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