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[hengband/hengband.git] / src / object1.c
1 /* File: object1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Object code, part 1 */
12
13 #include "angband.h"
14
15 #ifdef MACINTOSH
16 #ifdef verify
17 #undef verify
18 #endif
19 #endif
20 /*
21  * Reset the "visual" lists
22  *
23  * This involves resetting various things to their "default" state.
24  *
25  * If the "prefs" flag is TRUE, then we will also load the appropriate
26  * "user pref file" based on the current setting of the "use_graphics"
27  * flag.  This is useful for switching "graphics" on/off.
28  *
29  * The features, objects, and monsters, should all be encoded in the
30  * relevant "font.pref" and/or "graf.prf" files.  XXX XXX XXX
31  *
32  * The "prefs" parameter is no longer meaningful.  XXX XXX XXX
33  */
34 void reset_visuals(void)
35 {
36         int i, j;
37
38         /* Extract some info about terrain features */
39         for (i = 0; i < max_f_idx; i++)
40         {
41                 feature_type *f_ptr = &f_info[i];
42
43                 /* Assume we will use the underlying values */
44                 for (j = 0; j < F_LIT_MAX; j++)
45                 {
46                         f_ptr->x_attr[j] = f_ptr->d_attr[j];
47                         f_ptr->x_char[j] = f_ptr->d_char[j];
48                 }
49         }
50
51         /* Extract default attr/char code for objects */
52         for (i = 0; i < max_k_idx; i++)
53         {
54                 object_kind *k_ptr = &k_info[i];
55
56                 /* Default attr/char */
57                 k_ptr->x_attr = k_ptr->d_attr;
58                 k_ptr->x_char = k_ptr->d_char;
59         }
60
61         /* Extract default attr/char code for monsters */
62         for (i = 0; i < max_r_idx; i++)
63         {
64                 monster_race *r_ptr = &r_info[i];
65
66                 /* Default attr/char */
67                 r_ptr->x_attr = r_ptr->d_attr;
68                 r_ptr->x_char = r_ptr->d_char;
69         }
70
71         if (use_graphics)
72         {
73                 char buf[1024];
74
75                 /* Process "graf.prf" */
76                 process_pref_file("graf.prf");
77
78                 /* Access the "character" pref file */
79                 sprintf(buf, "graf-%s.prf", player_base);
80
81                 /* Process "graf-<playername>.prf" */
82                 process_pref_file(buf);
83         }
84
85         /* Normal symbols */
86         else
87         {
88                 char buf[1024];
89
90                 /* Process "font.prf" */
91                 process_pref_file("font.prf");
92
93                 /* Access the "character" pref file */
94                 sprintf(buf, "font-%s.prf", player_base);
95
96                 /* Process "font-<playername>.prf" */
97                 process_pref_file(buf);
98         }
99 }
100
101
102 /*
103  * Obtain the "flags" for an item
104  */
105 void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
106 {
107         object_kind *k_ptr = &k_info[o_ptr->k_idx];
108         int i;
109
110         /* Base object */
111         for (i = 0; i < TR_FLAG_SIZE; i++)
112                 flgs[i] = k_ptr->flags[i];
113
114         /* Artifact */
115         if (object_is_fixed_artifact(o_ptr))
116         {
117                 artifact_type *a_ptr = &a_info[o_ptr->name1];
118
119                 for (i = 0; i < TR_FLAG_SIZE; i++)
120                         flgs[i] = a_ptr->flags[i];
121         }
122
123         /* Ego-item */
124         if (object_is_ego(o_ptr))
125         {
126                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
127
128                 for (i = 0; i < TR_FLAG_SIZE; i++)
129                         flgs[i] |= e_ptr->flags[i];
130
131                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
132                 {
133                         remove_flag(flgs, TR_SH_FIRE);
134                 }
135                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
136                 {
137                         remove_flag(flgs, TR_INFRA);
138                 }
139                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
140                 {
141                         remove_flag(flgs, TR_RES_BLIND);
142                         remove_flag(flgs, TR_SEE_INVIS);
143                 }
144         }
145
146         /* Random artifact ! */
147         for (i = 0; i < TR_FLAG_SIZE; i++)
148                 flgs[i] |= o_ptr->art_flags[i];
149
150         if (object_is_smith(o_ptr))
151         {
152                 int add = o_ptr->xtra3 - 1;
153
154                 if (add < TR_FLAG_MAX)
155                 {
156                         add_flag(flgs, add);
157                 }
158                 else if (add == ESSENCE_TMP_RES_ACID)
159                 {
160                         add_flag(flgs, TR_RES_ACID);
161                         add_flag(flgs, TR_ACTIVATE);
162                 }
163                 else if (add == ESSENCE_TMP_RES_ELEC)
164                 {
165                         add_flag(flgs, TR_RES_ELEC);
166                         add_flag(flgs, TR_ACTIVATE);
167                 }
168                 else if (add == ESSENCE_TMP_RES_FIRE)
169                 {
170                         add_flag(flgs, TR_RES_FIRE);
171                         add_flag(flgs, TR_ACTIVATE);
172                 }
173                 else if (add == ESSENCE_TMP_RES_COLD)
174                 {
175                         add_flag(flgs, TR_RES_COLD);
176                         add_flag(flgs, TR_ACTIVATE);
177                 }
178                 else if (add == ESSENCE_SH_FIRE)
179                 {
180                         add_flag(flgs, TR_RES_FIRE);
181                         add_flag(flgs, TR_SH_FIRE);
182                 }
183                 else if (add == ESSENCE_SH_ELEC)
184                 {
185                         add_flag(flgs, TR_RES_ELEC);
186                         add_flag(flgs, TR_SH_ELEC);
187                 }
188                 else if (add == ESSENCE_SH_COLD)
189                 {
190                         add_flag(flgs, TR_RES_COLD);
191                         add_flag(flgs, TR_SH_COLD);
192                 }
193                 else if (add == ESSENCE_RESISTANCE)
194                 {
195                         add_flag(flgs, TR_RES_ACID);
196                         add_flag(flgs, TR_RES_ELEC);
197                         add_flag(flgs, TR_RES_FIRE);
198                         add_flag(flgs, TR_RES_COLD);
199                 }
200                 else if (add == TR_IMPACT)
201                 {
202                         add_flag(flgs, TR_ACTIVATE);
203                 }
204         }
205 }
206
207
208
209 /*
210  * Obtain the "flags" for an item which are known to the player
211  */
212 void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
213 {
214         bool spoil = FALSE;
215         int i;
216
217         object_kind *k_ptr = &k_info[o_ptr->k_idx];
218
219         /* Clear */
220         for (i = 0; i < TR_FLAG_SIZE; i++)
221                 flgs[i] = 0;
222
223         if (!object_is_aware(o_ptr)) return;
224
225         /* Base object */
226         for (i = 0; i < TR_FLAG_SIZE; i++)
227                 flgs[i] = k_ptr->flags[i];
228
229         /* Must be identified */
230         if (!object_is_known(o_ptr)) return;
231
232         /* Ego-item (known basic flags) */
233         if (object_is_ego(o_ptr))
234         {
235                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
236
237                 for (i = 0; i < TR_FLAG_SIZE; i++)
238                         flgs[i] |= e_ptr->flags[i];
239
240                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
241                 {
242                         remove_flag(flgs, TR_SH_FIRE);
243                 }
244                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
245                 {
246                         remove_flag(flgs, TR_INFRA);
247                 }
248                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
249                 {
250                         remove_flag(flgs, TR_RES_BLIND);
251                         remove_flag(flgs, TR_SEE_INVIS);
252                 }
253         }
254
255
256 #ifdef SPOIL_ARTIFACTS
257         /* Full knowledge for some artifacts */
258         if (object_is_artifact(o_ptr)) spoil = TRUE;
259 #endif /* SPOIL_ARTIFACTS */
260
261 #ifdef SPOIL_EGO_ITEMS
262         /* Full knowledge for some ego-items */
263         if (object_is_ego(o_ptr)) spoil = TRUE;
264 #endif /* SPOIL_EGO_ITEMS */
265
266         /* Need full knowledge or spoilers */
267         if (spoil || (o_ptr->ident & IDENT_MENTAL))
268         {
269                 /* Artifact */
270                 if (object_is_fixed_artifact(o_ptr))
271                 {
272                         artifact_type *a_ptr = &a_info[o_ptr->name1];
273
274                         for (i = 0; i < TR_FLAG_SIZE; i++)
275                                 flgs[i] = a_ptr->flags[i];
276                 }
277
278                 /* Random artifact ! */
279                 for (i = 0; i < TR_FLAG_SIZE; i++)
280                         flgs[i] |= o_ptr->art_flags[i];
281         }
282
283         if (object_is_smith(o_ptr))
284         {
285                 int add = o_ptr->xtra3 - 1;
286
287                 if (add < TR_FLAG_MAX)
288                 {
289                         add_flag(flgs, add);
290                 }
291                 else if (add == ESSENCE_TMP_RES_ACID)
292                 {
293                         add_flag(flgs, TR_RES_ACID);
294                 }
295                 else if (add == ESSENCE_TMP_RES_ELEC)
296                 {
297                         add_flag(flgs, TR_RES_ELEC);
298                 }
299                 else if (add == ESSENCE_TMP_RES_FIRE)
300                 {
301                         add_flag(flgs, TR_RES_FIRE);
302                 }
303                 else if (add == ESSENCE_TMP_RES_COLD)
304                 {
305                         add_flag(flgs, TR_RES_COLD);
306                 }
307                 else if (add == ESSENCE_SH_FIRE)
308                 {
309                         add_flag(flgs, TR_RES_FIRE);
310                         add_flag(flgs, TR_SH_FIRE);
311                 }
312                 else if (add == ESSENCE_SH_ELEC)
313                 {
314                         add_flag(flgs, TR_RES_ELEC);
315                         add_flag(flgs, TR_SH_ELEC);
316                 }
317                 else if (add == ESSENCE_SH_COLD)
318                 {
319                         add_flag(flgs, TR_RES_COLD);
320                         add_flag(flgs, TR_SH_COLD);
321                 }
322                 else if (add == ESSENCE_RESISTANCE)
323                 {
324                         add_flag(flgs, TR_RES_ACID);
325                         add_flag(flgs, TR_RES_ELEC);
326                         add_flag(flgs, TR_RES_FIRE);
327                         add_flag(flgs, TR_RES_COLD);
328                 }
329         }
330 }
331
332
333 /*
334  * Determine the "Activation" (if any) for an artifact
335  * Return a string, or NULL for "no activation"
336  */
337 cptr item_activation(object_type *o_ptr)
338 {
339         u32b flgs[TR_FLAG_SIZE];
340
341         /* Extract the flags */
342         object_flags(o_ptr, flgs);
343
344         /* Require activation ability */
345 #ifdef JP
346 if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
347 #else
348         if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
349 #endif
350
351
352
353         /*
354          * We need to deduce somehow that it is a random artifact -- one
355          * problem: It could be a random artifact which has NOT YET received
356          * a name. Thus we eliminate other possibilities instead of checking
357          * for art_name
358          */
359
360         if (!object_is_fixed_artifact(o_ptr) &&
361             !object_is_ego(o_ptr) &&
362             !(o_ptr->xtra1) &&
363             (o_ptr->xtra2))
364         {
365                 switch (o_ptr->xtra2)
366                 {
367                         case ACT_SUNLIGHT:
368                         {
369 #ifdef JP
370 return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
371 #else
372                                 return "beam of sunlight every 10 turns";
373 #endif
374
375                         }
376                         case ACT_BO_MISS_1:
377                         {
378 #ifdef JP
379 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
380 #else
381                                 return "magic missile (2d6) every 2 turns";
382 #endif
383
384                         }
385                         case ACT_BA_POIS_1:
386                         {
387 #ifdef JP
388 return "°­½­±À (12), È¾·Â 3 , 4+d4 ¥¿¡¼¥óËè";
389 #else
390                                 return "stinking cloud (12), rad. 3, every 4+d4 turns";
391 #endif
392
393                         }
394                         case ACT_BO_ELEC_1:
395                         {
396 #ifdef JP
397 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
398 #else
399                                 return "lightning bolt (4d8) every 5+d5 turns";
400 #endif
401
402                         }
403                         case ACT_BO_ACID_1:
404                         {
405 #ifdef JP
406 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
407 #else
408                                 return "acid bolt (5d8) every 6+d6 turns";
409 #endif
410
411                         }
412                         case ACT_BO_COLD_1:
413                         {
414 #ifdef JP
415 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
416 #else
417                                 return "frost bolt (6d8) every 7+d7 turns";
418 #endif
419
420                         }
421                         case ACT_BO_FIRE_1:
422                         {
423 #ifdef JP
424 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
425 #else
426                                 return "fire bolt (9d8) every 8+d8 turns";
427 #endif
428
429                         }
430                         case ACT_BA_COLD_1:
431                         {
432 #ifdef JP
433 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (48) : 400 ¥¿¡¼¥óËè";
434 #else
435                                 return "ball of cold (48) every 400 turns";
436 #endif
437
438                         }
439                         case ACT_BA_FIRE_1:
440                         {
441 #ifdef JP
442 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 400 ¥¿¡¼¥óËè";
443 #else
444                                 return "ball of fire (72) every 400 turns";
445 #endif
446
447                         }
448                         case ACT_DRAIN_1:
449                         {
450 #ifdef JP
451 return "À¸Ì¿Îϵۼý (100) : 100+d100 ¥¿¡¼¥óËè";
452 #else
453                                 return "drain life (100) every 100+d100 turns";
454 #endif
455
456                         }
457                         case ACT_BA_COLD_2:
458                         {
459 #ifdef JP
460 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 300 ¥¿¡¼¥óËè";
461 #else
462                                 return "ball of cold (100) every 300 turns";
463 #endif
464
465                         }
466                         case ACT_BA_ELEC_2:
467                         {
468 #ifdef JP
469 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 500 ¥¿¡¼¥óËè";
470 #else
471                                 return "ball of lightning (100) every 500 turns";
472 #endif
473
474                         }
475                         case ACT_DRAIN_2:
476                         {
477 #ifdef JP
478 return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
479 #else
480                                 return "drain life (120) every 400 turns";
481 #endif
482
483                         }
484                         case ACT_VAMPIRE_1:
485                         {
486 #ifdef JP
487 return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
488 #else
489                                 return "vampiric drain (3*50) every 400 turns";
490 #endif
491
492                         }
493                         case ACT_BO_MISS_2:
494                         {
495 #ifdef JP
496 return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
497 #else
498                                 return "arrows (150) every 90+d90 turns";
499 #endif
500
501                         }
502                         case ACT_BA_FIRE_2:
503                         {
504 #ifdef JP
505 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (120) : 225+d225 ¥¿¡¼¥óËè";
506 #else
507                                 return "fire ball (120) every 225+d225 turns";
508 #endif
509
510                         }
511                         case ACT_BA_COLD_3:
512                         {
513 #ifdef JP
514 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (200) : 325+d325 ¥¿¡¼¥óËè";
515 #else
516                                 return "ball of cold (200) every 325+d325 turns";
517 #endif
518
519                         }
520                         case ACT_BA_ELEC_3:
521                         {
522 #ifdef JP
523 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (250) : 425+d425 ¥¿¡¼¥óËè";
524 #else
525                                 return "ball of lightning (250) every 425+d425 turns";
526 #endif
527
528                         }
529                         case ACT_WHIRLWIND:
530                         {
531 #ifdef JP
532 return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
533 #else
534                                 return "whirlwind attack every 250 turns";
535 #endif
536
537                         }
538                         case ACT_VAMPIRE_2:
539                         {
540 #ifdef JP
541 return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
542 #else
543                                 return "vampiric drain (3*100) every 400 turns";
544 #endif
545
546                         }
547                         case ACT_CALL_CHAOS:
548                         {
549 #ifdef JP
550 return "º®ÆÙ¾¤Íè : 350 ¥¿¡¼¥óËè"; /*nuke me*/
551 #else
552                                 return "call chaos every 350 turns";
553 #endif
554
555                         }
556                         case ACT_ROCKET:
557                         {
558 #ifdef JP
559 return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
560 #else
561                                 return "launch rocket (120+level) every 400 turns";
562 #endif
563
564                         }
565                         case ACT_DISP_EVIL:
566                         {
567 #ifdef JP
568 return "¼Ù°­Â໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
569 #else
570                                 return "dispel evil (level*5) every 300+d300 turns";
571 #endif
572
573                         }
574                         case ACT_BA_MISS_3:
575                         {
576 #ifdef JP
577 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
578 #else
579                                 return "elemental breath (300) every 500 turns";
580 #endif
581
582                         }
583                         case ACT_DISP_GOOD:
584                         {
585 #ifdef JP
586 return "Á±ÎÉÂ໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
587 #else
588                                 return "dispel good (level*5) every 300+d300 turns";
589 #endif
590
591                         }
592                         case ACT_CONFUSE:
593                         {
594 #ifdef JP
595 return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
596 #else
597                                 return "confuse monster every 15 turns";
598 #endif
599
600                         }
601                         case ACT_SLEEP:
602                         {
603 #ifdef JP
604 return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
605 #else
606                                 return "sleep nearby monsters every 55 turns";
607 #endif
608
609                         }
610                         case ACT_QUAKE:
611                         {
612 #ifdef JP
613 return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
614 #else
615                                 return "earthquake (rad 10) every 50 turns";
616 #endif
617
618                         }
619                         case ACT_TERROR:
620                         {
621 #ifdef JP
622 return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
623 #else
624                                 return "terror every 3 * (level+10) turns";
625 #endif
626
627                         }
628                         case ACT_TELE_AWAY:
629                         {
630 #ifdef JP
631 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
632 #else
633                                 return "teleport away every 200 turns";
634 #endif
635
636                         }
637                         case ACT_BANISH_EVIL:
638                         {
639 #ifdef JP
640 return "¼Ù°­¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
641 #else
642                                 return "banish evil every 250+d250 turns";
643 #endif
644
645                         }
646                         case ACT_GENOCIDE:
647                         {
648 #ifdef JP
649 return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
650 #else
651                                 return "genocide every 500 turns";
652 #endif
653
654                         }
655                         case ACT_MASS_GENO:
656                         {
657 #ifdef JP
658 return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
659 #else
660                                 return "mass genocide every 1000 turns";
661 #endif
662
663                         }
664                         case ACT_CHARM_ANIMAL:
665                         {
666 #ifdef JP
667 return "ưʪ̥λ : 300 ¥¿¡¼¥óËè";
668 #else
669                                 return "charm animal every 300 turns";
670 #endif
671
672                         }
673                         case ACT_CHARM_UNDEAD:
674                         {
675 #ifdef JP
676 return "¥¢¥ó¥Ç¥Ã¥É½¾Â° : 333 ¥¿¡¼¥óËè";
677 #else
678                                 return "enslave undead every 333 turns";
679 #endif
680
681                         }
682                         case ACT_CHARM_OTHER:
683                         {
684 #ifdef JP
685 return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
686 #else
687                                 return "charm monster every 400 turns";
688 #endif
689
690                         }
691                         case ACT_CHARM_ANIMALS:
692                         {
693 #ifdef JP
694 return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
695 #else
696                                 return "animal friendship every 500 turns";
697 #endif
698
699                         }
700                         case ACT_CHARM_OTHERS:
701                         {
702 #ifdef JP
703 return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
704 #else
705                                 return "mass charm every 750 turns";
706 #endif
707
708                         }
709                         case ACT_SUMMON_ANIMAL:
710                         {
711 #ifdef JP
712 return "ưʪ¾¤´­ : 200+d300 ¥¿¡¼¥óËè";
713 #else
714                                 return "summon animal every 200+d300 turns";
715 #endif
716
717                         }
718                         case ACT_SUMMON_PHANTOM:
719                         {
720 #ifdef JP
721 return "¸¸Î´­ : 200+d200 ¥¿¡¼¥óËè";
722 #else
723                                 return "summon phantasmal servant every 200+d200 turns";
724 #endif
725
726                         }
727                         case ACT_SUMMON_ELEMENTAL:
728                         {
729 #ifdef JP
730 return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´­ : 750 ¥¿¡¼¥óËè";
731 #else
732                                 return "summon elemental every 750 turns";
733 #endif
734
735                         }
736                         case ACT_SUMMON_DEMON:
737                         {
738 #ifdef JP
739 return "°­Ë⾤´­ : 666+d333 ¥¿¡¼¥óËè";
740 #else
741                                 return "summon demon every 666+d333 turns";
742 #endif
743
744                         }
745                         case ACT_SUMMON_UNDEAD:
746                         {
747 #ifdef JP
748 return "¥¢¥ó¥Ç¥Ã¥É¾¤´­ : 666+d333 ¥¿¡¼¥óËè";
749 #else
750                                 return "summon undead every 666+d333 turns";
751 #endif
752
753                         }
754                         case ACT_CURE_LW:
755                         {
756 #ifdef JP
757 return "¶²Éݽüµî & 30 hp ²óÉü : 10 ¥¿¡¼¥óËè";
758 #else
759                                 return "remove fear & heal 30 hp every 10 turns";
760 #endif
761
762                         }
763                         case ACT_CURE_MW:
764                         {
765 #ifdef JP
766 return "4d8 hp & ½ý²óÉü : 3+d3 ¥¿¡¼¥óËè";
767 #else
768                                 return "heal 4d8 & wounds every 3+d3 turns";
769 #endif
770
771                         }
772                         case ACT_CURE_POISON:
773                         {
774 #ifdef JP
775 return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
776 #else
777                                 return "remove fear and cure poison every 5 turns";
778 #endif
779
780                         }
781                         case ACT_REST_LIFE:
782                         {
783 #ifdef JP
784 return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
785 #else
786                                 return "restore life levels every 450 turns";
787 #endif
788
789                         }
790                         case ACT_REST_ALL:
791                         {
792 #ifdef JP
793 return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃÍÉü³è : 750 ¥¿¡¼¥óËè";
794 #else
795                                 return "restore stats and life levels every 750 turns";
796 #endif
797
798                         }
799                         case ACT_CURE_700:
800                         {
801 #ifdef JP
802 return "700 hp ²óÉü : 250 ¥¿¡¼¥óËè";
803 #else
804                                 return "heal 700 hit points every 250 turns";
805 #endif
806
807                         }
808                         case ACT_CURE_1000:
809                         {
810 #ifdef JP
811 return "1000 hp ²óÉü : 888 ¥¿¡¼¥óËè";
812 #else
813                                 return "heal 1000 hit points every 888 turns";
814 #endif
815
816                         }
817                         case ACT_ESP:
818                         {
819 #ifdef JP
820 return "¥Æ¥ì¥Ñ¥·¡¼ (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
821 #else
822                                 return "telepathy (dur 25+d30) every 200 turns";
823 #endif
824
825                         }
826                         case ACT_BERSERK:
827                         {
828 #ifdef JP
829 return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
830 #else
831                                 return "heroism and blessed (dur 50+d50) every 100+d100 turns";
832 #endif
833
834                         }
835                         case ACT_PROT_EVIL:
836                         {
837 #ifdef JP
838 return "Âмٰ­·ë³¦ (´ü´Ö level*3 + d25) : 225+d225 ¥¿¡¼¥óËè";
839 #else
840                                 return "protect evil (dur level*3 + d25) every 225+d225 turns";
841 #endif
842
843                         }
844                         case ACT_RESIST_ALL:
845                         {
846 #ifdef JP
847 return "Á´ÂÑÀ­ (´ü´Ö 40+d40) : 200 ¥¿¡¼¥óËè";
848 #else
849                                 return "resist elements (dur 40+d40) every 200 turns";
850 #endif
851
852                         }
853                         case ACT_SPEED:
854                         {
855 #ifdef JP
856 return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
857 #else
858                                 return "speed (dur 20+d20) every 250 turns";
859 #endif
860
861                         }
862                         case ACT_XTRA_SPEED:
863                         {
864 #ifdef JP
865 return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
866 #else
867                                 return "speed (dur 75+d75) every 200+d200 turns";
868 #endif
869
870                         }
871                         case ACT_WRAITH:
872                         {
873 #ifdef JP
874 return "Í©Âβ½ (´ü´Ö level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
875 #else
876                                 return "wraith form (dur level/2 + d(level/2)) every 1000 turns";
877 #endif
878
879                         }
880                         case ACT_INVULN:
881                         {
882 #ifdef JP
883 return "̵Ũ²½ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
884 #else
885                                 return "invulnerability (dur 8+d8) every 1000 turns";
886 #endif
887
888                         }
889                         case ACT_LIGHT:
890                         {
891 #ifdef JP
892 return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) : 10+d10 ¥¿¡¼¥óËè";
893 #else
894                                 return "light area (dam 2d15) every 10+d10 turns";
895 #endif
896
897                         }
898                         case ACT_MAP_LIGHT:
899                         {
900 #ifdef JP
901 return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) & ¼þÊեޥåנ: 50+d50 ¥¿¡¼¥óËè";
902 #else
903                                 return "light (dam 2d15) & map area every 50+d50 turns";
904 #endif
905
906                         }
907                         case ACT_DETECT_ALL:
908                         {
909 #ifdef JP
910 return "Á´´¶ÃΠ: 55+d55 ¥¿¡¼¥óËè";
911 #else
912                                 return "detection every 55+d55 turns";
913 #endif
914
915                         }
916                         case ACT_DETECT_XTRA:
917                         {
918 #ifdef JP
919 return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 1000 ¥¿¡¼¥óËè";
920 #else
921                                 return "detection, probing and identify true every 1000 turns";
922 #endif
923
924                         }
925                         case ACT_ID_FULL:
926                         {
927 #ifdef JP
928 return "*´ÕÄê* : 750 ¥¿¡¼¥óËè";
929 #else
930                                 return "identify true every 750 turns";
931 #endif
932
933                         }
934                         case ACT_ID_PLAIN:
935                         {
936 #ifdef JP
937 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
