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[Refactor] #37353 メッセージ整理。 / Refactor messages.
[hengband/hengband.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
16 #if defined(MACINTOSH) || defined(MACH_O_CARBON)
17 #ifdef verify
18 #undef verify
19 #endif
20 #endif
21
22 /*!
23  * @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
24  * @return なし
25  * This involves resetting various things to their "default" state.\n
26  *\n
27  * If the "prefs" flag is TRUE, then we will also load the appropriate\n
28  * "user pref file" based on the current setting of the "use_graphics"\n
29  * flag.  This is useful for switching "graphics" on/off.\n
30  *\n
31  * The features, objects, and monsters, should all be encoded in the\n
32  * relevant "font.pref" and/or "graf.prf" files.  \n
33  *\n
34  * The "prefs" parameter is no longer meaningful.  \n
35  */
36 void reset_visuals(void)
37 {
38         int i, j;
39
40         /* Extract some info about terrain features */
41         for (i = 0; i < max_f_idx; i++)
42         {
43                 feature_type *f_ptr = &f_info[i];
44
45                 /* Assume we will use the underlying values */
46                 for (j = 0; j < F_LIT_MAX; j++)
47                 {
48                         f_ptr->x_attr[j] = f_ptr->d_attr[j];
49                         f_ptr->x_char[j] = f_ptr->d_char[j];
50                 }
51         }
52
53         /* Extract default attr/char code for objects */
54         for (i = 0; i < max_k_idx; i++)
55         {
56                 object_kind *k_ptr = &k_info[i];
57
58                 /* Default attr/char */
59                 k_ptr->x_attr = k_ptr->d_attr;
60                 k_ptr->x_char = k_ptr->d_char;
61         }
62
63         /* Extract default attr/char code for monsters */
64         for (i = 0; i < max_r_idx; i++)
65         {
66                 monster_race *r_ptr = &r_info[i];
67
68                 /* Default attr/char */
69                 r_ptr->x_attr = r_ptr->d_attr;
70                 r_ptr->x_char = r_ptr->d_char;
71         }
72
73         if (use_graphics)
74         {
75                 char buf[1024];
76
77                 /* Process "graf.prf" */
78                 process_pref_file("graf.prf");
79
80                 /* Access the "character" pref file */
81                 sprintf(buf, "graf-%s.prf", player_base);
82
83                 /* Process "graf-<playername>.prf" */
84                 process_pref_file(buf);
85         }
86
87         /* Normal symbols */
88         else
89         {
90                 char buf[1024];
91
92                 /* Process "font.prf" */
93                 process_pref_file("font.prf");
94
95                 /* Access the "character" pref file */
96                 sprintf(buf, "font-%s.prf", player_base);
97
98                 /* Process "font-<playername>.prf" */
99                 process_pref_file(buf);
100         }
101 }
102
103 /*!
104  * @brief オブジェクトのフラグ類を配列に与える
105  * Obtain the "flags" for an item
106  * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
107  * @param flgs フラグ情報を受け取る配列
108  * @return なし
109  */
110 void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
111 {
112         object_kind *k_ptr = &k_info[o_ptr->k_idx];
113         int i;
114
115         /* Base object */
116         for (i = 0; i < TR_FLAG_SIZE; i++)
117                 flgs[i] = k_ptr->flags[i];
118
119         /* Artifact */
120         if (object_is_fixed_artifact(o_ptr))
121         {
122                 artifact_type *a_ptr = &a_info[o_ptr->name1];
123
124                 for (i = 0; i < TR_FLAG_SIZE; i++)
125                         flgs[i] = a_ptr->flags[i];
126         }
127
128         /* Ego-item */
129         if (object_is_ego(o_ptr))
130         {
131                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
132
133                 for (i = 0; i < TR_FLAG_SIZE; i++)
134                         flgs[i] |= e_ptr->flags[i];
135
136                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
137                 {
138                         remove_flag(flgs, TR_SH_FIRE);
139                 }
140                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
141                 {
142                         remove_flag(flgs, TR_INFRA);
143                 }
144                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
145                 {
146                         remove_flag(flgs, TR_RES_BLIND);
147                         remove_flag(flgs, TR_SEE_INVIS);
148                 }
149         }
150
151         /* Random artifact ! */
152         for (i = 0; i < TR_FLAG_SIZE; i++)
153                 flgs[i] |= o_ptr->art_flags[i];
154
155         if (object_is_smith(o_ptr))
156         {
157                 int add = o_ptr->xtra3 - 1;
158
159                 if (add < TR_FLAG_MAX)
160                 {
161                         add_flag(flgs, add);
162                 }
163                 else if (add == ESSENCE_TMP_RES_ACID)
164                 {
165                         add_flag(flgs, TR_RES_ACID);
166                         add_flag(flgs, TR_ACTIVATE);
167                 }
168                 else if (add == ESSENCE_TMP_RES_ELEC)
169                 {
170                         add_flag(flgs, TR_RES_ELEC);
171                         add_flag(flgs, TR_ACTIVATE);
172                 }
173                 else if (add == ESSENCE_TMP_RES_FIRE)
174                 {
175                         add_flag(flgs, TR_RES_FIRE);
176                         add_flag(flgs, TR_ACTIVATE);
177                 }
178                 else if (add == ESSENCE_TMP_RES_COLD)
179                 {
180                         add_flag(flgs, TR_RES_COLD);
181                         add_flag(flgs, TR_ACTIVATE);
182                 }
183                 else if (add == ESSENCE_SH_FIRE)
184                 {
185                         add_flag(flgs, TR_RES_FIRE);
186                         add_flag(flgs, TR_SH_FIRE);
187                 }
188                 else if (add == ESSENCE_SH_ELEC)
189                 {
190                         add_flag(flgs, TR_RES_ELEC);
191                         add_flag(flgs, TR_SH_ELEC);
192                 }
193                 else if (add == ESSENCE_SH_COLD)
194                 {
195                         add_flag(flgs, TR_RES_COLD);
196                         add_flag(flgs, TR_SH_COLD);
197                 }
198                 else if (add == ESSENCE_RESISTANCE)
199                 {
200                         add_flag(flgs, TR_RES_ACID);
201                         add_flag(flgs, TR_RES_ELEC);
202                         add_flag(flgs, TR_RES_FIRE);
203                         add_flag(flgs, TR_RES_COLD);
204                 }
205                 else if (add == TR_IMPACT)
206                 {
207                         add_flag(flgs, TR_ACTIVATE);
208                 }
209         }
210 }
211
212 /*!
213  * @brief オブジェクトの明示されているフラグ類を取得する
214  * Obtain the "flags" for an item which are known to the player
215  * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
216  * @param flgs フラグ情報を受け取る配列
217  * @return なし
218  */
219 void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
220 {
221         bool spoil = FALSE;
222         int i;
223
224         object_kind *k_ptr = &k_info[o_ptr->k_idx];
225
226         /* Clear */
227         for (i = 0; i < TR_FLAG_SIZE; i++)
228                 flgs[i] = 0;
229
230         if (!object_is_aware(o_ptr)) return;
231
232         /* Base object */
233         for (i = 0; i < TR_FLAG_SIZE; i++)
234                 flgs[i] = k_ptr->flags[i];
235
236         /* Must be identified */
237         if (!object_is_known(o_ptr)) return;
238
239         /* Ego-item (known basic flags) */
240         if (object_is_ego(o_ptr))
241         {
242                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
243
244                 for (i = 0; i < TR_FLAG_SIZE; i++)
245                         flgs[i] |= e_ptr->flags[i];
246
247                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
248                 {
249                         remove_flag(flgs, TR_SH_FIRE);
250                 }
251                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
252                 {
253                         remove_flag(flgs, TR_INFRA);
254                 }
255                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
256                 {
257                         remove_flag(flgs, TR_RES_BLIND);
258                         remove_flag(flgs, TR_SEE_INVIS);
259                 }
260         }
261
262
263 #ifdef SPOIL_ARTIFACTS
264         /* Full knowledge for some artifacts */
265         if (object_is_artifact(o_ptr)) spoil = TRUE;
266 #endif /* SPOIL_ARTIFACTS */
267
268 #ifdef SPOIL_EGO_ITEMS
269         /* Full knowledge for some ego-items */
270         if (object_is_ego(o_ptr)) spoil = TRUE;
271 #endif /* SPOIL_EGO_ITEMS */
272
273         /* Need full knowledge or spoilers */
274         if (spoil || (o_ptr->ident & IDENT_MENTAL))
275         {
276                 /* Artifact */
277                 if (object_is_fixed_artifact(o_ptr))
278                 {
279                         artifact_type *a_ptr = &a_info[o_ptr->name1];
280
281                         for (i = 0; i < TR_FLAG_SIZE; i++)
282                                 flgs[i] = a_ptr->flags[i];
283                 }
284
285                 /* Random artifact ! */
286                 for (i = 0; i < TR_FLAG_SIZE; i++)
287                         flgs[i] |= o_ptr->art_flags[i];
288         }
289
290         if (object_is_smith(o_ptr))
291         {
292                 int add = o_ptr->xtra3 - 1;
293
294                 if (add < TR_FLAG_MAX)
295                 {
296                         add_flag(flgs, add);
297                 }
298                 else if (add == ESSENCE_TMP_RES_ACID)
299                 {
300                         add_flag(flgs, TR_RES_ACID);
301                 }
302                 else if (add == ESSENCE_TMP_RES_ELEC)
303                 {
304                         add_flag(flgs, TR_RES_ELEC);
305                 }
306                 else if (add == ESSENCE_TMP_RES_FIRE)
307                 {
308                         add_flag(flgs, TR_RES_FIRE);
309                 }
310                 else if (add == ESSENCE_TMP_RES_COLD)
311                 {
312                         add_flag(flgs, TR_RES_COLD);
313                 }
314                 else if (add == ESSENCE_SH_FIRE)
315                 {
316                         add_flag(flgs, TR_RES_FIRE);
317                         add_flag(flgs, TR_SH_FIRE);
318                 }
319                 else if (add == ESSENCE_SH_ELEC)
320                 {
321                         add_flag(flgs, TR_RES_ELEC);
322                         add_flag(flgs, TR_SH_ELEC);
323                 }
324                 else if (add == ESSENCE_SH_COLD)
325                 {
326                         add_flag(flgs, TR_RES_COLD);
327                         add_flag(flgs, TR_SH_COLD);
328                 }
329                 else if (add == ESSENCE_RESISTANCE)
330                 {
331                         add_flag(flgs, TR_RES_ACID);
332                         add_flag(flgs, TR_RES_ELEC);
333                         add_flag(flgs, TR_RES_FIRE);
334                         add_flag(flgs, TR_RES_COLD);
335                 }
336         }
337 }
338
339 /*!
340  * @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)
341  * @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
342  * @return cptr 発動名称を返す文字列ポインタ
343  */
344 static cptr item_activation_dragon_breath(object_type *o_ptr)
345 {
346         static char desc[256];
347         BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
348         int i, n = 0;
349
350         object_flags(o_ptr, flgs);
351         strcpy(desc, _("", "breath "));
352
353         for (i = 0; dragonbreath_info[i].flag != 0; i++)
354         {
355                 if (have_flag(flgs, dragonbreath_info[i].flag))
356                 {
357                         if (n > 0) strcat(desc, _("、", ", "));
358                         strcat(desc, dragonbreath_info[i].name);
359                         n++;
360                 }
361         }
362
363         strcat(desc, _("のブレス(250)", ""));
364
365         return (desc);
366 }
367
368 /*!
