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[hengband/hengband.git] / src / object1.c
1 /* File: object1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Object code, part 1 */
12
13 #include "angband.h"
14
15 #ifdef MACINTOSH
16 #ifdef verify
17 #undef verify
18 #endif
19 #endif
20 /*
21  * Reset the "visual" lists
22  *
23  * This involves resetting various things to their "default" state.
24  *
25  * If the "prefs" flag is TRUE, then we will also load the appropriate
26  * "user pref file" based on the current setting of the "use_graphics"
27  * flag.  This is useful for switching "graphics" on/off.
28  *
29  * The features, objects, and monsters, should all be encoded in the
30  * relevant "font.pref" and/or "graf.prf" files.  XXX XXX XXX
31  *
32  * The "prefs" parameter is no longer meaningful.  XXX XXX XXX
33  */
34 void reset_visuals(void)
35 {
36         int i;
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                 f_ptr->x_attr = f_ptr->d_attr;
45                 f_ptr->x_char = f_ptr->d_char;
46         }
47
48         /* Extract default attr/char code for objects */
49         for (i = 0; i < max_k_idx; i++)
50         {
51                 object_kind *k_ptr = &k_info[i];
52
53                 /* Default attr/char */
54                 k_ptr->x_attr = k_ptr->d_attr;
55                 k_ptr->x_char = k_ptr->d_char;
56         }
57
58         /* Extract default attr/char code for monsters */
59         for (i = 0; i < max_r_idx; i++)
60         {
61                 monster_race *r_ptr = &r_info[i];
62
63                 /* Default attr/char */
64                 r_ptr->x_attr = r_ptr->d_attr;
65                 r_ptr->x_char = r_ptr->d_char;
66         }
67
68         if (use_graphics)
69         {
70                 char buf[1024];
71
72                 /* Process "graf.prf" */
73                 process_pref_file("graf.prf");
74
75                 /* Access the "character" pref file */
76                 sprintf(buf, "graf-%s.prf", player_base);
77
78                 /* Process "graf-<playername>.prf" */
79                 process_pref_file(buf);
80         }
81
82         /* Normal symbols */
83         else
84         {
85                 char buf[1024];
86
87                 /* Process "font.prf" */
88                 process_pref_file("font.prf");
89
90                 /* Access the "character" pref file */
91                 sprintf(buf, "font-%s.prf", player_base);
92
93                 /* Process "font-<playername>.prf" */
94                 process_pref_file(buf);
95         }
96 }
97
98
99 /*
100  * Obtain the "flags" for an item
101  */
102 void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
103 {
104         object_kind *k_ptr = &k_info[o_ptr->k_idx];
105         int i;
106
107         /* Base object */
108         for (i = 0; i < TR_FLAG_SIZE; i++)
109                 flgs[i] = k_ptr->flags[i];
110
111         /* Artifact */
112         if (o_ptr->name1)
113         {
114                 artifact_type *a_ptr = &a_info[o_ptr->name1];
115
116                 for (i = 0; i < TR_FLAG_SIZE; i++)
117                         flgs[i] = a_ptr->flags[i];
118         }
119
120         /* Ego-item */
121         if (o_ptr->name2)
122         {
123                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
124
125                 for (i = 0; i < TR_FLAG_SIZE; i++)
126                         flgs[i] |= e_ptr->flags[i];
127
128                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
129                 {
130                         remove_flag(flgs, TR_SH_FIRE);
131                 }
132                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
133                 {
134                         remove_flag(flgs, TR_INFRA);
135                 }
136                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
137                 {
138                         remove_flag(flgs, TR_RES_BLIND);
139                         remove_flag(flgs, TR_SEE_INVIS);
140                 }
141         }
142
143         /* Random artifact ! */
144         for (i = 0; i < TR_FLAG_SIZE; i++)
145                 flgs[i] |= o_ptr->art_flags[i];
146
147         if ((o_ptr->tval > TV_CAPTURE) && o_ptr->xtra3)
148         {
149                 int add = o_ptr->xtra3 - 1;
150
151                 if (add < TR_FLAG_MAX)
152                 {
153                         add_flag(flgs, add);
154                 }
155                 else if (add == ESSENCE_TMP_RES_ACID)
156                 {
157                         add_flag(flgs, TR_RES_ACID);
158                         add_flag(flgs, TR_ACTIVATE);
159                 }
160                 else if (add == ESSENCE_TMP_RES_ELEC)
161                 {
162                         add_flag(flgs, TR_RES_ELEC);
163                         add_flag(flgs, TR_ACTIVATE);
164                 }
165                 else if (add == ESSENCE_TMP_RES_FIRE)
166                 {
167                         add_flag(flgs, TR_RES_FIRE);
168                         add_flag(flgs, TR_ACTIVATE);
169                 }
170                 else if (add == ESSENCE_TMP_RES_COLD)
171                 {
172                         add_flag(flgs, TR_RES_COLD);
173                         add_flag(flgs, TR_ACTIVATE);
174                 }
175                 else if (add == ESSENCE_SH_FIRE)
176                 {
177                         add_flag(flgs, TR_RES_FIRE);
178                         add_flag(flgs, TR_SH_FIRE);
179                 }
180                 else if (add == ESSENCE_SH_ELEC)
181                 {
182                         add_flag(flgs, TR_RES_ELEC);
183                         add_flag(flgs, TR_SH_ELEC);
184                 }
185                 else if (add == ESSENCE_SH_COLD)
186                 {
187                         add_flag(flgs, TR_RES_COLD);
188                         add_flag(flgs, TR_SH_COLD);
189                 }
190                 else if (add == ESSENCE_RESISTANCE)
191                 {
192                         add_flag(flgs, TR_RES_ACID);
193                         add_flag(flgs, TR_RES_ELEC);
194                         add_flag(flgs, TR_RES_FIRE);
195                         add_flag(flgs, TR_RES_COLD);
196                 }
197                 else if (add == TR_IMPACT)
198                 {
199                         add_flag(flgs, TR_ACTIVATE);
200                 }
201         }
202 }
203
204
205
206 /*
207  * Obtain the "flags" for an item which are known to the player
208  */
209 void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
210 {
211         bool spoil = FALSE;
212         int i;
213
214         object_kind *k_ptr = &k_info[o_ptr->k_idx];
215
216         /* Clear */
217         for (i = 0; i < TR_FLAG_SIZE; i++)
218                 flgs[i] = 0;
219
220         if (!object_aware_p(o_ptr)) return;
221
222         /* Base object */
223         for (i = 0; i < TR_FLAG_SIZE; i++)
224                 flgs[i] = k_ptr->flags[i];
225
226         /* Must be identified */
227         if (!object_known_p(o_ptr)) return;
228
229         /* Ego-item (known basic flags) */
230         if (o_ptr->name2)
231         {
232                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
233
234                 for (i = 0; i < TR_FLAG_SIZE; i++)
235                         flgs[i] |= e_ptr->flags[i];
236
237                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
238                 {
239                         remove_flag(flgs, TR_SH_FIRE);
240                 }
241                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
242                 {
243                         remove_flag(flgs, TR_INFRA);
244                 }
245                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
246                 {
247                         remove_flag(flgs, TR_RES_BLIND);
248                         remove_flag(flgs, TR_SEE_INVIS);
249                 }
250         }
251
252
253 #ifdef SPOIL_ARTIFACTS
254         /* Full knowledge for some artifacts */
255         if (artifact_p(o_ptr) || o_ptr->art_name) spoil = TRUE;
256 #endif /* SPOIL_ARTIFACTS */
257
258 #ifdef SPOIL_EGO_ITEMS
259         /* Full knowledge for some ego-items */
260         if (ego_item_p(o_ptr)) spoil = TRUE;
261 #endif /* SPOIL_EGO_ITEMS */
262
263         /* Need full knowledge or spoilers */
264         if (spoil || (o_ptr->ident & IDENT_MENTAL))
265         {
266                 /* Artifact */
267                 if (o_ptr->name1)
268                 {
269                         artifact_type *a_ptr = &a_info[o_ptr->name1];
270
271                         for (i = 0; i < TR_FLAG_SIZE; i++)
272                                 flgs[i] = a_ptr->flags[i];
273                 }
274
275                 /* Random artifact ! */
276                 for (i = 0; i < TR_FLAG_SIZE; i++)
277                         flgs[i] |= o_ptr->art_flags[i];
278         }
279
280         if ((o_ptr->tval > TV_CAPTURE) && o_ptr->xtra3)
281         {
282                 int add = o_ptr->xtra3 - 1;
283
284                 if (add < TR_FLAG_MAX)
285                 {
286                         add_flag(flgs, add);
287                 }
288                 else if (add == ESSENCE_TMP_RES_ACID)
289                 {
290                         add_flag(flgs, TR_RES_ACID);
291                 }
292                 else if (add == ESSENCE_TMP_RES_ELEC)
293                 {
294                         add_flag(flgs, TR_RES_ELEC);
295                 }
296                 else if (add == ESSENCE_TMP_RES_FIRE)
297                 {
298                         add_flag(flgs, TR_RES_FIRE);
299                 }
300                 else if (add == ESSENCE_TMP_RES_COLD)
301                 {
302                         add_flag(flgs, TR_RES_COLD);
303                 }
304                 else if (add == ESSENCE_SH_FIRE)
305                 {
306                         add_flag(flgs, TR_RES_FIRE);
307                         add_flag(flgs, TR_SH_FIRE);
308                 }
309                 else if (add == ESSENCE_SH_ELEC)
310                 {
311                         add_flag(flgs, TR_RES_ELEC);
312                         add_flag(flgs, TR_SH_ELEC);
313                 }
314                 else if (add == ESSENCE_SH_COLD)
315                 {
316                         add_flag(flgs, TR_RES_COLD);
317                         add_flag(flgs, TR_SH_COLD);
318                 }
319                 else if (add == ESSENCE_RESISTANCE)
320                 {
321                         add_flag(flgs, TR_RES_ACID);
322                         add_flag(flgs, TR_RES_ELEC);
323                         add_flag(flgs, TR_RES_FIRE);
324                         add_flag(flgs, TR_RES_COLD);
325                 }
326         }
327 }
328
329
330 /*
331  * Hack -- describe an item currently in a store's inventory
332  * This allows an item to *look* like the player is "aware" of it
333  */
334 void object_desc_store(char *buf, object_type *o_ptr, int pref, int mode)
335 {
336         /* Save the "aware" flag */
337         bool hack_aware = object_aware_p(o_ptr);
338
339         /* Save the "known" flag */
340         bool hack_known = (o_ptr->ident & (IDENT_KNOWN)) ? TRUE : FALSE;
341
342
343         /* Set the "known" flag */
344         o_ptr->ident |= (IDENT_KNOWN);
345
346         /* Force "aware" for description */
347         k_info[o_ptr->k_idx].aware = TRUE;
348
349
350         /* Describe the object */
351         object_desc(buf, o_ptr, pref, mode);
352
353
354         /* Restore "aware" flag */
355         k_info[o_ptr->k_idx].aware = hack_aware;
356
357         /* Clear the known flag */
358         if (!hack_known) o_ptr->ident &= ~(IDENT_KNOWN);
359 }
360
361
362
363
364 /*
365  * Determine the "Activation" (if any) for an artifact
366  * Return a string, or NULL for "no activation"
367  */
368 cptr item_activation(object_type *o_ptr)
369 {
370         u32b flgs[TR_FLAG_SIZE];
371
372         /* Extract the flags */
373         object_flags(o_ptr, flgs);
374
375         /* Require activation ability */
376 #ifdef JP
377 if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
378 #else
379         if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
380 #endif
381
382
383
384         /*
385          * We need to deduce somehow that it is a random artifact -- one
386          * problem: It could be a random artifact which has NOT YET received
387          * a name. Thus we eliminate other possibilities instead of checking
388          * for art_name
389          */
390
391         if (!(o_ptr->name1) &&
392                  !(o_ptr->name2) &&
393                  !(o_ptr->xtra1) &&
394                   (o_ptr->xtra2))
395         {
396                 switch (o_ptr->xtra2)
397                 {
398                         case ACT_SUNLIGHT:
399                         {
400 #ifdef JP
401 return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
402 #else
403                                 return "beam of sunlight every 10 turns";
404 #endif
405
406                         }
407                         case ACT_BO_MISS_1:
408                         {
409 #ifdef JP
410 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
411 #else
412                                 return "magic missile (2d6) every 2 turns";
413 #endif
414
415                         }
416                         case ACT_BA_POIS_1:
417                         {
418 #ifdef JP
419 return "°­½­±À (12), È¾·Â 3 , 4+d4 ¥¿¡¼¥óËè";
420 #else
421                                 return "stinking cloud (12), rad. 3, every 4+d4 turns";
422 #endif
423
424                         }
425                         case ACT_BO_ELEC_1:
426                         {
427 #ifdef JP
428 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
429 #else
430                                 return "lightning bolt (4d8) every 5+d5 turns";
431 #endif
432
433                         }
434                         case ACT_BO_ACID_1:
435                         {
436 #ifdef JP
437 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
438 #else
439                                 return "acid bolt (5d8) every 6+d6 turns";
440 #endif
441
442                         }
443                         case ACT_BO_COLD_1:
444                         {
445 #ifdef JP
446 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
447 #else
448                                 return "frost bolt (6d8) every 7+d7 turns";
449 #endif
450
451                         }
452                         case ACT_BO_FIRE_1:
453                         {
454 #ifdef JP
455 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
456 #else
457                                 return "fire bolt (9d8) every 8+d8 turns";
458 #endif
459
460                         }
461                         case ACT_BA_COLD_1:
462                         {
463 #ifdef JP
464 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (48) : 400 ¥¿¡¼¥óËè";
465 #else
466                                 return "ball of cold (48) every 400 turns";
467 #endif
468
469                         }
470                         case ACT_BA_FIRE_1:
471                         {
472 #ifdef JP
473 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 400 ¥¿¡¼¥óËè";
474 #else
475                                 return "ball of fire (72) every 400 turns";
476 #endif
477
478                         }
479                         case ACT_DRAIN_1:
480                         {
481 #ifdef JP
482 return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý (100) : 100+d100 ¥¿¡¼¥óËè";
483 #else
484                                 return "drain life (100) every 100+d100 turns";
485 #endif
486
487                         }
488                         case ACT_BA_COLD_2:
489                         {
490 #ifdef JP
491 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 300 ¥¿¡¼¥óËè";
492 #else
493                                 return "ball of cold (100) every 300 turns";
494 #endif
495
496                         }
497                         case ACT_BA_ELEC_2:
498                         {
499 #ifdef JP
500 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 500 ¥¿¡¼¥óËè";
501 #else
502                                 return "ball of lightning (100) every 500 turns";
503 #endif
504
505                         }
506                         case ACT_DRAIN_2:
507                         {
508 #ifdef JP
509 return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý(120) : 400 ¥¿¡¼¥óËè";
510 #else
511                                 return "drain life (120) every 400 turns";
512 #endif
513
514                         }
515                         case ACT_VAMPIRE_1:
516                         {
517 #ifdef JP
518 return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
519 #else
520                                 return "vampiric drain (3*50) every 400 turns";
521 #endif
522
523                         }
524                         case ACT_BO_MISS_2:
525                         {
526 #ifdef JP
527 return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
528 #else
529                                 return "arrows (150) every 90+d90 turns";
530 #endif
531
532                         }
533                         case ACT_BA_FIRE_2:
534                         {
535 #ifdef JP
536 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (120) : 225+d225 ¥¿¡¼¥óËè";
537 #else
538                                 return "fire ball (120) every 225+d225 turns";
539 #endif
540
541                         }
542                         case ACT_BA_COLD_3:
543                         {
544 #ifdef JP
545 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (200) : 325+d325 ¥¿¡¼¥óËè";
546 #else
547                                 return "ball of cold (200) every 325+d325 turns";
548 #endif
549
550                         }
551                         case ACT_BA_ELEC_3:
552                         {
553 #ifdef JP
554 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (250) : 425+d425 ¥¿¡¼¥óËè";
555 #else
556                                 return "ball of lightning (250) every 425+d425 turns";
557 #endif
558
559                         }
560                         case ACT_WHIRLWIND:
561                         {
562 #ifdef JP
563 return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
564 #else
565                                 return "whirlwind attack every 250 turns";
566 #endif
567
568                         }
569                         case ACT_VAMPIRE_2:
570                         {
571 #ifdef JP
572 return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
573 #else
574                                 return "vampiric drain (3*100) every 400 turns";
575 #endif
576
577                         }
578                         case ACT_CALL_CHAOS:
579                         {
580 #ifdef JP
581 return "call chaos : 350 ¥¿¡¼¥óËè"; /*nuke me*/
582 #else
583                                 return "call chaos every 350 turns";
584 #endif
585
586                         }
587                         case ACT_ROCKET:
588                         {
589 #ifdef JP
590 return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
591 #else
592                                 return "launch rocket (120+level) every 400 turns";
593 #endif
594
595                         }
596                         case ACT_DISP_EVIL:
597                         {
598 #ifdef JP
599 return "¼Ù°­Â໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
600 #else
601                                 return "dispel evil (level*5) every 300+d300 turns";
602 #endif
603
604                         }
605                         case ACT_BA_MISS_3:
606                         {
607 #ifdef JP
608 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
609 #else
610                                 return "elemental breath (300) every 500 turns";
611 #endif
612
613                         }
614                         case ACT_DISP_GOOD:
615                         {
616 #ifdef JP
617 return "Á±ÎÉÂ໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
618 #else
619                                 return "dispel good (level*5) every 300+d300 turns";
620 #endif
621
622                         }
623                         case ACT_CONFUSE:
624                         {
625 #ifdef JP
626 return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
627 #else
628                                 return "confuse monster every 15 turns";
629 #endif
630
631                         }
632                         case ACT_SLEEP:
633                         {
634 #ifdef JP
635 return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
636 #else
637                                 return "sleep nearby monsters every 55 turns";
638 #endif
639
640                         }
641                         case ACT_QUAKE:
642                         {
643 #ifdef JP
644 return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
645 #else
646                                 return "earthquake (rad 10) every 50 turns";
647 #endif
648
649                         }
650                         case ACT_TERROR:
651                         {
652 #ifdef JP
653 return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
654 #else
655                                 return "terror every 3 * (level+10) turns";
656 #endif
657
658                         }
659                         case ACT_TELE_AWAY:
660                         {
661 #ifdef JP
662 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
663 #else
664                                 return "teleport away every 200 turns";
665 #endif
666
667                         }
668                         case ACT_BANISH_EVIL:
669                         {
670 #ifdef JP
671 return "¼Ù°­¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
672 #else
673                                 return "banish evil every 250+d250 turns";
674 #endif
675
676                         }
677                         case ACT_GENOCIDE:
678                         {
679 #ifdef JP
680 return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
681 #else
682                                 return "genocide every 500 turns";
683 #endif
684
685                         }
686                         case ACT_MASS_GENO:
687                         {
688 #ifdef JP
689 return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
690 #else
691                                 return "mass genocide every 1000 turns";
692 #endif
693
694                         }
695                         case ACT_CHARM_ANIMAL:
696                         {
697 #ifdef JP
698 return "ưʪ̥λ : 300 ¥¿¡¼¥óËè";
699 #else
700                                 return "charm animal every 300 turns";
701 #endif
702
703                         }
704                         case ACT_CHARM_UNDEAD:
705                         {
706 #ifdef JP
707 return "ÉԻཾ° : 333 ¥¿¡¼¥óËè";
708 #else
709                                 return "enslave undead every 333 turns";
710 #endif
711
712                         }
713                         case ACT_CHARM_OTHER:
714                         {
715 #ifdef JP
716 return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
717 #else
718                                 return "charm monster every 400 turns";
719 #endif
720
721                         }
722                         case ACT_CHARM_ANIMALS:
723                         {
724 #ifdef JP
725 return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
726 #else
727                                 return "animal friendship every 500 turns";
728 #endif
729
730                         }
731                         case ACT_CHARM_OTHERS:
732                         {
733 #ifdef JP
734 return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
735 #else
736                                 return "mass charm every 750 turns";
737 #endif
738
739                         }
740                         case ACT_SUMMON_ANIMAL:
741                         {
742 #ifdef JP
743 return "ưʪ¾¤´­ : 200+d300 ¥¿¡¼¥óËè";
744 #else
745                                 return "summon animal every 200+d300 turns";
746 #endif
747
748                         }
749                         case ACT_SUMMON_PHANTOM:
750                         {
751 #ifdef JP
752 return "»È¤¤Î´­ : 200+d200 ¥¿¡¼¥óËè";
753 #else
754                                 return "summon phantasmal servant every 200+d200 turns";
755 #endif
756
757                         }
758                         case ACT_SUMMON_ELEMENTAL:
759                         {
760 #ifdef JP
761 return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´­ : 750 ¥¿¡¼¥óËè";
762 #else
763                                 return "summon elemental every 750 turns";
764 #endif
765
766                         }
767                         case ACT_SUMMON_DEMON:
768                         {
769 #ifdef JP
770 return "°­Ë⾤´­ : 666+d333 ¥¿¡¼¥óËè";
771 #else
772                                 return "summon demon every 666+d333 turns";
773 #endif
774
775                         }
776                         case ACT_SUMMON_UNDEAD:
777                         {
778 #ifdef JP
779 return "ÉԻྤ´­ : 666+d333 ¥¿¡¼¥óËè";
780 #else
781                                 return "summon undead every 666+d333 turns";
782 #endif
783
784                         }
785                         case ACT_CURE_LW:
786                         {
787 #ifdef JP
788 return "ͦµ¤²óÉü & 30 hp ²óÉü : 10 ¥¿¡¼¥óËè";
789 #else
790                                 return "remove fear & heal 30 hp every 10 turns";
791 #endif
792
793                         }
794                         case ACT_CURE_MW:
795                         {
796 #ifdef JP
797 return "4d8 hp & ½ý²óÉü : 3+d3 ¥¿¡¼¥óËè";
798 #else
799                                 return "heal 4d8 & wounds every 3+d3 turns";
800 #endif
801
802                         }
803                         case ACT_CURE_POISON:
804                         {
805 #ifdef JP
806 return "ͦµ¤²óÉü/ÆǾä· : 5 ¥¿¡¼¥óËè";
807 #else
808                                 return "remove fear and cure poison every 5 turns";
809 #endif
810
811                         }
812                         case ACT_REST_LIFE:
813                         {
814 #ifdef JP
815 return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
816 #else
817                                 return "restore life levels every 450 turns";
818 #endif
819
820                         }
821                         case ACT_REST_ALL:
822                         {
823 #ifdef JP
824 return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃͲóÉü : 750 ¥¿¡¼¥óËè";
825 #else
826                                 return "restore stats and life levels every 750 turns";
827 #endif
828
829                         }
830                         case ACT_CURE_700:
831                         {
832 #ifdef JP
833 return "700 hp ²óÉü : 250 ¥¿¡¼¥óËè";
834 #else
835                                 return "heal 700 hit points every 250 turns";
836 #endif
837
838                         }
839                         case ACT_CURE_1000:
840                         {
841 #ifdef JP
842 return "1000 hp ²óÉü : 888 ¥¿¡¼¥óËè";
843 #else
844                                 return "heal 1000 hit points every 888 turns";
845 #endif
846
847                         }
848                         case ACT_ESP:
849                         {
850 #ifdef JP
851 return "°ì»þŪ¤Ê ESP (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
852 #else
853                                 return "temporary ESP (dur 25+d30) every 200 turns";
854 #endif
855
856                         }
857                         case ACT_BERSERK:
858                         {
859 #ifdef JP
860 return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
861 #else
862                                 return "heroism and blessed (dur 50+d50) every 100+d100 turns";
863 #endif
864
865                         }
866                         case ACT_PROT_EVIL:
867                         {
868 #ifdef JP
869 return "Âмٰ­·ë³¦ (´ü´Ö level*3 + d25) : 225+d225 ¥¿¡¼¥óËè";
870 #else
871                                 return "protect evil (dur level*3 + d25) every 225+d225 turns";
872 #endif
873
874                         }
875                         case ACT_RESIST_ALL:
876                         {
877 #ifdef JP
878 return "±êÎä»ÀÅÅÆǤؤÎÂÑÀ­ (´ü´Ö 40+d40) : 200 ¥¿¡¼¥óËè";
879 #else
880                                 return "resist elements (dur 40+d40) every 200 turns";
881 #endif
882
883                         }
884                         case ACT_SPEED:
885                         {
886 #ifdef JP
887 return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
888 #else
889                                 return "speed (dur 20+d20) every 250 turns";
890 #endif
891
892                         }
893                         case ACT_XTRA_SPEED:
894                         {
895 #ifdef JP
896 return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
897 #else
898                                 return "speed (dur 75+d75) every 200+d200 turns";
899 #endif
900
901                         }
902                         case ACT_WRAITH:
903                         {
904 #ifdef JP
905 return "¥ì¥¤¥¹²½ (level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
906 #else
907                                 return "wraith form (level/2 + d(level/2)) every 1000 turns";
908 #endif
909
910                         }
911                         case ACT_INVULN:
912                         {
913 #ifdef JP
914 return "̵Ũ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
915 #else
916                                 return "invulnerability (dur 8+d8) every 1000 turns";
917 #endif
918
919                         }
920                         case ACT_LIGHT:
921                         {
922 #ifdef JP
923 return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) : 10+d10 ¥¿¡¼¥óËè";
924 #else
925                                 return "light area (dam 2d15) every 10+d10 turns";
926 #endif
927
928                         }
929                         case ACT_MAP_LIGHT:
930                         {
931 #ifdef JP
932 return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) & ¼þÊեޥåנ: 50+d50 ¥¿¡¼¥óËè";
933 #else
934                                 return "light (dam 2d15) & map area every 50+d50 turns";
935 #endif
936
937                         }
938                         case ACT_DETECT_ALL:
939                         {
940 #ifdef JP
941 return "Á´´¶ÃΠ: 55+d55 ¥¿¡¼¥óËè";
942 #else
