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[hengbandforosx/hengbandosx.git] / src / object1.c
1 /*!
2  * @file object1.c
3  * @brief オブジェクトの実装 / Object code, part 1
4  * @date 2014/01/10
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  *\n
8  * This software may be copied and distributed for educational, research,\n
9  * and not for profit purposes provided that this copyright and statement\n
10  * are included in all such copies.  Other copyrights may also apply.\n
11  * 2014 Deskull rearranged comment for Doxygen.\n
12  */
13
14 #include "angband.h"
15 #include "artifact.h"
16 #include "cmd-activate.h"
17 #include "object-hook.h"
18 #include "player-move.h"
19
20 #if defined(MACINTOSH) || defined(MACH_O_CARBON)
21 #ifdef verify
22 #undef verify
23 #endif
24 #endif
25
26 /*!
27  * @brief オブジェクト、地形の表示シンボルなど初期化する / Reset the "visual" lists
28  * @return なし
29  * This involves resetting various things to their "default" state.\n
30  *\n
31  * If the "prefs" flag is TRUE, then we will also load the appropriate\n
32  * "user pref file" based on the current setting of the "use_graphics"\n
33  * flag.  This is useful for switching "graphics" on/off.\n
34  *\n
35  * The features, objects, and monsters, should all be encoded in the\n
36  * relevant "font.pref" and/or "graf.prf" files.  \n
37  *\n
38  * The "prefs" parameter is no longer meaningful.  \n
39  */
40 void reset_visuals(void)
41 {
42         int i, j;
43
44         /* Extract some info about terrain features */
45         for (i = 0; i < max_f_idx; i++)
46         {
47                 feature_type *f_ptr = &f_info[i];
48
49                 /* Assume we will use the underlying values */
50                 for (j = 0; j < F_LIT_MAX; j++)
51                 {
52                         f_ptr->x_attr[j] = f_ptr->d_attr[j];
53                         f_ptr->x_char[j] = f_ptr->d_char[j];
54                 }
55         }
56
57         /* Extract default attr/char code for objects */
58         for (i = 0; i < max_k_idx; i++)
59         {
60                 object_kind *k_ptr = &k_info[i];
61
62                 /* Default attr/char */
63                 k_ptr->x_attr = k_ptr->d_attr;
64                 k_ptr->x_char = k_ptr->d_char;
65         }
66
67         /* Extract default attr/char code for monsters */
68         for (i = 0; i < max_r_idx; i++)
69         {
70                 monster_race *r_ptr = &r_info[i];
71
72                 /* Default attr/char */
73                 r_ptr->x_attr = r_ptr->d_attr;
74                 r_ptr->x_char = r_ptr->d_char;
75         }
76
77         if (use_graphics)
78         {
79                 char buf[1024];
80
81                 /* Process "graf.prf" */
82                 process_pref_file("graf.prf");
83
84                 /* Access the "character" pref file */
85                 sprintf(buf, "graf-%s.prf", player_base);
86
87                 /* Process "graf-<playername>.prf" */
88                 process_pref_file(buf);
89         }
90
91         /* Normal symbols */
92         else
93         {
94                 char buf[1024];
95
96                 /* Process "font.prf" */
97                 process_pref_file("font.prf");
98
99                 /* Access the "character" pref file */
100                 sprintf(buf, "font-%s.prf", player_base);
101
102                 /* Process "font-<playername>.prf" */
103                 process_pref_file(buf);
104         }
105 }
106
107 /*!
108  * @brief オブジェクトのフラグ類を配列に与える
109  * Obtain the "flags" for an item
110  * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
111  * @param flgs フラグ情報を受け取る配列
112  * @return なし
113  */
114 void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
115 {
116         object_kind *k_ptr = &k_info[o_ptr->k_idx];
117         int i;
118
119         /* Base object */
120         for (i = 0; i < TR_FLAG_SIZE; i++)
121                 flgs[i] = k_ptr->flags[i];
122
123         /* Artifact */
124         if (object_is_fixed_artifact(o_ptr))
125         {
126                 artifact_type *a_ptr = &a_info[o_ptr->name1];
127
128                 for (i = 0; i < TR_FLAG_SIZE; i++)
129                         flgs[i] = a_ptr->flags[i];
130         }
131
132         /* Ego-item */
133         if (object_is_ego(o_ptr))
134         {
135                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
136
137                 for (i = 0; i < TR_FLAG_SIZE; i++)
138                         flgs[i] |= e_ptr->flags[i];
139
140                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
141                 {
142                         remove_flag(flgs, TR_SH_FIRE);
143                 }
144                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
145                 {
146                         remove_flag(flgs, TR_INFRA);
147                 }
148                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
149                 {
150                         remove_flag(flgs, TR_RES_BLIND);
151                         remove_flag(flgs, TR_SEE_INVIS);
152                 }
153         }
154
155         /* Random artifact ! */
156         for (i = 0; i < TR_FLAG_SIZE; i++)
157                 flgs[i] |= o_ptr->art_flags[i];
158
159         if (object_is_smith(o_ptr))
160         {
161                 int add = o_ptr->xtra3 - 1;
162
163                 if (add < TR_FLAG_MAX)
164                 {
165                         add_flag(flgs, add);
166                 }
167                 else if (add == ESSENCE_TMP_RES_ACID)
168                 {
169                         add_flag(flgs, TR_RES_ACID);
170                         add_flag(flgs, TR_ACTIVATE);
171                 }
172                 else if (add == ESSENCE_TMP_RES_ELEC)
173                 {
174                         add_flag(flgs, TR_RES_ELEC);
175                         add_flag(flgs, TR_ACTIVATE);
176                 }
177                 else if (add == ESSENCE_TMP_RES_FIRE)
178                 {
179                         add_flag(flgs, TR_RES_FIRE);
180                         add_flag(flgs, TR_ACTIVATE);
181                 }
182                 else if (add == ESSENCE_TMP_RES_COLD)
183                 {
184                         add_flag(flgs, TR_RES_COLD);
185                         add_flag(flgs, TR_ACTIVATE);
186                 }
187                 else if (add == ESSENCE_SH_FIRE)
188                 {
189                         add_flag(flgs, TR_RES_FIRE);
190                         add_flag(flgs, TR_SH_FIRE);
191                 }
192                 else if (add == ESSENCE_SH_ELEC)
193                 {
194                         add_flag(flgs, TR_RES_ELEC);
195                         add_flag(flgs, TR_SH_ELEC);
196                 }
197                 else if (add == ESSENCE_SH_COLD)
198                 {
199                         add_flag(flgs, TR_RES_COLD);
200                         add_flag(flgs, TR_SH_COLD);
201                 }
202                 else if (add == ESSENCE_RESISTANCE)
203                 {
204                         add_flag(flgs, TR_RES_ACID);
205                         add_flag(flgs, TR_RES_ELEC);
206                         add_flag(flgs, TR_RES_FIRE);
207                         add_flag(flgs, TR_RES_COLD);
208                 }
209                 else if (add == TR_IMPACT)
210                 {
211                         add_flag(flgs, TR_ACTIVATE);
212                 }
213         }
214 }
215
216 /*!
217  * @brief オブジェクトの明示されているフラグ類を取得する
218  * Obtain the "flags" for an item which are known to the player
219  * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
220  * @param flgs フラグ情報を受け取る配列
221  * @return なし
222  */
223 void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
224 {
225         bool spoil = FALSE;
226         int i;
227
228         object_kind *k_ptr = &k_info[o_ptr->k_idx];
229
230         /* Clear */
231         for (i = 0; i < TR_FLAG_SIZE; i++)
232                 flgs[i] = 0;
233
234         if (!object_is_aware(o_ptr)) return;
235
236         /* Base object */
237         for (i = 0; i < TR_FLAG_SIZE; i++)
238                 flgs[i] = k_ptr->flags[i];
239
240         /* Must be identified */
241         if (!object_is_known(o_ptr)) return;
242
243         /* Ego-item (known basic flags) */
244         if (object_is_ego(o_ptr))
245         {
246                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
247
248                 for (i = 0; i < TR_FLAG_SIZE; i++)
249                         flgs[i] |= e_ptr->flags[i];
250
251                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
252                 {
253                         remove_flag(flgs, TR_SH_FIRE);
254                 }
255                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
256                 {
257                         remove_flag(flgs, TR_INFRA);
258                 }
259                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
260                 {
261                         remove_flag(flgs, TR_RES_BLIND);
262                         remove_flag(flgs, TR_SEE_INVIS);
263                 }
264         }
265
266
267 #ifdef SPOIL_ARTIFACTS
268         /* Full knowledge for some artifacts */
269         if (object_is_artifact(o_ptr)) spoil = TRUE;
270 #endif /* SPOIL_ARTIFACTS */
271
272 #ifdef SPOIL_EGO_ITEMS
273         /* Full knowledge for some ego-items */
274         if (object_is_ego(o_ptr)) spoil = TRUE;
275 #endif /* SPOIL_EGO_ITEMS */
276
277         /* Need full knowledge or spoilers */
278         if (spoil || (o_ptr->ident & IDENT_MENTAL))
279         {
280                 /* Artifact */
281                 if (object_is_fixed_artifact(o_ptr))
282                 {
283                         artifact_type *a_ptr = &a_info[o_ptr->name1];
284
285                         for (i = 0; i < TR_FLAG_SIZE; i++)
286                                 flgs[i] = a_ptr->flags[i];
287                 }
288
289                 /* Random artifact ! */
290                 for (i = 0; i < TR_FLAG_SIZE; i++)
291                         flgs[i] |= o_ptr->art_flags[i];
292         }
293
294         if (object_is_smith(o_ptr))
295         {
296                 int add = o_ptr->xtra3 - 1;
297
298                 if (add < TR_FLAG_MAX)
299                 {
300                         add_flag(flgs, add);
301                 }
302                 else if (add == ESSENCE_TMP_RES_ACID)
303                 {
304                         add_flag(flgs, TR_RES_ACID);
305                 }
306                 else if (add == ESSENCE_TMP_RES_ELEC)
307                 {
308                         add_flag(flgs, TR_RES_ELEC);
309                 }
310                 else if (add == ESSENCE_TMP_RES_FIRE)
311                 {
312                         add_flag(flgs, TR_RES_FIRE);
313                 }
314                 else if (add == ESSENCE_TMP_RES_COLD)
315                 {
316                         add_flag(flgs, TR_RES_COLD);
317                 }
318                 else if (add == ESSENCE_SH_FIRE)
319                 {
320                         add_flag(flgs, TR_RES_FIRE);
321                         add_flag(flgs, TR_SH_FIRE);
322                 }
323                 else if (add == ESSENCE_SH_ELEC)
324                 {
325                         add_flag(flgs, TR_RES_ELEC);
326                         add_flag(flgs, TR_SH_ELEC);
327                 }
328                 else if (add == ESSENCE_SH_COLD)
329                 {
330                         add_flag(flgs, TR_RES_COLD);
331                         add_flag(flgs, TR_SH_COLD);
332                 }
333                 else if (add == ESSENCE_RESISTANCE)
334                 {
335                         add_flag(flgs, TR_RES_ACID);
336                         add_flag(flgs, TR_RES_ELEC);
337                         add_flag(flgs, TR_RES_FIRE);
338                         add_flag(flgs, TR_RES_COLD);
339                 }
340         }
341 }
342
343 /*!
344  * @brief オブジェクトの発動効果名称を返す(サブルーチン/ブレス)
345  * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
346  * @return concptr 発動名称を返す文字列ポインタ
347  */
348 static concptr item_activation_dragon_breath(object_type *o_ptr)
349 {
350         static char desc[256];
351         BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
352         int i, n = 0;
353
354         object_flags(o_ptr, flgs);
355         strcpy(desc, _("", "breath "));
356
357         for (i = 0; dragonbreath_info[i].flag != 0; i++)
358         {
359                 if (have_flag(flgs, dragonbreath_info[i].flag))
360                 {
361                         if (n > 0) strcat(desc, _("、", ", "));
362                         strcat(desc, dragonbreath_info[i].name);
363                         n++;
364                 }
365         }
366
367         strcat(desc, _("のブレス(250)", ""));
368
369         return (desc);
370 }
371
372 /*!
373  * @brief オブジェクトの発動効果名称を返す(サブルーチン/汎用)
374  * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
375  * @return concptr 発動名称を返す文字列ポインタ
376  */
377 static concptr item_activation_aux(object_type *o_ptr)
378 {
379         static char activation_detail[256];
380         concptr desc;
381         char timeout[32];
382         int constant, dice;
383         const activation_type* const act_ptr = find_activation_info(o_ptr);
384
385         if (!act_ptr) return _("未定義", "something undefined");
386
387         desc = act_ptr->desc;
388
389         /* Overwrite description if it is special */
390         switch (act_ptr->index) {
391         case ACT_BR_FIRE:
392                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
393                         desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
394                 break;
395         case ACT_BR_COLD:
396                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
397                         desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
398                 break;
399         case ACT_BR_DRAGON:
400                 desc = item_activation_dragon_breath(o_ptr);
401                 break;
402         case ACT_AGGRAVATE:
403                 if (o_ptr->name1 == ART_HYOUSIGI)
404                         desc = _("拍子木を打ちならす", "beat wooden clappers");
405                 break;
406         case ACT_RESIST_ACID:
407                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
408                         desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
409                 break;
410         case ACT_RESIST_FIRE:
411                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
412                         desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
413                 break;
414         case ACT_RESIST_COLD:
415                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
416                         desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
417                 break;
418         case ACT_RESIST_ELEC:
419                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
420                         desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
421                 break;
422         case ACT_RESIST_POIS:
423                 if (o_ptr->name2 == EGO_BRAND_POIS)
424                         desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
425                 break;
426         }
427
428         /* Timeout description */
429         constant = act_ptr->timeout.constant;
430         dice = act_ptr->timeout.dice;
431         if (constant == 0 && dice == 0) {
432                 /* We can activate it every turn */
433                 strcpy(timeout, _("いつでも", "every turn"));
434         } else if (constant < 0) {
435                 /* Activations that have special timeout */
436                 switch (act_ptr->index) {
437                 case ACT_BR_FIRE:
438                         sprintf(timeout, _("%d ターン毎", "every %d turns"),
439                                 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
440                         break;
441                 case ACT_BR_COLD:
442                         sprintf(timeout, _("%d ターン毎", "every %d turns"),
443                                 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
444                         break;
445                 case ACT_TERROR:
446                         strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
447                         break;
448                 case ACT_MURAMASA:
449                         strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
450                         break;
451                 default:
452                         strcpy(timeout, "undefined");
453                         break;
454                 }
455         } else {
456                 /* Normal timeout activations */
457                 char constant_str[16], dice_str[16];
458                 sprintf(constant_str, "%d", constant);
459                 sprintf(dice_str, "d%d", dice);
460                 sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"),
461                         (constant > 0) ? constant_str : "",
462                         (constant > 0 && dice > 0) ? "+" : "",
463                         (dice > 0) ? dice_str : "");
464         }
465
466         /* Build detail activate description */
467         sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
468
469         return activation_detail;
470 }
471
472 /*!
473  * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
474  * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
475  * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
476  * @return concptr 発動名称を返す文字列ポインタ
477  */
478 concptr item_activation(object_type *o_ptr)
479 {
480         BIT_FLAGS flgs[TR_FLAG_SIZE];
481         object_flags(o_ptr, flgs);
482
483         /* Require activation ability */
484         if (!(have_flag(flgs, TR_ACTIVATE))) return (_("なし", "nothing"));
485
486         /* Get an explain of an activation */
487         if (activation_index(o_ptr))
488         {
489                 return item_activation_aux(o_ptr);
490         }
491
492         /* Special items */
493         if (o_ptr->tval == TV_WHISTLE)
494         {
495                 return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
496         }
497
498         if (o_ptr->tval == TV_CAPTURE)
499         {
500                 return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
501         }
502
503         return _("何も起きない", "Nothing");
504 }
505
506
507 /*!
