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[Refactor] #38836 GAME_TEXT 型定義。 / Typedef GAME_TEXT.
[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         GAME_TEXT 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); // TODO:DELETE
1581
1582         /* Require an item */
1583         if (!o_ptr->k_idx) return (FALSE);
1584
1585         /* Hack -- ignore "gold" */
1586         if (o_ptr->tval == TV_GOLD)
1587         {
1588                 /* See xtra2.c */
1589                 extern bool show_gold_on_floor;
1590
1591                 if (!show_gold_on_floor) return (FALSE);
1592         }
1593
1594         /* Check the tval */
1595         if (item_tester_tval)
1596         {
1597                 /* Is it a spellbook? If so, we need a hack -- TY */
1598                 if ((item_tester_tval <= TV_DEATH_BOOK) &&
1599                         (item_tester_tval >= TV_LIFE_BOOK))
1600                         return check_book_realm(o_ptr->tval, o_ptr->sval);
1601                 else
1602                         if (item_tester_tval != o_ptr->tval) return (FALSE);
1603         }
1604
1605         /* Check the hook */
1606         if (item_tester_hook)
1607         {
1608                 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
1609         }
1610
1611         /* Assume okay */
1612         return (TRUE);
1613 }
1614
1615
1616 /*!
1617  * @brief 所持アイテム一覧を表示する /
1618  * Choice window "shadow" of the "show_inven()" function
1619  * @return なし
1620  */
1621 void display_inven(void)
1622 {
1623         register int i, n, z = 0;
1624         object_type *o_ptr;
1625         TERM_COLOR attr = TERM_WHITE;
1626         char tmp_val[80];
1627         GAME_TEXT o_name[MAX_NLEN];
1628         TERM_LEN wid, hgt;
1629
1630         Term_get_size(&wid, &hgt);
1631
1632         /* Find the "final" slot */
1633         for (i = 0; i < INVEN_PACK; i++)
1634         {
1635                 o_ptr = &inventory[i];
1636
1637                 /* Skip non-objects */
1638                 if (!o_ptr->k_idx) continue;
1639
1640                 /* Track */
1641                 z = i + 1;
1642         }
1643
1644         /* Display the pack */
1645         for (i = 0; i < z; i++)
1646         {
1647                 /* Examine the item */
1648                 o_ptr = &inventory[i];
1649
1650                 /* Start with an empty "index" */
1651                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1652
1653                 /* Is this item "acceptable"? */
1654                 if (item_tester_okay(o_ptr))
1655                 {
1656                         /* Prepare an "index" */
1657                         tmp_val[0] = index_to_label(i);
1658
1659                         /* Bracket the "index" --(-- */
1660                         tmp_val[1] = ')';
1661                 }
1662
1663                 /* Display the index (or blank space) */
1664                 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
1665
1666                 /* Obtain an item description */
1667                 object_desc(o_name, o_ptr, 0);
1668
1669                 /* Obtain the length of the description */
1670                 n = strlen(o_name);
1671
1672                 /* Get a color */
1673                 attr = tval_to_attr[o_ptr->tval % 128];
1674
1675                 /* Grey out charging items */
1676                 if (o_ptr->timeout)
1677                 {
1678                         attr = TERM_L_DARK;
1679                 }
1680
1681                 /* Display the entry itself */
1682                 Term_putstr(3, i, n, attr, o_name);
1683
1684                 /* Erase the rest of the line */
1685                 Term_erase(3+n, i, 255);
1686
1687                 /* Display the weight if needed */
1688                 if (show_weights)
1689                 {
1690                         int wgt = o_ptr->weight * o_ptr->number;
1691 #ifdef JP
1692                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt), lbtokg2(wgt));
1693 #else
1694                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1695 #endif
1696
1697                         prt(tmp_val, i, wid - 9);
1698                 }
1699         }
1700
1701         /* Erase the rest of the window */
1702         for (i = z; i < hgt; i++)
1703         {
1704                 /* Erase the line */
1705                 Term_erase(0, i, 255);
1706         }
1707 }
1708
1709
1710
1711 /*!
1712  * @brief 装備アイテム一覧を表示する /
1713  * Choice window "shadow" of the "show_equip()" function
1714  * @return なし
1715  */
1716 void display_equip(void)
1717 {
1718         register int i, n;
1719         object_type *o_ptr;
1720         TERM_COLOR attr = TERM_WHITE;
1721         char tmp_val[80];
1722         GAME_TEXT o_name[MAX_NLEN];
1723         TERM_LEN wid, hgt;
1724
1725         Term_get_size(&wid, &hgt);
1726
1727         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1728         {
1729                 /* Examine the item */
1730                 o_ptr = &inventory[i];
1731
1732                 /* Start with an empty "index" */
1733                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1734
1735                 /* Is this item "acceptable"? */
1736                 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
1737                 {
1738                         /* Prepare an "index" */
1739                         tmp_val[0] = index_to_label(i);
1740
1741                         /* Bracket the "index" --(-- */
1742                         tmp_val[1] = ')';
1743                 }
1744
1745                 /* Display the index (or blank space) */
1746                 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
1747
1748                 /* Obtain an item description */
1749                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
1750                 {
1751                         strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
1752                         attr = TERM_WHITE;
1753                 }
1754                 else
1755                 {
1756                         object_desc(o_name, o_ptr, 0);
1757                         attr = tval_to_attr[o_ptr->tval % 128];
1758                 }
1759
1760                 /* Obtain the length of the description */
1761                 n = strlen(o_name);
1762
1763                 /* Grey out charging items */
1764                 if (o_ptr->timeout)
1765                 {
1766                         attr = TERM_L_DARK;
1767                 }
1768
1769                 /* Display the entry itself */
1770                 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
1771
1772                 /* Erase the rest of the line */
1773                 Term_erase(3+n, i - INVEN_RARM, 255);
1774
1775                 /* Display the weight (if needed) */
1776                 if (show_weights)
1777                 {
1778                         int wgt = o_ptr->weight * o_ptr->number;
1779 #ifdef JP
1780                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
1781 #else
1782                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1783 #endif
1784
1785                         prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
1786                 }
1787
1788                 /* Display the slot description (if needed) */
1789                 if (show_labels)
1790                 {
1791                         Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
1792                         prt(mention_use(i), i - INVEN_RARM, wid - 15);
1793                 }
1794         }
1795
1796         /* Erase the rest of the window */
1797         for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
1798         {
1799                 /* Clear that line */
1800                 Term_erase(0, i, 255);
1801         }
1802 }
1803
1804
1805 /*!
1806  * @brief 所持/装備オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
1807  * Find the "first" inventory object with the given "tag".
1808  * @param cp 対応するタグIDを与える参照ポインタ
1809  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1810  * @param mode 所持、装備の切り替え
1811  * @return タグに該当するオブジェクトがあるならTRUEを返す
1812  * @details
1813  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1814  * inscription of an object.  Alphabetical characters don't work as a\n
1815  * tag in this form.\n
1816  *\n
1817  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1818  * and "x" is the "current" command_cmd code.\n
1819  */
1820 static bool get_tag(COMMAND_CODE *cp, char tag, BIT_FLAGS mode)
1821 {
1822         COMMAND_CODE i;
1823         COMMAND_CODE start, end;
1824         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) && !(mode & USE_FULL)) continue;
1858
1859                 /* Find a '@' */
1860                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1861
1862                 /* Process all tags */
1863                 while (s)
1864                 {
1865                         /* Check the special tags */
1866                         if ((s[1] == command_cmd) && (s[2] == tag))
1867                         {
1868                                 /* Save the actual inventory ID */
1869                                 *cp = i;
1870
1871                                 /* Success */
1872                                 return (TRUE);
1873                         }
1874
1875                         /* Find another '@' */
1876                         s = my_strchr(s + 1, '@');
1877                 }
1878         }
1879
1880
1881         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
1882
1883         /* Don't allow {@#} with '#' being alphabet */
1884         if (tag < '0' || '9' < tag)
1885         {
1886                 /* No such tag */
1887                 return FALSE;
1888         }
1889
1890         /* Check every object */
1891         for (i = start; i <= end; i++)
1892         {
1893                 object_type *o_ptr = &inventory[i];
1894
1895                 /* Skip non-objects */
1896                 if (!o_ptr->k_idx) continue;
1897
1898                 /* Skip empty inscriptions */
1899                 if (!o_ptr->inscription) continue;
1900
1901                 /* Skip non-choice */
1902                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
1903
1904                 /* Find a '@' */
1905                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1906
1907                 /* Process all tags */
1908                 while (s)
1909                 {
1910                         /* Check the normal tags */
1911                         if (s[1] == tag)
1912                         {
1913                                 /* Save the actual inventory ID */
1914                                 *cp = i;
1915
1916                                 /* Success */
1917                                 return (TRUE);
1918                         }
1919
1920                         /* Find another '@' */
1921                         s = my_strchr(s + 1, '@');
1922                 }
1923         }
1924
1925         /* No such tag */
1926         return (FALSE);
1927 }
1928
1929
1930 /*!