943                                 return "detection every 55+d55 turns";
944 #endif
945
946                         }
947                         case ACT_DETECT_XTRA:
948                         {
949 #ifdef JP
950 return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 1000 ¥¿¡¼¥óËè";
951 #else
952                                 return "detection, probing and identify true every 1000 turns";
953 #endif
954
955                         }
956                         case ACT_ID_FULL:
957                         {
958 #ifdef JP
959 return "*´ÕÄê* : 750 ¥¿¡¼¥óËè";
960 #else
961                                 return "identify true every 750 turns";
962 #endif
963
964                         }
965                         case ACT_ID_PLAIN:
966                         {
967 #ifdef JP
968 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
969 #else
970                                 return "identify spell every 10 turns";
971 #endif
972
973                         }
974                         case ACT_RUNE_EXPLO:
975                         {
976 #ifdef JP
977 return "Çúȯ¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
978 #else
979                                 return "explosive rune every 200 turns";
980 #endif
981
982                         }
983                         case ACT_RUNE_PROT:
984                         {
985 #ifdef JP
986 return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
987 #else
988                                 return "rune of protection every 400 turns";
989 #endif
990
991                         }
992                         case ACT_SATIATE:
993                         {
994 #ifdef JP
995 return "¶õÊ¢½¼Â­ : 200 ¥¿¡¼¥óËè";
996 #else
997                                 return "satisfy hunger every 200 turns";
998 #endif
999
1000                         }
1001                         case ACT_DEST_DOOR:
1002                         {
1003 #ifdef JP
1004 return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
1005 #else
1006                                 return "destroy doors every 10 turns";
1007 #endif
1008
1009                         }
1010                         case ACT_STONE_MUD:
1011                         {
1012 #ifdef JP
1013 return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
1014 #else
1015                                 return "stone to mud every 5 turns";
1016 #endif
1017
1018                         }
1019                         case ACT_RECHARGE:
1020                         {
1021 #ifdef JP
1022 return "ºÆ½¼Å¶ : 70 ¥¿¡¼¥óËè";
1023 #else
1024                                 return "recharging every 70 turns";
1025 #endif
1026
1027                         }
1028                         case ACT_ALCHEMY:
1029                         {
1030 #ifdef JP
1031 return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
1032 #else
1033                                 return "alchemy every 500 turns";
1034 #endif
1035
1036                         }
1037                         case ACT_DIM_DOOR:
1038                         {
1039 #ifdef JP
1040 return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
1041 #else
1042                                 return "dimension door every 100 turns";
1043 #endif
1044
1045                         }
1046                         case ACT_TELEPORT:
1047                         {
1048 #ifdef JP
1049 return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 45 ¥¿¡¼¥óËè";
1050 #else
1051                                 return "teleport (range 100) every 45 turns";
1052 #endif
1053
1054                         }
1055                         case ACT_RECALL:
1056                         {
1057 #ifdef JP
1058 return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
1059 #else
1060                                 return "word of recall every 200 turns";
1061 #endif
1062
1063                         }
1064                         default:
1065                         {
1066 #ifdef JP
1067 return "̤ÄêµÁ";
1068 #else
1069                                 return "something undefined";
1070 #endif
1071
1072                         }
1073                 }
1074         }
1075
1076         /* Some artifacts can be activated */
1077         switch (o_ptr->name1)
1078         {
1079                 case ART_NARTHANC:
1080                 {
1081 #ifdef JP
1082 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1083 #else
1084                         return "fire bolt (9d8) every 8+d8 turns";
1085 #endif
1086
1087                 }
1088                 case ART_NIMTHANC:
1089                 {
1090 #ifdef JP
1091 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1092 #else
1093                         return "frost bolt (6d8) every 7+d7 turns";
1094 #endif
1095
1096                 }
1097                 case ART_DETHANC:
1098                 {
1099 #ifdef JP
1100 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1101 #else
1102                         return "lightning bolt (4d8) every 6+d6 turns";
1103 #endif
1104
1105                 }
1106                 case ART_RILIA:
1107                 {
1108 #ifdef JP
1109 return "°­½­±À(12) : 4+d4 ¥¿¡¼¥óËè";
1110 #else
1111                         return "stinking cloud (12) every 4+d4 turns";
1112 #endif
1113
1114                 }
1115                 case ART_FIONA:
1116                 {
1117 #ifdef JP
1118 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 5+d5 ¥¿¡¼¥óËè";
1119 #else
1120                         return "frost ball (48) every 5+d5 turns";
1121 #endif
1122
1123                 }
1124                 case ART_FLORA:
1125                 {
1126 #ifdef JP
1127 return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
1128 #else
1129                         return "remove fear and cure poison every 5 turns";
1130 #endif
1131
1132                 }
1133                 case ART_RINGIL:
1134                 {
1135 #ifdef JP
1136 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 200 ¥¿¡¼¥óËè";
1137 #else
1138                         return "frost ball (100) every 200 turns";
1139 #endif
1140
1141                 }
1142                 case ART_DAWN:
1143                 {
1144 #ifdef JP
1145 return "¶Ç¤Î»ÕÃľ¤´­ : 500+d500 ¥¿¡¼¥óËè";
1146 #else
1147                         return "summon the Legion of the Dawn every 500+d500 turns";
1148 #endif
1149
1150                 }
1151                 case ART_ANDURIL:
1152                 {
1153 #ifdef JP
1154 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 400 ¥¿¡¼¥óËè";
1155 #else
1156                         return "fire ball (72) every 400 turns";
1157 #endif
1158
1159                 }
1160                 case ART_FIRESTAR:
1161                 {
1162 #ifdef JP
1163 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 100 ¥¿¡¼¥óËè";
1164 #else
1165                         return "large fire ball (72) every 100 turns";
1166 #endif
1167
1168                 }
1169                 case ART_GOTHMOG:
1170                 {
1171 #ifdef JP
1172 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
1173 #else
1174                         return "large fire ball (120) every 15 turns";
1175 #endif
1176
1177                 }
1178                 case ART_FEANOR:
1179                 {
1180 #ifdef JP
1181 return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 200 ¥¿¡¼¥óËè";
1182 #else
1183                         return "haste self (20+d20 turns) every 200 turns";
1184 #endif
1185
1186                 }
1187                 case ART_THEODEN:
1188                 {
1189 #ifdef JP
1190 return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
1191 #else
1192                         return "drain life (120) every 400 turns";
1193 #endif
1194
1195                 }
1196                 case ART_TURMIL:
1197                 {
1198 #ifdef JP
1199 return "À¸Ì¿Îϵۼý(90) : 70 ¥¿¡¼¥óËè";
1200 #else
1201                         return "drain life (90) every 70 turns";
1202 #endif
1203
1204                 }
1205                 case ART_CASPANION:
1206                 {
1207 #ifdef JP
1208 return "¥É¥¢/¥È¥é¥Ã¥×Ê´ºÕ : 10 ¥¿¡¼¥óËè";
1209 #else
1210                         return "door and trap destruction every 10 turns";
1211 #endif
1212
1213                 }
1214                 case ART_AVAVIR:
1215                 case ART_MAGATAMA:
1216                 {
1217 #ifdef JP
1218 return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
1219 #else
1220                         return "word of recall every 200 turns";
1221 #endif
1222
1223                 }
1224                 case ART_TARATOL:
1225                 {
1226 #ifdef JP
1227 return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
1228 #else
1229                         return "haste self (20+d20 turns) every 100+d100 turns";
1230 #endif
1231
1232                 }
1233                 case ART_ERIRIL:
1234                 {
1235 #ifdef JP
1236 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
1237 #else
1238                         return "identify every 10 turns";
1239 #endif
1240
1241                 }
1242                 case ART_GANDALF:
1243                 {
1244 #ifdef JP
1245 return "õº÷¡¢Á´´¶ÃΡ¢Á´´ÕÄê : 1000 ¥¿¡¼¥óËè";
1246 #else
1247                         return "probing, detection and full id every 1000 turns";
1248 #endif
1249
1250                 }
1251                 case ART_EONWE:
1252                 {
1253 #ifdef JP
1254 return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
1255 #else
1256                         return "mass genocide every 1000 turns";
1257 #endif
1258
1259                 }
1260                 case ART_LOTHARANG:
1261                 {
1262 #ifdef JP
1263 return "½ý¤Î¼£Ìþ(4d7) : 3+d3 ¥¿¡¼¥óËè";
1264 #else
1265                         return "cure wounds (4d7) every 3+d3 turns";
1266 #endif
1267
1268                 }
1269                 case ART_BRAND:
1270                 {
1271 #ifdef JP
1272 return "¿ÏÀè¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È : 999 ¥¿¡¼¥óËè";
1273 #else
1274                         return "fire branding of bolts every 999 turns";
1275 #endif
1276
1277                 }
1278                 case ART_CRIMSON:
1279                 {
1280 #ifdef JP
1281 return "¥Õ¥¡¥¤¥¢¡ª : 15 ¥¿¡¼¥óËè";
1282 #else
1283                         return "fire! every 15 turns";
1284 #endif
1285
1286                 }
1287                 case ART_KUSANAGI:
1288                 case ART_WEREWINDLE:
1289                 {
1290 #ifdef JP
1291 return "ƨÁö : 35 ¥¿¡¼¥óËè";
1292 #else
1293                         return "a getaway every 35 turns";
1294 #endif
1295
1296                 }
1297                 case ART_KAMUI:
1298                 {
1299 #ifdef JP
1300 return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè";
1301 #else
1302                         return "a teleport every 25 turns";
1303 #endif
1304
1305                 }
1306                 case ART_RUNESPEAR:
1307                 {
1308 #ifdef JP
1309 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
1310 #else
1311                         return "lightning ball (100) every 200 turns";
1312 #endif
1313
1314                 }
1315                 case ART_AEGLOS:
1316                 {
1317 #ifdef JP
1318 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
1319 #else
1320                         return "Frost ball (100) every 200 turns";
1321 #endif
1322
1323                 }
1324                 case ART_DESTINY:
1325                 {
1326 #ifdef JP
1327 return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
1328 #else
1329                         return "stone to mud every 5 turns";
1330 #endif
1331
1332                 }
1333                 case ART_NAIN:
1334                 {
1335 #ifdef JP
1336 return "´äÀÐÍϲò : 2 ¥¿¡¼¥óËè";
1337 #else
1338                         return "stone to mud every 2 turns";
1339 #endif
1340
1341                 }
1342                 case ART_SOULKEEPER:
1343                 {
1344 #ifdef JP
1345 return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
1346 #else
1347                         return "heal (1000) every 888 turns";
1348 #endif
1349
1350                 }
1351                 case ART_LOHENGRIN:
1352                 {
1353 #ifdef JP
1354 return ("²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè");
1355 #else
1356                         return ("heal (777), curing and heroism every 300 turns");
1357 #endif
1358
1359                 }
1360                 case ART_JULIAN:
1361                 {
1362 #ifdef JP
1363 return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
1364 #else
1365                         return "genocide every 500 turns";
1366 #endif
1367
1368                 }
1369                 case ART_LUTHIEN:
1370                 {
1371 #ifdef JP
1372 return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
1373 #else
1374                         return "restore life levels every 450 turns";
1375 #endif
1376
1377                 }
1378                 case ART_ULMO:
1379                 {
1380 #ifdef JP
1381 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
1382 #else
1383                         return "teleport away every 150 turns";
1384 #endif
1385
1386                 }
1387                 case ART_COLLUIN:
1388                 case ART_SEIRYU:
1389                 {
1390 #ifdef JP
1391 return "Á´ÂÑÀ­(20+d20¥¿¡¼¥ó) : 111 ¥¿¡¼¥óËè";
1392 #else
1393                         return "resistance (20+d20 turns) every 111 turns";
1394 #endif
1395
1396                 }
1397                 case ART_HOLCOLLETH:
1398                 {
1399 #ifdef JP
1400 return "¥¹¥ê¡¼¥×(II) : 55 ¥¿¡¼¥óËè";
1401 #else
1402                         return "Sleep II every 55 turns";
1403 #endif
1404
1405                 }
1406                 case ART_THINGOL:
1407                 {
1408 #ifdef JP
1409 return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
1410 #else
1411                         return "recharge item I every 70 turns";
1412 #endif
1413
1414                 }
1415                 case ART_COLANNON:
1416                 {
1417 #ifdef JP
1418 return "¥Æ¥ì¥Ý¡¼¥È : 45 ¥¿¡¼¥óËè";
1419 #else
1420                         return "teleport every 45 turns";
1421 #endif
1422
1423                 }
1424                 case ART_TOTILA:
1425                 {
1426 #ifdef JP
1427 return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
1428 #else
1429                         return "confuse monster every 15 turns";
1430 #endif
1431
1432                 }
1433                 case ART_CAMMITHRIM:
1434                 {
1435 #ifdef JP
1436 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
1437 #else
1438                         return "magic missile (2d6) every 2 turns";
1439 #endif
1440
1441                 }
1442                 case ART_PAURHACH:
1443                 {
1444 #ifdef JP
1445 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1446 #else
1447                         return "fire bolt (9d8) every 8+d8 turns";
1448 #endif
1449
1450                 }
1451                 case ART_PAURNIMMEN:
1452                 {
1453 #ifdef JP
1454 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1455 #else
1456                         return "frost bolt (6d8) every 7+d7 turns";
1457 #endif
1458
1459                 }
1460                 case ART_PAURAEGEN:
1461                 {
1462 #ifdef JP
1463 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1464 #else
1465                         return "lightning bolt (4d8) every 5+d5 turns";
1466 #endif
1467
1468                 }
1469                 case ART_PAURNEN:
1470                 {
1471 #ifdef JP
1472 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
1473 #else
1474                         return "acid bolt (5d8) every 6+d6 turns";
1475 #endif
1476
1477                 }
1478                 case ART_FINGOLFIN:
1479                 {
1480 #ifdef JP
1481 return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
1482 #else
1483                         return "a magical arrow (150) every 90+d90 turns";
1484 #endif
1485
1486                 }
1487                 case ART_HOLHENNETH:
1488                 {
1489 #ifdef JP
1490 return "Á´´¶ÃΠ: 55+d55 ¥¿¡¼¥óËè";
1491 #else
1492                         return "detection every 55+d55 turns";
1493 #endif
1494
1495                 }
1496                 case ART_AMBER:
1497                 {
1498 #ifdef JP
1499 return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
1500 #else
1501                         return "heal (700) every 250 turns";
1502 #endif
1503
1504                 }
1505                 case ART_RAZORBACK:
1506                 {
1507 #ifdef JP
1508 return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë(150) : 1000 ¥¿¡¼¥óËè";
1509 #else
1510                         return "star ball (150) every 1000 turns";
1511 #endif
1512
1513                 }
1514                 case ART_BLADETURNER:
1515                 {
1516 #ifdef JP
1517 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­";
1518 #else
1519                         return "breathe elements (300), hero, bless, and resistance";
1520 #endif
1521
1522                 }
1523                 case ART_GALADRIEL:
1524                 {
1525 #ifdef JP
1526 return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
1527 #else
1528                         return "illumination every 10+d10 turns";
1529 #endif
1530
1531                 }
1532                 case ART_ELENDIL:
1533                 {
1534 #ifdef JP
1535 return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
1536 #else
1537                         return "magic mapping and light every 50+d50 turns";
1538 #endif
1539
1540                 }
1541                 case ART_JUDGE:
1542                 {
1543 #ifdef JP
1544 return "ÂÎÎϤȰú¤­Âؤ¨¤ËÀéΤ´ã¤Èµ¢´Ô : 20+d20 ¥¿¡¼¥óËè";
1545 #else
1546                         return "clairvoyance and recall, draining you every 20+d20 turns";
1547 #endif
1548
1549                 }
1550                 case ART_INGWE:
1551                 case ART_YATA:
1552                 {
1553 #ifdef JP
1554 return "¼Ù°­Â໶(x5) : 200+d200 ¥¿¡¼¥óËè";
1555 #else
1556                         return "dispel evil (x5) every 200+d200 turns";
1557 #endif
1558
1559                 }
1560                 case ART_FUNDIN:
1561                 {
1562 #ifdef JP
1563 return "¼Ù°­Â໶(x5) : 100+d100 ¥¿¡¼¥óËè";
1564 #else
1565                         return "dispel evil (x5) every 100+d100 turns";
1566 #endif
1567
1568                 }
1569                 case ART_CARLAMMAS:
1570                 case ART_HERMIT:
1571                 {
1572 #ifdef JP
1573 return "Âмٰ­·ë³¦ : 225+d225 ¥¿¡¼¥óËè";
1574 #else
1575                         return "protection from evil every 225+d225 turns";
1576 #endif
1577
1578                 }
1579                 case ART_FRAKIR:
1580                 {
1581 #ifdef JP
1582 return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
1583 #else
1584                         return "a strangling attack (100) every 100+d100 turns";
1585 #endif
1586
1587                 }
1588                 case ART_TULKAS:
1589                 {
1590 #ifdef JP
1591 return "¥¹¥Ô¡¼¥É(75+d75¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
1592 #else
1593                         return "haste self (75+d75 turns) every 150+d150 turns";
1594 #endif
1595
1596                 }
1597                 case ART_NARYA:
1598                 {
1599 #ifdef JP
1600 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè";
1601 #else
1602                         return "large fire ball (300) every 225+d225 turns";
1603 #endif
1604
1605                 }
1606                 case ART_NENYA:
1607                 {
1608 #ifdef JP
1609 return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè";
1610 #else
1611                         return "large frost ball (400) every 325+d325 turns";
1612 #endif
1613
1614                 }
1615                 case ART_VILYA:
1616                 case ART_GOURYU:
1617                 {
1618 #ifdef JP
1619 return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 425+d425 ¥¿¡¼¥óËè";
1620 #else
1621                         return "large lightning ball (500) every 425+d425 turns";
1622 #endif
1623
1624                 }
1625                 case ART_POWER:
1626                 case ART_AHO:
1627                 {
1628 #ifdef JP
1629 return "¿®¤¸Æñ¤¤¤³¤È : 450+d450 ¥¿¡¼¥óËè";
1630 #else
1631                         return "bizarre things every 450+d450 turns";
1632 #endif
1633
1634                 }
1635                 case ART_DOR: case ART_TERROR: case ART_STONEMASK:
1636                 {
1637 #ifdef JP
1638                         return "Á´Êý¸þ¤Ø¤Î¶²Éݤθ÷Àþ : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè";
1639 #else
1640                         return "rays of fear in every direction every 3*(level+10) turns";
1641 #endif
1642
1643                 }
1644                 case ART_PALANTIR:
1645                 {
1646 #ifdef JP
1647 return "¤³¤Î³¬¤Ë¤¤¤ë¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤òɽ¼¨ : 200¥¿¡¼¥óËè";
1648 #else
1649                         return "list of the uniques on the level every 200 turns";
1650 #endif
1651                 }
1652                 case ART_STONE_LORE:
1653                 {
1654 #ifdef JP
1655 return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
1656 #else
1657                         return "perilous identify every turn";
1658 #endif
1659                 }
1660                 case ART_FARAMIR:
1661                 {
1662 #ifdef JP
1663 return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
1664 #else
1665                         return "dispel small life every 55+d55 turns";
1666 #endif
1667                 }
1668                 case ART_BOROMIR:
1669                 {
1670 #ifdef JP
1671 return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
1672 #else
1673                         return "frighten monsters every 40+d40 turns";
1674 #endif
1675                 }
1676                 case ART_HIMRING:
1677                 {
1678 #ifdef JP
1679 return "Âмٰ­·ë³¦ : 200+d200 ¥¿¡¼¥óËè";
1680 #else
1681                         return "protection from evil every 200 + d200 turns";
1682 #endif
1683                 }
1684                 case ART_ICANUS:
1685                 {
1686 #ifdef JP
1687 return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
1688 #else
1689                         return "a mana bolt (120) every 120+d120 turns";
1690 #endif
1691                 }
1692                 case ART_HURIN:
1693                 {
1694 #ifdef JP
1695 return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
1696 #else
1697                         return "hero and +10 to speed (50) every 100+200d turns";
1698 #endif
1699                 }
1700                 case ART_GIL_GALAD:
1701                 {
1702 #ifdef JP
1703 return "âÁ¤·¤¤¸÷ : 250 ¥¿¡¼¥óËè";
1704 #else
1705                         return "blinding light every 250 turns";
1706 #endif
1707                 }
1708                 case ART_YENDOR:
1709                 {
1710 #ifdef JP
1711 return "ËâÎϽ¼Å¶ : 200 ¥¿¡¼¥óËè";
1712 #else
1713                         return "Recharge item every 200 turns";
1714 #endif
1715                 }
1716                 case ART_MURAMASA:
1717                 {
1718 #ifdef JP
1719 return "ÏÓÎϤξ徺 : ³ÎΨ50%¤Ç²õ¤ì¤ë¡£";
1720 #else
1721                         return "Increase STR (destroyed 50%)";
1722 #endif
1723                 }
1724                 case ART_FLY_STONE:
1725                 {
1726 #ifdef JP
1727 return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
1728 #else
1729                         return "a mana storm every 250+d250 turns";
1730 #endif
1731                 }
1732                 case ART_JONES:
1733                 {
1734 #ifdef JP
1735 return "ʪÂΤò°ú¤­´ó¤»¤ë(½ÅÎÌ25kg¤Þ¤Ç) : 25+d25¥¿¡¼¥óËè";
1736 #else
1737                         return "a telekinesis (500 lb) every 25+d25 turns";
1738 #endif
1739                 }
1740                 case ART_ARRYU:
1741                 {
1742 #ifdef JP
1743 return "¥Ï¥¦¥ó¥É¾¤´­ : 300+d150¥¿¡¼¥óËè";
1744 #else
1745                         return "summon hound every 300+d150 turns";
1746 #endif
1747                 }
1748                 case ART_GAEBOLG:
1749                 {
1750 #ifdef JP
1751 return "µðÂ祹¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 200+d200 ¥¿¡¼¥óËè";
1752 #else
1753                         return "large star ball (200) every 200+d200 turns";
1754 #endif
1755
1756                 }
1757                 case ART_INROU:
1758                 {
1759 #ifdef JP
1760 return "Îã¤Î¥¢¥ì : 150+d150 ¥¿¡¼¥óËè";
1761 #else
1762                         return "reveal your identity every 150+d150 turns";
1763 #endif
1764
1765                 }
1766                 case ART_HYOUSIGI:
1767                 {
1768 #ifdef JP
1769 return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
1770 #else
1771                         return "beat wooden clappers every turn";
1772 #endif
1773
1774                 }
1775                 case ART_MATOI:
1776                 case ART_AEGISFANG:
1777                 {
1778 #ifdef JP
1779 return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
1780 #else
1781                         return "heroism every 30+d30 turns";
1782 #endif
1783
1784                 }
1785
1786                 case ART_EARENDIL:
1787                 {
1788 #ifdef JP
1789 return "Ìþ¤· : 100¥¿¡¼¥óËè";
1790 #else
1791                         return "curing every 100 turns";
1792 #endif
1793
1794                 }
1795
1796                 case ART_BOLISHOI:
1797                 {
1798 #ifdef JP
1799 return "ưʪ̥λ : 200¥¿¡¼¥óËè";
1800 #else
1801                         return "charm animal every 200 turns";
1802 #endif
1803
1804                 }
1805                 case ART_ARUNRUTH:
1806                 {
1807 #ifdef JP
1808 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(12d8) : 50 ¥¿¡¼¥óËè";
1809 #else
1810                         return "frost bolt (12d8) every 50 turns";
1811 #endif
1812
1813                 }
1814                 case ART_BLOOD:
1815                 {
1816 #ifdef JP
1817 return "°À­Êѹ¹ : 3333 ¥¿¡¼¥óËè";
1818 #else
1819                         return "change zokusei every 3333 turns";
1820 #endif
1821
1822                 }
1823                 case ART_NUMAHOKO:
1824                 {
1825 #ifdef JP
1826 return "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 250 ¥¿¡¼¥óËè";
1827 #else
1828                         return "water ball (200) every 250 turns";
1829 #endif
1830
1831                 }
1832                 case ART_KESHO:
1833                 {
1834 #ifdef JP
1835 return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
1836 #else
1837                         return "shiko every 100+d100 turns";
1838 #endif
1839
1840                 }
1841                 case ART_MOOK:
1842                 {
1843 #ifdef JP
1844 return "Î䵤¤ÎÂÑÀ­ : 40+d40¥¿¡¼¥óËè";
1845 #else
1846                         return "resist cold every 40+d40 turns";
1847 #endif
1848
1849                 }
1850                 case ART_JIZO:
1851                 {
1852 #ifdef JP
1853 return "Âý¤ÎÂç·²¾¤´­ : 300+d150¥¿¡¼¥óËè";
1854 #else
1855                         return "summon octopus every 300+d150 turns";
1856 #endif
1857                 }
1858                 case ART_NIGHT:
1859                 {
1860 #ifdef JP
1861 return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
1862 #else
1863                         return "darkness storm (250) every 150+d150 turns";
1864 #endif
1865
1866                 }
1867         }
1868
1869
1870         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_TSURIZAO))
1871         {
1872 #ifdef JP
1873 return "Äà¤ê¤ò¤¹¤ë : ¤¤¤Ä¤Ç¤â";
1874 #else
1875                 return "fishing : every time";
1876 #endif
1877
1878         }
1879
1880         if ((o_ptr->tval > TV_CAPTURE) && o_ptr->xtra3)
1881         {
1882                 switch (o_ptr->xtra3 - 1)
1883                 {
1884                 case ESSENCE_TMP_RES_ACID:
1885 #ifdef JP
1886                         return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1887 #else
1888                         return "resist acid every 50+d50 turns";
1889 #endif
1890
1891                 case ESSENCE_TMP_RES_ELEC:
1892 #ifdef JP
1893                         return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1894 #else
1895                         return "resist elec every 50+d50 turns";
1896 #endif
1897
1898                 case ESSENCE_TMP_RES_FIRE:
1899 #ifdef JP
1900                         return "²Ð¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1901 #else
1902                         return "resist fire every 50+d50 turns";
1903 #endif
1904
1905                 case ESSENCE_TMP_RES_COLD:
1906 #ifdef JP
1907                         return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1908 #else
1909                         return "resist cold every 50+d50 turns";
1910 #endif
1911
1912                 case TR_IMPACT:
1913 #ifdef JP
1914                         return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
1915 #else
1916                         return "earthquake every 100+d100 turns";
1917 #endif
1918                 }
1919         }
1920
1921         if (o_ptr->name2 == EGO_TRUMP)
1922         {
1923 #ifdef JP
1924 return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
1925 #else
1926                 return "teleport every 50+d50 turns";
1927 #endif
1928
1929         }
1930
1931         if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
1932         {
1933 #ifdef JP
1934 return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
1935 #else
1936                         return "illumination every 10+d10 turns";
1937 #endif
1938         }
1939
1940         else if (o_ptr->name2 == EGO_EARTHQUAKES)
1941         {
1942 #ifdef JP
1943 return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
1944 #else
1945                 return "earthquake every 100+d100 turns";
1946 #endif
1947
1948         }
1949
1950         else if (o_ptr->name2 == EGO_JUMP)
1951         {
1952 #ifdef JP
1953 return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
1954 #else
1955                 return "blink every 10+d10 turns";
1956 #endif
1957
1958         }
1959
1960         if (o_ptr->tval == TV_RING)
1961         {
1962                 if (o_ptr->name2)
1963                 {
1964                         switch (o_ptr->name2)
1965                         {
1966                         case EGO_RING_HERO:
1967 #ifdef JP
1968 return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
