3 * @brief プレイヤーのアイテムに関するコマンドの実装1 / Inventory commands
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
16 #include "cmd-activate.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
24 #include "object-hook.h"
29 #include "player-status.h"
34 * @brief 持ち物一覧を表示するコマンドのメインルーチン / Display inventory
37 void do_cmd_inven(void)
41 /* Note that we are in "inventory" mode */
44 /* Note that we are in "inventory" mode */
45 if (easy_floor) command_wrk = (USE_INVEN);
48 /* Display the inventory */
49 (void)show_inven(0, USE_FULL);
52 sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
53 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
54 (long int)((p_ptr->total_weight * 100) / weight_limit()));
56 sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
57 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
58 (long int)((p_ptr->total_weight * 100) / weight_limit()));
62 command_new = inkey();
65 /* Process "Escape" */
66 if (command_new == ESCAPE)
70 Term_get_size(&wid, &hgt);
74 command_gap = wid - 30;
77 /* Process normal keys */
80 /* Hack -- Use "display" mode */
87 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
90 void do_cmd_equip(void)
94 /* Note that we are in "equipment" mode */
97 /* Note that we are in "equipment" mode */
98 if (easy_floor) command_wrk = (USE_EQUIP);
101 (void)show_equip(0, USE_FULL);
105 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
106 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
107 (long int)((p_ptr->total_weight * 100) / weight_limit()));
109 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
110 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
111 (long int)((p_ptr->total_weight * 100) / weight_limit()));
115 command_new = inkey();
118 /* Process "Escape" */
119 if (command_new == ESCAPE)
123 Term_get_size(&wid, &hgt);
127 command_gap = wid - 30;
130 /* Process normal keys */
133 /* Enter "display" mode */
141 bool select_ring_slot = FALSE;
144 * @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
147 void do_cmd_wield(void)
149 OBJECT_IDX item, slot;
157 GAME_TEXT o_name[MAX_NLEN];
160 OBJECT_IDX need_switch_wielding = 0;
162 if (p_ptr->special_defense & KATA_MUSOU)
164 set_action(ACTION_NONE);
167 /* Restrict the choices */
168 item_tester_hook = item_tester_hook_wear;
170 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
171 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
173 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
177 slot = wield_slot(o_ptr);
181 /* Shields and some misc. items */
186 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
188 /* Restrict the choices */
189 item_tester_hook = item_tester_hook_melee_weapon;
191 /* Choose a weapon from the equipment only */
192 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
193 s = _("おっと。", "Oops.");
194 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
195 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
198 else if (has_melee_weapon(INVEN_LARM)) slot = INVEN_RARM;
200 /* Both arms are already used by non-weapon */
201 else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
202 inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM]))
204 /* Restrict the choices */
205 item_tester_hook = item_tester_hook_mochikae;
208 q = _("どちらの手に装備しますか?", "Equip which hand? ");
209 s = _("おっと。", "Oops.");
210 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
219 /* Asking for dual wielding */
220 if (slot == INVEN_LARM)
222 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
225 else if (!inventory[INVEN_RARM].k_idx && has_melee_weapon(INVEN_LARM))
227 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
230 /* Both arms are already used */
231 else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx)
233 /* Restrict the choices */
234 item_tester_hook = item_tester_hook_mochikae;
237 q = _("どちらの手に装備しますか?", "Equip which hand? ");
238 s = _("おっと。", "Oops.");
240 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
241 if ((slot == INVEN_LARM) && !has_melee_weapon(INVEN_RARM))
242 need_switch_wielding = INVEN_RARM;
248 /* Choose a ring slot */
249 if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
251 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
255 q = _("どちらの手に装備しますか?", "Equip which hand? ");
257 s = _("おっと。", "Oops.");
259 /* Restrict the choices */
260 select_ring_slot = TRUE;
262 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
264 select_ring_slot = FALSE;
267 select_ring_slot = FALSE;
271 /* Prevent wielding into a cursed slot */