508  * @brief オブジェクトの*鑑定*内容を詳述して表示する /
509  * Describe a "fully identified" item
510  * @param o_ptr *鑑定*情報を取得する元のオブジェクト構造体参照ポインタ
511  * @param mode 表示オプション
512  * @return 特筆すべき情報が一つでもあった場合TRUE、一つもなく表示がキャンセルされた場合FALSEを返す。
513  */
514 bool screen_object(object_type *o_ptr, BIT_FLAGS mode)
515 {
516         int i = 0, j, k;
517
518         BIT_FLAGS flgs[TR_FLAG_SIZE];
519
520         char temp[70 * 20];
521         concptr            info[128];
522         GAME_TEXT o_name[MAX_NLEN];
523         int wid, hgt;
524         POSITION rad;
525         char desc[256];
526
527         int trivial_info = 0;
528         object_flags(o_ptr, flgs);
529
530         /* Extract the description */
531         {
532                 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
533                             (k_text + k_info[o_ptr->k_idx].text),
534                             77 - 15, temp, sizeof(temp));
535                 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
536                 { info[i] = &temp[j]; i++;}
537         }
538
539         if (object_is_equipment(o_ptr))
540         {
541                 /* Descriptions of a basic equipment is just a flavor */
542                 trivial_info = i;
543         }
544
545         /* Mega-Hack -- describe activation */
546         if (have_flag(flgs, TR_ACTIVATE))
547         {
548                 info[i++] = _("始動したときの効果...", "It can be activated for...");
549                 info[i++] = item_activation(o_ptr);
550                 info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
551         }
552
553         /* Figurines, a hack */
554         if (o_ptr->tval == TV_FIGURINE)
555         {
556                 info[i++] = _("それは投げた時ペットに変化する。", "It will transform into a pet when thrown.");
557         }
558
559         /* Figurines, a hack */
560         if (o_ptr->name1 == ART_STONEMASK)
561         {
562                 info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you turn into a vampire permanently.");
563         }
564
565         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
566         {
567                 info[i++] = _("それは相手を一撃で倒すことがある。", "It will attempt to kill a monster instantly.");
568         }
569
570         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
571         {
572                 info[i++] = _("それは自分自身に攻撃が返ってくることがある。", "It causes you to strike yourself sometimes.");
573                 info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers.");
574         }
575
576         if (o_ptr->name2 == EGO_2WEAPON)
577         {
578                 info[i++] = _("それは二刀流での命中率を向上させる。", "It affects your ability to hit when you are wielding two weapons.");
579         }
580
581         if (have_flag(flgs, TR_EASY_SPELL))
582         {
583                 info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
584         }
585
586         if (o_ptr->name2 == EGO_AMU_FOOL)
587         {
588                 info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
589         }
590
591         if (o_ptr->name2 == EGO_RING_THROW)
592         {
593                 info[i++] = _("それは物を強く投げることを可能にする。", "It provides great strength when you throw an item.");
594         }
595
596         if (o_ptr->name2 == EGO_AMU_NAIVETY)
597         {
598                 info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance.");
599         }
600
601         if (o_ptr->tval == TV_STATUE)
602         {
603                 monster_race *r_ptr = &r_info[o_ptr->pval];
604
605                 if (o_ptr->pval == MON_BULLGATES)
606                         info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful.");
607                 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
608                         info[i++] = _("それは部屋に飾ると恐い。", "It is fearful.");
609                 else
610                         info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful.");
611         }
612         
613         /* Hack -- describe lite's */
614         
615         if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light.");
616         
617         rad = 0;
618         if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
619         if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
620         if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
621         if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
622         if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
623         if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
624         
625         if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
626                 
627         if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
628         {
629                 if(rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), (int)rad);   
630         }
631         else
632         {
633                 if(rad > 0) sprintf(desc, _("それは永遠なる明かり(半径 %d)を授ける。", "It provides light (radius %d) forever."), (int)rad);
634                 if(rad < 0) sprintf(desc, _("それは明かりの半径を狭める(半径に-%d)。", "It decreases radius of light source by %d."), (int)-rad);
635         }
636         
637         if(rad != 0) info[i++] = desc;
638
639         
640         if (o_ptr->name2 == EGO_LITE_LONG)
641         {
642                 info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time.");
643         }
644
645         /* And then describe it fully */
646
647         if (have_flag(flgs, TR_RIDING))
648         {
649                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
650                         info[i++] = _("それは乗馬中は非常に使いやすい。", "It is made for use while riding.");
651                 else
652                 {
653                         info[i++] = _("それは乗馬中でも使いやすい。", "It is suitable for use while riding.");
654                         /* This information is not important enough */
655                         trivial_info++;
656                 }
657         }
658         if (have_flag(flgs, TR_STR))
659         {
660                 info[i++] = _("それは腕力に影響を及ぼす。", "It affects your strength.");
661         }
662         if (have_flag(flgs, TR_INT))
663         {
664                 info[i++] = _("それは知能に影響を及ぼす。", "It affects your intelligence.");
665         }
666         if (have_flag(flgs, TR_WIS))
667         {
668                 info[i++] = _("それは賢さに影響を及ぼす。", "It affects your wisdom.");
669         }
670         if (have_flag(flgs, TR_DEX))
671         {
672                 info[i++] = _("それは器用さに影響を及ぼす。", "It affects your dexterity.");
673         }
674         if (have_flag(flgs, TR_CON))
675         {
676                 info[i++] = _("それは耐久力に影響を及ぼす。", "It affects your constitution.");
677         }
678         if (have_flag(flgs, TR_CHR))
679         {
680                 info[i++] = _("それは魅力に影響を及ぼす。", "It affects your charisma.");
681         }
682
683         if (have_flag(flgs, TR_MAGIC_MASTERY))
684         {
685                 info[i++] = _("それは魔法道具使用能力に影響を及ぼす。", "It affects your ability to use magic devices.");
686
687         }
688         if (have_flag(flgs, TR_STEALTH))
689         {
690                 info[i++] = _("それは隠密行動能力に影響を及ぼす。", "It affects your stealth.");
691         }
692         if (have_flag(flgs, TR_SEARCH))
693         {
694                 info[i++] = _("それは探索能力に影響を及ぼす。", "It affects your searching.");
695         }
696         if (have_flag(flgs, TR_INFRA))
697         {
698                 info[i++] = _("それは赤外線視力に影響を及ぼす。", "It affects your infravision.");
699         }
700         if (have_flag(flgs, TR_TUNNEL))
701         {
702                 info[i++] = _("それは採掘能力に影響を及ぼす。", "It affects your ability to tunnel.");
703         }
704         if (have_flag(flgs, TR_SPEED))
705         {
706                 info[i++] = _("それはスピードに影響を及ぼす。", "It affects your speed.");
707         }
708         if (have_flag(flgs, TR_BLOWS))
709         {
710                 info[i++] = _("それは打撃回数に影響を及ぼす。", "It affects your attack speed.");
711         }
712
713         if (have_flag(flgs, TR_BRAND_ACID))
714         {
715                 info[i++] = _("それは酸によって大きなダメージを与える。", "It does extra damage from acid.");
716         }
717         if (have_flag(flgs, TR_BRAND_ELEC))
718         {
719                 info[i++] = _("それは電撃によって大きなダメージを与える。", "It does extra damage from electricity.");
720         }
721         if (have_flag(flgs, TR_BRAND_FIRE))
722         {
723                 info[i++] = _("それは火炎によって大きなダメージを与える。", "It does extra damage from fire.");
724         }
725         if (have_flag(flgs, TR_BRAND_COLD))
726         {
727                 info[i++] = _("それは冷気によって大きなダメージを与える。", "It does extra damage from frost.");
728         }
729
730         if (have_flag(flgs, TR_BRAND_POIS))
731         {
732                 info[i++] = _("それは敵を毒する。", "It poisons your foes.");
733         }
734
735         if (have_flag(flgs, TR_CHAOTIC))
736         {
737                 info[i++] = _("それはカオス的な効果を及ぼす。", "It produces chaotic effects.");
738         }
739
740         if (have_flag(flgs, TR_VAMPIRIC))
741         {
742                 info[i++] = _("それは敵から生命力を吸収する。", "It drains life from your foes.");
743         }
744
745         if (have_flag(flgs, TR_IMPACT))
746         {
747                 info[i++] = _("それは地震を起こすことができる。", "It can cause earthquakes.");
748         }
749
750         if (have_flag(flgs, TR_VORPAL))
751         {
752                 info[i++] = _("それは非常に切れ味が鋭く敵を切断することができる。", "It is very sharp and can cut your foes.");
753         }
754
755         if (have_flag(flgs, TR_KILL_DRAGON))
756         {
757                 info[i++] = _("それはドラゴンにとっての天敵である。", "It is a great bane of dragons.");
758         }
759         else if (have_flag(flgs, TR_SLAY_DRAGON))
760         {
761                 info[i++] = _("それはドラゴンに対して特に恐るべき力を発揮する。", "It is especially deadly against dragons.");
762         }
763
764         if (have_flag(flgs, TR_KILL_ORC))
765         {
766                 info[i++] = _("それはオークにとっての天敵である。", "It is a great bane of orcs.");
767         }
768         if (have_flag(flgs, TR_SLAY_ORC))
769         {
770                 info[i++] = _("それはオークに対して特に恐るべき力を発揮する。", "It is especially deadly against orcs.");
771         }
772
773         if (have_flag(flgs, TR_KILL_TROLL))
774         {
775                 info[i++] = _("それはトロルにとっての天敵である。", "It is a great bane of trolls.");
776         }
777         if (have_flag(flgs, TR_SLAY_TROLL))
778         {
779                 info[i++] = _("それはトロルに対して特に恐るべき力を発揮する。", "It is especially deadly against trolls.");
780         }
781
782         if (have_flag(flgs, TR_KILL_GIANT))
783         {
784                 info[i++] = _("それは巨人にとっての天敵である。", "It is a great bane of giants.");
785         }
786         else if (have_flag(flgs, TR_SLAY_GIANT))
787         {
788                 info[i++] = _("それはジャイアントに対して特に恐るべき力を発揮する。", "It is especially deadly against giants.");
789         }
790
791         if (have_flag(flgs, TR_KILL_DEMON))
792         {
793                 info[i++] = _("それはデーモンにとっての天敵である。", "It is a great bane of demons.");
794         }
795         if (have_flag(flgs, TR_SLAY_DEMON))
796         {
797                 info[i++] = _("それはデーモンに対して聖なる力を発揮する。", "It strikes at demons with holy wrath.");
798         }
799
800         if (have_flag(flgs, TR_KILL_UNDEAD))
801         {
802                 info[i++] = _("それはアンデッドにとっての天敵である。", "It is a great bane of undead.");
803         }
804         if (have_flag(flgs, TR_SLAY_UNDEAD))
805         {
806                 info[i++] = _("それはアンデッドに対して聖なる力を発揮する。", "It strikes at undead with holy wrath.");
807         }
808
809         if (have_flag(flgs, TR_KILL_EVIL))
810         {
811                 info[i++] = _("それは邪悪なる存在にとっての天敵である。", "It is a great bane of evil monsters.");
812         }
813         if (have_flag(flgs, TR_SLAY_EVIL))
814         {
815                 info[i++] = _("それは邪悪なる存在に対して聖なる力で攻撃する。", "It fights against evil with holy fury.");
816         }
817
818         if (have_flag(flgs, TR_KILL_ANIMAL))
819         {
820                 info[i++] = _("それは自然界の動物にとっての天敵である。", "It is a great bane of natural creatures.");
821         }
822         if (have_flag(flgs, TR_SLAY_ANIMAL))
823         {
824                 info[i++] = _("それは自然界の動物に対して特に恐るべき力を発揮する。", "It is especially deadly against natural creatures.");
825         }
826
827         if (have_flag(flgs, TR_KILL_HUMAN))
828         {
829                 info[i++] = _("それは人間にとっての天敵である。", "It is a great bane of humans.");
830         }
831         if (have_flag(flgs, TR_SLAY_HUMAN))
832         {
833                 info[i++] = _("それは人間に対して特に恐るべき力を発揮する。", "It is especially deadly against humans.");
834         }
835
836         if (have_flag(flgs, TR_FORCE_WEAPON))
837         {
838                 info[i++] = _("それは使用者の魔力を使って攻撃する。", "It powerfully strikes at a monster using your mana.");
839         }
840         if (have_flag(flgs, TR_DEC_MANA))
841         {
842                 info[i++] = _("それは魔力の消費を押さえる。", "It decreases your mana consumption.");
843         }
844         if (have_flag(flgs, TR_SUST_STR))
845         {
846                 info[i++] = _("それはあなたの腕力を維持する。", "It sustains your strength.");
847         }
848         if (have_flag(flgs, TR_SUST_INT))
849         {
850                 info[i++] = _("それはあなたの知能を維持する。", "It sustains your intelligence.");
851         }
852         if (have_flag(flgs, TR_SUST_WIS))
853         {
854                 info[i++] = _("それはあなたの賢さを維持する。", "It sustains your wisdom.");
855         }
856         if (have_flag(flgs, TR_SUST_DEX))
857         {
858                 info[i++] = _("それはあなたの器用さを維持する。", "It sustains your dexterity.");
859         }
860         if (have_flag(flgs, TR_SUST_CON))
861         {
862                 info[i++] = _("それはあなたの耐久力を維持する。", "It sustains your constitution.");
863         }
864         if (have_flag(flgs, TR_SUST_CHR))
865         {
866                 info[i++] = _("それはあなたの魅力を維持する。", "It sustains your charisma.");
867         }
868
869         if (have_flag(flgs, TR_IM_ACID))
870         {
871                 info[i++] = _("それは酸に対する完全な免疫を授ける。", "It provides immunity to acid.");
872         }
873         if (have_flag(flgs, TR_IM_ELEC))
874         {
875                 info[i++] = _("それは電撃に対する完全な免疫を授ける。", "It provides immunity to electricity.");
876         }
877         if (have_flag(flgs, TR_IM_FIRE))
878         {
879                 info[i++] = _("それは火に対する完全な免疫を授ける。", "It provides immunity to fire.");
880         }
881         if (have_flag(flgs, TR_IM_COLD))
882         {
883                 info[i++] = _("それは寒さに対する完全な免疫を授ける。", "It provides immunity to cold.");
884         }
885
886         if (have_flag(flgs, TR_THROW))
887         {
888                 info[i++] = _("それは敵に投げて大きなダメージを与えることができる。", "It is perfectly balanced for throwing.");
889         }
890
891         if (have_flag(flgs, TR_FREE_ACT))
892         {
893                 info[i++] = _("それは麻痺に対する完全な免疫を授ける。", "It provides immunity to paralysis.");
894         }
895         if (have_flag(flgs, TR_HOLD_EXP))
896         {
897                 info[i++] = _("それは経験値吸収に対する耐性を授ける。", "It provides resistance to experience draining.");
898         }
899         if (have_flag(flgs, TR_RES_FEAR))
900         {
901                 info[i++] = _("それは恐怖への完全な耐性を授ける。", "It makes you completely fearless.");
902         }
903         if (have_flag(flgs, TR_RES_ACID))
904         {
905                 info[i++] = _("それは酸への耐性を授ける。", "It provides resistance to acid.");
906         }
907         if (have_flag(flgs, TR_RES_ELEC))
908         {
909                 info[i++] = _("それは電撃への耐性を授ける。", "It provides resistance to electricity.");
910         }
911         if (have_flag(flgs, TR_RES_FIRE))
912         {
913                 info[i++] = _("それは火への耐性を授ける。", "It provides resistance to fire.");
914         }
915         if (have_flag(flgs, TR_RES_COLD))
916         {
917                 info[i++] = _("それは寒さへの耐性を授ける。", "It provides resistance to cold.");
918         }
919         if (have_flag(flgs, TR_RES_POIS))
920         {
921                 info[i++] = _("それは毒への耐性を授ける。", "It provides resistance to poison.");
922         }
923
924         if (have_flag(flgs, TR_RES_LITE))
925         {
926                 info[i++] = _("それは閃光への耐性を授ける。", "It provides resistance to light.");
927         }
928         if (have_flag(flgs, TR_RES_DARK))
929         {
930                 info[i++] = _("それは暗黒への耐性を授ける。", "It provides resistance to dark.");
931         }
932
933         if (have_flag(flgs, TR_RES_BLIND))
934         {
935                 info[i++] = _("それは盲目への耐性を授ける。", "It provides resistance to blindness.");
936         }
937         if (have_flag(flgs, TR_RES_CONF))
938         {
939                 info[i++] = _("それは混乱への耐性を授ける。", "It provides resistance to confusion.");
940         }
941         if (have_flag(flgs, TR_RES_SOUND))
942         {
943                 info[i++] = _("それは轟音への耐性を授ける。", "It provides resistance to sound.");
944         }
945         if (have_flag(flgs, TR_RES_SHARDS))
946         {
947                 info[i++] = _("それは破片への耐性を授ける。", "It provides resistance to shards.");
948         }
949
950         if (have_flag(flgs, TR_RES_NETHER))
951         {
952                 info[i++] = _("それは地獄への耐性を授ける。", "It provides resistance to nether.");
953         }
954         if (have_flag(flgs, TR_RES_NEXUS))
955         {
956                 info[i++] = _("それは因果混乱への耐性を授ける。", "It provides resistance to nexus.");
957         }
958         if (have_flag(flgs, TR_RES_CHAOS))
959         {
960                 info[i++] = _("それはカオスへの耐性を授ける。", "It provides resistance to chaos.");
961         }
962         if (have_flag(flgs, TR_RES_DISEN))
963         {
964                 info[i++] = _("それは劣化への耐性を授ける。", "It provides resistance to disenchantment.");
965         }
966
967         if (have_flag(flgs, TR_LEVITATION))
968         {
969                 info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate.");
970         }
971                 
972         if (have_flag(flgs, TR_SEE_INVIS))
973         {
974                 info[i++] = _("それは透明なモンスターを見ることを可能にする。", "It allows you to see invisible monsters.");
975         }
976         if (have_flag(flgs, TR_TELEPATHY))
977         {
978                 info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers.");
979         }
980         if (have_flag(flgs, TR_ESP_ANIMAL))
981         {
982                 info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures.");
983         }
984         if (have_flag(flgs, TR_ESP_UNDEAD))
985         {
986                 info[i++] = _("それはアンデッドを感知する。", "It senses undead.");
987         }
988         if (have_flag(flgs, TR_ESP_DEMON))
989         {
990                 info[i++] = _("それは悪魔を感知する。", "It senses demons.");
991         }
992         if (have_flag(flgs, TR_ESP_ORC))
993         {
994                 info[i++] = _("それはオークを感知する。", "It senses orcs.");
995         }
996         if (have_flag(flgs, TR_ESP_TROLL))
997         {
998                 info[i++] = _("それはトロルを感知する。", "It senses trolls.");
999         }
1000         if (have_flag(flgs, TR_ESP_GIANT))
1001         {
1002                 info[i++] = _("それは巨人を感知する。", "It senses giants.");
1003         }
1004         if (have_flag(flgs, TR_ESP_DRAGON))
1005         {
1006                 info[i++] = _("それはドラゴンを感知する。", "It senses dragons.");
1007         }
1008         if (have_flag(flgs, TR_ESP_HUMAN))
1009         {
1010                 info[i++] = _("それは人間を感知する。", "It senses humans.");
1011         }
1012         if (have_flag(flgs, TR_ESP_EVIL))
1013         {
1014                 info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures.");
1015         }
1016         if (have_flag(flgs, TR_ESP_GOOD))
1017         {
1018                 info[i++] = _("それは善良な存在を感知する。", "It senses good creatures.");
1019         }
1020         if (have_flag(flgs, TR_ESP_NONLIVING))
1021         {
1022                 info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures.");
1023         }
1024         if (have_flag(flgs, TR_ESP_UNIQUE))
1025         {
1026                 info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters.");
1027         }
1028         if (have_flag(flgs, TR_SLOW_DIGEST))
1029         {
1030                 info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism.");
1031         }
1032         if (have_flag(flgs, TR_REGEN))
1033         {
1034                 info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers.");
1035         }
1036         if (have_flag(flgs, TR_WARNING))
1037         {
1038                 info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger");
1039         }
1040         if (have_flag(flgs, TR_REFLECT))
1041         {
1042                 info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells.");
1043         }
1044         if (have_flag(flgs, TR_SH_FIRE))
1045         {
1046                 info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath.");
1047         }
1048         if (have_flag(flgs, TR_SH_ELEC))
1049         {
1050                 info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath.");
1051         }
1052         if (have_flag(flgs, TR_SH_COLD))
1053         {
1054                 info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness.");
1055         }
1056         if (have_flag(flgs, TR_NO_MAGIC))
1057         {
1058                 info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell.");
1059         }
1060         if (have_flag(flgs, TR_NO_TELE))
1061         {
1062                 info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation.");
1063         }
1064         if (have_flag(flgs, TR_XTRA_MIGHT))
1065         {
1066                 info[i++] = _("それは矢/ボルト/弾をより強力に発射することができる。", "It fires missiles with extra might.");
1067         }
1068         if (have_flag(flgs, TR_XTRA_SHOTS))
1069         {
1070                 info[i++] = _("それは矢/ボルト/弾を非常に早く発射することができる。", "It fires missiles excessively fast.");
1071         }
1072
1073         if (have_flag(flgs, TR_BLESSED))
1074         {
1075                 info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods.");
1076         }
1077
1078         if (object_is_cursed(o_ptr))
1079         {
1080                 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1081                 {
1082                         info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed.");
1083                 }
1084                 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1085                 {
1086                         info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed.");
1087                 }
1088                 else
1089                 {
1090                         info[i++] = _("それは呪われている。", "It is cursed.");
1091
1092                         /*
1093                          * It's a trivial infomation since there is
1094                          * fake inscription {cursed}