938 #else
939                                 return "identify spell every 10 turns";
940 #endif
941
942                         }
943                         case ACT_RUNE_EXPLO:
944                         {
945 #ifdef JP
946 return "Çúȯ¤Î¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
947 #else
948                                 return "explosive rune every 200 turns";
949 #endif
950
951                         }
952                         case ACT_RUNE_PROT:
953                         {
954 #ifdef JP
955 return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
956 #else
957                                 return "rune of protection every 400 turns";
958 #endif
959
960                         }
961                         case ACT_SATIATE:
962                         {
963 #ifdef JP
964 return "¶õÊ¢½¼Â­ : 200 ¥¿¡¼¥óËè";
965 #else
966                                 return "satisfy hunger every 200 turns";
967 #endif
968
969                         }
970                         case ACT_DEST_DOOR:
971                         {
972 #ifdef JP
973 return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
974 #else
975                                 return "destroy doors every 10 turns";
976 #endif
977
978                         }
979                         case ACT_STONE_MUD:
980                         {
981 #ifdef JP
982 return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
983 #else
984                                 return "stone to mud every 5 turns";
985 #endif
986
987                         }
988                         case ACT_RECHARGE:
989                         {
990 #ifdef JP
991 return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
992 #else
993                                 return "recharging every 70 turns";
994 #endif
995
996                         }
997                         case ACT_ALCHEMY:
998                         {
999 #ifdef JP
1000 return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
1001 #else
1002                                 return "alchemy every 500 turns";
1003 #endif
1004
1005                         }
1006                         case ACT_DIM_DOOR:
1007                         {
1008 #ifdef JP
1009 return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
1010 #else
1011                                 return "dimension door every 100 turns";
1012 #endif
1013
1014                         }
1015                         case ACT_TELEPORT:
1016                         {
1017 #ifdef JP
1018 return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 45 ¥¿¡¼¥óËè";
1019 #else
1020                                 return "teleport (range 100) every 45 turns";
1021 #endif
1022
1023                         }
1024                         case ACT_RECALL:
1025                         {
1026 #ifdef JP
1027 return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
1028 #else
1029                                 return "word of recall every 200 turns";
1030 #endif
1031
1032                         }
1033                         default:
1034                         {
1035 #ifdef JP
1036 return "̤ÄêµÁ";
1037 #else
1038                                 return "something undefined";
1039 #endif
1040
1041                         }
1042                 }
1043         }
1044
1045         /* Some artifacts can be activated */
1046         switch (o_ptr->name1)
1047         {
1048                 case ART_NARTHANC:
1049                 {
1050 #ifdef JP
1051 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1052 #else
1053                         return "fire bolt (9d8) every 8+d8 turns";
1054 #endif
1055
1056                 }
1057                 case ART_NIMTHANC:
1058                 {
1059 #ifdef JP
1060 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1061 #else
1062                         return "frost bolt (6d8) every 7+d7 turns";
1063 #endif
1064
1065                 }
1066                 case ART_DETHANC:
1067                 {
1068 #ifdef JP
1069 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1070 #else
1071                         return "lightning bolt (4d8) every 6+d6 turns";
1072 #endif
1073
1074                 }
1075                 case ART_RILIA:
1076                 {
1077 #ifdef JP
1078 return "°­½­±À(12) : 4+d4 ¥¿¡¼¥óËè";
1079 #else
1080                         return "stinking cloud (12) every 4+d4 turns";
1081 #endif
1082
1083                 }
1084                 case ART_FIONA:
1085                 {
1086 #ifdef JP
1087 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 5+d5 ¥¿¡¼¥óËè";
1088 #else
1089                         return "frost ball (48) every 5+d5 turns";
1090 #endif
1091
1092                 }
1093                 case ART_FLORA:
1094                 {
1095 #ifdef JP
1096 return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
1097 #else
1098                         return "remove fear and cure poison every 5 turns";
1099 #endif
1100
1101                 }
1102                 case ART_RINGIL:
1103                 {
1104 #ifdef JP
1105 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 200 ¥¿¡¼¥óËè";
1106 #else
1107                         return "frost ball (100) every 200 turns";
1108 #endif
1109
1110                 }
1111                 case ART_DAWN:
1112                 {
1113 #ifdef JP
1114 return "¶Ç¤Î»ÕÃľ¤´­ : 500+d500 ¥¿¡¼¥óËè";
1115 #else
1116                         return "summon the Legion of the Dawn every 500+d500 turns";
1117 #endif
1118
1119                 }
1120                 case ART_ANDURIL:
1121                 {
1122 #ifdef JP
1123 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 400 ¥¿¡¼¥óËè";
1124 #else
1125                         return "fire ball (72) every 400 turns";
1126 #endif
1127
1128                 }
1129                 case ART_FIRESTAR:
1130                 {
1131 #ifdef JP
1132 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 100 ¥¿¡¼¥óËè";
1133 #else
1134                         return "large fire ball (72) every 100 turns";
1135 #endif
1136
1137                 }
1138                 case ART_GOTHMOG:
1139                 {
1140 #ifdef JP
1141 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
1142 #else
1143                         return "large fire ball (120) every 15 turns";
1144 #endif
1145
1146                 }
1147                 case ART_FEANOR:
1148                 {
1149 #ifdef JP
1150 return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 200 ¥¿¡¼¥óËè";
1151 #else
1152                         return "haste self (20+d20 turns) every 200 turns";
1153 #endif
1154
1155                 }
1156                 case ART_THEODEN:
1157                 {
1158 #ifdef JP
1159 return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
1160 #else
1161                         return "drain life (120) every 400 turns";
1162 #endif
1163
1164                 }
1165                 case ART_TURMIL:
1166                 {
1167 #ifdef JP
1168 return "À¸Ì¿Îϵۼý(90) : 70 ¥¿¡¼¥óËè";
1169 #else
1170                         return "drain life (90) every 70 turns";
1171 #endif
1172
1173                 }
1174                 case ART_CASPANION:
1175                 {
1176 #ifdef JP
1177 return "¥É¥¢/¥È¥é¥Ã¥×Ê´ºÕ : 10 ¥¿¡¼¥óËè";
1178 #else
1179                         return "door and trap destruction every 10 turns";
1180 #endif
1181
1182                 }
1183                 case ART_AVAVIR:
1184                 case ART_MAGATAMA:
1185                 {
1186 #ifdef JP
1187 return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
1188 #else
1189                         return "word of recall every 200 turns";
1190 #endif
1191
1192                 }
1193                 case ART_TARATOL:
1194                 {
1195 #ifdef JP
1196 return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
1197 #else
1198                         return "haste self (20+d20 turns) every 100+d100 turns";
1199 #endif
1200
1201                 }
1202                 case ART_ERIRIL:
1203                 {
1204 #ifdef JP
1205 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
1206 #else
1207                         return "identify every 10 turns";
1208 #endif
1209
1210                 }
1211                 case ART_GANDALF:
1212                 {
1213 #ifdef JP
1214 return "Ä´ºº¡¢Á´´¶ÃΡ¢Á´´ÕÄê : 100 ¥¿¡¼¥óËè";
1215 #else
1216                         return "probing, detection and full id every 100 turns";
1217 #endif
1218
1219                 }
1220                 case ART_EONWE:
1221                 {
1222 #ifdef JP
1223 return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
1224 #else
1225                         return "mass genocide every 1000 turns";
1226 #endif
1227
1228                 }
1229                 case ART_LOTHARANG:
1230                 {
1231 #ifdef JP
1232 return "½ý¤Î¼£Ìþ(4d8) : 3+d3 ¥¿¡¼¥óËè";
1233 #else
1234                         return "cure wounds (4d8) every 3+d3 turns";
1235 #endif
1236
1237                 }
1238                 case ART_BRAND:
1239                 {
1240 #ifdef JP
1241 return "¿ÏÀè¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È : 999 ¥¿¡¼¥óËè";
1242 #else
1243                         return "fire branding of bolts every 999 turns";
1244 #endif
1245
1246                 }
1247                 case ART_CRIMSON:
1248                 {
1249 #ifdef JP
1250 return "¥Õ¥¡¥¤¥¢¡ª : 15 ¥¿¡¼¥óËè";
1251 #else
1252                         return "fire! every 15 turns";
1253 #endif
1254
1255                 }
1256                 case ART_KUSANAGI:
1257                 case ART_WEREWINDLE:
1258                 {
1259 #ifdef JP
1260 return "ƨÁö : 35 ¥¿¡¼¥óËè";
1261 #else
1262                         return "a getaway every 35 turns";
1263 #endif
1264
1265                 }
1266                 case ART_KAMUI:
1267                 {
1268 #ifdef JP
1269 return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè";
1270 #else
1271                         return "a teleport every 25 turns";
1272 #endif
1273
1274                 }
1275                 case ART_RUNESPEAR:
1276                 {
1277 #ifdef JP
1278 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
1279 #else
1280                         return "lightning ball (100) every 200 turns";
1281 #endif
1282
1283                 }
1284                 case ART_AEGLOS:
1285                 {
1286 #ifdef JP
1287 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
1288 #else
1289                         return "frost ball (100) every 200 turns";
1290 #endif
1291
1292                 }
1293                 case ART_DESTINY:
1294                 {
1295 #ifdef JP
1296 return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
1297 #else
1298                         return "stone to mud every 5 turns";
1299 #endif
1300
1301                 }
1302                 case ART_NAIN:
1303                 {
1304 #ifdef JP
1305 return "´äÀÐÍϲò : 2 ¥¿¡¼¥óËè";
1306 #else
1307                         return "stone to mud every 2 turns";
1308 #endif
1309
1310                 }
1311                 case ART_SOULKEEPER:
1312                 {
1313 #ifdef JP
1314 return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
1315 #else
1316                         return "heal (1000) every 888 turns";
1317 #endif
1318
1319                 }
1320                 case ART_LOHENGRIN:
1321                 {
1322 #ifdef JP
1323 return ("²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè");
1324 #else
1325                         return ("heal (777), curing and heroism every 300 turns");
1326 #endif
1327
1328                 }
1329                 case ART_JULIAN:
1330                 {
1331 #ifdef JP
1332 return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
1333 #else
1334                         return "genocide every 500 turns";
1335 #endif
1336
1337                 }
1338                 case ART_LUTHIEN:
1339                 {
1340 #ifdef JP
1341 return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
1342 #else
1343                         return "restore life levels every 450 turns";
1344 #endif
1345
1346                 }
1347                 case ART_ULMO:
1348                 {
1349 #ifdef JP
1350 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
1351 #else
1352                         return "teleport away every 150 turns";
1353 #endif
1354
1355                 }
1356                 case ART_COLLUIN:
1357                 case ART_SEIRYU:
1358                 {
1359 #ifdef JP
1360 return "Á´ÂÑÀ­(20+d20¥¿¡¼¥ó) : 111 ¥¿¡¼¥óËè";
1361 #else
1362                         return "resistance (20+d20 turns) every 111 turns";
1363 #endif
1364
1365                 }
1366                 case ART_HOLCOLLETH:
1367                 {
1368 #ifdef JP
1369 return "¥¹¥ê¡¼¥×(II) : 55 ¥¿¡¼¥óËè";
1370 #else
1371                         return "sleep II every 55 turns";
1372 #endif
1373
1374                 }
1375                 case ART_THINGOL:
1376                 {
1377 #ifdef JP
1378 return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
1379 #else
1380                         return "recharge item I every 70 turns";
1381 #endif
1382
1383                 }
1384                 case ART_COLANNON:
1385                 {
1386 #ifdef JP
1387 return "¥Æ¥ì¥Ý¡¼¥È : 45 ¥¿¡¼¥óËè";
1388 #else
1389                         return "teleport every 45 turns";
1390 #endif
1391
1392                 }
1393                 case ART_TOTILA:
1394                 {
1395 #ifdef JP
1396 return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
1397 #else
1398                         return "confuse monster every 15 turns";
1399 #endif
1400
1401                 }
1402                 case ART_CAMMITHRIM:
1403                 {
1404 #ifdef JP
1405 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
1406 #else
1407                         return "magic missile (2d6) every 2 turns";
1408 #endif
1409
1410                 }
1411                 case ART_PAURHACH:
1412                 {
1413 #ifdef JP
1414 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1415 #else
1416                         return "fire bolt (9d8) every 8+d8 turns";
1417 #endif
1418
1419                 }
1420                 case ART_PAURNIMMEN:
1421                 {
1422 #ifdef JP
1423 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1424 #else
1425                         return "frost bolt (6d8) every 7+d7 turns";
1426 #endif
1427
1428                 }
1429                 case ART_PAURAEGEN:
1430                 {
1431 #ifdef JP
1432 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1433 #else
1434                         return "lightning bolt (4d8) every 5+d5 turns";
1435 #endif
1436
1437                 }
1438                 case ART_PAURNEN:
1439                 {
1440 #ifdef JP
1441 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
1442 #else
1443                         return "acid bolt (5d8) every 6+d6 turns";
1444 #endif
1445
1446                 }
1447                 case ART_FINGOLFIN:
1448                 {
1449 #ifdef JP
1450 return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
1451 #else
1452                         return "a magical arrow (150) every 90+d90 turns";
1453 #endif
1454
1455                 }
1456                 case ART_HOLHENNETH:
1457                 {
1458 #ifdef JP
1459 return "Á´´¶ÃΠ: 55+d55 ¥¿¡¼¥óËè";
1460 #else
1461                         return "detection every 55+d55 turns";
1462 #endif
1463
1464                 }
1465                 case ART_AMBER:
1466                 {
1467 #ifdef JP
1468 return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
1469 #else
1470                         return "heal (700) every 250 turns";
1471 #endif
1472
1473                 }
1474                 case ART_RAZORBACK:
1475                 {
1476 #ifdef JP
1477 return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë(150) : 1000 ¥¿¡¼¥óËè";
1478 #else
1479                         return "star ball (150) every 1000 turns";
1480 #endif
1481
1482                 }
1483                 case ART_BLADETURNER:
1484                 {
1485 #ifdef JP
1486 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­";
1487 #else
1488                         return "breathe elements (300), hero, bless, and resistance";
1489 #endif
1490
1491                 }
1492                 case ART_GALADRIEL:
1493                 {
1494 #ifdef JP
1495 return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
1496 #else
1497                         return "illumination every 10+d10 turns";
1498 #endif
1499
1500                 }
1501                 case ART_ELENDIL:
1502                 {
1503 #ifdef JP
1504 return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
1505 #else
1506                         return "magic mapping and light every 50+d50 turns";
1507 #endif
1508
1509                 }
1510                 case ART_JUDGE:
1511                 {
1512 #ifdef JP
1513 return "ÂÎÎϤȰú¤­Âؤ¨¤ËÀéΤ´ã¤Èµ¢´Ô : 20+d20 ¥¿¡¼¥óËè";
1514 #else
1515                         return "clairvoyance and recall, draining you every 20+d20 turns";
1516 #endif
1517
1518                 }
1519                 case ART_INGWE:
1520                 case ART_YATA:
1521                 {
1522 #ifdef JP
1523 return "¼Ù°­Â໶(x5) : 200+d200 ¥¿¡¼¥óËè";
1524 #else
1525                         return "dispel evil (x5) every 200+d200 turns";
1526 #endif
1527
1528                 }
1529                 case ART_FUNDIN:
1530                 {
1531 #ifdef JP
1532 return "¼Ù°­Â໶(x5) : 100+d100 ¥¿¡¼¥óËè";
1533 #else
1534                         return "dispel evil (x5) every 100+d100 turns";
1535 #endif
1536
1537                 }
1538                 case ART_CARLAMMAS:
1539                 case ART_HERMIT:
1540                 {
1541 #ifdef JP
1542 return "Âмٰ­·ë³¦ : 225+d225 ¥¿¡¼¥óËè";
1543 #else
1544                         return "protection from evil every 225+d225 turns";
1545 #endif
1546
1547                 }
1548                 case ART_FRAKIR:
1549                 {
1550 #ifdef JP
1551 return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
1552 #else
1553                         return "a strangling attack (100) every 100+d100 turns";
1554 #endif
1555
1556                 }
1557                 case ART_TULKAS:
1558                 {
1559 #ifdef JP
1560 return "¥¹¥Ô¡¼¥É(75+d75¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
1561 #else
1562                         return "haste self (75+d75 turns) every 150+d150 turns";
1563 #endif
1564
1565                 }
1566                 case ART_NARYA:
1567                 {
1568 #ifdef JP
1569 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè";
1570 #else
1571                         return "large fire ball (300) every 225+d225 turns";
1572 #endif
1573
1574                 }
1575                 case ART_NENYA:
1576                 {
1577 #ifdef JP
1578 return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè";
1579 #else
1580                         return "large frost ball (400) every 325+d325 turns";
1581 #endif
1582
1583                 }
1584                 case ART_VILYA:
1585                 case ART_GOURYU:
1586                 {
1587 #ifdef JP
1588 return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 425+d425 ¥¿¡¼¥óËè";
1589 #else
1590                         return "large lightning ball (500) every 425+d425 turns";
1591 #endif
1592
1593                 }
1594                 case ART_POWER:
1595                 case ART_AHO:
1596                 {
1597 #ifdef JP
1598 return "¿®¤¸Æñ¤¤¤³¤È : 450+d450 ¥¿¡¼¥óËè";
1599 #else
1600                         return "bizarre things every 450+d450 turns";
1601 #endif
1602
1603                 }
1604                 case ART_DOR: case ART_TERROR: case ART_STONEMASK:
1605                 {
1606 #ifdef JP
1607                         return "Á´Êý¸þ¤Ø¤Î¶²Éݤθ÷Àþ : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè";
1608 #else
1609                         return "rays of fear in every direction every 3*(level+10) turns";
1610 #endif
1611
1612                 }
1613                 case ART_PALANTIR:
1614                 {
1615 #ifdef JP
1616 return "¤³¤Î³¬¤Ë¤¤¤ë¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤òɽ¼¨ : 200¥¿¡¼¥óËè";
1617 #else
1618                         return "list of the uniques on the level every 200 turns";
1619 #endif
1620                 }
1621                 case ART_STONE_LORE:
1622                 {
1623 #ifdef JP
1624 return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
1625 #else
1626                         return "perilous identify every turn";
1627 #endif
1628                 }
1629                 case ART_FARAMIR:
1630                 {
1631 #ifdef JP
1632 return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
1633 #else
1634                         return "dispel small life every 55+d55 turns";
1635 #endif
1636                 }
1637                 case ART_BOROMIR:
1638                 {
1639 #ifdef JP
1640 return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
1641 #else
1642                         return "frighten monsters every 40+d40 turns";
1643 #endif
1644                 }
1645                 case ART_HIMRING:
1646                 {
1647 #ifdef JP
1648 return "Âмٰ­·ë³¦ : 200+d200 ¥¿¡¼¥óËè";
1649 #else
1650                         return "protection from evil every 200 + d200 turns";
1651 #endif
1652                 }
1653                 case ART_ICANUS:
1654                 {
1655 #ifdef JP
1656 return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
1657 #else
1658                         return "a mana bolt (120) every 120+d120 turns";
1659 #endif
1660                 }
1661                 case ART_HURIN:
1662                 {
1663 #ifdef JP
1664 return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
1665 #else
1666                         return "hero and +10 to speed (50) every 100+200d turns";
1667 #endif
1668                 }
1669                 case ART_GIL_GALAD:
1670                 {
1671 #ifdef JP
1672 return "âÁ¤·¤¤¸÷ : 250 ¥¿¡¼¥óËè";
1673 #else
1674                         return "blinding light every 250 turns";
1675 #endif
1676                 }
1677                 case ART_YENDOR:
1678                 {
1679 #ifdef JP
1680 return "ËâÎϽ¼Å¶ : 200 ¥¿¡¼¥óËè";
1681 #else
1682                         return "recharge item every 200 turns";
1683 #endif
1684                 }
1685                 case ART_MURAMASA:
1686                 {
1687 #ifdef JP
1688 return "ÏÓÎϤξ徺 : ³ÎΨ50%¤Ç²õ¤ì¤ë";
1689 #else
1690                         return "increase STR (destroyed 50%)";
1691 #endif
1692                 }
1693                 case ART_FLY_STONE:
1694                 {
1695 #ifdef JP
1696 return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
1697 #else
1698                         return "a mana storm every 250+d250 turns";
1699 #endif
1700                 }
1701                 case ART_JONES:
1702                 {
1703 #ifdef JP
1704 return "ʪÂΤò°ú¤­´ó¤»¤ë(½ÅÎÌ25kg¤Þ¤Ç) : 25+d25¥¿¡¼¥óËè";
1705 #else
1706                         return "a telekinesis (500 lb) every 25+d25 turns";
1707 #endif
1708                 }
1709                 case ART_ARRYU:
1710                 {
1711 #ifdef JP
1712 return "¥Ï¥¦¥ó¥É¾¤´­ : 300+d150¥¿¡¼¥óËè";
1713 #else
1714                         return "summon hound every 300+d150 turns";
1715 #endif
1716                 }
1717                 case ART_GAEBOLG:
1718                 {
1719 #ifdef JP
1720 return "µðÂ祹¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 200+d200 ¥¿¡¼¥óËè";
1721 #else
1722                         return "large star ball (200) every 200+d200 turns";
1723 #endif
1724
1725                 }
1726                 case ART_INROU:
1727                 {
1728 #ifdef JP
1729 return "Îã¤Î¥¢¥ì : 150+d150 ¥¿¡¼¥óËè";
1730 #else
1731                         return "reveal your identity every 150+d150 turns";
1732 #endif
1733
1734                 }
1735                 case ART_HYOUSIGI:
1736                 {
1737 #ifdef JP
1738 return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
1739 #else
1740                         return "beat wooden clappers every turn";
1741 #endif
1742
1743                 }
1744                 case ART_MATOI:
1745                 case ART_AEGISFANG:
1746                 {
1747 #ifdef JP
1748 return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
1749 #else
1750                         return "heroism every 30+d30 turns";
1751 #endif
1752
1753                 }
1754
1755                 case ART_EARENDIL:
1756                 {
1757 #ifdef JP
1758 return "Ìþ¤· : 100¥¿¡¼¥óËè";
1759 #else
1760                         return "curing every 100 turns";
1761 #endif
1762
1763                 }
1764
1765                 case ART_BOLISHOI:
1766                 {
1767 #ifdef JP
1768 return "ưʪ̥λ : 200¥¿¡¼¥óËè";
1769 #else
1770                         return "charm animal every 200 turns";
1771 #endif
1772
1773                 }
1774                 case ART_ARUNRUTH:
1775                 {
1776 #ifdef JP
1777 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(12d8) : 50 ¥¿¡¼¥óËè";
1778 #else
1779                         return "frost bolt (12d8) every 50 turns";
1780 #endif
1781
1782                 }
1783                 case ART_BLOOD:
1784                 {
1785 #ifdef JP
1786 return "°À­Êѹ¹ : 3333 ¥¿¡¼¥óËè";
1787 #else
1788                         return "change zokusei every 3333 turns";
1789 #endif
1790
1791                 }
1792                 case ART_NUMAHOKO:
1793                 {
1794 #ifdef JP
1795 return "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 250 ¥¿¡¼¥óËè";
1796 #else
1797                         return "water ball (200) every 250 turns";
1798 #endif
1799
1800                 }
1801                 case ART_KESHO:
1802                 {
1803 #ifdef JP
1804 return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
1805 #else
1806                         return "shiko every 100+d100 turns";
1807 #endif
1808
1809                 }
1810                 case ART_MOOK:
1811                 {
1812 #ifdef JP
1813 return "Î䵤¤ÎÂÑÀ­ : 40+d40¥¿¡¼¥óËè";
1814 #else
1815                         return "resist cold every 40+d40 turns";
1816 #endif
1817
1818                 }
1819                 case ART_JIZO:
1820                 {
1821 #ifdef JP
1822 return "Âý¤ÎÂç·²¾¤´­ : 300+d150¥¿¡¼¥óËè";
1823 #else
1824                         return "summon octopus every 300+d150 turns";
1825 #endif
1826                 }
1827                 case ART_NIGHT:
1828                 case ART_HELL:
1829                 {
1830 #ifdef JP
1831 return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
1832 #else
1833                         return "darkness storm (250) every 150+d150 turns";
1834 #endif
1835
1836                 }
1837                 case ART_SACRED_KNIGHTS:
1838                 {
1839 #ifdef JP
1840 return "*²ò¼ö*¤ÈÄ´ºº: ¤¤¤Ä¤Ç¤â";
1841 #else
1842                         return "dispel curse and probing every turn";
1843 #endif
1844
1845                 }
1846                 case ART_CHARMED:
1847                 {
1848 #ifdef JP
1849 return "ËâÎÏÉü³è: 777 ¥¿¡¼¥óËè";
1850 #else
1851                         return "restore mana every 777 turns";
1852 #endif
1853
1854                 }
1855         }
1856
1857
1858         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_TSURIZAO))
1859         {
1860 #ifdef JP
1861 return "Äà¤ê¤ò¤¹¤ë : ¤¤¤Ä¤Ç¤â";
1862 #else
1863                 return "fishing : every time";
1864 #endif
1865
1866         }
1867
1868         if (object_is_smith(o_ptr))
1869         {
1870                 switch (o_ptr->xtra3 - 1)
1871                 {
1872                 case ESSENCE_TMP_RES_ACID:
1873 #ifdef JP
1874                         return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1875 #else
1876                         return "resist acid every 50+d50 turns";
1877 #endif
1878
1879                 case ESSENCE_TMP_RES_ELEC:
1880 #ifdef JP
1881                         return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1882 #else
1883                         return "resist elec every 50+d50 turns";
1884 #endif
1885
1886                 case ESSENCE_TMP_RES_FIRE:
1887 #ifdef JP
1888                         return "²Ð¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1889 #else
1890                         return "resist fire every 50+d50 turns";
1891 #endif
1892
1893                 case ESSENCE_TMP_RES_COLD:
1894 #ifdef JP
1895                         return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1896 #else
1897                         return "resist cold every 50+d50 turns";
1898 #endif
1899
1900                 case TR_IMPACT:
1901 #ifdef JP
1902                         return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
1903 #else
1904                         return "earthquake every 100+d100 turns";
1905 #endif
1906                 }
1907         }
1908
1909         if (o_ptr->name2 == EGO_TRUMP)
1910         {
1911 #ifdef JP
1912 return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
1913 #else
1914                 return "teleport every 50+d50 turns";
1915 #endif
1916
1917         }
1918
1919         if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
1920         {
1921 #ifdef JP
1922 return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
1923 #else
1924                         return "illumination every 10+d10 turns";
1925 #endif
1926         }
1927
1928         else if (o_ptr->name2 == EGO_EARTHQUAKES)
1929         {
1930 #ifdef JP
1931 return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
1932 #else
1933                 return "earthquake every 100+d100 turns";
1934 #endif
1935
1936         }
1937
1938         else if (o_ptr->name2 == EGO_JUMP)
1939         {
1940 #ifdef JP
1941 return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
1942 #else
1943                 return "blink every 10+d10 turns";
1944 #endif
1945
1946         }
1947
1948         if (o_ptr->tval == TV_RING)
1949         {
1950                 if (object_is_ego(o_ptr))
1951                 {
1952                         switch (o_ptr->name2)
1953                         {
1954                         case EGO_RING_HERO:
1955 #ifdef JP
1956 return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
1957 #else
1958                                 return "heroism every 100+d100 turns";
1959 #endif
1960                         case EGO_RING_MAGIC_MIS:
1961 #ifdef JP
1962 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
1963 #else
1964                         return "magic missile (2d6) every 2 turns";
1965 #endif
1966                         case EGO_RING_FIRE_BOLT:
1967 #ifdef JP
1968 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1969 #else