272 if (object_is_cursed(&inventory[slot]))
274 object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
277 msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
279 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
282 /* Cancel the command */
287 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
288 ((o_ptr->ident & IDENT_SENSE) &&
289 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
291 char dummy[MAX_NLEN+80];
293 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
294 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);
296 if (!get_check(dummy)) return;
299 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
301 char dummy[MAX_NLEN+100];
303 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
305 sprintf(dummy, _("%sを装備すると吸血鬼になります。よろしいですか?",
306 "%s will transforms you into a vampire permanently when equiped. Do you become a vampire?"), o_name);
308 if (!get_check(dummy)) return;
311 if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding]))
313 object_type *slot_o_ptr = &inventory[slot];
314 object_type *switch_o_ptr = &inventory[need_switch_wielding];
315 object_type object_tmp;
316 object_type *otmp_ptr = &object_tmp;
317 GAME_TEXT switch_name[MAX_NLEN];
319 object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
321 object_copy(otmp_ptr, switch_o_ptr);
322 object_copy(switch_o_ptr, slot_o_ptr);
323 object_copy(slot_o_ptr, otmp_ptr);
325 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
326 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
327 (left_hander ? _("右手", "right") : _("左手", "left")));
328 slot = need_switch_wielding;
331 check_find_art_quest_completion(o_ptr);
333 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
335 identify_item(o_ptr);
337 /* Auto-inscription */
338 autopick_alter_item(item, FALSE);
341 take_turn(p_ptr, 100);
344 /* Obtain local object */
345 object_copy(q_ptr, o_ptr);
347 /* Modify quantity */
350 /* Decrease the item (from the pack) */
353 inven_item_increase(item, -1);
354 inven_item_optimize(item);
357 /* Decrease the item (from the floor) */
360 floor_item_increase(0 - item, -1);
361 floor_item_optimize(0 - item);
364 /* Access the wield slot */
365 o_ptr = &inventory[slot];
367 /* Take off existing item */
370 /* Take off existing item */
371 (void)inven_takeoff(slot, 255);
374 /* Wear the new stuff */
375 object_copy(o_ptr, q_ptr);
377 o_ptr->marked |= OM_TOUCHED;
379 p_ptr->total_weight += q_ptr->weight;
381 /* Increment the equip counter by hand */
384 #define STR_WIELD_RARM _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
385 #define STR_WIELD_LARM _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
386 #define STR_WIELD_ARMS _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
388 /* Where is the item now */
392 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
393 act = STR_WIELD_ARMS;
395 act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
399 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
400 act = STR_WIELD_ARMS;
402 act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
406 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
410 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
414 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
418 object_desc(o_name, o_ptr, 0);
419 msg_format(act, o_name, index_to_label(slot));
422 if (object_is_cursed(o_ptr))
424 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
425 chg_virtue(V_HARMONY, -1);
428 o_ptr->ident |= (IDENT_SENSE);
431 /* The Stone Mask make the player turn into a vampire! */
432 if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
434 /* Turn into a vampire */
435 change_race(RACE_VAMPIRE, "");
438 p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
439 p_ptr->redraw |= (PR_EQUIPPY);
440 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
447 * @param item 持ち替えを行いたい装備部位ID
450 void kamaenaoshi(INVENTORY_IDX item)
452 object_type *o_ptr, *new_o_ptr;
453 GAME_TEXT o_name[MAX_NLEN];
455 if (item == INVEN_RARM)
457 if (has_melee_weapon(INVEN_LARM))
459 o_ptr = &inventory[INVEN_LARM];
460 object_desc(o_name, o_ptr, 0);
462 if (!object_is_cursed(o_ptr))
464 new_o_ptr = &inventory[INVEN_RARM];
465 object_copy(new_o_ptr, o_ptr);
466 p_ptr->total_weight += o_ptr->weight;
467 inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
468 inven_item_optimize(INVEN_LARM);
469 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
470 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
472 msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
