+                       teleport_player(100, 0L);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_TELEPORT_LEVEL:
+               {
+                       (void)teleport_level(0);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_WORD_OF_RECALL:
+               {
+                       if (!recall_player(p_ptr, randint0(21) + 15)) used_up = FALSE;
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_IDENTIFY:
+               {
+                       if (!ident_spell(FALSE)) used_up = FALSE;
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_STAR_IDENTIFY:
+               {
+                       if (!identify_fully(FALSE)) used_up = FALSE;
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_REMOVE_CURSE:
+               {
+                       if (remove_curse())
+                       {
+                               ident = TRUE;
+                       }
+                       break;
+               }
+
+               case SV_SCROLL_STAR_REMOVE_CURSE:
+               {
+                       if (remove_all_curse())
+                       {
+                               ident = TRUE;
+                       }
+                       break;
+               }
+
+               case SV_SCROLL_ENCHANT_ARMOR:
+               {
+                       ident = TRUE;
+                       if (!enchant_spell(0, 0, 1)) used_up = FALSE;
+                       break;
+               }
+
+               case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
+               {
+                       if (!enchant_spell(1, 0, 0)) used_up = FALSE;
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
+               {
+                       if (!enchant_spell(0, 1, 0)) used_up = FALSE;
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_STAR_ENCHANT_ARMOR:
+               {
+                       if (!enchant_spell(0, 0, randint1(3) + 2)) used_up = FALSE;
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_STAR_ENCHANT_WEAPON:
+               {
+                       if (!enchant_spell(randint1(3), randint1(3), 0)) used_up = FALSE;
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_RECHARGING:
+               {
+                       if (!recharge(130)) used_up = FALSE;
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_MUNDANITY:
+               {
+                       ident = TRUE;
+                       if (!mundane_spell(FALSE)) used_up = FALSE;
+                       break;
+               }
+
+               case SV_SCROLL_LIGHT:
+               {
+                       if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_MAPPING:
+               {
+                       map_area(DETECT_RAD_MAP);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_DETECT_GOLD:
+               {
+                       if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_DETECT_ITEM:
+               {
+                       if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_DETECT_TRAP:
+               {
+                       if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_DETECT_DOOR:
+               {
+                       if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_DETECT_INVIS:
+               {
+                       if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_SATISFY_HUNGER:
+               {
+                       if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_BLESSING:
+               {
+                       if (set_blessed(p_ptr->blessed + randint1(12) + 6, FALSE)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_HOLY_CHANT:
+               {
+                       if (set_blessed(p_ptr->blessed + randint1(24) + 12, FALSE)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_HOLY_PRAYER:
+               {
+                       if (set_blessed(p_ptr->blessed + randint1(48) + 24, FALSE)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_MONSTER_CONFUSION:
+               {
+                       if (!(p_ptr->special_attack & ATTACK_CONFUSE))
+                       {
+                               msg_print(_("手が輝き始めた。", "Your hands begin to glow."));
+                               p_ptr->special_attack |= ATTACK_CONFUSE;
+                               p_ptr->redraw |= (PR_STATUS);
+                               ident = TRUE;
+                       }
+                       break;
+               }
+
+               case SV_SCROLL_PROTECTION_FROM_EVIL:
+               {
+                       k = 3 * p_ptr->lev;
+                       if (set_protevil(p_ptr->protevil + randint1(25) + k, FALSE)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_RUNE_OF_PROTECTION:
+               {
+                       warding_glyph();
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
+               {
+                       if (destroy_doors_touch()) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_STAR_DESTRUCTION:
+               {
+                       if (destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE))
+                               ident = TRUE;
+                       else
+                               msg_print(_("ダンジョンが揺れた...", "The dungeon trembles..."));
+
+                       break;
+               }
+
+               case SV_SCROLL_DISPEL_UNDEAD:
+               {
+                       if (dispel_undead(80)) ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_SPELL:
+               {
+                       if ((p_ptr->pclass == CLASS_WARRIOR) ||
+                               (p_ptr->pclass == CLASS_IMITATOR) ||
+                               (p_ptr->pclass == CLASS_MINDCRAFTER) ||
+                               (p_ptr->pclass == CLASS_SORCERER) ||
+                               (p_ptr->pclass == CLASS_ARCHER) ||
+                               (p_ptr->pclass == CLASS_MAGIC_EATER) ||
+                               (p_ptr->pclass == CLASS_RED_MAGE) ||
+                               (p_ptr->pclass == CLASS_SAMURAI) ||
+                               (p_ptr->pclass == CLASS_BLUE_MAGE) ||
+                               (p_ptr->pclass == CLASS_CAVALRY) ||
+                               (p_ptr->pclass == CLASS_BERSERKER) ||
+                               (p_ptr->pclass == CLASS_SMITH) ||
+                               (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
+                               (p_ptr->pclass == CLASS_NINJA) ||
+                               (p_ptr->pclass == CLASS_SNIPER)) break;
+                       p_ptr->add_spells++;