1931  * @brief 床オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
1932  * Find the "first" inventory object with the given "tag".
1933  * @param cp 対応するタグIDを与える参照ポインタ
1934  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1935  * @param floor_list 床上アイテムの配列
1936  * @param floor_num  床上アイテムの配列ID
1937  * @return タグに該当するオブジェクトがあるならTRUEを返す
1938  * @details
1939  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1940  * inscription of an object.  Alphabetical characters don't work as a\n
1941  * tag in this form.\n
1942  *\n
1943  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1944  * and "x" is the "current" command_cmd code.\n
1945  */
1946 static bool get_tag_floor(COMMAND_CODE *cp, char tag, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
1947 {
1948         COMMAND_CODE i;
1949         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, BIT_FLAGS mode)
2107 {
2108         COMMAND_CODE i;
2109         int j, k, l, z = 0;
2110         int             col, cur_col, len;
2111         object_type     *o_ptr;
2112         GAME_TEXT o_name[MAX_NLEN];
2113         char            tmp_val[80];
2114         COMMAND_CODE    out_index[23];
2115         TERM_COLOR      out_color[23];
2116         char            out_desc[23][MAX_NLEN];
2117         COMMAND_CODE target_item_label = 0;
2118         TERM_LEN wid, hgt;
2119         char inven_label[52 + 1];
2120
2121         /* Starting column */
2122         col = command_gap;
2123
2124         Term_get_size(&wid, &hgt);
2125
2126         /* Default "max-length" */
2127         len = wid - col - 1;
2128
2129
2130         /* Find the "final" slot */
2131         for (i = 0; i < INVEN_PACK; i++)
2132         {
2133                 o_ptr = &inventory[i];
2134
2135                 /* Skip non-objects */
2136                 if (!o_ptr->k_idx) continue;
2137
2138                 /* Track */
2139                 z = i + 1;
2140         }
2141
2142         prepare_label_string(inven_label, USE_INVEN);
2143
2144         /* Display the inventory */
2145         for (k = 0, i = 0; i < z; i++)
2146         {
2147                 o_ptr = &inventory[i];
2148
2149                 /* Is this item acceptable? */
2150                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
2151
2152                 object_desc(o_name, o_ptr, 0);
2153
2154                 /* Save the object index, color, and description */
2155                 out_index[k] = i;
2156                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2157
2158                 /* Grey out charging items */
2159                 if (o_ptr->timeout)
2160                 {
2161                         out_color[k] = TERM_L_DARK;
2162                 }
2163
2164                 (void)strcpy(out_desc[k], o_name);
2165
2166                 /* Find the predicted "line length" */
2167                 l = strlen(out_desc[k]) + 5;
2168
2169                 /* Be sure to account for the weight */
2170                 if (show_weights) l += 9;
2171
2172                 /* Account for icon if displayed */
2173                 if (show_item_graph)
2174                 {
2175                         l += 2;
2176                         if (use_bigtile) l++;
2177                 }
2178
2179                 /* Maintain the maximum length */
2180                 if (l > len) len = l;
2181
2182                 /* Advance to next "line" */
2183                 k++;
2184         }
2185
2186         /* Find the column to start in */
2187         col = (len > wid - 4) ? 0 : (wid - len - 1);
2188
2189         /* Output each entry */
2190         for (j = 0; j < k; j++)
2191         {
2192                 /* 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         GAME_TEXT 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) || (mode & USE_FULL)) &&
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         GAME_TEXT 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) || (mode & USE_FULL))
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]) || (mode & USE_FULL)) 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]) || (mode & USE_FULL)) 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) || (mode & USE_FULL)) && (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, mode);
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                         if (equip) strcat(out_val, format(_(" %s 装備品,", " %s for Equip,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "/")));
2983                 }
2984
2985                 /* Viewing equipment */
2986                 else
2987                 {
2988                         /* Begin the prompt */
2989                         sprintf(out_val, _("装備品:", "Equip:"));
2990
2991                         /* Some legal items */
2992                         if ((e1 <= e2) && !use_menu)
2993                         {
2994                                 /* Build the prompt */
2995                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
2996                                         index_to_label(e1), index_to_label(e2));
2997
2998                                 /* Append */
2999                                 strcat(out_val, tmp_val);
3000                         }
3001
3002                         /* Indicate ability to "view" */
3003                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3004
3005                         /* Append */
3006                         if (inven) strcat(out_val, format(_(" %s 持ち物,", " %s for Inven,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "'/'")));
3007                 }
3008
3009                 /* Indicate legality of the "floor" item */
3010                 if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
3011                 if (mode & USE_FORCE) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
3012
3013                 /* Finish the prompt */
3014                 strcat(out_val, " ESC");
3015
3016                 /* Build the prompt */
3017                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3018
3019                 /* Show the prompt */
3020                 prt(tmp_val, 0, 0);
3021
3022                 /* Get a key */
3023                 which = inkey();
3024
3025                 if (use_menu)
3026                 {
3027                 int max_line = (command_wrk ? max_equip : max_inven);
3028                 switch (which)
3029                 {
3030                         case ESCAPE:
3031                         case 'z':
3032                         case 'Z':
3033                         case '0':
3034                         {
3035                                 done = TRUE;
3036                                 break;
3037                         }
3038
3039                         case '8':
3040                         case 'k':
3041                         case 'K':
3042                         {
3043                                 menu_line += (max_line - 1);
3044                                 break;
3045                         }
3046
3047                         case '2':
3048                         case 'j':
3049                         case 'J':
3050                         {
3051                                 menu_line++;
3052                                 break;
3053                         }
3054
3055                         case '4':
3056                         case '6':
3057                         case 'h':
3058                         case 'H':
3059                         case 'l':
3060                         case 'L':
3061                         {
3062                                 /* Verify legality */
3063                                 if (!inven || !equip)
3064                                 {
3065                                         bell();
3066                                         break;
3067                                 }
3068
3069                                 /* Hack -- Fix screen */
3070                                 if (command_see)
3071                                 {
3072                                         screen_load();
3073                                         screen_save();
3074                                 }
3075
3076                                 /* Switch inven/equip */
3077                                 command_wrk = !command_wrk;
3078                                 max_line = (command_wrk ? max_equip : max_inven);
3079                                 if (menu_line > max_line) menu_line = max_line;
3080
3081                                 /* Need to redraw */
3082                                 break;
3083                         }
3084
3085                         case 'x':
3086                         case 'X':
3087                         case '\r':
3088                         case '\n':
3089                         {
3090                                 if (command_wrk == USE_FLOOR)
3091                                 {
3092                                         /* Special index */
3093                                         (*cp) = -get_item_label;
3094                                 }
3095                                 else
3096                                 {
3097                                         /* Validate the item */
3098                                         if (!get_item_okay(get_item_label))
3099                                         {
3100                                                 bell();
3101                                                 break;
3102                                         }
3103
3104                                         /* Allow player to "refuse" certain actions */
3105                                         if (!get_item_allow(get_item_label))
3106                                         {
3107                                                 done = TRUE;
3108                                                 break;
3109                                         }
3110
3111                                         /* Accept that choice */
3112                                         (*cp) = get_item_label;
3113                                 }
3114
3115                                 item = TRUE;
3116                                 done = TRUE;
3117                                 break;
3118                         }
3119                         case 'w':
3120                         {
3121                                 if (mode & USE_FORCE) {
3122                                         *cp = INVEN_FORCE;
3123                                         item = TRUE;
3124                                         done = TRUE;
3125                                         break;
3126                                 }
3127                         }
3128                 }
3129                 if (menu_line > max_line) menu_line -= max_line;
3130                 }
3131                 else
3132                 {
3133                 /* Parse it */
3134                 switch (which)
3135                 {
3136                         case ESCAPE:
3137                         {
3138                                 done = TRUE;
3139                                 break;
3140                         }
3141
3142                         case '*':
3143                         case '?':
3144                         case ' ':
3145                         {
3146                                 /* Hide the list */
3147                                 if (command_see)
3148                                 {
3149                                         /* Flip flag */
3150                                         command_see = FALSE;
3151                                         screen_load();
3152                                 }
3153
3154                                 /* Show the list */
3155                                 else
3156                                 {
3157                                         screen_save();
3158
3159                                         /* Flip flag */
3160                                         command_see = TRUE;
3161                                 }
3162                                 break;
3163                         }
3164
3165                         case '/':
3166                         {
3167                                 /* Verify legality */
3168                                 if (!inven || !equip)
3169                                 {
3170                                         bell();