1969 #else
1970                                 return "heroism every 100+d100 turns";
1971 #endif
1972                         case EGO_RING_MAGIC_MIS:
1973 #ifdef JP
1974 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
1975 #else
1976                         return "magic missile (2d6) every 2 turns";
1977 #endif
1978                         case EGO_RING_FIRE_BOLT:
1979 #ifdef JP
1980 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1981 #else
1982                         return "fire bolt (9d8) every 8+d8 turns";
1983 #endif
1984                         case EGO_RING_COLD_BOLT:
1985 #ifdef JP
1986 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1987 #else
1988                                 return "frost bolt (6d8) every 7+d7 turns";
1989 #endif
1990                         case EGO_RING_ELEC_BOLT:
1991 #ifdef JP
1992 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1993 #else
1994                                 return "lightning bolt (4d8) every 5+d5 turns";
1995 #endif
1996                         case EGO_RING_ACID_BOLT:
1997 #ifdef JP
1998 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
1999 #else
2000                                 return "acid bolt (5d8) every 6+d6 turns";
2001 #endif
2002                         case EGO_RING_MANA_BOLT:
2003 #ifdef JP
2004 return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
2005 #else
2006                         return "a mana bolt (120) every 120+d120 turns";
2007 #endif
2008                         case EGO_RING_FIRE_BALL:
2009 #ifdef JP
2010 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2011 #else
2012                                 return "fire ball (100) every 80+d80 turns";
2013 #endif
2014                         case EGO_RING_COLD_BALL:
2015 #ifdef JP
2016 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2017 #else
2018                                 return "cold ball (100) every 80+d80 turns";
2019 #endif
2020                         case EGO_RING_ELEC_BALL:
2021 #ifdef JP
2022 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2023 #else
2024                                 return "elec ball (100) every 80+d80 turns";
2025 #endif
2026                         case EGO_RING_ACID_BALL:
2027 #ifdef JP
2028 return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2029 #else
2030                                 return "acid ball (100) every 80+d80 turns";
2031 #endif
2032                         case EGO_RING_MANA_BALL:
2033 #ifdef JP
2034 return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
2035 #else
2036                                 return "mana storm (250) every 300 turns";
2037 #endif
2038                         case EGO_RING_DRAGON_F:
2039                                 if (o_ptr->sval == SV_RING_FLAMES)
2040 #ifdef JP
2041 return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
2042 #else
2043                                         return "breath of fire (200) and resist fire every 200 turns";
2044 #endif
2045                                 else
2046 #ifdef JP
2047 return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
2048 #else
2049                                         return "fire breath (200) every 250 turns";
2050 #endif
2051                         case EGO_RING_DRAGON_C:
2052                                 if (o_ptr->sval == SV_RING_ICE)
2053 #ifdef JP
2054 return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
2055 #else
2056                                         return "breath of cold (200) and resist cold every 200 turns";
2057 #endif
2058                                 else
2059 #ifdef JP
2060 return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
2061 #else
2062                                         return "cold breath (200) every 250 turns";
2063 #endif
2064                         case EGO_RING_M_DETECT:
2065 #ifdef JP
2066 return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃΠ: 150 ¥¿¡¼¥óËè";
2067 #else
2068                                 return "detect all monsters every 150 turns";
2069 #endif
2070                         case EGO_RING_D_SPEED:
2071 #ifdef JP
2072 return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
2073 #else
2074                                 return "haste self (15+d30 turns) every 100 turns";
2075 #endif
2076                         case EGO_RING_BERSERKER:
2077 #ifdef JP
2078 return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
2079 #else
2080                                 return "berserk (25+d25 turns) every 75+d75 turns";
2081 #endif
2082                         case EGO_RING_TELE_AWAY:
2083 #ifdef JP
2084 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
2085 #else
2086                         return "teleport away every 150 turns";
2087 #endif
2088                         case EGO_RING_TRUE:
2089 #ifdef JP
2090 return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ­ : 777 ¥¿¡¼¥óËè";
2091 #else
2092                         return "hero, bless, and ultimate resistance every 777 turns";
2093 #endif
2094                         }
2095                 }
2096                 switch (o_ptr->sval)
2097                 {
2098                         case SV_RING_FLAMES:
2099 #ifdef JP
2100 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2101 #else
2102                                 return "ball of fire (100) and resist fire every 50+d50 turns";
2103 #endif
2104
2105                         case SV_RING_ICE:
2106 #ifdef JP
2107 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2108 #else
2109                                 return "ball of cold (100) and resist cold every 50+d50 turns";
2110 #endif
2111
2112                         case SV_RING_ACID:
2113 #ifdef JP
2114 return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2115 #else
2116                                 return "ball of acid (100) and resist acid every 50+d50 turns";
2117 #endif
2118
2119                         case SV_RING_ELEC:
2120 #ifdef JP
2121 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2122 #else
2123                                 return "ball of elec (100) and resist elec every 50+d50 turns";
2124 #endif
2125
2126                         default:
2127                                 return NULL;
2128                 }
2129         }
2130
2131         if (o_ptr->tval == TV_AMULET)
2132         {
2133                 if (o_ptr->name2)
2134                 {
2135                         switch (o_ptr->name2)
2136                         {
2137                         case EGO_AMU_IDENT:
2138 #ifdef JP
2139                                 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
2140 #else
2141                                 return "identify every 10 turns";
2142 #endif
2143                         case EGO_AMU_CHARM:
2144 #ifdef JP
2145                                 return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè";
2146 #else
2147                                 return "charm monster every 200 turns";
2148 #endif
2149                         case EGO_AMU_JUMP:
2150 #ifdef JP
2151                                 return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
2152 #else
2153                                 return "blink every 10+d10 turns";
2154 #endif
2155                         case EGO_AMU_TELEPORT:
2156 #ifdef JP
2157                                 return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
2158 #else
2159                                 return "teleport every 50+d50 turns";
2160 #endif
2161                         case EGO_AMU_D_DOOR:
2162 #ifdef JP
2163                                 return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè";
2164 #else
2165                                 return "dimension door every 200 turns";
2166 #endif
2167                         case EGO_AMU_RES_FIRE_:
2168 #ifdef JP
2169                                 return "²Ð±ê¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2170 #else
2171                                 return "resist fire every 50+d50 turns";
2172 #endif
2173                         case EGO_AMU_RES_COLD_:
2174 #ifdef JP
2175                                 return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2176 #else
2177                                 return "resist cold every 50+d50 turns";
2178 #endif
2179                         case EGO_AMU_RES_ELEC_:
2180 #ifdef JP
2181                                 return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2182 #else
2183                                 return "resist elec every 50+d50 turns";
2184 #endif
2185                         case EGO_AMU_RES_ACID_:
2186 #ifdef JP
2187                                 return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2188 #else
2189                                 return "resist acid every 50+d50 turns";
2190 #endif
2191                         case EGO_AMU_DETECTION:
2192 #ifdef JP
2193                                 return "Á´´¶ÃΠ: 55+d55¥¿¡¼¥óËè";
2194 #else
2195                                 return "detect all floor every 55+d55 turns";
2196 #endif
2197                         }
2198                 }
2199         }
2200
2201         if (o_ptr->tval == TV_WHISTLE)
2202         {
2203 #ifdef JP
2204 return "¥Ú¥Ã¥È¸Æ¤Ó´ó¤» : 100+d100¥¿¡¼¥óËè";
2205 #else
2206                 return "call pet every 100+d100 turns";
2207 #endif
2208         }
2209
2210         if (o_ptr->tval == TV_CAPTURE)
2211         {
2212 #ifdef JP
2213 return "¥â¥ó¥¹¥¿¡¼¤òÊᤨ¤ë¡¢Ëô¤Ï²òÊü¤¹¤ë¡£";
2214 #else
2215                 return "captures or releases a monster.";
2216 #endif
2217         }
2218
2219         /* Require dragon scale mail */
2220 #ifdef JP
2221 if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷");
2222 #else
2223         if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow");
2224 #endif
2225
2226
2227         /* Branch on the sub-type */
2228         switch (o_ptr->sval)
2229         {
2230                 case SV_DRAGON_BLUE:
2231                 {
2232 #ifdef JP
2233 return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè";
2234 #else
2235                         return "breathe lightning (100) every 150+d150 turns";
2236 #endif
2237
2238                 }
2239                 case SV_DRAGON_WHITE:
2240                 {
2241 #ifdef JP
2242 return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè";
2243 #else
2244                         return "breathe frost (110) every 150+d150 turns";
2245 #endif
2246
2247                 }
2248                 case SV_DRAGON_BLACK:
2249                 {
2250 #ifdef JP
2251 return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè";
2252 #else
2253                         return "breathe acid (130) every 150+d150 turns";
2254 #endif
2255
2256                 }
2257                 case SV_DRAGON_GREEN:
2258                 {
2259 #ifdef JP
2260 return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè";
2261 #else
2262                         return "breathe poison gas (150) every 180+d180 turns";
2263 #endif
2264
2265                 }
2266                 case SV_DRAGON_RED:
2267                 {
2268 #ifdef JP
2269 return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
2270 #else
2271                         return "breathe fire (200) every 200+d200 turns";
2272 #endif
2273
2274                 }
2275                 case SV_DRAGON_MULTIHUED:
2276                 {
2277 #ifdef JP
2278 return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè";
2279 #else
2280                         return "breathe multi-hued (250) every 200+d200 turns";
2281 #endif
2282
2283                 }
2284                 case SV_DRAGON_BRONZE:
2285                 {
2286 #ifdef JP
2287 return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè";
2288 #else
2289                         return "breathe confusion (120) every 180+d180 turns";
2290 #endif
2291
2292                 }
2293                 case SV_DRAGON_GOLD:
2294                 {
2295 #ifdef JP
2296 return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè";
2297 #else
2298                         return "breathe sound (130) every 180+d180 turns";
2299 #endif
2300
2301                 }
2302                 case SV_DRAGON_CHAOS:
2303                 {
2304 #ifdef JP
2305 return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè";
2306 #else
2307                         return "breathe chaos/disenchant (220) every 200+d200 turns";
2308 #endif
2309
2310                 }
2311                 case SV_DRAGON_LAW:
2312                 {
2313 #ifdef JP
2314 return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè";
2315 #else
2316                         return "breathe sound/shards (230) every 200+d200 turns";
2317 #endif
2318
2319                 }
2320                 case SV_DRAGON_BALANCE:
2321                 {
2322 #ifdef JP
2323 return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè";
2324 #else
2325                         return "breathe balance (250) every 200+d200 turns";
2326 #endif
2327
2328                 }
2329                 case SV_DRAGON_SHINING:
2330                 {
2331 #ifdef JP
2332 return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
2333 #else
2334                         return "breathe light/darkness (200) every 200+d200 turns";
2335 #endif
2336
2337                 }
2338                 case SV_DRAGON_POWER:
2339                 {
2340 #ifdef JP
2341 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
2342 #else
2343                         return "breathe the elements (300) every 200+d200 turns";
2344 #endif
2345
2346                 }
2347         }
2348
2349         /* Oops */
2350 #ifdef JP
2351 return "¶õµ¤¤Î©";
2352 #else
2353         return "breathe air";
2354 #endif
2355
2356 }
2357
2358
2359 /*
2360  * Describe a "fully identified" item
2361  */
2362 bool screen_object(object_type *o_ptr, bool real)
2363 {
2364         int                     i = 0, j, k;
2365
2366         u32b flgs[TR_FLAG_SIZE];
2367
2368         cptr            info[128];
2369         char o_name[MAX_NLEN];
2370         int wid, hgt;
2371
2372         /* Extract the flags */
2373         object_flags(o_ptr, flgs);
2374
2375         /* Extract the description */
2376         {
2377                 char temp[70 * 20];
2378
2379                 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
2380                             (k_text + k_info[lookup_kind(o_ptr->tval, o_ptr->sval)].text),
2381                             77 - 15, temp, sizeof(temp));
2382                 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
2383                 { info[i] = &temp[j]; i++;}
2384         }
2385
2386         /* Mega-Hack -- describe activation */
2387         if (have_flag(flgs, TR_ACTIVATE))
2388         {
2389 #ifdef JP
2390 info[i++] = "»ÏÆ°¤·¤¿¤È¤­¤Î¸ú²Ì...";
2391 #else
2392                 info[i++] = "It can be activated for...";
2393 #endif
2394
2395                 info[i++] = item_activation(o_ptr);
2396 #ifdef JP
2397 info[i++] = "...¤¿¤À¤·ÁõÈ÷¤·¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£";
2398 #else
2399                 info[i++] = "...if it is being worn.";
2400 #endif
2401
2402         }
2403
2404         /* Figurines, a hack */
2405         if (o_ptr->tval == TV_FIGURINE)
2406         {
2407 #ifdef JP
2408 info[i++] = "¤½¤ì¤ÏÅꤲ¤¿»þ¥Ú¥Ã¥È¤ËÊѲ½¤¹¤ë¡£";
2409 #else
2410                 info[i++] = "It will transform into a pet when thrown.";
2411 #endif
2412
2413         }
2414
2415         /* Figurines, a hack */
2416         if (o_ptr->name1 == ART_STONEMASK)
2417         {
2418 #ifdef JP
2419 info[i++] = "¤½¤ì¤òÁõÈ÷¤·¤¿¼Ô¤ÏµÛ·ìµ´¤Ë¤Ê¤ë¡£";
2420 #else
2421                 info[i++] = "It makes you turn into a vampire permanently.";
2422 #endif
2423
2424         }
2425
2426         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2427         {
2428 #ifdef JP
2429 info[i++] = "¤½¤ì¤ÏÁê¼ê¤ò°ì·â¤ÇÅݤ¹¤³¤È¤¬¤¢¤ë¡£";
2430 #else
2431                 info[i++] = "It will attempt to kill a monster instantly.";
2432 #endif
2433
2434         }
2435
2436         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
2437         {
2438 #ifdef JP
2439 info[i++] = "¤½¤ì¤Ï¼«Ê¬¼«¿È¤Ë¹¶·â¤¬Ê֤äƤ¯¤ë¤³¤È¤¬¤¢¤ë¡£";
2440 #else
2441                 info[i++] = "It causes you to strike yourself sometimes.";
2442 #endif
2443
2444 #ifdef JP
2445 info[i++] = "¤½¤ì¤Ï̵Ũ¤Î¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¯¡£";
2446 #else
2447                 info[i++] = "It always penetrates invulnerability barriers.";
2448 #endif
2449         }
2450
2451         if (o_ptr->name2 == EGO_2WEAPON)
2452         {
2453 #ifdef JP
2454 info[i++] = "¤½¤ì¤ÏÆóÅáή¤Ç¤ÎÌ¿ÃæΨ¤ò¸þ¾å¤µ¤»¤ë¡£";
2455 #else
2456                 info[i++] = "It affects your ability to hit when you are wielding two weapons.";
2457 #endif
2458
2459         }
2460
2461         if (have_flag(flgs, TR_EASY_SPELL))
2462         {
2463 #ifdef JP
2464 info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò²¼¤²¤ë¡£";
2465 #else
2466                 info[i++] = "It affects your ability to cast spells.";
2467 #endif
2468         }
2469
2470         if (o_ptr->name2 == EGO_AMU_FOOL)
2471         {
2472 #ifdef JP
2473 info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò¾å¤²¤ë¡£";
2474 #else
2475                 info[i++] = "It interferes with casting spells.";
2476 #endif
2477         }
2478
2479         if (o_ptr->name2 == EGO_RING_THROW)
2480         {
2481 #ifdef JP
2482 info[i++] = "¤½¤ì¤Ïʪ¤ò¶¯¤¯Åꤲ¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
2483 #else
2484                 info[i++] = "It provides great strength when you throw an item.";
2485 #endif
2486         }
2487
2488         if (o_ptr->name2 == EGO_AMU_NAIVETY)
2489         {
2490 #ifdef JP
2491 info[i++] = "¤½¤ì¤ÏËâË¡Äñ¹³ÎϤò²¼¤²¤ë¡£";
2492 #else
2493                 info[i++] = "It decreases your magic resistance.";
2494 #endif
2495         }
2496
2497         if (o_ptr->tval == TV_STATUE)
2498         {
2499                 monster_race *r_ptr = &r_info[o_ptr->pval];
2500
2501                 if (o_ptr->pval == MON_BULLGATES)
2502 #ifdef JP
2503                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤ÈÃѤº¤«¤·¤¤¡£";
2504 #else
2505                         info[i++] = "It is shameful.";
2506 #endif
2507                 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
2508 #ifdef JP
2509                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È¶²¤¤¡£";
2510 #else
2511                 info[i++] = "It is fearful.";
2512 #endif
2513                 else
2514 #ifdef JP
2515                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È³Ú¤·¤¤¡£";
2516 #else
2517                 info[i++] = "It is cheerful.";
2518 #endif
2519         }
2520         
2521         /* Hack -- describe lite's */
2522         if (o_ptr->tval == TV_LITE)
2523         {
2524                 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2525                 {
2526 #ifdef JP
2527                         info[i++] = "¤½¤ì¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£";
2528 #else
2529                         info[i++] = "It provides no light.";
2530 #endif
2531
2532                         if (o_ptr->sval == SV_LITE_FEANOR ||
2533                             o_ptr->sval == SV_LITE_LANTERN)
2534                         {
2535 #ifdef JP
2536                                 info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-2)¡£";
2537 #else
2538                                 info[i++] = "It decreases radius of light source by 2.";
2539 #endif
2540                         }
2541                         else
2542                         {
2543 #ifdef JP
2544                                 info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
2545 #else
2546                                 info[i++] = "It decreases radius of light source by 1.";
2547 #endif
2548                         }
2549                 }
2550                 else if (artifact_p(o_ptr))
2551                 {
2552 #ifdef JP
2553 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2554 #else
2555                         info[i++] = "It provides light (radius 3) forever.";
2556 #endif
2557
2558                 }
2559                 else if (o_ptr->name2 == EGO_LITE_SHINE)
2560                 {
2561                         if (o_ptr->sval == SV_LITE_FEANOR)
2562                         {
2563 #ifdef JP
2564 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2565 #else
2566                                 info[i++] = "It provides light (radius 3) forever.";
2567 #endif
2568
2569                         }
2570                         else if (o_ptr->sval == SV_LITE_LANTERN)
2571                         {
2572 #ifdef JP
2573 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2574 #else
2575                                 info[i++] = "It provides light (radius 3) when fueled.";
2576 #endif
2577
2578                         }
2579                         else
2580                         {
2581 #ifdef JP
2582 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2583 #else
2584                                 info[i++] = "It provides light (radius 2) when fueled.";
2585 #endif
2586
2587                         }
2588                 }
2589                 else
2590                 {
2591                         if (o_ptr->sval == SV_LITE_FEANOR)
2592                         {
2593 #ifdef JP
2594 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2595 #else
2596                                 info[i++] = "It provides light (radius 2) forever.";
2597 #endif
2598
2599                         }
2600                         else if (o_ptr->sval == SV_LITE_LANTERN)
2601                         {
2602 #ifdef JP
2603 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2604 #else
2605                                 info[i++] = "It provides light (radius 2) when fueled.";
2606 #endif
2607
2608                         }
2609                         else
2610                         {
2611 #ifdef JP
2612 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 1)¤ò¼ø¤±¤ë¡£";
2613 #else
2614                                 info[i++] = "It provides light (radius 1) when fueled.";
2615 #endif
2616
2617                         }
2618                 }
2619                 if (o_ptr->name2 == EGO_LITE_LONG)
2620                 {
2621 #ifdef JP
2622 info[i++] = "¤½¤ì¤ÏŤ¤¥¿¡¼¥óÌÀ¤«¤ê¤ò¼ø¤±¤ë¡£";
2623 #else
2624                         info[i++] = "It provides light for much longer time.";
2625 #endif
2626                 }
2627         }
2628
2629
2630         /* And then describe it fully */
2631
2632         if (have_flag(flgs, TR_RIDING))
2633         {
2634                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2635 #ifdef JP
2636 info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤ÏÈó¾ï¤Ë»È¤¤¤ä¤¹¤¤¡£";
2637 #else
2638                         info[i++] = "It is made for use while riding.";
2639 #endif
2640                 else
2641 #ifdef JP
2642 info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤Ç¤â»È¤¤¤ä¤¹¤¤¡£";
2643 #else
2644                         info[i++] = "It is suitable for use while riding.";
2645 #endif
2646
2647         }
2648         if (have_flag(flgs, TR_STR))
2649         {
2650 #ifdef JP
2651 info[i++] = "¤½¤ì¤ÏÏÓÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2652 #else
2653                 info[i++] = "It affects your strength.";
2654 #endif
2655
2656         }
2657         if (have_flag(flgs, TR_INT))
2658         {
2659 #ifdef JP
2660 info[i++] = "¤½¤ì¤ÏÃÎǽ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2661 #else
2662                 info[i++] = "It affects your intelligence.";
2663 #endif
2664
2665         }
2666         if (have_flag(flgs, TR_WIS))
2667         {
2668 #ifdef JP
2669 info[i++] = "¤½¤ì¤Ï¸­¤µ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2670 #else
2671                 info[i++] = "It affects your wisdom.";
2672 #endif
2673
2674         }
2675         if (have_flag(flgs, TR_DEX))
2676         {
2677 #ifdef JP
2678 info[i++] = "¤½¤ì¤Ï´ïÍѤµ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2679 #else
2680                 info[i++] = "It affects your dexterity.";
2681 #endif
2682
2683         }
2684         if (have_flag(flgs, TR_CON))
2685         {
2686 #ifdef JP
2687 info[i++] = "¤½¤ì¤ÏÂѵ×ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2688 #else
2689                 info[i++] = "It affects your constitution.";
2690 #endif
2691
2692         }
2693         if (have_flag(flgs, TR_CHR))
2694         {
2695 #ifdef JP
2696 info[i++] = "¤½¤ì¤ÏÌ¥ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2697 #else
2698                 info[i++] = "It affects your charisma.";
2699 #endif
2700
2701         }
2702
2703         if (have_flag(flgs, TR_MAGIC_MASTERY))
2704         {
2705 #ifdef JP
2706 info[i++] = "¤½¤ì¤ÏËâË¡Æ»¶ñ»ÈÍÑǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2707 #else
2708                 info[i++] = "It affects your ability to use magic devices.";
2709 #endif
2710
2711         }
2712         if (have_flag(flgs, TR_STEALTH))
2713         {
2714 #ifdef JP
2715 info[i++] = "¤½¤ì¤Ï±£Ì©¹ÔưǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2716 #else
2717                 info[i++] = "It affects your stealth.";
2718 #endif
2719
2720         }
2721         if (have_flag(flgs, TR_SEARCH))
2722         {
2723 #ifdef JP
2724 info[i++] = "¤½¤ì¤Ïõº÷ǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2725 #else
2726                 info[i++] = "It affects your searching.";
2727 #endif
2728
2729         }
2730         if (have_flag(flgs, TR_INFRA))
2731         {
2732 #ifdef JP
2733 info[i++] = "¤½¤ì¤ÏÀÖ³°Àþ»ëÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2734 #else
2735                 info[i++] = "It affects your infravision.";
2736 #endif
2737
2738         }
2739         if (have_flag(flgs, TR_TUNNEL))
2740         {
2741 #ifdef JP
2742 info[i++] = "¤½¤ì¤ÏºÎ·¡Ç½ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2743 #else
2744                 info[i++] = "It affects your ability to tunnel.";
2745 #endif
2746
2747         }
2748         if (have_flag(flgs, TR_SPEED))
2749         {
2750 #ifdef JP
2751 info[i++] = "¤½¤ì¤Ï¥¹¥Ô¡¼¥É¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2752 #else
2753                 info[i++] = "It affects your speed.";
2754 #endif
2755
2756         }
2757         if (have_flag(flgs, TR_BLOWS))
2758         {
2759 #ifdef JP
2760 info[i++] = "¤½¤ì¤ÏÂÇ·â²ó¿ô¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2761 #else
2762                 info[i++] = "It affects your attack speed.";
2763 #endif
2764
2765         }
2766
2767         if (have_flag(flgs, TR_BRAND_ACID))
2768         {
2769 #ifdef JP
2770 info[i++] = "¤½¤ì¤Ï»À¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë";
2771 #else
2772                 info[i++] = "It does extra damage from acid.";
2773 #endif
2774
2775         }
2776         if (have_flag(flgs, TR_BRAND_ELEC))
2777         {
2778 #ifdef JP
2779 info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë";
2780 #else
2781                 info[i++] = "It does extra damage from electricity.";
2782 #endif
2783
2784         }
2785         if (have_flag(flgs, TR_BRAND_FIRE))
2786         {
2787 #ifdef JP
2788 info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë";
2789 #else
2790                 info[i++] = "It does extra damage from fire.";
2791 #endif
2792
2793         }
2794         if (have_flag(flgs, TR_BRAND_COLD))
2795         {
2796 #ifdef JP
2797 info[i++] = "¤½¤ì¤ÏÎ䵤¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë";
2798 #else
2799                 info[i++] = "It does extra damage from frost.";
2800 #endif
2801
2802         }
2803
2804         if (have_flag(flgs, TR_BRAND_POIS))
2805         {
2806 #ifdef JP
2807 info[i++] = "¤½¤ì¤ÏŨ¤òÆǤ¹¤ë¡£";
2808 #else
2809                 info[i++] = "It poisons your foes.";
2810 #endif
2811
2812         }
2813
2814         if (have_flag(flgs, TR_CHAOTIC))
2815         {
2816 #ifdef JP
2817 info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹Åª¤Ê¸ú²Ì¤òµÚ¤Ü¤¹¡£";
2818 #else
2819                 info[i++] = "It produces chaotic effects.";
2820 #endif
2821
2822         }
2823
2824         if (have_flag(flgs, TR_VAMPIRIC))
2825         {
2826 #ifdef JP
2827 info[i++] = "¤½¤ì¤ÏŨ¤«¤é¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤òµÛ¼ý¤¹¤ë¡£";
2828 #else
2829                 info[i++] = "It drains life from your foes.";
2830 #endif
2831
2832         }
2833
2834         if (have_flag(flgs, TR_IMPACT))
2835         {
2836 #ifdef JP
2837 info[i++] = "¤½¤ì¤ÏÃϿ̤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
2838 #else
2839                 info[i++] = "It can cause earthquakes.";
2840 #endif
2841
2842         }
2843
2844         if (have_flag(flgs, TR_VORPAL))
2845         {
2846 #ifdef JP
2847 info[i++] = "¤½¤ì¤ÏÈó¾ï¤ËÀÚ¤ìÌ£¤¬±Ô¤¯Å¨¤òÀÚÃǤ¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2848 #else
2849                 info[i++] = "It is very sharp and can cut your foes.";
2850 #endif
2851
2852         }
2853
2854         if (have_flag(flgs, TR_KILL_DRAGON))
2855         {
2856 #ifdef JP
2857 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2858 #else
2859                 info[i++] = "It is a great bane of dragons.";
2860 #endif
2861
2862         }
2863         else if (have_flag(flgs, TR_SLAY_DRAGON))
2864         {
2865 #ifdef JP
2866 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2867 #else
2868                 info[i++] = "It is especially deadly against dragons.";
2869 #endif
2870
2871         }
2872
2873         if (have_flag(flgs, TR_KILL_ORC))
2874         {
2875 #ifdef JP
2876 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2877 #else
2878                 info[i++] = "It is a great bane of orcs.";
2879 #endif
2880
2881         }
2882         if (have_flag(flgs, TR_SLAY_ORC))
2883         {
2884 #ifdef JP
2885 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2886 #else
2887                 info[i++] = "It is especially deadly against orcs.";
2888 #endif
2889
2890         }
2891
2892         if (have_flag(flgs, TR_KILL_TROLL))
2893         {
2894 #ifdef JP
2895 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2896 #else
2897                 info[i++] = "It is a great bane of trolls.";
2898 #endif
2899
2900         }
2901         if (have_flag(flgs, TR_SLAY_TROLL))
2902         {
2903 #ifdef JP
2904 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2905 #else
2906                 info[i++] = "It is especially deadly against trolls.";
2907 #endif
2908
2909         }
2910