369  * @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)
370  * @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
371  * @return cptr 発動名称を返す文字列ポインタ
372  */
373 static cptr item_activation_aux(object_type *o_ptr)
374 {
375         static char activation_detail[256];
376         cptr desc;
377         char timeout[32];
378         int constant, dice;
379         const activation_type* const act_ptr = find_activation_info(o_ptr);
380
381         if (!act_ptr) return _("未定義", "something undefined");
382
383         desc = act_ptr->desc;
384
385         /* Overwrite description if it is special */
386         switch (act_ptr->index) {
387         case ACT_BR_FIRE:
388                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
389                         desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
390                 break;
391         case ACT_BR_COLD:
392                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
393                         desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
394                 break;
395         case ACT_BR_DRAGON:
396                 desc = item_activation_dragon_breath(o_ptr);
397                 break;
398         case ACT_AGGRAVATE:
399                 if (o_ptr->name1 == ART_HYOUSIGI)
400                         desc = _("拍子木を打ちならす", "beat wooden clappers");
401                 break;
402         case ACT_RESIST_ACID:
403                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
404                         desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
405                 break;
406         case ACT_RESIST_FIRE:
407                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
408                         desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
409                 break;
410         case ACT_RESIST_COLD:
411                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
412                         desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
413                 break;
414         case ACT_RESIST_ELEC:
415                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
416                         desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
417                 break;
418         case ACT_RESIST_POIS:
419                 if (o_ptr->name2 == EGO_BRAND_POIS)
420                         desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
421                 break;
422         }
423
424         /* Timeout description */
425         constant = act_ptr->timeout.constant;
426         dice = act_ptr->timeout.dice;
427         if (constant == 0 && dice == 0) {
428                 /* We can activate it every turn */
429                 strcpy(timeout, _("いつでも", "every turn"));
430         } else if (constant < 0) {
431                 /* Activations that have special timeout */
432                 switch (act_ptr->index) {
433                 case ACT_BR_FIRE:
434                         sprintf(timeout, _("%d ターン毎", "every %d turns"),
435                                 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
436                         break;
437                 case ACT_BR_COLD:
438                         sprintf(timeout, _("%d ターン毎", "every %d turns"),
439                                 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
440                         break;
441                 case ACT_TERROR:
442                         strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
443                         break;
444                 case ACT_MURAMASA:
445                         strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
446                         break;
447                 default:
448                         strcpy(timeout, "undefined");
449                         break;
450                 }
451         } else {
452                 /* Normal timeout activations */
453                 char constant_str[16], dice_str[16];
454                 sprintf(constant_str, "%d", constant);
455                 sprintf(dice_str, "d%d", dice);
456                 sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"),
457                         (constant > 0) ? constant_str : "",
458                         (constant > 0 && dice > 0) ? "+" : "",
459                         (dice > 0) ? dice_str : "");
460         }
461
462         /* Build detail activate description */
463         sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
464
465         return activation_detail;
466 }
467
468 /*!
469  * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
470  * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
471  * @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
472  * @return cptr 発動名称を返す文字列ポインタ
473  */
474 cptr item_activation(object_type *o_ptr)
475 {
476         BIT_FLAGS flgs[TR_FLAG_SIZE];
477
478         /* Extract the flags */
479         object_flags(o_ptr, flgs);
480
481         /* Require activation ability */
482         if (!(have_flag(flgs, TR_ACTIVATE))) return (_("なし", "nothing"));
483
484         /* Get an explain of an activation */
485         if (activation_index(o_ptr))
486         {
487                 return item_activation_aux(o_ptr);
488         }
489
490         /* Special items */
491         if (o_ptr->tval == TV_WHISTLE)
492         {
493                 return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
494         }
495
496         if (o_ptr->tval == TV_CAPTURE)
497         {
498                 return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
499         }
500
501         return _("何も起きない", "Nothing");
502 }
503
504
505 /*!
506  * @brief オブジェクトの*鑑定*内容を詳述して表示する /
507  * Describe a "fully identified" item
508  * @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
509  * @param mode 表示オプション
510  * @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。
511  */
512 bool screen_object(object_type *o_ptr, BIT_FLAGS mode)
513 {
514         int i = 0, j, k;
515
516         BIT_FLAGS flgs[TR_FLAG_SIZE];
517
518         char temp[70 * 20];
519         cptr            info[128];
520         char o_name[MAX_NLEN];
521         int wid, hgt;
522         POSITION rad;
523         char desc[256];
524
525         int trivial_info = 0;
526
527         /* Extract the flags */
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 cptr mention_use(int i)
1468 {
1469         cptr 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 cptr describe_use(int i)
1513 {
1514         cptr 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);
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         char            o_name[MAX_NLEN];
1628         int             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         char 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         cptr 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)) 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)) 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         cptr 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 = &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 = &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         cptr 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                 char 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         cptr 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                 char 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)
2107 {
2108         COMMAND_CODE i;
2109         int j, k, l, z = 0;
2110         int             col, cur_col, len;
2111         object_type     *o_ptr;
2112         char            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)) 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                 /* Get the index */
2193                 i = out_index[j];
2194
2195                 o_ptr = &inventory[i];
2196
2197                 /* Clear the line */
2198                 prt("", j + 1, col ? col - 2 : col);
2199
2200                 if (use_menu && target_item)
2201                 {
2202                         if (j == (target_item-1))
2203                         {
2204                                 strcpy(tmp_val, _("》", "> "));
2205                                 target_item_label = i;
2206                         }
2207                         else strcpy(tmp_val, "  ");
2208                 }
2209                 else if (i <= INVEN_PACK)
2210                 {
2211                         /* Prepare an index --(-- */
2212                         sprintf(tmp_val, "%c)", inven_label[i]);
2213                 }
2214                 else
2215                 {
2216                         /* Prepare an index --(-- */
2217                         sprintf(tmp_val, "%c)", index_to_label(i));
2218                 }
2219
2220                 /* Clear the line with the (possibly indented) index */
2221                 put_str(tmp_val, j + 1, col);
2222
2223                 cur_col = col + 3;
2224
2225                 /* Display graphics for object, if desired */
2226                 if (show_item_graph)
2227                 {
2228                         byte  a = object_attr(o_ptr);
2229                         char c = object_char(o_ptr);
2230                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2231                         if (use_bigtile) cur_col++;
2232
2233                         cur_col += 2;
2234                 }
2235
2236
2237                 /* Display the entry itself */
2238                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
2239
2240                 /* Display the weight if needed */
2241                 if (show_weights)
2242                 {
2243                         int wgt = o_ptr->weight * o_ptr->number;
2244 #ifdef JP
2245                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2246 #else
2247                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2248 #endif
2249
2250                         prt(tmp_val, j + 1, wid - 9);
2251                 }
2252         }
2253
2254         /* Make a "shadow" below the list (only if needed) */
2255         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2256
2257         /* Save the new column */
2258         command_gap = col;
2259
2260         return target_item_label;
2261 }
2262
2263
2264 /*!
2265  * @brief 装備アイテムの表示を行う /
2266  * Display the equipment.
2267  * @param target_item アイテムの選択処理を行うか否か。
2268  * @return 選択したアイテムのタグ
2269  */
2270 COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode)
2271 {
2272         COMMAND_CODE i;
2273         int j, k, l;
2274         int             col, cur_col, len;
2275         object_type     *o_ptr;
2276         char            tmp_val[80];
2277         char            o_name[MAX_NLEN];
2278         COMMAND_CODE    out_index[23];
2279         TERM_COLOR      out_color[23];
2280         char            out_desc[23][MAX_NLEN];
2281         COMMAND_CODE target_item_label = 0;
2282         TERM_LEN wid, hgt;
2283         char            equip_label[52 + 1];
2284
2285         /* Starting column */
2286         col = command_gap;
2287
2288         Term_get_size(&wid, &hgt);
2289
2290         /* Maximal length */
2291         len = wid - col - 1;
2292
2293
2294         /* Scan the equipment list */
2295         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2296         {
2297                 o_ptr = &inventory[i];
2298
2299                 /* Is this item acceptable? */
2300                 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
2301                     (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
2302                                 (mode & IGNORE_BOTHHAND_SLOT))) continue;
2303
2304                 /* Description */
2305                 object_desc(o_name, o_ptr, 0);
2306
2307                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
2308                 {
2309                         (void)strcpy(out_desc[k],_("(武器を両手持ち)", "(wielding with two-hands)"));
2310                         out_color[k] = TERM_WHITE;
2311                 }
2312                 else
2313                 {
2314                         (void)strcpy(out_desc[k], o_name);
2315                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
2316                 }
2317
2318                 out_index[k] = i;
2319                 /* Grey out charging items */
2320                 if (o_ptr->timeout)
2321                 {
2322                         out_color[k] = TERM_L_DARK;
2323                 }
2324
2325                 /* Extract the maximal length (see below) */
2326 #ifdef JP
2327                 l = strlen(out_desc[k]) + (2 + 1);
2328 #else
2329                 l = strlen(out_desc[k]) + (2 + 3);
2330 #endif
2331
2332
2333                 /* Increase length for labels (if needed) */
2334 #ifdef JP
2335                 if (show_labels) l += (7 + 2);
2336 #else
2337                 if (show_labels) l += (14 + 2);
2338 #endif
2339
2340
2341                 /* Increase length for weight (if needed) */
2342                 if (show_weights) l += 9;
2343
2344                 if (show_item_graph) l += 2;
2345
2346                 /* Maintain the max-length */
2347                 if (l > len) len = l;
2348
2349                 /* Advance the entry */
2350                 k++;
2351         }
2352
2353         /* Hack -- Find a column to start in */
2354 #ifdef JP
2355         col = (len > wid - 6) ? 0 : (wid - len - 1);
2356 #else
2357         col = (len > wid - 4) ? 0 : (wid - len - 1);
2358 #endif
2359
2360         prepare_label_string(equip_label, USE_EQUIP);
2361
2362         /* Output each entry */
2363         for (j = 0; j < k; j++)
2364         {
2365                 /* Get the index */
2366                 i = out_index[j];
2367
2368                 o_ptr = &inventory[i];
2369
2370                 /* Clear the line */
2371                 prt("", j + 1, col ? col - 2 : col);
2372
2373                 if (use_menu && target_item)
2374                 {
2375                         if (j == (target_item-1))
2376                         {
2377                                 strcpy(tmp_val, _("》", "> "));
2378                                 target_item_label = i;
2379                         }
2380                         else strcpy(tmp_val, "  ");
2381                 }
2382                 else if (i >= INVEN_RARM)
2383                 {
2384                         /* Prepare an index --(-- */
2385                         sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
2386                 }
2387                 else /* Paranoia */
2388                 {
2389                         /* Prepare an index --(-- */
2390                         sprintf(tmp_val, "%c)", index_to_label(i));
2391                 }
2392
2393                 /* Clear the line with the (possibly indented) index */
2394                 put_str(tmp_val, j+1, col);
2395
2396                 cur_col = col + 3;
2397
2398                 /* Display graphics for object, if desired */
2399                 if (show_item_graph)
2400                 {
2401                         byte a = object_attr(o_ptr);
2402                         char c = object_char(o_ptr);
2403                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2404                         if (use_bigtile) cur_col++;
2405
2406                         cur_col += 2;
2407                 }
2408
2409                 /* Use labels */
2410                 if (show_labels)
2411                 {
2412                         /* Mention the use */
2413                         (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
2414
2415                         put_str(tmp_val, j+1, cur_col);
2416
2417                         /* Display the entry itself */
2418                         c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
2419                 }
2420
2421                 /* No labels */
2422                 else
2423                 {
2424                         /* Display the entry itself */
2425                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
2426                 }
2427
2428                 /* Display the weight if needed */
2429                 if (show_weights)
2430                 {
2431                         int wgt = o_ptr->weight * o_ptr->number;
2432 #ifdef JP
2433                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2434 #else
2435                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
2436 #endif
2437
2438                         prt(tmp_val, j + 1, wid - 9);
2439                 }
2440         }
2441
2442         /* Make a "shadow" below the list (only if needed) */
2443         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2444
2445         /* Save the new column */
2446         command_gap = col;
2447
2448         return target_item_label;
2449 }
2450
2451 /*!