3171                                         break;
3172                                 }
3173
3174                                 /* Hack -- Fix screen */
3175                                 if (command_see)
3176                                 {
3177                                         screen_load();
3178                                         screen_save();
3179                                 }
3180
3181                                 /* Switch inven/equip */
3182                                 command_wrk = !command_wrk;
3183
3184                                 /* Need to redraw */
3185                                 break;
3186                         }
3187
3188                         case '-':
3189                         {
3190                                 /* Use floor item */
3191                                 if (allow_floor)
3192                                 {
3193                                         /* Scan all objects in the grid */
3194                                         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3195                                         {
3196                                                 object_type *o_ptr;
3197                                                 o_ptr = &o_list[this_o_idx];
3198
3199                                                 /* Acquire next object */
3200                                                 next_o_idx = o_ptr->next_o_idx;
3201
3202                                                 /* Validate the item */
3203                                                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
3204
3205                                                 /* Special index */
3206                                                 k = 0 - this_o_idx;
3207
3208                                                 /* Verify the item (if required) */
3209                                                 if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
3210
3211                                                 /* Allow player to "refuse" certain actions */
3212                                                 if (!get_item_allow(k)) continue;
3213
3214                                                 /* Accept that choice */
3215                                                 (*cp) = k;
3216                                                 item = TRUE;
3217                                                 done = TRUE;
3218                                                 break;
3219                                         }
3220
3221                                         /* Outer break */
3222                                         if (done) break;
3223                                 }
3224
3225                                 bell();
3226                                 break;
3227                         }
3228
3229                         case '0':
3230                         case '1': case '2': case '3':
3231                         case '4': case '5': case '6':
3232                         case '7': case '8': case '9':
3233                         {
3234                                 /* Look up the tag */
3235                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3236                                 {
3237                                         bell();
3238                                         break;
3239                                 }
3240
3241                                 /* Hack -- Validate the item */
3242                                 if ((k < INVEN_RARM) ? !inven : !equip)
3243                                 {
3244                                         bell();
3245                                         break;
3246                                 }
3247
3248                                 /* Validate the item */
3249                                 if (!get_item_okay(k))
3250                                 {
3251                                         bell();
3252                                         break;
3253                                 }
3254
3255                                 /* Allow player to "refuse" certain actions */
3256                                 if (!get_item_allow(k))
3257                                 {
3258                                         done = TRUE;
3259                                         break;
3260                                 }
3261
3262                                 /* Accept that choice */
3263                                 (*cp) = k;
3264                                 item = TRUE;
3265                                 done = TRUE;
3266                                 cur_tag = which;
3267                                 break;
3268                         }
3269
3270 #if 0
3271                         case '\n':
3272                         case '\r':
3273                         {
3274                                 /* Choose "default" inventory item */
3275                                 if (!command_wrk)
3276                                 {
3277                                         k = ((i1 == i2) ? i1 : -1);
3278                                 }
3279
3280                                 /* Choose "default" equipment item */
3281                                 else
3282                                 {
3283                                         k = ((e1 == e2) ? e1 : -1);
3284                                 }
3285
3286                                 /* Validate the item */
3287                                 if (!get_item_okay(k))
3288                                 {
3289                                         bell();
3290                                         break;
3291                                 }
3292
3293                                 /* Allow player to "refuse" certain actions */
3294                                 if (!get_item_allow(k))
3295                                 {
3296                                         done = TRUE;
3297                                         break;
3298                                 }
3299
3300                                 /* Accept that choice */
3301                                 (*cp) = k;
3302                                 item = TRUE;
3303                                 done = TRUE;
3304                                 break;
3305                         }
3306 #endif
3307
3308                         case 'w':
3309                         {
3310                                 if (mode & USE_FORCE) {
3311                                         *cp = INVEN_FORCE;
3312                                         item = TRUE;
3313                                         done = TRUE;
3314                                         break;
3315                                 }
3316
3317                                 /* Fall through */
3318                         }
3319
3320                         default:
3321                         {
3322                                 int ver;
3323                                 bool not_found = FALSE;
3324
3325                                 /* Look up the alphabetical tag */
3326                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3327                                 {
3328                                         not_found = TRUE;
3329                                 }
3330
3331                                 /* Hack -- Validate the item */
3332                                 else if ((k < INVEN_RARM) ? !inven : !equip)
3333                                 {
3334                                         not_found = TRUE;
3335                                 }
3336
3337                                 /* Validate the item */
3338                                 else if (!get_item_okay(k))
3339                                 {
3340                                         not_found = TRUE;
3341                                 }
3342
3343                                 if (!not_found)
3344                                 {
3345                                         /* Accept that choice */
3346                                         (*cp) = k;
3347                                         item = TRUE;
3348                                         done = TRUE;
3349                                         cur_tag = which;
3350                                         break;
3351                                 }
3352
3353                                 /* Extract "query" setting */
3354                                 ver = isupper(which);
3355                                 which = (char)tolower(which);
3356
3357                                 /* Convert letter to inventory index */
3358                                 if (!command_wrk)
3359                                 {
3360                                         if (which == '(') k = i1;
3361                                         else if (which == ')') k = i2;
3362                                         else k = label_to_inven(which);
3363                                 }
3364
3365                                 /* Convert letter to equipment index */
3366                                 else
3367                                 {
3368                                         if (which == '(') k = e1;
3369                                         else if (which == ')') k = e2;
3370                                         else k = label_to_equip(which);
3371                                 }
3372
3373                                 /* Validate the item */
3374                                 if (!get_item_okay(k))
3375                                 {
3376                                         bell();
3377                                         break;
3378                                 }
3379
3380                                 /* Verify the item */
3381                                 if (ver && !verify(_("本当に", "Try"), k))
3382                                 {
3383                                         done = TRUE;
3384                                         break;
3385                                 }
3386
3387                                 /* Allow player to "refuse" certain actions */
3388                                 if (!get_item_allow(k))
3389                                 {
3390                                         done = TRUE;
3391                                         break;
3392                                 }
3393
3394                                 /* Accept that choice */
3395                                 (*cp) = k;
3396                                 item = TRUE;
3397                                 done = TRUE;
3398                                 break;
3399                         }
3400                 }
3401                 }
3402         }
3403
3404
3405         /* Fix the screen if necessary */
3406         if (command_see)
3407         {
3408                 screen_load();
3409
3410                 /* Hack -- Cancel "display" */
3411                 command_see = FALSE;
3412         }
3413
3414
3415         /* Forget the item_tester_tval restriction */
3416         item_tester_tval = 0;
3417
3418         /* Forget the item_tester_hook restriction */
3419         item_tester_hook = NULL;
3420
3421
3422         /* Clean up  'show choices' */
3423         /* Toggle again if needed */
3424         if (toggle) toggle_inven_equip();
3425
3426         p_ptr->window |= (PW_INVEN | PW_EQUIP);
3427         handle_stuff();
3428
3429         /* Clear the prompt line */
3430         prt("", 0, 0);
3431
3432         /* Warning if needed */
3433         if (oops && str) msg_print(str);
3434
3435         if (item)
3436         {
3437                 repeat_push(*cp);
3438                 if (command_cmd) prev_tag = cur_tag;
3439                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3440         }
3441         return (item);
3442 }
3443
3444 /*
3445  * Choose an item and get auto-picker entry from it.
3446  */
3447 object_type *choose_object(OBJECT_IDX *idx, cptr q, cptr s, BIT_FLAGS option)
3448 {
3449         OBJECT_IDX item;
3450         if (!get_item(&item, q, s, option)) return NULL;
3451         if (idx) *idx = item;
3452
3453         if (item == INVEN_FORCE) return NULL;
3454
3455         /* Get the item (in the pack) */
3456         else if (item >= 0) return &inventory[item];
3457
3458         /* Get the item (on the floor) */
3459         else return &o_list[0 - item];
3460 }
3461
3462
3463 /*!