1095                          */
1096                         trivial_info++;
1097                 }
1098         }
1099
1100         if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
1101         {
1102                 info[i++] = _("それは太古の禍々しい怨念が宿っている。", "It carries an ancient foul curse.");
1103         }
1104         if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
1105         {
1106                 info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures.");
1107         }
1108         if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
1109         {
1110                 info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
1111         }
1112         if (o_ptr->curse_flags & TRC_SLOW_REGEN)
1113         {
1114                 info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers.");
1115         }
1116         if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
1117         {
1118                 info[i++] = _("それは弱い呪いを増やす。","It adds weak curses.");
1119         }
1120         if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
1121         {
1122                 info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
1123         }
1124         if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
1125         {
1126                 info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
1127         }
1128         if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
1129         {
1130                 info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
1131         }
1132         if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
1133         {
1134                 info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
1135         }
1136         if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
1137         {
1138                 info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads.");
1139         }
1140         if ((have_flag(flgs, TR_COWARDICE)) ||  (o_ptr->curse_flags & TRC_COWARDICE))
1141         {
1142                 info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice.");
1143         }
1144         if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
1145         {
1146                 info[i++] = _("それはランダムなテレポートを引き起こす。", "It induces random teleportation.");
1147         }
1148         if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
1149         {
1150                 info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
1151         }
1152         if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
1153         {
1154                 info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
1155         }
1156         if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
1157         {
1158                 info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
1159         }
1160         if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
1161         {
1162                 info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
1163         }
1164         if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
1165         {
1166                 info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
1167         }
1168         if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
1169         {
1170                 info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana.");
1171         }
1172
1173         /* Describe about this kind of object instead of THIS fake object */
1174         if (mode & SCROBJ_FAKE_OBJECT)
1175         {
1176                 switch (o_ptr->tval)
1177                 {
1178                 case TV_RING:
1179                         switch (o_ptr->sval)
1180                         {
1181                         case SV_RING_LORDLY:
1182                                 info[i++] = _("それは幾つかのランダムな耐性を授ける。", "It provides some random resistances.");
1183                                 break;
1184                         case SV_RING_WARNING:
1185                                 info[i++] = _("それはひとつの低級なESPを授ける事がある。", "It may provide a low rank ESP.");
1186                                 break;
1187                         }
1188                         break;
1189
1190                 case TV_AMULET:
1191                         switch (o_ptr->sval)
1192                         {
1193                         case SV_AMULET_RESISTANCE:
1194                                 info[i++] = _("それは毒への耐性を授ける事がある。", "It may provides resistance to poison.");
1195                                 info[i++] = _("それはランダムな耐性を授ける事がある。", "It may provide a random resistances.");
1196                                 break;
1197                         case SV_AMULET_THE_MAGI:
1198                                 info[i++] = _("それは最大で3つまでの低級なESPを授ける。", "It provides up to three low rank ESPs.");
1199                                 break;
1200                         }
1201                         break;
1202                 }
1203         }
1204
1205         if (have_flag(flgs, TR_IGNORE_ACID) &&
1206             have_flag(flgs, TR_IGNORE_ELEC) &&
1207             have_flag(flgs, TR_IGNORE_FIRE) &&
1208             have_flag(flgs, TR_IGNORE_COLD))
1209         {
1210                 info[i++] = _("それは酸・電撃・火炎・冷気では傷つかない。", "It cannot be harmed by the elements.");
1211         }
1212         else
1213         {
1214                 if (have_flag(flgs, TR_IGNORE_ACID))
1215                 {
1216                         info[i++] = _("それは酸では傷つかない。", "It cannot be harmed by acid.");
1217                 }
1218                 if (have_flag(flgs, TR_IGNORE_ELEC))
1219                 {
1220                         info[i++] = _("それは電撃では傷つかない。", "It cannot be harmed by electricity.");
1221                 }
1222                 if (have_flag(flgs, TR_IGNORE_FIRE))
1223                 {
1224                         info[i++] = _("それは火炎では傷つかない。", "It cannot be harmed by fire.");
1225                 }
1226                 if (have_flag(flgs, TR_IGNORE_COLD))
1227                 {
1228                         info[i++] = _("それは冷気では傷つかない。", "It cannot be harmed by cold.");
1229                 }
1230         }
1231
1232         if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
1233
1234         /* No relevant informations */
1235         if (i <= trivial_info) return (FALSE);
1236         screen_save();
1237
1238         Term_get_size(&wid, &hgt);
1239
1240         /* Display Item name */
1241         if (!(mode & SCROBJ_FAKE_OBJECT))
1242                 object_desc(o_name, o_ptr, 0);
1243         else
1244                 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1245
1246         prt(o_name, 0, 0);
1247
1248         /* Erase the screen */
1249         for (k = 1; k < hgt; k++) prt("", k, 13);
1250
1251         /* Label the information */
1252         if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
1253         {
1254                 monster_race *r_ptr = &r_info[o_ptr->pval];
1255                 int namelen = strlen(r_name + r_ptr->name);
1256                 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
1257                 Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
1258                 prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
1259         }
1260         else
1261         {
1262                 prt(_("     アイテムの能力:", "     Item Attributes:"), 1, 15);
1263         }
1264
1265         /* We will print on top of the map (column 13) */
1266         for (k = 2, j = 0; j < i; j++)
1267         {
1268                 /* Show the info */
1269                 prt(info[j], k++, 15);
1270
1271                 /* Every 20 entries (lines 2 to 21), start over */
1272                 if ((k == hgt - 2) && (j+1 < i))
1273                 {
1274                         prt(_("-- 続く --", "-- more --"), k, 15);
1275                         inkey();
1276                         for (; k > 2; k--) prt("", k, 15);
1277                 }
1278         }
1279
1280         /* Wait for it */
1281         prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 15);
1282
1283         inkey();
1284         screen_load();
1285
1286         /* Gave knowledge */
1287         return (TRUE);
1288 }
1289
1290
1291
1292 /*!
1293  * @brief オブジェクト選択時の選択アルファベットラベルを返す /
1294  * Convert an inventory index into a one character label
1295  * @param i プレイヤーの所持/装備オブジェクトID
1296  * @return 対応するアルファベット
1297  * @details Note that the label does NOT distinguish inven/equip.
1298  */
1299 char index_to_label(int i)
1300 {
1301         /* Indexes for "inven" are easy */
1302         if (i < INVEN_RARM) return (I2A(i));
1303
1304         /* Indexes for "equip" are offset */
1305         return (I2A(i - INVEN_RARM));
1306 }
1307
1308 /*!
1309  * @brief 選択アルファベットラベルからプレイヤーの所持オブジェクトIDを返す /
1310  * Convert a label into the index of an item in the "inven"
1311  * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
1312  * @details Note that the label does NOT distinguish inven/equip.
1313  */
1314 INVENTORY_IDX label_to_inven(int c)
1315 {
1316         INVENTORY_IDX i;
1317
1318         /* Convert */
1319         i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1);
1320
1321         /* Verify the index */
1322         if ((i < 0) || (i > INVEN_PACK)) return (-1);
1323
1324         /* Empty slots can never be chosen */
1325         if (!inventory[i].k_idx) return (-1);
1326
1327         /* Return the index */
1328         return (i);
1329 }
1330
1331
1332 /*! See cmd5.c */
1333 extern bool select_ring_slot;
1334
1335
1336 /*!
1337  * @brief プレイヤーの所持/装備オブジェクトIDが指輪枠かを返す /
1338  * @param i プレイヤーの所持/装備オブジェクトID
1339  * @return 指輪枠ならばTRUEを返す。
1340  */
1341 static bool is_ring_slot(int i)
1342 {
1343         return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
1344 }
1345
1346
1347 /*!
1348  * @brief 選択アルファベットラベルからプレイヤーの装備オブジェクトIDを返す /
1349  * Convert a label into the index of a item in the "equip"
1350  * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
1351  */
1352 INVENTORY_IDX label_to_equip(int c)
1353 {
1354         INVENTORY_IDX i;
1355
1356         /* Convert */
1357         i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM;
1358
1359         /* Verify the index */
1360         if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
1361
1362         if (select_ring_slot) return is_ring_slot(i) ? i : -1;
1363
1364         /* Empty slots can never be chosen */
1365         if (!inventory[i].k_idx) return (-1);
1366
1367         /* Return the index */
1368         return (i);
1369 }
1370
1371
1372
1373 /*!
1374  * @brief オブジェクトの該当装備部位IDを返す /
1375  * Determine which equipment slot (if any) an item likes
1376  * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
1377  * @return 対応する装備部位ID
1378  */
1379 s16b wield_slot(object_type *o_ptr)
1380 {
1381         /* Slot for equipment */
1382         switch (o_ptr->tval)
1383         {
1384                 case TV_DIGGING:
1385                 case TV_HAFTED:
1386                 case TV_POLEARM:
1387                 case TV_SWORD:
1388                 {
1389                         if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
1390                         if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
1391                         return (INVEN_LARM);
1392                 }
1393
1394                 case TV_CAPTURE:
1395                 case TV_CARD:
1396                 case TV_SHIELD:
1397                 {
1398                         if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
1399                         if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
1400                         return (INVEN_RARM);
1401                 }
1402
1403                 case TV_BOW:
1404                 {
1405                         return (INVEN_BOW);
1406                 }
1407
1408                 case TV_RING:
1409                 {
1410                         /* Use the right hand first */
1411                         if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
1412
1413                         /* Use the left hand for swapping (by default) */
1414                         return (INVEN_LEFT);
1415                 }
1416
1417                 case TV_AMULET:
1418                 case TV_WHISTLE:
1419                 {
1420                         return (INVEN_NECK);
1421                 }
1422
1423                 case TV_LITE:
1424                 {
1425                         return (INVEN_LITE);
1426                 }
1427
1428                 case TV_DRAG_ARMOR:
1429                 case TV_HARD_ARMOR:
1430                 case TV_SOFT_ARMOR:
1431                 {
1432                         return (INVEN_BODY);
1433                 }
1434
1435                 case TV_CLOAK:
1436                 {
1437                         return (INVEN_OUTER);
1438                 }
1439
1440                 case TV_CROWN:
1441                 case TV_HELM:
1442                 {
1443                         return (INVEN_HEAD);
1444                 }
1445
1446                 case TV_GLOVES:
1447                 {
1448                         return (INVEN_HANDS);
1449                 }
1450
1451                 case TV_BOOTS:
1452                 {
1453                         return (INVEN_FEET);
1454                 }
1455         }
1456
1457         /* No slot available */
1458         return (-1);
1459 }
1460
1461 /*!
1462  * @brief 所持/装備オブジェクトIDの部位表現を返す /
1463  * Return a string mentioning how a given item is carried
1464  * @param i 部位表現を求めるプレイヤーの所持/装備オブジェクトID
1465  * @return 部位表現の文字列ポインタ
1466  */
1467 concptr mention_use(int i)
1468 {
1469         concptr p;
1470
1471         /* Examine the location */
1472         switch (i)
1473         {
1474 #ifdef JP
1475                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "運搬中" : ((p_ptr->ryoute && p_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手")); break;
1476 #else
1477                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
1478 #endif
1479
1480 #ifdef JP
1481                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "運搬中" : ((p_ptr->ryoute && p_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手")); break;
1482 #else
1483                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
1484 #endif
1485
1486                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? _("運搬中", "Just holding") : _("射撃用", "Shooting"); break;
1487                 case INVEN_RIGHT: p = (left_hander ? _("左手指", "On left hand") : _("右手指", "On right hand")); break;
1488                 case INVEN_LEFT:  p = (left_hander ? _("右手指", "On right hand") : _("左手指", "On left hand")); break;
1489                 case INVEN_NECK:  p = _("  首", "Around neck"); break;
1490                 case INVEN_LITE:  p = _(" 光源", "Light source"); break;
1491                 case INVEN_BODY:  p = _("  体", "On body"); break;
1492                 case INVEN_OUTER: p = _("体の上", "About body"); break;
1493                 case INVEN_HEAD:  p = _("  頭", "On head"); break;
1494                 case INVEN_HANDS: p = _("  手", "On hands"); break;
1495                 case INVEN_FEET:  p = _("  足", "On feet"); break;
1496                 default:          p = _("ザック", "In pack"); break;
1497         }
1498
1499         /* Return the result */
1500         return p;
1501 }
1502
1503
1504 /*!
1505  * @brief 所持/装備オブジェクトIDの現在の扱い方の状態表現を返す /
1506  * Return a string describing how a given item is being worn.
1507  * @param i 状態表現を求めるプレイヤーの所持/装備オブジェクトID
1508  * @return 状態表現内容の文字列ポインタ
1509  * @details
1510  * Currently, only used for items in the equipment, not inventory.
1511  */
1512 concptr describe_use(int i)
1513 {
1514         concptr p;
1515
1516         switch (i)
1517         {
1518 #ifdef JP
1519                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->migite) ? "両手に装備している" : (left_hander ? "左手に装備している" : "右手に装備している")); break;
1520 #else
1521                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
1522 #endif
1523
1524 #ifdef JP
1525                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->hidarite) ? "両手に装備している" : (left_hander ? "右手に装備している" : "左手に装備している")); break;
1526 #else
1527                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
1528 #endif
1529
1530                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? _("持つだけで精一杯の", "just holding") : _("射撃用に装備している", "shooting missiles with"); break;
1531                 case INVEN_RIGHT: p = (left_hander ? _("左手の指にはめている", "wearing on your left hand") : _("右手の指にはめている", "wearing on your right hand")); break;
1532                 case INVEN_LEFT:  p = (left_hander ? _("右手の指にはめている", "wearing on your right hand") : _("左手の指にはめている", "wearing on your left hand")); break;
1533                 case INVEN_NECK:  p = _("首にかけている", "wearing around your neck"); break;
1534                 case INVEN_LITE:  p = _("光源にしている", "using to light the way"); break;
1535                 case INVEN_BODY:  p = _("体に着ている", "wearing on your body"); break;
1536                 case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break;
1537                 case INVEN_HEAD:  p = _("頭にかぶっている", "wearing on your head"); break;
1538                 case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break;
1539                 case INVEN_FEET:  p = _("足にはいている", "wearing on your feet"); break;
1540                 default:          p = _("ザックに入っている", "carrying in your pack"); break;
1541         }
1542
1543         /* Return the result */
1544         return p;
1545 }
1546
1547
1548 /*!
1549  * @brief tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す /
1550  * Hack: Check if a spellbook is one of the realms we can use. -- TY
1551  * @param book_tval ベースアイテムのtval
1552  * @param book_sval ベースアイテムのsval
1553  * @return 使用可能な魔法書ならばTRUEを返す。
1554  */
1555
1556 bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
1557 {
1558         if (book_tval < TV_LIFE_BOOK) return FALSE;
1559         if (p_ptr->pclass == CLASS_SORCERER)
1560         {
1561                 return is_magic(tval2realm(book_tval));
1562         }
1563         else if (p_ptr->pclass == CLASS_RED_MAGE)
1564         {
1565                 if (is_magic(tval2realm(book_tval)))
1566                         return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
1567         }
1568         return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
1569 }
1570
1571 /*!
1572  * @brief アイテムがitem_tester_hookグローバル関数ポインタの条件を満たしているかを返す汎用関数
1573  * Check an item against the item tester info
1574  * @param o_ptr 判定を行いたいオブジェクト構造体参照ポインタ
1575  * @return item_tester_hookの参照先、その他いくつかの例外に応じてTRUE/FALSEを返す。
1576  */
1577 bool item_tester_okay(object_type *o_ptr)
1578 {
1579         /* Hack -- allow listing empty slots */
1580         // if (item_tester_full) return (TRUE); // TODO:DELETE
1581
1582         /* Require an item */
1583         if (!o_ptr->k_idx) return (FALSE);
1584
1585         /* Hack -- ignore "gold" */
1586         if (o_ptr->tval == TV_GOLD)
1587         {
1588                 /* See xtra2.c */
1589                 extern bool show_gold_on_floor;
1590
1591                 if (!show_gold_on_floor) return (FALSE);
1592         }
1593
1594         /* Check the tval */
1595         if (item_tester_tval)
1596         {
1597                 /* Is it a spellbook? If so, we need a hack -- TY */
1598                 if ((item_tester_tval <= TV_DEATH_BOOK) &&
1599                         (item_tester_tval >= TV_LIFE_BOOK))
1600                         return check_book_realm(o_ptr->tval, o_ptr->sval);
1601                 else
1602                         if (item_tester_tval != o_ptr->tval) return (FALSE);
1603         }
1604
1605         /* Check the hook */
1606         if (item_tester_hook)
1607         {
1608                 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
1609         }
1610
1611         /* Assume okay */
1612         return (TRUE);
1613 }
1614
1615
1616 /*!
1617  * @brief 所持アイテム一覧を表示する /
1618  * Choice window "shadow" of the "show_inven()" function
1619  * @return なし
1620  */
1621 void display_inven(void)
1622 {
1623         register int i, n, z = 0;
1624         object_type *o_ptr;
1625         TERM_COLOR attr = TERM_WHITE;
1626         char tmp_val[80];
1627         GAME_TEXT o_name[MAX_NLEN];
1628         TERM_LEN wid, hgt;
1629
1630         Term_get_size(&wid, &hgt);
1631
1632         /* Find the "final" slot */
1633         for (i = 0; i < INVEN_PACK; i++)
1634         {
1635                 o_ptr = &inventory[i];
1636
1637                 /* Skip non-objects */
1638                 if (!o_ptr->k_idx) continue;
1639
1640                 /* Track */
1641                 z = i + 1;
1642         }
1643
1644         /* Display the pack */
1645         for (i = 0; i < z; i++)
1646         {
1647                 /* Examine the item */
1648                 o_ptr = &inventory[i];
1649
1650                 /* Start with an empty "index" */
1651                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1652
1653                 /* Is this item "acceptable"? */
1654                 if (item_tester_okay(o_ptr))
1655                 {
1656                         /* Prepare an "index" */
1657                         tmp_val[0] = index_to_label(i);
1658
1659                         /* Bracket the "index" --(-- */
1660                         tmp_val[1] = ')';
1661                 }
1662
1663                 /* Display the index (or blank space) */
1664                 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
1665
1666                 /* Obtain an item description */
1667                 object_desc(o_name, o_ptr, 0);
1668
1669                 /* Obtain the length of the description */
1670                 n = strlen(o_name);
1671
1672                 /* Get a color */
1673                 attr = tval_to_attr[o_ptr->tval % 128];
1674
1675                 /* Grey out charging items */
1676                 if (o_ptr->timeout)
1677                 {
1678                         attr = TERM_L_DARK;
1679                 }
1680
1681                 /* Display the entry itself */
1682                 Term_putstr(3, i, n, attr, o_name);
1683
1684                 /* Erase the rest of the line */
1685                 Term_erase(3+n, i, 255);
1686
1687                 /* Display the weight if needed */
1688                 if (show_weights)
1689                 {
1690                         int wgt = o_ptr->weight * o_ptr->number;
1691 #ifdef JP
1692                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt), lbtokg2(wgt));
1693 #else
1694                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1695 #endif
1696
1697                         prt(tmp_val, i, wid - 9);
1698                 }
1699         }
1700
1701         /* Erase the rest of the window */
1702         for (i = z; i < hgt; i++)
1703         {
1704                 /* Erase the line */
1705                 Term_erase(0, i, 255);
1706         }
1707 }
1708
1709
1710
1711 /*!