473 (left_hander ? _("左手", "left") : _("右手", "right")));
477 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
478 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
482 else if (item == INVEN_LARM)
484 o_ptr = &inventory[INVEN_RARM];
485 if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
487 if (has_melee_weapon(INVEN_RARM))
489 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
490 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
492 else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
494 new_o_ptr = &inventory[INVEN_LARM];
495 object_copy(new_o_ptr, o_ptr);
496 p_ptr->total_weight += o_ptr->weight;
497 inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
498 inven_item_optimize(INVEN_RARM);
499 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
506 * @brief 装備を外すコマンドのメインルーチン / Take off an item
509 void do_cmd_takeoff(void)
515 if (p_ptr->special_defense & KATA_MUSOU)
517 set_action(ACTION_NONE);
520 q = _("どれを装備からはずしますか? ", "Take off which item? ");
521 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
523 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
527 if (object_is_cursed(o_ptr))
529 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
531 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
536 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
538 msg_print(_("呪われた装備を力づくで剥がした!", "You tore off a piece of cursed equipment by sheer strength!"));
540 o_ptr->ident |= (IDENT_SENSE);
541 o_ptr->curse_flags = 0L;
542 o_ptr->feeling = FEEL_NONE;
544 p_ptr->update |= (PU_BONUS);
545 p_ptr->window |= (PW_EQUIP);
547 msg_print(_("呪いを打ち破った。", "You break the curse."));
551 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
552 take_turn(p_ptr, 50);
557 take_turn(p_ptr, 50);
559 /* Take off the item */
560 (void)inven_takeoff(item, 255);
563 p_ptr->redraw |= (PR_EQUIPPY);
568 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
571 void do_cmd_drop(void)
580 if (p_ptr->special_defense & KATA_MUSOU)
582 set_action(ACTION_NONE);
585 q = _("どのアイテムを落としますか? ", "Drop which item? ");
586 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
588 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
591 /* Hack -- Cannot remove cursed items */
592 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
594 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
598 if (o_ptr->number > 1)
600 amt = get_quantity(NULL, o_ptr->number);
601 if (amt <= 0) return;
604 take_turn(p_ptr, 50);
606 /* Drop (some of) the item */
607 inven_drop(item, amt);
609 if (item >= INVEN_RARM)
615 p_ptr->redraw |= (PR_EQUIPPY);
620 * @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
623 void do_cmd_destroy(void)
633 object_type *q_ptr = &forge;
635 GAME_TEXT o_name[MAX_NLEN];
636 char out_val[MAX_NLEN+40];
640 if (p_ptr->special_defense & KATA_MUSOU)
642 set_action(ACTION_NONE);
645 /* Hack -- force destruction */
646 if (command_arg > 0) force = TRUE;
648 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
649 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
651 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
654 /* Verify unless quantity given beforehand */
655 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
657 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
659 /* Make a verification */
660 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
663 /* HACK : Add the line to message buffer */
664 message_add(out_val);
665 p_ptr->window |= (PW_MESSAGE);
668 /* Get an acceptable answer */
678 /* Erase the prompt */
682 if (i == 'y' || i == 'Y')
686 if (i == ESCAPE || i == 'n' || i == 'N')
693 /* Add an auto-destroy preference line */
694 if (autopick_autoregister(o_ptr))
696 /* Auto-destroy it */
697 autopick_alter_item(item, TRUE);
700 /* The object is already destroyed. */
706 if (o_ptr->number > 1)
708 amt = get_quantity(NULL, o_ptr->number);
709 if (amt <= 0) return;
713 old_number = o_ptr->number;
715 object_desc(o_name, o_ptr, 0);
716 o_ptr->number = old_number;
718 take_turn(p_ptr, 100);
720 /* Artifacts cannot be destroyed */
721 if (!can_player_destroy_object(o_ptr))
725 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
729 object_copy(q_ptr, o_ptr);
731 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
732 sound(SOUND_DESTITEM);
734 /* Reduce the charges of rods/wands */
735 reduce_charges(o_ptr, amt);
737 /* Eliminate the item (from the pack) */
740 inven_item_increase(item, -amt);
741 inven_item_describe(item);
742 inven_item_optimize(item);
745 /* Eliminate the item (from the floor) */