1970                         return "fire bolt (9d8) every 8+d8 turns";
1971 #endif
1972                         case EGO_RING_COLD_BOLT:
1973 #ifdef JP
1974 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1975 #else
1976                                 return "frost bolt (6d8) every 7+d7 turns";
1977 #endif
1978                         case EGO_RING_ELEC_BOLT:
1979 #ifdef JP
1980 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1981 #else
1982                                 return "lightning bolt (4d8) every 5+d5 turns";
1983 #endif
1984                         case EGO_RING_ACID_BOLT:
1985 #ifdef JP
1986 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
1987 #else
1988                                 return "acid bolt (5d8) every 6+d6 turns";
1989 #endif
1990                         case EGO_RING_MANA_BOLT:
1991 #ifdef JP
1992 return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
1993 #else
1994                         return "a mana bolt (120) every 120+d120 turns";
1995 #endif
1996                         case EGO_RING_FIRE_BALL:
1997 #ifdef JP
1998 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
1999 #else
2000                                 return "fire ball (100) every 80+d80 turns";
2001 #endif
2002                         case EGO_RING_COLD_BALL:
2003 #ifdef JP
2004 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2005 #else
2006                                 return "cold ball (100) every 80+d80 turns";
2007 #endif
2008                         case EGO_RING_ELEC_BALL:
2009 #ifdef JP
2010 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2011 #else
2012                                 return "elec ball (100) every 80+d80 turns";
2013 #endif
2014                         case EGO_RING_ACID_BALL:
2015 #ifdef JP
2016 return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2017 #else
2018                                 return "acid ball (100) every 80+d80 turns";
2019 #endif
2020                         case EGO_RING_MANA_BALL:
2021 #ifdef JP
2022 return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
2023 #else
2024                                 return "mana storm (250) every 300 turns";
2025 #endif
2026                         case EGO_RING_DRAGON_F:
2027                                 if (o_ptr->sval == SV_RING_FLAMES)
2028 #ifdef JP
2029 return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
2030 #else
2031                                         return "breath of fire (200) and resist fire every 200 turns";
2032 #endif
2033                                 else
2034 #ifdef JP
2035 return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
2036 #else
2037                                         return "fire breath (200) every 250 turns";
2038 #endif
2039                         case EGO_RING_DRAGON_C:
2040                                 if (o_ptr->sval == SV_RING_ICE)
2041 #ifdef JP
2042 return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
2043 #else
2044                                         return "breath of cold (200) and resist cold every 200 turns";
2045 #endif
2046                                 else
2047 #ifdef JP
2048 return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
2049 #else
2050                                         return "cold breath (200) every 250 turns";
2051 #endif
2052                         case EGO_RING_M_DETECT:
2053 #ifdef JP
2054 return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃΠ: 150 ¥¿¡¼¥óËè";
2055 #else
2056                                 return "detect all monsters every 150 turns";
2057 #endif
2058                         case EGO_RING_D_SPEED:
2059 #ifdef JP
2060 return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
2061 #else
2062                                 return "haste self (15+d30 turns) every 100 turns";
2063 #endif
2064                         case EGO_RING_BERSERKER:
2065 #ifdef JP
2066 return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
2067 #else
2068                                 return "berserk (25+d25 turns) every 75+d75 turns";
2069 #endif
2070                         case EGO_RING_TELE_AWAY:
2071 #ifdef JP
2072 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
2073 #else
2074                         return "teleport away every 150 turns";
2075 #endif
2076                         case EGO_RING_TRUE:
2077 #ifdef JP
2078 return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ­ : 777 ¥¿¡¼¥óËè";
2079 #else
2080                         return "hero, bless, and ultimate resistance every 777 turns";
2081 #endif
2082                         }
2083                 }
2084                 switch (o_ptr->sval)
2085                 {
2086                         case SV_RING_FLAMES:
2087 #ifdef JP
2088 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2089 #else
2090                                 return "ball of fire (100) and resist fire every 50+d50 turns";
2091 #endif
2092
2093                         case SV_RING_ICE:
2094 #ifdef JP
2095 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2096 #else
2097                                 return "ball of cold (100) and resist cold every 50+d50 turns";
2098 #endif
2099
2100                         case SV_RING_ACID:
2101 #ifdef JP
2102 return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2103 #else
2104                                 return "ball of acid (100) and resist acid every 50+d50 turns";
2105 #endif
2106
2107                         case SV_RING_ELEC:
2108 #ifdef JP
2109 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2110 #else
2111                                 return "ball of elec (100) and resist elec every 50+d50 turns";
2112 #endif
2113
2114                         default:
2115                                 return NULL;
2116                 }
2117         }
2118
2119         if (o_ptr->tval == TV_AMULET)
2120         {
2121                 if (object_is_ego(o_ptr))
2122                 {
2123                         switch (o_ptr->name2)
2124                         {
2125                         case EGO_AMU_IDENT:
2126 #ifdef JP
2127                                 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
2128 #else
2129                                 return "identify every 10 turns";
2130 #endif
2131                         case EGO_AMU_CHARM:
2132 #ifdef JP
2133                                 return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè";
2134 #else
2135                                 return "charm monster every 200 turns";
2136 #endif
2137                         case EGO_AMU_JUMP:
2138 #ifdef JP
2139                                 return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
2140 #else
2141                                 return "blink every 10+d10 turns";
2142 #endif
2143                         case EGO_AMU_TELEPORT:
2144 #ifdef JP
2145                                 return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
2146 #else
2147                                 return "teleport every 50+d50 turns";
2148 #endif
2149                         case EGO_AMU_D_DOOR:
2150 #ifdef JP
2151                                 return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè";
2152 #else
2153                                 return "dimension door every 200 turns";
2154 #endif
2155                         case EGO_AMU_RES_FIRE_:
2156 #ifdef JP
2157                                 return "²Ð±ê¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2158 #else
2159                                 return "resist fire every 50+d50 turns";
2160 #endif
2161                         case EGO_AMU_RES_COLD_:
2162 #ifdef JP
2163                                 return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2164 #else
2165                                 return "resist cold every 50+d50 turns";
2166 #endif
2167                         case EGO_AMU_RES_ELEC_:
2168 #ifdef JP
2169                                 return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2170 #else
2171                                 return "resist elec every 50+d50 turns";
2172 #endif
2173                         case EGO_AMU_RES_ACID_:
2174 #ifdef JP
2175                                 return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2176 #else
2177                                 return "resist acid every 50+d50 turns";
2178 #endif
2179                         case EGO_AMU_DETECTION:
2180 #ifdef JP
2181                                 return "Á´´¶ÃΠ: 55+d55¥¿¡¼¥óËè";
2182 #else
2183                                 return "detect all floor every 55+d55 turns";
2184 #endif
2185                         }
2186                 }
2187         }
2188
2189         if (o_ptr->tval == TV_WHISTLE)
2190         {
2191 #ifdef JP
2192 return "¥Ú¥Ã¥È¸Æ¤Ó´ó¤» : 100+d100¥¿¡¼¥óËè";
2193 #else
2194                 return "call pet every 100+d100 turns";
2195 #endif
2196         }
2197
2198         if (o_ptr->tval == TV_CAPTURE)
2199         {
2200 #ifdef JP
2201 return "¥â¥ó¥¹¥¿¡¼¤òÊᤨ¤ë¡¢Ëô¤Ï²òÊü¤¹¤ë¡£";
2202 #else
2203                 return "captures or releases a monster.";
2204 #endif
2205         }
2206
2207         /* Require dragon scale mail */
2208 #ifdef JP
2209 if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷");
2210 #else
2211         if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow");
2212 #endif
2213
2214
2215         /* Branch on the sub-type */
2216         switch (o_ptr->sval)
2217         {
2218                 case SV_DRAGON_BLUE:
2219                 {
2220 #ifdef JP
2221 return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè";
2222 #else
2223                         return "breathe lightning (100) every 150+d150 turns";
2224 #endif
2225
2226                 }
2227                 case SV_DRAGON_WHITE:
2228                 {
2229 #ifdef JP
2230 return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè";
2231 #else
2232                         return "breathe frost (110) every 150+d150 turns";
2233 #endif
2234
2235                 }
2236                 case SV_DRAGON_BLACK:
2237                 {
2238 #ifdef JP
2239 return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè";
2240 #else
2241                         return "breathe acid (130) every 150+d150 turns";
2242 #endif
2243
2244                 }
2245                 case SV_DRAGON_GREEN:
2246                 {
2247 #ifdef JP
2248 return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè";
2249 #else
2250                         return "breathe poison gas (150) every 180+d180 turns";
2251 #endif
2252
2253                 }
2254                 case SV_DRAGON_RED:
2255                 {
2256 #ifdef JP
2257 return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
2258 #else
2259                         return "breathe fire (200) every 200+d200 turns";
2260 #endif
2261
2262                 }
2263                 case SV_DRAGON_MULTIHUED:
2264                 {
2265 #ifdef JP
2266 return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè";
2267 #else
2268                         return "breathe multi-hued (250) every 200+d200 turns";
2269 #endif
2270
2271                 }
2272                 case SV_DRAGON_BRONZE:
2273                 {
2274 #ifdef JP
2275 return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè";
2276 #else
2277                         return "breathe confusion (120) every 180+d180 turns";
2278 #endif
2279
2280                 }
2281                 case SV_DRAGON_GOLD:
2282                 {
2283 #ifdef JP
2284 return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè";
2285 #else
2286                         return "breathe sound (130) every 180+d180 turns";
2287 #endif
2288
2289                 }
2290                 case SV_DRAGON_CHAOS:
2291                 {
2292 #ifdef JP
2293 return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè";
2294 #else
2295                         return "breathe chaos/disenchant (220) every 200+d200 turns";
2296 #endif
2297
2298                 }
2299                 case SV_DRAGON_LAW:
2300                 {
2301 #ifdef JP
2302 return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè";
2303 #else
2304                         return "breathe sound/shards (230) every 200+d200 turns";
2305 #endif
2306
2307                 }
2308                 case SV_DRAGON_BALANCE:
2309                 {
2310 #ifdef JP
2311 return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè";
2312 #else
2313                         return "breathe balance (250) every 200+d200 turns";
2314 #endif
2315
2316                 }
2317                 case SV_DRAGON_SHINING:
2318                 {
2319 #ifdef JP
2320 return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
2321 #else
2322                         return "breathe light/darkness (200) every 200+d200 turns";
2323 #endif
2324
2325                 }
2326                 case SV_DRAGON_POWER:
2327                 {
2328 #ifdef JP
2329 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
2330 #else
2331                         return "breathe the elements (300) every 200+d200 turns";
2332 #endif
2333
2334                 }
2335         }
2336
2337         /* Oops */
2338 #ifdef JP
2339 return "¶õµ¤¤Î©";
2340 #else
2341         return "breathe air";
2342 #endif
2343
2344 }
2345
2346
2347 /*
2348  * Describe a "fully identified" item
2349  */
2350 bool screen_object(object_type *o_ptr, u32b mode)
2351 {
2352         int                     i = 0, j, k;
2353
2354         u32b flgs[TR_FLAG_SIZE];
2355
2356         cptr            info[128];
2357         char o_name[MAX_NLEN];
2358         int wid, hgt;
2359
2360         int trivial_info = 0;
2361
2362         /* Extract the flags */
2363         object_flags(o_ptr, flgs);
2364
2365         /* Extract the description */
2366         {
2367                 char temp[70 * 20];
2368
2369                 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
2370                             (k_text + k_info[o_ptr->k_idx].text),
2371                             77 - 15, temp, sizeof(temp));
2372                 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
2373                 { info[i] = &temp[j]; i++;}
2374         }
2375
2376         if (object_is_equipment(o_ptr))
2377         {
2378                 /* Descriptions of a basic equipment is just a flavor */
2379                 trivial_info = i;
2380         }
2381
2382         /* Mega-Hack -- describe activation */
2383         if (have_flag(flgs, TR_ACTIVATE))
2384         {
2385 #ifdef JP
2386 info[i++] = "»ÏÆ°¤·¤¿¤È¤­¤Î¸ú²Ì...";
2387 #else
2388                 info[i++] = "It can be activated for...";
2389 #endif
2390
2391                 info[i++] = item_activation(o_ptr);
2392 #ifdef JP
2393 info[i++] = "...¤¿¤À¤·ÁõÈ÷¤·¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£";
2394 #else
2395                 info[i++] = "...if it is being worn.";
2396 #endif
2397
2398         }
2399
2400         /* Figurines, a hack */
2401         if (o_ptr->tval == TV_FIGURINE)
2402         {
2403 #ifdef JP
2404 info[i++] = "¤½¤ì¤ÏÅꤲ¤¿»þ¥Ú¥Ã¥È¤ËÊѲ½¤¹¤ë¡£";
2405 #else
2406                 info[i++] = "It will transform into a pet when thrown.";
2407 #endif
2408
2409         }
2410
2411         /* Figurines, a hack */
2412         if (o_ptr->name1 == ART_STONEMASK)
2413         {
2414 #ifdef JP
2415 info[i++] = "¤½¤ì¤òÁõÈ÷¤·¤¿¼Ô¤ÏµÛ·ìµ´¤Ë¤Ê¤ë¡£";
2416 #else
2417                 info[i++] = "It makes you turn into a vampire permanently.";
2418 #endif
2419
2420         }
2421
2422         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2423         {
2424 #ifdef JP
2425 info[i++] = "¤½¤ì¤ÏÁê¼ê¤ò°ì·â¤ÇÅݤ¹¤³¤È¤¬¤¢¤ë¡£";
2426 #else
2427                 info[i++] = "It will attempt to kill a monster instantly.";
2428 #endif
2429
2430         }
2431
2432         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
2433         {
2434 #ifdef JP
2435 info[i++] = "¤½¤ì¤Ï¼«Ê¬¼«¿È¤Ë¹¶·â¤¬Ê֤äƤ¯¤ë¤³¤È¤¬¤¢¤ë¡£";
2436 #else
2437                 info[i++] = "It causes you to strike yourself sometimes.";
2438 #endif
2439
2440 #ifdef JP
2441 info[i++] = "¤½¤ì¤Ï̵Ũ¤Î¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¯¡£";
2442 #else
2443                 info[i++] = "It always penetrates invulnerability barriers.";
2444 #endif
2445         }
2446
2447         if (o_ptr->name2 == EGO_2WEAPON)
2448         {
2449 #ifdef JP
2450 info[i++] = "¤½¤ì¤ÏÆóÅáή¤Ç¤ÎÌ¿ÃæΨ¤ò¸þ¾å¤µ¤»¤ë¡£";
2451 #else
2452                 info[i++] = "It affects your ability to hit when you are wielding two weapons.";
2453 #endif
2454
2455         }
2456
2457         if (have_flag(flgs, TR_EASY_SPELL))
2458         {
2459 #ifdef JP
2460 info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò²¼¤²¤ë¡£";
2461 #else
2462                 info[i++] = "It affects your ability to cast spells.";
2463 #endif
2464         }
2465
2466         if (o_ptr->name2 == EGO_AMU_FOOL)
2467         {
2468 #ifdef JP
2469 info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò¾å¤²¤ë¡£";
2470 #else
2471                 info[i++] = "It interferes with casting spells.";
2472 #endif
2473         }
2474
2475         if (o_ptr->name2 == EGO_RING_THROW)
2476         {
2477 #ifdef JP
2478 info[i++] = "¤½¤ì¤Ïʪ¤ò¶¯¤¯Åꤲ¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
2479 #else
2480                 info[i++] = "It provides great strength when you throw an item.";
2481 #endif
2482         }
2483
2484         if (o_ptr->name2 == EGO_AMU_NAIVETY)
2485         {
2486 #ifdef JP
2487 info[i++] = "¤½¤ì¤ÏËâË¡Äñ¹³ÎϤò²¼¤²¤ë¡£";
2488 #else
2489                 info[i++] = "It decreases your magic resistance.";
2490 #endif
2491         }
2492
2493         if (o_ptr->tval == TV_STATUE)
2494         {
2495                 monster_race *r_ptr = &r_info[o_ptr->pval];
2496
2497                 if (o_ptr->pval == MON_BULLGATES)
2498 #ifdef JP
2499                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤ÈÃѤº¤«¤·¤¤¡£";
2500 #else
2501                         info[i++] = "It is shameful.";
2502 #endif
2503                 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
2504 #ifdef JP
2505                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È¶²¤¤¡£";
2506 #else
2507                 info[i++] = "It is fearful.";
2508 #endif
2509                 else
2510 #ifdef JP
2511                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È³Ú¤·¤¤¡£";
2512 #else
2513                 info[i++] = "It is cheerful.";
2514 #endif
2515         }
2516         
2517         /* Hack -- describe lite's */
2518         if (o_ptr->tval == TV_LITE)
2519         {
2520                 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2521                 {
2522 #ifdef JP
2523                         info[i++] = "¤½¤ì¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£";
2524 #else
2525                         info[i++] = "It provides no light.";
2526 #endif
2527
2528                         if (o_ptr->sval == SV_LITE_FEANOR ||
2529                             o_ptr->sval == SV_LITE_LANTERN)
2530                         {
2531 #ifdef JP
2532                                 info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-2)¡£";
2533 #else
2534                                 info[i++] = "It decreases radius of light source by 2.";
2535 #endif
2536                         }
2537                         else
2538                         {
2539 #ifdef JP
2540                                 info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
2541 #else
2542                                 info[i++] = "It decreases radius of light source by 1.";
2543 #endif
2544                         }
2545                 }
2546                 else if (object_is_fixed_artifact(o_ptr))
2547                 {
2548 #ifdef JP
2549 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2550 #else
2551                         info[i++] = "It provides light (radius 3) forever.";
2552 #endif
2553
2554                 }
2555                 else if (o_ptr->name2 == EGO_LITE_SHINE)
2556                 {
2557                         if (o_ptr->sval == SV_LITE_FEANOR)
2558                         {
2559 #ifdef JP
2560 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2561 #else
2562                                 info[i++] = "It provides light (radius 3) forever.";
2563 #endif
2564
2565                         }
2566                         else if (o_ptr->sval == SV_LITE_LANTERN)
2567                         {
2568 #ifdef JP
2569 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2570 #else
2571                                 info[i++] = "It provides light (radius 3) when fueled.";
2572 #endif
2573
2574                         }
2575                         else
2576                         {
2577 #ifdef JP
2578 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2579 #else
2580                                 info[i++] = "It provides light (radius 2) when fueled.";
2581 #endif
2582
2583                         }
2584                 }
2585                 else
2586                 {
2587                         if (o_ptr->sval == SV_LITE_FEANOR)
2588                         {
2589 #ifdef JP
2590 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2591 #else
2592                                 info[i++] = "It provides light (radius 2) forever.";
2593 #endif
2594
2595                         }
2596                         else if (o_ptr->sval == SV_LITE_LANTERN)
2597                         {
2598 #ifdef JP
2599 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2600 #else
2601                                 info[i++] = "It provides light (radius 2) when fueled.";
2602 #endif
2603
2604                         }
2605                         else
2606                         {
2607 #ifdef JP
2608 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 1)¤ò¼ø¤±¤ë¡£";
2609 #else
2610                                 info[i++] = "It provides light (radius 1) when fueled.";
2611 #endif
2612
2613                         }
2614                 }
2615                 if (o_ptr->name2 == EGO_LITE_LONG)
2616                 {
2617 #ifdef JP
2618 info[i++] = "¤½¤ì¤ÏŤ¤¥¿¡¼¥óÌÀ¤«¤ê¤ò¼ø¤±¤ë¡£";
2619 #else
2620                         info[i++] = "It provides light for much longer time.";
2621 #endif
2622                 }
2623         }
2624
2625
2626         /* And then describe it fully */
2627
2628         if (have_flag(flgs, TR_RIDING))
2629         {
2630                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2631 #ifdef JP
2632 info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤ÏÈó¾ï¤Ë»È¤¤¤ä¤¹¤¤¡£";
2633 #else
2634                         info[i++] = "It is made for use while riding.";
2635 #endif
2636                 else
2637                 {
2638 #ifdef JP
2639                         info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤Ç¤â»È¤¤¤ä¤¹¤¤¡£";
2640 #else
2641                         info[i++] = "It is suitable for use while riding.";
2642 #endif
2643                         /* This information is not important enough */
2644                         trivial_info++;
2645                 }
2646         }
2647         if (have_flag(flgs, TR_STR))
2648         {
2649 #ifdef JP
2650 info[i++] = "¤½¤ì¤ÏÏÓÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
2651 #else
2652                 info[i++] = "It affects your strength.";
2653 #endif
2654
2655         }
2656         if (have_flag(flgs, TR_INT))
2657         {
2658 #ifdef JP
2659 info[i++] = "¤½¤ì¤ÏÃÎǽ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
2660 #else
2661                 info[i++] = "It affects your intelligence.";
2662 #endif
2663
2664         }
2665         if (have_flag(flgs, TR_WIS))
2666         {
2667 #ifdef JP
2668 info[i++] = "¤½¤ì¤Ï¸­¤µ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
2669 #else
2670                 info[i++] = "It affects your wisdom.";
2671 #endif
2672
2673         }
2674         if (have_flag(flgs, TR_DEX))
2675         {
2676 #ifdef JP
2677 info[i++] = "¤½¤ì¤Ï´ïÍѤµ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
2678 #else
2679                 info[i++] = "It affects your dexterity.";
2680 #endif
2681
2682         }
2683         if (have_flag(flgs, TR_CON))
2684         {
2685 #ifdef JP
2686 info[i++] = "¤½¤ì¤ÏÂѵ×ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
2687 #else
2688                 info[i++] = "It affects your constitution.";
2689 #endif
2690
2691         }
2692         if (have_flag(flgs, TR_CHR))
2693         {
2694 #ifdef JP
2695 info[i++] = "¤½¤ì¤ÏÌ¥ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
2696 #else
2697                 info[i++] = "It affects your charisma.";
2698 #endif
2699
2700         }
2701
2702         if (have_flag(flgs, TR_MAGIC_MASTERY))
2703         {
2704 #ifdef JP
2705 info[i++] = "¤½¤ì¤ÏËâË¡Æ»¶ñ»ÈÍÑǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
2706 #else
2707                 info[i++] = "It affects your ability to use magic devices.";
2708 #endif
2709
2710         }
2711         if (have_flag(flgs, TR_STEALTH))
2712         {
2713 #ifdef JP
2714 info[i++] = "¤½¤ì¤Ï±£Ì©¹ÔưǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
2715 #else
2716                 info[i++] = "It affects your stealth.";
2717 #endif
2718
2719         }
2720         if (have_flag(flgs, TR_SEARCH))
2721         {
2722 #ifdef JP
2723 info[i++] = "¤½¤ì¤Ïõº÷ǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
2724 #else
2725                 info[i++] = "It affects your searching.";
2726 #endif
2727
2728         }
2729         if (have_flag(flgs, TR_INFRA))
2730         {
2731 #ifdef JP
2732 info[i++] = "¤½¤ì¤ÏÀÖ³°Àþ»ëÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
2733 #else
2734                 info[i++] = "It affects your infravision.";
2735 #endif
2736
2737         }
2738         if (have_flag(flgs, TR_TUNNEL))
2739         {
2740 #ifdef JP
2741 info[i++] = "¤½¤ì¤ÏºÎ·¡Ç½ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
2742 #else
2743                 info[i++] = "It affects your ability to tunnel.";
2744 #endif
2745
2746         }
2747         if (have_flag(flgs, TR_SPEED))
2748         {
2749 #ifdef JP
2750 info[i++] = "¤½¤ì¤Ï¥¹¥Ô¡¼¥É¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
2751 #else
2752                 info[i++] = "It affects your speed.";
2753 #endif
2754
2755         }
2756         if (have_flag(flgs, TR_BLOWS))
2757         {
2758 #ifdef JP
2759 info[i++] = "¤½¤ì¤ÏÂÇ·â²ó¿ô¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
2760 #else
2761                 info[i++] = "It affects your attack speed.";
2762 #endif
2763
2764         }
2765
2766         if (have_flag(flgs, TR_BRAND_ACID))
2767         {
2768 #ifdef JP
2769 info[i++] = "¤½¤ì¤Ï»À¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
2770 #else
2771                 info[i++] = "It does extra damage from acid.";
2772 #endif
2773
2774         }
2775         if (have_flag(flgs, TR_BRAND_ELEC))
2776         {
2777 #ifdef JP
2778 info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
2779 #else
2780                 info[i++] = "It does extra damage from electricity.";
2781 #endif
2782
2783         }
2784         if (have_flag(flgs, TR_BRAND_FIRE))
2785         {
2786 #ifdef JP
2787 info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
2788 #else
2789                 info[i++] = "It does extra damage from fire.";
2790 #endif
2791
2792         }
2793         if (have_flag(flgs, TR_BRAND_COLD))
2794         {
2795 #ifdef JP
2796 info[i++] = "¤½¤ì¤ÏÎ䵤¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
2797 #else
2798                 info[i++] = "It does extra damage from frost.";
2799 #endif
2800
2801         }
2802
2803         if (have_flag(flgs, TR_BRAND_POIS))
2804         {
2805 #ifdef JP
2806 info[i++] = "¤½¤ì¤ÏŨ¤òÆǤ¹¤ë¡£";
2807 #else
2808                 info[i++] = "It poisons your foes.";
2809 #endif
2810
2811         }
2812
2813         if (have_flag(flgs, TR_CHAOTIC))
2814         {
2815 #ifdef JP
2816 info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹Åª¤Ê¸ú²Ì¤òµÚ¤Ü¤¹¡£";
2817 #else
2818                 info[i++] = "It produces chaotic effects.";
2819 #endif
2820
2821         }
2822
2823         if (have_flag(flgs, TR_VAMPIRIC))
2824         {
2825 #ifdef JP
2826 info[i++] = "¤½¤ì¤ÏŨ¤«¤é¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤òµÛ¼ý¤¹¤ë¡£";
2827 #else
2828                 info[i++] = "It drains life from your foes.";
2829 #endif
2830
2831         }
2832
2833         if (have_flag(flgs, TR_IMPACT))
2834         {
2835 #ifdef JP
2836 info[i++] = "¤½¤ì¤ÏÃϿ̤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
2837 #else
2838                 info[i++] = "It can cause earthquakes.";
2839 #endif
2840
2841         }
2842
2843         if (have_flag(flgs, TR_VORPAL))
2844         {
2845 #ifdef JP
2846 info[i++] = "¤½¤ì¤ÏÈó¾ï¤ËÀÚ¤ìÌ£¤¬±Ô¤¯Å¨¤òÀÚÃǤ¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2847 #else
2848                 info[i++] = "It is very sharp and can cut your foes.";
2849 #endif
2850
2851         }
2852
2853         if (have_flag(flgs, TR_KILL_DRAGON))
2854         {
2855 #ifdef JP
2856 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2857 #else
2858                 info[i++] = "It is a great bane of dragons.";
2859 #endif
2860
2861         }
2862         else if (have_flag(flgs, TR_SLAY_DRAGON))
2863         {
2864 #ifdef JP
2865 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2866 #else
2867                 info[i++] = "It is especially deadly against dragons.";
2868 #endif
2869
2870         }
2871
2872         if (have_flag(flgs, TR_KILL_ORC))
2873         {
2874 #ifdef JP
2875 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2876 #else
2877                 info[i++] = "It is a great bane of orcs.";
2878 #endif
2879
2880         }
2881         if (have_flag(flgs, TR_SLAY_ORC))
2882         {
2883 #ifdef JP
2884 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2885 #else
2886                 info[i++] = "It is especially deadly against orcs.";
2887 #endif
2888
2889         }
2890
2891         if (have_flag(flgs, TR_KILL_TROLL))
2892         {
2893 #ifdef JP
2894 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2895 #else
2896                 info[i++] = "It is a great bane of trolls.";
2897 #endif
2898
2899         }
2900         if (have_flag(flgs, TR_SLAY_TROLL))
2901         {
2902 #ifdef JP
2903 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2904 #else
2905                 info[i++] = "It is especially deadly against trolls.";
2906 #endif
2907
2908         }
2909
2910         if (have_flag(flgs, TR_KILL_GIANT))
2911         {
2912 #ifdef JP
2913 info[i++] = "¤½¤ì¤Ïµð¿Í¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2914 #else
2915                 info[i++] = "It is a great bane of giants.";