3464  * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
3465  * @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
3466  * @param y 走査するフロアのY座標
3467  * @param x 走査するフロアのX座標
3468  * @param mode オプションフラグ
3469  * @return 対象のマスに落ちているアイテム数
3470  * @details
3471  * Return a list of o_list[] indexes of items at the given cave
3472  * location. Valid flags are:
3473  *
3474  *              mode & 0x01 -- Item tester
3475  *              mode & 0x02 -- Marked items only
3476  *              mode & 0x04 -- Stop after first
3477  */
3478 ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode)
3479 {
3480         OBJECT_IDX this_o_idx, next_o_idx;
3481
3482         ITEM_NUMBER num = 0;
3483
3484         /* Sanity */
3485         if (!in_bounds(y, x)) return 0;
3486
3487         /* Scan all objects in the grid */
3488         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3489         {
3490                 object_type *o_ptr;
3491                 o_ptr = &o_list[this_o_idx];
3492
3493                 /* Acquire next object */
3494                 next_o_idx = o_ptr->next_o_idx;
3495
3496                 /* Item tester */
3497                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
3498
3499                 /* Marked */
3500                 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
3501
3502                 /* Accept this item */
3503                 /* XXX Hack -- Enforce limit */
3504                 if (num < 23)
3505                         items[num] = this_o_idx;
3506
3507                 num++;
3508
3509                 /* Only one */
3510                 if (mode & 0x04) break;
3511         }
3512         return num;
3513 }
3514
3515
3516 /*!
3517  * @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.
3518  * @param target_item カーソルの初期値
3519  * @param y 走査するフロアのY座標
3520  * @param x 走査するフロアのX座標
3521  * @param min_width 表示の長さ
3522  * @return 選択したアイテムの添え字
3523  * @details
3524  */
3525 COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width)
3526 {
3527         COMMAND_CODE i, m;
3528         int j, k, l;
3529         int col, len;
3530
3531         object_type *o_ptr;
3532
3533         GAME_TEXT o_name[MAX_NLEN];
3534         char tmp_val[80];
3535
3536         COMMAND_CODE out_index[23];
3537         TERM_COLOR out_color[23];
3538         char out_desc[23][MAX_NLEN];
3539         COMMAND_CODE target_item_label = 0;
3540
3541         OBJECT_IDX floor_list[23];
3542         ITEM_NUMBER floor_num;
3543         TERM_LEN wid, hgt;
3544         char floor_label[52 + 1];
3545
3546         bool dont_need_to_show_weights = TRUE;
3547
3548         Term_get_size(&wid, &hgt);
3549
3550         /* Default length */
3551         len = MAX((*min_width), 20);
3552
3553         /* Scan for objects in the grid, using item_tester_okay() */
3554         floor_num = scan_floor(floor_list, y, x, 0x03);
3555
3556         /* Display the floor objects */
3557         for (k = 0, i = 0; i < floor_num && i < 23; i++)
3558         {
3559                 o_ptr = &o_list[floor_list[i]];
3560
3561                 object_desc(o_name, o_ptr, 0);
3562
3563                 /* Save the index */
3564                 out_index[k] = i;
3565
3566                 /* Acquire inventory color */
3567                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
3568
3569                 /* Save the object description */
3570                 strcpy(out_desc[k], o_name);
3571
3572                 /* Find the predicted "line length" */
3573                 l = strlen(out_desc[k]) + 5;
3574
3575                 /* Be sure to account for the weight */
3576                 if (show_weights) l += 9;
3577
3578                 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
3579
3580                 /* Maintain the maximum length */
3581                 if (l > len) len = l;
3582
3583                 /* Advance to next "line" */
3584                 k++;
3585         }
3586
3587         if (show_weights && dont_need_to_show_weights) len -= 9;
3588
3589         /* Save width */
3590         *min_width = len;
3591
3592         /* Find the column to start in */
3593         col = (len > wid - 4) ? 0 : (wid - len - 1);
3594
3595         prepare_label_string_floor(floor_label, floor_list, floor_num);
3596
3597         /* Output each entry */
3598         for (j = 0; j < k; j++)
3599         {
3600                 /* Get the index */
3601                 m = floor_list[out_index[j]];
3602
3603                 o_ptr = &o_list[m];
3604
3605                 /* Clear the line */
3606                 prt("", j + 1, col ? col - 2 : col);
3607
3608                 if (use_menu && target_item)
3609                 {
3610                         if (j == (target_item-1))
3611                         {
3612                                 strcpy(tmp_val, _("》", "> "));
3613                                 target_item_label = m;
3614                         }
3615                         else strcpy(tmp_val, "   ");
3616                 }
3617                 else
3618                 {
3619                         /* Prepare an index --(-- */
3620                         sprintf(tmp_val, "%c)", floor_label[j]);
3621                 }
3622
3623                 /* Clear the line with the (possibly indented) index */
3624                 put_str(tmp_val, j + 1, col);
3625
3626                 /* Display the entry itself */
3627                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
3628
3629                 /* Display the weight if needed */
3630                 if (show_weights && (o_ptr->tval != TV_GOLD))
3631                 {
3632                         int wgt = o_ptr->weight * o_ptr->number;
3633 #ifdef JP
3634                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3635 #else
3636                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3637 #endif
3638
3639                         prt(tmp_val, j + 1, wid - 9);
3640                 }
3641         }
3642
3643         /* Make a "shadow" below the list (only if needed) */
3644         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3645
3646         return target_item_label;
3647 }
3648
3649 /*!
3650  * @brief オブジェクト選択の汎用関数(床上アイテム用) /
3651  * Let the user select an item, save its "index"
3652  * @param cp 選択したオブジェクトのIDを返す。
3653  * @param pmt 選択目的のメッセージ
3654  * @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
3655  * @param mode オプションフラグ
3656  * @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。/
3657  */
3658 bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, BIT_FLAGS mode)
3659 {
3660         char n1 = ' ', n2 = ' ', which = ' ';
3661
3662         int j;
3663         COMMAND_CODE i1, i2;
3664         COMMAND_CODE e1, e2;
3665         COMMAND_CODE k;
3666
3667         bool done, item;
3668
3669         bool oops = FALSE;
3670
3671         /* Extract args */
3672         bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
3673         bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
3674         bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
3675         bool force = (mode & USE_FORCE) ? TRUE : FALSE;
3676
3677         bool allow_equip = FALSE;
3678         bool allow_inven = FALSE;
3679         bool allow_floor = FALSE;
3680
3681         bool toggle = FALSE;
3682
3683         char tmp_val[160];
3684         char out_val[160];
3685
3686         ITEM_NUMBER floor_num;
3687         OBJECT_IDX floor_list[23];
3688         int floor_top = 0;
3689         TERM_LEN min_width = 0;
3690
3691         int menu_line = (use_menu ? 1 : 0);
3692         int max_inven = 0;
3693         int max_equip = 0;
3694
3695         static char prev_tag = '\0';
3696         char cur_tag = '\0';
3697
3698         /* Get the item index */
3699         if (repeat_pull(cp))
3700         {
3701                 /* the_force */
3702                 if (force && (*cp == INVEN_FORCE))
3703                 {
3704                         item_tester_tval = 0;
3705                         item_tester_hook = NULL;
3706                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3707                         return (TRUE);
3708                 }
3709
3710                 /* Floor item? */
3711                 else if (floor && (*cp < 0))
3712                 {
3713                         if (prev_tag && command_cmd)
3714                         {
3715                                 /* Scan all objects in the grid */
3716                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3717
3718                                 /* Look up the tag */
3719                                 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
3720                                 {
3721                                         /* Accept that choice */
3722                                         (*cp) = 0 - floor_list[k];
3723
3724                                         /* Forget restrictions */
3725                                         item_tester_tval = 0;
3726                                         item_tester_hook = NULL;
3727                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3728
3729                                         /* Success */
3730                                         return TRUE;
3731                                 }
3732
3733                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3734                         }
3735
3736                         /* Validate the item */
3737                         else if (item_tester_okay(&o_list[0 - (*cp)]) || (mode & USE_FULL))
3738                         {
3739                                 /* Forget restrictions */
3740                                 item_tester_tval = 0;
3741                                 item_tester_hook = NULL;
3742                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3743
3744                                 /* Success */
3745                                 return TRUE;
3746                         }
3747                 }
3748
3749                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3750                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3751                 {
3752                         if (prev_tag && command_cmd)
3753                         {
3754                                 /* Look up the tag and validate the item */
3755                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3756                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3757                                 else if (!get_item_okay(k)) /* Reject */;
3758                                 else
3759                                 {
3760                                         /* Accept that choice */
3761                                         (*cp) = k;
3762
3763                                         /* Forget restrictions */
3764                                         item_tester_tval = 0;
3765                                         item_tester_hook = NULL;
3766                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3767
3768                                         /* Success */
3769                                         return TRUE;
3770                                 }
3771
3772                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3773                         }
3774
3775                         /* Verify the item */
3776                         else if (get_item_okay(*cp))
3777                         {
3778                                 /* Forget restrictions */
3779                                 item_tester_tval = 0;
3780                                 item_tester_hook = NULL;
3781                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3782
3783                                 /* Success */
3784                                 return TRUE;
3785                         }
3786                 }
3787         }
3788
3789
3790         /* Paranoia */
3791         msg_print(NULL);
3792
3793
3794         /* Not done */
3795         done = FALSE;
3796
3797         /* No item selected */
3798         item = FALSE;
3799
3800
3801         /* Full inventory */
3802         i1 = 0;
3803         i2 = INVEN_PACK - 1;
3804
3805         /* Forbid inventory */
3806         if (!inven) i2 = -1;
3807         else if (use_menu)
3808         {
3809                 for (j = 0; j < INVEN_PACK; j++)
3810                         if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
3811         }
3812
3813         /* Restrict inventory indexes */
3814         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3815         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3816
3817
3818         /* Full equipment */
3819         e1 = INVEN_RARM;
3820         e2 = INVEN_TOTAL - 1;
3821
3822         /* Forbid equipment */
3823         if (!equip) e2 = -1;
3824         else if (use_menu)
3825         {
3826                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3827                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_equip++;
3828                 if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
3829         }
3830
3831         /* Restrict equipment indexes */
3832         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3833         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3834
3835         if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
3836         {
3837                 if (p_ptr->migite)
3838                 {
3839                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3840                 }
3841                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3842         }
3843
3844
3845         /* Count "okay" floor items */
3846         floor_num = 0;