1712  * @brief 装備アイテム一覧を表示する /
1713  * Choice window "shadow" of the "show_equip()" function
1714  * @return なし
1715  */
1716 void display_equip(void)
1717 {
1718         register int i, n;
1719         object_type *o_ptr;
1720         TERM_COLOR attr = TERM_WHITE;
1721         char tmp_val[80];
1722         GAME_TEXT o_name[MAX_NLEN];
1723         TERM_LEN wid, hgt;
1724
1725         Term_get_size(&wid, &hgt);
1726
1727         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1728         {
1729                 /* Examine the item */
1730                 o_ptr = &inventory[i];
1731
1732                 /* Start with an empty "index" */
1733                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1734
1735                 /* Is this item "acceptable"? */
1736                 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
1737                 {
1738                         /* Prepare an "index" */
1739                         tmp_val[0] = index_to_label(i);
1740
1741                         /* Bracket the "index" --(-- */
1742                         tmp_val[1] = ')';
1743                 }
1744
1745                 /* Display the index (or blank space) */
1746                 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
1747
1748                 /* Obtain an item description */
1749                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
1750                 {
1751                         strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
1752                         attr = TERM_WHITE;
1753                 }
1754                 else
1755                 {
1756                         object_desc(o_name, o_ptr, 0);
1757                         attr = tval_to_attr[o_ptr->tval % 128];
1758                 }
1759
1760                 /* Obtain the length of the description */
1761                 n = strlen(o_name);
1762
1763                 /* Grey out charging items */
1764                 if (o_ptr->timeout)
1765                 {
1766                         attr = TERM_L_DARK;
1767                 }
1768
1769                 /* Display the entry itself */
1770                 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
1771
1772                 /* Erase the rest of the line */
1773                 Term_erase(3+n, i - INVEN_RARM, 255);
1774
1775                 /* Display the weight (if needed) */
1776                 if (show_weights)
1777                 {
1778                         int wgt = o_ptr->weight * o_ptr->number;
1779 #ifdef JP
1780                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
1781 #else
1782                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1783 #endif
1784
1785                         prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
1786                 }
1787
1788                 /* Display the slot description (if needed) */
1789                 if (show_labels)
1790                 {
1791                         Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
1792                         prt(mention_use(i), i - INVEN_RARM, wid - 15);
1793                 }
1794         }
1795
1796         /* Erase the rest of the window */
1797         for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
1798         {
1799                 /* Clear that line */
1800                 Term_erase(0, i, 255);
1801         }
1802 }
1803
1804
1805 /*!
1806  * @brief 所持/装備オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
1807  * Find the "first" inventory object with the given "tag".
1808  * @param cp 対応するタグIDを与える参照ポインタ
1809  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1810  * @param mode 所持、装備の切り替え
1811  * @return タグに該当するオブジェクトがあるならTRUEを返す
1812  * @details
1813  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1814  * inscription of an object.  Alphabetical characters don't work as a\n
1815  * tag in this form.\n
1816  *\n
1817  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1818  * and "x" is the "current" command_cmd code.\n
1819  */
1820 static bool get_tag(COMMAND_CODE *cp, char tag, BIT_FLAGS mode)
1821 {
1822         COMMAND_CODE i;
1823         COMMAND_CODE start, end;
1824         concptr s;
1825
1826         /* Extract index from mode */
1827         switch (mode)
1828         {
1829         case USE_EQUIP:
1830                 start = INVEN_RARM;
1831                 end = INVEN_TOTAL - 1;
1832                 break;
1833
1834         case USE_INVEN:
1835                 start = 0;
1836                 end = INVEN_PACK - 1;
1837                 break;
1838
1839         default:
1840                 return FALSE;
1841         }
1842
1843         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1844
1845         /* Check every inventory object */
1846         for (i = start; i <= end; i++)
1847         {
1848                 object_type *o_ptr = &inventory[i];
1849
1850                 /* Skip non-objects */
1851                 if (!o_ptr->k_idx) continue;
1852
1853                 /* Skip empty inscriptions */
1854                 if (!o_ptr->inscription) continue;
1855
1856                 /* Skip non-choice */
1857                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
1858
1859                 /* Find a '@' */
1860                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1861
1862                 /* Process all tags */
1863                 while (s)
1864                 {
1865                         /* Check the special tags */
1866                         if ((s[1] == command_cmd) && (s[2] == tag))
1867                         {
1868                                 /* Save the actual inventory ID */
1869                                 *cp = i;
1870
1871                                 /* Success */
1872                                 return (TRUE);
1873                         }
1874
1875                         /* Find another '@' */
1876                         s = my_strchr(s + 1, '@');
1877                 }
1878         }
1879
1880
1881         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
1882
1883         /* Don't allow {@#} with '#' being alphabet */
1884         if (tag < '0' || '9' < tag)
1885         {
1886                 /* No such tag */
1887                 return FALSE;
1888         }
1889
1890         /* Check every object */
1891         for (i = start; i <= end; i++)
1892         {
1893                 object_type *o_ptr = &inventory[i];
1894
1895                 /* Skip non-objects */
1896                 if (!o_ptr->k_idx) continue;
1897
1898                 /* Skip empty inscriptions */
1899                 if (!o_ptr->inscription) continue;
1900
1901                 /* Skip non-choice */
1902                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
1903
1904                 /* Find a '@' */
1905                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1906
1907                 /* Process all tags */
1908                 while (s)
1909                 {
1910                         /* Check the normal tags */
1911                         if (s[1] == tag)
1912                         {
1913                                 /* Save the actual inventory ID */
1914                                 *cp = i;
1915
1916                                 /* Success */
1917                                 return (TRUE);
1918                         }
1919
1920                         /* Find another '@' */
1921                         s = my_strchr(s + 1, '@');
1922                 }
1923         }
1924
1925         /* No such tag */
1926         return (FALSE);
1927 }
1928
1929
1930 /*!
1931  * @brief 床オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
1932  * Find the "first" inventory object with the given "tag".
1933  * @param cp 対応するタグIDを与える参照ポインタ
1934  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1935  * @param floor_list 床上アイテムの配列
1936  * @param floor_num  床上アイテムの配列ID
1937  * @return タグに該当するオブジェクトがあるならTRUEを返す
1938  * @details
1939  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1940  * inscription of an object.  Alphabetical characters don't work as a\n
1941  * tag in this form.\n
1942  *\n
1943  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1944  * and "x" is the "current" command_cmd code.\n
1945  */
1946 static bool get_tag_floor(COMMAND_CODE *cp, char tag, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
1947 {
1948         COMMAND_CODE i;
1949         concptr s;
1950
1951         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1952
1953         /* Check every object in the grid */
1954         for (i = 0; i < floor_num && i < 23; i++)
1955         {
1956                 object_type *o_ptr = &current_floor_ptr->o_list[floor_list[i]];
1957
1958                 /* Skip empty inscriptions */
1959                 if (!o_ptr->inscription) continue;
1960
1961                 /* Find a '@' */
1962                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1963
1964                 /* Process all tags */
1965                 while (s)
1966                 {
1967                         /* Check the special tags */
1968                         if ((s[1] == command_cmd) && (s[2] == tag))
1969                         {
1970                                 /* Save the actual floor object ID */
1971                                 *cp = i;
1972
1973                                 /* Success */
1974                                 return (TRUE);
1975                         }
1976
1977                         /* Find another '@' */
1978                         s = my_strchr(s + 1, '@');
1979                 }
1980         }
1981
1982
1983         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
1984
1985         /* Don't allow {@#} with '#' being alphabet */
1986         if (tag < '0' || '9' < tag)
1987         {
1988                 /* No such tag */
1989                 return FALSE;
1990         }
1991
1992         /* Check every object in the grid */
1993         for (i = 0; i < floor_num && i < 23; i++)
1994         {
1995                 object_type *o_ptr = &current_floor_ptr->o_list[floor_list[i]];
1996
1997                 /* Skip empty inscriptions */
1998                 if (!o_ptr->inscription) continue;
1999
2000                 /* Find a '@' */
2001                 s = my_strchr(quark_str(o_ptr->inscription), '@');
2002
2003                 /* Process all tags */
2004                 while (s)
2005                 {
2006                         /* Check the normal tags */
2007                         if (s[1] == tag)
2008                         {
2009                                 /* Save the floor object ID */
2010                                 *cp = i;
2011
2012                                 /* Success */
2013                                 return (TRUE);
2014                         }
2015
2016                         /* Find another '@' */
2017                         s = my_strchr(s + 1, '@');
2018                 }
2019         }
2020
2021         /* No such tag */
2022         return (FALSE);
2023 }
2024
2025
2026 /*!
2027  * @brief タグIDにあわせてタグアルファベットのリストを返す /
2028  * Move around label characters with correspond tags
2029  * @param label ラベルリストを取得する文字列参照ポインタ
2030  * @param mode 所持品リストか装備品リストかの切り替え
2031  * @return なし
2032  */
2033 static void prepare_label_string(char *label, BIT_FLAGS mode)
2034 {
2035         concptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2036         int  offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
2037         int  i;
2038
2039         /* Prepare normal labels */
2040         strcpy(label, alphabet_chars);
2041
2042         /* Move each label */
2043         for (i = 0; i < 52; i++)
2044         {
2045                 COMMAND_CODE index;
2046                 SYMBOL_CODE c = alphabet_chars[i];
2047
2048                 /* Find a tag with this label */
2049                 if (get_tag(&index, c, mode))
2050                 {
2051                         /* Delete the overwritten label */
2052                         if (label[i] == c) label[i] = ' ';
2053
2054                         /* Move the label to the place of corresponding tag */
2055                         label[index - offset] = c;
2056                 }
2057         }
2058 }
2059
2060
2061 /*!
2062  * @brief タグIDにあわせてタグアルファベットのリストを返す(床上アイテム用) /
2063  * Move around label characters with correspond tags (floor version)
2064  * @param label ラベルリストを取得する文字列参照ポインタ
2065  * @param floor_list 床上アイテムの配列
2066  * @param floor_num  床上アイテムの配列ID
2067  * @return なし
2068  */
2069 /*
2070  */
2071 static void prepare_label_string_floor(char *label, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
2072 {
2073         concptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2074         int  i;
2075
2076         /* Prepare normal labels */
2077         strcpy(label, alphabet_chars);
2078
2079         /* Move each label */
2080         for (i = 0; i < 52; i++)
2081         {
2082                 COMMAND_CODE index;
2083                 SYMBOL_CODE c = alphabet_chars[i];
2084
2085                 /* Find a tag with this label */
2086                 if (get_tag_floor(&index, c, floor_list, floor_num))
2087                 {
2088                         /* Delete the overwritten label */
2089                         if (label[i] == c) label[i] = ' ';
2090
2091                         /* Move the label to the place of corresponding tag */
2092                         label[index] = c;
2093                 }
2094         }
2095 }
2096
2097
2098 /*!
2099  * @brief 所持アイテムの表示を行う /
2100  * Display the inventory.
2101  * @param target_item アイテムの選択処理を行うか否か。
2102  * @return 選択したアイテムのタグ
2103  * @details
2104  * Hack -- do not display "trailing" empty slots
2105  */
2106 COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode)
2107 {
2108         COMMAND_CODE i;
2109         int j, k, l, z = 0;
2110         int             col, cur_col, len;
2111         object_type *o_ptr;
2112         GAME_TEXT o_name[MAX_NLEN];
2113         char            tmp_val[80];
2114         COMMAND_CODE    out_index[23];
2115         TERM_COLOR      out_color[23];
2116         char            out_desc[23][MAX_NLEN];
2117         COMMAND_CODE target_item_label = 0;
2118         TERM_LEN wid, hgt;
2119         char inven_label[52 + 1];
2120
2121         /* Starting column */
2122         col = command_gap;
2123
2124         Term_get_size(&wid, &hgt);
2125
2126         /* Default "max-length" */
2127         len = wid - col - 1;
2128
2129
2130         /* Find the "final" slot */
2131         for (i = 0; i < INVEN_PACK; i++)
2132         {
2133                 o_ptr = &inventory[i];
2134
2135                 /* Skip non-objects */
2136                 if (!o_ptr->k_idx) continue;
2137
2138                 /* Track */
2139                 z = i + 1;
2140         }
2141
2142         prepare_label_string(inven_label, USE_INVEN);
2143
2144         /* Display the inventory */
2145         for (k = 0, i = 0; i < z; i++)
2146         {
2147                 o_ptr = &inventory[i];
2148
2149                 /* Is this item acceptable? */
2150                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
2151
2152                 object_desc(o_name, o_ptr, 0);
2153
2154                 /* Save the object index, color, and description */
2155                 out_index[k] = i;
2156                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2157
2158                 /* Grey out charging items */
2159                 if (o_ptr->timeout)
2160                 {
2161                         out_color[k] = TERM_L_DARK;
2162                 }
2163
2164                 (void)strcpy(out_desc[k], o_name);
2165
2166                 /* Find the predicted "line length" */
2167                 l = strlen(out_desc[k]) + 5;
2168
2169                 /* Be sure to account for the weight */
2170                 if (show_weights) l += 9;
2171
2172                 /* Account for icon if displayed */
2173                 if (show_item_graph)
2174                 {
2175                         l += 2;
2176                         if (use_bigtile) l++;
2177                 }
2178
2179                 /* Maintain the maximum length */
2180                 if (l > len) len = l;
2181
2182                 /* Advance to next "line" */
2183                 k++;
2184         }
2185
2186         /* Find the column to start in */
2187         col = (len > wid - 4) ? 0 : (wid - len - 1);
2188
2189         /* Output each entry */
2190         for (j = 0; j < k; j++)
2191         {
2192                 i = out_index[j];
2193                 o_ptr = &inventory[i];
2194
2195                 /* Clear the line */
2196                 prt("", j + 1, col ? col - 2 : col);
2197
2198                 if (use_menu && target_item)
2199                 {
2200                         if (j == (target_item-1))
2201                         {
2202                                 strcpy(tmp_val, _("》", "> "));
2203                                 target_item_label = i;
2204                         }
2205                         else strcpy(tmp_val, "  ");
2206                 }
2207                 else if (i <= INVEN_PACK)
2208                 {
2209                         /* Prepare an index --(-- */
2210                         sprintf(tmp_val, "%c)", inven_label[i]);
2211                 }
2212                 else
2213                 {
2214                         /* Prepare an index --(-- */
2215                         sprintf(tmp_val, "%c)", index_to_label(i));
2216                 }
2217
2218                 /* Clear the line with the (possibly indented) index */
2219                 put_str(tmp_val, j + 1, col);
2220
2221                 cur_col = col + 3;
2222
2223                 /* Display graphics for object, if desired */
2224                 if (show_item_graph)
2225                 {
2226                         TERM_COLOR a = object_attr(o_ptr);
2227                         SYMBOL_CODE c = object_char(o_ptr);
2228                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2229                         if (use_bigtile) cur_col++;
2230
2231                         cur_col += 2;
2232                 }
2233
2234
2235                 /* Display the entry itself */
2236                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
2237
2238                 /* Display the weight if needed */
2239                 if (show_weights)
2240                 {
2241                         int wgt = o_ptr->weight * o_ptr->number;
2242 #ifdef JP
2243                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2244 #else
2245                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2246 #endif
2247
2248                         prt(tmp_val, j + 1, wid - 9);
2249                 }
2250         }
2251
2252         /* Make a "shadow" below the list (only if needed) */
2253         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2254
2255         /* Save the new column */
2256         command_gap = col;
2257
2258         return target_item_label;
2259 }
2260
2261
2262 /*!
2263  * @brief 装備アイテムの表示を行う /
2264  * Display the equipment.
2265  * @param target_item アイテムの選択処理を行うか否か。
2266  * @return 選択したアイテムのタグ
2267  */
2268 COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode)
2269 {
2270         COMMAND_CODE i;
2271         int j, k, l;
2272         int             col, cur_col, len;
2273         object_type *o_ptr;
2274         char            tmp_val[80];
2275         GAME_TEXT o_name[MAX_NLEN];
2276         COMMAND_CODE    out_index[23];
2277         TERM_COLOR      out_color[23];
2278         char            out_desc[23][MAX_NLEN];
2279         COMMAND_CODE target_item_label = 0;
2280         TERM_LEN wid, hgt;
2281         char            equip_label[52 + 1];
2282
2283         /* Starting column */
2284         col = command_gap;
2285
2286         Term_get_size(&wid, &hgt);
2287
2288         /* Maximal length */
2289         len = wid - col - 1;
2290
2291
2292         /* Scan the equipment list */
2293         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2294         {
2295                 o_ptr = &inventory[i];
2296
2297                 /* Is this item acceptable? */
2298                 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr) || (mode & USE_FULL)) &&
2299                     (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
2300                                 (mode & IGNORE_BOTHHAND_SLOT))) continue;
2301
2302                 object_desc(o_name, o_ptr, 0);
2303
2304                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
2305                 {
2306                         (void)strcpy(out_desc[k],_("(武器を両手持ち)", "(wielding with two-hands)"));
2307                         out_color[k] = TERM_WHITE;
2308                 }
2309                 else
2310                 {
2311                         (void)strcpy(out_desc[k], o_name);
2312                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
2313                 }
2314
2315                 out_index[k] = i;
2316                 /* Grey out charging items */
2317                 if (o_ptr->timeout)
2318                 {
2319                         out_color[k] = TERM_L_DARK;
2320                 }
2321
2322                 /* Extract the maximal length (see below) */
2323 #ifdef JP
2324                 l = strlen(out_desc[k]) + (2 + 1);
2325 #else
2326                 l = strlen(out_desc[k]) + (2 + 3);
2327 #endif
2328
2329
2330                 /* Increase length for labels (if needed) */
2331 #ifdef JP
2332                 if (show_labels) l += (7 + 2);
2333 #else
2334                 if (show_labels) l += (14 + 2);
2335 #endif
2336
2337
2338                 /* Increase length for weight (if needed) */
2339                 if (show_weights) l += 9;
2340
2341                 if (show_item_graph) l += 2;
2342
2343                 /* Maintain the max-length */
2344                 if (l > len) len = l;
2345
2346                 /* Advance the entry */
2347                 k++;
2348         }
2349
2350         /* Hack -- Find a column to start in */
2351 #ifdef JP
2352         col = (len > wid - 6) ? 0 : (wid - len - 1);
2353 #else
2354         col = (len > wid - 4) ? 0 : (wid - len - 1);
2355 #endif
2356
2357         prepare_label_string(equip_label, USE_EQUIP);
2358
2359         /* Output each entry */
2360         for (j = 0; j < k; j++)
2361         {
2362                 i = out_index[j];
2363                 o_ptr = &inventory[i];
2364
2365                 /* Clear the line */
2366                 prt("", j + 1, col ? col - 2 : col);
2367
2368                 if (use_menu && target_item)
2369                 {
2370                         if (j == (target_item-1))
2371                         {
2372                                 strcpy(tmp_val, _("》", "> "));
2373                                 target_item_label = i;
2374                         }
2375                         else strcpy(tmp_val, "  ");
2376                 }
2377                 else if (i >= INVEN_RARM)
2378                 {
2379                         /* Prepare an index --(-- */
2380                         sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
2381                 }
2382                 else
2383                 {
2384                         /* Prepare an index --(-- */
2385                         sprintf(tmp_val, "%c)", index_to_label(i));
2386                 }
2387
2388                 /* Clear the line with the (possibly indented) index */
2389                 put_str(tmp_val, j+1, col);
2390
2391                 cur_col = col + 3;
2392
2393                 /* Display graphics for object, if desired */
2394                 if (show_item_graph)
2395                 {
2396                         TERM_COLOR a = object_attr(o_ptr);
2397                         SYMBOL_CODE c = object_char(o_ptr);
2398                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2399                         if (use_bigtile) cur_col++;
2400
2401                         cur_col += 2;
2402                 }
2403
2404                 /* Use labels */
2405                 if (show_labels)
2406                 {
2407                         /* Mention the use */
2408                         (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
2409
2410                         put_str(tmp_val, j+1, cur_col);
2411
2412                         /* Display the entry itself */
2413                         c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
2414                 }
2415
2416                 /* No labels */
2417                 else
2418                 {
2419                         /* Display the entry itself */
2420                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
2421                 }
2422
2423                 /* Display the weight if needed */
2424                 if (show_weights)
2425                 {
2426                         int wgt = o_ptr->weight * o_ptr->number;
2427 #ifdef JP
2428                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2429 #else
2430                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
2431 #endif
2432
2433                         prt(tmp_val, j + 1, wid - 9);
2434                 }
2435         }
2436
2437         /* Make a "shadow" below the list (only if needed) */
2438         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2439
2440         /* Save the new column */
2441         command_gap = col;
2442
2443         return target_item_label;
2444 }
2445
2446 /*!