2911         if (have_flag(flgs, TR_KILL_GIANT))
2912         {
2913 #ifdef JP
2914 info[i++] = "¤½¤ì¤Ïµð¿Í¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2915 #else
2916                 info[i++] = "It is a great bane of giants.";
2917 #endif
2918         }
2919         else if (have_flag(flgs, TR_SLAY_GIANT))
2920         {
2921 #ifdef JP
2922 info[i++] = "¤½¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2923 #else
2924                 info[i++] = "It is especially deadly against giants.";
2925 #endif
2926
2927         }
2928
2929         if (have_flag(flgs, TR_KILL_DEMON))
2930         {
2931 #ifdef JP
2932 info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2933 #else
2934                 info[i++] = "It is a great bane of demons.";
2935 #endif
2936
2937         }
2938         if (have_flag(flgs, TR_SLAY_DEMON))
2939         {
2940 #ifdef JP
2941 info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2942 #else
2943                 info[i++] = "It strikes at demons with holy wrath.";
2944 #endif
2945
2946         }
2947
2948         if (have_flag(flgs, TR_KILL_UNDEAD))
2949         {
2950 #ifdef JP
2951 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2952 #else
2953                 info[i++] = "It is a great bane of undead.";
2954 #endif
2955
2956         }
2957         if (have_flag(flgs, TR_SLAY_UNDEAD))
2958         {
2959 #ifdef JP
2960 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2961 #else
2962                 info[i++] = "It strikes at undead with holy wrath.";
2963 #endif
2964
2965         }
2966
2967         if (have_flag(flgs, TR_KILL_EVIL))
2968         {
2969 #ifdef JP
2970 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2971 #else
2972                 info[i++] = "It is a great bane of evil monsters.";
2973 #endif
2974
2975         }
2976         if (have_flag(flgs, TR_SLAY_EVIL))
2977         {
2978 #ifdef JP
2979 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤǹ¶·â¤¹¤ë¡£";
2980 #else
2981                 info[i++] = "It fights against evil with holy fury.";
2982 #endif
2983
2984         }
2985
2986         if (have_flag(flgs, TR_KILL_ANIMAL))
2987         {
2988 #ifdef JP
2989 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2990 #else
2991                 info[i++] = "It is a great bane of natural creatures.";
2992 #endif
2993
2994         }
2995         if (have_flag(flgs, TR_SLAY_ANIMAL))
2996         {
2997 #ifdef JP
2998 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2999 #else
3000                 info[i++] = "It is especially deadly against natural creatures.";
3001 #endif
3002
3003         }
3004
3005         if (have_flag(flgs, TR_KILL_HUMAN))
3006         {
3007 #ifdef JP
3008 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
3009 #else
3010                 info[i++] = "It is a great bane of humans.";
3011 #endif
3012
3013         }
3014         if (have_flag(flgs, TR_SLAY_HUMAN))
3015         {
3016 #ifdef JP
3017 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
3018 #else
3019                 info[i++] = "It is especially deadly against humans.";
3020 #endif
3021
3022         }
3023
3024         if (have_flag(flgs, TR_FORCE_WEAPON))
3025         {
3026 #ifdef JP
3027 info[i++] = "¤½¤ì¤Ï»ÈÍѼԤÎËâÎϤò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3028 #else
3029                 info[i++] = "It powerfully strikes at a monster using your mana.";
3030 #endif
3031
3032         }
3033         if (have_flag(flgs, TR_DEC_MANA))
3034         {
3035 #ifdef JP
3036 info[i++] = "¤½¤ì¤ÏËâÎϤξÃÈñ¤ò²¡¤µ¤¨¤ë¡£";
3037 #else
3038                 info[i++] = "It decreases your mana consumption.";
3039 #endif
3040
3041         }
3042         if (have_flag(flgs, TR_SUST_STR))
3043         {
3044 #ifdef JP
3045 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÏÓÎϤò°Ý»ý¤¹¤ë¡£";
3046 #else
3047                 info[i++] = "It sustains your strength.";
3048 #endif
3049
3050         }
3051         if (have_flag(flgs, TR_SUST_INT))
3052         {
3053 #ifdef JP
3054 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÃÎǽ¤ò°Ý»ý¤¹¤ë¡£";
3055 #else
3056                 info[i++] = "It sustains your intelligence.";
3057 #endif
3058
3059         }
3060         if (have_flag(flgs, TR_SUST_WIS))
3061         {
3062 #ifdef JP
3063 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¸­¤µ¤ò°Ý»ý¤¹¤ë¡£";
3064 #else
3065                 info[i++] = "It sustains your wisdom.";
3066 #endif
3067
3068         }
3069         if (have_flag(flgs, TR_SUST_DEX))
3070         {
3071 #ifdef JP
3072 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î´ïÍѤµ¤ò°Ý»ý¤¹¤ë¡£";
3073 #else
3074                 info[i++] = "It sustains your dexterity.";
3075 #endif
3076
3077         }
3078         if (have_flag(flgs, TR_SUST_CON))
3079         {
3080 #ifdef JP
3081 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂѵ×ÎϤò°Ý»ý¤¹¤ë¡£";
3082 #else
3083                 info[i++] = "It sustains your constitution.";
3084 #endif
3085
3086         }
3087         if (have_flag(flgs, TR_SUST_CHR))
3088         {
3089 #ifdef JP
3090 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÌ¥ÎϤò°Ý»ý¤¹¤ë¡£";
3091 #else
3092                 info[i++] = "It sustains your charisma.";
3093 #endif
3094
3095         }
3096
3097         if (have_flag(flgs, TR_IM_ACID))
3098         {
3099 #ifdef JP
3100 info[i++] = "¤½¤ì¤Ï»À¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3101 #else
3102                 info[i++] = "It provides immunity to acid.";
3103 #endif
3104
3105         }
3106         if (have_flag(flgs, TR_IM_ELEC))
3107         {
3108 #ifdef JP
3109 info[i++] = "¤½¤ì¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3110 #else
3111                 info[i++] = "It provides immunity to electricity.";
3112 #endif
3113
3114         }
3115         if (have_flag(flgs, TR_IM_FIRE))
3116         {
3117 #ifdef JP
3118 info[i++] = "¤½¤ì¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3119 #else
3120                 info[i++] = "It provides immunity to fire.";
3121 #endif
3122
3123         }
3124         if (have_flag(flgs, TR_IM_COLD))
3125         {
3126 #ifdef JP
3127 info[i++] = "¤½¤ì¤Ï´¨¤µ¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3128 #else
3129                 info[i++] = "It provides immunity to cold.";
3130 #endif
3131
3132         }
3133
3134         if (have_flag(flgs, TR_THROW))
3135         {
3136 #ifdef JP
3137 info[i++] = "¤½¤ì¤ÏŨ¤ËÅꤲ¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3138 #else
3139                 info[i++] = "It is perfectly balanced for throwing.";
3140 #endif
3141         }
3142
3143         if (have_flag(flgs, TR_FREE_ACT))
3144         {
3145 #ifdef JP
3146 info[i++] = "¤½¤ì¤ÏËãáã¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3147 #else
3148                 info[i++] = "It provides immunity to paralysis.";
3149 #endif
3150
3151         }
3152         if (have_flag(flgs, TR_HOLD_LIFE))
3153         {
3154 #ifdef JP
3155 info[i++] = "¤½¤ì¤ÏÀ¸Ì¿Îϵۼý¤ËÂФ¹¤ëÂÑÀ­¤ò¼ø¤±¤ë¡£";
3156 #else
3157                 info[i++] = "It provides resistance to life draining.";
3158 #endif
3159
3160         }
3161         if (have_flag(flgs, TR_RES_FEAR))
3162         {
3163 #ifdef JP
3164 info[i++] = "¤½¤ì¤Ï¶²Éݤؤδ°Á´¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£";
3165 #else
3166                 info[i++] = "It makes you completely fearless.";
3167 #endif
3168
3169         }
3170         if (have_flag(flgs, TR_RES_ACID))
3171         {
3172 #ifdef JP
3173 info[i++] = "¤½¤ì¤Ï»À¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3174 #else
3175                 info[i++] = "It provides resistance to acid.";
3176 #endif
3177
3178         }
3179         if (have_flag(flgs, TR_RES_ELEC))
3180         {
3181 #ifdef JP
3182 info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3183 #else
3184                 info[i++] = "It provides resistance to electricity.";
3185 #endif
3186
3187         }
3188         if (have_flag(flgs, TR_RES_FIRE))
3189         {
3190 #ifdef JP
3191 info[i++] = "¤½¤ì¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3192 #else
3193                 info[i++] = "It provides resistance to fire.";
3194 #endif
3195
3196         }
3197         if (have_flag(flgs, TR_RES_COLD))
3198         {
3199 #ifdef JP
3200 info[i++] = "¤½¤ì¤Ï´¨¤µ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3201 #else
3202                 info[i++] = "It provides resistance to cold.";
3203 #endif
3204
3205         }
3206         if (have_flag(flgs, TR_RES_POIS))
3207         {
3208 #ifdef JP
3209 info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3210 #else
3211                 info[i++] = "It provides resistance to poison.";
3212 #endif
3213
3214         }
3215
3216         if (have_flag(flgs, TR_RES_LITE))
3217         {
3218 #ifdef JP
3219 info[i++] = "¤½¤ì¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3220 #else
3221                 info[i++] = "It provides resistance to light.";
3222 #endif
3223
3224         }
3225         if (have_flag(flgs, TR_RES_DARK))
3226         {
3227 #ifdef JP
3228 info[i++] = "¤½¤ì¤Ï°Å¹õ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3229 #else
3230                 info[i++] = "It provides resistance to dark.";
3231 #endif
3232
3233         }
3234
3235         if (have_flag(flgs, TR_RES_BLIND))
3236         {
3237 #ifdef JP
3238 info[i++] = "¤½¤ì¤ÏÌÕÌܤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3239 #else
3240                 info[i++] = "It provides resistance to blindness.";
3241 #endif
3242
3243         }
3244         if (have_flag(flgs, TR_RES_CONF))
3245         {
3246 #ifdef JP
3247 info[i++] = "¤½¤ì¤Ïº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3248 #else
3249                 info[i++] = "It provides resistance to confusion.";
3250 #endif
3251
3252         }
3253         if (have_flag(flgs, TR_RES_SOUND))
3254         {
3255 #ifdef JP
3256 info[i++] = "¤½¤ì¤Ï¹ì²»¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3257 #else
3258                 info[i++] = "It provides resistance to sound.";
3259 #endif
3260
3261         }
3262         if (have_flag(flgs, TR_RES_SHARDS))
3263         {
3264 #ifdef JP
3265 info[i++] = "¤½¤ì¤ÏÇËÊҤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3266 #else
3267                 info[i++] = "It provides resistance to shards.";
3268 #endif
3269
3270         }
3271
3272         if (have_flag(flgs, TR_RES_NETHER))
3273         {
3274 #ifdef JP
3275 info[i++] = "¤½¤ì¤ÏÃϹö¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3276 #else
3277                 info[i++] = "It provides resistance to nether.";
3278 #endif
3279
3280         }
3281         if (have_flag(flgs, TR_RES_NEXUS))
3282         {
3283 #ifdef JP
3284 info[i++] = "¤½¤ì¤Ï°ø²Ìº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3285 #else
3286                 info[i++] = "It provides resistance to nexus.";
3287 #endif
3288
3289         }
3290         if (have_flag(flgs, TR_RES_CHAOS))
3291         {
3292 #ifdef JP
3293 info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3294 #else
3295                 info[i++] = "It provides resistance to chaos.";
3296 #endif
3297
3298         }
3299         if (have_flag(flgs, TR_RES_DISEN))
3300         {
3301 #ifdef JP
3302 info[i++] = "¤½¤ì¤ÏÎô²½¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3303 #else
3304                 info[i++] = "It provides resistance to disenchantment.";
3305 #endif
3306
3307         }
3308
3309         if (have_flag(flgs, TR_FEATHER))
3310         {
3311 #ifdef JP
3312 info[i++] = "¤½¤ì¤ÏÃè¤ËÉ⤯¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
3313 #else
3314                 info[i++] = "It allows you to levitate.";
3315 #endif
3316
3317         }
3318         if (have_flag(flgs, TR_LITE))
3319         {
3320                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT))
3321 #ifdef JP
3322 info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
3323 #else
3324                         info[i++] = "It decreases radius of your light source by 1.";
3325 #endif
3326                 else
3327 #ifdef JP
3328 info[i++] = "¤½¤ì¤Ï±Ê±ó¤ÎÌÀ¤«¤ê¤ò¼ø¤±¤ë(Ⱦ·Â¤Ë+1)¡£";
3329 #else
3330                         info[i++] = "It provides permanent light. (radius +1)";
3331 #endif
3332
3333         }
3334         if (have_flag(flgs, TR_SEE_INVIS))
3335         {
3336 #ifdef JP
3337 info[i++] = "¤½¤ì¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
3338 #else
3339                 info[i++] = "It allows you to see invisible monsters.";
3340 #endif
3341
3342         }
3343         if (have_flag(flgs, TR_TELEPATHY))
3344         {
3345 #ifdef JP
3346 info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò¼ø¤±¤ë¡£";
3347 #else
3348                 info[i++] = "It gives telepathic powers.";
3349 #endif
3350
3351         }
3352         if (have_flag(flgs, TR_ESP_ANIMAL))
3353         {
3354 #ifdef JP
3355 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤ÎÀ¸Êª¤ò´¶ÃΤ¹¤ë¡£";
3356 #else
3357                 info[i++] = "It senses natural creatures.";
3358 #endif
3359
3360         }
3361         if (have_flag(flgs, TR_ESP_UNDEAD))
3362         {
3363 #ifdef JP
3364 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ò´¶ÃΤ¹¤ë¡£";
3365 #else
3366                 info[i++] = "It senses undead.";
3367 #endif
3368
3369         }
3370         if (have_flag(flgs, TR_ESP_DEMON))
3371         {
3372 #ifdef JP
3373 info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò´¶ÃΤ¹¤ë¡£";
3374 #else
3375                 info[i++] = "It senses demons.";
3376 #endif
3377
3378         }
3379         if (have_flag(flgs, TR_ESP_ORC))
3380         {
3381 #ifdef JP
3382 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ò´¶ÃΤ¹¤ë¡£";
3383 #else
3384                 info[i++] = "It senses orcs.";
3385 #endif
3386
3387         }
3388         if (have_flag(flgs, TR_ESP_TROLL))
3389         {
3390 #ifdef JP
3391 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ò´¶ÃΤ¹¤ë¡£";
3392 #else
3393                 info[i++] = "It senses trolls.";
3394 #endif
3395
3396         }
3397         if (have_flag(flgs, TR_ESP_GIANT))
3398         {
3399 #ifdef JP
3400 info[i++] = "¤½¤ì¤Ïµð¿Í¤ò´¶ÃΤ¹¤ë¡£";
3401 #else
3402                 info[i++] = "It senses giants.";
3403 #endif
3404
3405         }
3406         if (have_flag(flgs, TR_ESP_DRAGON))
3407         {
3408 #ifdef JP
3409 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò´¶ÃΤ¹¤ë¡£";
3410 #else
3411                 info[i++] = "It senses dragons.";
3412 #endif
3413
3414         }
3415         if (have_flag(flgs, TR_ESP_HUMAN))
3416         {
3417 #ifdef JP
3418 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ò´¶ÃΤ¹¤ë¡£";
3419 #else
3420                 info[i++] = "It senses humans.";
3421 #endif
3422
3423         }
3424         if (have_flag(flgs, TR_ESP_EVIL))
3425         {
3426 #ifdef JP
3427 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¸ºß¤ò´¶ÃΤ¹¤ë¡£";
3428 #else
3429                 info[i++] = "It senses evil creatures.";
3430 #endif
3431
3432         }
3433         if (have_flag(flgs, TR_ESP_GOOD))
3434         {
3435 #ifdef JP
3436 info[i++] = "¤½¤ì¤ÏÁ±Îɤʸºß¤ò´¶ÃΤ¹¤ë¡£";
3437 #else
3438                 info[i++] = "It senses good creatures.";
3439 #endif
3440
3441         }
3442         if (have_flag(flgs, TR_ESP_NONLIVING))
3443         {
3444 #ifdef JP
3445 info[i++] = "¤½¤ì¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤò´¶ÃΤ¹¤ë¡£";
3446 #else
3447                 info[i++] = "It senses non-living creatures.";
3448 #endif
3449
3450         }
3451         if (have_flag(flgs, TR_ESP_UNIQUE))
3452         {
3453 #ifdef JP
3454 info[i++] = "¤½¤ì¤ÏÆÃÊ̤ʶ¯Å¨¤ò´¶ÃΤ¹¤ë¡£";
3455 #else
3456                 info[i++] = "It senses unique monsters.";
3457 #endif
3458
3459         }
3460         if (have_flag(flgs, TR_SLOW_DIGEST))
3461         {
3462 #ifdef JP
3463 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤òÃÙ¤¯¤¹¤ë¡£";
3464 #else
3465                 info[i++] = "It slows your metabolism.";
3466 #endif
3467
3468         }
3469         if (have_flag(flgs, TR_REGEN))
3470         {
3471 #ifdef JP
3472 info[i++] = "¤½¤ì¤ÏÂÎÎϲóÉüÎϤò¶¯²½¤¹¤ë¡£";
3473 #else
3474                 info[i++] = "It speeds your regenerative powers.";
3475 #endif
3476
3477         }
3478         if (have_flag(flgs, TR_WARNING))
3479         {
3480 #ifdef JP
3481 info[i++] = "¤½¤ì¤Ï´í¸±¤ËÂФ·¤Æ·Ù¹ð¤òȯ¤¹¤ë¡£";
3482 #else
3483                 info[i++] = "It warns you of danger";
3484 #endif
3485
3486         }
3487         if (have_flag(flgs, TR_REFLECT))
3488         {
3489 #ifdef JP
3490 info[i++] = "¤½¤ì¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
3491 #else
3492                 info[i++] = "It reflects bolts and arrows.";
3493 #endif
3494
3495         }
3496         if (have_flag(flgs, TR_SH_FIRE))
3497         {
3498 #ifdef JP
3499 info[i++] = "¤½¤ì¤Ï±ê¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3500 #else
3501                 info[i++] = "It produces a fiery sheath.";
3502 #endif
3503
3504         }
3505         if (have_flag(flgs, TR_SH_ELEC))
3506         {
3507 #ifdef JP
3508 info[i++] = "¤½¤ì¤ÏÅŵ¤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3509 #else
3510                 info[i++] = "It produces an electric sheath.";
3511 #endif
3512
3513         }
3514         if (have_flag(flgs, TR_SH_COLD))
3515         {
3516 #ifdef JP
3517 info[i++] = "¤½¤ì¤ÏÎ䵤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3518 #else
3519                 info[i++] = "It produces a sheath of coldness.";
3520 #endif
3521
3522         }
3523         if (have_flag(flgs, TR_NO_MAGIC))
3524         {
3525 #ifdef JP
3526 info[i++] = "¤½¤ì¤ÏÈ¿ËâË¡¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3527 #else
3528                 info[i++] = "It produces an anti-magic shell.";
3529 #endif
3530
3531         }
3532         if (have_flag(flgs, TR_NO_TELE))
3533         {
3534 #ifdef JP
3535 info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤹¤ë¡£";
3536 #else
3537                 info[i++] = "It prevents teleportation.";
3538 #endif
3539
3540         }
3541         if (have_flag(flgs, TR_XTRA_MIGHT))
3542         {
3543 #ifdef JP
3544 info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤò¤è¤ê¶¯ÎϤËȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3545 #else
3546                 info[i++] = "It fires missiles with extra might.";
3547 #endif
3548
3549         }
3550         if (have_flag(flgs, TR_XTRA_SHOTS))
3551         {
3552 #ifdef JP
3553 info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤòÈó¾ï¤ËÁ᤯ȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3554 #else
3555                 info[i++] = "It fires missiles excessively fast.";
3556 #endif
3557
3558         }
3559
3560         if (have_flag(flgs, TR_BLESSED))
3561         {
3562 #ifdef JP
3563 info[i++] = "¤½¤ì¤Ï¿À¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£";
3564 #else
3565                 info[i++] = "It has been blessed by the gods.";
3566 #endif
3567
3568         }
3569
3570         if (cursed_p(o_ptr))
3571         {
3572                 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3573                 {
3574 #ifdef JP
3575 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Î¼ö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
3576 #else
3577                         info[i++] = "It is permanently cursed.";
3578 #endif
3579
3580                 }
3581                 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3582                 {
3583 #ifdef JP
3584 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
3585 #else
3586                         info[i++] = "It is heavily cursed.";
3587 #endif
3588
3589                 }
3590                 else
3591                 {
3592 #ifdef JP
3593 info[i++] = "¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¡£";
3594 #else
3595                         info[i++] = "It is cursed.";
3596 #endif
3597
3598                 }
3599         }
3600
3601         if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
3602         {
3603 #ifdef JP
3604 info[i++] = "¤½¤ì¤ÏÂÀ¸Å¤Î²Ò¡¹¤·¤¤±åÇ°¤¬½É¤Ã¤Æ¤¤¤ë¡£";
3605 #else
3606                 info[i++] = "It carries an ancient foul curse.";
3607 #endif
3608
3609         }
3610         if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
3611         {
3612 #ifdef JP
3613 info[i++] = "¤½¤ì¤ÏÉÕ¶á¤Î¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë¡£";
3614 #else
3615                 info[i++] = "It aggravates nearby creatures.";
3616 #endif
3617
3618         }
3619         if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
3620         {
3621 #ifdef JP
3622 info[i++] = "¤½¤ì¤Ï·Ð¸³ÃͤòµÛ¤¤¼è¤ë¡£";
3623 #else
3624                 info[i++] = "It drains experience.";
3625 #endif
3626
3627         }
3628         if (o_ptr->curse_flags & TRC_SLOW_REGEN)
3629         {
3630 #ifdef JP
3631 info[i++] = "¤½¤ì¤Ï²óÉüÎϤò¼å¤á¤ë¡£";
3632 #else
3633                 info[i++] = "It slows your regenerative powers.";
3634 #endif
3635
3636         }
3637         if (o_ptr->curse_flags & TRC_ADD_L_CURSE)
3638         {
3639 #ifdef JP
3640 info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£";
3641 #else
3642                 info[i++] = "It adds weak curses.";
3643 #endif
3644
3645         }
3646         if (o_ptr->curse_flags & TRC_ADD_H_CURSE)
3647         {
3648 #ifdef JP
3649 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£";
3650 #else
3651                 info[i++] = "It adds heavy curses.";
3652 #endif
3653
3654         }
3655         if (o_ptr->curse_flags & TRC_CALL_ANIMAL)
3656         {
3657 #ifdef JP
3658 info[i++] = "¤½¤ì¤Ïưʪ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3659 #else
3660                 info[i++] = "It attracts animals.";
3661 #endif
3662
3663         }
3664         if (o_ptr->curse_flags & TRC_CALL_DEMON)
3665         {
3666 #ifdef JP
3667 info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3668 #else
3669                 info[i++] = "It attracts demons.";
3670 #endif
3671
3672         }
3673         if (o_ptr->curse_flags & TRC_CALL_DRAGON)
3674         {
3675 #ifdef JP
3676 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3677 #else
3678                 info[i++] = "It attracts dragons.";
3679 #endif
3680
3681         }
3682         if (o_ptr->curse_flags & TRC_COWARDICE)
3683         {
3684 #ifdef JP
3685 info[i++] = "¤½¤ì¤Ï¶²ÉÝ´¶¤ò°ú¤­µ¯¤³¤¹¡£";
3686 #else
3687                 info[i++] = "It makes you subject to cowardice.";
3688 #endif
3689
3690         }
3691         if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
3692         {
3693 #ifdef JP
3694 info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤Ê¥Æ¥ì¥Ý¡¼¥È¤ò°ú¤­µ¯¤³¤¹¡£";
3695 #else
3696                 info[i++] = "It induces random teleportation.";
3697 #endif
3698
3699         }
3700         if (o_ptr->curse_flags & TRC_LOW_MELEE)
3701         {
3702 #ifdef JP
3703 info[i++] = "¤½¤ì¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
3704 #else
3705                 info[i++] = "It causes you to miss blows.";
3706 #endif
3707
3708         }
3709         if (o_ptr->curse_flags & TRC_LOW_AC)
3710         {
3711 #ifdef JP
3712 info[i++] = "¤½¤ì¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
3713 #else
3714                 info[i++] = "It helps your enemies' blows.";
3715 #endif
3716
3717         }
3718         if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3719         {
3720 #ifdef JP
3721 info[i++] = "¤½¤ì¤ÏËâË¡¤ò¾§¤¨¤Ë¤¯¤¯¤¹¤ë¡£";
3722 #else
3723                 info[i++] = "It encumbers you while spellcasting.";
3724 #endif
3725
3726         }
3727         if (o_ptr->curse_flags & TRC_FAST_DIGEST)
3728         {
3729 #ifdef JP
3730 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤ò®¤¯¤¹¤ë¡£";
3731 #else
3732                 info[i++] = "It speeds your metabolism.";
3733 #endif
3734
3735         }
3736         if (o_ptr->curse_flags & TRC_DRAIN_HP)
3737         {
3738 #ifdef JP
3739 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¤¤¼è¤ë¡£";
3740 #else
3741                 info[i++] = "It drains you.";
3742 #endif
3743
3744         }
3745         if (o_ptr->curse_flags & TRC_DRAIN_MANA)
3746         {
3747 #ifdef JP
3748 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¤¤¼è¤ë¡£";
3749 #else
3750                 info[i++] = "It drains your mana.";
3751 #endif
3752
3753         }
3754
3755         /* Describe about this kind of object instead of THIS fake object */
3756         if (!real)
3757         {
3758                 switch (o_ptr->tval)
3759                 {
3760                 case TV_RING:
3761                         switch (o_ptr->sval)
3762                         {
3763                         case SV_RING_LORDLY:
3764 #ifdef JP
3765                                 info[i++] = "¤½¤ì¤Ï´ö¤Ä¤«¤Î¥é¥ó¥À¥à¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£";
3766 #else
3767                                 info[i++] = "It provides some random resistances.";
3768 #endif
3769                                 break;
3770                         case SV_RING_WARNING:
3771 #ifdef JP
3772                                 info[i++] = "¤½¤ì¤Ï¤Ò¤È¤Ä¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3773 #else
3774                                 info[i++] = "It may provide a low rank ESP.";
3775 #endif
3776                                 break;
3777                         }
3778                         break;
3779
3780                 case TV_AMULET:
3781                         switch (o_ptr->sval)
3782                         {
3783                         case SV_AMULET_RESISTANCE:
3784 #ifdef JP
3785                                 info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3786 #else
3787                                 info[i++] = "It may provides resistance to poison.";
3788 #endif
3789 #ifdef JP
3790                                 info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤ÊÂÑÀ­¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3791 #else
3792                                 info[i++] = "It may provide a random resistances.";
3793 #endif
3794                                 break;
3795                         case SV_AMULET_THE_MAGI:
3796 #ifdef JP
3797                                 info[i++] = "¤½¤ì¤ÏºÇÂç¤Ç£³¤Ä¤Þ¤Ç¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë¡£";
3798 #else
3799                                 info[i++] = "It provides up to three low rank ESPs.";
3800 #endif
3801                                 break;
3802                         }
3803                         break;
3804                 }
3805         }
3806
3807         if (have_flag(flgs, TR_IGNORE_ACID) &&
3808             have_flag(flgs, TR_IGNORE_ELEC) &&
3809             have_flag(flgs, TR_IGNORE_FIRE) &&
3810             have_flag(flgs, TR_IGNORE_COLD))
3811         {
3812 #ifdef JP
3813                 info[i++] = "¤½¤ì¤Ï»À¡¦Åŷ⡦²Ð±ê¡¦Î䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3814 #else
3815                 info[i++] = "It cannot be harmed by the elements.";
3816 #endif
3817         }
3818         else
3819         {
3820                 if (have_flag(flgs, TR_IGNORE_ACID))
3821                 {
3822 #ifdef JP
3823                         info[i++] = "¤½¤ì¤Ï»À¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3824 #else
3825                         info[i++] = "It cannot be harmed by acid.";
3826 #endif
3827                 }
3828                 if (have_flag(flgs, TR_IGNORE_ELEC))
3829                 {
3830 #ifdef JP
3831                         info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3832 #else
3833                         info[i++] = "It cannot be harmed by electricity.";
3834 #endif
3835                 }
3836                 if (have_flag(flgs, TR_IGNORE_FIRE))
3837                 {
3838 #ifdef JP
3839                         info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3840 #else
3841                         info[i++] = "It cannot be harmed by fire.";
3842 #endif
3843                 }
3844                 if (have_flag(flgs, TR_IGNORE_COLD))
3845                 {
3846 #ifdef JP
3847                         info[i++] = "¤½¤ì¤ÏÎ䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3848 #else
3849                         info[i++] = "It cannot be harmed by cold.";
3850 #endif
3851                 }
3852         }
3853
3854         /* No special effects */
3855         if (!i) return (FALSE);
3856
3857         /* Save the screen */
3858         screen_save();
3859
3860         /* Get size */
3861         Term_get_size(&wid, &hgt);
3862
3863         /* Display Item name */
3864         if (real)
3865                 object_desc(o_name, o_ptr, TRUE, 3);
3866         else
3867                 object_desc_store(o_name, o_ptr, TRUE, 0);
3868
3869         prt(o_name, 0, 0);
3870
3871         /* Erase the screen */
3872         for (k = 1; k < hgt; k++) prt("", k, 13);
3873
3874         /* Label the information */
3875         if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
3876         {
3877                 monster_race *r_ptr = &r_info[o_ptr->pval];
3878                 int namelen = strlen(r_name + r_ptr->name);
3879                 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
3880                 c_prt(r_ptr->d_attr, format("%c", r_ptr->d_char), 1, 18+namelen);
3881                 prt("'", 1, 19+namelen);
3882         }
3883         else
3884 #ifdef JP
3885 prt("     ¥¢¥¤¥Æ¥à¤ÎǽÎÏ:", 1, 15);
3886 #else
3887         prt("     Item Attributes:", 1, 15);
3888 #endif
3889
3890         /* We will print on top of the map (column 13) */
3891         for (k = 2, j = 0; j < i; j++)
3892         {
3893                 /* Show the info */
3894                 prt(info[j], k++, 15);
3895
3896                 /* Every 20 entries (lines 2 to 21), start over */
3897                 if ((k == hgt - 2) && (j+1 < i))
3898                 {
3899 #ifdef JP
3900 prt("-- Â³¤¯ --", k, 15);
3901 #else
3902                         prt("-- more --", k, 15);
3903 #endif
3904                         inkey();
3905                         for (; k > 2; k--) prt("", k, 15);
3906                 }
3907         }
3908
3909         /* Wait for it */
3910 #ifdef JP
3911 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 15);
3912 #else
3913         prt("[Press any key to continue]", k, 15);
3914 #endif
3915
3916         inkey();
3917
3918         /* Restore the screen */
3919         screen_load();
3920
3921         /* Gave knowledge */
3922         return (TRUE);
3923 }
3924
3925
3926
3927 /*
3928  * Convert an inventory index into a one character label
3929  * Note that the label does NOT distinguish inven/equip.