3847
3848         /* Restrict floor usage */
3849         if (floor)
3850         {
3851                 /* Scan all objects in the grid */
3852                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3853         }
3854
3855         /* Accept inventory */
3856         if (i1 <= i2) allow_inven = TRUE;
3857
3858         /* Accept equipment */
3859         if (e1 <= e2) allow_equip = TRUE;
3860
3861         /* Accept floor */
3862         if (floor_num) allow_floor = TRUE;
3863
3864         /* Require at least one legal choice */
3865         if (!allow_inven && !allow_equip && !allow_floor)
3866         {
3867                 /* Cancel p_ptr->command_see */
3868                 command_see = FALSE;
3869                 oops = TRUE;
3870                 done = TRUE;
3871
3872                 if (force) {
3873                     *cp = INVEN_FORCE;
3874                     item = TRUE;
3875                 }
3876         }
3877
3878         /* Analyze choices */
3879         else
3880         {
3881                 /* Hack -- Start on equipment if requested */
3882                 if (command_see && (command_wrk == (USE_EQUIP))
3883                         && allow_equip)
3884                 {
3885                         command_wrk = (USE_EQUIP);
3886                 }
3887
3888                 /* Use inventory if allowed */
3889                 else if (allow_inven)
3890                 {
3891                         command_wrk = (USE_INVEN);
3892                 }
3893
3894                 /* Use equipment if allowed */
3895                 else if (allow_equip)
3896                 {
3897                         command_wrk = (USE_EQUIP);
3898                 }
3899
3900                 /* Use floor if allowed */
3901                 else if (allow_floor)
3902                 {
3903                         command_wrk = (USE_FLOOR);
3904                 }
3905         }
3906
3907         /*
3908          * 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
3909          */
3910         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
3911
3912         /* Hack -- start out in "display" mode */
3913         if (command_see)
3914         {
3915                 screen_save();
3916         }
3917
3918         /* Repeat until done */
3919         while (!done)
3920         {
3921                 COMMAND_CODE get_item_label = 0;
3922
3923                 /* Show choices */
3924                 int ni = 0;
3925                 int ne = 0;
3926
3927                 /* Scan windows */
3928                 for (j = 0; j < 8; j++)
3929                 {
3930                         /* Unused */
3931                         if (!angband_term[j]) continue;
3932
3933                         /* Count windows displaying inven */
3934                         if (window_flag[j] & (PW_INVEN)) ni++;
3935
3936                         /* Count windows displaying equip */
3937                         if (window_flag[j] & (PW_EQUIP)) ne++;
3938                 }
3939
3940                 /* Toggle if needed */
3941                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
3942                     (command_wrk == (USE_INVEN) && !ni && ne))
3943                 {
3944                         /* Toggle */
3945                         toggle_inven_equip();
3946
3947                         /* Track toggles */
3948                         toggle = !toggle;
3949                 }
3950
3951                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3952                 handle_stuff();
3953
3954                 /* Inventory screen */
3955                 if (command_wrk == (USE_INVEN))
3956                 {
3957                         /* Extract the legal requests */
3958                         n1 = I2A(i1);
3959                         n2 = I2A(i2);
3960
3961                         /* Redraw if needed */
3962                         if (command_see) get_item_label = show_inven(menu_line, mode);
3963                 }
3964
3965                 /* Equipment screen */
3966                 else if (command_wrk == (USE_EQUIP))
3967                 {
3968                         /* Extract the legal requests */
3969                         n1 = I2A(e1 - INVEN_RARM);
3970                         n2 = I2A(e2 - INVEN_RARM);
3971
3972                         /* Redraw if needed */
3973                         if (command_see) get_item_label = show_equip(menu_line, mode);
3974                 }
3975
3976                 /* Floor screen */
3977                 else if (command_wrk == (USE_FLOOR))
3978                 {
3979                         j = floor_top;
3980                         k = MIN(floor_top + 23, floor_num) - 1;
3981
3982                         /* Extract the legal requests */
3983                         n1 = I2A(j - floor_top);
3984                         n2 = I2A(k - floor_top);
3985
3986                         /* Redraw if needed */
3987                         if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
3988                 }
3989
3990                 /* Viewing inventory */
3991                 if (command_wrk == (USE_INVEN))
3992                 {
3993                         /* Begin the prompt */
3994                         sprintf(out_val, _("持ち物:", "Inven:"));
3995
3996                         if (!use_menu)
3997                         {
3998                                 /* Build the prompt */
3999                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4000                                         index_to_label(i1), index_to_label(i2));
4001
4002                                 /* Append */
4003                                 strcat(out_val, tmp_val);
4004                         }
4005
4006                         /* Indicate ability to "view" */
4007                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4008
4009                         /* Append */
4010                         if (allow_equip)
4011                         {
4012                                 if (!use_menu)
4013                                         strcat(out_val, _(" '/' 装備品,", " / for Equip,"));
4014                                 else if (allow_floor)
4015                                         strcat(out_val, _(" '6' 装備品,", " 6 for Equip,"));
4016                                 else
4017                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4018                         }
4019
4020                         /* Append */
4021                         if (allow_floor)
4022                         {
4023                                 if (!use_menu)
4024                                         strcat(out_val, _(" '-'床上,", " - for floor,"));
4025                                 else if (allow_equip)
4026                                         strcat(out_val, _(" '4' 床上,", " 4 for floor,"));
4027                                 else
4028                                         strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4029                         }
4030                 }
4031
4032                 /* Viewing equipment */
4033                 else if (command_wrk == (USE_EQUIP))
4034                 {
4035                         /* Begin the prompt */
4036                         sprintf(out_val, _("装備品:", "Equip:"));
4037
4038                         if (!use_menu)
4039                         {
4040                                 /* Build the prompt */
4041                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4042                                         index_to_label(e1), index_to_label(e2));
4043
4044                                 /* Append */
4045                                 strcat(out_val, tmp_val);
4046                         }
4047
4048                         /* Indicate ability to "view" */
4049                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4050
4051                         /* Append */
4052                         if (allow_inven)
4053                         {
4054                                 if (!use_menu)
4055                                         strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4056                                 else if (allow_floor)
4057                                         strcat(out_val, _(" '4' 持ち物,", " 4 for Inven,"));
4058                                 else
4059                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4060                         }
4061
4062                         /* Append */
4063                         if (allow_floor)
4064                         {
4065                                 if (!use_menu)
4066                                         strcat(out_val, _(" '-'床上,", " - for floor,"));
4067                                 else if (allow_inven)
4068                                         strcat(out_val, _(" '6' 床上,", " 6 for floor,"));
4069                                 else
4070                                         strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4071                         }
4072                 }
4073
4074                 /* Viewing floor */
4075                 else if (command_wrk == (USE_FLOOR))
4076                 {
4077                         /* Begin the prompt */
4078                         sprintf(out_val, _("床上:", "Floor:"));
4079
4080                         if (!use_menu)
4081                         {
4082                                 /* Build the prompt */
4083                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
4084
4085                                 /* Append */
4086                                 strcat(out_val, tmp_val);
4087                         }
4088
4089                         /* Indicate ability to "view" */
4090                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4091
4092                         if (use_menu)
4093                         {
4094                                 if (allow_inven && allow_equip)
4095                                 {
4096                                         strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
4097                                 }
4098                                 else if (allow_inven)
4099                                 {
4100                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4101                                 }
4102                                 else if (allow_equip)
4103                                 {
4104                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4105                                 }
4106                         }
4107                         /* Append */
4108                         else if (allow_inven)
4109                         {
4110                                 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4111                         }
4112                         else if (allow_equip)
4113                         {
4114                                 strcat(out_val, _(" '/'装備品,", " / for Equip,"));
4115                         }
4116
4117                         /* Append */
4118                         if (command_see && !use_menu)
4119                         {
4120                                 strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
4121                         }
4122                 }
4123
4124                 /* Append */
4125                 if (force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
4126
4127                 /* Finish the prompt */
4128                 strcat(out_val, " ESC");
4129
4130                 /* Build the prompt */
4131                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4132
4133                 /* Show the prompt */
4134                 prt(tmp_val, 0, 0);
4135
4136                 /* Get a key */
4137                 which = inkey();
4138
4139                 if (use_menu)
4140                 {
4141                 int max_line = 1;
4142                 if (command_wrk == USE_INVEN) max_line = max_inven;
4143                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4144                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4145                 switch (which)
4146                 {
4147                         case ESCAPE:
4148                         case 'z':
4149                         case 'Z':
4150                         case '0':
4151                         {
4152                                 done = TRUE;
4153                                 break;
4154                         }
4155
4156                         case '8':
4157                         case 'k':
4158                         case 'K':
4159                         {
4160                                 menu_line += (max_line - 1);
4161                                 break;
4162                         }
4163
4164                         case '2':
4165                         case 'j':
4166                         case 'J':
4167                         {
4168                                 menu_line++;
4169                                 break;
4170                         }
4171
4172                         case '4':
4173                         case 'h':
4174                         case 'H':
4175                         {
4176                                 /* Verify legality */
4177                                 if (command_wrk == (USE_INVEN))
4178                                 {
4179                                         if (allow_floor) command_wrk = USE_FLOOR;
4180                                         else if (allow_equip) command_wrk = USE_EQUIP;
4181                                         else
4182                                         {