2916 #endif
2917         }
2918         else if (have_flag(flgs, TR_SLAY_GIANT))
2919         {
2920 #ifdef JP
2921 info[i++] = "¤½¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2922 #else
2923                 info[i++] = "It is especially deadly against giants.";
2924 #endif
2925
2926         }
2927
2928         if (have_flag(flgs, TR_KILL_DEMON))
2929         {
2930 #ifdef JP
2931 info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2932 #else
2933                 info[i++] = "It is a great bane of demons.";
2934 #endif
2935
2936         }
2937         if (have_flag(flgs, TR_SLAY_DEMON))
2938         {
2939 #ifdef JP
2940 info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2941 #else
2942                 info[i++] = "It strikes at demons with holy wrath.";
2943 #endif
2944
2945         }
2946
2947         if (have_flag(flgs, TR_KILL_UNDEAD))
2948         {
2949 #ifdef JP
2950 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2951 #else
2952                 info[i++] = "It is a great bane of undead.";
2953 #endif
2954
2955         }
2956         if (have_flag(flgs, TR_SLAY_UNDEAD))
2957         {
2958 #ifdef JP
2959 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2960 #else
2961                 info[i++] = "It strikes at undead with holy wrath.";
2962 #endif
2963
2964         }
2965
2966         if (have_flag(flgs, TR_KILL_EVIL))
2967         {
2968 #ifdef JP
2969 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2970 #else
2971                 info[i++] = "It is a great bane of evil monsters.";
2972 #endif
2973
2974         }
2975         if (have_flag(flgs, TR_SLAY_EVIL))
2976         {
2977 #ifdef JP
2978 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤǹ¶·â¤¹¤ë¡£";
2979 #else
2980                 info[i++] = "It fights against evil with holy fury.";
2981 #endif
2982
2983         }
2984
2985         if (have_flag(flgs, TR_KILL_ANIMAL))
2986         {
2987 #ifdef JP
2988 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2989 #else
2990                 info[i++] = "It is a great bane of natural creatures.";
2991 #endif
2992
2993         }
2994         if (have_flag(flgs, TR_SLAY_ANIMAL))
2995         {
2996 #ifdef JP
2997 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2998 #else
2999                 info[i++] = "It is especially deadly against natural creatures.";
3000 #endif
3001
3002         }
3003
3004         if (have_flag(flgs, TR_KILL_HUMAN))
3005         {
3006 #ifdef JP
3007 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
3008 #else
3009                 info[i++] = "It is a great bane of humans.";
3010 #endif
3011
3012         }
3013         if (have_flag(flgs, TR_SLAY_HUMAN))
3014         {
3015 #ifdef JP
3016 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
3017 #else
3018                 info[i++] = "It is especially deadly against humans.";
3019 #endif
3020
3021         }
3022
3023         if (have_flag(flgs, TR_FORCE_WEAPON))
3024         {
3025 #ifdef JP
3026 info[i++] = "¤½¤ì¤Ï»ÈÍѼԤÎËâÎϤò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3027 #else
3028                 info[i++] = "It powerfully strikes at a monster using your mana.";
3029 #endif
3030
3031         }
3032         if (have_flag(flgs, TR_DEC_MANA))
3033         {
3034 #ifdef JP
3035 info[i++] = "¤½¤ì¤ÏËâÎϤξÃÈñ¤ò²¡¤µ¤¨¤ë¡£";
3036 #else
3037                 info[i++] = "It decreases your mana consumption.";
3038 #endif
3039
3040         }
3041         if (have_flag(flgs, TR_SUST_STR))
3042         {
3043 #ifdef JP
3044 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÏÓÎϤò°Ý»ý¤¹¤ë¡£";
3045 #else
3046                 info[i++] = "It sustains your strength.";
3047 #endif
3048
3049         }
3050         if (have_flag(flgs, TR_SUST_INT))
3051         {
3052 #ifdef JP
3053 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÃÎǽ¤ò°Ý»ý¤¹¤ë¡£";
3054 #else
3055                 info[i++] = "It sustains your intelligence.";
3056 #endif
3057
3058         }
3059         if (have_flag(flgs, TR_SUST_WIS))
3060         {
3061 #ifdef JP
3062 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¸­¤µ¤ò°Ý»ý¤¹¤ë¡£";
3063 #else
3064                 info[i++] = "It sustains your wisdom.";
3065 #endif
3066
3067         }
3068         if (have_flag(flgs, TR_SUST_DEX))
3069         {
3070 #ifdef JP
3071 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î´ïÍѤµ¤ò°Ý»ý¤¹¤ë¡£";
3072 #else
3073                 info[i++] = "It sustains your dexterity.";
3074 #endif
3075
3076         }
3077         if (have_flag(flgs, TR_SUST_CON))
3078         {
3079 #ifdef JP
3080 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂѵ×ÎϤò°Ý»ý¤¹¤ë¡£";
3081 #else
3082                 info[i++] = "It sustains your constitution.";
3083 #endif
3084
3085         }
3086         if (have_flag(flgs, TR_SUST_CHR))
3087         {
3088 #ifdef JP
3089 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÌ¥ÎϤò°Ý»ý¤¹¤ë¡£";
3090 #else
3091                 info[i++] = "It sustains your charisma.";
3092 #endif
3093
3094         }
3095
3096         if (have_flag(flgs, TR_IM_ACID))
3097         {
3098 #ifdef JP
3099 info[i++] = "¤½¤ì¤Ï»À¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3100 #else
3101                 info[i++] = "It provides immunity to acid.";
3102 #endif
3103
3104         }
3105         if (have_flag(flgs, TR_IM_ELEC))
3106         {
3107 #ifdef JP
3108 info[i++] = "¤½¤ì¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3109 #else
3110                 info[i++] = "It provides immunity to electricity.";
3111 #endif
3112
3113         }
3114         if (have_flag(flgs, TR_IM_FIRE))
3115         {
3116 #ifdef JP
3117 info[i++] = "¤½¤ì¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3118 #else
3119                 info[i++] = "It provides immunity to fire.";
3120 #endif
3121
3122         }
3123         if (have_flag(flgs, TR_IM_COLD))
3124         {
3125 #ifdef JP
3126 info[i++] = "¤½¤ì¤Ï´¨¤µ¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3127 #else
3128                 info[i++] = "It provides immunity to cold.";
3129 #endif
3130
3131         }
3132
3133         if (have_flag(flgs, TR_THROW))
3134         {
3135 #ifdef JP
3136 info[i++] = "¤½¤ì¤ÏŨ¤ËÅꤲ¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3137 #else
3138                 info[i++] = "It is perfectly balanced for throwing.";
3139 #endif
3140         }
3141
3142         if (have_flag(flgs, TR_FREE_ACT))
3143         {
3144 #ifdef JP
3145 info[i++] = "¤½¤ì¤ÏËãáã¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3146 #else
3147                 info[i++] = "It provides immunity to paralysis.";
3148 #endif
3149
3150         }
3151         if (have_flag(flgs, TR_HOLD_LIFE))
3152         {
3153 #ifdef JP
3154 info[i++] = "¤½¤ì¤ÏÀ¸Ì¿Îϵۼý¤ËÂФ¹¤ëÂÑÀ­¤ò¼ø¤±¤ë¡£";
3155 #else
3156                 info[i++] = "It provides resistance to life draining.";
3157 #endif
3158
3159         }
3160         if (have_flag(flgs, TR_RES_FEAR))
3161         {
3162 #ifdef JP
3163 info[i++] = "¤½¤ì¤Ï¶²Éݤؤδ°Á´¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£";
3164 #else
3165                 info[i++] = "It makes you completely fearless.";
3166 #endif
3167
3168         }
3169         if (have_flag(flgs, TR_RES_ACID))
3170         {
3171 #ifdef JP
3172 info[i++] = "¤½¤ì¤Ï»À¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3173 #else
3174                 info[i++] = "It provides resistance to acid.";
3175 #endif
3176
3177         }
3178         if (have_flag(flgs, TR_RES_ELEC))
3179         {
3180 #ifdef JP
3181 info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3182 #else
3183                 info[i++] = "It provides resistance to electricity.";
3184 #endif
3185
3186         }
3187         if (have_flag(flgs, TR_RES_FIRE))
3188         {
3189 #ifdef JP
3190 info[i++] = "¤½¤ì¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3191 #else
3192                 info[i++] = "It provides resistance to fire.";
3193 #endif
3194
3195         }
3196         if (have_flag(flgs, TR_RES_COLD))
3197         {
3198 #ifdef JP
3199 info[i++] = "¤½¤ì¤Ï´¨¤µ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3200 #else
3201                 info[i++] = "It provides resistance to cold.";
3202 #endif
3203
3204         }
3205         if (have_flag(flgs, TR_RES_POIS))
3206         {
3207 #ifdef JP
3208 info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3209 #else
3210                 info[i++] = "It provides resistance to poison.";
3211 #endif
3212
3213         }
3214
3215         if (have_flag(flgs, TR_RES_LITE))
3216         {
3217 #ifdef JP
3218 info[i++] = "¤½¤ì¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3219 #else
3220                 info[i++] = "It provides resistance to light.";
3221 #endif
3222
3223         }
3224         if (have_flag(flgs, TR_RES_DARK))
3225         {
3226 #ifdef JP
3227 info[i++] = "¤½¤ì¤Ï°Å¹õ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3228 #else
3229                 info[i++] = "It provides resistance to dark.";
3230 #endif
3231
3232         }
3233
3234         if (have_flag(flgs, TR_RES_BLIND))
3235         {
3236 #ifdef JP
3237 info[i++] = "¤½¤ì¤ÏÌÕÌܤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3238 #else
3239                 info[i++] = "It provides resistance to blindness.";
3240 #endif
3241
3242         }
3243         if (have_flag(flgs, TR_RES_CONF))
3244         {
3245 #ifdef JP
3246 info[i++] = "¤½¤ì¤Ïº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3247 #else
3248                 info[i++] = "It provides resistance to confusion.";
3249 #endif
3250
3251         }
3252         if (have_flag(flgs, TR_RES_SOUND))
3253         {
3254 #ifdef JP
3255 info[i++] = "¤½¤ì¤Ï¹ì²»¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3256 #else
3257                 info[i++] = "It provides resistance to sound.";
3258 #endif
3259
3260         }
3261         if (have_flag(flgs, TR_RES_SHARDS))
3262         {
3263 #ifdef JP
3264 info[i++] = "¤½¤ì¤ÏÇËÊҤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3265 #else
3266                 info[i++] = "It provides resistance to shards.";
3267 #endif
3268
3269         }
3270
3271         if (have_flag(flgs, TR_RES_NETHER))
3272         {
3273 #ifdef JP
3274 info[i++] = "¤½¤ì¤ÏÃϹö¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3275 #else
3276                 info[i++] = "It provides resistance to nether.";
3277 #endif
3278
3279         }
3280         if (have_flag(flgs, TR_RES_NEXUS))
3281         {
3282 #ifdef JP
3283 info[i++] = "¤½¤ì¤Ï°ø²Ìº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3284 #else
3285                 info[i++] = "It provides resistance to nexus.";
3286 #endif
3287
3288         }
3289         if (have_flag(flgs, TR_RES_CHAOS))
3290         {
3291 #ifdef JP
3292 info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3293 #else
3294                 info[i++] = "It provides resistance to chaos.";
3295 #endif
3296
3297         }
3298         if (have_flag(flgs, TR_RES_DISEN))
3299         {
3300 #ifdef JP
3301 info[i++] = "¤½¤ì¤ÏÎô²½¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3302 #else
3303                 info[i++] = "It provides resistance to disenchantment.";
3304 #endif
3305
3306         }
3307
3308         if (have_flag(flgs, TR_LEVITATION))
3309         {
3310 #ifdef JP
3311 info[i++] = "¤½¤ì¤ÏÃè¤ËÉ⤯¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
3312 #else
3313                 info[i++] = "It allows you to levitate.";
3314 #endif
3315
3316         }
3317         if (have_flag(flgs, TR_LITE))
3318         {
3319                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT))
3320 #ifdef JP
3321 info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
3322 #else
3323                         info[i++] = "It decreases radius of your light source by 1.";
3324 #endif
3325                 else
3326 #ifdef JP
3327 info[i++] = "¤½¤ì¤Ï±Ê±ó¤ÎÌÀ¤«¤ê¤ò¼ø¤±¤ë(Ⱦ·Â¤Ë+1)¡£";
3328 #else
3329                         info[i++] = "It provides permanent light. (radius +1)";
3330 #endif
3331
3332         }
3333         if (have_flag(flgs, TR_SEE_INVIS))
3334         {
3335 #ifdef JP
3336 info[i++] = "¤½¤ì¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
3337 #else
3338                 info[i++] = "It allows you to see invisible monsters.";
3339 #endif
3340
3341         }
3342         if (have_flag(flgs, TR_TELEPATHY))
3343         {
3344 #ifdef JP
3345 info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò¼ø¤±¤ë¡£";
3346 #else
3347                 info[i++] = "It gives telepathic powers.";
3348 #endif
3349
3350         }
3351         if (have_flag(flgs, TR_ESP_ANIMAL))
3352         {
3353 #ifdef JP
3354 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤ÎÀ¸Êª¤ò´¶ÃΤ¹¤ë¡£";
3355 #else
3356                 info[i++] = "It senses natural creatures.";
3357 #endif
3358
3359         }
3360         if (have_flag(flgs, TR_ESP_UNDEAD))
3361         {
3362 #ifdef JP
3363 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ò´¶ÃΤ¹¤ë¡£";
3364 #else
3365                 info[i++] = "It senses undead.";
3366 #endif
3367
3368         }
3369         if (have_flag(flgs, TR_ESP_DEMON))
3370         {
3371 #ifdef JP
3372 info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò´¶ÃΤ¹¤ë¡£";
3373 #else
3374                 info[i++] = "It senses demons.";
3375 #endif
3376
3377         }
3378         if (have_flag(flgs, TR_ESP_ORC))
3379         {
3380 #ifdef JP
3381 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ò´¶ÃΤ¹¤ë¡£";
3382 #else
3383                 info[i++] = "It senses orcs.";
3384 #endif
3385
3386         }
3387         if (have_flag(flgs, TR_ESP_TROLL))
3388         {
3389 #ifdef JP
3390 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ò´¶ÃΤ¹¤ë¡£";
3391 #else
3392                 info[i++] = "It senses trolls.";
3393 #endif
3394
3395         }
3396         if (have_flag(flgs, TR_ESP_GIANT))
3397         {
3398 #ifdef JP
3399 info[i++] = "¤½¤ì¤Ïµð¿Í¤ò´¶ÃΤ¹¤ë¡£";
3400 #else
3401                 info[i++] = "It senses giants.";
3402 #endif
3403
3404         }
3405         if (have_flag(flgs, TR_ESP_DRAGON))
3406         {
3407 #ifdef JP
3408 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò´¶ÃΤ¹¤ë¡£";
3409 #else
3410                 info[i++] = "It senses dragons.";
3411 #endif
3412
3413         }
3414         if (have_flag(flgs, TR_ESP_HUMAN))
3415         {
3416 #ifdef JP
3417 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ò´¶ÃΤ¹¤ë¡£";
3418 #else
3419                 info[i++] = "It senses humans.";
3420 #endif
3421
3422         }
3423         if (have_flag(flgs, TR_ESP_EVIL))
3424         {
3425 #ifdef JP
3426 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¸ºß¤ò´¶ÃΤ¹¤ë¡£";
3427 #else
3428                 info[i++] = "It senses evil creatures.";
3429 #endif
3430
3431         }
3432         if (have_flag(flgs, TR_ESP_GOOD))
3433         {
3434 #ifdef JP
3435 info[i++] = "¤½¤ì¤ÏÁ±Îɤʸºß¤ò´¶ÃΤ¹¤ë¡£";
3436 #else
3437                 info[i++] = "It senses good creatures.";
3438 #endif
3439
3440         }
3441         if (have_flag(flgs, TR_ESP_NONLIVING))
3442         {
3443 #ifdef JP
3444 info[i++] = "¤½¤ì¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤò´¶ÃΤ¹¤ë¡£";
3445 #else
3446                 info[i++] = "It senses non-living creatures.";
3447 #endif
3448
3449         }
3450         if (have_flag(flgs, TR_ESP_UNIQUE))
3451         {
3452 #ifdef JP
3453 info[i++] = "¤½¤ì¤ÏÆÃÊ̤ʶ¯Å¨¤ò´¶ÃΤ¹¤ë¡£";
3454 #else
3455                 info[i++] = "It senses unique monsters.";
3456 #endif
3457
3458         }
3459         if (have_flag(flgs, TR_SLOW_DIGEST))
3460         {
3461 #ifdef JP
3462 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤òÃÙ¤¯¤¹¤ë¡£";
3463 #else
3464                 info[i++] = "It slows your metabolism.";
3465 #endif
3466
3467         }
3468         if (have_flag(flgs, TR_REGEN))
3469         {
3470 #ifdef JP
3471 info[i++] = "¤½¤ì¤ÏÂÎÎϲóÉüÎϤò¶¯²½¤¹¤ë¡£";
3472 #else
3473                 info[i++] = "It speeds your regenerative powers.";
3474 #endif
3475
3476         }
3477         if (have_flag(flgs, TR_WARNING))
3478         {
3479 #ifdef JP
3480 info[i++] = "¤½¤ì¤Ï´í¸±¤ËÂФ·¤Æ·Ù¹ð¤òȯ¤¹¤ë¡£";
3481 #else
3482                 info[i++] = "It warns you of danger";
3483 #endif
3484
3485         }
3486         if (have_flag(flgs, TR_REFLECT))
3487         {
3488 #ifdef JP
3489 info[i++] = "¤½¤ì¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
3490 #else
3491                 info[i++] = "It reflects bolts and arrows.";
3492 #endif
3493
3494         }
3495         if (have_flag(flgs, TR_SH_FIRE))
3496         {
3497 #ifdef JP
3498 info[i++] = "¤½¤ì¤Ï±ê¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3499 #else
3500                 info[i++] = "It produces a fiery sheath.";
3501 #endif
3502
3503         }
3504         if (have_flag(flgs, TR_SH_ELEC))
3505         {
3506 #ifdef JP
3507 info[i++] = "¤½¤ì¤ÏÅŵ¤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3508 #else
3509                 info[i++] = "It produces an electric sheath.";
3510 #endif
3511
3512         }
3513         if (have_flag(flgs, TR_SH_COLD))
3514         {
3515 #ifdef JP
3516 info[i++] = "¤½¤ì¤ÏÎ䵤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3517 #else
3518                 info[i++] = "It produces a sheath of coldness.";
3519 #endif
3520
3521         }
3522         if (have_flag(flgs, TR_NO_MAGIC))
3523         {
3524 #ifdef JP
3525 info[i++] = "¤½¤ì¤ÏÈ¿ËâË¡¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3526 #else
3527                 info[i++] = "It produces an anti-magic shell.";
3528 #endif
3529
3530         }
3531         if (have_flag(flgs, TR_NO_TELE))
3532         {
3533 #ifdef JP
3534 info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤹¤ë¡£";
3535 #else
3536                 info[i++] = "It prevents teleportation.";
3537 #endif
3538
3539         }
3540         if (have_flag(flgs, TR_XTRA_MIGHT))
3541         {
3542 #ifdef JP
3543 info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤò¤è¤ê¶¯ÎϤËȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3544 #else
3545                 info[i++] = "It fires missiles with extra might.";
3546 #endif
3547
3548         }
3549         if (have_flag(flgs, TR_XTRA_SHOTS))
3550         {
3551 #ifdef JP
3552 info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤòÈó¾ï¤ËÁ᤯ȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3553 #else
3554                 info[i++] = "It fires missiles excessively fast.";
3555 #endif
3556
3557         }
3558
3559         if (have_flag(flgs, TR_BLESSED))
3560         {
3561 #ifdef JP
3562 info[i++] = "¤½¤ì¤Ï¿À¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£";
3563 #else
3564                 info[i++] = "It has been blessed by the gods.";
3565 #endif
3566
3567         }
3568
3569         if (object_is_cursed(o_ptr))
3570         {
3571                 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3572                 {
3573 #ifdef JP
3574 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Î¼ö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
3575 #else
3576                         info[i++] = "It is permanently cursed.";
3577 #endif
3578
3579                 }
3580                 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3581                 {
3582 #ifdef JP
3583 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
3584 #else
3585                         info[i++] = "It is heavily cursed.";
3586 #endif
3587
3588                 }
3589                 else
3590                 {
3591 #ifdef JP
3592 info[i++] = "¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¡£";
3593 #else
3594                         info[i++] = "It is cursed.";
3595 #endif
3596
3597                         /*
3598                          * It's a trivial infomation since there is
3599                          * fake inscription {cursed}
3600                          */
3601                         trivial_info++;
3602                 }
3603         }
3604
3605         if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
3606         {
3607 #ifdef JP
3608 info[i++] = "¤½¤ì¤ÏÂÀ¸Å¤Î²Ò¡¹¤·¤¤±åÇ°¤¬½É¤Ã¤Æ¤¤¤ë¡£";
3609 #else
3610                 info[i++] = "It carries an ancient foul curse.";
3611 #endif
3612
3613         }
3614         if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
3615         {
3616 #ifdef JP
3617 info[i++] = "¤½¤ì¤ÏÉÕ¶á¤Î¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë¡£";
3618 #else
3619                 info[i++] = "It aggravates nearby creatures.";
3620 #endif
3621
3622         }
3623         if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
3624         {
3625 #ifdef JP
3626 info[i++] = "¤½¤ì¤Ï·Ð¸³ÃͤòµÛ¤¤¼è¤ë¡£";
3627 #else
3628                 info[i++] = "It drains experience.";
3629 #endif
3630
3631         }
3632         if (o_ptr->curse_flags & TRC_SLOW_REGEN)
3633         {
3634 #ifdef JP
3635 info[i++] = "¤½¤ì¤Ï²óÉüÎϤò¼å¤á¤ë¡£";
3636 #else
3637                 info[i++] = "It slows your regenerative powers.";
3638 #endif
3639
3640         }
3641         if (o_ptr->curse_flags & TRC_ADD_L_CURSE)
3642         {
3643 #ifdef JP
3644 info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£";
3645 #else
3646                 info[i++] = "It adds weak curses.";
3647 #endif
3648
3649         }
3650         if (o_ptr->curse_flags & TRC_ADD_H_CURSE)
3651         {
3652 #ifdef JP
3653 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£";
3654 #else
3655                 info[i++] = "It adds heavy curses.";
3656 #endif
3657
3658         }
3659         if (o_ptr->curse_flags & TRC_CALL_ANIMAL)
3660         {
3661 #ifdef JP
3662 info[i++] = "¤½¤ì¤Ïưʪ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3663 #else
3664                 info[i++] = "It attracts animals.";
3665 #endif
3666
3667         }
3668         if (o_ptr->curse_flags & TRC_CALL_DEMON)
3669         {
3670 #ifdef JP
3671 info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3672 #else
3673                 info[i++] = "It attracts demons.";
3674 #endif
3675
3676         }
3677         if (o_ptr->curse_flags & TRC_CALL_DRAGON)
3678         {
3679 #ifdef JP
3680 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3681 #else
3682                 info[i++] = "It attracts dragons.";
3683 #endif
3684
3685         }
3686         if (o_ptr->curse_flags & TRC_COWARDICE)
3687         {
3688 #ifdef JP
3689 info[i++] = "¤½¤ì¤Ï¶²ÉÝ´¶¤ò°ú¤­µ¯¤³¤¹¡£";
3690 #else
3691                 info[i++] = "It makes you subject to cowardice.";
3692 #endif
3693
3694         }
3695         if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
3696         {
3697 #ifdef JP
3698 info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤Ê¥Æ¥ì¥Ý¡¼¥È¤ò°ú¤­µ¯¤³¤¹¡£";
3699 #else
3700                 info[i++] = "It induces random teleportation.";
3701 #endif
3702
3703         }
3704         if (o_ptr->curse_flags & TRC_LOW_MELEE)
3705         {
3706 #ifdef JP
3707 info[i++] = "¤½¤ì¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
3708 #else
3709                 info[i++] = "It causes you to miss blows.";
3710 #endif
3711
3712         }
3713         if (o_ptr->curse_flags & TRC_LOW_AC)
3714         {
3715 #ifdef JP
3716 info[i++] = "¤½¤ì¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
3717 #else
3718                 info[i++] = "It helps your enemies' blows.";
3719 #endif
3720
3721         }
3722         if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3723         {
3724 #ifdef JP
3725 info[i++] = "¤½¤ì¤ÏËâË¡¤ò¾§¤¨¤Ë¤¯¤¯¤¹¤ë¡£";
3726 #else
3727                 info[i++] = "It encumbers you while spellcasting.";
3728 #endif
3729
3730         }
3731         if (o_ptr->curse_flags & TRC_FAST_DIGEST)
3732         {
3733 #ifdef JP
3734 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤ò®¤¯¤¹¤ë¡£";
3735 #else
3736                 info[i++] = "It speeds your metabolism.";
3737 #endif
3738
3739         }
3740         if (o_ptr->curse_flags & TRC_DRAIN_HP)
3741         {
3742 #ifdef JP
3743 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¤¤¼è¤ë¡£";
3744 #else
3745                 info[i++] = "It drains you.";
3746 #endif
3747
3748         }
3749         if (o_ptr->curse_flags & TRC_DRAIN_MANA)
3750         {
3751 #ifdef JP
3752 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¤¤¼è¤ë¡£";
3753 #else
3754                 info[i++] = "It drains your mana.";
3755 #endif
3756
3757         }
3758
3759         /* Describe about this kind of object instead of THIS fake object */
3760         if (mode & SCROBJ_FAKE_OBJECT)
3761         {
3762                 switch (o_ptr->tval)
3763                 {
3764                 case TV_RING:
3765                         switch (o_ptr->sval)
3766                         {
3767                         case SV_RING_LORDLY:
3768 #ifdef JP
3769                                 info[i++] = "¤½¤ì¤Ï´ö¤Ä¤«¤Î¥é¥ó¥À¥à¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£";
3770 #else
3771                                 info[i++] = "It provides some random resistances.";
3772 #endif
3773                                 break;
3774                         case SV_RING_WARNING:
3775 #ifdef JP
3776                                 info[i++] = "¤½¤ì¤Ï¤Ò¤È¤Ä¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3777 #else
3778                                 info[i++] = "It may provide a low rank ESP.";
3779 #endif
3780                                 break;
3781                         }
3782                         break;
3783
3784                 case TV_AMULET:
3785                         switch (o_ptr->sval)
3786                         {
3787                         case SV_AMULET_RESISTANCE:
3788 #ifdef JP
3789                                 info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3790 #else
3791                                 info[i++] = "It may provides resistance to poison.";
3792 #endif
3793 #ifdef JP
3794                                 info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤ÊÂÑÀ­¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3795 #else
3796                                 info[i++] = "It may provide a random resistances.";
3797 #endif
3798                                 break;
3799                         case SV_AMULET_THE_MAGI:
3800 #ifdef JP
3801                                 info[i++] = "¤½¤ì¤ÏºÇÂç¤Ç£³¤Ä¤Þ¤Ç¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë¡£";
3802 #else
3803                                 info[i++] = "It provides up to three low rank ESPs.";
3804 #endif
3805                                 break;
3806                         }
3807                         break;
3808                 }
3809         }
3810
3811         if (have_flag(flgs, TR_IGNORE_ACID) &&
3812             have_flag(flgs, TR_IGNORE_ELEC) &&
3813             have_flag(flgs, TR_IGNORE_FIRE) &&
3814             have_flag(flgs, TR_IGNORE_COLD))
3815         {
3816 #ifdef JP
3817                 info[i++] = "¤½¤ì¤Ï»À¡¦Åŷ⡦²Ð±ê¡¦Î䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3818 #else
3819                 info[i++] = "It cannot be harmed by the elements.";
3820 #endif
3821         }
3822         else
3823         {
3824                 if (have_flag(flgs, TR_IGNORE_ACID))
3825                 {
3826 #ifdef JP
3827                         info[i++] = "¤½¤ì¤Ï»À¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3828 #else
3829                         info[i++] = "It cannot be harmed by acid.";
3830 #endif
3831                 }
3832                 if (have_flag(flgs, TR_IGNORE_ELEC))
3833                 {
3834 #ifdef JP
3835                         info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3836 #else
3837                         info[i++] = "It cannot be harmed by electricity.";
3838 #endif
3839                 }
3840                 if (have_flag(flgs, TR_IGNORE_FIRE))
3841                 {
3842 #ifdef JP
3843                         info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3844 #else
3845                         info[i++] = "It cannot be harmed by fire.";
3846 #endif
3847                 }
3848                 if (have_flag(flgs, TR_IGNORE_COLD))
3849                 {
3850 #ifdef JP
3851                         info[i++] = "¤½¤ì¤ÏÎ䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3852 #else
3853                         info[i++] = "It cannot be harmed by cold.";
3854 #endif
3855                 }
3856         }
3857
3858         if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
3859
3860         /* No relevant informations */
3861         if (i <= trivial_info) return (FALSE);
3862
3863         /* Save the screen */
3864         screen_save();
3865
3866         /* Get size */
3867         Term_get_size(&wid, &hgt);
3868
3869         /* Display Item name */
3870         if (!(mode & SCROBJ_FAKE_OBJECT))
3871                 object_desc(o_name, o_ptr, 0);
3872         else
3873                 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
3874
3875         prt(o_name, 0, 0);
3876
3877         /* Erase the screen */
3878         for (k = 1; k < hgt; k++) prt("", k, 13);
3879
3880         /* Label the information */
3881         if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
3882         {
3883                 monster_race *r_ptr = &r_info[o_ptr->pval];
3884                 int namelen = strlen(r_name + r_ptr->name);
3885                 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
3886                 c_prt(r_ptr->d_attr, format("%c", r_ptr->d_char), 1, 18+namelen);
3887                 prt("'", 1, 19+namelen);
3888         }
3889         else
3890 #ifdef JP
3891 prt("     ¥¢¥¤¥Æ¥à¤ÎǽÎÏ:", 1, 15);
3892 #else
3893         prt("     Item Attributes:", 1, 15);
3894 #endif
3895
3896         /* We will print on top of the map (column 13) */
3897         for (k = 2, j = 0; j < i; j++)
3898         {
3899                 /* Show the info */
3900                 prt(info[j], k++, 15);
3901
3902                 /* Every 20 entries (lines 2 to 21), start over */
3903                 if ((k == hgt - 2) && (j+1 < i))
3904                 {
3905 #ifdef JP
3906 prt("-- Â³¤¯ --", k, 15);
3907 #else
3908                         prt("-- more --", k, 15);
3909 #endif
3910                         inkey();
3911                         for (; k > 2; k--) prt("", k, 15);
3912                 }
3913         }
3914
3915         /* Wait for it */
3916 #ifdef JP
3917 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 15);
3918 #else
3919         prt("[Press any key to continue]", k, 15);
3920 #endif
3921
3922         inkey();
3923
3924         /* Restore the screen */
3925         screen_load();
3926
3927         /* Gave knowledge */
3928         return (TRUE);
3929 }
3930
3931
3932
3933 /*
3934  * Convert an inventory index into a one character label
3935  * Note that the label does NOT distinguish inven/equip.