748 floor_item_increase(0 - item, -amt);
749 floor_item_describe(0 - item);
750 floor_item_optimize(0 - item);
753 if (item_tester_high_level_book(q_ptr))
755 bool gain_expr = FALSE;
757 if (p_ptr->prace == RACE_ANDROID)
760 else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
764 else if (p_ptr->pclass == CLASS_PALADIN)
766 if (is_good_realm(p_ptr->realm1))
768 if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
772 if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
776 if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
778 s32b tester_exp = p_ptr->max_exp / 20;
779 if (tester_exp > 10000) tester_exp = 10000;
780 if (q_ptr->sval < 3) tester_exp /= 4;
781 if (tester_exp<1) tester_exp = 1;
783 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
784 gain_exp(tester_exp * amt);
786 if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
788 chg_virtue(V_UNLIFE, 1);
789 chg_virtue(V_VITALITY, -1);
791 else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
793 chg_virtue(V_UNLIFE, -1);
794 chg_virtue(V_VITALITY, 1);
797 if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
798 chg_virtue(V_ENCHANT, -1);
800 if (object_value_real(q_ptr) > 30000)
801 chg_virtue(V_SACRIFICE, 2);
803 else if (object_value_real(q_ptr) > 10000)
804 chg_virtue(V_SACRIFICE, 1);
807 if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
808 chg_virtue(V_HARMONY, 1);
810 if (item >= INVEN_RARM) calc_android_exp();
815 * @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
818 void do_cmd_observe(void)
822 GAME_TEXT o_name[MAX_NLEN];
825 q = _("どのアイテムを調べますか? ", "Examine which item? ");
826 s = _("調べられるアイテムがない。", "You have nothing to examine.");
828 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
831 /* Require full knowledge */
832 if (!(o_ptr->ident & IDENT_MENTAL))
834 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."));
838 object_desc(o_name, o_ptr, 0);
839 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
840 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."));
846 * @brief アイテムの銘を消すコマンドのメインルーチン
847 * Remove the inscription from an object XXX Mention item (when done)?
850 void do_cmd_uninscribe(void)
856 q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
857 s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
859 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
862 /* Nothing to remove */
863 if (!o_ptr->inscription)
865 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."));
869 msg_print(_("銘を消した。", "Inscription removed."));
871 /* Remove the incription */
872 o_ptr->inscription = 0;
873 p_ptr->update |= (PU_COMBINE);
874 p_ptr->window |= (PW_INVEN | PW_EQUIP);
876 /* .や$の関係で, 再計算が必要なはず -- henkma */
877 p_ptr->update |= (PU_BONUS);
883 * @brief アイテムの銘を刻むコマンドのメインルーチン
884 * Inscribe an object with a comment
887 void do_cmd_inscribe(void)
891 GAME_TEXT o_name[MAX_NLEN];
895 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
896 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
898 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
901 /* Describe the activity */
902 object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
904 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
907 /* Start with nothing */
910 /* Use old inscription */
911 if (o_ptr->inscription)
913 /* Start with the old inscription */
914 strcpy(out_val, quark_str(o_ptr->inscription));
917 /* Get a new inscription (possibly empty) */
918 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
920 /* Save the inscription */
921 o_ptr->inscription = quark_add(out_val);
922 p_ptr->update |= (PU_COMBINE);
923 p_ptr->window |= (PW_INVEN | PW_EQUIP);
925 /* .や$の関係で, 再計算が必要なはず -- henkma */
926 p_ptr->update |= (PU_BONUS);
932 * @brief ランタンに燃料を加えるコマンドのメインルーチン
933 * Refill the players lamp (from the pack or floor)
936 static void do_cmd_refill_lamp(void)
943 /* Restrict the choices */
944 item_tester_hook = item_tester_refill_lantern;
946 q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
947 s = _("油つぼがない。", "You have no flasks of oil.");
949 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
952 take_turn(p_ptr, 50);
954 /* Access the lantern */
955 j_ptr = &inventory[INVEN_LITE];
958 j_ptr->xtra4 += o_ptr->xtra4;
959 msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
961 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
964 msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
966 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
969 msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