4183                                                 bell();
4184                                                 break;
4185                                         }
4186                                 }
4187                                 else if (command_wrk == (USE_EQUIP))
4188                                 {
4189                                         if (allow_inven) command_wrk = USE_INVEN;
4190                                         else if (allow_floor) command_wrk = USE_FLOOR;
4191                                         else
4192                                         {
4193                                                 bell();
4194                                                 break;
4195                                         }
4196                                 }
4197                                 else if (command_wrk == (USE_FLOOR))
4198                                 {
4199                                         if (allow_equip) command_wrk = USE_EQUIP;
4200                                         else if (allow_inven) command_wrk = USE_INVEN;
4201                                         else
4202                                         {
4203                                                 bell();
4204                                                 break;
4205                                         }
4206                                 }
4207                                 else
4208                                 {
4209                                         bell();
4210                                         break;
4211                                 }
4212
4213                                 /* Hack -- Fix screen */
4214                                 if (command_see)
4215                                 {
4216                                         screen_load();
4217                                         screen_save();
4218                                 }
4219
4220                                 /* Switch inven/equip */
4221                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4222                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4223                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4224                                 if (menu_line > max_line) menu_line = max_line;
4225
4226                                 /* Need to redraw */
4227                                 break;
4228                         }
4229
4230                         case '6':
4231                         case 'l':
4232                         case 'L':
4233                         {
4234                                 /* Verify legality */
4235                                 if (command_wrk == (USE_INVEN))
4236                                 {
4237                                         if (allow_equip) command_wrk = USE_EQUIP;
4238                                         else if (allow_floor) command_wrk = USE_FLOOR;
4239                                         else
4240                                         {
4241                                                 bell();
4242                                                 break;
4243                                         }
4244                                 }
4245                                 else if (command_wrk == (USE_EQUIP))
4246                                 {
4247                                         if (allow_floor) command_wrk = USE_FLOOR;
4248                                         else if (allow_inven) command_wrk = USE_INVEN;
4249                                         else
4250                                         {
4251                                                 bell();
4252                                                 break;
4253                                         }
4254                                 }
4255                                 else if (command_wrk == (USE_FLOOR))
4256                                 {
4257                                         if (allow_inven) command_wrk = USE_INVEN;
4258                                         else if (allow_equip) command_wrk = USE_EQUIP;
4259                                         else
4260                                         {
4261                                                 bell();
4262                                                 break;
4263                                         }
4264                                 }
4265                                 else
4266                                 {
4267                                         bell();
4268                                         break;
4269                                 }
4270
4271                                 /* Hack -- Fix screen */
4272                                 if (command_see)
4273                                 {
4274                                         screen_load();
4275                                         screen_save();
4276                                 }
4277
4278                                 /* Switch inven/equip */
4279                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4280                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4281                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4282                                 if (menu_line > max_line) menu_line = max_line;
4283
4284                                 /* Need to redraw */
4285                                 break;
4286                         }
4287
4288                         case 'x':
4289                         case 'X':
4290                         case '\r':
4291                         case '\n':
4292                         {
4293                                 if (command_wrk == USE_FLOOR)
4294                                 {
4295                                         /* Special index */
4296                                         (*cp) = -get_item_label;
4297                                 }
4298                                 else
4299                                 {
4300                                         /* Validate the item */
4301                                         if (!get_item_okay(get_item_label))
4302                                         {
4303                                                 bell();
4304                                                 break;
4305                                         }
4306
4307                                         /* Allow player to "refuse" certain actions */
4308                                         if (!get_item_allow(get_item_label))
4309                                         {
4310                                                 done = TRUE;
4311                                                 break;
4312                                         }
4313
4314                                         /* Accept that choice */
4315                                         (*cp) = get_item_label;
4316                                 }
4317
4318                                 item = TRUE;
4319                                 done = TRUE;
4320                                 break;
4321                         }
4322                         case 'w':
4323                         {
4324                                 if (force) {
4325                                         *cp = INVEN_FORCE;
4326                                         item = TRUE;
4327                                         done = TRUE;
4328                                         break;
4329                                 }
4330                         }
4331                 }
4332                 if (menu_line > max_line) menu_line -= max_line;
4333                 }
4334                 else
4335                 {
4336                 /* Parse it */
4337                 switch (which)
4338                 {
4339                         case ESCAPE:
4340                         {
4341                                 done = TRUE;
4342                                 break;
4343                         }
4344
4345                         case '*':
4346                         case '?':
4347                         case ' ':
4348                         {
4349                                 /* Hide the list */
4350                                 if (command_see)
4351                                 {
4352                                         /* Flip flag */
4353                                         command_see = FALSE;
4354                                         screen_load();
4355                                 }
4356
4357                                 /* Show the list */
4358                                 else
4359                                 {
4360                                         screen_save();
4361
4362                                         /* Flip flag */
4363                                         command_see = TRUE;
4364                                 }
4365                                 break;
4366                         }
4367
4368                         case '\n':
4369                         case '\r':
4370                         case '+':
4371                         {
4372                                 int i;
4373                                 OBJECT_IDX o_idx;
4374                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
4375
4376                                 if (command_wrk != (USE_FLOOR)) break;
4377
4378                                 /* Get the object being moved. */
4379                                 o_idx = c_ptr->o_idx;
4380
4381                                 /* Only rotate a pile of two or more objects. */
4382                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
4383
4384                                 /* Remove the first object from the list. */
4385                                 excise_object_idx(o_idx);
4386
4387                                 /* Find end of the list. */
4388                                 i = c_ptr->o_idx;
4389                                 while (o_list[i].next_o_idx)
4390                                         i = o_list[i].next_o_idx;
4391
4392                                 /* Add after the last object. */
4393                                 o_list[i].next_o_idx = o_idx;
4394
4395                                 /* Re-scan floor list */ 
4396                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
4397
4398                                 /* Hack -- Fix screen */
4399                                 if (command_see)
4400                                 {
4401                                         screen_load();
4402                                         screen_save();
4403                                 }
4404
4405                                 break;
4406                         }
4407
4408                         case '/':
4409                         {
4410                                 if (command_wrk == (USE_INVEN))
4411                                 {
4412                                         if (!allow_equip)
4413                                         {
4414                                                 bell();
4415                                                 break;
4416                                         }
4417                                         command_wrk = (USE_EQUIP);
4418                                 }
4419                                 else if (command_wrk == (USE_EQUIP))
4420                                 {
4421                                         if (!allow_inven)
4422                                         {
4423                                                 bell();
4424                                                 break;
4425                                         }
4426                                         command_wrk = (USE_INVEN);
4427                                 }
4428                                 else if (command_wrk == (USE_FLOOR))
4429                                 {
4430                                         if (allow_inven)
4431                                         {
4432                                                 command_wrk = (USE_INVEN);
4433                                         }
4434                                         else if (allow_equip)
4435                                         {
4436                                                 command_wrk = (USE_EQUIP);
4437                                         }
4438                                         else
4439                                         {
4440                                                 bell();
4441                                                 break;
4442                                         }
4443                                 }
4444
4445                                 /* Hack -- Fix screen */
4446                                 if (command_see)
4447                                 {
4448                                         screen_load();
4449                                         screen_save();
4450                                 }
4451
4452                                 /* Need to redraw */
4453                                 break;
4454                         }
4455
4456                         case '-':
4457                         {
4458                                 if (!allow_floor)
4459                                 {
4460                                         bell();
4461                                         break;
4462                                 }
4463
4464                                 /*
4465                                  * If we are already examining the floor, and there
4466                                  * is only one item, we will always select it.