+                       p_ptr->update |= (PU_SPELLS);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_GENOCIDE:
+               {
+                       (void)symbol_genocide(300, TRUE);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_MASS_GENOCIDE:
+               {
+                       (void)mass_genocide(300, TRUE);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_ACQUIREMENT:
+               {
+                       acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_STAR_ACQUIREMENT:
+               {
+                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
+                       ident = TRUE;
+                       break;
+               }
+
+               /* New Hengband scrolls */
+               case SV_SCROLL_FIRE:
+               {
+                       fire_ball(GF_FIRE, 0, 666, 4);
+                       /* Note: "Double" damage since it is centered on the player ... */
+                       if (!(IS_OPPOSE_FIRE() || p_ptr->resist_fire || p_ptr->immune_fire))
+                               take_hit(DAMAGE_NOESCAPE, 50+randint1(50), _("炎の巻物", "a Scroll of Fire"), -1);
+
+                       ident = TRUE;
+                       break;
+               }
+
+
+               case SV_SCROLL_ICE:
+               {
+                       fire_ball(GF_ICE, 0, 777, 4);
+                       if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold))
+                               take_hit(DAMAGE_NOESCAPE, 100+randint1(100), _("氷の巻物", "a Scroll of Ice"), -1);
+
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_CHAOS:
+               {
+                       fire_ball(GF_CHAOS, 0, 1000, 4);
+                       if (!p_ptr->resist_chaos)
+                               take_hit(DAMAGE_NOESCAPE, 111+randint1(111), _("ログルスの巻物", "a Scroll of Logrus"), -1);
+
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_RUMOR:
+               {
+                       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:"));
+                       msg_print(NULL);
+                       display_rumor(TRUE);
+                       msg_print(NULL);
+                       msg_print(_("巻物は煙を立てて消え去った!", "The scroll disappears in a puff of smoke!"));
+
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_SCROLL_ARTIFACT:
+               {
+                       ident = TRUE;
+                       if (!artifact_scroll()) used_up = FALSE;
+                       break;
+               }
+
+               case SV_SCROLL_RESET_RECALL:
+               {
+                       ident = TRUE;
+                       if (!reset_recall()) used_up = FALSE;
+                       break;
+               }
+
+               case SV_SCROLL_AMUSEMENT:
+               {
+                       ident = TRUE;
+                       amusement(p_ptr->y, p_ptr->x, 1, FALSE);
+                       break;
+               }
+
+               case SV_SCROLL_STAR_AMUSEMENT:
+               {
+                       ident = TRUE;
+                       amusement(p_ptr->y, p_ptr->x,  randint1(2) + 1, FALSE);
+                       break;
+               }
+       }
+       }
+       else if (o_ptr->name1 == ART_GHB)
+       {
+               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, "));
+               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!"));
+               used_up = FALSE;
+       }
+       else if (o_ptr->name1 == ART_POWER)
+       {
+               msg_print(_("「一つの指輪は全てを統べ、", "'One Ring to rule them all, "));
+               msg_print(NULL);
+               msg_print(_("一つの指輪は全てを見つけ、", "One Ring to find them, "));
+               msg_print(NULL);
+               msg_print(_("一つの指輪は全てを捕らえて", "One Ring to bring them all "));
+               msg_print(NULL);
+               msg_print(_("暗闇の中に繋ぎとめる。」", "and in the darkness bind them.'"));
+               used_up = FALSE;
+       }
+       else if (o_ptr->tval==TV_PARCHMENT)
+       {
+               concptr q;
+               GAME_TEXT o_name[MAX_NLEN];
+               char buf[1024];
+               screen_save();
+
+               q=format("book-%d_jp.txt",o_ptr->sval);
+
+               /* Display object description */
+               object_desc(o_name, o_ptr, OD_NAME_ONLY);
+
+               /* Build the filename */
+               path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, q);
+
+               /* Peruse the help file */
+               (void)show_file(TRUE, buf, o_name, 0, 0);
+               screen_load();
+
+               used_up=FALSE;
+       }
+
+       p_ptr->update |= (PU_COMBINE | PU_REORDER);
+
+       if (!(object_is_aware(o_ptr)))
+       {
+               chg_virtue(V_PATIENCE, -1);
+               chg_virtue(V_CHANCE, 1);
+               chg_virtue(V_KNOWLEDGE, -1);
+       }
+
+       /* The item was tried */
+       object_tried(o_ptr);
+
+       /* An identification was made */
+       if (ident && !object_is_aware(o_ptr))
+       {
+               object_aware(o_ptr);
+               gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
+       }
+
+       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+
+       /* Hack -- allow certain scrolls to be "preserved" */
+       if (!used_up)
+       {
+               return;
+       }
+
+       sound(SOUND_SCROLL);
+
+       /* Destroy a scroll in the pack */
+       if (item >= 0)
+       {
+               inven_item_increase(item, -1);
+               inven_item_describe(item);
+               inven_item_optimize(item);
+       }
+
+       /* Destroy a scroll on the floor */
+       else
+       {
+               floor_item_increase(0 - item, -1);
+               floor_item_describe(0 - item);
+               floor_item_optimize(0 - item);
+       }
+}
+
+/*!
+ * @brief 読むコマンドのメインルーチン /
+ * Eat some food (from the pack or floor)
+ * @return なし
+ */
+void do_cmd_read_scroll(void)
+{
+       object_type *o_ptr;
+       OBJECT_IDX item;
+       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(ACTION_NONE);
+       }
+
+       if (cmd_limit_blind(p_ptr)) return;
+       if (cmd_limit_confused(p_ptr)) return;
+
+       /* Restrict choices to scrolls */
+       item_tester_hook = item_tester_hook_readable;
+
+       q = _("どの巻物を読みますか? ", "Read which scroll? ");
+       s = _("読める巻物がない。", "You have no scrolls to read.");
+
+       o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+       if (!o_ptr) return;
+
+       /* Read the scroll */
+       do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
+}