971 else if (j_ptr->xtra4 >= FUEL_LAMP)
973 j_ptr->xtra4 = FUEL_LAMP;
974 msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
977 /* Decrease the item (from the pack) */
980 inven_item_increase(item, -1);
981 inven_item_describe(item);
982 inven_item_optimize(item);
985 /* Decrease the item (from the floor) */
988 floor_item_increase(0 - item, -1);
989 floor_item_describe(0 - item);
990 floor_item_optimize(0 - item);
993 p_ptr->update |= (PU_TORCH);
997 * @brief 松明を束ねるコマンドのメインルーチン
998 * Refuel the players torch (from the pack or floor)
1001 static void do_cmd_refill_torch(void)
1010 /* Restrict the choices */
1011 item_tester_hook = object_can_refill_torch;
1013 q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
1014 s = _("他に松明がない。", "You have no extra torches.");
1016 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1019 take_turn(p_ptr, 50);
1021 /* Access the primary torch */
1022 j_ptr = &inventory[INVEN_LITE];
1025 j_ptr->xtra4 += o_ptr->xtra4 + 5;
1027 msg_print(_("松明を結合した。", "You combine the torches."));
1029 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1032 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
1034 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1037 msg_print(_("しかし松明は全く光らない。", "Curiously, your torch doesn't light."));
1039 /* Over-fuel message */
1040 else if (j_ptr->xtra4 >= FUEL_TORCH)
1042 j_ptr->xtra4 = FUEL_TORCH;
1043 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1046 /* Refuel message */
1049 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1052 /* Decrease the item (from the pack) */
1055 inven_item_increase(item, -1);
1056 inven_item_describe(item);
1057 inven_item_optimize(item);
1060 /* Decrease the item (from the floor) */
1063 floor_item_increase(0 - item, -1);
1064 floor_item_describe(0 - item);
1065 floor_item_optimize(0 - item);
1068 p_ptr->update |= (PU_TORCH);
1073 * @brief 燃料を補充するコマンドのメインルーチン
1074 * Refill the players lamp, or restock his torches
1077 void do_cmd_refill(void)
1082 o_ptr = &inventory[INVEN_LITE];
1084 if (p_ptr->special_defense & KATA_MUSOU)
1086 set_action(ACTION_NONE);
1090 if (o_ptr->tval != TV_LITE)
1092 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1096 else if (o_ptr->sval == SV_LITE_LANTERN)
1098 do_cmd_refill_lamp();
1102 else if (o_ptr->sval == SV_LITE_TORCH)
1104 do_cmd_refill_torch();
1107 /* No torch to refill */
1110 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1116 * @brief ターゲットを設定するコマンドのメインルーチン
1120 void do_cmd_target(void)
1122 if (p_ptr->wild_mode) return;
1125 if (target_set(TARGET_KILL))
1127 msg_print(_("ターゲット決定。", "Target Selected."));
1130 /* Target aborted */
1133 msg_print(_("ターゲット解除。", "Target Aborted."));
1140 * @brief 周囲を見渡すコマンドのメインルーチン
1144 void do_cmd_look(void)
1146 p_ptr->window |= PW_MONSTER_LIST;
1150 if (target_set(TARGET_LOOK))
1152 msg_print(_("ターゲット決定。", "Target Selected."));
1158 * @brief 位置を確認するコマンドのメインルーチン
1159 * Allow the player to examine other sectors on the map
1162 void do_cmd_locate(void)
1165 POSITION y1, x1, y2, x2;
1166 GAME_TEXT tmp_val[80];
1167 GAME_TEXT out_val[160];
1170 get_screen_size(&wid, &hgt);
1172 /* Start at current panel */
1173 y2 = y1 = panel_row_min;
1174 x2 = x1 = panel_col_min;
1176 /* Show panels until done */
1179 /* Describe the location */
1180 if ((y2 == y1) && (x2 == x1))
1182 strcpy(tmp_val, _("真上", "\0"));
1186 sprintf(tmp_val, "%s%s",
1187 ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
1188 ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
1191 /* Prepare to ask which way to look */
1192 sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
1193 "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
1194 y2 / (hgt / 2), y2 % (hgt / 2),
1195 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1197 /* Assume no direction */
1200 /* Get a direction */
1205 /* Get a command (or Cancel) */
1206 if (!get_com(out_val, &command, TRUE)) break;
1208 /* Extract the action (if any) */
1209 dir = get_keymap_dir(command);
1218 /* Apply the motion */
1219 if (change_panel(ddy[dir], ddx[dir]))
1227 /* Recenter the map around the player */
1230 p_ptr->update |= (PU_MONSTERS);
1231 p_ptr->redraw |= (PR_MAP);
1232 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1238 * @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
1239 * Identify a character, allow recall of monsters
1243 * Several "special" responses recall "multiple" monsters:
1245 * ^U (all unique monsters)
1246 * ^N (all non-unique monsters)
1248 * The responses may be sorted in several ways, see below.