4467                                  * If we aren't examining the floor and there is only
4468                                  * one item, we will select it if floor_query_flag
4469                                  * is FALSE.
4470                                  */
4471                                 if (floor_num == 1)
4472                                 {
4473                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
4474                                         {
4475                                                 /* Special index */
4476                                                 k = 0 - floor_list[0];
4477
4478                                                 /* Allow player to "refuse" certain actions */
4479                                                 if (!get_item_allow(k))
4480                                                 {
4481                                                         done = TRUE;
4482                                                         break;
4483                                                 }
4484
4485                                                 /* Accept that choice */
4486                                                 (*cp) = k;
4487                                                 item = TRUE;
4488                                                 done = TRUE;
4489
4490                                                 break;
4491                                         }
4492                                 }
4493
4494                                 /* Hack -- Fix screen */
4495                                 if (command_see)
4496                                 {
4497                                         screen_load();
4498                                         screen_save();
4499                                 }
4500
4501                                 command_wrk = (USE_FLOOR);
4502
4503                                 break;
4504                         }
4505
4506                         case '0':
4507                         case '1': case '2': case '3':
4508                         case '4': case '5': case '6':
4509                         case '7': case '8': case '9':
4510                         {
4511                                 if (command_wrk != USE_FLOOR)
4512                                 {
4513                                         /* Look up the tag */
4514                                         if (!get_tag(&k, which, command_wrk))
4515                                         {
4516                                                 bell();
4517                                                 break;
4518                                         }
4519
4520                                         /* Hack -- Validate the item */
4521                                         if ((k < INVEN_RARM) ? !inven : !equip)
4522                                         {
4523                                                 bell();
4524                                                 break;
4525                                         }
4526
4527                                         /* Validate the item */
4528                                         if (!get_item_okay(k))
4529                                         {
4530                                                 bell();
4531                                                 break;
4532                                         }
4533                                 }
4534                                 else
4535                                 {
4536                                         /* Look up the alphabetical tag */
4537                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4538                                         {
4539                                                 /* Special index */
4540                                                 k = 0 - floor_list[k];
4541                                         }
4542                                         else
4543                                         {
4544                                                 bell();
4545                                                 break;
4546                                         }
4547                                 }
4548
4549                                 /* Allow player to "refuse" certain actions */
4550                                 if (!get_item_allow(k))
4551                                 {
4552                                         done = TRUE;
4553                                         break;
4554                                 }
4555
4556                                 /* Accept that choice */
4557                                 (*cp) = k;
4558                                 item = TRUE;
4559                                 done = TRUE;
4560                                 cur_tag = which;
4561                                 break;
4562                         }
4563
4564 #if 0
4565                         case '\n':
4566                         case '\r':
4567                         {
4568                                 /* Choose "default" inventory item */
4569                                 if (command_wrk == (USE_INVEN))
4570                                 {
4571                                         k = ((i1 == i2) ? i1 : -1);
4572                                 }
4573
4574                                 /* Choose "default" equipment item */
4575                                 else if (command_wrk == (USE_EQUIP))
4576                                 {
4577                                         k = ((e1 == e2) ? e1 : -1);
4578                                 }
4579
4580                                 /* Choose "default" floor item */
4581                                 else if (command_wrk == (USE_FLOOR))
4582                                 {
4583                                         if (floor_num == 1)
4584                                         {
4585                                                 /* Special index */
4586                                                 k = 0 - floor_list[0];
4587
4588                                                 /* Allow player to "refuse" certain actions */
4589                                                 if (!get_item_allow(k))
4590                                                 {
4591                                                         done = TRUE;
4592                                                         break;
4593                                                 }
4594
4595                                                 /* Accept that choice */
4596                                                 (*cp) = k;
4597                                                 item = TRUE;
4598                                                 done = TRUE;
4599                                         }
4600                                         break;
4601                                 }
4602
4603                                 /* Validate the item */
4604                                 if (!get_item_okay(k))
4605                                 {
4606                                         bell();
4607                                         break;
4608                                 }
4609
4610                                 /* Allow player to "refuse" certain actions */
4611                                 if (!get_item_allow(k))
4612                                 {
4613                                         done = TRUE;
4614                                         break;
4615                                 }
4616
4617                                 /* Accept that choice */
4618                                 (*cp) = k;
4619                                 item = TRUE;
4620                                 done = TRUE;
4621                                 break;
4622                         }
4623 #endif
4624
4625                         case 'w':
4626                         {
4627                                 if (force) {
4628                                         *cp = INVEN_FORCE;
4629                                         item = TRUE;
4630                                         done = TRUE;
4631                                         break;
4632                                 }
4633
4634                                 /* Fall through */
4635                         }
4636
4637                         default:
4638                         {
4639                                 int ver;
4640
4641                                 if (command_wrk != USE_FLOOR)
4642                                 {
4643                                         bool not_found = FALSE;
4644
4645                                         /* Look up the alphabetical tag */
4646                                         if (!get_tag(&k, which, command_wrk))
4647                                         {
4648                                                 not_found = TRUE;
4649                                         }
4650
4651                                         /* Hack -- Validate the item */
4652                                         else if ((k < INVEN_RARM) ? !inven : !equip)
4653                                         {
4654                                                 not_found = TRUE;
4655                                         }
4656
4657                                         /* Validate the item */
4658                                         else if (!get_item_okay(k))
4659                                         {
4660                                                 not_found = TRUE;
4661                                         }
4662
4663                                         if (!not_found)
4664                                         {
4665                                                 /* Accept that choice */
4666                                                 (*cp) = k;
4667                                                 item = TRUE;
4668                                                 done = TRUE;
4669                                                 cur_tag = which;
4670                                                 break;
4671                                         }
4672                                 }
4673                                 else
4674                                 {
4675                                         /* Look up the alphabetical tag */
4676                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4677                                         {
4678                                                 /* Special index */
4679                                                 k = 0 - floor_list[k];
4680
4681                                                 /* Accept that choice */
4682                                                 (*cp) = k;
4683                                                 item = TRUE;
4684                                                 done = TRUE;
4685                                                 cur_tag = which;
4686                                                 break;
4687                                         }
4688                                 }
4689
4690                                 /* Extract "query" setting */
4691                                 ver = isupper(which);
4692                                 which = (char)tolower(which);
4693
4694                                 /* Convert letter to inventory index */
4695                                 if (command_wrk == (USE_INVEN))
4696                                 {
4697                                         if (which == '(') k = i1;
4698                                         else if (which == ')') k = i2;
4699                                         else k = label_to_inven(which);
4700                                 }
4701
4702                                 /* Convert letter to equipment index */
4703                                 else if (command_wrk == (USE_EQUIP))
4704                                 {
4705                                         if (which == '(') k = e1;
4706                                         else if (which == ')') k = e2;
4707                                         else k = label_to_equip(which);
4708                                 }
4709
4710                                 /* Convert letter to floor index */
4711                                 else if (command_wrk == USE_FLOOR)
4712                                 {
4713                                         if (which == '(') k = 0;
4714                                         else if (which == ')') k = floor_num - 1;
4715                                         else k = islower(which) ? A2I(which) : -1;
4716                                         if (k < 0 || k >= floor_num || k >= 23)
4717                                         {
4718                                                 bell();
4719                                                 break;
4720                                         }
4721
4722                                         /* Special index */
4723                                         k = 0 - floor_list[k];
4724                                 }
4725
4726                                 /* Validate the item */
4727                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
4728                                 {
4729                                         bell();
4730                                         break;
4731                                 }
4732
4733                                 /* Verify the item */
4734                                 if (ver && !verify(_("本当に", "Try"), k))
4735                                 {
4736                                         done = TRUE;
4737                                         break;
4738                                 }
4739
4740                                 /* Allow player to "refuse" certain actions */
4741                                 if (!get_item_allow(k))
4742                                 {
4743                                         done = TRUE;
4744                                         break;
4745                                 }
4746
4747                                 /* Accept that choice */
4748                                 (*cp) = k;
4749                                 item = TRUE;
4750                                 done = TRUE;
4751                                 break;
4752                         }
4753                 }
4754                 }
4755         }
4756
4757         /* Fix the screen if necessary */
4758         if (command_see)
4759         {
4760                 screen_load();
4761
4762                 /* Hack -- Cancel "display" */
4763                 command_see = FALSE;
4764         }
4765
4766
4767         /* Forget the item_tester_tval restriction */
4768         item_tester_tval = 0;
4769
4770         /* Forget the item_tester_hook restriction */
4771         item_tester_hook = NULL;
4772
4773
4774         /* Clean up  'show choices' */
4775         /* Toggle again if needed */
4776         if (toggle) toggle_inven_equip();
4777
4778         p_ptr->window |= (PW_INVEN | PW_EQUIP);
4779         handle_stuff();
4780
4781         /* Clear the prompt line */
4782         prt("", 0, 0);
4783
4784         /* Warning if needed */
4785         if (oops && str) msg_print(str);
4786
4787         if (item)
4788         {
4789                 repeat_push(*cp);
4790                 if (command_cmd) prev_tag = cur_tag;
4791                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4792         }
4793         return (item);
4794 }
4795
4796 /*!