3930  */
3931 char index_to_label(int i)
3932 {
3933         /* Indexes for "inven" are easy */
3934         if (i < INVEN_RARM) return (I2A(i));
3935
3936         /* Indexes for "equip" are offset */
3937         return (I2A(i - INVEN_RARM));
3938 }
3939
3940
3941 /*
3942  * Convert a label into the index of an item in the "inven"
3943  * Return "-1" if the label does not indicate a real item
3944  */
3945 s16b label_to_inven(int c)
3946 {
3947         int i;
3948
3949         /* Convert */
3950         i = (islower(c) ? A2I(c) : -1);
3951
3952         /* Verify the index */
3953         if ((i < 0) || (i > INVEN_PACK)) return (-1);
3954
3955         /* Empty slots can never be chosen */
3956         if (!inventory[i].k_idx) return (-1);
3957
3958         /* Return the index */
3959         return (i);
3960 }
3961
3962
3963 /*
3964  * Convert a label into the index of a item in the "equip"
3965  * Return "-1" if the label does not indicate a real item
3966  */
3967 s16b label_to_equip(int c)
3968 {
3969         int i;
3970
3971         /* Convert */
3972         i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
3973
3974         /* Verify the index */
3975         if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
3976
3977         /* Empty slots can never be chosen */
3978         if (!inventory[i].k_idx) return (-1);
3979
3980         /* Return the index */
3981         return (i);
3982 }
3983
3984
3985
3986 /*
3987  * Determine which equipment slot (if any) an item likes
3988  */
3989 s16b wield_slot(object_type *o_ptr)
3990 {
3991         /* Slot for equipment */
3992         switch (o_ptr->tval)
3993         {
3994                 case TV_DIGGING:
3995                 case TV_HAFTED:
3996                 case TV_POLEARM:
3997                 case TV_SWORD:
3998                 {
3999                         if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
4000                         if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
4001                         return (INVEN_LARM);
4002                 }
4003
4004                 case TV_CAPTURE:
4005                 case TV_CARD:
4006                 case TV_SHIELD:
4007                 {
4008                         if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
4009                         if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
4010                         return (INVEN_RARM);
4011                 }
4012
4013                 case TV_BOW:
4014                 {
4015                         return (INVEN_BOW);
4016                 }
4017
4018                 case TV_RING:
4019                 {
4020                         /* Use the right hand first */
4021                         if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
4022
4023                         /* Use the left hand for swapping (by default) */
4024                         return (INVEN_LEFT);
4025                 }
4026
4027                 case TV_AMULET:
4028                 case TV_WHISTLE:
4029                 {
4030                         return (INVEN_NECK);
4031                 }
4032
4033                 case TV_LITE:
4034                 {
4035                         return (INVEN_LITE);
4036                 }
4037
4038                 case TV_DRAG_ARMOR:
4039                 case TV_HARD_ARMOR:
4040                 case TV_SOFT_ARMOR:
4041                 {
4042                         return (INVEN_BODY);
4043                 }
4044
4045                 case TV_CLOAK:
4046                 {
4047                         return (INVEN_OUTER);
4048                 }
4049
4050                 case TV_CROWN:
4051                 case TV_HELM:
4052                 {
4053                         return (INVEN_HEAD);
4054                 }
4055
4056                 case TV_GLOVES:
4057                 {
4058                         return (INVEN_HANDS);
4059                 }
4060
4061                 case TV_BOOTS:
4062                 {
4063                         return (INVEN_FEET);
4064                 }
4065         }
4066
4067         /* No slot available */
4068         return (-1);
4069 }
4070
4071
4072 /*
4073  * Return a string mentioning how a given item is carried
4074  */
4075 cptr mention_use(int i)
4076 {
4077         cptr p;
4078
4079         /* Examine the location */
4080         switch (i)
4081         {
4082 #ifdef JP
4083 case INVEN_RARM: p = p_ptr->ryoute ? " Î¾¼ê" : (left_hander ? " º¸¼ê" : " ±¦¼ê"); break;
4084 #else
4085                 case INVEN_RARM: p = "Wielding"; break;
4086 #endif
4087
4088 #ifdef JP
4089 case INVEN_LARM:   p = (left_hander ? " ±¦¼ê" : " º¸¼ê"); break;
4090 #else
4091                 case INVEN_LARM:   p = "On arm"; break;
4092 #endif
4093
4094 #ifdef JP
4095 case INVEN_BOW:   p = "¼Í·âÍÑ"; break;
4096 #else
4097                 case INVEN_BOW:   p = "Shooting"; break;
4098 #endif
4099
4100 #ifdef JP
4101 case INVEN_LEFT:  p = (left_hander ? "±¦¼ê»Ø" : "º¸¼ê»Ø"); break;
4102 #else
4103                 case INVEN_LEFT:  p = "On left hand"; break;
4104 #endif
4105
4106 #ifdef JP
4107 case INVEN_RIGHT: p = (left_hander ? "º¸¼ê»Ø" : "±¦¼ê»Ø"); break;
4108 #else
4109                 case INVEN_RIGHT: p = "On right hand"; break;
4110 #endif
4111
4112 #ifdef JP
4113 case INVEN_NECK:  p = "  ¼ó"; break;
4114 #else
4115                 case INVEN_NECK:  p = "Around neck"; break;
4116 #endif
4117
4118 #ifdef JP
4119 case INVEN_LITE:  p = " ¸÷¸»"; break;
4120 #else
4121                 case INVEN_LITE:  p = "Light source"; break;
4122 #endif
4123
4124 #ifdef JP
4125 case INVEN_BODY:  p = "  ÂÎ"; break;
4126 #else
4127                 case INVEN_BODY:  p = "On body"; break;
4128 #endif
4129
4130 #ifdef JP
4131 case INVEN_OUTER: p = "ÂΤξå"; break;
4132 #else
4133                 case INVEN_OUTER: p = "About body"; break;
4134 #endif
4135
4136 #ifdef JP
4137 case INVEN_HEAD:  p = "  Ƭ"; break;
4138 #else
4139                 case INVEN_HEAD:  p = "On head"; break;
4140 #endif
4141
4142 #ifdef JP
4143 case INVEN_HANDS: p = "  ¼ê"; break;
4144 #else
4145                 case INVEN_HANDS: p = "On hands"; break;
4146 #endif
4147
4148 #ifdef JP
4149 case INVEN_FEET:  p = "  ­"; break;
4150 #else
4151                 case INVEN_FEET:  p = "On feet"; break;
4152 #endif
4153
4154 #ifdef JP
4155 default:          p = "¥¶¥Ã¥¯"; break;
4156 #else
4157                 default:          p = "In pack"; break;
4158 #endif
4159
4160         }
4161
4162         /* Hack -- Heavy weapon */
4163         if (i == INVEN_RARM)
4164         {
4165                 if (p_ptr->heavy_wield[0])
4166                 {
4167 #ifdef JP
4168 p = "±¿ÈÂÃæ";
4169 #else
4170                         p = "Just lifting";
4171 #endif
4172
4173                 }
4174         }
4175
4176         /* Hack -- Heavy weapon */
4177         if (i == INVEN_LARM)
4178         {
4179                 if (p_ptr->heavy_wield[1])
4180                 {
4181 #ifdef JP
4182 p = "±¿ÈÂÃæ";
4183 #else
4184                         p = "Just lifting";
4185 #endif
4186
4187                 }
4188         }
4189
4190         /* Hack -- Heavy bow */
4191         if (i == INVEN_BOW)
4192         {
4193                 object_type *o_ptr;
4194                 o_ptr = &inventory[i];
4195                 if (adj_str_hold[p_ptr->stat_ind[A_STR]] < o_ptr->weight / 10)
4196                 {
4197 #ifdef JP
4198 p = "±¿ÈÂÃæ";
4199 #else
4200                         p = "Just holding";
4201 #endif
4202
4203                 }
4204         }
4205
4206         /* Return the result */
4207         return (p);
4208 }
4209
4210
4211 /*
4212  * Return a string describing how a given item is being worn.
4213  * Currently, only used for items in the equipment, not inventory.
4214  */
4215 cptr describe_use(int i)
4216 {
4217         cptr p;
4218
4219         switch (i)
4220         {
4221 #ifdef JP
4222 case INVEN_RARM: p = p_ptr->ryoute ? " Î¾¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? " º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : " ±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë"); break;
4223 #else
4224                 case INVEN_RARM: p = "attacking monsters with"; break;
4225 #endif
4226
4227 #ifdef JP
4228 case INVEN_LARM:   p = (left_hander ? " ±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : " º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë"); break;
4229 #else
4230                 case INVEN_LARM:   p = "wearing on your arm"; break;
4231 #endif
4232
4233 #ifdef JP
4234 case INVEN_BOW:   p = "¼Í·âÍѤËÁõÈ÷¤·¤Æ¤¤¤ë"; break;
4235 #else
4236                 case INVEN_BOW:   p = "shooting missiles with"; break;
4237 #endif
4238
4239 #ifdef JP
4240 case INVEN_LEFT:  p = (left_hander ? "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
4241 #else
4242                 case INVEN_LEFT:  p = "wearing on your left hand"; break;
4243 #endif
4244
4245 #ifdef JP
4246 case INVEN_RIGHT: p = (left_hander ? "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
4247 #else
4248                 case INVEN_RIGHT: p = "wearing on your right hand"; break;
4249 #endif
4250
4251 #ifdef JP
4252 case INVEN_NECK:  p = "¼ó¤Ë¤«¤±¤Æ¤¤¤ë"; break;
4253 #else
4254                 case INVEN_NECK:  p = "wearing around your neck"; break;
4255 #endif
4256
4257 #ifdef JP
4258 case INVEN_LITE:  p = "¸÷¸»¤Ë¤·¤Æ¤¤¤ë"; break;
4259 #else
4260                 case INVEN_LITE:  p = "using to light the way"; break;
4261 #endif
4262
4263 #ifdef JP
4264 case INVEN_BODY:  p = "ÂΤËÃå¤Æ¤¤¤ë"; break;
4265 #else
4266                 case INVEN_BODY:  p = "wearing on your body"; break;
4267 #endif
4268
4269 #ifdef JP
4270 case INVEN_OUTER: p = "¿È¤Ë¤Þ¤È¤Ã¤Æ¤¤¤ë"; break;
4271 #else
4272                 case INVEN_OUTER: p = "wearing on your back"; break;
4273 #endif
4274
4275 #ifdef JP
4276 case INVEN_HEAD:  p = "Ƭ¤Ë¤«¤Ö¤Ã¤Æ¤¤¤ë"; break;
4277 #else
4278                 case INVEN_HEAD:  p = "wearing on your head"; break;
4279 #endif
4280
4281 #ifdef JP
4282 case INVEN_HANDS: p = "¼ê¤Ë¤Ä¤±¤Æ¤¤¤ë"; break;
4283 #else
4284                 case INVEN_HANDS: p = "wearing on your hands"; break;
4285 #endif
4286
4287 #ifdef JP
4288 case INVEN_FEET:  p = "­¤Ë¤Ï¤¤¤Æ¤¤¤ë"; break;
4289 #else
4290                 case INVEN_FEET:  p = "wearing on your feet"; break;
4291 #endif
4292
4293 #ifdef JP
4294 default:          p = "¥¶¥Ã¥¯¤ËÆþ¤Ã¤Æ¤¤¤ë"; break;
4295 #else
4296                 default:          p = "carrying in your pack"; break;
4297 #endif
4298
4299         }
4300
4301         /* Hack -- Heavy weapon */
4302         if (i == INVEN_RARM)
4303         {
4304                 object_type *o_ptr;
4305                 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4306
4307                 if (p_ptr->ryoute) hold *= 2;
4308                 o_ptr = &inventory[i];
4309                 if (hold < o_ptr->weight / 10)
4310                 {
4311 #ifdef JP
4312 p = "±¿ÈÂÃæ¤Î";
4313 #else
4314                         p = "just lifting";
4315 #endif
4316
4317                 }
4318         }
4319
4320         /* Hack -- Heavy bow */
4321         if (i == INVEN_BOW)
4322         {
4323                 object_type *o_ptr;
4324                 o_ptr = &inventory[i];
4325                 if (adj_str_hold[p_ptr->stat_ind[A_STR]] < o_ptr->weight / 10)
4326                 {
4327 #ifdef JP
4328 p = "»ý¤Ä¤À¤±¤ÇÀº°ìÇÕ¤Î";
4329 #else
4330                         p = "just holding";
4331 #endif
4332
4333                 }
4334         }
4335
4336         /* Return the result */
4337         return p;
4338 }
4339
4340
4341 /* Hack: Check if a spellbook is one of the realms we can use. -- TY */
4342
4343 bool check_book_realm(const byte book_tval, const byte book_sval)
4344 {
4345         if (book_tval < TV_LIFE_BOOK) return FALSE;
4346         if (p_ptr->pclass == CLASS_SORCERER)
4347         {
4348                 return is_magic(tval2realm(book_tval));
4349         }
4350         else if (p_ptr->pclass == CLASS_RED_MAGE)
4351         {
4352                 if (is_magic(tval2realm(book_tval)))
4353                         return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
4354         }
4355         return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
4356 }
4357
4358
4359 /*
4360  * Check an item against the item tester info
4361  */
4362 bool item_tester_okay(object_type *o_ptr)
4363 {
4364         /* Hack -- allow listing empty slots */
4365         if (item_tester_full) return (TRUE);
4366
4367         /* Require an item */
4368         if (!o_ptr->k_idx) return (FALSE);
4369
4370         /* Hack -- ignore "gold" */
4371         if (o_ptr->tval == TV_GOLD) return (FALSE);
4372
4373         /* Check the tval */
4374         if (item_tester_tval)
4375         {
4376                 /* Is it a spellbook? If so, we need a hack -- TY */
4377                 if ((item_tester_tval <= TV_DEATH_BOOK) &&
4378                         (item_tester_tval >= TV_LIFE_BOOK))
4379                         return check_book_realm(o_ptr->tval, o_ptr->sval);
4380                 else
4381                         if (item_tester_tval != o_ptr->tval) return (FALSE);
4382         }
4383
4384         /* Check the hook */
4385         if (item_tester_hook)
4386         {
4387                 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
4388         }
4389
4390         /* Assume okay */
4391         return (TRUE);
4392 }
4393
4394
4395
4396
4397 /*
4398  * Choice window "shadow" of the "show_inven()" function
4399  */
4400 void display_inven(void)
4401 {
4402         register        int i, n, z = 0;
4403         object_type     *o_ptr;
4404         byte            attr = TERM_WHITE;
4405         char            tmp_val[80];
4406         char            o_name[MAX_NLEN];
4407
4408
4409         /* Find the "final" slot */
4410         for (i = 0; i < INVEN_PACK; i++)
4411         {
4412                 o_ptr = &inventory[i];
4413
4414                 /* Skip non-objects */
4415                 if (!o_ptr->k_idx) continue;
4416
4417                 /* Track */
4418                 z = i + 1;
4419         }
4420
4421         /* Display the pack */
4422         for (i = 0; i < z; i++)
4423         {
4424                 /* Examine the item */
4425                 o_ptr = &inventory[i];
4426
4427                 /* Start with an empty "index" */
4428                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
4429
4430                 /* Is this item "acceptable"? */
4431                 if (item_tester_okay(o_ptr))
4432                 {
4433                         /* Prepare an "index" */
4434                         tmp_val[0] = index_to_label(i);
4435
4436                         /* Bracket the "index" --(-- */
4437                         tmp_val[1] = ')';
4438                 }
4439
4440                 /* Display the index (or blank space) */
4441                 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
4442
4443                 /* Obtain an item description */
4444                 object_desc(o_name, o_ptr, TRUE, 3);
4445
4446                 /* Obtain the length of the description */
4447                 n = strlen(o_name);
4448
4449                 /* Get a color */
4450                 attr = tval_to_attr[o_ptr->tval % 128];
4451
4452                 /* Grey out charging items */
4453                 if (o_ptr->timeout)
4454                 {
4455                         attr = TERM_L_DARK;
4456                 }
4457
4458                 /* Display the entry itself */
4459                 Term_putstr(3, i, n, attr, o_name);
4460
4461                 /* Erase the rest of the line */
4462                 Term_erase(3+n, i, 255);
4463
4464                 /* Display the weight if needed */
4465                 if (show_weights && o_ptr->weight)
4466                 {
4467                         int wgt = o_ptr->weight * o_ptr->number;
4468 #ifdef JP
4469                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
4470 #else
4471                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4472 #endif
4473
4474                         Term_putstr(71, i, -1, TERM_WHITE, tmp_val);
4475                 }
4476         }
4477
4478         /* Erase the rest of the window */
4479         for (i = z; i < Term->hgt; i++)
4480         {
4481                 /* Erase the line */
4482                 Term_erase(0, i, 255);
4483         }
4484 }
4485
4486
4487
4488 /*
4489  * Choice window "shadow" of the "show_equip()" function
4490  */
4491 void display_equip(void)
4492 {
4493         register        int i, n;
4494         object_type     *o_ptr;
4495         byte            attr = TERM_WHITE;
4496         char            tmp_val[80];
4497         char            o_name[MAX_NLEN];
4498
4499
4500         /* Display the equipment */
4501         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4502         {
4503                 /* Examine the item */
4504                 o_ptr = &inventory[i];
4505
4506                 /* Start with an empty "index" */
4507                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
4508
4509                 /* Is this item "acceptable"? */
4510                 if (item_tester_okay(o_ptr))
4511                 {
4512                         /* Prepare an "index" */
4513                         tmp_val[0] = index_to_label(i);
4514
4515                         /* Bracket the "index" --(-- */
4516                         tmp_val[1] = ')';
4517                 }
4518
4519                 /* Display the index (or blank space) */
4520                 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
4521
4522                 /* Obtain an item description */
4523                 if ((i == INVEN_LARM) && p_ptr->ryoute)
4524                 {
4525 #ifdef JP
4526                         strcpy(o_name, "(Éð´ï¤òξ¼ê»ý¤Á)");
4527 #else
4528                         strcpy(o_name, "(wielding with two-hands)");
4529 #endif
4530                         attr = 1;
4531                 }
4532                 else
4533                 {
4534                         object_desc(o_name, o_ptr, TRUE, 3);
4535                         attr = tval_to_attr[o_ptr->tval % 128];
4536                 }
4537
4538                 /* Obtain the length of the description */
4539                 n = strlen(o_name);
4540
4541                 /* Grey out charging items */
4542                 if (o_ptr->timeout)
4543                 {
4544                         attr = TERM_L_DARK;
4545                 }
4546
4547                 /* Display the entry itself */
4548                 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
4549
4550                 /* Erase the rest of the line */
4551                 Term_erase(3+n, i - INVEN_RARM, 255);
4552
4553                 /* Display the slot description (if needed) */
4554                 if (show_labels)
4555                 {
4556                         Term_putstr(61, i - INVEN_RARM, -1, TERM_WHITE, "<--");
4557                         Term_putstr(65, i - INVEN_RARM, -1, TERM_WHITE, mention_use(i));
4558                 }
4559
4560                 /* Display the weight (if needed) */
4561                 if (show_weights && o_ptr->weight)
4562                 {
4563                         int wgt = o_ptr->weight * o_ptr->number;
4564                         int col = (show_labels ? 52 : 71);
4565 #ifdef JP
4566                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
4567 #else
4568                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4569 #endif
4570
4571                         Term_putstr(col, i - INVEN_RARM, -1, TERM_WHITE, tmp_val);
4572                 }
4573         }
4574
4575         /* Erase the rest of the window */
4576         for (i = INVEN_TOTAL - INVEN_RARM; i < Term->hgt; i++)
4577         {
4578                 /* Clear that line */
4579                 Term_erase(0, i, 255);
4580         }
4581 }
4582
4583
4584
4585 /*
4586  * Find the "first" inventory object with the given "tag".
4587  *
4588  * A "tag" is a numeral "n" appearing as "@n" anywhere in the
4589  * inscription of an object.  Alphabetical characters don't work as a
4590  * tag in this form.
4591  *
4592  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
4593  * and "x" is the "current" command_cmd code.
4594  */
4595 static int get_tag(int *cp, char tag)
4596 {
4597         int i;
4598         cptr s;
4599
4600
4601         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
4602
4603         /* Check every object */
4604         for (i = 0; i < INVEN_TOTAL; ++i)
4605         {
4606                 object_type *o_ptr = &inventory[i];
4607
4608                 /* Skip non-objects */
4609                 if (!o_ptr->k_idx) continue;
4610
4611                 /* Skip empty inscriptions */
4612                 if (!o_ptr->inscription) continue;
4613
4614                 /* Skip non-choice */
4615                 if (!item_tester_okay(o_ptr)) continue;
4616
4617                 /* Find a '@' */
4618                 s = strchr(quark_str(o_ptr->inscription), '@');
4619
4620                 /* Process all tags */
4621                 while (s)
4622                 {
4623                         /* Check the special tags */
4624                         if ((s[1] == command_cmd) && (s[2] == tag))
4625                         {
4626                                 /* Save the actual inventory ID */
4627                                 *cp = i;
4628
4629                                 /* Success */
4630                                 return (TRUE);
4631                         }
4632
4633                         /* Find another '@' */
4634                         s = strchr(s + 1, '@');
4635                 }
4636         }
4637
4638
4639         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
4640
4641         /* Don't allow {@#} with '#' being alphabet */
4642         if (tag < '0' || '9' < tag)
4643         {
4644                 /* No such tag */
4645                 return FALSE;
4646         }
4647
4648         /* Check every object */
4649         for (i = 0; i < INVEN_TOTAL; ++i)
4650         {
4651                 object_type *o_ptr = &inventory[i];
4652
4653                 /* Skip non-objects */
4654                 if (!o_ptr->k_idx) continue;
4655
4656                 /* Skip empty inscriptions */
4657                 if (!o_ptr->inscription) continue;
4658
4659                 /* Skip non-choice */
4660                 if (!item_tester_okay(o_ptr)) continue;
4661
4662                 /* Find a '@' */
4663                 s = strchr(quark_str(o_ptr->inscription), '@');
4664
4665                 /* Process all tags */
4666                 while (s)
4667                 {
4668                         /* Check the normal tags */
4669                         if (s[1] == tag)
4670                         {
4671                                 /* Save the actual inventory ID */
4672                                 *cp = i;
4673
4674                                 /* Success */
4675                                 return (TRUE);
4676                         }
4677
4678                         /* Find another '@' */
4679                         s = strchr(s + 1, '@');
4680                 }
4681         }
4682
4683         /* No such tag */
4684         return (FALSE);
4685 }
4686
4687
4688
4689 /*
4690  * Display the inventory.