3936  */
3937 char index_to_label(int i)
3938 {
3939         /* Indexes for "inven" are easy */
3940         if (i < INVEN_RARM) return (I2A(i));
3941
3942         /* Indexes for "equip" are offset */
3943         return (I2A(i - INVEN_RARM));
3944 }
3945
3946
3947 /*
3948  * Convert a label into the index of an item in the "inven"
3949  * Return "-1" if the label does not indicate a real item
3950  */
3951 s16b label_to_inven(int c)
3952 {
3953         int i;
3954
3955         /* Convert */
3956         i = (islower(c) ? A2I(c) : -1);
3957
3958         /* Verify the index */
3959         if ((i < 0) || (i > INVEN_PACK)) return (-1);
3960
3961         /* Empty slots can never be chosen */
3962         if (!inventory[i].k_idx) return (-1);
3963
3964         /* Return the index */
3965         return (i);
3966 }
3967
3968
3969 /* See cmd5.c */
3970 extern bool select_ring_slot;
3971
3972
3973 static bool is_ring_slot(int i)
3974 {
3975         return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
3976 }
3977
3978
3979 /*
3980  * Convert a label into the index of a item in the "equip"
3981  * Return "-1" if the label does not indicate a real item
3982  */
3983 s16b label_to_equip(int c)
3984 {
3985         int i;
3986
3987         /* Convert */
3988         i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
3989
3990         /* Verify the index */
3991         if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
3992
3993         if (select_ring_slot) return is_ring_slot(i) ? i : -1;
3994
3995         /* Empty slots can never be chosen */
3996         if (!inventory[i].k_idx) return (-1);
3997
3998         /* Return the index */
3999         return (i);
4000 }
4001
4002
4003
4004 /*
4005  * Determine which equipment slot (if any) an item likes
4006  */
4007 s16b wield_slot(object_type *o_ptr)
4008 {
4009         /* Slot for equipment */
4010         switch (o_ptr->tval)
4011         {
4012                 case TV_DIGGING:
4013                 case TV_HAFTED:
4014                 case TV_POLEARM:
4015                 case TV_SWORD:
4016                 {
4017                         if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
4018                         if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
4019                         return (INVEN_LARM);
4020                 }
4021
4022                 case TV_CAPTURE:
4023                 case TV_CARD:
4024                 case TV_SHIELD:
4025                 {
4026                         if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
4027                         if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
4028                         return (INVEN_RARM);
4029                 }
4030
4031                 case TV_BOW:
4032                 {
4033                         return (INVEN_BOW);
4034                 }
4035
4036                 case TV_RING:
4037                 {
4038                         /* Use the right hand first */
4039                         if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
4040
4041                         /* Use the left hand for swapping (by default) */
4042                         return (INVEN_LEFT);
4043                 }
4044
4045                 case TV_AMULET:
4046                 case TV_WHISTLE:
4047                 {
4048                         return (INVEN_NECK);
4049                 }
4050
4051                 case TV_LITE:
4052                 {
4053                         return (INVEN_LITE);
4054                 }
4055
4056                 case TV_DRAG_ARMOR:
4057                 case TV_HARD_ARMOR:
4058                 case TV_SOFT_ARMOR:
4059                 {
4060                         return (INVEN_BODY);
4061                 }
4062
4063                 case TV_CLOAK:
4064                 {
4065                         return (INVEN_OUTER);
4066                 }
4067
4068                 case TV_CROWN:
4069                 case TV_HELM:
4070                 {
4071                         return (INVEN_HEAD);
4072                 }
4073
4074                 case TV_GLOVES:
4075                 {
4076                         return (INVEN_HANDS);
4077                 }
4078
4079                 case TV_BOOTS:
4080                 {
4081                         return (INVEN_FEET);
4082                 }
4083         }
4084
4085         /* No slot available */
4086         return (-1);
4087 }
4088
4089
4090 /*
4091  * Return a string mentioning how a given item is carried
4092  */
4093 cptr mention_use(int i)
4094 {
4095         cptr p;
4096
4097         /* Examine the location */
4098         switch (i)
4099         {
4100 #ifdef JP
4101                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "±¿ÈÂÃæ" : ((p_ptr->ryoute && p_ptr->migite) ? " Î¾¼ê" : (left_hander ? " º¸¼ê" : " ±¦¼ê")); break;
4102 #else
4103                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
4104 #endif
4105
4106 #ifdef JP
4107                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "±¿ÈÂÃæ" : ((p_ptr->ryoute && p_ptr->hidarite) ? " Î¾¼ê" : (left_hander ? " ±¦¼ê" : " º¸¼ê")); break;
4108 #else
4109                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
4110 #endif
4111
4112 #ifdef JP
4113                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "±¿ÈÂÃæ" : "¼Í·âÍÑ"; break;
4114 #else
4115                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break;
4116 #endif
4117
4118 #ifdef JP
4119                 case INVEN_RIGHT: p = (left_hander ? "º¸¼ê»Ø" : "±¦¼ê»Ø"); break;
4120 #else
4121                 case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
4122 #endif
4123
4124 #ifdef JP
4125                 case INVEN_LEFT:  p = (left_hander ? "±¦¼ê»Ø" : "º¸¼ê»Ø"); break;
4126 #else
4127                 case INVEN_LEFT:  p = (left_hander ? "On right hand" : "On left hand"); break;
4128 #endif
4129
4130 #ifdef JP
4131                 case INVEN_NECK:  p = "  ¼ó"; break;
4132 #else
4133                 case INVEN_NECK:  p = "Around neck"; break;
4134 #endif
4135
4136 #ifdef JP
4137                 case INVEN_LITE:  p = " ¸÷¸»"; break;
4138 #else
4139                 case INVEN_LITE:  p = "Light source"; break;
4140 #endif
4141
4142 #ifdef JP
4143                 case INVEN_BODY:  p = "  ÂÎ"; break;
4144 #else
4145                 case INVEN_BODY:  p = "On body"; break;
4146 #endif
4147
4148 #ifdef JP
4149                 case INVEN_OUTER: p = "ÂΤξå"; break;
4150 #else
4151                 case INVEN_OUTER: p = "About body"; break;
4152 #endif
4153
4154 #ifdef JP
4155                 case INVEN_HEAD:  p = "  Ƭ"; break;
4156 #else
4157                 case INVEN_HEAD:  p = "On head"; break;
4158 #endif
4159
4160 #ifdef JP
4161                 case INVEN_HANDS: p = "  ¼ê"; break;
4162 #else
4163                 case INVEN_HANDS: p = "On hands"; break;
4164 #endif
4165
4166 #ifdef JP
4167                 case INVEN_FEET:  p = "  ­"; break;
4168 #else
4169                 case INVEN_FEET:  p = "On feet"; break;
4170 #endif
4171
4172 #ifdef JP
4173                 default:          p = "¥¶¥Ã¥¯"; break;
4174 #else
4175                 default:          p = "In pack"; break;
4176 #endif
4177         }
4178
4179         /* Return the result */
4180         return p;
4181 }
4182
4183
4184 /*
4185  * Return a string describing how a given item is being worn.
4186  * Currently, only used for items in the equipment, not inventory.
4187  */
4188 cptr describe_use(int i)
4189 {
4190         cptr p;
4191
4192         switch (i)
4193         {
4194 #ifdef JP
4195                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "±¿ÈÂÃæ¤Î" : ((p_ptr->ryoute && p_ptr->migite) ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë")); break;
4196 #else
4197                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
4198 #endif
4199
4200 #ifdef JP
4201                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "±¿ÈÂÃæ¤Î" : ((p_ptr->ryoute && p_ptr->hidarite) ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë")); break;
4202 #else
4203                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
4204 #endif
4205
4206 #ifdef JP
4207                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "»ý¤Ä¤À¤±¤ÇÀº°ìÇÕ¤Î" : "¼Í·âÍѤËÁõÈ÷¤·¤Æ¤¤¤ë"; break;
4208 #else
4209                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break;
4210 #endif
4211
4212 #ifdef JP
4213                 case INVEN_RIGHT: p = (left_hander ? "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
4214 #else
4215                 case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break;
4216 #endif
4217
4218 #ifdef JP
4219                 case INVEN_LEFT:  p = (left_hander ? "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
4220 #else
4221                 case INVEN_LEFT:  p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
4222 #endif
4223
4224 #ifdef JP
4225                 case INVEN_NECK:  p = "¼ó¤Ë¤«¤±¤Æ¤¤¤ë"; break;
4226 #else
4227                 case INVEN_NECK:  p = "wearing around your neck"; break;
4228 #endif
4229
4230 #ifdef JP
4231                 case INVEN_LITE:  p = "¸÷¸»¤Ë¤·¤Æ¤¤¤ë"; break;
4232 #else
4233                 case INVEN_LITE:  p = "using to light the way"; break;
4234 #endif
4235
4236 #ifdef JP
4237                 case INVEN_BODY:  p = "ÂΤËÃå¤Æ¤¤¤ë"; break;
4238 #else
4239                 case INVEN_BODY:  p = "wearing on your body"; break;
4240 #endif
4241
4242 #ifdef JP
4243                 case INVEN_OUTER: p = "¿È¤Ë¤Þ¤È¤Ã¤Æ¤¤¤ë"; break;
4244 #else
4245                 case INVEN_OUTER: p = "wearing on your back"; break;
4246 #endif
4247
4248 #ifdef JP
4249                 case INVEN_HEAD:  p = "Ƭ¤Ë¤«¤Ö¤Ã¤Æ¤¤¤ë"; break;
4250 #else
4251                 case INVEN_HEAD:  p = "wearing on your head"; break;
4252 #endif
4253
4254 #ifdef JP
4255                 case INVEN_HANDS: p = "¼ê¤Ë¤Ä¤±¤Æ¤¤¤ë"; break;
4256 #else
4257                 case INVEN_HANDS: p = "wearing on your hands"; break;
4258 #endif
4259
4260 #ifdef JP
4261                 case INVEN_FEET:  p = "­¤Ë¤Ï¤¤¤Æ¤¤¤ë"; break;
4262 #else
4263                 case INVEN_FEET:  p = "wearing on your feet"; break;
4264 #endif
4265
4266 #ifdef JP
4267                 default:          p = "¥¶¥Ã¥¯¤ËÆþ¤Ã¤Æ¤¤¤ë"; break;
4268 #else
4269                 default:          p = "carrying in your pack"; break;
4270 #endif
4271         }
4272
4273         /* Return the result */
4274         return p;
4275 }
4276
4277
4278 /* Hack: Check if a spellbook is one of the realms we can use. -- TY */
4279
4280 bool check_book_realm(const byte book_tval, const byte book_sval)
4281 {
4282         if (book_tval < TV_LIFE_BOOK) return FALSE;
4283         if (p_ptr->pclass == CLASS_SORCERER)
4284         {
4285                 return is_magic(tval2realm(book_tval));
4286         }
4287         else if (p_ptr->pclass == CLASS_RED_MAGE)
4288         {
4289                 if (is_magic(tval2realm(book_tval)))
4290                         return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
4291         }
4292         return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
4293 }
4294
4295
4296 /*
4297  * Check an item against the item tester info
4298  */
4299 bool item_tester_okay(object_type *o_ptr)
4300 {
4301         /* Hack -- allow listing empty slots */
4302         if (item_tester_full) return (TRUE);
4303
4304         /* Require an item */
4305         if (!o_ptr->k_idx) return (FALSE);
4306
4307         /* Hack -- ignore "gold" */
4308         if (o_ptr->tval == TV_GOLD) return (FALSE);
4309
4310         /* Check the tval */
4311         if (item_tester_tval)
4312         {
4313                 /* Is it a spellbook? If so, we need a hack -- TY */
4314                 if ((item_tester_tval <= TV_DEATH_BOOK) &&
4315                         (item_tester_tval >= TV_LIFE_BOOK))
4316                         return check_book_realm(o_ptr->tval, o_ptr->sval);
4317                 else
4318                         if (item_tester_tval != o_ptr->tval) return (FALSE);
4319         }
4320
4321         /* Check the hook */
4322         if (item_tester_hook)
4323         {
4324                 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
4325         }
4326
4327         /* Assume okay */
4328         return (TRUE);
4329 }
4330
4331
4332
4333
4334 /*
4335  * Choice window "shadow" of the "show_inven()" function
4336  */
4337 void display_inven(void)
4338 {
4339         register        int i, n, z = 0;
4340         object_type     *o_ptr;
4341         byte            attr = TERM_WHITE;
4342         char            tmp_val[80];
4343         char            o_name[MAX_NLEN];
4344         int             wid, hgt;
4345
4346         /* Get size */
4347         Term_get_size(&wid, &hgt);
4348
4349         /* Find the "final" slot */
4350         for (i = 0; i < INVEN_PACK; i++)
4351         {
4352                 o_ptr = &inventory[i];
4353
4354                 /* Skip non-objects */
4355                 if (!o_ptr->k_idx) continue;
4356
4357                 /* Track */
4358                 z = i + 1;
4359         }
4360
4361         /* Display the pack */
4362         for (i = 0; i < z; i++)
4363         {
4364                 /* Examine the item */
4365                 o_ptr = &inventory[i];
4366
4367                 /* Start with an empty "index" */
4368                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
4369
4370                 /* Is this item "acceptable"? */
4371                 if (item_tester_okay(o_ptr))
4372                 {
4373                         /* Prepare an "index" */
4374                         tmp_val[0] = index_to_label(i);
4375
4376                         /* Bracket the "index" --(-- */
4377                         tmp_val[1] = ')';
4378                 }
4379
4380                 /* Display the index (or blank space) */
4381                 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
4382
4383                 /* Obtain an item description */
4384                 object_desc(o_name, o_ptr, 0);
4385
4386                 /* Obtain the length of the description */
4387                 n = strlen(o_name);
4388
4389                 /* Get a color */
4390                 attr = tval_to_attr[o_ptr->tval % 128];
4391
4392                 /* Grey out charging items */
4393                 if (o_ptr->timeout)
4394                 {
4395                         attr = TERM_L_DARK;
4396                 }
4397
4398                 /* Display the entry itself */
4399                 Term_putstr(3, i, n, attr, o_name);
4400
4401                 /* Erase the rest of the line */
4402                 Term_erase(3+n, i, 255);
4403
4404                 /* Display the weight if needed */
4405                 if (show_weights && o_ptr->weight)
4406                 {
4407                         int wgt = o_ptr->weight * o_ptr->number;
4408 #ifdef JP
4409                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
4410 #else
4411                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4412 #endif
4413
4414                         prt(tmp_val, i, wid - 9);
4415                 }
4416         }
4417
4418         /* Erase the rest of the window */
4419         for (i = z; i < hgt; i++)
4420         {
4421                 /* Erase the line */
4422                 Term_erase(0, i, 255);
4423         }
4424 }
4425
4426
4427
4428 /*
4429  * Choice window "shadow" of the "show_equip()" function
4430  */
4431 void display_equip(void)
4432 {
4433         register        int i, n;
4434         object_type     *o_ptr;
4435         byte            attr = TERM_WHITE;
4436         char            tmp_val[80];
4437         char            o_name[MAX_NLEN];
4438         int             wid, hgt;
4439
4440         /* Get size */
4441         Term_get_size(&wid, &hgt);
4442
4443         /* Display the equipment */
4444         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4445         {
4446                 /* Examine the item */
4447                 o_ptr = &inventory[i];
4448
4449                 /* Start with an empty "index" */
4450                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
4451
4452                 /* Is this item "acceptable"? */
4453                 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
4454                 {
4455                         /* Prepare an "index" */
4456                         tmp_val[0] = index_to_label(i);
4457
4458                         /* Bracket the "index" --(-- */
4459                         tmp_val[1] = ')';
4460                 }
4461
4462                 /* Display the index (or blank space) */
4463                 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
4464
4465                 /* Obtain an item description */
4466                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4467                 {
4468 #ifdef JP
4469                         strcpy(o_name, "(Éð´ï¤òξ¼ê»ý¤Á)");
4470 #else
4471                         strcpy(o_name, "(wielding with two-hands)");
4472 #endif
4473                         attr = TERM_WHITE;
4474                 }
4475                 else
4476                 {
4477                         object_desc(o_name, o_ptr, 0);
4478                         attr = tval_to_attr[o_ptr->tval % 128];
4479                 }
4480
4481                 /* Obtain the length of the description */
4482                 n = strlen(o_name);
4483
4484                 /* Grey out charging items */
4485                 if (o_ptr->timeout)
4486                 {
4487                         attr = TERM_L_DARK;
4488                 }
4489
4490                 /* Display the entry itself */
4491                 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
4492
4493                 /* Erase the rest of the line */
4494                 Term_erase(3+n, i - INVEN_RARM, 255);
4495
4496                 /* Display the weight (if needed) */
4497                 if (show_weights && o_ptr->weight)
4498                 {
4499                         int wgt = o_ptr->weight * o_ptr->number;
4500 #ifdef JP
4501                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
4502 #else
4503                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4504 #endif
4505
4506                         prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
4507                 }
4508
4509                 /* Display the slot description (if needed) */
4510                 if (show_labels)
4511                 {
4512                         Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
4513                         prt(mention_use(i), i - INVEN_RARM, wid - 15);
4514                 }
4515         }
4516
4517         /* Erase the rest of the window */
4518         for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
4519         {
4520                 /* Clear that line */
4521                 Term_erase(0, i, 255);
4522         }
4523 }
4524
4525
4526 /*
4527  * Find the "first" inventory object with the given "tag".
4528  *
4529  * A "tag" is a numeral "n" appearing as "@n" anywhere in the
4530  * inscription of an object.  Alphabetical characters don't work as a
4531  * tag in this form.
4532  *
4533  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
4534  * and "x" is the "current" command_cmd code.
4535  */
4536 static bool get_tag(int *cp, char tag, int mode)
4537 {
4538         int i, start, end;
4539         cptr s;
4540
4541         /* Extract index from mode */
4542         switch (mode)
4543         {
4544         case USE_EQUIP:
4545                 start = INVEN_RARM;
4546                 end = INVEN_TOTAL - 1;
4547                 break;
4548
4549         case USE_INVEN:
4550                 start = 0;
4551                 end = INVEN_PACK - 1;
4552                 break;
4553
4554         default:
4555                 return FALSE;
4556         }
4557
4558         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
4559
4560         /* Check every inventory object */
4561         for (i = start; i <= end; i++)
4562         {
4563                 object_type *o_ptr = &inventory[i];
4564
4565                 /* Skip non-objects */
4566                 if (!o_ptr->k_idx) continue;
4567
4568                 /* Skip empty inscriptions */
4569                 if (!o_ptr->inscription) continue;
4570
4571                 /* Skip non-choice */
4572                 if (!item_tester_okay(o_ptr)) continue;
4573
4574                 /* Find a '@' */
4575                 s = my_strchr(quark_str(o_ptr->inscription), '@');
4576
4577                 /* Process all tags */
4578                 while (s)
4579                 {
4580                         /* Check the special tags */
4581                         if ((s[1] == command_cmd) && (s[2] == tag))
4582                         {
4583                                 /* Save the actual inventory ID */
4584                                 *cp = i;
4585
4586                                 /* Success */
4587                                 return (TRUE);
4588                         }
4589
4590                         /* Find another '@' */
4591                         s = my_strchr(s + 1, '@');
4592                 }
4593         }
4594
4595
4596         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
4597
4598         /* Don't allow {@#} with '#' being alphabet */
4599         if (tag < '0' || '9' < tag)
4600         {
4601                 /* No such tag */
4602                 return FALSE;
4603         }
4604
4605         /* Check every object */
4606         for (i = start; i <= end; i++)
4607         {
4608                 object_type *o_ptr = &inventory[i];
4609
4610                 /* Skip non-objects */
4611                 if (!o_ptr->k_idx) continue;
4612
4613                 /* Skip empty inscriptions */
4614                 if (!o_ptr->inscription) continue;
4615
4616                 /* Skip non-choice */
4617                 if (!item_tester_okay(o_ptr)) continue;
4618
4619                 /* Find a '@' */
4620                 s = my_strchr(quark_str(o_ptr->inscription), '@');
4621
4622                 /* Process all tags */
4623                 while (s)
4624                 {
4625                         /* Check the normal tags */
4626                         if (s[1] == tag)
4627                         {
4628                                 /* Save the actual inventory ID */
4629                                 *cp = i;
4630
4631                                 /* Success */
4632                                 return (TRUE);
4633                         }
4634
4635                         /* Find another '@' */
4636                         s = my_strchr(s + 1, '@');
4637                 }
4638         }
4639
4640         /* No such tag */
4641         return (FALSE);
4642 }
4643
4644
4645 /*
4646  * Find the "first" floor object with the given "tag".
4647  *
4648  * A "tag" is a numeral "n" appearing as "@n" anywhere in the
4649  * inscription of an object.  Alphabetical characters don't work as a
4650  * tag in this form.
4651  *
4652  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
4653  * and "x" is the "current" command_cmd code.
4654  */
4655 static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num)
4656 {
4657         int i;
4658         cptr s;
4659
4660         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
4661
4662         /* Check every object in the grid */
4663         for (i = 0; i < floor_num && i < 23; i++)
4664         {
4665                 object_type *o_ptr = &o_list[floor_list[i]];
4666
4667                 /* Skip empty inscriptions */
4668                 if (!o_ptr->inscription) continue;
4669
4670                 /* Find a '@' */
4671                 s = my_strchr(quark_str(o_ptr->inscription), '@');
4672
4673                 /* Process all tags */
4674                 while (s)
4675                 {
4676                         /* Check the special tags */
4677                         if ((s[1] == command_cmd) && (s[2] == tag))
4678                         {
4679                                 /* Save the actual floor object ID */
4680                                 *cp = i;
4681
4682                                 /* Success */
4683                                 return (TRUE);
4684                         }
4685
4686                         /* Find another '@' */
4687                         s = my_strchr(s + 1, '@');
4688                 }
4689         }
4690
4691
4692         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
4693
4694         /* Don't allow {@#} with '#' being alphabet */
4695         if (tag < '0' || '9' < tag)
4696         {
4697                 /* No such tag */
4698                 return FALSE;
4699         }
4700
4701         /* Check every object in the grid */
4702         for (i = 0; i < floor_num && i < 23; i++)
4703         {
4704                 object_type *o_ptr = &o_list[floor_list[i]];
4705
4706                 /* Skip empty inscriptions */
4707                 if (!o_ptr->inscription) continue;
4708
4709                 /* Find a '@' */
4710                 s = my_strchr(quark_str(o_ptr->inscription), '@');
4711
4712                 /* Process all tags */
4713                 while (s)
4714                 {
4715                         /* Check the normal tags */
4716                         if (s[1] == tag)
4717                         {
4718                                 /* Save the floor object ID */
4719                                 *cp = i;
4720
4721                                 /* Success */
4722                                 return (TRUE);
4723                         }
4724
4725                         /* Find another '@' */
4726                         s = my_strchr(s + 1, '@');
4727                 }
4728         }
4729
4730         /* No such tag */
4731         return (FALSE);
4732 }
4733
4734
4735 /*
4736  * Move around label characters with correspond tags
4737  */
4738 static void prepare_label_string(char *label, int mode)
4739 {
4740         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
4741         int  offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
4742         int  i;
4743
4744         /* Prepare normal labels */
4745         strcpy(label, alphabet_chars);
4746
4747         /* Move each label */
4748         for (i = 0; i < 52; i++)
4749         {
4750                 int index;
4751                 char c = alphabet_chars[i];
4752
4753                 /* Find a tag with this label */
4754                 if (get_tag(&index, c, mode))
4755                 {
4756                         /* Delete the overwritten label */
4757                         if (label[i] == c) label[i] = ' ';
4758
4759                         /* Move the label to the place of corresponding tag */
4760                         label[index - offset] = c;
4761                 }
4762         }
4763 }
4764
4765
4766 /*
4767  * Move around label characters with correspond tags (floor version)
4768  */
4769 static void prepare_label_string_floor(char *label, int floor_list[], int floor_num)
4770 {
4771         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
4772         int  i;
4773
4774         /* Prepare normal labels */
4775         strcpy(label, alphabet_chars);
4776
4777         /* Move each label */
4778         for (i = 0; i < 52; i++)
4779         {
4780                 int index;
4781                 char c = alphabet_chars[i];
4782
4783                 /* Find a tag with this label */
4784                 if (get_tag_floor(&index, c, floor_list, floor_num))
4785                 {
4786                         /* Delete the overwritten label */
4787                         if (label[i] == c) label[i] = ' ';
4788
4789                         /* Move the label to the place of corresponding tag */
4790                         label[index] = c;
4791                 }
4792         }
4793 }
4794
4795
4796 /*
4797  * Display the inventory.
4798  *
4799  * Hack -- do not display "trailing" empty slots
4800  */
4801 int show_inven(int target_item)
4802 {
4803         int             i, j, k, l, z = 0;
4804         int             col, cur_col, len;
4805         object_type     *o_ptr;
4806         char            o_name[MAX_NLEN];
4807         char            tmp_val[80];
4808         int             out_index[23];
4809         byte            out_color[23];
4810         char            out_desc[23][MAX_NLEN];
4811         int             target_item_label = 0;
4812         int             wid, hgt;
4813         char            inven_label[52 + 1];
4814
4815         /* Starting column */
4816         col = command_gap;
4817
4818         /* Get size */
4819         Term_get_size(&wid, &hgt);
4820
4821         /* Default "max-length" */
4822         len = wid - col - 1;
4823
4824
4825         /* Find the "final" slot */
4826         for (i = 0; i < INVEN_PACK; i++)
4827         {
4828                 o_ptr = &inventory[i];
4829
4830                 /* Skip non-objects */
4831                 if (!o_ptr->k_idx) continue;
4832
4833                 /* Track */
4834                 z = i + 1;
4835         }
4836
4837         prepare_label_string(inven_label, USE_INVEN);
4838
4839         /* Display the inventory */
4840         for (k = 0, i = 0; i < z; i++)
4841         {
4842                 o_ptr = &inventory[i];
4843
4844                 /* Is this item acceptable? */
4845                 if (!item_tester_okay(o_ptr)) continue;
4846
4847                 /* Describe the object */
4848                 object_desc(o_name, o_ptr, 0);
4849
4850                 /* Save the object index, color, and description */
4851                 out_index[k] = i;
4852                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
4853
4854                 /* Grey out charging items */
4855                 if (o_ptr->timeout)
4856                 {
4857                         out_color[k] = TERM_L_DARK;
4858                 }
4859
4860                 (void)strcpy(out_desc[k], o_name);
4861
4862                 /* Find the predicted "line length" */
4863                 l = strlen(out_desc[k]) + 5;
4864
4865                 /* Be sure to account for the weight */
4866                 if (show_weights) l += 9;
4867
4868                 /* Account for icon if displayed */
4869                 if (show_item_graph)
4870                 {
4871                         l += 2;
4872                         if (use_bigtile) l++;
4873                 }
4874
4875                 /* Maintain the maximum length */
4876                 if (l > len) len = l;
4877
4878                 /* Advance to next "line" */
4879                 k++;
4880         }
4881
4882         /* Find the column to start in */
4883         col = (len > wid - 4) ? 0 : (wid - len - 1);
4884
4885         /* Output each entry */
4886         for (j = 0; j < k; j++)
4887         {
4888                 /* Get the index */
4889                 i = out_index[j];
4890
4891                 /* Get the item */
4892                 o_ptr = &inventory[i];
4893
4894                 /* Clear the line */
4895                 prt("", j + 1, col ? col - 2 : col);
4896
4897                 if (use_menu && target_item)
4898                 {
4899                         if (j == (target_item-1))
4900                         {
4901 #ifdef JP
4902                                 strcpy(tmp_val, "¡Õ");
4903 #else
4904                                 strcpy(tmp_val, "> ");
4905 #endif
4906                                 target_item_label = i;
4907                         }
4908                         else strcpy(tmp_val, "  ");
4909                 }
4910                 else if (i <= INVEN_PACK)
4911                 {
4912                         /* Prepare an index --(-- */
4913                         sprintf(tmp_val, "%c)", inven_label[i]);
4914                 }
4915                 else
4916                 {
4917                         /* Prepare an index --(-- */
4918                         sprintf(tmp_val, "%c)", index_to_label(i));
4919                 }
4920
4921                 /* Clear the line with the (possibly indented) index */
4922                 put_str(tmp_val, j + 1, col);
4923
4924                 cur_col = col + 3;
4925
4926                 /* Display graphics for object, if desired */
4927                 if (show_item_graph)
4928                 {
4929                         byte  a = object_attr(o_ptr);
4930                         char c = object_char(o_ptr);
4931
4932 #ifdef AMIGA
4933                         if (a & 0x80) a |= 0x40;
4934 #endif
4935
4936                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
4937                         if (use_bigtile) cur_col++;
4938
4939                         cur_col += 2;
4940                 }
4941
4942
4943                 /* Display the entry itself */
4944                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
4945
4946                 /* Display the weight if needed */
4947                 if (show_weights)
4948                 {
4949                         int wgt = o_ptr->weight * o_ptr->number;
4950 #ifdef JP
4951                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
4952 #else
4953                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4954 #endif
4955
4956                         prt(tmp_val, j + 1, wid - 9);
4957                 }
4958         }
4959
4960         /* Make a "shadow" below the list (only if needed) */
4961         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
4962
4963         /* Save the new column */
4964         command_gap = col;
4965
4966         return target_item_label;
4967 }
4968
4969
4970
4971 /*
4972  * Display the equipment.
