<ClCompile Include="..\..\src\cmd-activate.c" />\r
<ClCompile Include="..\..\src\cmd-eat.c" />\r
<ClCompile Include="..\..\src\cmd-quaff.c" />\r
+ <ClCompile Include="..\..\src\cmd-read.c" />\r
<ClCompile Include="..\..\src\cmd1.c" />\r
<ClCompile Include="..\..\src\cmd2.c" />\r
<ClCompile Include="..\..\src\cmd3.c" />\r
<ClInclude Include="..\..\src\cmd-activate.h" />\r
<ClInclude Include="..\..\src\cmd-eat.h" />\r
<ClInclude Include="..\..\src\cmd-quaff.h" />\r
+ <ClInclude Include="..\..\src\cmd-read.h" />\r
<ClInclude Include="..\..\src\defines.h" />\r
<ClInclude Include="..\..\src\externs.h" />\r
<ClInclude Include="..\..\src\generate.h" />\r
<ClCompile Include="..\..\src\cmd-eat.c">\r
<Filter>Source</Filter>\r
</ClCompile>\r
+ <ClCompile Include="..\..\src\cmd-read.c">\r
+ <Filter>Source</Filter>\r
+ </ClCompile>\r
</ItemGroup>\r
<ItemGroup>\r
<ClInclude Include="..\..\src\angband.h">\r
<ClInclude Include="..\..\src\cmd-activate.h">\r
<Filter>Header</Filter>\r
</ClInclude>\r
+ <ClInclude Include="..\..\src\cmd-read.h">\r
+ <Filter>Header</Filter>\r
+ </ClInclude>\r
</ItemGroup>\r
<ItemGroup>\r
<ResourceCompile Include="..\..\src\angband.rc" />\r
--- /dev/null
+/*!\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
+\r
+#include "angband.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(int 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
+\r
+ /* Take a turn */\r
+ p_ptr->energy_use = 100;\r
+\r
+ if (world_player)\r
+ {\r
+ if (flush_failure) flush();\r
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen."));\r
+ sound(SOUND_FAIL);\r
+ return;\r
+ }\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 (buki_motteruka(INVEN_RARM))\r
+ {\r
+ k = INVEN_RARM;\r
+ if (buki_motteruka(INVEN_LARM) && one_in_(2)) k = INVEN_LARM;\r
+ }\r
+ else if (buki_motteruka(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)))\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)))\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)))\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 (!word_of_recall()) 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
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));\r
+ ident = TRUE;\r
+ }\r
+ break;\r
+ }\r
+\r
+ case SV_SCROLL_STAR_REMOVE_CURSE:\r
+ {\r
+ if (remove_all_curse())\r
+ {\r
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));\r
+ }\r
+ ident = TRUE;\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
+ cptr q;\r
+ char o_name[MAX_NLEN];\r
+ char buf[1024];\r
+\r
+ /* Save screen */\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
+\r
+ /* Load screen */\r
+ screen_load();\r
+\r
+ used_up=FALSE;\r
+ }\r
+\r
+\r
+ /* Combine / Reorder the pack (later) */\r
+ p_ptr->notice |= (PN_COMBINE | PN_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
+ /* Window stuff */\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 オブジェクトをプレイヤーが読むことができるかを判定する /\r
+ * Hook to determine if an object is readable\r
+ * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ\r
+ * @return 読むことが可能ならばTRUEを返す\r
+ */\r
+static bool item_tester_hook_readable(object_type *o_ptr)\r
+{\r
+ if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);\r
+\r
+ /* Assume not */\r
+ return (FALSE);\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
+ cptr q, s;\r
+\r
+ if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
+ {\r
+ set_action(ACTION_NONE);\r
+ }\r
+\r
+ /* Check some conditions */\r
+ if (p_ptr->blind)\r
+ {\r
+ msg_print(_("目が見えない。", "You can't see anything."));\r
+ return;\r
+ }\r
+ if (no_lite())\r
+ {\r
+ 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
+ return;\r
+ }\r
+ if (p_ptr->confused)\r
+ {\r
+ msg_print(_("混乱していて読めない。", "You are too confused!"));\r
+ return;\r
+ }\r
+\r
+\r
+ /* Restrict choices to scrolls */\r
+ item_tester_hook = item_tester_hook_readable;\r
+\r
+ /* Get an item */\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
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\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
+ /* Read the scroll */\r
+ do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));\r
+}\r
--- /dev/null
+\r
+\r
+extern void do_cmd_read_scroll_aux(int item, bool known);\r
+extern void do_cmd_read_scroll(void);\r
#include "cmd-activate.h"
#include "cmd-eat.h"
#include "cmd-quaff.h"
+#include "cmd-read.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>
- */
-static void do_cmd_read_scroll_aux(int 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 a turn */
- p_ptr->energy_use = 100;
-
- if (world_player)
- {
- if (flush_failure) flush();
- msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen."));
- sound(SOUND_FAIL);
- 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 (buki_motteruka(INVEN_RARM))
- {
- k = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM) && one_in_(2)) k = INVEN_LARM;
- }
- else if (buki_motteruka(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)))
- {
- 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)))
- {
- 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)))
- {
- 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 (!word_of_recall()) 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())
- {
- msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
- ident = TRUE;
- }
- break;
- }
-
- case SV_SCROLL_STAR_REMOVE_CURSE:
- {
- if (remove_all_curse())
- {
- msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
- }
- 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)
- {
- cptr q;
- char o_name[MAX_NLEN];
- char buf[1024];
-
- /* Save screen */
- 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);
-
- /* Load screen */
- screen_load();
-
- used_up=FALSE;
- }
-
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_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);
- }
-
- /* Window stuff */
- 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 オブジェクトをプレイヤーが読むことができるかを判定する /
- * Hook to determine if an object is readable
- * @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 読むことが可能ならばTRUEを返す
- */
-static bool item_tester_hook_readable(object_type *o_ptr)
-{
- if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
-
- /* Assume not */
- return (FALSE);
-}
-
-/*!
- * @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;
- cptr q, s;
-
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
- {
- set_action(ACTION_NONE);
- }
-
- /* Check some conditions */
- if (p_ptr->blind)
- {
- msg_print(_("目が見えない。", "You can't see anything."));
- return;
- }
- if (no_lite())
- {
- 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;
- }
-
-
- /* Restrict choices to scrolls */
- item_tester_hook = item_tester_hook_readable;
-
- /* Get an item */
- 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.");
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* 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];
- }
-
- /* Read the scroll */
- do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
-}
-
-/*!
* @brief 杖の効果を発動する
* @param sval オブジェクトのsval
* @param use_charge 使用回数を消費したかどうかを返す参照ポインタ
#include "cmd-activate.h"
#include "cmd-eat.h"
#include "cmd-quaff.h"
+#include "cmd-read.h"
#define TY_CURSE_CHANCE 200 /*!<太古の怨念の1ターン毎の発動確率(1/n)*/
#define CHAINSWORD_NOISE 100 /*!<チェンソーの1ターン毎の発動確率(1/n)*/
extern void do_cmd_pet(void);
/* cmd6.c */
-extern void do_cmd_read_scroll(void);
extern void do_cmd_aim_wand(void);
extern void do_cmd_use_staff(void);
extern void do_cmd_zap_rod(void);