4691  *
4692  * Hack -- do not display "trailing" empty slots
4693  */
4694 int show_inven(int target_item)
4695 {
4696         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
4697         int             i, j, k, l, z = 0;
4698         int             col, cur_col, len;
4699         object_type     *o_ptr;
4700         char            o_name[MAX_NLEN];
4701         char            tmp_val[80];
4702         int             out_index[23];
4703         byte            out_color[23];
4704         char            out_desc[23][MAX_NLEN];
4705         int             target_item_label = 0;
4706         int             wid, hgt;
4707         char inven_spellbook_label[52+1];
4708
4709         /* See cmd5.c */
4710
4711         /* Starting column */
4712         col = command_gap;
4713
4714         /* Get size */
4715         Term_get_size(&wid, &hgt);
4716
4717         /* Default "max-length" */
4718         len = wid - col - 1;
4719
4720
4721         /* Find the "final" slot */
4722         for (i = 0; i < INVEN_PACK; i++)
4723         {
4724                 o_ptr = &inventory[i];
4725
4726                 /* Skip non-objects */
4727                 if (!o_ptr->k_idx) continue;
4728
4729                 /* Track */
4730                 z = i + 1;
4731         }
4732
4733         /*** Move around label characters with correspond tags ***/
4734
4735         /* Prepare normal labels */
4736         strcpy(inven_spellbook_label, alphabet_chars);
4737
4738         /* Move each label */
4739         for (i = 0; i < 52; i++)
4740         {
4741                 int index;
4742                 char c = alphabet_chars[i];
4743
4744                 /* Find a tag with this label */
4745                 if (get_tag(&index, c))
4746                 {
4747                         /* Delete the over writen label */
4748                         if (inven_spellbook_label[i] == c)
4749                                 inven_spellbook_label[i] = ' ';
4750
4751                         /* Move the label to the place of correspond tag */
4752                         inven_spellbook_label[index] = c;
4753                 }
4754         }
4755
4756         /* Display the inventory */
4757         for (k = 0, i = 0; i < z; i++)
4758         {
4759                 o_ptr = &inventory[i];
4760
4761                 /* Is this item acceptable? */
4762                 if (!item_tester_okay(o_ptr)) continue;
4763
4764                 /* Describe the object */
4765                 object_desc(o_name, o_ptr, TRUE, 3);
4766
4767                 /* Save the object index, color, and description */
4768                 out_index[k] = i;
4769                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
4770
4771                 /* Grey out charging items */
4772                 if (o_ptr->timeout)
4773                 {
4774                         out_color[k] = TERM_L_DARK;
4775                 }
4776
4777                 (void)strcpy(out_desc[k], o_name);
4778
4779                 /* Find the predicted "line length" */
4780                 l = strlen(out_desc[k]) + 5;
4781
4782                 /* Be sure to account for the weight */
4783                 if (show_weights) l += 9;
4784
4785                 /* Account for icon if displayed */
4786                 if (show_item_graph)
4787                 {
4788                         l += 2;
4789                         if (use_bigtile) l++;
4790                 }
4791
4792                 /* Maintain the maximum length */
4793                 if (l > len) len = l;
4794
4795                 /* Advance to next "line" */
4796                 k++;
4797         }
4798
4799         /* Find the column to start in */
4800         col = (len > wid - 4) ? 0 : (wid - len - 1);
4801
4802         /* Output each entry */
4803         for (j = 0; j < k; j++)
4804         {
4805                 /* Get the index */
4806                 i = out_index[j];
4807
4808                 /* Get the item */
4809                 o_ptr = &inventory[i];
4810
4811                 /* Clear the line */
4812                 prt("", j + 1, col ? col - 2 : col);
4813
4814                 if (use_menu && target_item)
4815                 {
4816                         if (j == (target_item-1))
4817                         {
4818 #ifdef JP
4819                                 strcpy(tmp_val, "¡Õ");
4820 #else
4821                                 strcpy(tmp_val, "> ");
4822 #endif
4823                                 target_item_label = i;
4824                         }
4825                         else strcpy(tmp_val, "  ");
4826                 }
4827                 else if (i <= INVEN_PACK)
4828                 {
4829                         sprintf(tmp_val, "%c)", inven_spellbook_label[i]);
4830                 }
4831                 else
4832                 {
4833                         /* Prepare an index --(-- */
4834                         sprintf(tmp_val, "%c)", index_to_label(i));
4835                 }
4836
4837                 /* Clear the line with the (possibly indented) index */
4838                 put_str(tmp_val, j + 1, col);
4839
4840                 cur_col = col + 3;
4841
4842                 /* Display graphics for object, if desired */
4843                 if (show_item_graph)
4844                 {
4845                         byte  a = object_attr(o_ptr);
4846                         char c = object_char(o_ptr);
4847
4848 #ifdef AMIGA
4849                         if (a & 0x80) a |= 0x40;
4850 #endif
4851
4852                         Term_draw(cur_col, j + 1, a, c);
4853                         if (use_bigtile)
4854                         {
4855                                 cur_col++;
4856                                 if (a & 0x80)
4857                                         Term_draw(cur_col, j + 1, 255, -1);
4858                         }
4859                         cur_col += 2;
4860                 }
4861
4862
4863                 /* Display the entry itself */
4864                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
4865
4866                 /* Display the weight if needed */
4867                 if (show_weights)
4868                 {
4869                         int wgt = o_ptr->weight * o_ptr->number;
4870 #ifdef JP
4871                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
4872 #else
4873                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4874 #endif
4875
4876                         put_str(tmp_val, j + 1, wid - 9);
4877                 }
4878         }
4879
4880         /* Make a "shadow" below the list (only if needed) */
4881         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
4882
4883         /* Save the new column */
4884         command_gap = col;
4885
4886         return target_item_label;
4887 }
4888
4889
4890
4891 /*
4892  * Display the equipment.
4893  */
4894 int show_equip(int target_item)
4895 {
4896         int             i, j, k, l;
4897         int             col, cur_col, len;
4898         object_type     *o_ptr;
4899         char            tmp_val[80];
4900         char            o_name[MAX_NLEN];
4901         int             out_index[23];
4902         byte            out_color[23];
4903         char            out_desc[23][MAX_NLEN];
4904         int             target_item_label = 0;
4905         int             wid, hgt;
4906
4907
4908         /* Starting column */
4909         col = command_gap;
4910
4911         /* Get size */
4912         Term_get_size(&wid, &hgt);
4913
4914         /* Maximal length */
4915         len = wid - col - 1;
4916
4917
4918         /* Scan the equipment list */
4919         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
4920         {
4921                 o_ptr = &inventory[i];
4922
4923                 /* Is this item acceptable? */
4924                 if (!item_tester_okay(o_ptr) && (!((i == INVEN_LARM) && p_ptr->ryoute) || item_tester_no_ryoute)) continue;
4925
4926                 /* Description */
4927                 object_desc(o_name, o_ptr, TRUE, 3);
4928
4929                 if ((i == INVEN_LARM) && p_ptr->ryoute)
4930                 {
4931 #ifdef JP
4932                         (void)strcpy(out_desc[k],"(Éð´ï¤òξ¼ê»ý¤Á)");
4933 #else
4934                         (void)strcpy(out_desc[k],"(wielding with two-hands)");
4935 #endif
4936                         out_color[k] = 1;
4937                 }
4938                 else
4939                 {
4940                         (void)strcpy(out_desc[k], o_name);
4941                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
4942                 }
4943
4944                 out_index[k] = i;
4945                 /* Grey out charging items */
4946                 if (o_ptr->timeout)
4947                 {
4948                         out_color[k] = TERM_L_DARK;
4949                 }
4950
4951                 /* Extract the maximal length (see below) */
4952 #ifdef JP
4953                 l = strlen(out_desc[k]) + (2 + 1);
4954 #else
4955                 l = strlen(out_desc[k]) + (2 + 3);
4956 #endif
4957
4958
4959                 /* Increase length for labels (if needed) */
4960 #ifdef JP
4961                 if (show_labels) l += (7 + 2);
4962 #else
4963                 if (show_labels) l += (14 + 2);
4964 #endif
4965
4966
4967                 /* Increase length for weight (if needed) */
4968                 if (show_weights) l += 9;
4969
4970                 if (show_item_graph) l += 2;
4971
4972                 /* Maintain the max-length */
4973                 if (l > len) len = l;
4974
4975                 /* Advance the entry */
4976                 k++;
4977         }
4978
4979         /* Hack -- Find a column to start in */
4980 #ifdef JP
4981         col = (len > wid - 6) ? 0 : (wid - len - 1);
4982 #else
4983         col = (len > wid - 4) ? 0 : (wid - len - 1);
4984 #endif
4985
4986
4987         /* Output each entry */
4988         for (j = 0; j < k; j++)
4989         {
4990                 /* Get the index */
4991                 i = out_index[j];
4992
4993                 /* Get the item */
4994                 o_ptr = &inventory[i];
4995
4996                 /* Clear the line */
4997                 prt("", j + 1, col ? col - 2 : col);
4998
4999                 if (use_menu && target_item)
5000                 {
5001                         if (j == (target_item-1))
5002                         {
5003 #ifdef JP
5004                                 strcpy(tmp_val, "¡Õ");
5005 #else
5006                                 strcpy(tmp_val, "> ");
5007 #endif
5008                                 target_item_label = i;
5009                         }
5010                         else strcpy(tmp_val, "  ");
5011                 }
5012                 else
5013                         /* Prepare an index --(-- */
5014                         sprintf(tmp_val, "%c)", index_to_label(i));
5015
5016                 /* Clear the line with the (possibly indented) index */
5017                 put_str(tmp_val, j+1, col);
5018
5019                 cur_col = col + 3;
5020
5021                 /* Display graphics for object, if desired */
5022                 if (show_item_graph)
5023                 {
5024                         byte a = object_attr(o_ptr);
5025                         char c = object_char(o_ptr);
5026
5027 #ifdef AMIGA
5028                         if (a & 0x80) a |= 0x40;
5029 #endif
5030
5031                         Term_draw(cur_col, j + 1, a, c);
5032                         if (use_bigtile)
5033                         {
5034                                 cur_col++;
5035                                 if (a & 0x80)
5036                                         Term_draw(cur_col, j + 1, 255, -1);
5037                         }
5038                         cur_col += 2;
5039                 }
5040
5041                 /* Use labels */
5042                 if (show_labels)
5043                 {
5044                         /* Mention the use */
5045 #ifdef JP
5046                         (void)sprintf(tmp_val, "%-7s: ", mention_use(i));
5047 #else
5048                         (void)sprintf(tmp_val, "%-14s: ", mention_use(i));
5049 #endif
5050
5051                         put_str(tmp_val, j+1, cur_col);
5052
5053                         /* Display the entry itself */
5054 #ifdef JP
5055                         c_put_str(out_color[j], out_desc[j], j+1, cur_col + 9);
5056 #else
5057                         c_put_str(out_color[j], out_desc[j], j+1, cur_col + 16);
5058 #endif
5059                 }
5060
5061                 /* No labels */
5062                 else
5063                 {
5064                         /* Display the entry itself */
5065                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
5066                 }
5067
5068                 /* Display the weight if needed */
5069                 if (show_weights)
5070                 {
5071                         int wgt = o_ptr->weight * o_ptr->number;
5072 #ifdef JP
5073                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
5074 #else
5075                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
5076 #endif
5077
5078                         put_str(tmp_val, j+1, wid - 9);
5079                 }
5080         }
5081
5082         /* Make a "shadow" below the list (only if needed) */
5083         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
5084
5085         /* Save the new column */
5086         command_gap = col;
5087
5088         return target_item_label;
5089 }
5090
5091
5092
5093
5094 /*
5095  * Flip "inven" and "equip" in any sub-windows
5096  */
5097 void toggle_inven_equip(void)
5098 {
5099         int j;
5100
5101         /* Scan windows */
5102         for (j = 0; j < 8; j++)
5103         {
5104                 /* Unused */
5105                 if (!angband_term[j]) continue;
5106
5107                 /* Flip inven to equip */
5108                 if (window_flag[j] & (PW_INVEN))
5109                 {
5110                         /* Flip flags */
5111                         window_flag[j] &= ~(PW_INVEN);
5112                         window_flag[j] |= (PW_EQUIP);
5113
5114                         /* Window stuff */
5115                         p_ptr->window |= (PW_EQUIP);
5116                 }
5117
5118                 /* Flip inven to equip */
5119                 else if (window_flag[j] & (PW_EQUIP))
5120                 {
5121                         /* Flip flags */
5122                         window_flag[j] &= ~(PW_EQUIP);
5123                         window_flag[j] |= (PW_INVEN);
5124
5125                         /* Window stuff */
5126                         p_ptr->window |= (PW_INVEN);
5127                 }
5128         }
5129 }
5130
5131
5132
5133 /*
5134  * Verify the choice of an item.
5135  *
5136  * The item can be negative to mean "item on floor".
5137  */
5138 static bool verify(cptr prompt, int item)
5139 {
5140         char        o_name[MAX_NLEN];
5141         char        out_val[MAX_NLEN+20];
5142         object_type *o_ptr;
5143
5144
5145         /* Inventory */
5146         if (item >= 0)
5147         {
5148                 o_ptr = &inventory[item];
5149         }
5150
5151         /* Floor */
5152         else
5153         {
5154                 o_ptr = &o_list[0 - item];
5155         }
5156
5157         /* Describe */
5158         object_desc(o_name, o_ptr, TRUE, 3);
5159
5160         /* Prompt */
5161 #ifdef JP
5162 (void)sprintf(out_val, "%s%s¤Ç¤¹¤«? ", prompt, o_name);
5163 #else
5164         (void)sprintf(out_val, "%s %s? ", prompt, o_name);
5165 #endif
5166
5167
5168         /* Query */
5169         return (get_check(out_val));
5170 }
5171
5172
5173 /*
5174  * Hack -- allow user to "prevent" certain choices
5175  *
5176  * The item can be negative to mean "item on floor".
5177  */
5178 static bool get_item_allow(int item)
5179 {
5180         cptr s;
5181
5182         object_type *o_ptr;
5183
5184         /* Inventory */
5185         if (item >= 0)
5186         {
5187                 o_ptr = &inventory[item];
5188         }
5189
5190         /* Floor */
5191         else
5192         {
5193                 o_ptr = &o_list[0 - item];
5194         }
5195
5196         /* No inscription */
5197         if (!o_ptr->inscription) return (TRUE);
5198
5199         /* Find a '!' */
5200         s = strchr(quark_str(o_ptr->inscription), '!');
5201
5202         /* Process preventions */
5203         while (s)
5204         {
5205                 /* Check the "restriction" */
5206                 if ((s[1] == command_cmd) || (s[1] == '*'))
5207                 {
5208                         /* Verify the choice */
5209 #ifdef JP
5210 if (!verify("ËÜÅö¤Ë", item)) return (FALSE);
5211 #else
5212                         if (!verify("Really try", item)) return (FALSE);
5213 #endif
5214
5215                 }
5216
5217                 /* Find another '!' */
5218                 s = strchr(s + 1, '!');
5219         }
5220
5221         /* Allow it */
5222         return (TRUE);
5223 }
5224
5225
5226
5227 /*
5228  * Auxiliary function for "get_item()" -- test an index
5229  */
5230 static bool get_item_okay(int i)
5231 {
5232         /* Illegal items */
5233         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
5234
5235         /* Verify the item */
5236         if (!item_tester_okay(&inventory[i])) return (FALSE);
5237
5238         /* Assume okay */
5239         return (TRUE);
5240 }
5241
5242
5243
5244 /*
5245  * Determine whether get_item() can get some item or not
5246  * assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
5247  */
5248 bool can_get_item(void)
5249 {
5250         int j, floor_list[23], floor_num = 0;
5251
5252         for (j = 0; j < INVEN_TOTAL; j++)
5253                 if (item_tester_okay(&inventory[j]))
5254                         return TRUE;
5255
5256         floor_num = scan_floor(floor_list, py, px, 0x01);
5257         if (floor_num)
5258                 return TRUE;
5259
5260         return FALSE;
5261 }
5262
5263 /*
5264  * Let the user select an item, save its "index"
5265  *
5266  * Return TRUE only if an acceptable item was chosen by the user.
5267  *
5268  * The selected item must satisfy the "item_tester_hook()" function,
5269  * if that hook is set, and the "item_tester_tval", if that value is set.
5270  *
5271  * All "item_tester" restrictions are cleared before this function returns.
5272  *
5273  * The user is allowed to choose acceptable items from the equipment,
5274  * inventory, or floor, respectively, if the proper flag was given,
5275  * and there are any acceptable items in that location.
5276  *
5277  * The equipment or inventory are displayed (even if no acceptable
5278  * items are in that location) if the proper flag was given.
5279  *
5280  * If there are no acceptable items available anywhere, and "str" is
5281  * not NULL, then it will be used as the text of a warning message
5282  * before the function returns.
5283  *
5284  * Note that the user must press "-" to specify the item on the floor,
5285  * and there is no way to "examine" the item on the floor, while the
5286  * use of "capital" letters will "examine" an inventory/equipment item,
5287  * and prompt for its use.
5288  *
5289  * If a legal item is selected from the inventory, we save it in "cp"
5290  * directly (0 to 35), and return TRUE.
5291  *
5292  * If a legal item is selected from the floor, we save it in "cp" as
5293  * a negative (-1 to -511), and return TRUE.
5294  *
5295  * If no item is available, we do nothing to "cp", and we display a
5296  * warning message, using "str" if available, and return FALSE.
5297  *
5298  * If no item is selected, we do nothing to "cp", and return FALSE.
5299  *
5300  * Global "p_ptr->command_new" is used when viewing the inventory or equipment
5301  * to allow the user to enter a command while viewing those screens, and
5302  * also to induce "auto-enter" of stores, and other such stuff.
5303  *
5304  * Global "p_ptr->command_see" may be set before calling this function to start
5305  * out in "browse" mode.  It is cleared before this function returns.
5306  *
5307  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.
5308  * If it is TRUE then we are viewing inventory, else equipment.
5309  *
5310  * We always erase the prompt when we are done, leaving a blank line,
5311  * or a warning message, if appropriate, if no items are available.
5312  */
5313 bool get_item(int *cp, cptr pmt, cptr str, int mode)
5314 {
5315         s16b this_o_idx, next_o_idx = 0;
5316
5317         char which = ' ';
5318
5319         int j, k, i1, i2, e1, e2;
5320
5321         bool done, item;
5322
5323         bool oops = FALSE;
5324
5325         bool equip = FALSE;
5326         bool inven = FALSE;
5327         bool floor = FALSE;
5328
5329         bool allow_floor = FALSE;
5330
5331         bool toggle = FALSE;
5332
5333         char tmp_val[160];
5334         char out_val[160];
5335
5336         /* See cmd5.c */
5337         extern bool select_the_force;
5338
5339         int menu_line = (use_menu ? 1 : 0);
5340         int max_inven = 0;
5341         int max_equip = 0;
5342
5343 #ifdef ALLOW_EASY_FLOOR /* TNB */
5344
5345         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
5346
5347 #endif /* ALLOW_EASY_FLOOR -- TNB */
5348
5349 #ifdef ALLOW_REPEAT
5350
5351         /* Get the item index */
5352         if (repeat_pull(cp))
5353         {
5354                 if (*cp == INVEN_FORCE) { /* the_force */
5355                     item_tester_tval = 0;
5356                     item_tester_hook = NULL;
5357                     return (TRUE);
5358                 } else
5359                 /* Floor item? */
5360                 if (*cp < 0)
5361                 {
5362                         object_type *o_ptr;
5363
5364                         /* Special index */
5365                         k = 0 - (*cp);
5366
5367                         /* Acquire object */
5368                         o_ptr = &o_list[k];
5369
5370                         /* Validate the item */
5371                         if (item_tester_okay(o_ptr))
5372                         {
5373                                 /* Forget the item_tester_tval restriction */
5374                                 item_tester_tval = 0;
5375
5376                                 /* Forget the item_tester_hook restriction */
5377                                 item_tester_hook = NULL;
5378
5379                                 /* Success */
5380                                 return (TRUE);
5381                         }
5382                 }
5383
5384                 /* Verify the item */
5385                 else if (get_item_okay(*cp))
5386                 {
5387                         /* Forget the item_tester_tval restriction */
5388                         item_tester_tval = 0;
5389
5390                         /* Forget the item_tester_hook restriction */
5391                         item_tester_hook = NULL;
5392
5393                         /* Success */
5394                         return (TRUE);
5395                 }
5396         }
5397
5398 #endif /* ALLOW_REPEAT */
5399
5400         /* Extract args */
5401         if (mode & (USE_EQUIP)) equip = TRUE;
5402         if (mode & (USE_INVEN)) inven = TRUE;
5403         if (mode & (USE_FLOOR)) floor = TRUE;
5404
5405
5406         /* Paranoia XXX XXX XXX */
5407         msg_print(NULL);
5408
5409
5410         /* Not done */
5411         done = FALSE;
5412
5413         /* No item selected */
5414         item = FALSE;
5415
5416
5417         /* Full inventory */
5418         i1 = 0;
5419         i2 = INVEN_PACK - 1;
5420
5421         /* Forbid inventory */
5422         if (!inven) i2 = -1;
5423         else if (use_menu)
5424         {
5425                 for (j = 0; j < INVEN_PACK; j++)
5426                         if (item_tester_okay(&inventory[j])) max_inven++;
5427         }
5428
5429         /* Restrict inventory indexes */
5430         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
5431         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
5432
5433
5434         /* Full equipment */
5435         e1 = INVEN_RARM;
5436         e2 = INVEN_TOTAL - 1;
5437
5438         /* Forbid equipment */
5439         if (!equip) e2 = -1;
5440         else if (use_menu)
5441         {
5442                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
5443                         if (item_tester_okay(&inventory[j])) max_equip++;
5444                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
5445         }
5446
5447         /* Restrict equipment indexes */
5448         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
5449         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
5450
5451
5452
5453         /* Restrict floor usage */
5454         if (floor)
5455         {
5456                 /* Scan all objects in the grid */
5457                 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5458                 {
5459                         object_type *o_ptr;
5460
5461                         /* Acquire object */
5462                         o_ptr = &o_list[this_o_idx];
5463
5464                         /* Acquire next object */
5465                         next_o_idx = o_ptr->next_o_idx;
5466
5467                         /* Accept the item on the floor if legal */
5468                         if (item_tester_okay(o_ptr)) allow_floor = TRUE;
5469                 }
5470         }
5471
5472         /* Require at least one legal choice */
5473         if (!allow_floor && (i1 > i2) && (e1 > e2))
5474         {
5475                 /* Cancel p_ptr->command_see */
5476                 command_see = FALSE;
5477
5478                 /* Oops */
5479                 oops = TRUE;
5480
5481                 /* Done */
5482                 done = TRUE;
5483
5484                 if (select_the_force) {
5485                     *cp = INVEN_FORCE;
5486                     item = TRUE;
5487                 }
5488         }
5489
5490         /* Analyze choices */
5491         else
5492         {
5493                 /* Hack -- Start on equipment if requested */
5494                 if (command_see && command_wrk && equip)
5495
5496                 {
5497                         command_wrk = TRUE;
5498                 }
5499
5500                 /* Use inventory if allowed */
5501                 else if (inven)
5502                 {
5503                         command_wrk = FALSE;
5504                 }
5505
5506                 /* Use equipment if allowed */
5507                 else if (equip)
5508                 {
5509                         command_wrk = TRUE;
5510                 }
5511
5512                 /* Use inventory for floor */
5513                 else
5514                 {
5515                         command_wrk = FALSE;
5516                 }
5517         }
5518
5519
5520         /*
5521          * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
5522          */
5523         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
5524
5525         /* Hack -- start out in "display" mode */
5526         if (command_see)
5527         {
5528                 /* Save screen */
5529                 screen_save();
5530         }
5531
5532
5533         /* Repeat until done */
5534         while (!done)
5535         {
5536                 int get_item_label = 0;
5537
5538                 /* Show choices */
5539                 if (show_choices)
5540                 {
5541                         int ni = 0;
5542                         int ne = 0;
5543
5544                         /* Scan windows */
5545                         for (j = 0; j < 8; j++)
5546                         {
5547                                 /* Unused */
5548                                 if (!angband_term[j]) continue;
5549
5550                                 /* Count windows displaying inven */
5551                                 if (window_flag[j] & (PW_INVEN)) ni++;
5552
5553                                 /* Count windows displaying equip */
5554                                 if (window_flag[j] & (PW_EQUIP)) ne++;
5555                         }
5556
5557                         /* Toggle if needed */
5558                         if ((command_wrk && ni && !ne) ||
5559                             (!command_wrk && !ni && ne))
5560                         {
5561                                 /* Toggle */
5562                                 toggle_inven_equip();
5563
5564                                 /* Track toggles */
5565                                 toggle = !toggle;
5566                         }
5567
5568                         /* Update */
5569                         p_ptr->window |= (PW_INVEN | PW_EQUIP);
5570
5571                         /* Redraw windows */
5572                         window_stuff();
5573                 }
5574
5575                 /* Inventory screen */
5576                 if (!command_wrk)
5577                 {
5578                         /* Redraw if needed */
5579                         if (command_see) get_item_label = show_inven(menu_line);
5580                 }
5581
5582                 /* Equipment screen */
5583                 else
5584                 {
5585                         /* Redraw if needed */
5586                         if (command_see) get_item_label = show_equip(menu_line);
5587                 }
5588
5589                 /* Viewing inventory */
5590                 if (!command_wrk)
5591                 {
5592                         /* Begin the prompt */
5593 #ifdef JP
5594 sprintf(out_val, "»ý¤Áʪ:");
5595 #else
5596                         sprintf(out_val, "Inven:");
5597 #endif
5598
5599
5600                         /* Some legal items */
5601                         if ((i1 <= i2) && !use_menu)
5602                         {
5603                                 /* Build the prompt */
5604 #ifdef JP
5605 sprintf(tmp_val, "%c-%c,'(',')',",
5606 #else
5607                                 sprintf(tmp_val, " %c-%c,'(',')',",
5608 #endif
5609
5610                                         index_to_label(i1), index_to_label(i2));
5611
5612                                 /* Append */
5613                                 strcat(out_val, tmp_val);
5614                         }
5615
5616                         /* Indicate ability to "view" */
5617 #ifdef JP
5618 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
5619 #else
5620                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
5621 #endif
5622
5623
5624                         /* Append */
5625 #ifdef JP
5626 if (equip) strcat(out_val, format(" %s ÁõÈ÷ÉÊ,", use_menu ? "'4'or'6'" : "'/'"));
5627 else if (select_the_force)
5628         strcat(out_val, " 'w'Îýµ¤½Ñ,");
5629 #else
5630 if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
5631 else if (select_the_force)
5632         strcat(out_val, " w for the Force,");
5633 #endif
5634
5635                 }
5636
5637                 /* Viewing equipment */
5638                 else
5639                 {
5640                         /* Begin the prompt */
5641 #ifdef JP
5642 sprintf(out_val, "ÁõÈ÷ÉÊ:");
5643 #else
5644                         sprintf(out_val, "Equip:");
5645 #endif
5646
5647
5648                         /* Some legal items */
5649                         if ((e1 <= e2) && !use_menu)
5650                         {
5651                                 /* Build the prompt */
5652 #ifdef JP
5653 sprintf(tmp_val, "%c-%c,'(',')',",
5654 #else
5655                                 sprintf(tmp_val, " %c-%c,'(',')',",
5656 #endif
5657
5658                                         index_to_label(e1), index_to_label(e2));
5659
5660                                 /* Append */
5661                                 strcat(out_val, tmp_val);
5662                         }
5663
5664                         /* Indicate ability to "view" */
5665 #ifdef JP
5666 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
5667 #else
5668                         if (!command_see) strcat(out_val, " * to see,");
5669 #endif
5670
5671
5672                         /* Append */
5673 #ifdef JP
5674 if (inven) strcat(out_val, format(" %s »ý¤Áʪ,", use_menu ? "'4'or'6'" : "'/'"));
5675 #else
5676 if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
5677 #endif
5678
5679                 }
5680
5681                 /* Indicate legality of the "floor" item */
5682 #ifdef JP
5683 if (allow_floor) strcat(out_val, " '-'¾²¾å,");
5684 #else
5685                 if (allow_floor) strcat(out_val, " - for floor,");
5686 #endif
5687
5688
5689                 /* Finish the prompt */
5690                 strcat(out_val, " ESC");
5691
5692                 /* Build the prompt */
5693                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
5694
5695                 /* Show the prompt */
5696                 prt(tmp_val, 0, 0);
5697
5698
5699                 /* Get a key */
5700                 which = inkey();
5701
5702                 if (use_menu)
5703                 {
5704                 int max_line = (command_wrk ? max_equip : max_inven);
5705                 switch (which)
5706                 {
5707                         case ESCAPE:
5708                         case 'z':
5709                         case 'Z':
5710                         case '0':
5711                         {
5712                                 done = TRUE;
5713                                 break;
5714                         }
5715
5716                         case '8':
5717                         case 'k':
5718                         case 'K':
5719                         {
5720                                 menu_line += (max_line - 1);
5721                                 break;
5722                         }
5723
5724                         case '2':
5725                         case 'j':
5726                         case 'J':
5727                         {
5728                                 menu_line++;
5729                                 break;
5730                         }
5731
5732                         case '4':
5733                         case '6':
5734                         case 'h':
5735                         case 'H':
5736                         case 'l':
5737                         case 'L':
5738                         {
5739                                 /* Verify legality */
5740                                 if (!inven || !equip)
5741                                 {
5742                                         bell();
5743                                         break;
5744                                 }
5745
5746                                 /* Hack -- Fix screen */
5747                                 if (command_see)
5748                                 {
5749                                         /* Load screen */
5750                                         screen_load();
5751
5752                                         /* Save screen */
5753                                         screen_save();
5754                                 }
5755
5756                                 /* Switch inven/equip */
5757                                 command_wrk = !command_wrk;
5758                                 max_line = (command_wrk ? max_equip : max_inven);
5759                                 if (menu_line > max_line) menu_line = max_line;
5760
5761                                 /* Need to redraw */
5762                                 break;
5763                         }
5764
5765                         case 'x':
5766                         case 'X':
5767                         case '\r':
5768                         case '\n':
5769                         {
5770                                 if (command_wrk == USE_FLOOR)
5771                                 {
5772                                         /* Special index */
5773                                         (*cp) = -get_item_label;
5774                                 }
5775                                 else
5776                                 {
5777                                         /* Validate the item */
5778                                         if (!get_item_okay(get_item_label))
5779                                         {
5780                                                 bell();
5781                                                 break;
5782                                         }
5783
5784                                         /* Allow player to "refuse" certain actions */
5785                                         if (!get_item_allow(get_item_label))
5786                                         {