2447  * @brief サブウィンドウに所持品、装備品リストの表示を行う /
2448  * Flip "inven" and "equip" in any sub-windows
2449  * @return なし
2450  */
2451 void toggle_inven_equip(void)
2452 {
2453         int j;
2454
2455         /* Scan windows */
2456         for (j = 0; j < 8; j++)
2457         {
2458                 /* Unused */
2459                 if (!angband_term[j]) continue;
2460
2461                 /* Flip inven to equip */
2462                 if (window_flag[j] & (PW_INVEN))
2463                 {
2464                         /* Flip flags */
2465                         window_flag[j] &= ~(PW_INVEN);
2466                         window_flag[j] |= (PW_EQUIP);
2467
2468                         p_ptr->window |= (PW_EQUIP);
2469                 }
2470
2471                 /* Flip inven to equip */
2472                 else if (window_flag[j] & (PW_EQUIP))
2473                 {
2474                         /* Flip flags */
2475                         window_flag[j] &= ~(PW_EQUIP);
2476                         window_flag[j] |= (PW_INVEN);
2477
2478                         p_ptr->window |= (PW_INVEN);
2479                 }
2480         }
2481 }
2482
2483 /*!
2484  * @brief 選択したアイテムの確認処理の補助 /
2485  * Verify the choice of an item.
2486  * @param prompt メッセージ表示の一部
2487  * @param item 選択アイテムID
2488  * @return 確認がYesならTRUEを返す。
2489  * @details The item can be negative to mean "item on floor".
2490  */
2491 static bool verify(concptr prompt, INVENTORY_IDX item)
2492 {
2493         GAME_TEXT o_name[MAX_NLEN];
2494         char        out_val[MAX_NLEN+20];
2495         object_type *o_ptr;
2496
2497
2498         /* Inventory */
2499         if (item >= 0)
2500         {
2501                 o_ptr = &inventory[item];
2502         }
2503
2504         /* Floor */
2505         else
2506         {
2507                 o_ptr = &current_floor_ptr->o_list[0 - item];
2508         }
2509         object_desc(o_name, o_ptr, 0);
2510
2511         /* Prompt */
2512         (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
2513
2514         /* Query */
2515         return (get_check(out_val));
2516 }
2517
2518
2519 /*!
2520  * @brief 選択したアイテムの確認処理のメインルーチン /
2521  * @param item 選択アイテムID
2522  * @return 確認がYesならTRUEを返す。
2523  * @details The item can be negative to mean "item on floor".
2524  * Hack -- allow user to "prevent" certain choices
2525  */
2526 static bool get_item_allow(INVENTORY_IDX item)
2527 {
2528         concptr s;
2529         object_type *o_ptr;
2530         if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
2531
2532         /* Inventory */
2533         if (item >= 0)
2534         {
2535                 o_ptr = &inventory[item];
2536         }
2537
2538         /* Floor */
2539         else
2540         {
2541                 o_ptr = &current_floor_ptr->o_list[0 - item];
2542         }
2543
2544         /* No inscription */
2545         if (!o_ptr->inscription) return (TRUE);
2546
2547         /* Find a '!' */
2548         s = my_strchr(quark_str(o_ptr->inscription), '!');
2549
2550         /* Process preventions */
2551         while (s)
2552         {
2553                 /* Check the "restriction" */
2554                 if ((s[1] == command_cmd) || (s[1] == '*'))
2555                 {
2556                         /* Verify the choice */
2557                         if (!verify(_("本当に", "Really try"), item)) return (FALSE);
2558                 }
2559
2560                 /* Find another '!' */
2561                 s = my_strchr(s + 1, '!');
2562         }
2563
2564         /* Allow it */
2565         return (TRUE);
2566 }
2567
2568
2569 /*!
2570  * @brief プレイヤーの所持/装備オブジェクトが正規のものかを返す /
2571  * Auxiliary function for "get_item()" -- test an index
2572  * @param i 選択アイテムID
2573  * @return 正規のIDならばTRUEを返す。
2574  */
2575 static bool get_item_okay(OBJECT_IDX i)
2576 {
2577         /* Illegal items */
2578         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
2579
2580         if (select_ring_slot) return is_ring_slot(i);
2581
2582         /* Verify the item */
2583         if (!item_tester_okay(&inventory[i])) return (FALSE);
2584
2585         /* Assume okay */
2586         return (TRUE);
2587 }
2588
2589 /*!
2590  * @brief プレイヤーがオブジェクトを拾うことができる状態かを返す /
2591  * Determine whether get_item() can get some item or not
2592  * @return アイテムを拾えるならばTRUEを返す。
2593  * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
2594  */
2595 bool can_get_item(void)
2596 {
2597         int j;
2598         OBJECT_IDX floor_list[23];
2599         ITEM_NUMBER floor_num = 0;
2600
2601         for (j = 0; j < INVEN_TOTAL; j++)
2602                 if (item_tester_okay(&inventory[j]))
2603                         return TRUE;
2604
2605         floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
2606         if (floor_num)
2607                 return TRUE;
2608
2609         return FALSE;
2610 }
2611
2612 /*!
2613  * @brief オブジェクト選択の汎用関数 /
2614  * Let the user select an item, save its "index"
2615  * @param cp 選択したオブジェクトのIDを返す。
2616  * @param pmt 選択目的のメッセージ
2617  * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
2618  * @param mode オプションフラグ
2619  * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
2620  * Return TRUE only if an acceptable item was chosen by the user.\n
2621  * @details
2622  * The selected item must satisfy the "item_tester_hook()" function,\n
2623  * if that hook is set, and the "item_tester_tval", if that value is set.\n
2624  *\n
2625  * All "item_tester" restrictions are cleared before this function returns.\n
2626  *\n
2627  * The user is allowed to choose acceptable items from the equipment,\n
2628  * inventory, or floor, respectively, if the proper flag was given,\n
2629  * and there are any acceptable items in that location.\n
2630  *\n
2631  * The equipment or inventory are displayed (even if no acceptable\n
2632  * items are in that location) if the proper flag was given.\n
2633  *\n
2634  * If there are no acceptable items available anywhere, and "str" is\n
2635  * not NULL, then it will be used as the text of a warning message\n
2636  * before the function returns.\n
2637  *\n
2638  * Note that the user must press "-" to specify the item on the floor,\n
2639  * and there is no way to "examine" the item on the floor, while the\n
2640  * use of "capital" letters will "examine" an inventory/equipment item,\n
2641  * and prompt for its use.\n
2642  *\n
2643  * If a legal item is selected from the inventory, we save it in "cp"\n
2644  * directly (0 to 35), and return TRUE.\n
2645  *\n
2646  * If a legal item is selected from the floor, we save it in "cp" as\n
2647  * a negative (-1 to -511), and return TRUE.\n
2648  *\n
2649  * If no item is available, we do nothing to "cp", and we display a\n
2650  * warning message, using "str" if available, and return FALSE.\n
2651  *\n
2652  * If no item is selected, we do nothing to "cp", and return FALSE.\n
2653  *\n
2654  * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
2655  * to allow the user to enter a command while viewing those screens, and\n
2656  * also to induce "auto-enter" of stores, and other such stuff.\n
2657  *\n
2658  * Global "p_ptr->command_see" may be set before calling this function to start\n
2659  * out in "browse" mode.  It is cleared before this function returns.\n
2660  *\n
2661  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
2662  * If it is TRUE then we are viewing inventory, else equipment.\n
2663  *\n
2664  * We always erase the prompt when we are done, leaving a blank line,\n
2665  * or a warning message, if appropriate, if no items are available.\n
2666  */
2667 bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode)
2668 {
2669         OBJECT_IDX this_o_idx, next_o_idx = 0;
2670
2671         char which = ' ';
2672
2673         int j;
2674         OBJECT_IDX k;
2675         OBJECT_IDX i1, i2;
2676         OBJECT_IDX e1, e2;
2677
2678         bool done, item;
2679
2680         bool oops = FALSE;
2681
2682         bool equip = FALSE;
2683         bool inven = FALSE;
2684         bool floor = FALSE;
2685
2686         bool allow_floor = FALSE;
2687
2688         bool toggle = FALSE;
2689
2690         char tmp_val[160];
2691         char out_val[160];
2692
2693         int menu_line = (use_menu ? 1 : 0);
2694         int max_inven = 0;
2695         int max_equip = 0;
2696
2697         static char prev_tag = '\0';
2698         char cur_tag = '\0';
2699
2700         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
2701
2702         /* Extract args */
2703         if (mode & USE_EQUIP) equip = TRUE;
2704         if (mode & USE_INVEN) inven = TRUE;
2705         if (mode & USE_FLOOR) floor = TRUE;
2706
2707         /* Get the item index */
2708         if (repeat_pull(cp))
2709         {
2710                 /* the_force */
2711                 if (mode & USE_FORCE && (*cp == INVEN_FORCE))
2712                 {
2713                         item_tester_tval = 0;
2714                         item_tester_hook = NULL;
2715                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2716                         return (TRUE);
2717                 }
2718
2719                 /* Floor item? */
2720                 else if (floor && (*cp < 0))
2721                 {
2722                         object_type *o_ptr;
2723
2724                         /* Special index */
2725                         k = 0 - (*cp);
2726                         o_ptr = &current_floor_ptr->o_list[k];
2727
2728                         /* Validate the item */
2729                         if (item_tester_okay(o_ptr) || (mode & USE_FULL))
2730                         {
2731                                 /* Forget restrictions */
2732                                 item_tester_tval = 0;
2733                                 item_tester_hook = NULL;
2734                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2735
2736                                 /* Success */
2737                                 return TRUE;
2738                         }
2739                 }
2740
2741                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
2742                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
2743                 {
2744                         if (prev_tag && command_cmd)
2745                         {
2746                                 /* Look up the tag and validate the item */
2747                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
2748                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
2749                                 else if (!get_item_okay(k)) /* Reject */;
2750                                 else
2751                                 {
2752                                         /* Accept that choice */
2753                                         (*cp) = k;
2754
2755                                         /* Forget restrictions */
2756                                         item_tester_tval = 0;
2757                                         item_tester_hook = NULL;
2758                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2759
2760                                         /* Success */
2761                                         return TRUE;
2762                                 }
2763
2764                                 prev_tag = '\0'; /* prev_tag is no longer effective */
2765                         }
2766
2767                         /* Verify the item */
2768                         else if (get_item_okay(*cp))
2769                         {
2770                                 /* Forget restrictions */
2771                                 item_tester_tval = 0;
2772                                 item_tester_hook = NULL;
2773                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2774
2775                                 /* Success */
2776                                 return TRUE;
2777                         }
2778                 }
2779         }
2780         msg_print(NULL);
2781
2782         /* Not done */
2783         done = FALSE;
2784
2785         /* No item selected */
2786         item = FALSE;
2787
2788
2789         /* Full inventory */
2790         i1 = 0;
2791         i2 = INVEN_PACK - 1;
2792
2793         /* Forbid inventory */
2794         if (!inven) i2 = -1;
2795         else if (use_menu)
2796         {
2797                 for (j = 0; j < INVEN_PACK; j++)
2798                         if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
2799         }
2800
2801         /* Restrict inventory indexes */
2802         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
2803         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
2804
2805
2806         /* Full equipment */
2807         e1 = INVEN_RARM;
2808         e2 = INVEN_TOTAL - 1;
2809
2810         /* Forbid equipment */
2811         if (!equip) e2 = -1;
2812         else if (use_menu)
2813         {
2814                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
2815                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_equip++;
2816                 if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
2817         }
2818
2819         /* Restrict equipment indexes */
2820         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
2821         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
2822
2823         if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
2824         {
2825                 if (p_ptr->migite)
2826                 {
2827                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
2828                 }
2829                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
2830         }
2831
2832
2833         /* Restrict floor usage */
2834         if (floor)
2835         {
2836                 /* Scan all objects in the grid */
2837                 for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2838                 {
2839                         object_type *o_ptr;
2840                         o_ptr = &current_floor_ptr->o_list[this_o_idx];
2841                         next_o_idx = o_ptr->next_o_idx;
2842
2843                         /* Accept the item on the floor if legal */
2844                         if ((item_tester_okay(o_ptr) || (mode & USE_FULL)) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
2845                 }
2846         }
2847
2848         /* Require at least one legal choice */
2849         if (!allow_floor && (i1 > i2) && (e1 > e2))
2850         {
2851                 /* Cancel p_ptr->command_see */
2852                 command_see = FALSE;
2853                 oops = TRUE;
2854                 done = TRUE;
2855
2856                 if (mode & USE_FORCE) {
2857                     *cp = INVEN_FORCE;
2858                     item = TRUE;
2859                 }
2860         }
2861
2862         /* Analyze choices */
2863         else
2864         {
2865                 /* Hack -- Start on equipment if requested */
2866                 if (command_see && command_wrk && equip)
2867                 {
2868                         command_wrk = TRUE;
2869                 }
2870
2871                 /* Use inventory if allowed */
2872                 else if (inven)
2873                 {
2874                         command_wrk = FALSE;
2875                 }
2876
2877                 /* Use equipment if allowed */
2878                 else if (equip)
2879                 {
2880                         command_wrk = TRUE;
2881                 }
2882
2883                 /* Use inventory for floor */
2884                 else
2885                 {
2886                         command_wrk = FALSE;
2887                 }
2888         }
2889
2890
2891         /*
2892          * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
2893          */
2894         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
2895
2896         /* Hack -- start out in "display" mode */
2897         if (command_see)
2898         {
2899                 screen_save();
2900         }
2901
2902
2903         /* Repeat until done */
2904         while (!done)
2905         {
2906                 COMMAND_CODE get_item_label = 0;
2907
2908                 /* Show choices */
2909                 int ni = 0;
2910                 int ne = 0;
2911
2912                 /* Scan windows */
2913                 for (j = 0; j < 8; j++)
2914                 {
2915                         /* Unused */
2916                         if (!angband_term[j]) continue;
2917
2918                         /* Count windows displaying inven */
2919                         if (window_flag[j] & (PW_INVEN)) ni++;
2920
2921                         /* Count windows displaying equip */
2922                         if (window_flag[j] & (PW_EQUIP)) ne++;
2923                 }
2924
2925                 /* Toggle if needed */
2926                 if ((command_wrk && ni && !ne) || (!command_wrk && !ni && ne))
2927                 {
2928                         /* Toggle */
2929                         toggle_inven_equip();
2930
2931                         /* Track toggles */
2932                         toggle = !toggle;
2933                 }
2934
2935                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2936                 handle_stuff();
2937
2938                 /* Inventory screen */
2939                 if (!command_wrk)
2940                 {
2941                         /* Redraw if needed */
2942                         if (command_see) get_item_label = show_inven(menu_line, mode);
2943                 }
2944
2945                 /* Equipment screen */
2946                 else
2947                 {
2948                         /* Redraw if needed */
2949                         if (command_see) get_item_label = show_equip(menu_line, mode);
2950                 }
2951
2952                 /* Viewing inventory */
2953                 if (!command_wrk)
2954                 {
2955                         /* Begin the prompt */
2956                         sprintf(out_val, _("持ち物:", "Inven:"));
2957
2958                         /* Some legal items */
2959                         if ((i1 <= i2) && !use_menu)
2960                         {
2961                                 /* Build the prompt */
2962                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
2963                                         index_to_label(i1), index_to_label(i2));
2964
2965                                 /* Append */
2966                                 strcat(out_val, tmp_val);
2967                         }
2968
2969                         /* Indicate ability to "view" */
2970                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
2971
2972                         /* Append */
2973                         if (equip) strcat(out_val, format(_(" %s 装備品,", " %s for Equip,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "/")));
2974                 }
2975
2976                 /* Viewing equipment */
2977                 else
2978                 {
2979                         /* Begin the prompt */
2980                         sprintf(out_val, _("装備品:", "Equip:"));
2981
2982                         /* Some legal items */
2983                         if ((e1 <= e2) && !use_menu)
2984                         {
2985                                 /* Build the prompt */
2986                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
2987                                         index_to_label(e1), index_to_label(e2));
2988
2989                                 /* Append */
2990                                 strcat(out_val, tmp_val);
2991                         }
2992
2993                         /* Indicate ability to "view" */
2994                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
2995
2996                         /* Append */
2997                         if (inven) strcat(out_val, format(_(" %s 持ち物,", " %s for Inven,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "'/'")));
2998                 }
2999
3000                 /* Indicate legality of the "floor" item */
3001                 if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
3002                 if (mode & USE_FORCE) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
3003
3004                 /* Finish the prompt */
3005                 strcat(out_val, " ESC");
3006
3007                 /* Build the prompt */
3008                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3009
3010                 /* Show the prompt */
3011                 prt(tmp_val, 0, 0);
3012
3013                 /* Get a key */
3014                 which = inkey();
3015
3016                 if (use_menu)
3017                 {
3018                 int max_line = (command_wrk ? max_equip : max_inven);
3019                 switch (which)
3020                 {
3021                         case ESCAPE:
3022                         case 'z':
3023                         case 'Z':
3024                         case '0':
3025                         {
3026                                 done = TRUE;
3027                                 break;
3028                         }
3029
3030                         case '8':
3031                         case 'k':
3032                         case 'K':
3033                         {
3034                                 menu_line += (max_line - 1);
3035                                 break;
3036                         }
3037
3038                         case '2':
3039                         case 'j':
3040                         case 'J':
3041                         {
3042                                 menu_line++;
3043                                 break;
3044                         }
3045
3046                         case '4':
3047                         case '6':
3048                         case 'h':
3049                         case 'H':
3050                         case 'l':
3051                         case 'L':
3052                         {
3053                                 /* Verify legality */
3054                                 if (!inven || !equip)
3055                                 {
3056                                         bell();
3057                                         break;
3058                                 }
3059
3060                                 /* Hack -- Fix screen */
3061                                 if (command_see)
3062                                 {
3063                                         screen_load();
3064                                         screen_save();
3065                                 }
3066
3067                                 /* Switch inven/equip */
3068                                 command_wrk = !command_wrk;