4797  * @brief 床上のアイテムを拾う選択用サブルーチン 
4798  * @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。
4799  */
4800 static bool py_pickup_floor_aux(void)
4801 {
4802         OBJECT_IDX this_o_idx;
4803         cptr q, s;
4804         OBJECT_IDX item;
4805
4806         /* Restrict the choices */
4807         item_tester_hook = inven_carry_okay;
4808
4809         /* Get an object */
4810         q = _("どれを拾いますか?", "Get which item? ");
4811         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.");
4812
4813         if (get_item(&item, q, s, (USE_FLOOR)))
4814         {
4815                 this_o_idx = 0 - item;
4816         }
4817         else
4818         {
4819                 return (FALSE);
4820         }
4821
4822         /* Pick up the object */
4823         py_pickup_aux(this_o_idx);
4824
4825         return (TRUE);
4826 }
4827
4828 /*!
4829  * @brief 床上のアイテムを拾うメイン処理
4830  * @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
4831  * @return なし
4832  * @details
4833  * This is called by py_pickup() when easy_floor is TRUE.
4834  */
4835 void py_pickup_floor(bool pickup)
4836 {
4837         OBJECT_IDX this_o_idx, next_o_idx = 0;
4838
4839         GAME_TEXT o_name[MAX_NLEN];
4840         object_type *o_ptr;
4841
4842         int floor_num = 0;
4843         OBJECT_IDX floor_o_idx = 0;
4844
4845         int can_pickup = 0;
4846
4847         /* Scan the pile of objects */
4848         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
4849         {
4850                 /* Access the object */
4851                 o_ptr = &o_list[this_o_idx];
4852
4853                 object_desc(o_name, o_ptr, 0);
4854
4855                 /* Access the next object */
4856                 next_o_idx = o_ptr->next_o_idx;
4857
4858                 /* Hack -- disturb */
4859                 disturb(FALSE, FALSE);
4860
4861                 /* Pick up gold */
4862                 if (o_ptr->tval == TV_GOLD)
4863                 {
4864 #ifdef JP
4865                         msg_format(" $%ld の価値がある%sを見つけた。",
4866                                 (long)o_ptr->pval, o_name);
4867 #else
4868                         msg_format("You have found %ld gold pieces worth of %s.",
4869                                 (long)o_ptr->pval, o_name);
4870 #endif
4871
4872                         /* Collect the gold */
4873                         p_ptr->au += o_ptr->pval;
4874
4875                         /* Redraw gold */
4876                         p_ptr->redraw |= (PR_GOLD);
4877
4878                         p_ptr->window |= (PW_PLAYER);
4879
4880                         /* Delete the gold */
4881                         delete_object_idx(this_o_idx);
4882
4883                         /* Check the next object */
4884                         continue;
4885                 }
4886                 else if (o_ptr->marked & OM_NOMSG)
4887                 {
4888                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
4889                          * ignored. Otherwise, they are included in the prompt. */
4890                         o_ptr->marked &= ~(OM_NOMSG);
4891                         continue;
4892                 }
4893
4894                 /* Count non-gold objects that can be picked up. */
4895                 if (inven_carry_okay(o_ptr))
4896                 {
4897                         can_pickup++;
4898                 }
4899
4900                 /* Count non-gold objects */
4901                 floor_num++;
4902
4903                 /* Remember this index */
4904                 floor_o_idx = this_o_idx;
4905         }
4906
4907         /* There are no non-gold objects */
4908         if (!floor_num)
4909                 return;
4910
4911         /* Mention the number of objects */
4912         if (!pickup)
4913         {
4914                 /* One object */
4915                 if (floor_num == 1)
4916                 {
4917                         /* Access the object */
4918                         o_ptr = &o_list[floor_o_idx];
4919
4920 #ifdef ALLOW_EASY_SENSE
4921
4922                         /* Option: Make object sensing easy */
4923                         if (easy_sense)
4924                         {
4925                                 /* Sense the object */
4926                                 (void) sense_object(o_ptr);
4927                         }
4928
4929 #endif /* ALLOW_EASY_SENSE */
4930
4931                         object_desc(o_name, o_ptr, 0);
4932
4933                         msg_format(_("%sがある。", "You see %s."), o_name);
4934                 }
4935
4936                 /* Multiple objects */
4937                 else
4938                 {
4939                         msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
4940                 }
4941
4942                 return;
4943         }
4944
4945         /* The player has no room for anything on the floor. */
4946         if (!can_pickup)
4947         {
4948                 /* One object */
4949                 if (floor_num == 1)
4950                 {
4951                         /* Access the object */
4952                         o_ptr = &o_list[floor_o_idx];
4953
4954 #ifdef ALLOW_EASY_SENSE
4955
4956                         /* Option: Make object sensing easy */
4957                         if (easy_sense)
4958                         {
4959                                 /* Sense the object */
4960                                 (void) sense_object(o_ptr);
4961                         }
4962
4963 #endif /* ALLOW_EASY_SENSE */
4964
4965                         object_desc(o_name, o_ptr, 0);
4966
4967                         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);
4968                 }
4969
4970                 /* Multiple objects */
4971                 else
4972                 {
4973                         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."));
4974
4975                 }
4976
4977                 return;
4978         }
4979
4980         /* One object */
4981         if (floor_num == 1)
4982         {
4983                 /* Hack -- query every object */
4984                 if (carry_query_flag)
4985                 {
4986                         char out_val[MAX_NLEN+20];
4987
4988                         /* Access the object */
4989                         o_ptr = &o_list[floor_o_idx];
4990
4991 #ifdef ALLOW_EASY_SENSE
4992
4993                         /* Option: Make object sensing easy */
4994                         if (easy_sense)
4995                         {
4996                                 /* Sense the object */
4997                                 (void) sense_object(o_ptr);
4998                         }
4999
5000 #endif /* ALLOW_EASY_SENSE */
5001
5002                         object_desc(o_name, o_ptr, 0);
5003
5004                         /* Build a prompt */
5005                         (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
5006
5007                         /* Ask the user to confirm */
5008                         if (!get_check(out_val))
5009                         {
5010                                 return;
5011                         }
5012                 }
5013
5014                 /* Access the object */
5015                 o_ptr = &o_list[floor_o_idx];
5016
5017 #ifdef ALLOW_EASY_SENSE
5018
5019                 /* Option: Make object sensing easy */
5020                 if (easy_sense)
5021                 {
5022                         /* Sense the object */
5023                         (void) sense_object(o_ptr);
5024                 }
5025
5026 #endif /* ALLOW_EASY_SENSE */
5027
5028                 /* Pick up the object */
5029                 py_pickup_aux(floor_o_idx);
5030         }
5031
5032         /* Allow the user to choose an object */
5033         else
5034         {
5035                 while (can_pickup--)
5036                 {
5037                         if (!py_pickup_floor_aux()) break;
5038                 }
5039         }
5040 }