5787                                                 done = TRUE;
5788                                                 break;
5789                                         }
5790
5791                                         /* Accept that choice */
5792                                         (*cp) = get_item_label;
5793                                 }
5794
5795                                 item = TRUE;
5796                                 done = TRUE;
5797                                 break;
5798                         }
5799                         case 'w':
5800                         {
5801                                 if (select_the_force) {
5802                                         *cp = INVEN_FORCE;
5803                                         item = TRUE;
5804                                         done = TRUE;
5805                                         break;
5806                                 }
5807                         }
5808                 }
5809                 if (menu_line > max_line) menu_line -= max_line;
5810                 }
5811                 else
5812                 {
5813                 /* Parse it */
5814                 switch (which)
5815                 {
5816                         case ESCAPE:
5817                         {
5818                                 done = TRUE;
5819                                 break;
5820                         }
5821
5822                         case '*':
5823                         case '?':
5824                         case ' ':
5825                         {
5826                                 /* Hide the list */
5827                                 if (command_see)
5828                                 {
5829                                         /* Flip flag */
5830                                         command_see = FALSE;
5831
5832                                         /* Load screen */
5833                                         screen_load();
5834                                 }
5835
5836                                 /* Show the list */
5837                                 else
5838                                 {
5839                                         /* Save screen */
5840                                         screen_save();
5841
5842                                         /* Flip flag */
5843                                         command_see = TRUE;
5844                                 }
5845                                 break;
5846                         }
5847
5848                         case '/':
5849                         {
5850                                 /* Verify legality */
5851                                 if (!inven || !equip)
5852                                 {
5853                                         bell();
5854                                         break;
5855                                 }
5856
5857                                 /* Hack -- Fix screen */
5858                                 if (command_see)
5859                                 {
5860                                         /* Load screen */
5861                                         screen_load();
5862
5863                                         /* Save screen */
5864                                         screen_save();
5865                                 }
5866
5867                                 /* Switch inven/equip */
5868                                 command_wrk = !command_wrk;
5869
5870                                 /* Need to redraw */
5871                                 break;
5872                         }
5873
5874                         case '-':
5875                         {
5876                                 /* Use floor item */
5877                                 if (allow_floor)
5878                                 {
5879                                         /* Scan all objects in the grid */
5880                                         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5881                                         {
5882                                                 object_type *o_ptr;
5883
5884                                                 /* Acquire object */
5885                                                 o_ptr = &o_list[this_o_idx];
5886
5887                                                 /* Acquire next object */
5888                                                 next_o_idx = o_ptr->next_o_idx;
5889
5890                                                 /* Validate the item */
5891                                                 if (!item_tester_okay(o_ptr)) continue;
5892
5893                                                 /* Special index */
5894                                                 k = 0 - this_o_idx;
5895
5896                                                 /* Verify the item (if required) */
5897 #ifdef JP
5898 if (other_query_flag && !verify("ËÜÅö¤Ë", k)) continue;
5899 #else
5900                                                 if (other_query_flag && !verify("Try", k)) continue;
5901 #endif
5902
5903
5904                                                 /* Allow player to "refuse" certain actions */
5905                                                 if (!get_item_allow(k)) continue;
5906
5907                                                 /* Accept that choice */
5908                                                 (*cp) = k;
5909                                                 item = TRUE;
5910                                                 done = TRUE;
5911                                                 break;
5912                                         }
5913
5914                                         /* Outer break */
5915                                         if (done) break;
5916                                 }
5917
5918                                 /* Oops */
5919                                 bell();
5920                                 break;
5921                         }
5922
5923                         case '0':
5924                         case '1': case '2': case '3':
5925                         case '4': case '5': case '6':
5926                         case '7': case '8': case '9':
5927                         {
5928                                 /* Look up the tag */
5929                                 if (!get_tag(&k, which))
5930                                 {
5931                                         bell();
5932                                         break;
5933                                 }
5934
5935                                 /* Hack -- Validate the item */
5936                                 if ((k < INVEN_RARM) ? !inven : !equip)
5937                                 {
5938                                         bell();
5939                                         break;
5940                                 }
5941
5942                                 /* Validate the item */
5943                                 if (!get_item_okay(k))
5944                                 {
5945                                         bell();
5946                                         break;
5947                                 }
5948
5949                                 /* Allow player to "refuse" certain actions */
5950                                 if (!get_item_allow(k))
5951                                 {
5952                                         done = TRUE;
5953                                         break;
5954                                 }
5955
5956                                 /* Accept that choice */
5957                                 (*cp) = k;
5958                                 item = TRUE;
5959                                 done = TRUE;
5960                                 break;
5961                         }
5962
5963 #if 0
5964                         case '\n':
5965                         case '\r':
5966                         {
5967                                 /* Choose "default" inventory item */
5968                                 if (!command_wrk)
5969                                 {
5970                                         k = ((i1 == i2) ? i1 : -1);
5971                                 }
5972
5973                                 /* Choose "default" equipment item */
5974                                 else
5975                                 {
5976                                         k = ((e1 == e2) ? e1 : -1);
5977                                 }
5978
5979                                 /* Validate the item */
5980                                 if (!get_item_okay(k))
5981                                 {
5982                                         bell();
5983                                         break;
5984                                 }
5985
5986                                 /* Allow player to "refuse" certain actions */
5987                                 if (!get_item_allow(k))
5988                                 {
5989                                         done = TRUE;
5990                                         break;
5991                                 }
5992
5993                                 /* Accept that choice */
5994                                 (*cp) = k;
5995                                 item = TRUE;
5996                                 done = TRUE;
5997                                 break;
5998                         }
5999 #endif
6000
6001                         case 'w':
6002                         {
6003                                 if (select_the_force) {
6004                                         *cp = INVEN_FORCE;
6005                                         item = TRUE;
6006                                         done = TRUE;
6007                                         break;
6008                                 }
6009
6010                                 /* Fall through */
6011                         }
6012
6013                         default:
6014                         {
6015                                 int ver;
6016                                 bool not_found = FALSE;
6017
6018                                 /* Look up the alphabetical tag */
6019                                 if (!get_tag(&k, which))
6020                                 {
6021                                         not_found = TRUE;
6022                                 }
6023
6024                                 /* Hack -- Validate the item */
6025                                 if ((k < INVEN_RARM) ? !inven : !equip)
6026                                 {
6027                                         not_found = TRUE;
6028                                 }
6029
6030                                 /* Validate the item */
6031                                 if (!get_item_okay(k))
6032                                 {
6033                                         not_found = TRUE;
6034                                 }
6035
6036                                 if (!not_found)
6037                                 {
6038                                         /* Accept that choice */
6039                                         (*cp) = k;
6040                                         item = TRUE;
6041                                         done = TRUE;
6042                                         break;
6043                                 }
6044
6045                                 /* Extract "query" setting */
6046                                 ver = isupper(which);
6047                                 which = tolower(which);
6048
6049                                 /* Convert letter to inventory index */
6050                                 if (!command_wrk)
6051                                 {
6052                                         if (which == '(') k = i1;
6053                                         else if (which == ')') k = i2;
6054                                         else k = label_to_inven(which);
6055                                 }
6056
6057                                 /* Convert letter to equipment index */
6058                                 else
6059                                 {
6060                                         if (which == '(') k = e1;
6061                                         else if (which == ')') k = e2;
6062                                         else k = label_to_equip(which);
6063                                 }
6064
6065                                 /* Validate the item */
6066                                 if (!get_item_okay(k))
6067                                 {
6068                                         bell();
6069                                         break;
6070                                 }
6071
6072                                 /* Verify the item */
6073 #ifdef JP
6074 if (ver && !verify("ËÜÅö¤Ë", k))
6075 #else
6076                                 if (ver && !verify("Try", k))
6077 #endif
6078
6079                                 {
6080                                         done = TRUE;
6081                                         break;
6082                                 }
6083
6084                                 /* Allow player to "refuse" certain actions */
6085                                 if (!get_item_allow(k))
6086                                 {
6087                                         done = TRUE;
6088                                         break;
6089                                 }
6090
6091                                 /* Accept that choice */
6092                                 (*cp) = k;
6093                                 item = TRUE;
6094                                 done = TRUE;
6095                                 break;
6096                         }
6097                 }
6098                 }
6099         }
6100
6101
6102         /* Fix the screen if necessary */
6103         if (command_see)
6104         {
6105                 /* Load screen */
6106                 screen_load();
6107
6108                 /* Hack -- Cancel "display" */
6109                 command_see = FALSE;
6110         }
6111
6112
6113         /* Forget the item_tester_tval restriction */
6114         item_tester_tval = 0;
6115
6116         item_tester_no_ryoute = FALSE;
6117
6118         /* Forget the item_tester_hook restriction */
6119         item_tester_hook = NULL;
6120
6121
6122         /* Clean up */
6123         if (show_choices)
6124         {
6125                 /* Toggle again if needed */
6126                 if (toggle) toggle_inven_equip();
6127
6128                 /* Update */
6129                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6130
6131                 /* Window stuff */
6132                 window_stuff();
6133         }
6134
6135
6136         /* Clear the prompt line */
6137         prt("", 0, 0);
6138
6139         /* Warning if needed */
6140         if (oops && str) msg_print(str);
6141
6142 #ifdef ALLOW_REPEAT
6143         if (item) repeat_push(*cp);
6144 #endif /* ALLOW_REPEAT */
6145
6146         /* Result */
6147         return (item);
6148 }
6149
6150
6151 #ifdef ALLOW_EASY_FLOOR
6152
6153 /*
6154  * scan_floor --
6155  *
6156  * Return a list of o_list[] indexes of items at the given cave
6157  * location. Valid flags are:
6158  *
6159  *              mode & 0x01 -- Item tester
6160  *              mode & 0x02 -- Marked items only
6161  *              mode & 0x04 -- Stop after first
6162  */
6163 int scan_floor(int *items, int y, int x, int mode)
6164 {
6165         int this_o_idx, next_o_idx;
6166
6167         int num = 0;
6168
6169         /* Sanity */
6170         if (!in_bounds(y, x)) return 0;
6171
6172         /* Scan all objects in the grid */
6173         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
6174         {
6175                 object_type *o_ptr;
6176
6177                 /* Acquire object */
6178                 o_ptr = &o_list[this_o_idx];
6179
6180                 /* Acquire next object */
6181                 next_o_idx = o_ptr->next_o_idx;
6182
6183                 /* Item tester */
6184                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
6185
6186                 /* Marked */
6187                 if ((mode & 0x02) && !o_ptr->marked) continue;
6188
6189                 /* Accept this item */
6190                 /* XXX Hack -- Enforce limit */
6191                 if (num < 23)
6192                         items[num] = this_o_idx;
6193
6194                 num++;
6195
6196                 /* Only one */
6197                 if (mode & 0x04) break;
6198         }
6199
6200         /* Result */
6201         return num;
6202 }
6203
6204 /*
6205  * Display a list of the items on the floor at the given location.
6206  */
6207 int show_floor(int target_item, int y, int x, int *min_width)
6208 {
6209         int i, j, k, l;
6210         int col, len;
6211
6212         object_type *o_ptr;
6213
6214         char o_name[MAX_NLEN];
6215
6216         char tmp_val[80];
6217
6218         int out_index[23];
6219         byte out_color[23];
6220         char out_desc[23][MAX_NLEN];
6221         int target_item_label = 0;
6222
6223         int floor_list[23], floor_num;
6224         int wid, hgt;
6225
6226         /* Get size */
6227         Term_get_size(&wid, &hgt);
6228
6229         /* Default length */
6230         len = MAX((*min_width), 20);
6231
6232
6233         /* Scan for objects in the grid, using item_tester_okay() */
6234         floor_num = scan_floor(floor_list, y, x, 0x01);
6235
6236         /* Display the inventory */
6237         for (k = 0, i = 0; i < floor_num && i < 23; i++)
6238         {
6239                 o_ptr = &o_list[floor_list[i]];
6240
6241                 /* Describe the object */
6242                 object_desc(o_name, o_ptr, TRUE, 3);
6243
6244                 /* Save the index */
6245                 out_index[k] = i;
6246
6247                 /* Acquire inventory color */
6248                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
6249
6250                 /* Save the object description */
6251                 strcpy(out_desc[k], o_name);
6252
6253                 /* Find the predicted "line length" */
6254                 l = strlen(out_desc[k]) + 5;
6255
6256                 /* Be sure to account for the weight */
6257                 if (show_weights) l += 9;
6258
6259                 /* Maintain the maximum length */
6260                 if (l > len) len = l;
6261
6262                 /* Advance to next "line" */
6263                 k++;
6264         }
6265
6266         /* Save width */
6267         *min_width = len;
6268
6269         /* Find the column to start in */
6270         col = (len > wid - 4) ? 0 : (wid - len - 1);
6271
6272         /* Output each entry */
6273         for (j = 0; j < k; j++)
6274         {
6275                 /* Get the index */
6276                 i = floor_list[out_index[j]];
6277
6278                 /* Get the item */
6279                 o_ptr = &o_list[i];
6280
6281                 /* Clear the line */
6282                 prt("", j + 1, col ? col - 2 : col);
6283
6284                 if (use_menu && target_item)
6285                 {
6286                         if (j == (target_item-1))
6287                         {
6288 #ifdef JP
6289                                 strcpy(tmp_val, "¡Õ");
6290 #else
6291                                 strcpy(tmp_val, "> ");
6292 #endif
6293                                 target_item_label = i;
6294                         }
6295                         else strcpy(tmp_val, "   ");
6296                 }
6297                 else
6298                         /* Prepare an index --(-- */
6299                         sprintf(tmp_val, "%c)", index_to_label(j));
6300
6301                 /* Clear the line with the (possibly indented) index */
6302                 put_str(tmp_val, j + 1, col);
6303
6304                 /* Display the entry itself */
6305                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
6306
6307                 /* Display the weight if needed */
6308                 if (show_weights)
6309                 {
6310                         int wgt = o_ptr->weight * o_ptr->number;
6311 #ifdef JP
6312                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
6313 #else
6314                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
6315 #endif
6316
6317                         put_str(tmp_val, j + 1, wid - 9);
6318                 }
6319         }
6320
6321         /* Make a "shadow" below the list (only if needed) */
6322         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
6323
6324         return target_item_label;
6325 }
6326
6327 /*
6328  * This version of get_item() is called by get_item() when
6329  * the easy_floor is on.
6330  */
6331 bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
6332 {
6333         char n1 = ' ', n2 = ' ', which = ' ';
6334
6335         int j, k, i1, i2, e1, e2;
6336
6337         bool done, item;
6338
6339         bool oops = FALSE;
6340
6341         bool equip = FALSE;
6342         bool inven = FALSE;
6343         bool floor = FALSE;
6344
6345         bool allow_equip = FALSE;
6346         bool allow_inven = FALSE;
6347         bool allow_floor = FALSE;
6348
6349         bool toggle = FALSE;
6350
6351         char tmp_val[160];
6352         char out_val[160];
6353
6354         int floor_num, floor_list[23], floor_top = 0;
6355         int min_width = 0;
6356
6357         extern bool select_the_force;
6358
6359         int menu_line = (use_menu ? 1 : 0);
6360         int max_inven = 0;
6361         int max_equip = 0;
6362
6363 #ifdef ALLOW_REPEAT
6364
6365         /* Get the item index */
6366         if (repeat_pull(cp))
6367         {
6368                 if (*cp == INVEN_FORCE) { /* the_force */
6369                     item_tester_tval = 0;
6370                     item_tester_hook = NULL;
6371                     return (TRUE);
6372                 } else
6373                 /* Floor item? */
6374                 if (*cp < 0)
6375                 {
6376                         object_type *o_ptr;
6377
6378                         /* Special index */
6379                         k = 0 - (*cp);
6380
6381                         /* Acquire object */
6382                         o_ptr = &o_list[k];
6383
6384                         /* Validate the item */
6385                         if (item_tester_okay(o_ptr))
6386                         {
6387                                 /* Forget the item_tester_tval restriction */
6388                                 item_tester_tval = 0;
6389
6390                                 /* Forget the item_tester_hook restriction */
6391                                 item_tester_hook = NULL;
6392
6393                                 /* Success */
6394                                 return (TRUE);
6395                         }
6396                 }
6397
6398                 /* Verify the item */
6399                 else if (get_item_okay(*cp))
6400                 {
6401                         /* Forget the item_tester_tval restriction */
6402                         item_tester_tval = 0;
6403
6404                         /* Forget the item_tester_hook restriction */
6405                         item_tester_hook = NULL;
6406
6407                         /* Success */
6408                         return (TRUE);
6409                 }
6410         }
6411
6412 #endif /* ALLOW_REPEAT */
6413
6414         /* Extract args */
6415         if (mode & (USE_EQUIP)) equip = TRUE;
6416         if (mode & (USE_INVEN)) inven = TRUE;
6417         if (mode & (USE_FLOOR)) floor = TRUE;
6418
6419
6420         /* Paranoia XXX XXX XXX */
6421         msg_print(NULL);
6422
6423
6424         /* Not done */
6425         done = FALSE;
6426
6427         /* No item selected */
6428         item = FALSE;
6429
6430
6431         /* Full inventory */
6432         i1 = 0;
6433         i2 = INVEN_PACK - 1;
6434
6435         /* Forbid inventory */
6436         if (!inven) i2 = -1;
6437         else if (use_menu)
6438         {
6439                 for (j = 0; j < INVEN_PACK; j++)
6440                         if (item_tester_okay(&inventory[j])) max_inven++;
6441         }
6442
6443         /* Restrict inventory indexes */
6444         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
6445         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
6446
6447
6448         /* Full equipment */
6449         e1 = INVEN_RARM;
6450         e2 = INVEN_TOTAL - 1;
6451
6452         /* Forbid equipment */
6453         if (!equip) e2 = -1;
6454         else if (use_menu)
6455         {
6456                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
6457                         if (item_tester_okay(&inventory[j])) max_equip++;
6458                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
6459         }
6460
6461         /* Restrict equipment indexes */
6462         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
6463         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
6464
6465
6466         /* Count "okay" floor items */
6467         floor_num = 0;
6468
6469         /* Restrict floor usage */
6470         if (floor)
6471         {
6472                 /* Scan all objects in the grid */
6473                 floor_num = scan_floor(floor_list, py, px, 0x01);
6474         }
6475
6476         /* Accept inventory */
6477         if (i1 <= i2) allow_inven = TRUE;
6478
6479         /* Accept equipment */
6480         if (e1 <= e2) allow_equip = TRUE;
6481
6482         /* Accept floor */
6483         if (floor_num) allow_floor = TRUE;
6484
6485         /* Require at least one legal choice */
6486         if (!allow_inven && !allow_equip && !allow_floor)
6487         {
6488                 /* Cancel p_ptr->command_see */
6489                 command_see = FALSE;
6490
6491                 /* Oops */
6492                 oops = TRUE;
6493
6494                 /* Done */
6495                 done = TRUE;
6496
6497                 if (select_the_force) {
6498                     *cp = INVEN_FORCE;
6499                     item = TRUE;
6500                 }
6501         }
6502
6503         /* Analyze choices */
6504         else
6505         {
6506                 /* Hack -- Start on equipment if requested */
6507                 if (command_see && (command_wrk == (USE_EQUIP))
6508                         && allow_equip)
6509                 {
6510                         command_wrk = (USE_EQUIP);
6511                 }
6512
6513                 /* Use inventory if allowed */
6514                 else if (allow_inven)
6515                 {
6516                         command_wrk = (USE_INVEN);
6517                 }
6518
6519                 /* Use equipment if allowed */
6520                 else if (allow_equip)
6521                 {
6522                         command_wrk = (USE_EQUIP);
6523                 }
6524
6525                 /* Use floor if allowed */
6526                 else if (allow_floor)
6527                 {
6528                         command_wrk = (USE_FLOOR);
6529                 }
6530         }
6531
6532         /*
6533          * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
6534          */
6535         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
6536
6537         /* Hack -- start out in "display" mode */
6538         if (command_see)
6539         {
6540                 /* Save screen */
6541                 screen_save();
6542         }
6543
6544         /* Repeat until done */
6545         while (!done)
6546         {
6547                 int get_item_label = 0;
6548
6549                 /* Show choices */
6550                 if (show_choices)
6551                 {
6552                         int ni = 0;
6553                         int ne = 0;
6554
6555                         /* Scan windows */
6556                         for (j = 0; j < 8; j++)
6557                         {
6558                                 /* Unused */
6559                                 if (!angband_term[j]) continue;
6560
6561                                 /* Count windows displaying inven */
6562                                 if (window_flag[j] & (PW_INVEN)) ni++;
6563
6564                                 /* Count windows displaying equip */
6565                                 if (window_flag[j] & (PW_EQUIP)) ne++;
6566                         }
6567
6568                         /* Toggle if needed */
6569                         if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
6570                                 (command_wrk == (USE_INVEN) && !ni && ne))
6571                         {
6572                                 /* Toggle */
6573                                 toggle_inven_equip();
6574
6575                                 /* Track toggles */
6576                                 toggle = !toggle;
6577                         }
6578
6579                         /* Update */
6580                         p_ptr->window |= (PW_INVEN | PW_EQUIP);
6581
6582                         /* Redraw windows */
6583                         window_stuff();
6584                 }
6585
6586                 /* Inventory screen */
6587                 if (command_wrk == (USE_INVEN))
6588                 {
6589                         /* Extract the legal requests */
6590                         n1 = I2A(i1);
6591                         n2 = I2A(i2);
6592
6593                         /* Redraw if needed */
6594                         if (command_see) get_item_label = show_inven(menu_line);
6595                 }
6596
6597                 /* Equipment screen */
6598                 else if (command_wrk == (USE_EQUIP))
6599                 {
6600                         /* Extract the legal requests */
6601                         n1 = I2A(e1 - INVEN_RARM);
6602                         n2 = I2A(e2 - INVEN_RARM);
6603
6604                         /* Redraw if needed */
6605                         if (command_see) get_item_label = show_equip(menu_line);
6606                 }
6607
6608                 /* Floor screen */
6609                 else if (command_wrk == (USE_FLOOR))
6610                 {
6611                         j = floor_top;
6612                         k = MIN(floor_top + 23, floor_num) - 1;
6613
6614                         /* Extract the legal requests */
6615                         n1 = I2A(j - floor_top);
6616                         n2 = I2A(k - floor_top);
6617
6618                         /* Redraw if needed */
6619                         if (command_see) get_item_label = show_floor(menu_line, py, px, &min_width);
6620                 }
6621
6622                 /* Viewing inventory */
6623                 if (command_wrk == (USE_INVEN))
6624                 {
6625                         /* Begin the prompt */
6626 #ifdef JP
6627 sprintf(out_val, "»ý¤Áʪ:");
6628 #else
6629                         sprintf(out_val, "Inven:");
6630 #endif
6631
6632                         if (!use_menu)
6633                         {
6634                                 /* Build the prompt */
6635 #ifdef JP
6636 sprintf(tmp_val, "%c-%c,'(',')',",
6637 #else
6638                                 sprintf(tmp_val, " %c-%c,'(',')',",
6639 #endif
6640
6641                                         index_to_label(i1), index_to_label(i2));
6642
6643                                 /* Append */
6644                                 strcat(out_val, tmp_val);
6645                         }
6646
6647                         /* Indicate ability to "view" */
6648 #ifdef JP
6649 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6650 #else
6651                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6652 #endif
6653
6654
6655                         /* Append */
6656 #ifdef JP
6657                         if (allow_equip)
6658                         {
6659                                 if (!use_menu)
6660                                         strcat(out_val, " '/' ÁõÈ÷ÉÊ,");
6661                                 else if (allow_floor)
6662                                         strcat(out_val, " '6' ÁõÈ÷ÉÊ,");
6663                                 else
6664                                         strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
6665                         }
6666                         else if (select_the_force)
6667                                 strcat(out_val, " 'w'Îýµ¤½Ñ,");
6668 #else
6669                         if (allow_equip)
6670                         {
6671                                 if (!use_menu)
6672                                         strcat(out_val, " / for Equip,");
6673                                 else if (allow_floor)
6674                                         strcat(out_val, " 6 for Equip,");
6675                                 else
6676                                         strcat(out_val, " 4 or 6 for Equip,");
6677                         }
6678                         else if (select_the_force)
6679                                 strcat(out_val, " w for the Force,");
6680 #endif
6681
6682                         /* Append */
6683                         if (allow_floor)
6684                         {
6685 #ifdef JP
6686                                 if (!use_menu)
6687                                         strcat(out_val, " '-'¾²¾å,");
6688                                 else if (allow_equip)
6689                                         strcat(out_val, " '4' ¾²¾å,");
6690                                 else
6691                                         strcat(out_val, " '4'or'6' ¾²¾å,");
6692 #else
6693                                 if (!use_menu)
6694                                         strcat(out_val, " - for floor,");
6695                                 else if (allow_equip)
6696                                         strcat(out_val, " 4 for floor,");
6697                                 else
6698                                         strcat(out_val, " 4 or 6 for floor,");
6699 #endif
6700                         }
6701
6702                 }
6703
6704                 /* Viewing equipment */
6705                 else if (command_wrk == (USE_EQUIP))
6706                 {
6707                         /* Begin the prompt */
6708 #ifdef JP
6709 sprintf(out_val, "ÁõÈ÷ÉÊ:");
6710 #else
6711                         sprintf(out_val, "Equip:");
6712 #endif
6713
6714
6715                         if (!use_menu)
6716                         {
6717                                 /* Build the prompt */
6718 #ifdef JP
6719 sprintf(tmp_val, "%c-%c,'(',')',",
6720 #else
6721                                 sprintf(tmp_val, " %c-%c,'(',')',",
6722 #endif
6723
6724                                         index_to_label(e1), index_to_label(e2));
6725
6726                                 /* Append */
6727                                 strcat(out_val, tmp_val);
6728                         }
6729
6730                         /* Indicate ability to "view" */
6731 #ifdef JP
6732 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6733 #else
6734                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6735 #endif
6736
6737
6738                         /* Append */
6739                         if (allow_inven)
6740                         {
6741 #ifdef JP
6742                                 if (!use_menu)
6743                                         strcat(out_val, " '/' »ý¤Áʪ,");
6744                                 else if (allow_floor)
6745                                         strcat(out_val, " '4' »ý¤Áʪ,");
6746                                 else
6747                                         strcat(out_val, " '4'or'6' »ý¤Áʪ,");
6748 #else
6749
6750                                 if (!use_menu)
6751                                         strcat(out_val, " / for Inven,");
6752                                 else if (allow_floor)
6753                                         strcat(out_val, " 4 for Inven,");
6754                                 else
6755                                         strcat(out_val, " 4 or 6 for Inven,");
6756 #endif
6757                         }
6758
6759                         /* Append */
6760                         if (allow_floor)
6761                         {
6762 #ifdef JP
6763                                 if (!use_menu)
6764                                         strcat(out_val, " '-'¾²¾å,");
6765                                 else if (allow_inven)
6766                                         strcat(out_val, " '6' ¾²¾å,");