1250 * Note that the player ghosts are ignored.
1253 void do_cmd_query_symbol(void)
1267 bool recall = FALSE;
1272 /* Get a character, or abort */
1273 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): ",
1274 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1276 /* Find that character info, and describe it */
1277 for (i = 0; ident_info[i]; ++i)
1279 if (sym == ident_info[i][0]) break;
1281 if (sym == KTRL('A'))
1284 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1286 else if (sym == KTRL('U'))
1289 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1291 else if (sym == KTRL('N'))
1294 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1296 else if (sym == KTRL('R'))
1299 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1301 /* XTRA HACK WHATSEARCH */
1302 else if (sym == KTRL('M'))
1305 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1310 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1312 else if (ident_info[i])
1314 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1318 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1321 /* Display the result */
1324 /* Allocate the "who" array */
1325 C_MAKE(who, max_r_idx, MONRACE_IDX);
1327 /* Collect matching monsters */
1328 for (n = 0, i = 1; i < max_r_idx; i++)
1330 monster_race *r_ptr = &r_info[i];
1332 /* Nothing to recall */
1333 if (!cheat_know && !r_ptr->r_sights) continue;
1335 /* Require non-unique monsters if needed */
1336 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1338 /* Require unique monsters if needed */
1339 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1341 /* Require ridable monsters if needed */
1342 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1344 /* XTRA HACK WHATSEARCH */
1350 for (xx = 0; temp[xx] && xx < 80; xx++)
1353 if (iskanji(temp[xx])) { xx++; continue; }
1355 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1359 strcpy(temp2, r_name + r_ptr->E_name);
1361 strcpy(temp2, r_name + r_ptr->name);
1363 for (xx = 0; temp2[xx] && xx < 80; xx++)
1364 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1367 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1369 if (my_strstr(temp2, temp))
1374 /* Collect "appropriate" monsters */
1375 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1378 /* Nothing to recall */
1381 C_KILL(who, max_r_idx, MONRACE_IDX);
1386 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1394 /* Sort the array */
1395 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1397 /* Sort by kills (and level) */
1404 /* Catch "escape" */
1407 C_KILL(who, max_r_idx, MONRACE_IDX);
1411 /* Sort if needed */
1414 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1418 /* Start at the end */
1421 /* Scan the monster memory */
1424 /* Extract a race */
1427 /* Hack -- Auto-recall */
1428 monster_race_track(r_idx);
1439 /* Recall on screen */
1440 screen_roff(who[i], 0);
1443 /* Hack -- Begin the prompt */
1446 /* Hack -- Complete the prompt */
1447 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1458 /* Normal commands */
1459 if (query != 'r') break;
1466 if (query == ESCAPE) break;
1468 /* Move to "prev" monster */
1474 if (!expand_list) break;
1478 /* Move to "next" monster */
1484 if (!expand_list) break;
1489 /* Free the "who" array */
1490 C_KILL(who, max_r_idx, IDX);
1492 /* Re-display the identity */
1497 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1501 * XXX - Add actions for other item types
1503 void do_cmd_use(void)
1509 if (p_ptr->wild_mode)
1514 if (cmd_limit_arena(p_ptr)) return;
1516 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1518 set_action(ACTION_NONE);
1521 item_tester_hook = item_tester_hook_use;
1523 q = _("どれを使いますか?", "Use which item? ");
1524 s = _("使えるものがありません。", "You have nothing to use.");
1526 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1529 switch (o_ptr->tval)
1541 do_cmd_eat_food_aux(item);
1548 do_cmd_aim_wand_aux(item);
1555 do_cmd_use_staff_aux(item);
1562 do_cmd_zap_rod_aux(item);
1566 /* Quaff a potion */
1569 do_cmd_quaff_potion_aux(item);
1576 if (cmd_limit_blind(p_ptr)) return;
1577 if (cmd_limit_confused(p_ptr)) return;
1579 do_cmd_read_scroll_aux(item, TRUE);
1588 exe_fire(item, &inventory[INVEN_BOW], SP_NONE);
1592 /* Activate an artifact */
1595 do_cmd_activate_aux(item);