2452  * @brief サブウィンドウに所持品、装備品リストの表示を行う /
2453  * Flip "inven" and "equip" in any sub-windows
2454  * @return なし
2455  */
2456 void toggle_inven_equip(void)
2457 {
2458         int j;
2459
2460         /* Scan windows */
2461         for (j = 0; j < 8; j++)
2462         {
2463                 /* Unused */
2464                 if (!angband_term[j]) continue;
2465
2466                 /* Flip inven to equip */
2467                 if (window_flag[j] & (PW_INVEN))
2468                 {
2469                         /* Flip flags */
2470                         window_flag[j] &= ~(PW_INVEN);
2471                         window_flag[j] |= (PW_EQUIP);
2472
2473                         p_ptr->window |= (PW_EQUIP);
2474                 }
2475
2476                 /* Flip inven to equip */
2477                 else if (window_flag[j] & (PW_EQUIP))
2478                 {
2479                         /* Flip flags */
2480                         window_flag[j] &= ~(PW_EQUIP);
2481                         window_flag[j] |= (PW_INVEN);
2482
2483                         p_ptr->window |= (PW_INVEN);
2484                 }
2485         }
2486 }
2487
2488 /*!
2489  * @brief 選択したアイテムの確認処理の補助 /
2490  * Verify the choice of an item.
2491  * @param prompt メッセージ表示の一部
2492  * @param item 選択アイテムID
2493  * @return 確認がYesならTRUEを返す。
2494  * @details The item can be negative to mean "item on floor".
2495  */
2496 static bool verify(cptr prompt, INVENTORY_IDX item)
2497 {
2498         char        o_name[MAX_NLEN];
2499         char        out_val[MAX_NLEN+20];
2500         object_type *o_ptr;
2501
2502
2503         /* Inventory */
2504         if (item >= 0)
2505         {
2506                 o_ptr = &inventory[item];
2507         }
2508
2509         /* Floor */
2510         else
2511         {
2512                 o_ptr = &o_list[0 - item];
2513         }
2514         object_desc(o_name, o_ptr, 0);
2515
2516         /* Prompt */
2517         (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
2518
2519         /* Query */
2520         return (get_check(out_val));
2521 }
2522
2523
2524 /*!
2525  * @brief 選択したアイテムの確認処理のメインルーチン /
2526  * @param item 選択アイテムID
2527  * @return 確認がYesならTRUEを返す。
2528  * @details The item can be negative to mean "item on floor".
2529  * Hack -- allow user to "prevent" certain choices
2530  */
2531 static bool get_item_allow(INVENTORY_IDX item)
2532 {
2533         cptr s;
2534         object_type *o_ptr;
2535         if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
2536
2537         /* Inventory */
2538         if (item >= 0)
2539         {
2540                 o_ptr = &inventory[item];
2541         }
2542
2543         /* Floor */
2544         else
2545         {
2546                 o_ptr = &o_list[0 - item];
2547         }
2548
2549         /* No inscription */
2550         if (!o_ptr->inscription) return (TRUE);
2551
2552         /* Find a '!' */
2553         s = my_strchr(quark_str(o_ptr->inscription), '!');
2554
2555         /* Process preventions */
2556         while (s)
2557         {
2558                 /* Check the "restriction" */
2559                 if ((s[1] == command_cmd) || (s[1] == '*'))
2560                 {
2561                         /* Verify the choice */
2562                         if (!verify(_("本当に", "Really try"), item)) return (FALSE);
2563                 }
2564
2565                 /* Find another '!' */
2566                 s = my_strchr(s + 1, '!');
2567         }
2568
2569         /* Allow it */
2570         return (TRUE);
2571 }
2572
2573
2574 /*!
2575  * @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 /
2576  * Auxiliary function for "get_item()" -- test an index
2577  * @param i 選択アイテムID
2578  * @return 正規のIDならばTRUEを返す。
2579  */
2580 static bool get_item_okay(OBJECT_IDX i)
2581 {
2582         /* Illegal items */
2583         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
2584
2585         if (select_ring_slot) return is_ring_slot(i);
2586
2587         /* Verify the item */
2588         if (!item_tester_okay(&inventory[i])) return (FALSE);
2589
2590         /* Assume okay */
2591         return (TRUE);
2592 }
2593
2594 /*!
2595  * @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 /
2596  * Determine whether get_item() can get some item or not
2597  * @return アイテムを拾えるならばTRUEを返す。
2598  * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
2599  */
2600 bool can_get_item(void)
2601 {
2602         int j;
2603         OBJECT_IDX floor_list[23];
2604         ITEM_NUMBER floor_num = 0;
2605
2606         for (j = 0; j < INVEN_TOTAL; j++)
2607                 if (item_tester_okay(&inventory[j]))
2608                         return TRUE;
2609
2610         floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
2611         if (floor_num)
2612                 return TRUE;
2613
2614         return FALSE;
2615 }
2616
2617 /*!
2618  * @brief オブジェクト選択の汎用関数 /
2619  * Let the user select an item, save its "index"
2620  * @param cp 選択したオブジェクトのIDを返す。
2621  * @param pmt 選択目的のメッセージ
2622  * @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
2623  * @param mode オプションフラグ
2624  * @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。/
2625  * Return TRUE only if an acceptable item was chosen by the user.\n
2626  * @details
2627  * The selected item must satisfy the "item_tester_hook()" function,\n
2628  * if that hook is set, and the "item_tester_tval", if that value is set.\n
2629  *\n
2630  * All "item_tester" restrictions are cleared before this function returns.\n
2631  *\n
2632  * The user is allowed to choose acceptable items from the equipment,\n
2633  * inventory, or floor, respectively, if the proper flag was given,\n
2634  * and there are any acceptable items in that location.\n
2635  *\n
2636  * The equipment or inventory are displayed (even if no acceptable\n
2637  * items are in that location) if the proper flag was given.\n
2638  *\n
2639  * If there are no acceptable items available anywhere, and "str" is\n
2640  * not NULL, then it will be used as the text of a warning message\n
2641  * before the function returns.\n
2642  *\n
2643  * Note that the user must press "-" to specify the item on the floor,\n
2644  * and there is no way to "examine" the item on the floor, while the\n
2645  * use of "capital" letters will "examine" an inventory/equipment item,\n
2646  * and prompt for its use.\n
2647  *\n
2648  * If a legal item is selected from the inventory, we save it in "cp"\n
2649  * directly (0 to 35), and return TRUE.\n
2650  *\n
2651  * If a legal item is selected from the floor, we save it in "cp" as\n
2652  * a negative (-1 to -511), and return TRUE.\n
2653  *\n
2654  * If no item is available, we do nothing to "cp", and we display a\n
2655  * warning message, using "str" if available, and return FALSE.\n
2656  *\n
2657  * If no item is selected, we do nothing to "cp", and return FALSE.\n
2658  *\n
2659  * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
2660  * to allow the user to enter a command while viewing those screens, and\n
2661  * also to induce "auto-enter" of stores, and other such stuff.\n
2662  *\n
2663  * Global "p_ptr->command_see" may be set before calling this function to start\n
2664  * out in "browse" mode.  It is cleared before this function returns.\n
2665  *\n
2666  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
2667  * If it is TRUE then we are viewing inventory, else equipment.\n
2668  *\n
2669  * We always erase the prompt when we are done, leaving a blank line,\n
2670  * or a warning message, if appropriate, if no items are available.\n
2671  */
2672 bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, BIT_FLAGS mode)
2673 {
2674         OBJECT_IDX this_o_idx, next_o_idx = 0;
2675
2676         char which = ' ';
2677
2678         int j;
2679         OBJECT_IDX k;
2680         OBJECT_IDX i1, i2;
2681         OBJECT_IDX e1, e2;
2682
2683         bool done, item;
2684
2685         bool oops = FALSE;
2686
2687         bool equip = FALSE;
2688         bool inven = FALSE;
2689         bool floor = FALSE;
2690
2691         bool allow_floor = FALSE;
2692
2693         bool toggle = FALSE;
2694
2695         char tmp_val[160];
2696         char out_val[160];
2697
2698         int menu_line = (use_menu ? 1 : 0);
2699         int max_inven = 0;
2700         int max_equip = 0;
2701
2702         static char prev_tag = '\0';
2703         char cur_tag = '\0';
2704
2705         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
2706
2707         /* Extract args */
2708         if (mode & USE_EQUIP) equip = TRUE;
2709         if (mode & USE_INVEN) inven = TRUE;
2710         if (mode & USE_FLOOR) floor = TRUE;
2711
2712         /* Get the item index */
2713         if (repeat_pull(cp))
2714         {
2715                 /* the_force */
2716                 if (mode & USE_FORCE && (*cp == INVEN_FORCE))
2717                 {
2718                         item_tester_tval = 0;
2719                         item_tester_hook = NULL;
2720                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2721                         return (TRUE);
2722                 }
2723
2724                 /* Floor item? */
2725                 else if (floor && (*cp < 0))
2726                 {
2727                         object_type *o_ptr;
2728
2729                         /* Special index */
2730                         k = 0 - (*cp);
2731                         o_ptr = &o_list[k];
2732
2733                         /* Validate the item */
2734                         if (item_tester_okay(o_ptr))
2735                         {
2736                                 /* Forget restrictions */
2737                                 item_tester_tval = 0;
2738                                 item_tester_hook = NULL;
2739                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2740
2741                                 /* Success */
2742                                 return TRUE;
2743                         }
2744                 }
2745
2746                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
2747                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
2748                 {
2749                         if (prev_tag && command_cmd)
2750                         {
2751                                 /* Look up the tag and validate the item */
2752                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
2753                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
2754                                 else if (!get_item_okay(k)) /* Reject */;
2755                                 else
2756                                 {
2757                                         /* Accept that choice */
2758                                         (*cp) = k;
2759
2760                                         /* Forget restrictions */
2761                                         item_tester_tval = 0;
2762                                         item_tester_hook = NULL;
2763                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2764
2765                                         /* Success */
2766                                         return TRUE;
2767                                 }
2768
2769                                 prev_tag = '\0'; /* prev_tag is no longer effective */
2770                         }
2771
2772                         /* Verify the item */
2773                         else if (get_item_okay(*cp))
2774                         {
2775                                 /* Forget restrictions */
2776                                 item_tester_tval = 0;
2777                                 item_tester_hook = NULL;
2778                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2779
2780                                 /* Success */
2781                                 return TRUE;
2782                         }
2783                 }
2784         }
2785
2786         /* Paranoia */
2787         msg_print(NULL);
2788
2789         /* Not done */
2790         done = FALSE;
2791
2792         /* No item selected */
2793         item = FALSE;
2794
2795
2796         /* Full inventory */
2797         i1 = 0;
2798         i2 = INVEN_PACK - 1;
2799
2800         /* Forbid inventory */
2801         if (!inven) i2 = -1;
2802         else if (use_menu)
2803         {
2804                 for (j = 0; j < INVEN_PACK; j++)
2805                         if (item_tester_okay(&inventory[j])) max_inven++;
2806         }
2807
2808         /* Restrict inventory indexes */
2809         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
2810         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
2811
2812
2813         /* Full equipment */
2814         e1 = INVEN_RARM;
2815         e2 = INVEN_TOTAL - 1;
2816
2817         /* Forbid equipment */
2818         if (!equip) e2 = -1;
2819         else if (use_menu)
2820         {
2821                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
2822                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
2823                 if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
2824         }
2825
2826         /* Restrict equipment indexes */
2827         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
2828         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
2829
2830         if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
2831         {
2832                 if (p_ptr->migite)
2833                 {
2834                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
2835                 }
2836                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
2837         }
2838
2839
2840         /* Restrict floor usage */
2841         if (floor)
2842         {
2843                 /* Scan all objects in the grid */
2844                 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2845                 {
2846                         object_type *o_ptr;
2847                         o_ptr = &o_list[this_o_idx];
2848
2849                         /* Acquire next object */
2850                         next_o_idx = o_ptr->next_o_idx;
2851
2852                         /* Accept the item on the floor if legal */
2853                         if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
2854                 }
2855         }
2856
2857         /* Require at least one legal choice */
2858         if (!allow_floor && (i1 > i2) && (e1 > e2))
2859         {
2860                 /* Cancel p_ptr->command_see */
2861                 command_see = FALSE;
2862                 oops = TRUE;
2863                 done = TRUE;
2864
2865                 if (mode & USE_FORCE) {
2866                     *cp = INVEN_FORCE;
2867                     item = TRUE;
2868                 }
2869         }
2870
2871         /* Analyze choices */
2872         else
2873         {
2874                 /* Hack -- Start on equipment if requested */
2875                 if (command_see && command_wrk && equip)
2876                 {
2877                         command_wrk = TRUE;
2878                 }
2879
2880                 /* Use inventory if allowed */
2881                 else if (inven)
2882                 {