3069                                 max_line = (command_wrk ? max_equip : max_inven);
3070                                 if (menu_line > max_line) menu_line = max_line;
3071
3072                                 /* Need to redraw */
3073                                 break;
3074                         }
3075
3076                         case 'x':
3077                         case 'X':
3078                         case '\r':
3079                         case '\n':
3080                         {
3081                                 if (command_wrk == USE_FLOOR)
3082                                 {
3083                                         /* Special index */
3084                                         (*cp) = -get_item_label;
3085                                 }
3086                                 else
3087                                 {
3088                                         /* Validate the item */
3089                                         if (!get_item_okay(get_item_label))
3090                                         {
3091                                                 bell();
3092                                                 break;
3093                                         }
3094
3095                                         /* Allow player to "refuse" certain actions */
3096                                         if (!get_item_allow(get_item_label))
3097                                         {
3098                                                 done = TRUE;
3099                                                 break;
3100                                         }
3101
3102                                         /* Accept that choice */
3103                                         (*cp) = get_item_label;
3104                                 }
3105
3106                                 item = TRUE;
3107                                 done = TRUE;
3108                                 break;
3109                         }
3110                         case 'w':
3111                         {
3112                                 if (mode & USE_FORCE) {
3113                                         *cp = INVEN_FORCE;
3114                                         item = TRUE;
3115                                         done = TRUE;
3116                                         break;
3117                                 }
3118                         }
3119                 }
3120                 if (menu_line > max_line) menu_line -= max_line;
3121                 }
3122                 else
3123                 {
3124                 /* Parse it */
3125                 switch (which)
3126                 {
3127                         case ESCAPE:
3128                         {
3129                                 done = TRUE;
3130                                 break;
3131                         }
3132
3133                         case '*':
3134                         case '?':
3135                         case ' ':
3136                         {
3137                                 /* Hide the list */
3138                                 if (command_see)
3139                                 {
3140                                         /* Flip flag */
3141                                         command_see = FALSE;
3142                                         screen_load();
3143                                 }
3144
3145                                 /* Show the list */
3146                                 else
3147                                 {
3148                                         screen_save();
3149
3150                                         /* Flip flag */
3151                                         command_see = TRUE;
3152                                 }
3153                                 break;
3154                         }
3155
3156                         case '/':
3157                         {
3158                                 /* Verify legality */
3159                                 if (!inven || !equip)
3160                                 {
3161                                         bell();
3162                                         break;
3163                                 }
3164
3165                                 /* Hack -- Fix screen */
3166                                 if (command_see)
3167                                 {
3168                                         screen_load();
3169                                         screen_save();
3170                                 }
3171
3172                                 /* Switch inven/equip */
3173                                 command_wrk = !command_wrk;
3174
3175                                 /* Need to redraw */
3176                                 break;
3177                         }
3178
3179                         case '-':
3180                         {
3181                                 /* Use floor item */
3182                                 if (allow_floor)
3183                                 {
3184                                         /* Scan all objects in the grid */
3185                                         for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3186                                         {
3187                                                 object_type *o_ptr;
3188                                                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
3189                                                 next_o_idx = o_ptr->next_o_idx;
3190
3191                                                 /* Validate the item */
3192                                                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
3193
3194                                                 /* Special index */
3195                                                 k = 0 - this_o_idx;
3196
3197                                                 /* Verify the item (if required) */
3198                                                 if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
3199
3200                                                 /* Allow player to "refuse" certain actions */
3201                                                 if (!get_item_allow(k)) continue;
3202
3203                                                 /* Accept that choice */
3204                                                 (*cp) = k;
3205                                                 item = TRUE;
3206                                                 done = TRUE;
3207                                                 break;
3208                                         }
3209
3210                                         /* Outer break */
3211                                         if (done) break;
3212                                 }
3213
3214                                 bell();
3215                                 break;
3216                         }
3217
3218                         case '0':
3219                         case '1': case '2': case '3':
3220                         case '4': case '5': case '6':
3221                         case '7': case '8': case '9':
3222                         {
3223                                 /* Look up the tag */
3224                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3225                                 {
3226                                         bell();
3227                                         break;
3228                                 }
3229
3230                                 /* Hack -- Validate the item */
3231                                 if ((k < INVEN_RARM) ? !inven : !equip)
3232                                 {
3233                                         bell();
3234                                         break;
3235                                 }
3236
3237                                 /* Validate the item */
3238                                 if (!get_item_okay(k))
3239                                 {
3240                                         bell();
3241                                         break;
3242                                 }
3243
3244                                 /* Allow player to "refuse" certain actions */
3245                                 if (!get_item_allow(k))
3246                                 {
3247                                         done = TRUE;
3248                                         break;
3249                                 }
3250
3251                                 /* Accept that choice */
3252                                 (*cp) = k;
3253                                 item = TRUE;
3254                                 done = TRUE;
3255                                 cur_tag = which;
3256                                 break;
3257                         }
3258
3259 #if 0
3260                         case '\n':
3261                         case '\r':
3262                         {
3263                                 /* Choose "default" inventory item */
3264                                 if (!command_wrk)
3265                                 {
3266                                         k = ((i1 == i2) ? i1 : -1);
3267                                 }
3268
3269                                 /* Choose "default" equipment item */
3270                                 else
3271                                 {
3272                                         k = ((e1 == e2) ? e1 : -1);
3273                                 }
3274
3275                                 /* Validate the item */
3276                                 if (!get_item_okay(k))
3277                                 {
3278                                         bell();
3279                                         break;
3280                                 }
3281
3282                                 /* Allow player to "refuse" certain actions */
3283                                 if (!get_item_allow(k))
3284                                 {
3285                                         done = TRUE;
3286                                         break;
3287                                 }
3288
3289                                 /* Accept that choice */
3290                                 (*cp) = k;
3291                                 item = TRUE;
3292                                 done = TRUE;
3293                                 break;
3294                         }
3295 #endif
3296
3297                         case 'w':
3298                         {
3299                                 if (mode & USE_FORCE) {
3300                                         *cp = INVEN_FORCE;
3301                                         item = TRUE;
3302                                         done = TRUE;
3303                                         break;
3304                                 }
3305
3306                                 /* Fall through */
3307                         }
3308
3309                         default:
3310                         {
3311                                 int ver;
3312                                 bool not_found = FALSE;
3313
3314                                 /* Look up the alphabetical tag */
3315                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3316                                 {
3317                                         not_found = TRUE;
3318                                 }
3319
3320                                 /* Hack -- Validate the item */
3321                                 else if ((k < INVEN_RARM) ? !inven : !equip)
3322                                 {
3323                                         not_found = TRUE;
3324                                 }
3325
3326                                 /* Validate the item */
3327                                 else if (!get_item_okay(k))
3328                                 {
3329                                         not_found = TRUE;
3330                                 }
3331
3332                                 if (!not_found)
3333                                 {
3334                                         /* Accept that choice */
3335                                         (*cp) = k;
3336                                         item = TRUE;
3337                                         done = TRUE;
3338                                         cur_tag = which;
3339                                         break;
3340                                 }
3341
3342                                 /* Extract "query" setting */
3343                                 ver = isupper(which);
3344                                 which = (char)tolower(which);
3345
3346                                 /* Convert letter to inventory index */
3347                                 if (!command_wrk)
3348                                 {
3349                                         if (which == '(') k = i1;
3350                                         else if (which == ')') k = i2;
3351                                         else k = label_to_inven(which);
3352                                 }
3353
3354                                 /* Convert letter to equipment index */
3355                                 else
3356                                 {
3357                                         if (which == '(') k = e1;
3358                                         else if (which == ')') k = e2;
3359                                         else k = label_to_equip(which);
3360                                 }
3361
3362                                 /* Validate the item */
3363                                 if (!get_item_okay(k))
3364                                 {
3365                                         bell();
3366                                         break;
3367                                 }
3368
3369                                 /* Verify the item */
3370                                 if (ver && !verify(_("本当に", "Try"), k))
3371                                 {
3372                                         done = TRUE;
3373                                         break;
3374                                 }
3375
3376                                 /* Allow player to "refuse" certain actions */
3377                                 if (!get_item_allow(k))
3378                                 {
3379                                         done = TRUE;
3380                                         break;
3381                                 }
3382
3383                                 /* Accept that choice */
3384                                 (*cp) = k;
3385                                 item = TRUE;
3386                                 done = TRUE;
3387                                 break;
3388                         }
3389                 }
3390                 }
3391         }
3392
3393
3394         /* Fix the screen if necessary */
3395         if (command_see)
3396         {
3397                 screen_load();
3398
3399                 /* Hack -- Cancel "display" */
3400                 command_see = FALSE;
3401         }
3402
3403
3404         /* Forget the item_tester_tval restriction */
3405         item_tester_tval = 0;
3406
3407         /* Forget the item_tester_hook restriction */
3408         item_tester_hook = NULL;
3409
3410
3411         /* Clean up  'show choices' */
3412         /* Toggle again if needed */
3413         if (toggle) toggle_inven_equip();
3414
3415         p_ptr->window |= (PW_INVEN | PW_EQUIP);
3416         handle_stuff();
3417
3418         /* Clear the prompt line */
3419         prt("", 0, 0);
3420
3421         /* Warning if needed */
3422         if (oops && str) msg_print(str);
3423
3424         if (item)
3425         {
3426                 repeat_push(*cp);
3427                 if (command_cmd) prev_tag = cur_tag;
3428                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3429         }
3430         return (item);
3431 }
3432
3433 /*
3434  * Choose an item and get auto-picker entry from it.
3435  */
3436 object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option)
3437 {
3438         OBJECT_IDX item;
3439         if (!get_item(&item, q, s, option)) return NULL;
3440         if (idx) *idx = item;
3441
3442         if (item == INVEN_FORCE) return NULL;
3443
3444         /* Get the item (in the pack) */
3445         else if (item >= 0) return &inventory[item];
3446
3447         /* Get the item (on the floor) */
3448         else return &current_floor_ptr->o_list[0 - item];
3449 }
3450
3451
3452 /*!
3453  * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
3454  * @param items オブジェクトのIDリストを返すための配列参照ポインタ
3455  * @param y 走査するフロアのY座標
3456  * @param x 走査するフロアのX座標
3457  * @param mode オプションフラグ
3458  * @return 対象のマスに落ちているアイテム数
3459  * @details
3460  * Return a list of o_list[] indexes of items at the given current_floor_ptr->grid_array
3461  * location. Valid flags are:
3462  *
3463  *              mode & 0x01 -- Item tester
3464  *              mode & 0x02 -- Marked items only
3465  *              mode & 0x04 -- Stop after first
3466  */
3467 ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode)
3468 {
3469         OBJECT_IDX this_o_idx, next_o_idx;
3470
3471         ITEM_NUMBER num = 0;
3472
3473         /* Sanity */
3474         if (!in_bounds(y, x)) return 0;
3475
3476         /* Scan all objects in the grid */
3477         for (this_o_idx = current_floor_ptr->grid_array[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3478         {
3479                 object_type *o_ptr;
3480                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
3481                 next_o_idx = o_ptr->next_o_idx;
3482
3483                 /* Item tester */
3484                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
3485
3486                 /* Marked */
3487                 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
3488
3489                 /* Accept this item */
3490                 /* XXX Hack -- Enforce limit */
3491                 if (num < 23)
3492                         items[num] = this_o_idx;
3493
3494                 num++;
3495
3496                 /* Only one */
3497                 if (mode & 0x04) break;
3498         }
3499         return num;
3500 }
3501
3502
3503 /*!
3504  * @brief 床下に落ちているアイテムの一覧を返す / Display a list of the items on the floor at the given location.
3505  * @param target_item カーソルの初期値
3506  * @param y 走査するフロアのY座標
3507  * @param x 走査するフロアのX座標
3508  * @param min_width 表示の長さ
3509  * @return 選択したアイテムの添え字
3510  * @details
3511  */
3512 COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width)
3513 {
3514         COMMAND_CODE i, m;
3515         int j, k, l;
3516         int col, len;
3517
3518         object_type *o_ptr;
3519
3520         GAME_TEXT o_name[MAX_NLEN];
3521         char tmp_val[80];
3522
3523         COMMAND_CODE out_index[23];
3524         TERM_COLOR out_color[23];
3525         char out_desc[23][MAX_NLEN];
3526         COMMAND_CODE target_item_label = 0;
3527
3528         OBJECT_IDX floor_list[23];
3529         ITEM_NUMBER floor_num;
3530         TERM_LEN wid, hgt;
3531         char floor_label[52 + 1];
3532
3533         bool dont_need_to_show_weights = TRUE;
3534
3535         Term_get_size(&wid, &hgt);
3536
3537         /* Default length */
3538         len = MAX((*min_width), 20);
3539
3540         /* Scan for objects in the grid, using item_tester_okay() */
3541         floor_num = scan_floor(floor_list, y, x, 0x03);
3542
3543         /* Display the floor objects */
3544         for (k = 0, i = 0; i < floor_num && i < 23; i++)
3545         {
3546                 o_ptr = &current_floor_ptr->o_list[floor_list[i]];
3547
3548                 object_desc(o_name, o_ptr, 0);
3549
3550                 /* Save the index */
3551                 out_index[k] = i;
3552
3553                 /* Acquire inventory color */
3554                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
3555
3556                 /* Save the object description */
3557                 strcpy(out_desc[k], o_name);
3558
3559                 /* Find the predicted "line length" */
3560                 l = strlen(out_desc[k]) + 5;
3561
3562                 /* Be sure to account for the weight */
3563                 if (show_weights) l += 9;
3564
3565                 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
3566
3567                 /* Maintain the maximum length */
3568                 if (l > len) len = l;
3569
3570                 /* Advance to next "line" */
3571                 k++;
3572         }
3573
3574         if (show_weights && dont_need_to_show_weights) len -= 9;
3575
3576         /* Save width */
3577         *min_width = len;
3578
3579         /* Find the column to start in */
3580         col = (len > wid - 4) ? 0 : (wid - len - 1);
3581
3582         prepare_label_string_floor(floor_label, floor_list, floor_num);
3583
3584         /* Output each entry */
3585         for (j = 0; j < k; j++)
3586         {
3587                 m = floor_list[out_index[j]];
3588                 o_ptr = &current_floor_ptr->o_list[m];
3589
3590                 /* Clear the line */
3591                 prt("", j + 1, col ? col - 2 : col);
3592
3593                 if (use_menu && target_item)
3594                 {
3595                         if (j == (target_item-1))
3596                         {
3597                                 strcpy(tmp_val, _("》", "> "));
3598                                 target_item_label = m;
3599                         }
3600                         else strcpy(tmp_val, "   ");
3601                 }
3602                 else
3603                 {
3604                         /* Prepare an index --(-- */
3605                         sprintf(tmp_val, "%c)", floor_label[j]);
3606                 }
3607
3608                 /* Clear the line with the (possibly indented) index */
3609                 put_str(tmp_val, j + 1, col);
3610
3611                 /* Display the entry itself */
3612                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
3613
3614                 /* Display the weight if needed */
3615                 if (show_weights && (o_ptr->tval != TV_GOLD))
3616                 {
3617                         int wgt = o_ptr->weight * o_ptr->number;
3618 #ifdef JP
3619                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3620 #else
3621                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3622 #endif
3623
3624                         prt(tmp_val, j + 1, wid - 9);
3625                 }
3626         }
3627
3628         /* Make a "shadow" below the list (only if needed) */
3629         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3630
3631         return target_item_label;
3632 }
3633
3634 /*!