4973  */
4974 int show_equip(int target_item)
4975 {
4976         int             i, j, k, l;
4977         int             col, cur_col, len;
4978         object_type     *o_ptr;
4979         char            tmp_val[80];
4980         char            o_name[MAX_NLEN];
4981         int             out_index[23];
4982         byte            out_color[23];
4983         char            out_desc[23][MAX_NLEN];
4984         int             target_item_label = 0;
4985         int             wid, hgt;
4986         char            equip_label[52 + 1];
4987
4988         /* Starting column */
4989         col = command_gap;
4990
4991         /* Get size */
4992         Term_get_size(&wid, &hgt);
4993
4994         /* Maximal length */
4995         len = wid - col - 1;
4996
4997
4998         /* Scan the equipment list */
4999         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
5000         {
5001                 o_ptr = &inventory[i];
5002
5003                 /* Is this item acceptable? */
5004                 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
5005                     (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
5006                      item_tester_no_ryoute)) continue;
5007
5008                 /* Description */
5009                 object_desc(o_name, o_ptr, 0);
5010
5011                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
5012                 {
5013 #ifdef JP
5014                         (void)strcpy(out_desc[k],"(Éð´ï¤òξ¼ê»ý¤Á)");
5015 #else
5016                         (void)strcpy(out_desc[k],"(wielding with two-hands)");
5017 #endif
5018                         out_color[k] = TERM_WHITE;
5019                 }
5020                 else
5021                 {
5022                         (void)strcpy(out_desc[k], o_name);
5023                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
5024                 }
5025
5026                 out_index[k] = i;
5027                 /* Grey out charging items */
5028                 if (o_ptr->timeout)
5029                 {
5030                         out_color[k] = TERM_L_DARK;
5031                 }
5032
5033                 /* Extract the maximal length (see below) */
5034 #ifdef JP
5035                 l = strlen(out_desc[k]) + (2 + 1);
5036 #else
5037                 l = strlen(out_desc[k]) + (2 + 3);
5038 #endif
5039
5040
5041                 /* Increase length for labels (if needed) */
5042 #ifdef JP
5043                 if (show_labels) l += (7 + 2);
5044 #else
5045                 if (show_labels) l += (14 + 2);
5046 #endif
5047
5048
5049                 /* Increase length for weight (if needed) */
5050                 if (show_weights) l += 9;
5051
5052                 if (show_item_graph) l += 2;
5053
5054                 /* Maintain the max-length */
5055                 if (l > len) len = l;
5056
5057                 /* Advance the entry */
5058                 k++;
5059         }
5060
5061         /* Hack -- Find a column to start in */
5062 #ifdef JP
5063         col = (len > wid - 6) ? 0 : (wid - len - 1);
5064 #else
5065         col = (len > wid - 4) ? 0 : (wid - len - 1);
5066 #endif
5067
5068         prepare_label_string(equip_label, USE_EQUIP);
5069
5070         /* Output each entry */
5071         for (j = 0; j < k; j++)
5072         {
5073                 /* Get the index */
5074                 i = out_index[j];
5075
5076                 /* Get the item */
5077                 o_ptr = &inventory[i];
5078
5079                 /* Clear the line */
5080                 prt("", j + 1, col ? col - 2 : col);
5081
5082                 if (use_menu && target_item)
5083                 {
5084                         if (j == (target_item-1))
5085                         {
5086 #ifdef JP
5087                                 strcpy(tmp_val, "¡Õ");
5088 #else
5089                                 strcpy(tmp_val, "> ");
5090 #endif
5091                                 target_item_label = i;
5092                         }
5093                         else strcpy(tmp_val, "  ");
5094                 }
5095                 else if (i >= INVEN_RARM)
5096                 {
5097                         /* Prepare an index --(-- */
5098                         sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
5099                 }
5100                 else /* Paranoia */
5101                 {
5102                         /* Prepare an index --(-- */
5103                         sprintf(tmp_val, "%c)", index_to_label(i));
5104                 }
5105
5106                 /* Clear the line with the (possibly indented) index */
5107                 put_str(tmp_val, j+1, col);
5108
5109                 cur_col = col + 3;
5110
5111                 /* Display graphics for object, if desired */
5112                 if (show_item_graph)
5113                 {
5114                         byte a = object_attr(o_ptr);
5115                         char c = object_char(o_ptr);
5116
5117 #ifdef AMIGA
5118                         if (a & 0x80) a |= 0x40;
5119 #endif
5120
5121                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
5122                         if (use_bigtile) cur_col++;
5123
5124                         cur_col += 2;
5125                 }
5126
5127                 /* Use labels */
5128                 if (show_labels)
5129                 {
5130                         /* Mention the use */
5131 #ifdef JP
5132                         (void)sprintf(tmp_val, "%-7s: ", mention_use(i));
5133 #else
5134                         (void)sprintf(tmp_val, "%-14s: ", mention_use(i));
5135 #endif
5136
5137                         put_str(tmp_val, j+1, cur_col);
5138
5139                         /* Display the entry itself */
5140 #ifdef JP
5141                         c_put_str(out_color[j], out_desc[j], j+1, cur_col + 9);
5142 #else
5143                         c_put_str(out_color[j], out_desc[j], j+1, cur_col + 16);
5144 #endif
5145                 }
5146
5147                 /* No labels */
5148                 else
5149                 {
5150                         /* Display the entry itself */
5151                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
5152                 }
5153
5154                 /* Display the weight if needed */
5155                 if (show_weights)
5156                 {
5157                         int wgt = o_ptr->weight * o_ptr->number;
5158 #ifdef JP
5159                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
5160 #else
5161                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
5162 #endif
5163
5164                         prt(tmp_val, j + 1, wid - 9);
5165                 }
5166         }
5167
5168         /* Make a "shadow" below the list (only if needed) */
5169         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
5170
5171         /* Save the new column */
5172         command_gap = col;
5173
5174         return target_item_label;
5175 }
5176
5177
5178
5179
5180 /*
5181  * Flip "inven" and "equip" in any sub-windows
5182  */
5183 void toggle_inven_equip(void)
5184 {
5185         int j;
5186
5187         /* Scan windows */
5188         for (j = 0; j < 8; j++)
5189         {
5190                 /* Unused */
5191                 if (!angband_term[j]) continue;
5192
5193                 /* Flip inven to equip */
5194                 if (window_flag[j] & (PW_INVEN))
5195                 {
5196                         /* Flip flags */
5197                         window_flag[j] &= ~(PW_INVEN);
5198                         window_flag[j] |= (PW_EQUIP);
5199
5200                         /* Window stuff */
5201                         p_ptr->window |= (PW_EQUIP);
5202                 }
5203
5204                 /* Flip inven to equip */
5205                 else if (window_flag[j] & (PW_EQUIP))
5206                 {
5207                         /* Flip flags */
5208                         window_flag[j] &= ~(PW_EQUIP);
5209                         window_flag[j] |= (PW_INVEN);
5210
5211                         /* Window stuff */
5212                         p_ptr->window |= (PW_INVEN);
5213                 }
5214         }
5215 }
5216
5217
5218
5219 /*
5220  * Verify the choice of an item.
5221  *
5222  * The item can be negative to mean "item on floor".
5223  */
5224 static bool verify(cptr prompt, int item)
5225 {
5226         char        o_name[MAX_NLEN];
5227         char        out_val[MAX_NLEN+20];
5228         object_type *o_ptr;
5229
5230
5231         /* Inventory */
5232         if (item >= 0)
5233         {
5234                 o_ptr = &inventory[item];
5235         }
5236
5237         /* Floor */
5238         else
5239         {
5240                 o_ptr = &o_list[0 - item];
5241         }
5242
5243         /* Describe */
5244         object_desc(o_name, o_ptr, 0);
5245
5246         /* Prompt */
5247 #ifdef JP
5248 (void)sprintf(out_val, "%s%s¤Ç¤¹¤«? ", prompt, o_name);
5249 #else
5250         (void)sprintf(out_val, "%s %s? ", prompt, o_name);
5251 #endif
5252
5253
5254         /* Query */
5255         return (get_check(out_val));
5256 }
5257
5258
5259 /*
5260  * Hack -- allow user to "prevent" certain choices
5261  *
5262  * The item can be negative to mean "item on floor".
5263  */
5264 static bool get_item_allow(int item)
5265 {
5266         cptr s;
5267
5268         object_type *o_ptr;
5269
5270         if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
5271
5272         /* Inventory */
5273         if (item >= 0)
5274         {
5275                 o_ptr = &inventory[item];
5276         }
5277
5278         /* Floor */
5279         else
5280         {
5281                 o_ptr = &o_list[0 - item];
5282         }
5283
5284         /* No inscription */
5285         if (!o_ptr->inscription) return (TRUE);
5286
5287         /* Find a '!' */
5288         s = my_strchr(quark_str(o_ptr->inscription), '!');
5289
5290         /* Process preventions */
5291         while (s)
5292         {
5293                 /* Check the "restriction" */
5294                 if ((s[1] == command_cmd) || (s[1] == '*'))
5295                 {
5296                         /* Verify the choice */
5297 #ifdef JP
5298 if (!verify("ËÜÅö¤Ë", item)) return (FALSE);
5299 #else
5300                         if (!verify("Really try", item)) return (FALSE);
5301 #endif
5302
5303                 }
5304
5305                 /* Find another '!' */
5306                 s = my_strchr(s + 1, '!');
5307         }
5308
5309         /* Allow it */
5310         return (TRUE);
5311 }
5312
5313
5314
5315 /*
5316  * Auxiliary function for "get_item()" -- test an index
5317  */
5318 static bool get_item_okay(int i)
5319 {
5320         /* Illegal items */
5321         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
5322
5323         if (select_ring_slot) return is_ring_slot(i);
5324
5325         /* Verify the item */
5326         if (!item_tester_okay(&inventory[i])) return (FALSE);
5327
5328         /* Assume okay */
5329         return (TRUE);
5330 }
5331
5332
5333
5334 /*
5335  * Determine whether get_item() can get some item or not
5336  * assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
5337  */
5338 bool can_get_item(void)
5339 {
5340         int j, floor_list[23], floor_num = 0;
5341
5342         for (j = 0; j < INVEN_TOTAL; j++)
5343                 if (item_tester_okay(&inventory[j]))
5344                         return TRUE;
5345
5346         floor_num = scan_floor(floor_list, py, px, 0x03);
5347         if (floor_num)
5348                 return TRUE;
5349
5350         return FALSE;
5351 }
5352
5353 /*
5354  * Let the user select an item, save its "index"
5355  *
5356  * Return TRUE only if an acceptable item was chosen by the user.
5357  *
5358  * The selected item must satisfy the "item_tester_hook()" function,
5359  * if that hook is set, and the "item_tester_tval", if that value is set.
5360  *
5361  * All "item_tester" restrictions are cleared before this function returns.
5362  *
5363  * The user is allowed to choose acceptable items from the equipment,
5364  * inventory, or floor, respectively, if the proper flag was given,
5365  * and there are any acceptable items in that location.
5366  *
5367  * The equipment or inventory are displayed (even if no acceptable
5368  * items are in that location) if the proper flag was given.
5369  *
5370  * If there are no acceptable items available anywhere, and "str" is
5371  * not NULL, then it will be used as the text of a warning message
5372  * before the function returns.
5373  *
5374  * Note that the user must press "-" to specify the item on the floor,
5375  * and there is no way to "examine" the item on the floor, while the
5376  * use of "capital" letters will "examine" an inventory/equipment item,
5377  * and prompt for its use.
5378  *
5379  * If a legal item is selected from the inventory, we save it in "cp"
5380  * directly (0 to 35), and return TRUE.
5381  *
5382  * If a legal item is selected from the floor, we save it in "cp" as
5383  * a negative (-1 to -511), and return TRUE.
5384  *
5385  * If no item is available, we do nothing to "cp", and we display a
5386  * warning message, using "str" if available, and return FALSE.
5387  *
5388  * If no item is selected, we do nothing to "cp", and return FALSE.
5389  *
5390  * Global "p_ptr->command_new" is used when viewing the inventory or equipment
5391  * to allow the user to enter a command while viewing those screens, and
5392  * also to induce "auto-enter" of stores, and other such stuff.
5393  *
5394  * Global "p_ptr->command_see" may be set before calling this function to start
5395  * out in "browse" mode.  It is cleared before this function returns.
5396  *
5397  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.
5398  * If it is TRUE then we are viewing inventory, else equipment.
5399  *
5400  * We always erase the prompt when we are done, leaving a blank line,
5401  * or a warning message, if appropriate, if no items are available.
5402  */
5403 bool get_item(int *cp, cptr pmt, cptr str, int mode)
5404 {
5405         s16b this_o_idx, next_o_idx = 0;
5406
5407         char which = ' ';
5408
5409         int j, k, i1, i2, e1, e2;
5410
5411         bool done, item;
5412
5413         bool oops = FALSE;
5414
5415         bool equip = FALSE;
5416         bool inven = FALSE;
5417         bool floor = FALSE;
5418
5419         bool allow_floor = FALSE;
5420
5421         bool toggle = FALSE;
5422
5423         char tmp_val[160];
5424         char out_val[160];
5425
5426         /* See cmd5.c */
5427         extern bool select_the_force;
5428
5429         int menu_line = (use_menu ? 1 : 0);
5430         int max_inven = 0;
5431         int max_equip = 0;
5432
5433 #ifdef ALLOW_EASY_FLOOR /* TNB */
5434
5435         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
5436
5437 #endif /* ALLOW_EASY_FLOOR -- TNB */
5438
5439         /* Extract args */
5440         if (mode & USE_EQUIP) equip = TRUE;
5441         if (mode & USE_INVEN) inven = TRUE;
5442         if (mode & USE_FLOOR) floor = TRUE;
5443
5444 #ifdef ALLOW_REPEAT
5445
5446         /* Get the item index */
5447         if (repeat_pull(cp))
5448         {
5449                 /* the_force */
5450                 if (select_the_force && (*cp == INVEN_FORCE))
5451                 {
5452                         item_tester_tval = 0;
5453                         item_tester_hook = NULL;
5454                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5455                         return (TRUE);
5456                 }
5457
5458                 /* Floor item? */
5459                 else if (floor && (*cp < 0))
5460                 {
5461                         object_type *o_ptr;
5462
5463                         /* Special index */
5464                         k = 0 - (*cp);
5465
5466                         /* Acquire object */
5467                         o_ptr = &o_list[k];
5468
5469                         /* Validate the item */
5470                         if (item_tester_okay(o_ptr))
5471                         {
5472                                 /* Forget the item_tester_tval restriction */
5473                                 item_tester_tval = 0;
5474
5475                                 /* Forget the item_tester_hook restriction */
5476                                 item_tester_hook = NULL;
5477
5478                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5479
5480                                 /* Success */
5481                                 return (TRUE);
5482                         }
5483                 }
5484
5485                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
5486                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
5487                 {
5488                         /* Verify the item */
5489                         if (get_item_okay(*cp))
5490                         {
5491                                 /* Forget the item_tester_tval restriction */
5492                                 item_tester_tval = 0;
5493
5494                                 /* Forget the item_tester_hook restriction */
5495                                 item_tester_hook = NULL;
5496
5497                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5498
5499                                 /* Success */
5500                                 return (TRUE);
5501                         }
5502                 }
5503         }
5504
5505 #endif /* ALLOW_REPEAT */
5506
5507
5508         /* Paranoia XXX XXX XXX */
5509         msg_print(NULL);
5510
5511
5512         /* Not done */
5513         done = FALSE;
5514
5515         /* No item selected */
5516         item = FALSE;
5517
5518
5519         /* Full inventory */
5520         i1 = 0;
5521         i2 = INVEN_PACK - 1;
5522
5523         /* Forbid inventory */
5524         if (!inven) i2 = -1;
5525         else if (use_menu)
5526         {
5527                 for (j = 0; j < INVEN_PACK; j++)
5528                         if (item_tester_okay(&inventory[j])) max_inven++;
5529         }
5530
5531         /* Restrict inventory indexes */
5532         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
5533         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
5534
5535
5536         /* Full equipment */
5537         e1 = INVEN_RARM;
5538         e2 = INVEN_TOTAL - 1;
5539
5540         /* Forbid equipment */
5541         if (!equip) e2 = -1;
5542         else if (use_menu)
5543         {
5544                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
5545                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
5546                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
5547         }
5548
5549         /* Restrict equipment indexes */
5550         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
5551         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
5552
5553         if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
5554         {
5555                 if (p_ptr->migite)
5556                 {
5557                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
5558                 }
5559                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
5560         }
5561
5562
5563         /* Restrict floor usage */
5564         if (floor)
5565         {
5566                 /* Scan all objects in the grid */
5567                 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5568                 {
5569                         object_type *o_ptr;
5570
5571                         /* Acquire object */
5572                         o_ptr = &o_list[this_o_idx];
5573
5574                         /* Acquire next object */
5575                         next_o_idx = o_ptr->next_o_idx;
5576
5577                         /* Accept the item on the floor if legal */
5578                         if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
5579                 }
5580         }
5581
5582         /* Require at least one legal choice */
5583         if (!allow_floor && (i1 > i2) && (e1 > e2))
5584         {
5585                 /* Cancel p_ptr->command_see */
5586                 command_see = FALSE;
5587
5588                 /* Oops */
5589                 oops = TRUE;
5590
5591                 /* Done */
5592                 done = TRUE;
5593
5594                 if (select_the_force) {
5595                     *cp = INVEN_FORCE;
5596                     item = TRUE;
5597                 }
5598         }
5599
5600         /* Analyze choices */
5601         else
5602         {
5603                 /* Hack -- Start on equipment if requested */
5604                 if (command_see && command_wrk && equip)
5605                 {
5606                         command_wrk = TRUE;
5607                 }
5608
5609                 /* Use inventory if allowed */
5610                 else if (inven)
5611                 {
5612                         command_wrk = FALSE;
5613                 }
5614
5615                 /* Use equipment if allowed */
5616                 else if (equip)
5617                 {
5618                         command_wrk = TRUE;
5619                 }
5620
5621                 /* Use inventory for floor */
5622                 else
5623                 {
5624                         command_wrk = FALSE;
5625                 }
5626         }
5627
5628
5629         /*
5630          * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
5631          */
5632         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
5633
5634         /* Hack -- start out in "display" mode */
5635         if (command_see)
5636         {
5637                 /* Save screen */
5638                 screen_save();
5639         }
5640
5641
5642         /* Repeat until done */
5643         while (!done)
5644         {
5645                 int get_item_label = 0;
5646
5647                 /* Show choices */
5648                 int ni = 0;
5649                 int ne = 0;
5650
5651                 /* Scan windows */
5652                 for (j = 0; j < 8; j++)
5653                 {
5654                         /* Unused */
5655                         if (!angband_term[j]) continue;
5656
5657                         /* Count windows displaying inven */
5658                         if (window_flag[j] & (PW_INVEN)) ni++;
5659
5660                         /* Count windows displaying equip */
5661                         if (window_flag[j] & (PW_EQUIP)) ne++;
5662                 }
5663
5664                 /* Toggle if needed */
5665                 if ((command_wrk && ni && !ne) ||
5666                     (!command_wrk && !ni && ne))
5667                 {
5668                         /* Toggle */
5669                         toggle_inven_equip();
5670
5671                         /* Track toggles */
5672                         toggle = !toggle;
5673                 }
5674
5675                 /* Update */
5676                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5677
5678                 /* Redraw windows */
5679                 window_stuff();
5680
5681
5682                 /* Inventory screen */
5683                 if (!command_wrk)
5684                 {
5685                         /* Redraw if needed */
5686                         if (command_see) get_item_label = show_inven(menu_line);
5687                 }
5688
5689                 /* Equipment screen */
5690                 else
5691                 {
5692                         /* Redraw if needed */
5693                         if (command_see) get_item_label = show_equip(menu_line);
5694                 }
5695
5696                 /* Viewing inventory */
5697                 if (!command_wrk)
5698                 {
5699                         /* Begin the prompt */
5700 #ifdef JP
5701                         sprintf(out_val, "»ý¤Áʪ:");
5702 #else
5703                         sprintf(out_val, "Inven:");
5704 #endif
5705
5706                         /* Some legal items */
5707                         if ((i1 <= i2) && !use_menu)
5708                         {
5709                                 /* Build the prompt */
5710 #ifdef JP
5711                                 sprintf(tmp_val, "%c-%c,'(',')',",
5712 #else
5713                                 sprintf(tmp_val, " %c-%c,'(',')',",
5714 #endif
5715                                         index_to_label(i1), index_to_label(i2));
5716
5717                                 /* Append */
5718                                 strcat(out_val, tmp_val);
5719                         }
5720
5721                         /* Indicate ability to "view" */
5722 #ifdef JP
5723                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
5724 #else
5725                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
5726 #endif
5727
5728                         /* Append */
5729 #ifdef JP
5730                         if (equip) strcat(out_val, format(" %s ÁõÈ÷ÉÊ,", use_menu ? "'4'or'6'" : "'/'"));
5731 #else
5732                         if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
5733 #endif
5734                 }
5735
5736                 /* Viewing equipment */
5737                 else
5738                 {
5739                         /* Begin the prompt */
5740 #ifdef JP
5741                         sprintf(out_val, "ÁõÈ÷ÉÊ:");
5742 #else
5743                         sprintf(out_val, "Equip:");
5744 #endif
5745
5746                         /* Some legal items */
5747                         if ((e1 <= e2) && !use_menu)
5748                         {
5749                                 /* Build the prompt */
5750 #ifdef JP
5751                                 sprintf(tmp_val, "%c-%c,'(',')',",
5752 #else
5753                                 sprintf(tmp_val, " %c-%c,'(',')',",
5754 #endif
5755                                         index_to_label(e1), index_to_label(e2));
5756
5757                                 /* Append */
5758                                 strcat(out_val, tmp_val);
5759                         }
5760
5761                         /* Indicate ability to "view" */
5762 #ifdef JP
5763                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
5764 #else
5765                         if (!command_see) strcat(out_val, " * to see,");
5766 #endif
5767
5768                         /* Append */
5769 #ifdef JP
5770                         if (inven) strcat(out_val, format(" %s »ý¤Áʪ,", use_menu ? "'4'or'6'" : "'/'"));
5771 #else
5772                         if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
5773 #endif
5774                 }
5775
5776                 /* Indicate legality of the "floor" item */
5777 #ifdef JP
5778                 if (allow_floor) strcat(out_val, " '-'¾²¾å,");
5779                 if (select_the_force) strcat(out_val, " 'w'Îýµ¤½Ñ,");
5780 #else
5781                 if (allow_floor) strcat(out_val, " - for floor,");
5782                 if (select_the_force) strcat(out_val, " w for the Force,");
5783 #endif
5784
5785                 /* Finish the prompt */
5786                 strcat(out_val, " ESC");
5787
5788                 /* Build the prompt */
5789                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
5790
5791                 /* Show the prompt */
5792                 prt(tmp_val, 0, 0);
5793
5794                 /* Get a key */
5795                 which = inkey();
5796
5797                 if (use_menu)
5798                 {
5799                 int max_line = (command_wrk ? max_equip : max_inven);
5800                 switch (which)
5801                 {
5802                         case ESCAPE:
5803                         case 'z':
5804                         case 'Z':
5805                         case '0':
5806                         {
5807                                 done = TRUE;
5808                                 break;
5809                         }
5810
5811                         case '8':
5812                         case 'k':
5813                         case 'K':
5814                         {
5815                                 menu_line += (max_line - 1);
5816                                 break;
5817                         }
5818
5819                         case '2':
5820                         case 'j':
5821                         case 'J':
5822                         {
5823                                 menu_line++;
5824                                 break;
5825                         }
5826
5827                         case '4':
5828                         case '6':
5829                         case 'h':
5830                         case 'H':
5831                         case 'l':
5832                         case 'L':
5833                         {
5834                                 /* Verify legality */
5835                                 if (!inven || !equip)
5836                                 {
5837                                         bell();
5838                                         break;
5839                                 }
5840
5841                                 /* Hack -- Fix screen */
5842                                 if (command_see)
5843                                 {
5844                                         /* Load screen */
5845                                         screen_load();
5846
5847                                         /* Save screen */
5848                                         screen_save();
5849                                 }
5850
5851                                 /* Switch inven/equip */
5852                                 command_wrk = !command_wrk;
5853                                 max_line = (command_wrk ? max_equip : max_inven);
5854                                 if (menu_line > max_line) menu_line = max_line;
5855
5856                                 /* Need to redraw */
5857                                 break;
5858                         }
5859
5860                         case 'x':
5861                         case 'X':
5862                         case '\r':
5863                         case '\n':
5864                         {
5865                                 if (command_wrk == USE_FLOOR)
5866                                 {
5867                                         /* Special index */
5868                                         (*cp) = -get_item_label;
5869                                 }
5870                                 else
5871                                 {
5872                                         /* Validate the item */
5873                                         if (!get_item_okay(get_item_label))
5874                                         {
5875                                                 bell();
5876                                                 break;
5877                                         }
5878
5879                                         /* Allow player to "refuse" certain actions */
5880                                         if (!get_item_allow(get_item_label))
5881                                         {
5882                                                 done = TRUE;
5883                                                 break;
5884                                         }
5885
5886                                         /* Accept that choice */
5887                                         (*cp) = get_item_label;
5888                                 }
5889
5890                                 item = TRUE;
5891                                 done = TRUE;
5892                                 break;
5893                         }
5894                         case 'w':
5895                         {
5896                                 if (select_the_force) {
5897                                         *cp = INVEN_FORCE;
5898                                         item = TRUE;
5899                                         done = TRUE;
5900                                         break;
5901                                 }
5902                         }
5903                 }
5904                 if (menu_line > max_line) menu_line -= max_line;
5905                 }
5906                 else
5907                 {
5908                 /* Parse it */
5909                 switch (which)
5910                 {
5911                         case ESCAPE:
5912                         {
5913                                 done = TRUE;
5914                                 break;
5915                         }
5916
5917                         case '*':
5918                         case '?':
5919                         case ' ':
5920                         {
5921                                 /* Hide the list */
5922                                 if (command_see)
5923                                 {
5924                                         /* Flip flag */
5925                                         command_see = FALSE;
5926
5927                                         /* Load screen */
5928                                         screen_load();
5929                                 }
5930
5931                                 /* Show the list */
5932                                 else
5933                                 {
5934                                         /* Save screen */
5935                                         screen_save();
5936
5937                                         /* Flip flag */
5938                                         command_see = TRUE;
5939                                 }
5940                                 break;
5941                         }
5942
5943                         case '/':
5944                         {
5945                                 /* Verify legality */
5946                                 if (!inven || !equip)
5947                                 {
5948                                         bell();
5949                                         break;
5950                                 }
5951
5952                                 /* Hack -- Fix screen */
5953                                 if (command_see)
5954                                 {
5955                                         /* Load screen */
5956                                         screen_load();
5957
5958                                         /* Save screen */
5959                                         screen_save();
5960                                 }
5961
5962                                 /* Switch inven/equip */
5963                                 command_wrk = !command_wrk;
5964
5965                                 /* Need to redraw */
5966                                 break;
5967                         }
5968
5969                         case '-':
5970                         {
5971                                 /* Use floor item */
5972                                 if (allow_floor)
5973                                 {
5974                                         /* Scan all objects in the grid */
5975                                         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5976                                         {
5977                                                 object_type *o_ptr;
5978
5979                                                 /* Acquire object */
5980                                                 o_ptr = &o_list[this_o_idx];
5981
5982                                                 /* Acquire next object */
5983                                                 next_o_idx = o_ptr->next_o_idx;
5984
5985                                                 /* Validate the item */
5986                                                 if (!item_tester_okay(o_ptr)) continue;
5987
5988                                                 /* Special index */
5989                                                 k = 0 - this_o_idx;
5990
5991                                                 /* Verify the item (if required) */
5992 #ifdef JP
5993 if (other_query_flag && !verify("ËÜÅö¤Ë", k)) continue;
5994 #else
5995                                                 if (other_query_flag && !verify("Try", k)) continue;
5996 #endif
5997
5998
5999                                                 /* Allow player to "refuse" certain actions */
6000                                                 if (!get_item_allow(k)) continue;
6001
6002                                                 /* Accept that choice */
6003                                                 (*cp) = k;
6004                                                 item = TRUE;
6005                                                 done = TRUE;
6006                                                 break;
6007                                         }
6008
6009                                         /* Outer break */
6010                                         if (done) break;
6011                                 }
6012
6013                                 /* Oops */
6014                                 bell();
6015                                 break;
6016                         }
6017
6018                         case '0':
6019                         case '1': case '2': case '3':
6020                         case '4': case '5': case '6':
6021                         case '7': case '8': case '9':
6022                         {
6023                                 /* Look up the tag */
6024                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
6025                                 {
6026                                         bell();
6027                                         break;
6028                                 }
6029
6030                                 /* Hack -- Validate the item */
6031                                 if ((k < INVEN_RARM) ? !inven : !equip)
6032                                 {
6033                                         bell();
6034                                         break;
6035                                 }
6036
6037                                 /* Validate the item */
6038                                 if (!get_item_okay(k))