2883                         command_wrk = FALSE;
2884                 }
2885
2886                 /* Use equipment if allowed */
2887                 else if (equip)
2888                 {
2889                         command_wrk = TRUE;
2890                 }
2891
2892                 /* Use inventory for floor */
2893                 else
2894                 {
2895                         command_wrk = FALSE;
2896                 }
2897         }
2898
2899
2900         /*
2901          * 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
2902          */
2903         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
2904
2905         /* Hack -- start out in "display" mode */
2906         if (command_see)
2907         {
2908                 screen_save();
2909         }
2910
2911
2912         /* Repeat until done */
2913         while (!done)
2914         {
2915                 COMMAND_CODE get_item_label = 0;
2916
2917                 /* Show choices */
2918                 int ni = 0;
2919                 int ne = 0;
2920
2921                 /* Scan windows */
2922                 for (j = 0; j < 8; j++)
2923                 {
2924                         /* Unused */
2925                         if (!angband_term[j]) continue;
2926
2927                         /* Count windows displaying inven */
2928                         if (window_flag[j] & (PW_INVEN)) ni++;
2929
2930                         /* Count windows displaying equip */
2931                         if (window_flag[j] & (PW_EQUIP)) ne++;
2932                 }
2933
2934                 /* Toggle if needed */
2935                 if ((command_wrk && ni && !ne) || (!command_wrk && !ni && ne))
2936                 {
2937                         /* Toggle */
2938                         toggle_inven_equip();
2939
2940                         /* Track toggles */
2941                         toggle = !toggle;
2942                 }
2943
2944                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2945                 handle_stuff();
2946
2947                 /* Inventory screen */
2948                 if (!command_wrk)
2949                 {
2950                         /* Redraw if needed */
2951                         if (command_see) get_item_label = show_inven(menu_line);
2952                 }
2953
2954                 /* Equipment screen */
2955                 else
2956                 {
2957                         /* Redraw if needed */
2958                         if (command_see) get_item_label = show_equip(menu_line, mode);
2959                 }
2960
2961                 /* Viewing inventory */
2962                 if (!command_wrk)
2963                 {
2964                         /* Begin the prompt */
2965                         sprintf(out_val, _("持ち物:", "Inven:"));
2966
2967                         /* Some legal items */
2968                         if ((i1 <= i2) && !use_menu)
2969                         {
2970                                 /* Build the prompt */
2971                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
2972                                         index_to_label(i1), index_to_label(i2));
2973
2974                                 /* Append */
2975                                 strcat(out_val, tmp_val);
2976                         }
2977
2978                         /* Indicate ability to "view" */
2979                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
2980
2981                         /* Append */
2982 #ifdef JP
2983                         if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'"));
2984 #else
2985                         if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
2986 #endif
2987                 }
2988
2989                 /* Viewing equipment */
2990                 else
2991                 {
2992                         /* Begin the prompt */
2993                         sprintf(out_val, _("装備品:", "Equip:"));
2994
2995                         /* Some legal items */
2996                         if ((e1 <= e2) && !use_menu)
2997                         {
2998                                 /* Build the prompt */
2999                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3000                                         index_to_label(e1), index_to_label(e2));
3001
3002                                 /* Append */
3003                                 strcat(out_val, tmp_val);
3004                         }
3005
3006                         /* Indicate ability to "view" */
3007                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3008
3009                         /* Append */
3010 #ifdef JP
3011                         if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'"));
3012 #else
3013                         if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
3014 #endif
3015                 }
3016
3017                 /* Indicate legality of the "floor" item */
3018                 if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
3019                 if (mode & USE_FORCE) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
3020
3021                 /* Finish the prompt */
3022                 strcat(out_val, " ESC");
3023
3024                 /* Build the prompt */
3025                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3026
3027                 /* Show the prompt */
3028                 prt(tmp_val, 0, 0);
3029
3030                 /* Get a key */
3031                 which = inkey();
3032
3033                 if (use_menu)
3034                 {
3035                 int max_line = (command_wrk ? max_equip : max_inven);
3036                 switch (which)
3037                 {
3038                         case ESCAPE:
3039                         case 'z':
3040                         case 'Z':
3041                         case '0':
3042                         {
3043                                 done = TRUE;
3044                                 break;
3045                         }
3046
3047                         case '8':
3048                         case 'k':
3049                         case 'K':
3050                         {
3051                                 menu_line += (max_line - 1);
3052                                 break;
3053                         }
3054
3055                         case '2':
3056                         case 'j':
3057                         case 'J':
3058                         {
3059                                 menu_line++;
3060                                 break;
3061                         }
3062
3063                         case '4':
3064                         case '6':
3065                         case 'h':
3066                         case 'H':
3067                         case 'l':
3068                         case 'L':
3069                         {
3070                                 /* Verify legality */
3071                                 if (!inven || !equip)
3072                                 {
3073                                         bell();
3074                                         break;
3075                                 }
3076
3077                                 /* Hack -- Fix screen */
3078                                 if (command_see)
3079                                 {
3080                                         screen_load();
3081                                         screen_save();
3082                                 }
3083
3084                                 /* Switch inven/equip */
3085                                 command_wrk = !command_wrk;
3086                                 max_line = (command_wrk ? max_equip : max_inven);
3087                                 if (menu_line > max_line) menu_line = max_line;
3088
3089                                 /* Need to redraw */
3090                                 break;
3091                         }
3092
3093                         case 'x':
3094                         case 'X':
3095                         case '\r':
3096                         case '\n':
3097                         {
3098                                 if (command_wrk == USE_FLOOR)
3099                                 {
3100                                         /* Special index */
3101                                         (*cp) = -get_item_label;
3102                                 }
3103                                 else
3104                                 {
3105                                         /* Validate the item */
3106                                         if (!get_item_okay(get_item_label))
3107                                         {
3108                                                 bell();
3109                                                 break;
3110                                         }
3111
3112                                         /* Allow player to "refuse" certain actions */
3113                                         if (!get_item_allow(get_item_label))
3114                                         {
3115                                                 done = TRUE;
3116                                                 break;
3117                                         }
3118
3119                                         /* Accept that choice */
3120                                         (*cp) = get_item_label;
3121                                 }
3122
3123                                 item = TRUE;
3124                                 done = TRUE;
3125                                 break;
3126                         }
3127                         case 'w':
3128                         {
3129                                 if (mode & USE_FORCE) {
3130                                         *cp = INVEN_FORCE;
3131                                         item = TRUE;
3132                                         done = TRUE;
3133                                         break;
3134                                 }
3135                         }
3136                 }
3137                 if (menu_line > max_line) menu_line -= max_line;
3138                 }
3139                 else
3140                 {
3141                 /* Parse it */
3142                 switch (which)
3143                 {
3144                         case ESCAPE:
3145                         {
3146                                 done = TRUE;
3147                                 break;
3148                         }
3149
3150                         case '*':
3151                         case '?':
3152                         case ' ':
3153                         {
3154                                 /* Hide the list */
3155                                 if (command_see)
3156                                 {
3157                                         /* Flip flag */
3158                                         command_see = FALSE;
3159                                         screen_load();
3160                                 }
3161
3162                                 /* Show the list */
3163                                 else
3164                                 {
3165                                         screen_save();
3166
3167                                         /* Flip flag */
3168                                         command_see = TRUE;
3169                                 }
3170                                 break;
3171                         }
3172
3173                         case '/':
3174                         {
3175                                 /* Verify legality */
3176                                 if (!inven || !equip)
3177                                 {
3178                                         bell();
3179                                         break;
3180                                 }
3181
3182                                 /* Hack -- Fix screen */
3183                                 if (command_see)
3184                                 {
3185                                         screen_load();
3186                                         screen_save();
3187                                 }
3188
3189                                 /* Switch inven/equip */
3190                                 command_wrk = !command_wrk;
3191
3192                                 /* Need to redraw */
3193                                 break;
3194                         }
3195
3196                         case '-':
3197                         {
3198                                 /* Use floor item */
3199                                 if (allow_floor)
3200                                 {
3201                                         /* Scan all objects in the grid */
3202                                         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3203                                         {
3204                                                 object_type *o_ptr;
3205                                                 o_ptr = &o_list[this_o_idx];
3206
3207                                                 /* Acquire next object */
3208                                                 next_o_idx = o_ptr->next_o_idx;
3209
3210                                                 /* Validate the item */
3211                                                 if (!item_tester_okay(o_ptr)) continue;
3212
3213                                                 /* Special index */
3214                                                 k = 0 - this_o_idx;
3215
3216                                                 /* Verify the item (if required) */
3217                                                 if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
3218
3219                                                 /* Allow player to "refuse" certain actions */
3220                                                 if (!get_item_allow(k)) continue;
3221
3222                                                 /* Accept that choice */
3223                                                 (*cp) = k;
3224                                                 item = TRUE;
3225                                                 done = TRUE;
3226                                                 break;
3227                                         }
3228
3229                                         /* Outer break */
3230                                         if (done) break;
3231                                 }
3232
3233                                 bell();
3234                                 break;
3235                         }
3236
3237                         case '0':
3238                         case '1': case '2': case '3':
3239                         case '4': case '5': case '6':
3240                         case '7': case '8': case '9':
3241                         {
3242                                 /* Look up the tag */
3243                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3244                                 {
3245                                         bell();
3246                                         break;
3247                                 }
3248