3635  * @brief オブジェクト選択の汎用関数(床上アイテム用) /
3636  * Let the user select an item, save its "index"
3637  * @param cp 選択したオブジェクトのIDを返す。
3638  * @param pmt 選択目的のメッセージ
3639  * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
3640  * @param mode オプションフラグ
3641  * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
3642  */
3643 bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode)
3644 {
3645         char n1 = ' ', n2 = ' ', which = ' ';
3646
3647         int j;
3648         COMMAND_CODE i1, i2;
3649         COMMAND_CODE e1, e2;
3650         COMMAND_CODE k;
3651
3652         bool done, item;
3653
3654         bool oops = FALSE;
3655
3656         /* Extract args */
3657         bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
3658         bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
3659         bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
3660         bool force = (mode & USE_FORCE) ? TRUE : FALSE;
3661
3662         bool allow_equip = FALSE;
3663         bool allow_inven = FALSE;
3664         bool allow_floor = FALSE;
3665
3666         bool toggle = FALSE;
3667
3668         char tmp_val[160];
3669         char out_val[160];
3670
3671         ITEM_NUMBER floor_num;
3672         OBJECT_IDX floor_list[23];
3673         int floor_top = 0;
3674         TERM_LEN min_width = 0;
3675
3676         int menu_line = (use_menu ? 1 : 0);
3677         int max_inven = 0;
3678         int max_equip = 0;
3679
3680         static char prev_tag = '\0';
3681         char cur_tag = '\0';
3682
3683         /* Get the item index */
3684         if (repeat_pull(cp))
3685         {
3686                 /* the_force */
3687                 if (force && (*cp == INVEN_FORCE))
3688                 {
3689                         item_tester_tval = 0;
3690                         item_tester_hook = NULL;
3691                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3692                         return (TRUE);
3693                 }
3694
3695                 /* Floor item? */
3696                 else if (floor && (*cp < 0))
3697                 {
3698                         if (prev_tag && command_cmd)
3699                         {
3700                                 /* Scan all objects in the grid */
3701                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3702
3703                                 /* Look up the tag */
3704                                 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
3705                                 {
3706                                         /* Accept that choice */
3707                                         (*cp) = 0 - floor_list[k];
3708
3709                                         /* Forget restrictions */
3710                                         item_tester_tval = 0;
3711                                         item_tester_hook = NULL;
3712                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3713
3714                                         /* Success */
3715                                         return TRUE;
3716                                 }
3717
3718                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3719                         }
3720
3721                         /* Validate the item */
3722                         else if (item_tester_okay(&current_floor_ptr->o_list[0 - (*cp)]) || (mode & USE_FULL))
3723                         {
3724                                 /* Forget restrictions */
3725                                 item_tester_tval = 0;
3726                                 item_tester_hook = NULL;
3727                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3728
3729                                 /* Success */
3730                                 return TRUE;
3731                         }
3732                 }
3733
3734                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3735                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3736                 {
3737                         if (prev_tag && command_cmd)
3738                         {
3739                                 /* Look up the tag and validate the item */
3740                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3741                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3742                                 else if (!get_item_okay(k)) /* Reject */;
3743                                 else
3744                                 {
3745                                         /* Accept that choice */
3746                                         (*cp) = k;
3747
3748                                         /* Forget restrictions */
3749                                         item_tester_tval = 0;
3750                                         item_tester_hook = NULL;
3751                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3752
3753                                         /* Success */
3754                                         return TRUE;
3755                                 }
3756
3757                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3758                         }
3759
3760                         /* Verify the item */
3761                         else if (get_item_okay(*cp))
3762                         {
3763                                 /* Forget restrictions */
3764                                 item_tester_tval = 0;
3765                                 item_tester_hook = NULL;
3766                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3767
3768                                 /* Success */
3769                                 return TRUE;
3770                         }
3771                 }
3772         }
3773
3774         msg_print(NULL);
3775
3776
3777         /* Not done */
3778         done = FALSE;
3779
3780         /* No item selected */
3781         item = FALSE;
3782
3783
3784         /* Full inventory */
3785         i1 = 0;
3786         i2 = INVEN_PACK - 1;
3787
3788         /* Forbid inventory */
3789         if (!inven) i2 = -1;
3790         else if (use_menu)
3791         {
3792                 for (j = 0; j < INVEN_PACK; j++)
3793                         if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
3794         }
3795
3796         /* Restrict inventory indexes */
3797         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3798         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3799
3800
3801         /* Full equipment */
3802         e1 = INVEN_RARM;
3803         e2 = INVEN_TOTAL - 1;
3804
3805         /* Forbid equipment */
3806         if (!equip) e2 = -1;
3807         else if (use_menu)
3808         {
3809                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3810                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_equip++;
3811                 if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
3812         }
3813
3814         /* Restrict equipment indexes */
3815         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3816         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3817
3818         if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
3819         {
3820                 if (p_ptr->migite)
3821                 {
3822                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3823                 }
3824                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3825         }
3826
3827
3828         /* Count "okay" floor items */
3829         floor_num = 0;
3830
3831         /* Restrict floor usage */
3832         if (floor)
3833         {
3834                 /* Scan all objects in the grid */
3835                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3836         }
3837
3838         /* Accept inventory */
3839         if (i1 <= i2) allow_inven = TRUE;
3840
3841         /* Accept equipment */
3842         if (e1 <= e2) allow_equip = TRUE;
3843
3844         /* Accept floor */
3845         if (floor_num) allow_floor = TRUE;
3846
3847         /* Require at least one legal choice */
3848         if (!allow_inven && !allow_equip && !allow_floor)
3849         {
3850                 /* Cancel p_ptr->command_see */
3851                 command_see = FALSE;
3852                 oops = TRUE;
3853                 done = TRUE;
3854
3855                 if (force) {
3856                     *cp = INVEN_FORCE;
3857                     item = TRUE;
3858                 }
3859         }
3860
3861         /* Analyze choices */
3862         else
3863         {
3864                 /* Hack -- Start on equipment if requested */
3865                 if (command_see && (command_wrk == (USE_EQUIP))
3866                         && allow_equip)
3867                 {
3868                         command_wrk = (USE_EQUIP);
3869                 }
3870
3871                 /* Use inventory if allowed */
3872                 else if (allow_inven)
3873                 {
3874                         command_wrk = (USE_INVEN);
3875                 }
3876
3877                 /* Use equipment if allowed */
3878                 else if (allow_equip)
3879                 {
3880                         command_wrk = (USE_EQUIP);
3881                 }
3882
3883                 /* Use floor if allowed */
3884                 else if (allow_floor)
3885                 {
3886                         command_wrk = (USE_FLOOR);
3887                 }
3888         }
3889
3890         /*
3891          * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
3892          */
3893         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
3894
3895         /* Hack -- start out in "display" mode */
3896         if (command_see)
3897         {
3898                 screen_save();
3899         }
3900
3901         /* Repeat until done */
3902         while (!done)
3903         {
3904                 COMMAND_CODE get_item_label = 0;
3905
3906                 /* Show choices */
3907                 int ni = 0;
3908                 int ne = 0;
3909
3910                 /* Scan windows */
3911                 for (j = 0; j < 8; j++)
3912                 {
3913                         /* Unused */
3914                         if (!angband_term[j]) continue;
3915
3916                         /* Count windows displaying inven */
3917                         if (window_flag[j] & (PW_INVEN)) ni++;
3918
3919                         /* Count windows displaying equip */
3920                         if (window_flag[j] & (PW_EQUIP)) ne++;
3921                 }
3922
3923                 /* Toggle if needed */
3924                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
3925                     (command_wrk == (USE_INVEN) && !ni && ne))
3926                 {
3927                         /* Toggle */
3928                         toggle_inven_equip();
3929
3930                         /* Track toggles */
3931                         toggle = !toggle;
3932                 }
3933
3934                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3935                 handle_stuff();
3936
3937                 /* Inventory screen */
3938                 if (command_wrk == (USE_INVEN))
3939                 {
3940                         /* Extract the legal requests */
3941                         n1 = I2A(i1);
3942                         n2 = I2A(i2);
3943
3944                         /* Redraw if needed */
3945                         if (command_see) get_item_label = show_inven(menu_line, mode);
3946                 }
3947
3948                 /* Equipment screen */
3949                 else if (command_wrk == (USE_EQUIP))
3950                 {
3951                         /* Extract the legal requests */
3952                         n1 = I2A(e1 - INVEN_RARM);
3953                         n2 = I2A(e2 - INVEN_RARM);
3954
3955                         /* Redraw if needed */
3956                         if (command_see) get_item_label = show_equip(menu_line, mode);
3957                 }
3958
3959                 /* Floor screen */
3960                 else if (command_wrk == (USE_FLOOR))
3961                 {
3962                         j = floor_top;
3963                         k = MIN(floor_top + 23, floor_num) - 1;
3964
3965                         /* Extract the legal requests */
3966                         n1 = I2A(j - floor_top);
3967                         n2 = I2A(k - floor_top);
3968
3969                         /* Redraw if needed */
3970                         if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
3971                 }
3972
3973                 /* Viewing inventory */
3974                 if (command_wrk == (USE_INVEN))
3975                 {
3976                         /* Begin the prompt */
3977                         sprintf(out_val, _("持ち物:", "Inven:"));
3978
3979                         if (!use_menu)
3980                         {
3981                                 /* Build the prompt */
3982                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3983                                         index_to_label(i1), index_to_label(i2));
3984
3985                                 /* Append */
3986                                 strcat(out_val, tmp_val);
3987                         }
3988
3989                         /* Indicate ability to "view" */
3990                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3991
3992                         /* Append */
3993                         if (allow_equip)
3994                         {
3995                                 if (!use_menu)
3996                                         strcat(out_val, _(" '/' 装備品,", " / for Equip,"));
3997                                 else if (allow_floor)
3998                                         strcat(out_val, _(" '6' 装備品,", " 6 for Equip,"));
3999                                 else
4000                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4001                         }
4002
4003                         /* Append */
4004                         if (allow_floor)
4005                         {
4006                                 if (!use_menu)
4007                                         strcat(out_val, _(" '-'床上,", " - for floor,"));
4008                                 else if (allow_equip)
4009                                         strcat(out_val, _(" '4' 床上,", " 4 for floor,"));
4010                                 else
4011                                         strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4012                         }
4013                 }
4014
4015                 /* Viewing equipment */
4016                 else if (command_wrk == (USE_EQUIP))
4017                 {
4018                         /* Begin the prompt */
4019                         sprintf(out_val, _("装備品:", "Equip:"));
4020
4021                         if (!use_menu)
4022                         {
4023                                 /* Build the prompt */
4024                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4025                                         index_to_label(e1), index_to_label(e2));
4026
4027                                 /* Append */
4028                                 strcat(out_val, tmp_val);
4029                         }
4030
4031                         /* Indicate ability to "view" */
4032                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4033
4034                         /* Append */
4035                         if (allow_inven)
4036                         {
4037                                 if (!use_menu)
4038                                         strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4039                                 else if (allow_floor)
4040                                         strcat(out_val, _(" '4' 持ち物,", " 4 for Inven,"));
4041                                 else
4042                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4043                         }
4044
4045                         /* Append */
4046                         if (allow_floor)
4047                         {
4048                                 if (!use_menu)
4049                                         strcat(out_val, _(" '-'床上,", " - for floor,"));
4050                                 else if (allow_inven)
4051                                         strcat(out_val, _(" '6' 床上,", " 6 for floor,"));
4052                                 else
4053                                         strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4054                         }
4055                 }
4056
4057                 /* Viewing floor */
4058                 else if (command_wrk == (USE_FLOOR))
4059                 {
4060                         /* Begin the prompt */
4061                         sprintf(out_val, _("床上:", "Floor:"));
4062
4063                         if (!use_menu)
4064                         {
4065                                 /* Build the prompt */
4066                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
4067
4068                                 /* Append */
4069                                 strcat(out_val, tmp_val);
4070                         }
4071
4072                         /* Indicate ability to "view" */
4073                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4074
4075                         if (use_menu)
4076                         {
4077                                 if (allow_inven && allow_equip)
4078                                 {
4079                                         strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
4080                                 }
4081                                 else if (allow_inven)
4082                                 {
4083                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4084                                 }
4085                                 else if (allow_equip)
4086                                 {
4087                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4088                                 }
4089                         }
4090                         /* Append */
4091                         else if (allow_inven)
4092                         {
4093                                 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4094                         }
4095                         else if (allow_equip)
4096                         {
4097                                 strcat(out_val, _(" '/'装備品,", " / for Equip,"));
4098                         }
4099
4100                         /* Append */
4101                         if (command_see && !use_menu)
4102                         {
4103                                 strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
4104                         }
4105                 }
4106
4107                 /* Append */
4108                 if (force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
4109
4110                 /* Finish the prompt */
4111                 strcat(out_val, " ESC");
4112
4113                 /* Build the prompt */
4114                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4115
4116                 /* Show the prompt */
4117                 prt(tmp_val, 0, 0);
4118
4119                 /* Get a key */
4120                 which = inkey();
4121
4122                 if (use_menu)
4123                 {
4124                 int max_line = 1;
4125                 if (command_wrk == USE_INVEN) max_line = max_inven;
4126                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4127                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4128                 switch (which)
4129                 {
4130                         case ESCAPE:
4131                         case 'z':
4132                         case 'Z':
4133                         case '0':
4134                         {
4135                                 done = TRUE;
4136                                 break;
4137                         }
4138
4139                         case '8':
4140                         case 'k':
4141                         case 'K':
4142                         {
4143                                 menu_line += (max_line - 1);
4144                                 break;
4145                         }
4146
4147                         case '2':
4148                         case 'j':
4149                         case 'J':
4150                         {
4151                                 menu_line++;
4152                                 break;
4153                         }
4154
4155                         case '4':
4156                         case 'h':
4157                         case 'H':
4158                         {
4159                                 /* Verify legality */
4160                                 if (command_wrk == (USE_INVEN))
4161                                 {
4162                                         if (allow_floor) command_wrk = USE_FLOOR;
4163                                         else if (allow_equip) command_wrk = USE_EQUIP;
4164                                         else
4165                                         {
4166                                                 bell();
4167                                                 break;
4168                                         }
4169                                 }
4170                                 else if (command_wrk == (USE_EQUIP))
4171                                 {
4172                                         if (allow_inven) command_wrk = USE_INVEN;
4173                                         else if (allow_floor) command_wrk = USE_FLOOR;
4174                                         else
4175                                         {
4176                                                 bell();
4177                                                 break;
4178                                         }
4179                                 }
4180                                 else if (command_wrk == (USE_FLOOR))
4181                                 {
4182                                         if (allow_equip) command_wrk = USE_EQUIP;
4183                                         else if (allow_inven) command_wrk = USE_INVEN;
4184                                         else
4185                                         {
4186                                                 bell();
4187                                                 break;
4188                                         }
4189                                 }
4190                                 else
4191                                 {
4192                                         bell();
4193                                         break;
4194                                 }
4195
4196                                 /* Hack -- Fix screen */
4197                                 if (command_see)
4198                                 {
4199                                         screen_load();
4200                                         screen_save();
4201                                 }
4202
4203                                 /* Switch inven/equip */
4204                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4205                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4206                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4207                                 if (menu_line > max_line) menu_line = max_line;
4208
4209                                 /* Need to redraw */
4210                                 break;
4211                         }
4212
4213                         case '6':
4214                         case 'l':
4215                         case 'L':
4216                         {
4217                                 /* Verify legality */
4218                                 if (command_wrk == (USE_INVEN))
4219                                 {
4220                                         if (allow_equip) command_wrk = USE_EQUIP;
4221                                         else if (allow_floor) command_wrk = USE_FLOOR;
4222                                         else
4223                                         {
4224                                                 bell();
4225                                                 break;
4226                                         }
4227                                 }
4228                                 else if (command_wrk == (USE_EQUIP))
4229                                 {
4230                                         if (allow_floor) command_wrk = USE_FLOOR;
4231                                         else if (allow_inven) command_wrk = USE_INVEN;
4232                                         else
4233                                         {
4234                                                 bell();
4235                                                 break;
4236                                         }
4237                                 }
4238                                 else if (command_wrk == (USE_FLOOR))
4239                                 {
4240                                         if (allow_inven) command_wrk = USE_INVEN;
4241                                         else if (allow_equip) command_wrk = USE_EQUIP;
4242                                         else
4243                                         {
4244                                                 bell();
4245                                                 break;
4246                                         }
4247                                 }
4248                                 else
4249                                 {
4250                                         bell();
4251                                         break;
4252                                 }
4253
4254                                 /* Hack -- Fix screen */
4255                                 if (command_see)
4256                                 {
4257                                         screen_load();
4258                                         screen_save();
4259                                 }
4260
4261                                 /* Switch inven/equip */
4262                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4263                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4264                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4265                                 if (menu_line > max_line) menu_line = max_line;
4266
4267                                 /* Need to redraw */
4268                                 break;
4269                         }
4270
4271                         case 'x':
4272                         case 'X':
4273                         case '\r':
4274                         case '\n':
4275                         {
4276                                 if (command_wrk == USE_FLOOR)
4277                                 {
4278                                         /* Special index */
4279                                         (*cp) = -get_item_label;
4280                                 }
4281                                 else
4282                                 {
4283                                         /* Validate the item */
4284                                         if (!get_item_okay(get_item_label))
4285                                         {
4286                                                 bell();
4287                                                 break;
4288                                         }
4289
4290                                         /* Allow player to "refuse" certain actions */
4291                                         if (!get_item_allow(get_item_label))
4292                                         {
4293                                                 done = TRUE;
4294                                                 break;
4295                                         }
4296
4297                                         /* Accept that choice */
4298                                         (*cp) = get_item_label;
4299                                 }
4300
4301                                 item = TRUE;
4302                                 done = TRUE;
4303                                 break;
4304                         }
4305                         case 'w':
4306                         {
4307                                 if (force) {
4308                                         *cp = INVEN_FORCE;
4309                                         item = TRUE;
4310                                         done = TRUE;
4311                                         break;
4312                                 }
4313                         }
4314                 }
4315                 if (menu_line > max_line) menu_line -= max_line;
4316                 }
4317                 else
4318                 {
4319                 /* Parse it */
4320                 switch (which)
4321                 {
4322                         case ESCAPE:
4323                         {
4324                                 done = TRUE;
4325                                 break;
4326                         }
4327
4328                         case '*':
4329                         case '?':
4330                         case ' ':
4331                         {
4332                                 /* Hide the list */
4333                                 if (command_see)
4334                                 {
4335                                         /* Flip flag */
4336                                         command_see = FALSE;
4337                                         screen_load();
4338                                 }
4339
4340                                 /* Show the list */
4341                                 else
4342                                 {
4343                                         screen_save();
4344
4345                                         /* Flip flag */
4346                                         command_see = TRUE;
4347                                 }
4348                                 break;
4349                         }
4350
4351                         case '\n':
4352                         case '\r':
4353                         case '+':
4354                         {
4355                                 int i;
4356                                 OBJECT_IDX o_idx;
4357                                 grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
4358
4359                                 if (command_wrk != (USE_FLOOR)) break;
4360
4361                                 /* Get the object being moved. */
4362                                 o_idx = g_ptr->o_idx;
4363
4364                                 /* Only rotate a pile of two or more objects. */
4365                                 if (!(o_idx && current_floor_ptr->o_list[o_idx].next_o_idx)) break;
4366
4367                                 /* Remove the first object from the list. */
4368                                 excise_object_idx(o_idx);
4369
4370                                 /* Find end of the list. */
4371                                 i = g_ptr->o_idx;
4372                                 while (current_floor_ptr->o_list[i].next_o_idx)
4373                                         i = current_floor_ptr->o_list[i].next_o_idx;
4374
4375                                 /* Add after the last object. */
4376                                 current_floor_ptr->o_list[i].next_o_idx = o_idx;
4377
4378                                 /* Re-scan floor list */ 
4379                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
4380
4381                                 /* Hack -- Fix screen */
4382                                 if (command_see)
4383                                 {
4384                                         screen_load();
4385                                         screen_save();
4386                                 }
4387
4388                                 break;
4389                         }
4390
4391                         case '/':
4392                         {
4393                                 if (command_wrk == (USE_INVEN))
4394                                 {
4395                                         if (!allow_equip)
4396                                         {
4397                                                 bell();
4398                                                 break;
4399                                         }
4400                                         command_wrk = (USE_EQUIP);
4401                                 }
4402                                 else if (command_wrk == (USE_EQUIP))
4403                                 {
4404                                         if (!allow_inven)
4405                                         {
4406                                                 bell();
4407                                                 break;
4408                                         }
4409                                         command_wrk = (USE_INVEN);
4410                                 }
4411                                 else if (command_wrk == (USE_FLOOR))
4412                                 {
4413                                         if (allow_inven)
4414                                         {
4415                                                 command_wrk = (USE_INVEN);
4416                                         }
4417                                         else if (allow_equip)
4418                                         {
4419                                                 command_wrk = (USE_EQUIP);
4420                                         }
4421                                         else
4422                                         {
4423                                                 bell();
4424                                                 break;
4425                                         }
4426                                 }
4427
4428                                 /* Hack -- Fix screen */
4429                                 if (command_see)
4430                                 {
4431                                         screen_load();
4432                                         screen_save();
4433                                 }
4434
4435                                 /* Need to redraw */
4436                                 break;
4437                         }
4438
4439                         case '-':
4440                         {
4441                                 if (!allow_floor)
4442                                 {
4443                                         bell();
4444                                         break;
4445                                 }
4446
4447                                 /*
4448                                  * If we are already examining the floor, and there
4449                                  * is only one item, we will always select it.