6039                                 {
6040                                         bell();
6041                                         break;
6042                                 }
6043
6044                                 /* Allow player to "refuse" certain actions */
6045                                 if (!get_item_allow(k))
6046                                 {
6047                                         done = TRUE;
6048                                         break;
6049                                 }
6050
6051                                 /* Accept that choice */
6052                                 (*cp) = k;
6053                                 item = TRUE;
6054                                 done = TRUE;
6055                                 break;
6056                         }
6057
6058 #if 0
6059                         case '\n':
6060                         case '\r':
6061                         {
6062                                 /* Choose "default" inventory item */
6063                                 if (!command_wrk)
6064                                 {
6065                                         k = ((i1 == i2) ? i1 : -1);
6066                                 }
6067
6068                                 /* Choose "default" equipment item */
6069                                 else
6070                                 {
6071                                         k = ((e1 == e2) ? e1 : -1);
6072                                 }
6073
6074                                 /* Validate the item */
6075                                 if (!get_item_okay(k))
6076                                 {
6077                                         bell();
6078                                         break;
6079                                 }
6080
6081                                 /* Allow player to "refuse" certain actions */
6082                                 if (!get_item_allow(k))
6083                                 {
6084                                         done = TRUE;
6085                                         break;
6086                                 }
6087
6088                                 /* Accept that choice */
6089                                 (*cp) = k;
6090                                 item = TRUE;
6091                                 done = TRUE;
6092                                 break;
6093                         }
6094 #endif
6095
6096                         case 'w':
6097                         {
6098                                 if (select_the_force) {
6099                                         *cp = INVEN_FORCE;
6100                                         item = TRUE;
6101                                         done = TRUE;
6102                                         break;
6103                                 }
6104
6105                                 /* Fall through */
6106                         }
6107
6108                         default:
6109                         {
6110                                 int ver;
6111                                 bool not_found = FALSE;
6112
6113                                 /* Look up the alphabetical tag */
6114                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
6115                                 {
6116                                         not_found = TRUE;
6117                                 }
6118
6119                                 /* Hack -- Validate the item */
6120                                 else if ((k < INVEN_RARM) ? !inven : !equip)
6121                                 {
6122                                         not_found = TRUE;
6123                                 }
6124
6125                                 /* Validate the item */
6126                                 else if (!get_item_okay(k))
6127                                 {
6128                                         not_found = TRUE;
6129                                 }
6130
6131                                 if (!not_found)
6132                                 {
6133                                         /* Accept that choice */
6134                                         (*cp) = k;
6135                                         item = TRUE;
6136                                         done = TRUE;
6137                                         break;
6138                                 }
6139
6140                                 /* Extract "query" setting */
6141                                 ver = isupper(which);
6142                                 which = tolower(which);
6143
6144                                 /* Convert letter to inventory index */
6145                                 if (!command_wrk)
6146                                 {
6147                                         if (which == '(') k = i1;
6148                                         else if (which == ')') k = i2;
6149                                         else k = label_to_inven(which);
6150                                 }
6151
6152                                 /* Convert letter to equipment index */
6153                                 else
6154                                 {
6155                                         if (which == '(') k = e1;
6156                                         else if (which == ')') k = e2;
6157                                         else k = label_to_equip(which);
6158                                 }
6159
6160                                 /* Validate the item */
6161                                 if (!get_item_okay(k))
6162                                 {
6163                                         bell();
6164                                         break;
6165                                 }
6166
6167                                 /* Verify the item */
6168 #ifdef JP
6169 if (ver && !verify("ËÜÅö¤Ë", k))
6170 #else
6171                                 if (ver && !verify("Try", k))
6172 #endif
6173
6174                                 {
6175                                         done = TRUE;
6176                                         break;
6177                                 }
6178
6179                                 /* Allow player to "refuse" certain actions */
6180                                 if (!get_item_allow(k))
6181                                 {
6182                                         done = TRUE;
6183                                         break;
6184                                 }
6185
6186                                 /* Accept that choice */
6187                                 (*cp) = k;
6188                                 item = TRUE;
6189                                 done = TRUE;
6190                                 break;
6191                         }
6192                 }
6193                 }
6194         }
6195
6196
6197         /* Fix the screen if necessary */
6198         if (command_see)
6199         {
6200                 /* Load screen */
6201                 screen_load();
6202
6203                 /* Hack -- Cancel "display" */
6204                 command_see = FALSE;
6205         }
6206
6207
6208         /* Forget the item_tester_tval restriction */
6209         item_tester_tval = 0;
6210
6211         item_tester_no_ryoute = FALSE;
6212
6213         /* Forget the item_tester_hook restriction */
6214         item_tester_hook = NULL;
6215
6216
6217         /* Clean up  'show choices' */
6218         /* Toggle again if needed */
6219         if (toggle) toggle_inven_equip();
6220
6221         /* Update */
6222         p_ptr->window |= (PW_INVEN | PW_EQUIP);
6223
6224         /* Window stuff */
6225         window_stuff();
6226
6227
6228         /* Clear the prompt line */
6229         prt("", 0, 0);
6230
6231         /* Warning if needed */
6232         if (oops && str) msg_print(str);
6233
6234         if (item)
6235         {
6236 #ifdef ALLOW_REPEAT
6237                 repeat_push(*cp);
6238 #endif /* ALLOW_REPEAT */
6239
6240                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6241         }
6242
6243         /* Result */
6244         return (item);
6245 }
6246
6247
6248 #ifdef ALLOW_EASY_FLOOR
6249
6250 /*
6251  * scan_floor --
6252  *
6253  * Return a list of o_list[] indexes of items at the given cave
6254  * location. Valid flags are:
6255  *
6256  *              mode & 0x01 -- Item tester
6257  *              mode & 0x02 -- Marked items only
6258  *              mode & 0x04 -- Stop after first
6259  */
6260 int scan_floor(int *items, int y, int x, int mode)
6261 {
6262         int this_o_idx, next_o_idx;
6263
6264         int num = 0;
6265
6266         /* Sanity */
6267         if (!in_bounds(y, x)) return 0;
6268
6269         /* Scan all objects in the grid */
6270         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
6271         {
6272                 object_type *o_ptr;
6273
6274                 /* Acquire object */
6275                 o_ptr = &o_list[this_o_idx];
6276
6277                 /* Acquire next object */
6278                 next_o_idx = o_ptr->next_o_idx;
6279
6280                 /* Item tester */
6281                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
6282
6283                 /* Marked */
6284                 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
6285
6286                 /* Accept this item */
6287                 /* XXX Hack -- Enforce limit */
6288                 if (num < 23)
6289                         items[num] = this_o_idx;
6290
6291                 num++;
6292
6293                 /* Only one */
6294                 if (mode & 0x04) break;
6295         }
6296
6297         /* Result */
6298         return num;
6299 }
6300
6301
6302 /*
6303  * Display a list of the items on the floor at the given location.
6304  */
6305 int show_floor(int target_item, int y, int x, int *min_width)
6306 {
6307         int i, j, k, l;
6308         int col, len;
6309
6310         object_type *o_ptr;
6311
6312         char o_name[MAX_NLEN];
6313
6314         char tmp_val[80];
6315
6316         int out_index[23];
6317         byte out_color[23];
6318         char out_desc[23][MAX_NLEN];
6319         int target_item_label = 0;
6320
6321         int floor_list[23], floor_num;
6322         int wid, hgt;
6323         char floor_label[52 + 1];
6324
6325         /* Get size */
6326         Term_get_size(&wid, &hgt);
6327
6328         /* Default length */
6329         len = MAX((*min_width), 20);
6330
6331
6332         /* Scan for objects in the grid, using item_tester_okay() */
6333         floor_num = scan_floor(floor_list, y, x, 0x03);
6334
6335         /* Display the floor objects */
6336         for (k = 0, i = 0; i < floor_num && i < 23; i++)
6337         {
6338                 o_ptr = &o_list[floor_list[i]];
6339
6340                 /* Describe the object */
6341                 object_desc(o_name, o_ptr, 0);
6342
6343                 /* Save the index */
6344                 out_index[k] = i;
6345
6346                 /* Acquire inventory color */
6347                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
6348
6349                 /* Save the object description */
6350                 strcpy(out_desc[k], o_name);
6351
6352                 /* Find the predicted "line length" */
6353                 l = strlen(out_desc[k]) + 5;
6354
6355                 /* Be sure to account for the weight */
6356                 if (show_weights) l += 9;
6357
6358                 /* Maintain the maximum length */
6359                 if (l > len) len = l;
6360
6361                 /* Advance to next "line" */
6362                 k++;
6363         }
6364
6365         /* Save width */
6366         *min_width = len;
6367
6368         /* Find the column to start in */
6369         col = (len > wid - 4) ? 0 : (wid - len - 1);
6370
6371         prepare_label_string_floor(floor_label, floor_list, floor_num);
6372
6373         /* Output each entry */
6374         for (j = 0; j < k; j++)
6375         {
6376                 /* Get the index */
6377                 i = floor_list[out_index[j]];
6378
6379                 /* Get the item */
6380                 o_ptr = &o_list[i];
6381
6382                 /* Clear the line */
6383                 prt("", j + 1, col ? col - 2 : col);
6384
6385                 if (use_menu && target_item)
6386                 {
6387                         if (j == (target_item-1))
6388                         {
6389 #ifdef JP
6390                                 strcpy(tmp_val, "¡Õ");
6391 #else
6392                                 strcpy(tmp_val, "> ");
6393 #endif
6394                                 target_item_label = i;
6395                         }
6396                         else strcpy(tmp_val, "   ");
6397                 }
6398                 else
6399                 {
6400                         /* Prepare an index --(-- */
6401                         sprintf(tmp_val, "%c)", floor_label[j]);
6402                 }
6403
6404                 /* Clear the line with the (possibly indented) index */
6405                 put_str(tmp_val, j + 1, col);
6406
6407                 /* Display the entry itself */
6408                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
6409
6410                 /* Display the weight if needed */
6411                 if (show_weights)
6412                 {
6413                         int wgt = o_ptr->weight * o_ptr->number;
6414 #ifdef JP
6415                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
6416 #else
6417                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
6418 #endif
6419
6420                         prt(tmp_val, j + 1, wid - 9);
6421                 }
6422         }
6423
6424         /* Make a "shadow" below the list (only if needed) */
6425         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
6426
6427         return target_item_label;
6428 }
6429
6430 /*
6431  * This version of get_item() is called by get_item() when
6432  * the easy_floor is on.
6433  */
6434 bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
6435 {
6436         char n1 = ' ', n2 = ' ', which = ' ';
6437
6438         int j, k, i1, i2, e1, e2;
6439
6440         bool done, item;
6441
6442         bool oops = FALSE;
6443
6444         /* Extract args */
6445         bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
6446         bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
6447         bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
6448
6449         bool allow_equip = FALSE;
6450         bool allow_inven = FALSE;
6451         bool allow_floor = FALSE;
6452
6453         bool toggle = FALSE;
6454
6455         char tmp_val[160];
6456         char out_val[160];
6457
6458         int floor_num, floor_list[23], floor_top = 0;
6459         int min_width = 0;
6460
6461         extern bool select_the_force;
6462
6463         int menu_line = (use_menu ? 1 : 0);
6464         int max_inven = 0;
6465         int max_equip = 0;
6466
6467 #ifdef ALLOW_REPEAT
6468
6469         /* Get the item index */
6470         if (repeat_pull(cp))
6471         {
6472                 /* the_force */
6473                 if (select_the_force && (*cp == INVEN_FORCE))
6474                 {
6475                         item_tester_tval = 0;
6476                         item_tester_hook = NULL;
6477                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6478                         return (TRUE);
6479                 }
6480
6481                 /* Floor item? */
6482                 else if (floor && (*cp < 0))
6483                 {
6484                         object_type *o_ptr;
6485
6486                         /* Special index */
6487                         k = 0 - (*cp);
6488
6489                         /* Acquire object */
6490                         o_ptr = &o_list[k];
6491
6492                         /* Validate the item */
6493                         if (item_tester_okay(o_ptr))
6494                         {
6495                                 /* Forget the item_tester_tval restriction */
6496                                 item_tester_tval = 0;
6497
6498                                 /* Forget the item_tester_hook restriction */
6499                                 item_tester_hook = NULL;
6500
6501                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6502
6503                                 /* Success */
6504                                 return (TRUE);
6505                         }
6506                 }
6507
6508                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
6509                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
6510                 {
6511                         /* Verify the item */
6512                         if (get_item_okay(*cp))
6513                         {
6514                                 /* Forget the item_tester_tval restriction */
6515                                 item_tester_tval = 0;
6516
6517                                 /* Forget the item_tester_hook restriction */
6518                                 item_tester_hook = NULL;
6519
6520                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6521
6522                                 /* Success */
6523                                 return (TRUE);
6524                         }
6525                 }
6526         }
6527
6528 #endif /* ALLOW_REPEAT */
6529
6530
6531         /* Paranoia XXX XXX XXX */
6532         msg_print(NULL);
6533
6534
6535         /* Not done */
6536         done = FALSE;
6537
6538         /* No item selected */
6539         item = FALSE;
6540
6541
6542         /* Full inventory */
6543         i1 = 0;
6544         i2 = INVEN_PACK - 1;
6545
6546         /* Forbid inventory */
6547         if (!inven) i2 = -1;
6548         else if (use_menu)
6549         {
6550                 for (j = 0; j < INVEN_PACK; j++)
6551                         if (item_tester_okay(&inventory[j])) max_inven++;
6552         }
6553
6554         /* Restrict inventory indexes */
6555         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
6556         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
6557
6558
6559         /* Full equipment */
6560         e1 = INVEN_RARM;
6561         e2 = INVEN_TOTAL - 1;
6562
6563         /* Forbid equipment */
6564         if (!equip) e2 = -1;
6565         else if (use_menu)
6566         {
6567                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
6568                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
6569                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
6570         }
6571
6572         /* Restrict equipment indexes */
6573         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
6574         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
6575
6576         if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
6577         {
6578                 if (p_ptr->migite)
6579                 {
6580                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
6581                 }
6582                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
6583         }
6584
6585
6586         /* Count "okay" floor items */
6587         floor_num = 0;
6588
6589         /* Restrict floor usage */
6590         if (floor)
6591         {
6592                 /* Scan all objects in the grid */
6593                 floor_num = scan_floor(floor_list, py, px, 0x03);
6594         }
6595
6596         /* Accept inventory */
6597         if (i1 <= i2) allow_inven = TRUE;
6598
6599         /* Accept equipment */
6600         if (e1 <= e2) allow_equip = TRUE;
6601
6602         /* Accept floor */
6603         if (floor_num) allow_floor = TRUE;
6604
6605         /* Require at least one legal choice */
6606         if (!allow_inven && !allow_equip && !allow_floor)
6607         {
6608                 /* Cancel p_ptr->command_see */
6609                 command_see = FALSE;
6610
6611                 /* Oops */
6612                 oops = TRUE;
6613
6614                 /* Done */
6615                 done = TRUE;
6616
6617                 if (select_the_force) {
6618                     *cp = INVEN_FORCE;
6619                     item = TRUE;
6620                 }
6621         }
6622
6623         /* Analyze choices */
6624         else
6625         {
6626                 /* Hack -- Start on equipment if requested */
6627                 if (command_see && (command_wrk == (USE_EQUIP))
6628                         && allow_equip)
6629                 {
6630                         command_wrk = (USE_EQUIP);
6631                 }
6632
6633                 /* Use inventory if allowed */
6634                 else if (allow_inven)
6635                 {
6636                         command_wrk = (USE_INVEN);
6637                 }
6638
6639                 /* Use equipment if allowed */
6640                 else if (allow_equip)
6641                 {
6642                         command_wrk = (USE_EQUIP);
6643                 }
6644
6645                 /* Use floor if allowed */
6646                 else if (allow_floor)
6647                 {
6648                         command_wrk = (USE_FLOOR);
6649                 }
6650         }
6651
6652         /*
6653          * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
6654          */
6655         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
6656
6657         /* Hack -- start out in "display" mode */
6658         if (command_see)
6659         {
6660                 /* Save screen */
6661                 screen_save();
6662         }
6663
6664         /* Repeat until done */
6665         while (!done)
6666         {
6667                 int get_item_label = 0;
6668
6669                 /* Show choices */
6670                 int ni = 0;
6671                 int ne = 0;
6672
6673                 /* Scan windows */
6674                 for (j = 0; j < 8; j++)
6675                 {
6676                         /* Unused */
6677                         if (!angband_term[j]) continue;
6678
6679                         /* Count windows displaying inven */
6680                         if (window_flag[j] & (PW_INVEN)) ni++;
6681
6682                         /* Count windows displaying equip */
6683                         if (window_flag[j] & (PW_EQUIP)) ne++;
6684                 }
6685
6686                 /* Toggle if needed */
6687                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
6688                     (command_wrk == (USE_INVEN) && !ni && ne))
6689                 {
6690                         /* Toggle */
6691                         toggle_inven_equip();
6692
6693                         /* Track toggles */
6694                         toggle = !toggle;
6695                 }
6696
6697                 /* Update */
6698                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6699
6700                 /* Redraw windows */
6701                 window_stuff();
6702
6703                 /* Inventory screen */
6704                 if (command_wrk == (USE_INVEN))
6705                 {
6706                         /* Extract the legal requests */
6707                         n1 = I2A(i1);
6708                         n2 = I2A(i2);
6709
6710                         /* Redraw if needed */
6711                         if (command_see) get_item_label = show_inven(menu_line);
6712                 }
6713
6714                 /* Equipment screen */
6715                 else if (command_wrk == (USE_EQUIP))
6716                 {
6717                         /* Extract the legal requests */
6718                         n1 = I2A(e1 - INVEN_RARM);
6719                         n2 = I2A(e2 - INVEN_RARM);
6720
6721                         /* Redraw if needed */
6722                         if (command_see) get_item_label = show_equip(menu_line);
6723                 }
6724
6725                 /* Floor screen */
6726                 else if (command_wrk == (USE_FLOOR))
6727                 {
6728                         j = floor_top;
6729                         k = MIN(floor_top + 23, floor_num) - 1;
6730
6731                         /* Extract the legal requests */
6732                         n1 = I2A(j - floor_top);
6733                         n2 = I2A(k - floor_top);
6734
6735                         /* Redraw if needed */
6736                         if (command_see) get_item_label = show_floor(menu_line, py, px, &min_width);
6737                 }
6738
6739                 /* Viewing inventory */
6740                 if (command_wrk == (USE_INVEN))
6741                 {
6742                         /* Begin the prompt */
6743 #ifdef JP
6744                         sprintf(out_val, "»ý¤Áʪ:");
6745 #else
6746                         sprintf(out_val, "Inven:");
6747 #endif
6748
6749                         if (!use_menu)
6750                         {
6751                                 /* Build the prompt */
6752 #ifdef JP
6753                                 sprintf(tmp_val, "%c-%c,'(',')',",
6754 #else
6755                                 sprintf(tmp_val, " %c-%c,'(',')',",
6756 #endif
6757                                         index_to_label(i1), index_to_label(i2));
6758
6759                                 /* Append */
6760                                 strcat(out_val, tmp_val);
6761                         }
6762
6763                         /* Indicate ability to "view" */
6764 #ifdef JP
6765                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6766 #else
6767                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6768 #endif
6769
6770                         /* Append */
6771                         if (allow_equip)
6772                         {
6773 #ifdef JP
6774                                 if (!use_menu)
6775                                         strcat(out_val, " '/' ÁõÈ÷ÉÊ,");
6776                                 else if (allow_floor)
6777                                         strcat(out_val, " '6' ÁõÈ÷ÉÊ,");
6778                                 else
6779                                         strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
6780 #else
6781                                 if (!use_menu)
6782                                         strcat(out_val, " / for Equip,");
6783                                 else if (allow_floor)
6784                                         strcat(out_val, " 6 for Equip,");
6785                                 else
6786                                         strcat(out_val, " 4 or 6 for Equip,");
6787 #endif
6788                         }
6789
6790                         /* Append */
6791                         if (allow_floor)
6792                         {
6793 #ifdef JP
6794                                 if (!use_menu)
6795                                         strcat(out_val, " '-'¾²¾å,");
6796                                 else if (allow_equip)
6797                                         strcat(out_val, " '4' ¾²¾å,");
6798                                 else
6799                                         strcat(out_val, " '4'or'6' ¾²¾å,");
6800 #else
6801                                 if (!use_menu)
6802                                         strcat(out_val, " - for floor,");
6803                                 else if (allow_equip)
6804                                         strcat(out_val, " 4 for floor,");
6805                                 else
6806                                         strcat(out_val, " 4 or 6 for floor,");
6807 #endif
6808                         }
6809                 }
6810
6811                 /* Viewing equipment */
6812                 else if (command_wrk == (USE_EQUIP))
6813                 {
6814                         /* Begin the prompt */
6815 #ifdef JP
6816                         sprintf(out_val, "ÁõÈ÷ÉÊ:");
6817 #else
6818                         sprintf(out_val, "Equip:");
6819 #endif
6820
6821                         if (!use_menu)
6822                         {
6823                                 /* Build the prompt */
6824 #ifdef JP
6825                                 sprintf(tmp_val, "%c-%c,'(',')',",
6826 #else
6827                                 sprintf(tmp_val, " %c-%c,'(',')',",
6828 #endif
6829                                         index_to_label(e1), index_to_label(e2));
6830
6831                                 /* Append */
6832                                 strcat(out_val, tmp_val);
6833                         }
6834
6835                         /* Indicate ability to "view" */
6836 #ifdef JP
6837                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6838 #else
6839                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6840 #endif
6841
6842                         /* Append */
6843                         if (allow_inven)
6844                         {
6845 #ifdef JP
6846                                 if (!use_menu)
6847                                         strcat(out_val, " '/' »ý¤Áʪ,");
6848                                 else if (allow_floor)
6849                                         strcat(out_val, " '4' »ý¤Áʪ,");
6850                                 else
6851                                         strcat(out_val, " '4'or'6' »ý¤Áʪ,");
6852 #else
6853                                 if (!use_menu)
6854                                         strcat(out_val, " / for Inven,");
6855                                 else if (allow_floor)
6856                                         strcat(out_val, " 4 for Inven,");
6857                                 else
6858                                         strcat(out_val, " 4 or 6 for Inven,");
6859 #endif
6860                         }
6861
6862                         /* Append */
6863                         if (allow_floor)
6864                         {
6865 #ifdef JP
6866                                 if (!use_menu)
6867                                         strcat(out_val, " '-'¾²¾å,");
6868                                 else if (allow_inven)
6869                                         strcat(out_val, " '6' ¾²¾å,");
6870                                 else
6871                                         strcat(out_val, " '4'or'6' ¾²¾å,");
6872 #else
6873                                 if (!use_menu)
6874                                         strcat(out_val, " - for floor,");
6875                                 else if (allow_inven)
6876                                         strcat(out_val, " 6 for floor,");
6877                                 else
6878                                         strcat(out_val, " 4 or 6 for floor,");
6879 #endif
6880                         }
6881                 }
6882
6883                 /* Viewing floor */
6884                 else if (command_wrk == (USE_FLOOR))
6885                 {
6886                         /* Begin the prompt */
6887 #ifdef JP
6888                         sprintf(out_val, "¾²¾å:");
6889 #else
6890                         sprintf(out_val, "Floor:");
6891 #endif
6892
6893                         if (!use_menu)
6894                         {
6895                                 /* Build the prompt */
6896 #ifdef JP
6897                                 sprintf(tmp_val, "%c-%c,'(',')',", n1, n2);
6898 #else
6899                                 sprintf(tmp_val, " %c-%c,'(',')',", n1, n2);
6900 #endif
6901
6902                                 /* Append */
6903                                 strcat(out_val, tmp_val);
6904                         }
6905
6906                         /* Indicate ability to "view" */
6907 #ifdef JP
6908                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6909 #else
6910                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6911 #endif
6912
6913                         if (use_menu)
6914                         {
6915                                 if (allow_inven && allow_equip)
6916                                 {
6917 #ifdef JP
6918                                         strcat(out_val, " '4' ÁõÈ÷ÉÊ, '6' »ý¤Áʪ,");
6919 #else
6920                                         strcat(out_val, " 4 for Equip, 6 for Inven,");
6921 #endif
6922                                 }
6923                                 else if (allow_inven)
6924                                 {
6925 #ifdef JP
6926                                         strcat(out_val, " '4'or'6' »ý¤Áʪ,");
6927 #else
6928                                         strcat(out_val, " 4 or 6 for Inven,");
6929 #endif
6930                                 }
6931                                 else if (allow_equip)
6932                                 {
6933 #ifdef JP
6934                                         strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
6935 #else
6936                                         strcat(out_val, " 4 or 6 for Equip,");
6937 #endif
6938                                 }
6939                         }
6940                         /* Append */
6941                         else if (allow_inven)
6942                         {
6943 #ifdef JP
6944                                 strcat(out_val, " '/' »ý¤Áʪ,");
6945 #else
6946                                 strcat(out_val, " / for Inven,");
6947 #endif
6948                         }
6949                         else if (allow_equip)
6950                         {
6951 #ifdef JP
6952                                 strcat(out_val, " '/'ÁõÈ÷ÉÊ,");
6953 #else
6954                                 strcat(out_val, " / for Equip,");
6955 #endif
6956                         }
6957
6958                         /* Append */
6959                         if (command_see && !use_menu)
6960                         {
6961 #ifdef JP
6962                                 strcat(out_val, " Enter ¼¡,");
6963 #else
6964                                 strcat(out_val, " Enter for scroll down,");
6965 #endif
6966                         }
6967                 }
6968
6969                 /* Append */
6970 #ifdef JP
6971                 if (select_the_force) strcat(out_val, " 'w'Îýµ¤½Ñ,");
6972 #else
6973                 if (select_the_force) strcat(out_val, " w for the Force,");
6974 #endif
6975
6976                 /* Finish the prompt */
6977                 strcat(out_val, " ESC");
6978
6979                 /* Build the prompt */
6980                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
6981
6982                 /* Show the prompt */
6983                 prt(tmp_val, 0, 0);
6984
6985                 /* Get a key */
6986                 which = inkey();
6987
6988                 if (use_menu)
6989                 {
6990                 int max_line = 1;
6991                 if (command_wrk == USE_INVEN) max_line = max_inven;
6992                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
6993                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
6994                 switch (which)
6995                 {
6996                         case ESCAPE:
6997                         case 'z':
6998                         case 'Z':
6999                         case '0':
7000                         {
7001                                 done = TRUE;
7002                                 break;
7003                         }
7004
7005                         case '8':
7006                         case 'k':
7007                         case 'K':
7008                         {
7009                                 menu_line += (max_line - 1);
7010                                 break;
7011                         }
7012
7013                         case '2':
7014                         case 'j':
7015                         case 'J':
7016                         {
7017                                 menu_line++;
7018                                 break;
7019                         }
7020
7021                         case '4':
7022                         case 'h':
7023                         case 'H':
7024                         {
7025                                 /* Verify legality */
7026                                 if (command_wrk == (USE_INVEN))
7027                                 {
7028                                         if (allow_floor) command_wrk = USE_FLOOR;
7029                                         else if (allow_equip) command_wrk = USE_EQUIP;
7030                                         else
7031                                         {
7032                                                 bell();
7033                                                 break;
7034                                         }
7035                                 }
7036                                 else if (command_wrk == (USE_EQUIP))
7037                                 {
7038                                         if (allow_inven) command_wrk = USE_INVEN;
7039                                         else if (allow_floor) command_wrk = USE_FLOOR;
7040                                         else
7041                                         {
7042                                                 bell();
7043                                                 break;
7044                                         }
7045                                 }
7046                                 else if (command_wrk == (USE_FLOOR))
7047                                 {
7048                                         if (allow_equip) command_wrk = USE_EQUIP;
7049                                         else if (allow_inven) command_wrk = USE_INVEN;
7050                                         else
7051                                         {
7052                                                 bell();
7053                                                 break;
7054                                         }
7055                                 }
7056                                 else
7057                                 {
7058                                         bell();
7059                                         break;
7060                                 }