3249                                 /* Hack -- Validate the item */
3250                                 if ((k < INVEN_RARM) ? !inven : !equip)
3251                                 {
3252                                         bell();
3253                                         break;
3254                                 }
3255
3256                                 /* Validate the item */
3257                                 if (!get_item_okay(k))
3258                                 {
3259                                         bell();
3260                                         break;
3261                                 }
3262
3263                                 /* Allow player to "refuse" certain actions */
3264                                 if (!get_item_allow(k))
3265                                 {
3266                                         done = TRUE;
3267                                         break;
3268                                 }
3269
3270                                 /* Accept that choice */
3271                                 (*cp) = k;
3272                                 item = TRUE;
3273                                 done = TRUE;
3274                                 cur_tag = which;
3275                                 break;
3276                         }
3277
3278 #if 0
3279                         case '\n':
3280                         case '\r':
3281                         {
3282                                 /* Choose "default" inventory item */
3283                                 if (!command_wrk)
3284                                 {
3285                                         k = ((i1 == i2) ? i1 : -1);
3286                                 }
3287
3288                                 /* Choose "default" equipment item */
3289                                 else
3290                                 {
3291                                         k = ((e1 == e2) ? e1 : -1);
3292                                 }
3293
3294                                 /* Validate the item */
3295                                 if (!get_item_okay(k))
3296                                 {
3297                                         bell();
3298                                         break;
3299                                 }
3300
3301                                 /* Allow player to "refuse" certain actions */
3302                                 if (!get_item_allow(k))
3303                                 {
3304                                         done = TRUE;
3305                                         break;
3306                                 }
3307
3308                                 /* Accept that choice */
3309                                 (*cp) = k;
3310                                 item = TRUE;
3311                                 done = TRUE;
3312                                 break;
3313                         }
3314 #endif
3315
3316                         case 'w':
3317                         {
3318                                 if (mode & USE_FORCE) {
3319                                         *cp = INVEN_FORCE;
3320                                         item = TRUE;
3321                                         done = TRUE;
3322                                         break;
3323                                 }
3324
3325                                 /* Fall through */
3326                         }
3327
3328                         default:
3329                         {
3330                                 int ver;
3331                                 bool not_found = FALSE;
3332
3333                                 /* Look up the alphabetical tag */
3334                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3335                                 {
3336                                         not_found = TRUE;
3337                                 }
3338
3339                                 /* Hack -- Validate the item */
3340                                 else if ((k < INVEN_RARM) ? !inven : !equip)
3341                                 {
3342                                         not_found = TRUE;
3343                                 }
3344
3345                                 /* Validate the item */
3346                                 else if (!get_item_okay(k))
3347                                 {
3348                                         not_found = TRUE;
3349                                 }
3350
3351                                 if (!not_found)
3352                                 {
3353                                         /* Accept that choice */
3354                                         (*cp) = k;
3355                                         item = TRUE;
3356                                         done = TRUE;
3357                                         cur_tag = which;
3358                                         break;
3359                                 }
3360
3361                                 /* Extract "query" setting */
3362                                 ver = isupper(which);
3363                                 which = (char)tolower(which);
3364
3365                                 /* Convert letter to inventory index */
3366                                 if (!command_wrk)
3367                                 {
3368                                         if (which == '(') k = i1;
3369                                         else if (which == ')') k = i2;
3370                                         else k = label_to_inven(which);
3371                                 }
3372
3373                                 /* Convert letter to equipment index */
3374                                 else
3375                                 {
3376                                         if (which == '(') k = e1;
3377                                         else if (which == ')') k = e2;
3378                                         else k = label_to_equip(which);
3379                                 }
3380
3381                                 /* Validate the item */
3382                                 if (!get_item_okay(k))
3383                                 {
3384                                         bell();
3385                                         break;
3386                                 }
3387
3388                                 /* Verify the item */
3389                                 if (ver && !verify(_("本当に", "Try"), k))
3390                                 {
3391                                         done = TRUE;
3392                                         break;
3393                                 }
3394
3395                                 /* Allow player to "refuse" certain actions */
3396                                 if (!get_item_allow(k))
3397                                 {
3398                                         done = TRUE;
3399                                         break;
3400                                 }
3401
3402                                 /* Accept that choice */
3403                                 (*cp) = k;
3404                                 item = TRUE;
3405                                 done = TRUE;
3406                                 break;
3407                         }
3408                 }
3409                 }
3410         }
3411
3412
3413         /* Fix the screen if necessary */
3414         if (command_see)
3415         {
3416                 screen_load();
3417
3418                 /* Hack -- Cancel "display" */
3419                 command_see = FALSE;
3420         }
3421
3422
3423         /* Forget the item_tester_tval restriction */
3424         item_tester_tval = 0;
3425
3426         /* Forget the item_tester_hook restriction */
3427         item_tester_hook = NULL;
3428
3429
3430         /* Clean up  'show choices' */
3431         /* Toggle again if needed */
3432         if (toggle) toggle_inven_equip();
3433
3434         p_ptr->window |= (PW_INVEN | PW_EQUIP);
3435         handle_stuff();
3436
3437         /* Clear the prompt line */
3438         prt("", 0, 0);
3439
3440         /* Warning if needed */
3441         if (oops && str) msg_print(str);
3442
3443         if (item)
3444         {
3445                 repeat_push(*cp);
3446                 if (command_cmd) prev_tag = cur_tag;
3447                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3448         }
3449         return (item);
3450 }
3451
3452 /*
3453  * Choose an item and get auto-picker entry from it.
3454  */
3455 object_type *choose_object(OBJECT_IDX *idx, cptr q, cptr s, BIT_FLAGS option)
3456 {
3457         OBJECT_IDX item;
3458         if (!get_item(&item, q, s, option)) return NULL;
3459         if (idx) *idx = item;
3460
3461         if (item == INVEN_FORCE) return NULL;
3462
3463         /* Get the item (in the pack) */
3464         else if (item >= 0) return &inventory[item];
3465
3466         /* Get the item (on the floor) */
3467         else return &o_list[0 - item];
3468 }
3469
3470
3471 /*!
3472  * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
3473  * @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
3474  * @param y 走査するフロアのY座標
3475  * @param x 走査するフロアのX座標
3476  * @param mode オプションフラグ
3477  * @return 対象のマスに落ちているアイテム数
3478  * @details
3479  * Return a list of o_list[] indexes of items at the given cave
3480  * location. Valid flags are:
3481  *
3482  *              mode & 0x01 -- Item tester
3483  *              mode & 0x02 -- Marked items only
3484  *              mode & 0x04 -- Stop after first
3485  */
3486 ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode)
3487 {
3488         OBJECT_IDX this_o_idx, next_o_idx;
3489
3490         ITEM_NUMBER num = 0;
3491
3492         /* Sanity */
3493         if (!in_bounds(y, x)) return 0;
3494
3495         /* Scan all objects in the grid */
3496         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3497         {
3498                 object_type *o_ptr;
3499                 o_ptr = &o_list[this_o_idx];
3500
3501                 /* Acquire next object */
3502                 next_o_idx = o_ptr->next_o_idx;
3503
3504                 /* Item tester */
3505                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
3506
3507                 /* Marked */
3508                 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
3509
3510                 /* Accept this item */
3511                 /* XXX Hack -- Enforce limit */
3512                 if (num < 23)
3513                         items[num] = this_o_idx;
3514
3515                 num++;
3516
3517                 /* Only one */
3518                 if (mode & 0x04) break;
3519         }
3520         return num;
3521 }
3522
3523
3524 /*!
3525  * @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.
3526  * @param target_item カーソルの初期値
3527  * @param y 走査するフロアのY座標
3528  * @param x 走査するフロアのX座標
3529  * @param min_width 表示の長さ
3530  * @return 選択したアイテムの添え字
3531  * @details
3532  */
3533 COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width)
3534 {
3535         COMMAND_CODE i, m;
3536         int j, k, l;
3537         int col, len;
3538
3539         object_type *o_ptr;
3540
3541         char o_name[MAX_NLEN];
3542         char tmp_val[80];
3543
3544         COMMAND_CODE out_index[23];
3545         TERM_COLOR out_color[23];
3546         char out_desc[23][MAX_NLEN];
3547         COMMAND_CODE target_item_label = 0;
3548
3549         OBJECT_IDX floor_list[23];
3550         ITEM_NUMBER floor_num;
3551         TERM_LEN wid, hgt;
3552         char floor_label[52 + 1];
3553
3554         bool dont_need_to_show_weights = TRUE;
3555
3556         Term_get_size(&wid, &hgt);
3557
3558         /* Default length */
3559         len = MAX((*min_width), 20);
3560
3561         /* Scan for objects in the grid, using item_tester_okay() */
3562         floor_num = scan_floor(floor_list, y, x, 0x03);
3563
3564         /* Display the floor objects */
3565         for (k = 0, i = 0; i < floor_num && i < 23; i++)
3566         {
3567                 o_ptr = &o_list[floor_list[i]];
3568
3569                 object_desc(o_name, o_ptr, 0);
3570
3571                 /* Save the index */
3572                 out_index[k] = i;
3573
3574                 /* Acquire inventory color */
3575                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
3576
3577                 /* Save the object description */
3578                 strcpy(out_desc[k], o_name);
3579
3580                 /* Find the predicted "line length" */
3581                 l = strlen(out_desc[k]) + 5;
3582
3583                 /* Be sure to account for the weight */
3584                 if (show_weights) l += 9;
3585
3586                 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
3587
3588                 /* Maintain the maximum length */
3589                 if (l > len) len = l;
3590
3591                 /* Advance to next "line" */
3592                 k++;
3593         }
3594
3595         if (show_weights && dont_need_to_show_weights) len -= 9;
3596
3597         /* Save width */
3598         *min_width = len;
3599
3600         /* Find the column to start in */
3601         col = (len > wid - 4) ? 0 : (wid - len - 1);
3602
3603         prepare_label_string_floor(floor_label, floor_list, floor_num);
3604
3605         /* Output each entry */
3606         for (j = 0; j < k; j++)
3607         {
3608                 /* Get the index */
3609                 m = floor_list[out_index[j]];
3610
3611                 o_ptr = &o_list[m];
3612
3613                 /* Clear the line */
3614                 prt("", j + 1, col ? col - 2 : col);
3615
3616                 if (use_menu && target_item)
3617                 {
3618                         if (j == (target_item-1))
3619                         {
3620                                 strcpy(tmp_val, _("》", "> "));
3621                                 target_item_label = m;
3622                         }
3623                         else strcpy(tmp_val, "   ");
3624                 }
3625                 else
3626                 {
3627                         /* Prepare an index --(-- */
3628                         sprintf(tmp_val, "%c)", floor_label[j]);
3629                 }
3630
3631                 /* Clear the line with the (possibly indented) index */
3632                 put_str(tmp_val, j + 1, col);
3633
3634                 /* Display the entry itself */
3635                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
3636
3637                 /* Display the weight if needed */
3638                 if (show_weights && (o_ptr->tval != TV_GOLD))
3639                 {
3640                         int wgt = o_ptr->weight * o_ptr->number;
3641 #ifdef JP
3642                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3643 #else
3644                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3645 #endif
3646
3647                         prt(tmp_val, j + 1, wid - 9);
3648                 }
3649         }
3650
3651         /* Make a "shadow" below the list (only if needed) */
3652         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3653
3654         return target_item_label;
3655 }
3656
3657 /*!