4450                                  * If we aren't examining the floor and there is only
4451                                  * one item, we will select it if floor_query_flag
4452                                  * is FALSE.
4453                                  */
4454                                 if (floor_num == 1)
4455                                 {
4456                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
4457                                         {
4458                                                 /* Special index */
4459                                                 k = 0 - floor_list[0];
4460
4461                                                 /* Allow player to "refuse" certain actions */
4462                                                 if (!get_item_allow(k))
4463                                                 {
4464                                                         done = TRUE;
4465                                                         break;
4466                                                 }
4467
4468                                                 /* Accept that choice */
4469                                                 (*cp) = k;
4470                                                 item = TRUE;
4471                                                 done = TRUE;
4472
4473                                                 break;
4474                                         }
4475                                 }
4476
4477                                 /* Hack -- Fix screen */
4478                                 if (command_see)
4479                                 {
4480                                         screen_load();
4481                                         screen_save();
4482                                 }
4483
4484                                 command_wrk = (USE_FLOOR);
4485
4486                                 break;
4487                         }
4488
4489                         case '0':
4490                         case '1': case '2': case '3':
4491                         case '4': case '5': case '6':
4492                         case '7': case '8': case '9':
4493                         {
4494                                 if (command_wrk != USE_FLOOR)
4495                                 {
4496                                         /* Look up the tag */
4497                                         if (!get_tag(&k, which, command_wrk))
4498                                         {
4499                                                 bell();
4500                                                 break;
4501                                         }
4502
4503                                         /* Hack -- Validate the item */
4504                                         if ((k < INVEN_RARM) ? !inven : !equip)
4505                                         {
4506                                                 bell();
4507                                                 break;
4508                                         }
4509
4510                                         /* Validate the item */
4511                                         if (!get_item_okay(k))
4512                                         {
4513                                                 bell();
4514                                                 break;
4515                                         }
4516                                 }
4517                                 else
4518                                 {
4519                                         /* Look up the alphabetical tag */
4520                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4521                                         {
4522                                                 /* Special index */
4523                                                 k = 0 - floor_list[k];
4524                                         }
4525                                         else
4526                                         {
4527                                                 bell();
4528                                                 break;
4529                                         }
4530                                 }
4531
4532                                 /* Allow player to "refuse" certain actions */
4533                                 if (!get_item_allow(k))
4534                                 {
4535                                         done = TRUE;
4536                                         break;
4537                                 }
4538
4539                                 /* Accept that choice */
4540                                 (*cp) = k;
4541                                 item = TRUE;
4542                                 done = TRUE;
4543                                 cur_tag = which;
4544                                 break;
4545                         }
4546
4547 #if 0
4548                         case '\n':
4549                         case '\r':
4550                         {
4551                                 /* Choose "default" inventory item */
4552                                 if (command_wrk == (USE_INVEN))
4553                                 {
4554                                         k = ((i1 == i2) ? i1 : -1);
4555                                 }
4556
4557                                 /* Choose "default" equipment item */
4558                                 else if (command_wrk == (USE_EQUIP))
4559                                 {
4560                                         k = ((e1 == e2) ? e1 : -1);
4561                                 }
4562
4563                                 /* Choose "default" floor item */
4564                                 else if (command_wrk == (USE_FLOOR))
4565                                 {
4566                                         if (floor_num == 1)
4567                                         {
4568                                                 /* Special index */
4569                                                 k = 0 - floor_list[0];
4570
4571                                                 /* Allow player to "refuse" certain actions */
4572                                                 if (!get_item_allow(k))
4573                                                 {
4574                                                         done = TRUE;
4575                                                         break;
4576                                                 }
4577
4578                                                 /* Accept that choice */
4579                                                 (*cp) = k;
4580                                                 item = TRUE;
4581                                                 done = TRUE;
4582                                         }
4583                                         break;
4584                                 }
4585
4586                                 /* Validate the item */
4587                                 if (!get_item_okay(k))
4588                                 {
4589                                         bell();
4590                                         break;
4591                                 }
4592
4593                                 /* Allow player to "refuse" certain actions */
4594                                 if (!get_item_allow(k))
4595                                 {
4596                                         done = TRUE;
4597                                         break;
4598                                 }
4599
4600                                 /* Accept that choice */
4601                                 (*cp) = k;
4602                                 item = TRUE;
4603                                 done = TRUE;
4604                                 break;
4605                         }
4606 #endif
4607
4608                         case 'w':
4609                         {
4610                                 if (force) {
4611                                         *cp = INVEN_FORCE;
4612                                         item = TRUE;
4613                                         done = TRUE;
4614                                         break;
4615                                 }
4616
4617                                 /* Fall through */
4618                         }
4619
4620                         default:
4621                         {
4622                                 int ver;
4623
4624                                 if (command_wrk != USE_FLOOR)
4625                                 {
4626                                         bool not_found = FALSE;
4627
4628                                         /* Look up the alphabetical tag */
4629                                         if (!get_tag(&k, which, command_wrk))
4630                                         {
4631                                                 not_found = TRUE;
4632                                         }
4633
4634                                         /* Hack -- Validate the item */
4635                                         else if ((k < INVEN_RARM) ? !inven : !equip)
4636                                         {
4637                                                 not_found = TRUE;
4638                                         }
4639
4640                                         /* Validate the item */
4641                                         else if (!get_item_okay(k))
4642                                         {
4643                                                 not_found = TRUE;
4644                                         }
4645
4646                                         if (!not_found)
4647                                         {
4648                                                 /* Accept that choice */
4649                                                 (*cp) = k;
4650                                                 item = TRUE;
4651                                                 done = TRUE;
4652                                                 cur_tag = which;
4653                                                 break;
4654                                         }
4655                                 }
4656                                 else
4657                                 {
4658                                         /* Look up the alphabetical tag */
4659                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4660                                         {
4661                                                 /* Special index */
4662                                                 k = 0 - floor_list[k];
4663
4664                                                 /* Accept that choice */
4665                                                 (*cp) = k;
4666                                                 item = TRUE;
4667                                                 done = TRUE;
4668                                                 cur_tag = which;
4669                                                 break;
4670                                         }
4671                                 }
4672
4673                                 /* Extract "query" setting */
4674                                 ver = isupper(which);
4675                                 which = (char)tolower(which);
4676
4677                                 /* Convert letter to inventory index */
4678                                 if (command_wrk == (USE_INVEN))
4679                                 {
4680                                         if (which == '(') k = i1;
4681                                         else if (which == ')') k = i2;
4682                                         else k = label_to_inven(which);
4683                                 }
4684
4685                                 /* Convert letter to equipment index */
4686                                 else if (command_wrk == (USE_EQUIP))
4687                                 {
4688                                         if (which == '(') k = e1;
4689                                         else if (which == ')') k = e2;
4690                                         else k = label_to_equip(which);
4691                                 }
4692
4693                                 /* Convert letter to floor index */
4694                                 else if (command_wrk == USE_FLOOR)
4695                                 {
4696                                         if (which == '(') k = 0;
4697                                         else if (which == ')') k = floor_num - 1;
4698                                         else k = islower(which) ? A2I(which) : -1;
4699                                         if (k < 0 || k >= floor_num || k >= 23)
4700                                         {
4701                                                 bell();
4702                                                 break;
4703                                         }
4704
4705                                         /* Special index */
4706                                         k = 0 - floor_list[k];
4707                                 }
4708
4709                                 /* Validate the item */
4710                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
4711                                 {
4712                                         bell();
4713                                         break;
4714                                 }
4715
4716                                 /* Verify the item */
4717                                 if (ver && !verify(_("本当に", "Try"), k))
4718                                 {
4719                                         done = TRUE;
4720                                         break;
4721                                 }
4722
4723                                 /* Allow player to "refuse" certain actions */
4724                                 if (!get_item_allow(k))
4725                                 {
4726                                         done = TRUE;
4727                                         break;
4728                                 }
4729
4730                                 /* Accept that choice */
4731                                 (*cp) = k;
4732                                 item = TRUE;
4733                                 done = TRUE;
4734                                 break;
4735                         }
4736                 }
4737                 }
4738         }
4739
4740         /* Fix the screen if necessary */
4741         if (command_see)
4742         {
4743                 screen_load();
4744
4745                 /* Hack -- Cancel "display" */
4746                 command_see = FALSE;
4747         }
4748
4749
4750         /* Forget the item_tester_tval restriction */
4751         item_tester_tval = 0;
4752
4753         /* Forget the item_tester_hook restriction */
4754         item_tester_hook = NULL;
4755
4756
4757         /* Clean up  'show choices' */
4758         /* Toggle again if needed */
4759         if (toggle) toggle_inven_equip();
4760
4761         p_ptr->window |= (PW_INVEN | PW_EQUIP);
4762         handle_stuff();
4763
4764         /* Clear the prompt line */
4765         prt("", 0, 0);
4766
4767         /* Warning if needed */
4768         if (oops && str) msg_print(str);
4769
4770         if (item)
4771         {
4772                 repeat_push(*cp);
4773                 if (command_cmd) prev_tag = cur_tag;
4774                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4775         }
4776         return (item);
4777 }
4778
4779 /*!
4780  * @brief 床上のアイテムを拾う選択用サブルーチン 
4781  * @return プレイヤーによりアイテムが選択されたならTRUEを返す。
4782  */
4783 static bool py_pickup_floor_aux(void)
4784 {
4785         OBJECT_IDX this_o_idx;
4786         concptr q, s;
4787         OBJECT_IDX item;
4788
4789         /* Restrict the choices */
4790         item_tester_hook = inven_carry_okay;
4791
4792         /* Get an object */
4793         q = _("どれを拾いますか?", "Get which item? ");
4794         s = _("もうザックには床にあるどのアイテムも入らない。", "You no longer have any room for the objects on the floor.");
4795
4796         if (choose_object(&item, q, s, (USE_FLOOR)))
4797         {
4798                 this_o_idx = 0 - item;
4799         }
4800         else
4801         {
4802                 return (FALSE);
4803         }
4804
4805         /* Pick up the object */
4806         py_pickup_aux(this_o_idx);
4807
4808         return (TRUE);
4809 }
4810
4811 /*!
4812  * @brief 床上のアイテムを拾うメイン処理
4813  * @param pickup FALSEなら金銭の自動拾いのみを行う/ FALSE then only gold will be picked up
4814  * @return なし
4815  * @details
4816  * This is called by py_pickup() when easy_floor is TRUE.
4817  */
4818 void py_pickup_floor(bool pickup)
4819 {
4820         OBJECT_IDX this_o_idx, next_o_idx = 0;
4821
4822         GAME_TEXT o_name[MAX_NLEN];
4823         object_type *o_ptr;
4824
4825         int floor_num = 0;
4826         OBJECT_IDX floor_o_idx = 0;
4827
4828         int can_pickup = 0;
4829
4830         /* Scan the pile of objects */
4831         for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
4832         {
4833                 /* Access the object */
4834                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
4835
4836                 object_desc(o_name, o_ptr, 0);
4837
4838                 /* Access the next object */
4839                 next_o_idx = o_ptr->next_o_idx;
4840
4841                 disturb(FALSE, FALSE);
4842
4843                 /* Pick up gold */
4844                 if (o_ptr->tval == TV_GOLD)
4845                 {
4846 #ifdef JP
4847                         msg_format(" $%ld の価値がある%sを見つけた。",
4848                                 (long)o_ptr->pval, o_name);
4849 #else
4850                         msg_format("You have found %ld gold pieces worth of %s.",
4851                                 (long)o_ptr->pval, o_name);
4852 #endif
4853
4854                         /* Collect the gold */
4855                         p_ptr->au += o_ptr->pval;
4856
4857                         /* Redraw gold */
4858                         p_ptr->redraw |= (PR_GOLD);
4859
4860                         p_ptr->window |= (PW_PLAYER);
4861
4862                         /* Delete the gold */
4863                         delete_object_idx(this_o_idx);
4864
4865                         /* Check the next object */
4866                         continue;
4867                 }
4868                 else if (o_ptr->marked & OM_NOMSG)
4869                 {
4870                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
4871                          * ignored. Otherwise, they are included in the prompt. */
4872                         o_ptr->marked &= ~(OM_NOMSG);
4873                         continue;
4874                 }
4875
4876                 /* Count non-gold objects that can be picked up. */
4877                 if (inven_carry_okay(o_ptr))
4878                 {
4879                         can_pickup++;
4880                 }
4881
4882                 /* Count non-gold objects */
4883                 floor_num++;
4884
4885                 /* Remember this index */
4886                 floor_o_idx = this_o_idx;
4887         }
4888
4889         /* There are no non-gold objects */
4890         if (!floor_num)
4891                 return;
4892
4893         /* Mention the number of objects */
4894         if (!pickup)
4895         {
4896                 /* One object */
4897                 if (floor_num == 1)
4898                 {
4899                         /* Access the object */
4900                         o_ptr = &current_floor_ptr->o_list[floor_o_idx];
4901
4902 #ifdef ALLOW_EASY_SENSE
4903
4904                         /* Option: Make object sensing easy */
4905                         if (easy_sense)
4906                         {
4907                                 /* Sense the object */
4908                                 (void) sense_object(o_ptr);
4909                         }
4910
4911 #endif /* ALLOW_EASY_SENSE */
4912
4913                         object_desc(o_name, o_ptr, 0);
4914
4915                         msg_format(_("%sがある。", "You see %s."), o_name);
4916                 }
4917
4918                 /* Multiple objects */
4919                 else
4920                 {
4921                         msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
4922                 }
4923
4924                 return;
4925         }
4926
4927         /* The player has no room for anything on the floor. */
4928         if (!can_pickup)
4929         {
4930                 /* One object */
4931                 if (floor_num == 1)
4932                 {
4933                         /* Access the object */
4934                         o_ptr = &current_floor_ptr->o_list[floor_o_idx];
4935
4936 #ifdef ALLOW_EASY_SENSE
4937
4938                         /* Option: Make object sensing easy */
4939                         if (easy_sense)
4940                         {
4941                                 /* Sense the object */
4942                                 (void) sense_object(o_ptr);
4943                         }
4944
4945 #endif /* ALLOW_EASY_SENSE */
4946
4947                         object_desc(o_name, o_ptr, 0);
4948
4949                         msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
4950                 }
4951
4952                 /* Multiple objects */
4953                 else
4954                 {
4955                         msg_print(_("ザックには床にあるどのアイテムも入らない。", "You have no room for any of the objects on the floor."));
4956
4957                 }
4958
4959                 return;
4960         }
4961
4962         /* One object */
4963         if (floor_num == 1)
4964         {
4965                 /* Hack -- query every object */
4966                 if (carry_query_flag)
4967                 {
4968                         char out_val[MAX_NLEN+20];
4969
4970                         /* Access the object */
4971                         o_ptr = &current_floor_ptr->o_list[floor_o_idx];
4972
4973 #ifdef ALLOW_EASY_SENSE
4974
4975                         /* Option: Make object sensing easy */
4976                         if (easy_sense)
4977                         {
4978                                 /* Sense the object */
4979                                 (void) sense_object(o_ptr);
4980                         }
4981
4982 #endif /* ALLOW_EASY_SENSE */
4983
4984                         object_desc(o_name, o_ptr, 0);
4985
4986                         /* Build a prompt */
4987                         (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
4988
4989                         /* Ask the user to confirm */
4990                         if (!get_check(out_val))
4991                         {
4992                                 return;
4993                         }
4994                 }
4995
4996                 /* Access the object */
4997                 o_ptr = &current_floor_ptr->o_list[floor_o_idx];
4998
4999 #ifdef ALLOW_EASY_SENSE
5000
5001                 /* Option: Make object sensing easy */
5002                 if (easy_sense)
5003                 {
5004                         /* Sense the object */
5005                         (void) sense_object(o_ptr);
5006                 }
5007
5008 #endif /* ALLOW_EASY_SENSE */
5009
5010                 /* Pick up the object */
5011                 py_pickup_aux(floor_o_idx);
5012         }
5013
5014         /* Allow the user to choose an object */
5015         else
5016         {
5017                 while (can_pickup--)
5018                 {
5019                         if (!py_pickup_floor_aux()) break;
5020                 }
5021         }
5022 }
5023
5024
5025 /*!
5026  * @brief 矢弾を射撃した場合の破損確率を返す /
5027  * Determines the odds of an object breaking when thrown at a monster
5028  * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
5029  * @return 破損確率(%)
5030  * @details
5031  * Note that artifacts never break, see the "drop_near()" function.
5032  */
5033 PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type)
5034 {
5035         PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev - 1) / 7 + 4 : 0);
5036
5037         /* Examine the snipe type */
5038         if (snipe_type)
5039         {
5040                 if (snipe_type == SP_KILL_WALL) return (100);
5041                 if (snipe_type == SP_EXPLODE) return (100);
5042                 if (snipe_type == SP_PIERCE) return (100);
5043                 if (snipe_type == SP_FINAL) return (100);
5044                 if (snipe_type == SP_NEEDLE) return (100);
5045                 if (snipe_type == SP_EVILNESS) return (40);
5046                 if (snipe_type == SP_HOLYNESS) return (40);
5047         }
5048
5049         /* Examine the item type */
5050         switch (o_ptr->tval)
5051         {
5052                 /* Always break */
5053         case TV_FLASK:
5054         case TV_POTION:
5055         case TV_BOTTLE:
5056         case TV_FOOD:
5057         case TV_JUNK:
5058                 return (100);
5059
5060                 /* Often break */
5061         case TV_LITE:
5062         case TV_SCROLL:
5063         case TV_SKELETON:
5064                 return (50);
5065
5066                 /* Sometimes break */
5067         case TV_WAND:
5068         case TV_SPIKE:
5069                 return (25);
5070         case TV_ARROW:
5071                 return (20 - archer_bonus * 2);
5072
5073                 /* Rarely break */
5074         case TV_SHOT:
5075         case TV_BOLT:
5076                 return (10 - archer_bonus);
5077         default:
5078                 return (10);
5079         }
5080 }