7061
7062                                 /* Hack -- Fix screen */
7063                                 if (command_see)
7064                                 {
7065                                         /* Load screen */
7066                                         screen_load();
7067
7068                                         /* Save screen */
7069                                         screen_save();
7070                                 }
7071
7072                                 /* Switch inven/equip */
7073                                 if (command_wrk == USE_INVEN) max_line = max_inven;
7074                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
7075                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
7076                                 if (menu_line > max_line) menu_line = max_line;
7077
7078                                 /* Need to redraw */
7079                                 break;
7080                         }
7081
7082                         case '6':
7083                         case 'l':
7084                         case 'L':
7085                         {
7086                                 /* Verify legality */
7087                                 if (command_wrk == (USE_INVEN))
7088                                 {
7089                                         if (allow_equip) command_wrk = USE_EQUIP;
7090                                         else if (allow_floor) command_wrk = USE_FLOOR;
7091                                         else
7092                                         {
7093                                                 bell();
7094                                                 break;
7095                                         }
7096                                 }
7097                                 else if (command_wrk == (USE_EQUIP))
7098                                 {
7099                                         if (allow_floor) command_wrk = USE_FLOOR;
7100                                         else if (allow_inven) command_wrk = USE_INVEN;
7101                                         else
7102                                         {
7103                                                 bell();
7104                                                 break;
7105                                         }
7106                                 }
7107                                 else if (command_wrk == (USE_FLOOR))
7108                                 {
7109                                         if (allow_inven) command_wrk = USE_INVEN;
7110                                         else if (allow_equip) command_wrk = USE_EQUIP;
7111                                         else
7112                                         {
7113                                                 bell();
7114                                                 break;
7115                                         }
7116                                 }
7117                                 else
7118                                 {
7119                                         bell();
7120                                         break;
7121                                 }
7122
7123                                 /* Hack -- Fix screen */
7124                                 if (command_see)
7125                                 {
7126                                         /* Load screen */
7127                                         screen_load();
7128
7129                                         /* Save screen */
7130                                         screen_save();
7131                                 }
7132
7133                                 /* Switch inven/equip */
7134                                 if (command_wrk == USE_INVEN) max_line = max_inven;
7135                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
7136                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
7137                                 if (menu_line > max_line) menu_line = max_line;
7138
7139                                 /* Need to redraw */
7140                                 break;
7141                         }
7142
7143                         case 'x':
7144                         case 'X':
7145                         case '\r':
7146                         case '\n':
7147                         {
7148                                 if (command_wrk == USE_FLOOR)
7149                                 {
7150                                         /* Special index */
7151                                         (*cp) = -get_item_label;
7152                                 }
7153                                 else
7154                                 {
7155                                         /* Validate the item */
7156                                         if (!get_item_okay(get_item_label))
7157                                         {
7158                                                 bell();
7159                                                 break;
7160                                         }
7161
7162                                         /* Allow player to "refuse" certain actions */
7163                                         if (!get_item_allow(get_item_label))
7164                                         {
7165                                                 done = TRUE;
7166                                                 break;
7167                                         }
7168
7169                                         /* Accept that choice */
7170                                         (*cp) = get_item_label;
7171                                 }
7172
7173                                 item = TRUE;
7174                                 done = TRUE;
7175                                 break;
7176                         }
7177                         case 'w':
7178                         {
7179                                 if (select_the_force) {
7180                                         *cp = INVEN_FORCE;
7181                                         item = TRUE;
7182                                         done = TRUE;
7183                                         break;
7184                                 }
7185                         }
7186                 }
7187                 if (menu_line > max_line) menu_line -= max_line;
7188                 }
7189                 else
7190                 {
7191                 /* Parse it */
7192                 switch (which)
7193                 {
7194                         case ESCAPE:
7195                         {
7196                                 done = TRUE;
7197                                 break;
7198                         }
7199
7200                         case '*':
7201                         case '?':
7202                         case ' ':
7203                         {
7204                                 /* Hide the list */
7205                                 if (command_see)
7206                                 {
7207                                         /* Flip flag */
7208                                         command_see = FALSE;
7209
7210                                         /* Load screen */
7211                                         screen_load();
7212                                 }
7213
7214                                 /* Show the list */
7215                                 else
7216                                 {
7217                                         /* Save screen */
7218                                         screen_save();
7219
7220                                         /* Flip flag */
7221                                         command_see = TRUE;
7222                                 }
7223                                 break;
7224                         }
7225
7226                         case '\n':
7227                         case '\r':
7228                         case '+':
7229                         {
7230                                 int i, o_idx;
7231                                 cave_type *c_ptr = &cave[py][px];
7232
7233                                 if (command_wrk != (USE_FLOOR)) break;
7234
7235                                 /* Get the object being moved. */
7236                                 o_idx = c_ptr->o_idx;
7237
7238                                 /* Only rotate a pile of two or more objects. */
7239                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
7240
7241                                 /* Remove the first object from the list. */
7242                                 excise_object_idx(o_idx);
7243
7244                                 /* Find end of the list. */
7245                                 i = c_ptr->o_idx;
7246                                 while (o_list[i].next_o_idx)
7247                                         i = o_list[i].next_o_idx;
7248
7249                                 /* Add after the last object. */
7250                                 o_list[i].next_o_idx = o_idx;
7251
7252                                 /* Re-scan floor list */ 
7253                                 floor_num = scan_floor(floor_list, py, px, 0x03);
7254
7255                                 /* Hack -- Fix screen */
7256                                 if (command_see)
7257                                 {
7258                                         /* Load screen */
7259                                         screen_load();
7260
7261                                         /* Save screen */
7262                                         screen_save();
7263                                 }
7264
7265                                 break;
7266                         }
7267
7268                         case '/':
7269                         {
7270                                 if (command_wrk == (USE_INVEN))
7271                                 {
7272                                         if (!allow_equip)
7273                                         {
7274                                                 bell();
7275                                                 break;
7276                                         }
7277                                         command_wrk = (USE_EQUIP);
7278                                 }
7279                                 else if (command_wrk == (USE_EQUIP))
7280                                 {
7281                                         if (!allow_inven)
7282                                         {
7283                                                 bell();
7284                                                 break;
7285                                         }
7286                                         command_wrk = (USE_INVEN);
7287                                 }
7288                                 else if (command_wrk == (USE_FLOOR))
7289                                 {
7290                                         if (allow_inven)
7291                                         {
7292                                                 command_wrk = (USE_INVEN);
7293                                         }
7294                                         else if (allow_equip)
7295                                         {
7296                                                 command_wrk = (USE_EQUIP);
7297                                         }
7298                                         else
7299                                         {
7300                                                 bell();
7301                                                 break;
7302                                         }
7303                                 }
7304
7305                                 /* Hack -- Fix screen */
7306                                 if (command_see)
7307                                 {
7308                                         /* Load screen */
7309                                         screen_load();
7310
7311                                         /* Save screen */
7312                                         screen_save();
7313                                 }
7314
7315                                 /* Need to redraw */
7316                                 break;
7317                         }
7318
7319                         case '-':
7320                         {
7321                                 if (!allow_floor)
7322                                 {
7323                                         bell();
7324                                         break;
7325                                 }
7326
7327                                 /*
7328                                  * If we are already examining the floor, and there
7329                                  * is only one item, we will always select it.
7330                                  * If we aren't examining the floor and there is only
7331                                  * one item, we will select it if floor_query_flag
7332                                  * is FALSE.
7333                                  */
7334                                 if (floor_num == 1)
7335                                 {
7336                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
7337                                         {
7338                                                 /* Special index */
7339                                                 k = 0 - floor_list[0];
7340
7341                                                 /* Allow player to "refuse" certain actions */
7342                                                 if (!get_item_allow(k))
7343                                                 {
7344                                                         done = TRUE;
7345                                                         break;
7346                                                 }
7347
7348                                                 /* Accept that choice */
7349                                                 (*cp) = k;
7350                                                 item = TRUE;
7351                                                 done = TRUE;
7352
7353                                                 break;
7354                                         }
7355                                 }
7356
7357                                 /* Hack -- Fix screen */
7358                                 if (command_see)
7359                                 {
7360                                         /* Load screen */
7361                                         screen_load();
7362
7363                                         /* Save screen */
7364                                         screen_save();
7365                                 }
7366
7367                                 command_wrk = (USE_FLOOR);
7368
7369                                 break;
7370                         }
7371
7372                         case '0':
7373                         case '1': case '2': case '3':
7374                         case '4': case '5': case '6':
7375                         case '7': case '8': case '9':
7376                         {
7377                                 if (command_wrk != USE_FLOOR)
7378                                 {
7379                                         /* Look up the tag */
7380                                         if (!get_tag(&k, which, command_wrk))
7381                                         {
7382                                                 bell();
7383                                                 break;
7384                                         }
7385
7386                                         /* Hack -- Validate the item */
7387                                         if ((k < INVEN_RARM) ? !inven : !equip)
7388                                         {
7389                                                 bell();
7390                                                 break;
7391                                         }
7392
7393                                         /* Validate the item */
7394                                         if (!get_item_okay(k))
7395                                         {
7396                                                 bell();
7397                                                 break;
7398                                         }
7399                                 }
7400                                 else
7401                                 {
7402                                         /* Look up the alphabetical tag */
7403                                         if (get_tag_floor(&k, which, floor_list, floor_num))
7404                                         {
7405                                                 /* Special index */
7406                                                 k = 0 - floor_list[k];
7407                                         }
7408                                         else
7409                                         {
7410                                                 bell();
7411                                                 break;
7412                                         }
7413                                 }
7414
7415                                 /* Allow player to "refuse" certain actions */
7416                                 if (!get_item_allow(k))
7417                                 {
7418                                         done = TRUE;
7419                                         break;
7420                                 }
7421
7422                                 /* Accept that choice */
7423                                 (*cp) = k;
7424                                 item = TRUE;
7425                                 done = TRUE;
7426                                 break;
7427                         }
7428
7429 #if 0
7430                         case '\n':
7431                         case '\r':
7432                         {
7433                                 /* Choose "default" inventory item */
7434                                 if (command_wrk == (USE_INVEN))
7435                                 {
7436                                         k = ((i1 == i2) ? i1 : -1);
7437                                 }
7438
7439                                 /* Choose "default" equipment item */
7440                                 else if (command_wrk == (USE_EQUIP))
7441                                 {
7442                                         k = ((e1 == e2) ? e1 : -1);
7443                                 }
7444
7445                                 /* Choose "default" floor item */
7446                                 else if (command_wrk == (USE_FLOOR))
7447                                 {
7448                                         if (floor_num == 1)
7449                                         {
7450                                                 /* Special index */
7451                                                 k = 0 - floor_list[0];
7452
7453                                                 /* Allow player to "refuse" certain actions */
7454                                                 if (!get_item_allow(k))
7455                                                 {
7456                                                         done = TRUE;
7457                                                         break;
7458                                                 }
7459
7460                                                 /* Accept that choice */
7461                                                 (*cp) = k;
7462                                                 item = TRUE;
7463                                                 done = TRUE;
7464                                         }
7465                                         break;
7466                                 }
7467
7468                                 /* Validate the item */
7469                                 if (!get_item_okay(k))
7470                                 {
7471                                         bell();
7472                                         break;
7473                                 }
7474
7475                                 /* Allow player to "refuse" certain actions */
7476                                 if (!get_item_allow(k))
7477                                 {
7478                                         done = TRUE;
7479                                         break;
7480                                 }
7481
7482                                 /* Accept that choice */
7483                                 (*cp) = k;
7484                                 item = TRUE;
7485                                 done = TRUE;
7486                                 break;
7487                         }
7488 #endif
7489
7490                         case 'w':
7491                         {
7492                                 if (select_the_force) {
7493                                         *cp = INVEN_FORCE;
7494                                         item = TRUE;
7495                                         done = TRUE;
7496                                         break;
7497                                 }
7498
7499                                 /* Fall through */
7500                         }
7501
7502                         default:
7503                         {
7504                                 int ver;
7505
7506                                 if (command_wrk != USE_FLOOR)
7507                                 {
7508                                         bool not_found = FALSE;
7509
7510                                         /* Look up the alphabetical tag */
7511                                         if (!get_tag(&k, which, command_wrk))
7512                                         {
7513                                                 not_found = TRUE;
7514                                         }
7515
7516                                         /* Hack -- Validate the item */
7517                                         else if ((k < INVEN_RARM) ? !inven : !equip)
7518                                         {
7519                                                 not_found = TRUE;
7520                                         }
7521
7522                                         /* Validate the item */
7523                                         else if (!get_item_okay(k))
7524                                         {
7525                                                 not_found = TRUE;
7526                                         }
7527
7528                                         if (!not_found)
7529                                         {
7530                                                 /* Accept that choice */
7531                                                 (*cp) = k;
7532                                                 item = TRUE;
7533                                                 done = TRUE;
7534                                                 break;
7535                                         }
7536                                 }
7537                                 else
7538                                 {
7539                                         /* Look up the alphabetical tag */
7540                                         if (get_tag_floor(&k, which, floor_list, floor_num))
7541                                         {
7542                                                 /* Special index */
7543                                                 k = 0 - floor_list[k];
7544
7545                                                 /* Accept that choice */
7546                                                 (*cp) = k;
7547                                                 item = TRUE;
7548                                                 done = TRUE;
7549                                                 break;
7550                                         }
7551                                 }
7552
7553                                 /* Extract "query" setting */
7554                                 ver = isupper(which);
7555                                 which = tolower(which);
7556
7557                                 /* Convert letter to inventory index */
7558                                 if (command_wrk == (USE_INVEN))
7559                                 {
7560                                         if (which == '(') k = i1;
7561                                         else if (which == ')') k = i2;
7562                                         else k = label_to_inven(which);
7563                                 }
7564
7565                                 /* Convert letter to equipment index */
7566                                 else if (command_wrk == (USE_EQUIP))
7567                                 {
7568                                         if (which == '(') k = e1;
7569                                         else if (which == ')') k = e2;
7570                                         else k = label_to_equip(which);
7571                                 }
7572
7573                                 /* Convert letter to floor index */
7574                                 else if (command_wrk == USE_FLOOR)
7575                                 {
7576                                         if (which == '(') k = 0;
7577                                         else if (which == ')') k = floor_num - 1;
7578                                         else k = islower(which) ? A2I(which) : -1;
7579                                         if (k < 0 || k >= floor_num || k >= 23)
7580                                         {
7581                                                 bell();
7582                                                 break;
7583                                         }
7584
7585                                         /* Special index */
7586                                         k = 0 - floor_list[k];
7587                                 }
7588
7589                                 /* Validate the item */
7590                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
7591                                 {
7592                                         bell();
7593                                         break;
7594                                 }
7595
7596                                 /* Verify the item */
7597 #ifdef JP
7598 if (ver && !verify("ËÜÅö¤Ë", k))
7599 #else
7600                                 if (ver && !verify("Try", k))
7601 #endif
7602
7603                                 {
7604                                         done = TRUE;
7605                                         break;
7606                                 }
7607
7608                                 /* Allow player to "refuse" certain actions */
7609                                 if (!get_item_allow(k))
7610                                 {
7611                                         done = TRUE;
7612                                         break;
7613                                 }
7614
7615                                 /* Accept that choice */
7616                                 (*cp) = k;
7617                                 item = TRUE;
7618                                 done = TRUE;
7619                                 break;
7620                         }
7621                 }
7622                 }
7623         }
7624
7625         /* Fix the screen if necessary */
7626         if (command_see)
7627         {
7628                 /* Load screen */
7629                 screen_load();
7630
7631                 /* Hack -- Cancel "display" */
7632                 command_see = FALSE;
7633         }
7634
7635
7636         /* Forget the item_tester_tval restriction */
7637         item_tester_tval = 0;
7638
7639         /* Forget the item_tester_hook restriction */
7640         item_tester_hook = NULL;
7641
7642
7643         /* Clean up  'show choices' */
7644         /* Toggle again if needed */
7645         if (toggle) toggle_inven_equip();
7646
7647         /* Update */
7648         p_ptr->window |= (PW_INVEN | PW_EQUIP);
7649
7650         /* Window stuff */
7651         window_stuff();
7652
7653
7654         /* Clear the prompt line */
7655         prt("", 0, 0);
7656
7657         /* Warning if needed */
7658         if (oops && str) msg_print(str);
7659
7660         if (item)
7661         {
7662 #ifdef ALLOW_REPEAT
7663                 repeat_push(*cp);
7664 #endif /* ALLOW_REPEAT */
7665
7666                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
7667         }
7668
7669         /* Result */
7670         return (item);
7671 }
7672
7673
7674 static bool py_pickup_floor_aux(void)
7675 {
7676         s16b this_o_idx;
7677
7678         cptr q, s;
7679
7680         int item;
7681
7682         /* Restrict the choices */
7683         item_tester_hook = inven_carry_okay;
7684
7685         /* Get an object */
7686 #ifdef JP
7687         q = "¤É¤ì¤ò½¦¤¤¤Þ¤¹¤«¡©";
7688         s = "¤â¤¦¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£";
7689 #else
7690         q = "Get which item? ";
7691         s = "You no longer have any room for the objects on the floor.";
7692 #endif
7693
7694         if (get_item(&item, q, s, (USE_FLOOR)))
7695         {
7696                 this_o_idx = 0 - item;
7697         }
7698         else
7699         {
7700                 return (FALSE);
7701         }
7702
7703         /* Pick up the object */
7704         py_pickup_aux(this_o_idx);
7705
7706         return (TRUE);
7707 }
7708
7709
7710 /*
7711  * Make the player carry everything in a grid
7712  *
7713  * If "pickup" is FALSE then only gold will be picked up
7714  *
7715  * This is called by py_pickup() when easy_floor is TRUE.
7716  */
7717 void py_pickup_floor(bool pickup)
7718 {
7719         s16b this_o_idx, next_o_idx = 0;
7720
7721         char o_name[MAX_NLEN];
7722         object_type *o_ptr;
7723
7724         int floor_num = 0, floor_list[23], floor_o_idx = 0;
7725
7726         int can_pickup = 0;
7727
7728         /* Scan the pile of objects */
7729         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
7730         {
7731                 object_type *o_ptr;
7732
7733                 /* Access the object */
7734                 o_ptr = &o_list[this_o_idx];
7735
7736                 /* Describe the object */
7737                 object_desc(o_name, o_ptr, 0);
7738
7739                 /* Access the next object */
7740                 next_o_idx = o_ptr->next_o_idx;
7741
7742                 /* Hack -- disturb */
7743                 disturb(0, 0);
7744
7745                 /* Pick up gold */
7746                 if (o_ptr->tval == TV_GOLD)
7747                 {
7748                         /* Message */
7749 #ifdef JP
7750                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
7751                            (long)o_ptr->pval, o_name);
7752 #else
7753                         msg_format("You have found %ld gold pieces worth of %s.",
7754                                 (long) o_ptr->pval, o_name);
7755 #endif
7756
7757
7758                         /* Collect the gold */
7759                         p_ptr->au += o_ptr->pval;
7760
7761                         /* Redraw gold */
7762                         p_ptr->redraw |= (PR_GOLD);
7763
7764                         /* Window stuff */
7765                         p_ptr->window |= (PW_PLAYER);
7766
7767                         /* Delete the gold */
7768                         delete_object_idx(this_o_idx);
7769
7770                         /* Check the next object */
7771                         continue;
7772                 }
7773                 else if (o_ptr->marked & OM_NOMSG)
7774                 {
7775                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
7776                          * ignored. Otherwise, they are included in the prompt. */
7777                         o_ptr->marked &= ~(OM_NOMSG);
7778                         continue;
7779                 }
7780
7781                 /* Count non-gold objects that can be picked up. */
7782                 if (inven_carry_okay(o_ptr))
7783                 {
7784                         can_pickup++;
7785                 }
7786
7787                 /* Remember this object index */
7788                 if (floor_num < 23)
7789                         floor_list[floor_num] = this_o_idx;
7790
7791                 /* Count non-gold objects */
7792                 floor_num++;
7793
7794                 /* Remember this index */
7795                 floor_o_idx = this_o_idx;
7796         }
7797
7798         /* There are no non-gold objects */
7799         if (!floor_num)
7800                 return;
7801
7802         /* Mention the number of objects */
7803         if (!pickup)
7804         {
7805                 /* One object */
7806                 if (floor_num == 1)
7807                 {
7808                         /* Access the object */
7809                         o_ptr = &o_list[floor_o_idx];
7810
7811 #ifdef ALLOW_EASY_SENSE
7812
7813                         /* Option: Make object sensing easy */
7814                         if (easy_sense)
7815                         {
7816                                 /* Sense the object */
7817                                 (void) sense_object(o_ptr);
7818                         }
7819
7820 #endif /* ALLOW_EASY_SENSE */
7821
7822                         /* Describe the object */
7823                         object_desc(o_name, o_ptr, 0);
7824
7825                         /* Message */
7826 #ifdef JP
7827                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
7828 #else
7829                         msg_format("You see %s.", o_name);
7830 #endif
7831
7832                 }
7833
7834                 /* Multiple objects */
7835                 else
7836                 {
7837                         /* Message */
7838 #ifdef JP
7839                         msg_format("%d ¸Ä¤Î¥¢¥¤¥Æ¥à¤Î»³¤¬¤¢¤ë¡£", floor_num);
7840 #else
7841                         msg_format("You see a pile of %d items.", floor_num);
7842 #endif
7843
7844                 }
7845
7846                 /* Done */
7847                 return;
7848         }
7849
7850         /* The player has no room for anything on the floor. */
7851         if (!can_pickup)
7852         {
7853                 /* One object */
7854                 if (floor_num == 1)
7855                 {
7856                         /* Access the object */
7857                         o_ptr = &o_list[floor_o_idx];
7858
7859 #ifdef ALLOW_EASY_SENSE
7860
7861                         /* Option: Make object sensing easy */
7862                         if (easy_sense)
7863                         {
7864                                 /* Sense the object */
7865                                 (void) sense_object(o_ptr);
7866                         }
7867
7868 #endif /* ALLOW_EASY_SENSE */
7869
7870                         /* Describe the object */
7871                         object_desc(o_name, o_ptr, 0);
7872
7873                         /* Message */
7874 #ifdef JP
7875                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
7876 #else
7877                         msg_format("You have no room for %s.", o_name);
7878 #endif
7879
7880                 }
7881
7882                 /* Multiple objects */
7883                 else
7884                 {
7885                         /* Message */
7886 #ifdef JP
7887                         msg_format("¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£", o_name);
7888 #else
7889                         msg_print("You have no room for any of the objects on the floor.");
7890 #endif
7891
7892                 }
7893
7894                 /* Done */
7895                 return;
7896         }
7897
7898         /* One object */
7899         if (floor_num == 1)
7900         {
7901                 /* Hack -- query every object */
7902                 if (carry_query_flag)
7903                 {
7904                         char out_val[MAX_NLEN+20];
7905
7906                         /* Access the object */
7907                         o_ptr = &o_list[floor_o_idx];
7908
7909 #ifdef ALLOW_EASY_SENSE
7910
7911                         /* Option: Make object sensing easy */
7912                         if (easy_sense)
7913                         {
7914                                 /* Sense the object */
7915                                 (void) sense_object(o_ptr);
7916                         }
7917
7918 #endif /* ALLOW_EASY_SENSE */
7919
7920                         /* Describe the object */
7921                         object_desc(o_name, o_ptr, 0);
7922
7923                         /* Build a prompt */
7924 #ifdef JP
7925                         (void) sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
7926 #else
7927                         (void) sprintf(out_val, "Pick up %s? ", o_name);
7928 #endif
7929
7930
7931                         /* Ask the user to confirm */
7932                         if (!get_check(out_val))
7933                         {
7934                                 /* Done */
7935                                 return;
7936                         }
7937                 }
7938
7939                 /* Access the object */
7940                 o_ptr = &o_list[floor_o_idx];
7941
7942 #ifdef ALLOW_EASY_SENSE
7943
7944                 /* Option: Make object sensing easy */
7945                 if (easy_sense)
7946                 {
7947                         /* Sense the object */
7948                         (void) sense_object(o_ptr);
7949                 }
7950
7951 #endif /* ALLOW_EASY_SENSE */
7952
7953                 /* Pick up the object */
7954                 py_pickup_aux(floor_o_idx);
7955         }
7956
7957         /* Allow the user to choose an object */
7958         else
7959         {
7960                 while (can_pickup--)
7961                 {
7962                         if (!py_pickup_floor_aux()) break;
7963                 }
7964         }
7965 }
7966
7967 #endif /* ALLOW_EASY_FLOOR */