3658  * @brief オブジェクト選択の汎用関数(床上アイテム用) /
3659  * Let the user select an item, save its "index"
3660  * @param cp 選択したオブジェクトのIDを返す。
3661  * @param pmt 選択目的のメッセージ
3662  * @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
3663  * @param mode オプションフラグ
3664  * @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。/
3665  */
3666 bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, BIT_FLAGS mode)
3667 {
3668         char n1 = ' ', n2 = ' ', which = ' ';
3669
3670         int j;
3671         COMMAND_CODE i1, i2;
3672         COMMAND_CODE e1, e2;
3673         COMMAND_CODE k;
3674
3675         bool done, item;
3676
3677         bool oops = FALSE;
3678
3679         /* Extract args */
3680         bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
3681         bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
3682         bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
3683         bool force = (mode & USE_FORCE) ? TRUE : FALSE;
3684
3685         bool allow_equip = FALSE;
3686         bool allow_inven = FALSE;
3687         bool allow_floor = FALSE;
3688
3689         bool toggle = FALSE;
3690
3691         char tmp_val[160];
3692         char out_val[160];
3693
3694         ITEM_NUMBER floor_num;
3695         OBJECT_IDX floor_list[23];
3696         int floor_top = 0;
3697         TERM_LEN min_width = 0;
3698
3699         int menu_line = (use_menu ? 1 : 0);
3700         int max_inven = 0;
3701         int max_equip = 0;
3702
3703         static char prev_tag = '\0';
3704         char cur_tag = '\0';
3705
3706         /* Get the item index */
3707         if (repeat_pull(cp))
3708         {
3709                 /* the_force */
3710                 if (force && (*cp == INVEN_FORCE))
3711                 {
3712                         item_tester_tval = 0;
3713                         item_tester_hook = NULL;
3714                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3715                         return (TRUE);
3716                 }
3717
3718                 /* Floor item? */
3719                 else if (floor && (*cp < 0))
3720                 {
3721                         if (prev_tag && command_cmd)
3722                         {
3723                                 /* Scan all objects in the grid */
3724                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3725
3726                                 /* Look up the tag */
3727                                 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
3728                                 {
3729                                         /* Accept that choice */
3730                                         (*cp) = 0 - floor_list[k];
3731
3732                                         /* Forget restrictions */
3733                                         item_tester_tval = 0;
3734                                         item_tester_hook = NULL;
3735                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3736
3737                                         /* Success */
3738                                         return TRUE;
3739                                 }
3740
3741                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3742                         }
3743
3744                         /* Validate the item */
3745                         else if (item_tester_okay(&o_list[0 - (*cp)]))
3746                         {
3747                                 /* Forget restrictions */
3748                                 item_tester_tval = 0;
3749                                 item_tester_hook = NULL;
3750                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3751
3752                                 /* Success */
3753                                 return TRUE;
3754                         }
3755                 }
3756
3757                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3758                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3759                 {
3760                         if (prev_tag && command_cmd)
3761                         {
3762                                 /* Look up the tag and validate the item */
3763                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3764                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3765                                 else if (!get_item_okay(k)) /* Reject */;
3766                                 else
3767                                 {
3768                                         /* Accept that choice */
3769                                         (*cp) = k;
3770
3771                                         /* Forget restrictions */
3772                                         item_tester_tval = 0;
3773                                         item_tester_hook = NULL;
3774                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3775
3776                                         /* Success */
3777                                         return TRUE;
3778                                 }
3779
3780                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3781                         }
3782
3783                         /* Verify the item */
3784                         else if (get_item_okay(*cp))
3785                         {
3786                                 /* Forget restrictions */
3787                                 item_tester_tval = 0;
3788                                 item_tester_hook = NULL;
3789                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3790
3791                                 /* Success */
3792                                 return TRUE;
3793                         }
3794                 }
3795         }
3796
3797
3798         /* Paranoia */
3799         msg_print(NULL);
3800
3801
3802         /* Not done */
3803         done = FALSE;
3804
3805         /* No item selected */
3806         item = FALSE;
3807
3808
3809         /* Full inventory */
3810         i1 = 0;
3811         i2 = INVEN_PACK - 1;
3812
3813         /* Forbid inventory */
3814         if (!inven) i2 = -1;
3815         else if (use_menu)
3816         {
3817                 for (j = 0; j < INVEN_PACK; j++)
3818                         if (item_tester_okay(&inventory[j])) max_inven++;
3819         }
3820
3821         /* Restrict inventory indexes */
3822         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3823         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3824
3825
3826         /* Full equipment */
3827         e1 = INVEN_RARM;
3828         e2 = INVEN_TOTAL - 1;
3829
3830         /* Forbid equipment */
3831         if (!equip) e2 = -1;
3832         else if (use_menu)
3833         {
3834                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3835                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
3836                 if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
3837         }
3838
3839         /* Restrict equipment indexes */
3840         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3841         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3842
3843         if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
3844         {
3845                 if (p_ptr->migite)
3846                 {
3847                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3848                 }
3849                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3850         }
3851
3852
3853         /* Count "okay" floor items */
3854         floor_num = 0;
3855
3856         /* Restrict floor usage */
3857         if (floor)
3858         {
3859                 /* Scan all objects in the grid */
3860                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3861         }
3862
3863         /* Accept inventory */
3864         if (i1 <= i2) allow_inven = TRUE;
3865
3866         /* Accept equipment */
3867         if (e1 <= e2) allow_equip = TRUE;
3868
3869         /* Accept floor */
3870         if (floor_num) allow_floor = TRUE;
3871
3872         /* Require at least one legal choice */
3873         if (!allow_inven && !allow_equip && !allow_floor)
3874         {
3875                 /* Cancel p_ptr->command_see */
3876                 command_see = FALSE;
3877                 oops = TRUE;
3878                 done = TRUE;
3879
3880                 if (force) {
3881                     *cp = INVEN_FORCE;
3882                     item = TRUE;
3883                 }
3884         }
3885
3886         /* Analyze choices */
3887         else
3888         {
3889                 /* Hack -- Start on equipment if requested */
3890                 if (command_see && (command_wrk == (USE_EQUIP))
3891                         && allow_equip)
3892                 {
3893                         command_wrk = (USE_EQUIP);
3894                 }
3895
3896                 /* Use inventory if allowed */
3897                 else if (allow_inven)
3898                 {
3899                         command_wrk = (USE_INVEN);
3900                 }
3901
3902                 /* Use equipment if allowed */
3903                 else if (allow_equip)
3904                 {
3905                         command_wrk = (USE_EQUIP);
3906                 }
3907
3908                 /* Use floor if allowed */
3909                 else if (allow_floor)
3910                 {
3911                         command_wrk = (USE_FLOOR);
3912                 }
3913         }
3914
3915         /*
3916          * 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
3917          */
3918         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
3919
3920         /* Hack -- start out in "display" mode */
3921         if (command_see)
3922         {
3923                 screen_save();
3924         }
3925
3926         /* Repeat until done */
3927         while (!done)
3928         {
3929                 COMMAND_CODE get_item_label = 0;
3930
3931                 /* Show choices */
3932                 int ni = 0;
3933                 int ne = 0;
3934
3935                 /* Scan windows */
3936                 for (j = 0; j < 8; j++)
3937                 {
3938                         /* Unused */
3939                         if (!angband_term[j]) continue;
3940
3941                         /* Count windows displaying inven */
3942                         if (window_flag[j] & (PW_INVEN)) ni++;
3943
3944                         /* Count windows displaying equip */
3945                         if (window_flag[j] & (PW_EQUIP)) ne++;
3946                 }
3947
3948                 /* Toggle if needed */
3949                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
3950                     (command_wrk == (USE_INVEN) && !ni && ne))
3951                 {
3952                         /* Toggle */
3953                         toggle_inven_equip();
3954
3955                         /* Track toggles */
3956                         toggle = !toggle;
3957                 }
3958
3959                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3960                 handle_stuff();
3961
3962                 /* Inventory screen */
3963                 if (command_wrk == (USE_INVEN))
3964                 {
3965                         /* Extract the legal requests */
3966                         n1 = I2A(i1);
3967                         n2 = I2A(i2);
3968
3969                         /* Redraw if needed */
3970                         if (command_see) get_item_label = show_inven(menu_line);
3971                 }
3972
3973                 /* Equipment screen */
3974                 else if (command_wrk == (USE_EQUIP))
3975                 {
3976                         /* Extract the legal requests */
3977                         n1 = I2A(e1 - INVEN_RARM);
3978                         n2 = I2A(e2 - INVEN_RARM);
3979
3980                         /* Redraw if needed */
3981                         if (command_see) get_item_label = show_equip(menu_line, 0L);
3982                 }
3983
3984                 /* Floor screen */
3985                 else if (command_wrk == (USE_FLOOR))
3986                 {
3987                         j = floor_top;
3988                         k = MIN(floor_top + 23, floor_num) - 1;
3989
3990                         /* Extract the legal requests */
3991                         n1 = I2A(j - floor_top);
3992                         n2 = I2A(k - floor_top);
3993
3994                         /* Redraw if needed */
3995                         if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
3996                 }
3997
3998                 /* Viewing inventory */
3999                 if (command_wrk == (USE_INVEN))
4000                 {
4001                         /* Begin the prompt */
4002                         sprintf(out_val, _("持ち物:", "Inven:"));
4003
4004                         if (!use_menu)
4005                         {
4006                                 /* Build the prompt */
4007                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4008                                         index_to_label(i1), index_to_label(i2));
4009
4010                                 /* Append */
4011                                 strcat(out_val, tmp_val);
4012                         }
4013
4014                         /* Indicate ability to "view" */
4015                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4016
4017                         /* Append */
4018                         if (allow_equip)
4019                         {
4020                                 if (!use_menu)
4021                                         strcat(out_val, _(" '/' 装備品,", " / for Equip,"));
4022                                 else if (allow_floor)
4023                                         strcat(out_val, _(" '6' 装備品,", " 6 for Equip,"));
4024                                 else
4025                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4026                         }
4027
4028                         /* Append */
4029                         if (allow_floor)
4030                         {
4031                                 if (!use_menu)
4032                                         strcat(out_val, _(" '-'床上,", " - for floor,"));
4033                                 else if (allow_equip)
4034                                         strcat(out_val, _(" '4' 床上,", " 4 for floor,"));
4035                                 else
4036                                         strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4037                         }
4038                 }
4039
4040                 /* Viewing equipment */
4041                 else if (command_wrk == (USE_EQUIP))
4042                 {
4043                         /* Begin the prompt */
4044                         sprintf(out_val, _("装備品:", "Equip:"));
4045
4046                         if (!use_menu)
4047                         {
4048                                 /* Build the prompt */
4049                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4050                                         index_to_label(e1), index_to_label(e2));
4051
4052                                 /* Append */
4053                                 strcat(out_val, tmp_val);
4054                         }
4055
4056                         /* Indicate ability to "view" */
4057                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4058
4059                         /* Append */
4060                         if (allow_inven)
4061                         {
4062                                 if (!use_menu)
4063                                         strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4064                                 else if (allow_floor)
4065                                         strcat(out_val, _(" '4' 持ち物,", " 4 for Inven,"));
4066                                 else
4067                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4068                         }
4069
4070                         /* Append */
4071                         if (allow_floor)
4072                         {
4073                                 if (!use_menu)
4074                                         strcat(out_val, _(" '-'床上,", " - for floor,"));
4075                                 else if (allow_inven)
4076                                         strcat(out_val, _(" '6' 床上,", " 6 for floor,"));
4077                                 else
4078                                         strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4079                         }
4080                 }
4081
4082                 /* Viewing floor */
4083                 else if (command_wrk == (USE_FLOOR))
4084                 {
4085                         /* Begin the prompt */
4086                         sprintf(out_val, _("床上:", "Floor:"));
4087
4088                         if (!use_menu)
4089                         {
4090                                 /* Build the prompt */
4091                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
4092
4093                                 /* Append */
4094                                 strcat(out_val, tmp_val);
4095                         }
4096
4097                         /* Indicate ability to "view" */
4098                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4099
4100                         if (use_menu)
4101                         {
4102                                 if (allow_inven && allow_equip)
4103                                 {
4104                                         strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
4105                                 }
4106                                 else if (allow_inven)
4107                                 {
4108                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4109                                 }
4110                                 else if (allow_equip)
4111                                 {
4112                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4113                                 }
4114                         }
4115                         /* Append */
4116                         else if (allow_inven)
4117                         {
4118                                 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4119                         }
4120                         else if (allow_equip)
4121                         {
4122                                 strcat(out_val, _(" '/'装備品,", " / for Equip,"));
4123                         }
4124
4125                         /* Append */
4126                         if (command_see && !use_menu)
4127                         {
4128                                 strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
4129                         }
4130                 }
4131
4132                 /* Append */
4133                 if (force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
4134
4135                 /* Finish the prompt */
4136                 strcat(out_val, " ESC");
4137
4138                 /* Build the prompt */
4139                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4140
4141                 /* Show the prompt */
4142                 prt(tmp_val, 0, 0);
4143
4144                 /* Get a key */
4145                 which = inkey();
4146
4147                 if (use_menu)
4148                 {
4149                 int max_line = 1;
4150                 if (command_wrk == USE_INVEN) max_line = max_inven;
4151                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4152                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4153                 switch (which)
4154                 {
4155                         case ESCAPE:
4156                         case 'z':
4157                         case 'Z':
4158                         case '0':
4159                         {
4160                                 done = TRUE;
4161                                 break;
4162                         }
4163
4164                         case '8':
4165                         case 'k':
4166                         case 'K':
4167                         {
4168                                 menu_line += (max_line - 1);
4169                                 break;
4170                         }
4171
4172                         case '2':
4173                         case 'j':
4174                         case 'J':
4175                         {
4176                                 menu_line++;
4177                                 break;
4178                         }
4179
4180                         case '4':
4181                         case 'h':
4182                         case 'H':
4183                         {
4184                                 /* Verify legality */
4185                                 if (command_wrk == (USE_INVEN))
4186                                 {
4187                                         if (allow_floor) command_wrk = USE_FLOOR;
4188                                         else if (allow_equip) command_wrk = USE_EQUIP;
4189                                         else
4190                                         {
4191                                                 bell();
4192                                                 break;
4193                                         }
4194                                 }
4195                                 else if (command_wrk == (USE_EQUIP))
4196                                 {
4197                                         if (allow_inven) command_wrk = USE_INVEN;
4198                                         else if (allow_floor) command_wrk = USE_FLOOR;
4199                                         else
4200                                         {
4201                                                 bell();
4202                                                 break;
4203                                         }
4204                                 }
4205                                 else if (command_wrk == (USE_FLOOR))
4206                                 {
4207                                         if (allow_equip) command_wrk = USE_EQUIP;
4208                                         else if (allow_inven) command_wrk = USE_INVEN;
4209                                         else
4210                                         {
4211                                                 bell();
4212                                                 break;
4213                                         }
4214                                 }
4215                                 else
4216                                 {
4217                                         bell();
4218                                         break;
4219                                 }
4220
4221                                 /* Hack -- Fix screen */
4222                                 if (command_see)
4223                                 {
4224                                         screen_load();
4225                                         screen_save();
4226                                 }
4227
4228                                 /* Switch inven/equip */
4229                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4230                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4231                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4232                                 if (menu_line > max_line) menu_line = max_line;
4233
4234                                 /* Need to redraw */
4235                                 break;
4236                         }
4237
4238                         case '6':
4239                         case 'l':
4240                         case 'L':
4241                         {
4242                                 /* Verify legality */
4243                                 if (command_wrk == (USE_INVEN))
4244                                 {
4245                                         if (allow_equip) command_wrk = USE_EQUIP;
4246                                         else if (allow_floor) command_wrk = USE_FLOOR;
4247                                         else
4248                                         {
4249                                                 bell();
4250                                                 break;
4251                                         }
4252                                 }
4253                                 else if (command_wrk == (USE_EQUIP))
4254                                 {
4255                                         if (allow_floor) command_wrk = USE_FLOOR;
4256                                         else if (allow_inven) command_wrk = USE_INVEN;
4257                                         else
4258                                         {
4259                                                 bell();
4260                                                 break;
4261                                         }
4262                                 }
4263                                 else if (command_wrk == (USE_FLOOR))
4264                                 {
4265                                         if (allow_inven) command_wrk = USE_INVEN;
4266                                         else if (allow_equip) command_wrk = USE_EQUIP;
4267                                         else
4268                                         {
4269                                                 bell();
4270                                                 break;
4271                                         }
4272                                 }
4273                                 else
4274                                 {
4275                                         bell();
4276                                         break;
4277                                 }
4278
4279                                 /* Hack -- Fix screen */
4280                                 if (command_see)
4281                                 {
4282                                         screen_load();
4283                                         screen_save();
4284                                 }
4285
4286                                 /* Switch inven/equip */
4287                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4288                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4289                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4290                                 if (menu_line > max_line) menu_line = max_line;
4291
4292                                 /* Need to redraw */
4293                                 break;
4294                         }
4295
4296                         case 'x':
4297                         case 'X':
4298                         case '\r':
4299                         case '\n':
4300                         {
4301                                 if (command_wrk == USE_FLOOR)
4302                                 {
4303                                         /* Special index */
4304                                         (*cp) = -get_item_label;
4305                                 }
4306                                 else
4307                                 {
4308                                         /* Validate the item */
4309                                         if (!get_item_okay(get_item_label))
4310                                         {
4311                                                 bell();
4312                                                 break;
4313                                         }
4314
4315                                         /* Allow player to "refuse" certain actions */
4316                                         if (!get_item_allow(get_item_label))
4317                                         {
4318                                                 done = TRUE;
4319                                                 break;
4320                                         }
4321
4322                                         /* Accept that choice */
4323                                         (*cp) = get_item_label;
4324                                 }
4325
4326                                 item = TRUE;
4327                                 done = TRUE;
4328                                 break;
4329                         }
4330                         case 'w':
4331                         {
4332                                 if (force) {
4333                                         *cp = INVEN_FORCE;
4334                                         item = TRUE;
4335                                         done = TRUE;
4336                                         break;
4337                                 }
4338                         }
4339                 }
4340                 if (menu_line > max_line) menu_line -= max_line;
4341                 }
4342                 else
4343                 {
4344                 /* Parse it */
4345                 switch (which)
4346                 {
4347                         case ESCAPE:
4348                         {
4349                                 done = TRUE;
4350                                 break;
4351                         }
4352
4353                         case '*':
4354                         case '?':
4355                         case ' ':
4356                         {
4357                                 /* Hide the list */
4358                                 if (command_see)
4359                                 {
4360                                         /* Flip flag */
4361                                         command_see = FALSE;
4362                                         screen_load();
4363                                 }
4364
4365                                 /* Show the list */
4366                                 else
4367                                 {
4368                                         screen_save();
4369
4370                                         /* Flip flag */
4371                                         command_see = TRUE;
4372                                 }
4373                                 break;
4374                         }
4375
4376                         case '\n':
4377                         case '\r':
4378                         case '+':
4379                         {
4380                                 int i;
4381                                 OBJECT_IDX o_idx;
4382                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
4383
4384                                 if (command_wrk != (USE_FLOOR)) break;
4385
4386                                 /* Get the object being moved. */
4387                                 o_idx = c_ptr->o_idx;
4388
4389                                 /* Only rotate a pile of two or more objects. */
4390                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
4391
4392                                 /* Remove the first object from the list. */
4393                                 excise_object_idx(o_idx);
4394
4395                                 /* Find end of the list. */
4396                                 i = c_ptr->o_idx;
4397                                 while (o_list[i].next_o_idx)
4398                                         i = o_list[i].next_o_idx;
4399
4400                                 /* Add after the last object. */
4401                                 o_list[i].next_o_idx = o_idx;
4402
4403                                 /* Re-scan floor list */ 
4404                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
4405
4406                                 /* Hack -- Fix screen */
4407                                 if (command_see)
4408                                 {
4409                                         screen_load();
4410                                         screen_save();
4411                                 }
4412
4413                                 break;
4414                         }
4415
4416                         case '/':
4417                         {
4418                                 if (command_wrk == (USE_INVEN))
4419                                 {
4420                                         if (!allow_equip)
4421                                         {
4422                                                 bell();
4423                                                 break;
4424                                         }
4425                                         command_wrk = (USE_EQUIP);
4426                                 }
4427                                 else if (command_wrk == (USE_EQUIP))
4428                                 {
4429                                         if (!allow_inven)
4430                                         {
4431                                                 bell();
4432                                                 break;
4433                                         }
4434                                         command_wrk = (USE_INVEN);
4435                                 }
4436                                 else if (command_wrk == (USE_FLOOR))
4437                                 {
4438                                         if (allow_inven)
4439                                         {
4440                                                 command_wrk = (USE_INVEN);
4441                                         }
4442                                         else if (allow_equip)
4443                                         {
4444                                                 command_wrk = (USE_EQUIP);
4445                                         }
4446                                         else
4447                                         {
4448                                                 bell();
4449                                                 break;
4450                                         }
4451                                 }
4452
4453                                 /* Hack -- Fix screen */
4454                                 if (command_see)
4455                                 {
4456                                         screen_load();
4457                                         screen_save();
4458                                 }
4459
4460                                 /* Need to redraw */
4461                                 break;
4462                         }
4463
4464                         case '-':
4465                         {
4466                                 if (!allow_floor)
4467                                 {
4468                                         bell();
4469                                         break;
4470                                 }
4471
4472                                 /*
4473                                  * If we are already examining the floor, and there
4474                                  * is only one item, we will always select it.
4475                                  * If we aren't examining the floor and there is only
4476                                  * one item, we will select it if floor_query_flag
4477                                  * is FALSE.
4478                                  */
4479                                 if (floor_num == 1)
4480                                 {
4481                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
4482                                         {
4483                                                 /* Special index */
4484                                                 k = 0 - floor_list[0];
4485
4486                                                 /* Allow player to "refuse" certain actions */
4487                                                 if (!get_item_allow(k))
4488                                                 {
4489                                                         done = TRUE;
4490                                                         break;
4491                                                 }
4492
4493                                                 /* Accept that choice */
4494                                                 (*cp) = k;
4495                                                 item = TRUE;
4496                                                 done = TRUE;
4497
4498                                                 break;
4499                                         }
4500                                 }
4501
4502                                 /* Hack -- Fix screen */
4503                                 if (command_see)
4504                                 {
4505                                         screen_load();
4506                                         screen_save();
4507                                 }
4508
4509                                 command_wrk = (USE_FLOOR);
4510
4511                                 break;
4512                         }
4513
4514                         case '0':
4515                         case '1': case '2': case '3':
4516                         case '4': case '5': case '6':
4517                         case '7': case '8': case '9':
4518                         {
4519                                 if (command_wrk != USE_FLOOR)
4520                                 {
4521                                         /* Look up the tag */
4522                                         if (!get_tag(&k, which, command_wrk))
4523                                         {
4524                                                 bell();
4525                                                 break;
4526                                         }
4527
4528                                         /* Hack -- Validate the item */
4529                                         if ((k < INVEN_RARM) ? !inven : !equip)
4530                                         {
4531                                                 bell();
4532                                                 break;
4533                                         }
4534
4535                                         /* Validate the item */
4536                                         if (!get_item_okay(k))
4537                                         {
4538                                                 bell();
4539                                                 break;
4540                                         }
4541                                 }
4542                                 else
4543                                 {
4544                                         /* Look up the alphabetical tag */
4545                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4546                                         {
4547                                                 /* Special index */
4548                                                 k = 0 - floor_list[k];
4549                                         }
4550                                         else
4551                                         {
4552                                                 bell();
4553                                                 break;
4554                                         }
4555                                 }
4556
4557                                 /* Allow player to "refuse" certain actions */
4558                                 if (!get_item_allow(k))
4559                                 {
4560                                         done = TRUE;
4561                                         break;
4562                                 }
4563
4564                                 /* Accept that choice */
4565                                 (*cp) = k;
4566                                 item = TRUE;
4567                                 done = TRUE;
4568                                 cur_tag = which;
4569                                 break;
4570                         }
4571
4572 #if 0
4573                         case '\n':
4574                         case '\r':
4575                         {
4576                                 /* Choose "default" inventory item */
4577                                 if (command_wrk == (USE_INVEN))
4578                                 {
4579                                         k = ((i1 == i2) ? i1 : -1);
4580                                 }
4581
4582                                 /* Choose "default" equipment item */
4583                                 else if (command_wrk == (USE_EQUIP))
4584                                 {
4585                                         k = ((e1 == e2) ? e1 : -1);
4586                                 }
4587
4588                                 /* Choose "default" floor item */
4589                                 else if (command_wrk == (USE_FLOOR))
4590                                 {
4591                                         if (floor_num == 1)
4592                                         {
4593                                                 /* Special index */
4594                                                 k = 0 - floor_list[0];
4595
4596                                                 /* Allow player to "refuse" certain actions */
4597                                                 if (!get_item_allow(k))
4598                                                 {
4599                                                         done = TRUE;
4600                                                         break;
4601                                                 }
4602
4603                                                 /* Accept that choice */
4604                                                 (*cp) = k;
4605                                                 item = TRUE;
4606                                                 done = TRUE;
4607                                         }
4608                                         break;
4609                                 }
4610
4611                                 /* Validate the item */
4612                                 if (!get_item_okay(k))
4613                                 {
4614                                         bell();
4615                                         break;
4616                                 }
4617
4618                                 /* Allow player to "refuse" certain actions */
4619                                 if (!get_item_allow(k))
4620                                 {
4621                                         done = TRUE;
4622                                         break;
4623                                 }
4624
4625                                 /* Accept that choice */
4626                                 (*cp) = k;
4627                                 item = TRUE;
4628                                 done = TRUE;
4629                                 break;
4630                         }
4631 #endif
4632
4633                         case 'w':
4634                         {
4635                                 if (force) {
4636                                         *cp = INVEN_FORCE;
4637                                         item = TRUE;
4638                                         done = TRUE;
4639                                         break;
4640                                 }
4641
4642                                 /* Fall through */
4643                         }
4644
4645                         default:
4646                         {
4647                                 int ver;
4648
4649                                 if (command_wrk != USE_FLOOR)
4650                                 {
4651                                         bool not_found = FALSE;
4652
4653                                         /* Look up the alphabetical tag */
4654                                         if (!get_tag(&k, which, command_wrk))
4655                                         {
4656                                                 not_found = TRUE;
4657                                         }
4658
4659                                         /* Hack -- Validate the item */
4660                                         else if ((k < INVEN_RARM) ? !inven : !equip)
4661                                         {
4662                                                 not_found = TRUE;
4663                                         }
4664
4665                                         /* Validate the item */
4666                                         else if (!get_item_okay(k))
4667                                         {
4668                                                 not_found = TRUE;
4669                                         }
4670
4671                                         if (!not_found)
4672                                         {
4673                                                 /* Accept that choice */
4674                                                 (*cp) = k;
4675                                                 item = TRUE;
4676                                                 done = TRUE;
4677                                                 cur_tag = which;
4678                                                 break;
4679                                         }
4680                                 }
4681                                 else
4682                                 {
4683                                         /* Look up the alphabetical tag */
4684                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4685                                         {
4686                                                 /* Special index */
4687                                                 k = 0 - floor_list[k];
4688
4689                                                 /* Accept that choice */
4690                                                 (*cp) = k;
4691                                                 item = TRUE;
4692                                                 done = TRUE;
4693                                                 cur_tag = which;
4694                                                 break;
4695                                         }
4696                                 }
4697
4698                                 /* Extract "query" setting */
4699                                 ver = isupper(which);
4700                                 which = (char)tolower(which);
4701
4702                                 /* Convert letter to inventory index */
4703                                 if (command_wrk == (USE_INVEN))
4704                                 {
4705                                         if (which == '(') k = i1;
4706                                         else if (which == ')') k = i2;
4707                                         else k = label_to_inven(which);
4708                                 }
4709
4710                                 /* Convert letter to equipment index */
4711                                 else if (command_wrk == (USE_EQUIP))
4712                                 {
4713                                         if (which == '(') k = e1;
4714                                         else if (which == ')') k = e2;
4715                                         else k = label_to_equip(which);
4716                                 }
4717
4718                                 /* Convert letter to floor index */
4719                                 else if (command_wrk == USE_FLOOR)
4720                                 {
4721                                         if (which == '(') k = 0;
4722                                         else if (which == ')') k = floor_num - 1;
4723                                         else k = islower(which) ? A2I(which) : -1;
4724                                         if (k < 0 || k >= floor_num || k >= 23)
4725                                         {
4726                                                 bell();
4727                                                 break;
4728                                         }
4729
4730                                         /* Special index */
4731                                         k = 0 - floor_list[k];
4732                                 }
4733
4734                                 /* Validate the item */
4735                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
4736                                 {
4737                                         bell();
4738                                         break;
4739                                 }
4740
4741                                 /* Verify the item */
4742                                 if (ver && !verify(_("本当に", "Try"), k))
4743                                 {
4744                                         done = TRUE;
4745                                         break;
4746                                 }
4747
4748                                 /* Allow player to "refuse" certain actions */
4749                                 if (!get_item_allow(k))
4750                                 {
4751                                         done = TRUE;
4752                                         break;
4753                                 }
4754
4755                                 /* Accept that choice */
4756                                 (*cp) = k;
4757                                 item = TRUE;
4758                                 done = TRUE;
4759                                 break;
4760                         }
4761                 }
4762                 }
4763         }
4764
4765         /* Fix the screen if necessary */
4766         if (command_see)
4767         {
4768                 screen_load();
4769
4770                 /* Hack -- Cancel "display" */
4771                 command_see = FALSE;
4772         }
4773
4774
4775         /* Forget the item_tester_tval restriction */
4776         item_tester_tval = 0;
4777
4778         /* Forget the item_tester_hook restriction */
4779         item_tester_hook = NULL;
4780
4781
4782         /* Clean up  'show choices' */
4783         /* Toggle again if needed */
4784         if (toggle) toggle_inven_equip();
4785
4786         p_ptr->window |= (PW_INVEN | PW_EQUIP);
4787         handle_stuff();
4788
4789         /* Clear the prompt line */
4790         prt("", 0, 0);
4791
4792         /* Warning if needed */
4793         if (oops && str) msg_print(str);
4794
4795         if (item)
4796         {
4797                 repeat_push(*cp);
4798                 if (command_cmd) prev_tag = cur_tag;
4799                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4800         }
4801         return (item);
4802 }
4803
4804 /*!
4805  * @brief 床上のアイテムを拾う選択用サブルーチン 
4806  * @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。
4807  */
4808 static bool py_pickup_floor_aux(void)
4809 {
4810         OBJECT_IDX this_o_idx;
4811
4812         cptr q, s;
4813
4814         OBJECT_IDX item;
4815
4816         /* Restrict the choices */
4817         item_tester_hook = inven_carry_okay;
4818
4819         /* Get an object */
4820         q = _("どれを拾いますか?", "Get which item? ");
4821         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.");
4822
4823         if (get_item(&item, q, s, (USE_FLOOR)))
4824         {
4825                 this_o_idx = 0 - item;
4826         }
4827         else
4828         {
4829                 return (FALSE);
4830         }
4831
4832         /* Pick up the object */
4833         py_pickup_aux(this_o_idx);
4834
4835         return (TRUE);
4836 }
4837
4838 /*!
4839  * @brief 床上のアイテムを拾うメイン処理
4840  * @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
4841  * @return なし
4842  * @details
4843  * This is called by py_pickup() when easy_floor is TRUE.
4844  */
4845 void py_pickup_floor(bool pickup)
4846 {
4847         OBJECT_IDX this_o_idx, next_o_idx = 0;
4848
4849         char o_name[MAX_NLEN];
4850         object_type *o_ptr;
4851
4852         int floor_num = 0;
4853         OBJECT_IDX floor_o_idx = 0;
4854
4855         int can_pickup = 0;
4856
4857         /* Scan the pile of objects */
4858         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
4859         {
4860                 /* Access the object */
4861                 o_ptr = &o_list[this_o_idx];
4862
4863                 object_desc(o_name, o_ptr, 0);
4864
4865                 /* Access the next object */
4866                 next_o_idx = o_ptr->next_o_idx;
4867
4868                 /* Hack -- disturb */
4869                 disturb(FALSE, FALSE);
4870
4871                 /* Pick up gold */
4872                 if (o_ptr->tval == TV_GOLD)
4873                 {
4874 #ifdef JP
4875                         msg_format(" $%ld の価値がある%sを見つけた。",
4876                                 (long)o_ptr->pval, o_name);
4877 #else
4878                         msg_format("You have found %ld gold pieces worth of %s.",
4879                                 (long)o_ptr->pval, o_name);
4880 #endif
4881
4882                         /* Collect the gold */
4883                         p_ptr->au += o_ptr->pval;
4884
4885                         /* Redraw gold */
4886                         p_ptr->redraw |= (PR_GOLD);
4887
4888                         p_ptr->window |= (PW_PLAYER);
4889
4890                         /* Delete the gold */
4891                         delete_object_idx(this_o_idx);
4892
4893                         /* Check the next object */
4894                         continue;
4895                 }
4896                 else if (o_ptr->marked & OM_NOMSG)
4897                 {
4898                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
4899                          * ignored. Otherwise, they are included in the prompt. */
4900                         o_ptr->marked &= ~(OM_NOMSG);
4901                         continue;
4902                 }
4903
4904                 /* Count non-gold objects that can be picked up. */
4905                 if (inven_carry_okay(o_ptr))
4906                 {
4907                         can_pickup++;
4908                 }
4909
4910                 /* Count non-gold objects */
4911                 floor_num++;
4912
4913                 /* Remember this index */
4914                 floor_o_idx = this_o_idx;
4915         }
4916
4917         /* There are no non-gold objects */
4918         if (!floor_num)
4919                 return;
4920
4921         /* Mention the number of objects */
4922         if (!pickup)
4923         {
4924                 /* One object */
4925                 if (floor_num == 1)
4926                 {
4927                         /* Access the object */
4928                         o_ptr = &o_list[floor_o_idx];
4929
4930 #ifdef ALLOW_EASY_SENSE
4931
4932                         /* Option: Make object sensing easy */
4933                         if (easy_sense)
4934                         {
4935                                 /* Sense the object */
4936                                 (void) sense_object(o_ptr);
4937                         }
4938
4939 #endif /* ALLOW_EASY_SENSE */
4940
4941                         object_desc(o_name, o_ptr, 0);
4942
4943                         msg_format(_("%sがある。", "You see %s."), o_name);
4944                 }
4945
4946                 /* Multiple objects */
4947                 else
4948                 {
4949                         msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
4950                 }
4951
4952                 return;
4953         }
4954
4955         /* The player has no room for anything on the floor. */
4956         if (!can_pickup)
4957         {
4958                 /* One object */
4959                 if (floor_num == 1)
4960                 {
4961                         /* Access the object */
4962                         o_ptr = &o_list[floor_o_idx];
4963
4964 #ifdef ALLOW_EASY_SENSE
4965
4966                         /* Option: Make object sensing easy */
4967                         if (easy_sense)
4968                         {
4969                                 /* Sense the object */
4970                                 (void) sense_object(o_ptr);
4971                         }
4972
4973 #endif /* ALLOW_EASY_SENSE */
4974
4975                         object_desc(o_name, o_ptr, 0);
4976
4977                         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);
4978                 }
4979
4980                 /* Multiple objects */
4981                 else
4982                 {
4983                         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."));
4984
4985                 }
4986
4987                 return;
4988         }
4989
4990         /* One object */
4991         if (floor_num == 1)
4992         {
4993                 /* Hack -- query every object */
4994                 if (carry_query_flag)
4995                 {
4996                         char out_val[MAX_NLEN+20];
4997
4998                         /* Access the object */
4999                         o_ptr = &o_list[floor_o_idx];
5000
5001 #ifdef ALLOW_EASY_SENSE
5002
5003                         /* Option: Make object sensing easy */
5004                         if (easy_sense)
5005                         {
5006                                 /* Sense the object */
5007                                 (void) sense_object(o_ptr);
5008                         }
5009
5010 #endif /* ALLOW_EASY_SENSE */
5011
5012                         object_desc(o_name, o_ptr, 0);
5013
5014                         /* Build a prompt */
5015                         (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
5016
5017                         /* Ask the user to confirm */
5018                         if (!get_check(out_val))
5019                         {
5020                                 return;
5021                         }
5022                 }
5023
5024                 /* Access the object */
5025                 o_ptr = &o_list[floor_o_idx];
5026
5027 #ifdef ALLOW_EASY_SENSE
5028
5029                 /* Option: Make object sensing easy */
5030                 if (easy_sense)
5031                 {
5032                         /* Sense the object */
5033                         (void) sense_object(o_ptr);
5034                 }
5035
5036 #endif /* ALLOW_EASY_SENSE */
5037
5038                 /* Pick up the object */
5039                 py_pickup_aux(floor_o_idx);
5040         }
5041
5042         /* Allow the user to choose an object */
5043         else
5044         {
5045                 while (can_pickup--)
5046                 {
5047                         if (!py_pickup_floor_aux()) break;
5048                 }
5049         }
5050 }