6767                                 else
6768                                         strcat(out_val, " '4'or'6' ¾²¾å,");
6769 #else
6770                                 if (!use_menu)
6771                                         strcat(out_val, " - for floor,");
6772                                 else if (allow_inven)
6773                                         strcat(out_val, " 6 for floor,");
6774                                 else
6775                                         strcat(out_val, " 4 or 6 for floor,");
6776 #endif
6777                         }
6778                 }
6779
6780                 /* Viewing floor */
6781                 else if (command_wrk == (USE_FLOOR))
6782                 {
6783                         /* Begin the prompt */
6784 #ifdef JP
6785                         sprintf(out_val, "¾²¾å:");
6786 #else
6787                         sprintf(out_val, "Floor:");
6788 #endif
6789
6790
6791                         if (!use_menu)
6792                         {
6793                                 /* Build the prompt */
6794 #ifdef JP
6795 sprintf(tmp_val, "%c-%c,'(',')',", n1, n2);
6796 #else
6797                                 sprintf(tmp_val, " %c-%c,'(',')',", n1, n2);
6798 #endif
6799
6800
6801                                 /* Append */
6802                                 strcat(out_val, tmp_val);
6803                         }
6804
6805                         /* Indicate ability to "view" */
6806 #ifdef JP
6807 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6808 #else
6809                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6810 #endif
6811
6812
6813                         if (use_menu)
6814                         {
6815                                 if (allow_inven && allow_equip)
6816                                 {
6817 #ifdef JP
6818                                         strcat(out_val, " '4' ÁõÈ÷ÉÊ, '6' »ý¤Áʪ,");
6819 #else
6820                                         strcat(out_val, " 4 for Equip, 6 for Inven,");
6821 #endif
6822
6823                                 }
6824                                 else if (allow_inven)
6825                                 {
6826 #ifdef JP
6827                                         strcat(out_val, " '4'or'6' »ý¤Áʪ,");
6828 #else
6829                                         strcat(out_val, " 4 or 6 for Inven,");
6830 #endif
6831
6832                                 }
6833                                 else if (allow_equip)
6834                                 {
6835 #ifdef JP
6836                                         strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
6837 #else
6838                                         strcat(out_val, " 4 or 6 for Equip,");
6839 #endif
6840
6841                                 }
6842                         }
6843                         /* Append */
6844                         else if (allow_inven)
6845                         {
6846 #ifdef JP
6847                                 strcat(out_val, " '/' »ý¤Áʪ,");
6848 #else
6849                                 strcat(out_val, " / for Inven,");
6850 #endif
6851
6852                         }
6853                         else if (allow_equip)
6854                         {
6855 #ifdef JP
6856                                 strcat(out_val, " '/'ÁõÈ÷ÉÊ,");
6857 #else
6858                                 strcat(out_val, " / for Equip,");
6859 #endif
6860
6861                         }
6862
6863                         /* Append */
6864                         if (command_see && !use_menu)
6865                         {
6866 #ifdef JP
6867                                 strcat(out_val, " Enter ¼¡,");
6868 #else
6869                                 strcat(out_val, " Enter for scroll down,");
6870 #endif
6871                         }
6872                 }
6873
6874                 /* Finish the prompt */
6875                 strcat(out_val, " ESC");
6876
6877                 /* Build the prompt */
6878                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
6879
6880                 /* Show the prompt */
6881                 prt(tmp_val, 0, 0);
6882
6883                 /* Get a key */
6884                 which = inkey();
6885
6886                 if (use_menu)
6887                 {
6888                 int max_line = 1;
6889                 if (command_wrk == USE_INVEN) max_line = max_inven;
6890                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
6891                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
6892                 switch (which)
6893                 {
6894                         case ESCAPE:
6895                         case 'z':
6896                         case 'Z':
6897                         case '0':
6898                         {
6899                                 done = TRUE;
6900                                 break;
6901                         }
6902
6903                         case '8':
6904                         case 'k':
6905                         case 'K':
6906                         {
6907                                 menu_line += (max_line - 1);
6908                                 break;
6909                         }
6910
6911                         case '2':
6912                         case 'j':
6913                         case 'J':
6914                         {
6915                                 menu_line++;
6916                                 break;
6917                         }
6918
6919                         case '4':
6920                         case 'h':
6921                         case 'H':
6922                         {
6923                                 /* Verify legality */
6924                                 if (command_wrk == (USE_INVEN))
6925                                 {
6926                                         if (allow_floor) command_wrk = USE_FLOOR;
6927                                         else if (allow_equip) command_wrk = USE_EQUIP;
6928                                         else
6929                                         {
6930                                                 bell();
6931                                                 break;
6932                                         }
6933                                 }
6934                                 else if (command_wrk == (USE_EQUIP))
6935                                 {
6936                                         if (allow_inven) command_wrk = USE_INVEN;
6937                                         else if (allow_floor) command_wrk = USE_FLOOR;
6938                                         else
6939                                         {
6940                                                 bell();
6941                                                 break;
6942                                         }
6943                                 }
6944                                 else if (command_wrk == (USE_FLOOR))
6945                                 {
6946                                         if (allow_equip) command_wrk = USE_EQUIP;
6947                                         else if (allow_inven) command_wrk = USE_INVEN;
6948                                         else
6949                                         {
6950                                                 bell();
6951                                                 break;
6952                                         }
6953                                 }
6954                                 else
6955                                 {
6956                                         bell();
6957                                         break;
6958                                 }
6959
6960                                 /* Hack -- Fix screen */
6961                                 if (command_see)
6962                                 {
6963                                         /* Load screen */
6964                                         screen_load();
6965
6966                                         /* Save screen */
6967                                         screen_save();
6968                                 }
6969
6970                                 /* Switch inven/equip */
6971                                 if (command_wrk == USE_INVEN) max_line = max_inven;
6972                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
6973                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
6974                                 if (menu_line > max_line) menu_line = max_line;
6975
6976                                 /* Need to redraw */
6977                                 break;
6978                         }
6979
6980                         case '6':
6981                         case 'l':
6982                         case 'L':
6983                         {
6984                                 /* Verify legality */
6985                                 if (command_wrk == (USE_INVEN))
6986                                 {
6987                                         if (allow_equip) command_wrk = USE_EQUIP;
6988                                         else if (allow_floor) command_wrk = USE_FLOOR;
6989                                         else
6990                                         {
6991                                                 bell();
6992                                                 break;
6993                                         }
6994                                 }
6995                                 else if (command_wrk == (USE_EQUIP))
6996                                 {
6997                                         if (allow_floor) command_wrk = USE_FLOOR;
6998                                         else if (allow_inven) command_wrk = USE_INVEN;
6999                                         else
7000                                         {
7001                                                 bell();
7002                                                 break;
7003                                         }
7004                                 }
7005                                 else if (command_wrk == (USE_FLOOR))
7006                                 {
7007                                         if (allow_inven) command_wrk = USE_INVEN;
7008                                         else if (allow_equip) command_wrk = USE_EQUIP;
7009                                         else
7010                                         {
7011                                                 bell();
7012                                                 break;
7013                                         }
7014                                 }
7015                                 else
7016                                 {
7017                                         bell();
7018                                         break;
7019                                 }
7020
7021                                 /* Hack -- Fix screen */
7022                                 if (command_see)
7023                                 {
7024                                         /* Load screen */
7025                                         screen_load();
7026
7027                                         /* Save screen */
7028                                         screen_save();
7029                                 }
7030
7031                                 /* Switch inven/equip */
7032                                 if (command_wrk == USE_INVEN) max_line = max_inven;
7033                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
7034                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
7035                                 if (menu_line > max_line) menu_line = max_line;
7036
7037                                 /* Need to redraw */
7038                                 break;
7039                         }
7040
7041                         case 'x':
7042                         case 'X':
7043                         case '\r':
7044                         case '\n':
7045                         {
7046                                 if (command_wrk == USE_FLOOR)
7047                                 {
7048                                         /* Special index */
7049                                         (*cp) = -get_item_label;
7050                                 }
7051                                 else
7052                                 {
7053                                         /* Validate the item */
7054                                         if (!get_item_okay(get_item_label))
7055                                         {
7056                                                 bell();
7057                                                 break;
7058                                         }
7059
7060                                         /* Allow player to "refuse" certain actions */
7061                                         if (!get_item_allow(get_item_label))
7062                                         {
7063                                                 done = TRUE;
7064                                                 break;
7065                                         }
7066
7067                                         /* Accept that choice */
7068                                         (*cp) = get_item_label;
7069                                 }
7070
7071                                 item = TRUE;
7072                                 done = TRUE;
7073                                 break;
7074                         }
7075                         case 'w':
7076                         {
7077                                 if (select_the_force) {
7078                                         *cp = INVEN_FORCE;
7079                                         item = TRUE;
7080                                         done = TRUE;
7081                                         break;
7082                                 }
7083                         }
7084                 }
7085                 if (menu_line > max_line) menu_line -= max_line;
7086                 }
7087                 else
7088                 {
7089                 /* Parse it */
7090                 switch (which)
7091                 {
7092                         case ESCAPE:
7093                         {
7094                                 done = TRUE;
7095                                 break;
7096                         }
7097
7098                         case '*':
7099                         case '?':
7100                         case ' ':
7101                         {
7102                                 /* Hide the list */
7103                                 if (command_see)
7104                                 {
7105                                         /* Flip flag */
7106                                         command_see = FALSE;
7107
7108                                         /* Load screen */
7109                                         screen_load();
7110                                 }
7111
7112                                 /* Show the list */
7113                                 else
7114                                 {
7115                                         /* Save screen */
7116                                         screen_save();
7117
7118                                         /* Flip flag */
7119                                         command_see = TRUE;
7120                                 }
7121                                 break;
7122                         }
7123
7124                         case '\n':
7125                         case '\r':
7126                         case '+':
7127                         {
7128                                 int i, o_idx;
7129                                 cave_type *c_ptr = &cave[py][px];
7130  
7131                                 if (command_wrk != (USE_FLOOR)) break;
7132
7133                                 /* Get the object being moved. */
7134                                 o_idx = c_ptr->o_idx;
7135  
7136                                 /* Only rotate a pile of two or more objects. */
7137                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
7138
7139                                 /* Remove the first object from the list. */
7140                                 excise_object_idx(o_idx);
7141         
7142                                 /* Find end of the list. */
7143                                 i = c_ptr->o_idx;
7144                                 while (o_list[i].next_o_idx)
7145                                         i = o_list[i].next_o_idx;
7146         
7147                                 /* Add after the last object. */
7148                                 o_list[i].next_o_idx = o_idx;
7149         
7150                                 /* Re-scan floor list */ 
7151                                 floor_num = scan_floor(floor_list, py, px, 0x01);
7152
7153                                 /* Hack -- Fix screen */
7154                                 if (command_see)
7155                                 {
7156                                         /* Load screen */
7157                                         screen_load();
7158
7159                                         /* Save screen */
7160                                         screen_save();
7161                                 }
7162
7163                                 break;
7164                         }
7165
7166                         case '/':
7167                         {
7168                                 if (command_wrk == (USE_INVEN))
7169                                 {
7170                                         if (!allow_equip)
7171                                         {
7172                                                 bell();
7173                                                 break;
7174                                         }
7175                                         command_wrk = (USE_EQUIP);
7176                                 }
7177                                 else if (command_wrk == (USE_EQUIP))
7178                                 {
7179                                         if (!allow_inven)
7180                                         {
7181                                                 bell();
7182                                                 break;
7183                                         }
7184                                         command_wrk = (USE_INVEN);
7185                                 }
7186                                 else if (command_wrk == (USE_FLOOR))
7187                                 {
7188                                         if (allow_inven)
7189                                         {
7190                                                 command_wrk = (USE_INVEN);
7191                                         }
7192                                         else if (allow_equip)
7193                                         {
7194                                                 command_wrk = (USE_EQUIP);
7195                                         }
7196                                         else
7197                                         {
7198                                                 bell();
7199                                                 break;
7200                                         }
7201                                 }
7202
7203                                 /* Hack -- Fix screen */
7204                                 if (command_see)
7205                                 {
7206                                         /* Load screen */
7207                                         screen_load();
7208
7209                                         /* Save screen */
7210                                         screen_save();
7211                                 }
7212
7213                                 /* Need to redraw */
7214                                 break;
7215                         }
7216
7217                         case '-':
7218                         {
7219                                 if (!allow_floor)
7220                                 {
7221                                         bell();
7222                                         break;
7223                                 }
7224
7225                                 /*
7226                                  * If we are already examining the floor, and there
7227                                  * is only one item, we will always select it.
7228                                  * If we aren't examining the floor and there is only
7229                                  * one item, we will select it if floor_query_flag
7230                                  * is FALSE.
7231                                  */
7232                                 if (floor_num == 1)
7233                                 {
7234                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
7235                                         {
7236                                                 /* Special index */
7237                                                 k = 0 - floor_list[0];
7238
7239                                                 /* Allow player to "refuse" certain actions */
7240                                                 if (!get_item_allow(k))
7241                                                 {
7242                                                         done = TRUE;
7243                                                         break;
7244                                                 }
7245
7246                                                 /* Accept that choice */
7247                                                 (*cp) = k;
7248                                                 item = TRUE;
7249                                                 done = TRUE;
7250
7251                                                 break;
7252                                         }
7253                                 }
7254
7255                                 /* Hack -- Fix screen */
7256                                 if (command_see)
7257                                 {
7258                                         /* Load screen */
7259                                         screen_load();
7260
7261                                         /* Save screen */
7262                                         screen_save();
7263                                 }
7264
7265                                 command_wrk = (USE_FLOOR);
7266
7267                                 break;
7268                         }
7269
7270                         case '0':
7271                         case '1': case '2': case '3':
7272                         case '4': case '5': case '6':
7273                         case '7': case '8': case '9':
7274                         {
7275                                 /* Look up the tag */
7276                                 if (!get_tag(&k, which))
7277                                 {
7278                                         bell();
7279                                         break;
7280                                 }
7281
7282                                 /* Hack -- Validate the item */
7283                                 if ((k < INVEN_RARM) ? !inven : !equip)
7284                                 {
7285                                         bell();
7286                                         break;
7287                                 }
7288
7289                                 /* Validate the item */
7290                                 if (!get_item_okay(k))
7291                                 {
7292                                         bell();
7293                                         break;
7294                                 }
7295
7296                                 /* Allow player to "refuse" certain actions */
7297                                 if (!get_item_allow(k))
7298                                 {
7299                                         done = TRUE;
7300                                         break;
7301                                 }
7302
7303                                 /* Accept that choice */
7304                                 (*cp) = k;
7305                                 item = TRUE;
7306                                 done = TRUE;
7307                                 break;
7308                         }
7309
7310 #if 0
7311                         case '\n':
7312                         case '\r':
7313                         {
7314                                 /* Choose "default" inventory item */
7315                                 if (command_wrk == (USE_INVEN))
7316                                 {
7317                                         k = ((i1 == i2) ? i1 : -1);
7318                                 }
7319
7320                                 /* Choose "default" equipment item */
7321                                 else if (command_wrk == (USE_EQUIP))
7322                                 {
7323                                         k = ((e1 == e2) ? e1 : -1);
7324                                 }
7325
7326                                 /* Choose "default" floor item */
7327                                 else if (command_wrk == (USE_FLOOR))
7328                                 {
7329                                         if (floor_num == 1)
7330                                         {
7331                                                 /* Special index */
7332                                                 k = 0 - floor_list[0];
7333
7334                                                 /* Allow player to "refuse" certain actions */
7335                                                 if (!get_item_allow(k))
7336                                                 {
7337                                                         done = TRUE;
7338                                                         break;
7339                                                 }
7340
7341                                                 /* Accept that choice */
7342                                                 (*cp) = k;
7343                                                 item = TRUE;
7344                                                 done = TRUE;
7345                                         }
7346                                         break;
7347                                 }
7348
7349                                 /* Validate the item */
7350                                 if (!get_item_okay(k))
7351                                 {
7352                                         bell();
7353                                         break;
7354                                 }
7355
7356                                 /* Allow player to "refuse" certain actions */
7357                                 if (!get_item_allow(k))
7358                                 {
7359                                         done = TRUE;
7360                                         break;
7361                                 }
7362
7363                                 /* Accept that choice */
7364                                 (*cp) = k;
7365                                 item = TRUE;
7366                                 done = TRUE;
7367                                 break;
7368                         }
7369 #endif
7370
7371                         case 'w':
7372                         {
7373                                 if (select_the_force) {
7374                                         *cp = INVEN_FORCE;
7375                                         item = TRUE;
7376                                         done = TRUE;
7377                                         break;
7378                                 }
7379                         }
7380
7381                         default:
7382                         {
7383                                 int ver;
7384                                 bool not_found = FALSE;
7385
7386                                 /* Look up the alphabetical tag */
7387                                 if (!get_tag(&k, which))
7388                                 {
7389                                         not_found = TRUE;
7390                                 }
7391
7392                                 /* Hack -- Validate the item */
7393                                 if ((k < INVEN_RARM) ? !inven : !equip)
7394                                 {
7395                                         not_found = TRUE;
7396                                 }
7397
7398                                 /* Validate the item */
7399                                 if (!get_item_okay(k))
7400                                 {
7401                                         not_found = TRUE;
7402                                 }
7403
7404                                 if (!not_found)
7405                                 {
7406                                         /* Accept that choice */
7407                                         (*cp) = k;
7408                                         item = TRUE;
7409                                         done = TRUE;
7410                                         break;
7411                                 }
7412
7413                                 /* Extract "query" setting */
7414                                 ver = isupper(which);
7415                                 which = tolower(which);
7416
7417                                 /* Convert letter to inventory index */
7418                                 if (command_wrk == (USE_INVEN))
7419                                 {
7420                                         if (which == '(') k = i1;
7421                                         else if (which == ')') k = i2;
7422                                         else k = label_to_inven(which);
7423                                 }
7424
7425                                 /* Convert letter to equipment index */
7426                                 else if (command_wrk == (USE_EQUIP))
7427                                 {
7428                                         if (which == '(') k = e1;
7429                                         else if (which == ')') k = e2;
7430                                         else k = label_to_equip(which);
7431                                 }
7432
7433                                 /* Convert letter to floor index */
7434                                 else if (command_wrk == USE_FLOOR)
7435                                 {
7436                                         if (which == '(') k = 0;
7437                                         else if (which == ')') k = floor_num - 1;
7438                                         else k = islower(which) ? A2I(which) : -1;
7439                                         if (k < 0 || k >= floor_num || k >= 23)
7440                                         {
7441                                                 bell();
7442                                                 break;
7443                                         }
7444
7445                                         /* Special index */
7446                                         k = 0 - floor_list[k];
7447                                 }
7448
7449                                 /* Validate the item */
7450                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
7451                                 {
7452                                         bell();
7453                                         break;
7454                                 }
7455
7456                                 /* Verify the item */
7457 #ifdef JP
7458 if (ver && !verify("ËÜÅö¤Ë", k))
7459 #else
7460                                 if (ver && !verify("Try", k))
7461 #endif
7462
7463                                 {
7464                                         done = TRUE;
7465                                         break;
7466                                 }
7467
7468                                 /* Allow player to "refuse" certain actions */
7469                                 if (!get_item_allow(k))
7470                                 {
7471                                         done = TRUE;
7472                                         break;
7473                                 }
7474
7475                                 /* Accept that choice */
7476                                 (*cp) = k;
7477                                 item = TRUE;
7478                                 done = TRUE;
7479                                 break;
7480                         }
7481                 }
7482                 }
7483         }
7484
7485         /* Fix the screen if necessary */
7486         if (command_see)
7487         {
7488                 /* Load screen */
7489                 screen_load();
7490
7491                 /* Hack -- Cancel "display" */
7492                 command_see = FALSE;
7493         }
7494
7495
7496         /* Forget the item_tester_tval restriction */
7497         item_tester_tval = 0;
7498
7499         /* Forget the item_tester_hook restriction */
7500         item_tester_hook = NULL;
7501
7502
7503         /* Clean up */
7504         if (show_choices)
7505         {
7506                 /* Toggle again if needed */
7507                 if (toggle) toggle_inven_equip();
7508
7509                 /* Update */
7510                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
7511
7512                 /* Window stuff */
7513                 window_stuff();
7514         }
7515
7516
7517         /* Clear the prompt line */
7518         prt("", 0, 0);
7519
7520         /* Warning if needed */
7521         if (oops && str) msg_print(str);
7522
7523 #ifdef ALLOW_REPEAT
7524         if (item) repeat_push(*cp);
7525 #endif /* ALLOW_REPEAT */
7526
7527         /* Result */
7528         return (item);
7529 }
7530
7531
7532 static bool py_pickup_floor_aux(void)
7533 {
7534         s16b this_o_idx;
7535
7536         cptr q, s;
7537
7538         int item;
7539
7540         /* Restrict the choices */
7541         item_tester_hook = inven_carry_okay;
7542
7543         /* Get an object */
7544 #ifdef JP
7545         q = "¤É¤ì¤ò½¦¤¤¤Þ¤¹¤«¡©";
7546         s = "¤â¤¦¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£";
7547 #else
7548         q = "Get which item? ";
7549         s = "You no longer have any room for the objects on the floor.";
7550 #endif
7551
7552         if (get_item(&item, q, s, (USE_FLOOR)))
7553         {
7554                 this_o_idx = 0 - item;
7555         }
7556         else
7557         {
7558                 return (FALSE);
7559         }
7560
7561         /* Pick up the object */
7562         py_pickup_aux(this_o_idx);
7563
7564         return (TRUE);
7565 }
7566
7567
7568 /*
7569  * Make the player carry everything in a grid
7570  *
7571  * If "pickup" is FALSE then only gold will be picked up
7572  *
7573  * This is called by py_pickup() when easy_floor is TRUE.
7574  */
7575 void py_pickup_floor(int pickup)
7576 {
7577         s16b this_o_idx, next_o_idx = 0;
7578
7579         char o_name[MAX_NLEN];
7580         object_type *o_ptr;
7581
7582         int floor_num = 0, floor_list[23], floor_o_idx = 0;
7583
7584         int can_pickup = 0;
7585
7586         /* Scan the pile of objects */
7587         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
7588         {
7589                 object_type *o_ptr;
7590
7591                 /* Access the object */
7592                 o_ptr = &o_list[this_o_idx];
7593
7594                 /* Describe the object */
7595                 object_desc(o_name, o_ptr, TRUE, 3);
7596
7597                 /* Access the next object */
7598                 next_o_idx = o_ptr->next_o_idx;
7599
7600                 /* Hack -- disturb */
7601                 disturb(0, 0);
7602
7603                 /* Pick up gold */
7604                 if (o_ptr->tval == TV_GOLD)
7605                 {
7606                         /* Message */
7607 #ifdef JP
7608                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
7609                            (long)o_ptr->pval, o_name);
7610 #else
7611                         msg_format("You have found %ld gold pieces worth of %s.",
7612                                 (long) o_ptr->pval, o_name);
7613 #endif
7614
7615
7616                         /* Collect the gold */
7617                         p_ptr->au += o_ptr->pval;
7618
7619                         /* Redraw gold */
7620                         p_ptr->redraw |= (PR_GOLD);
7621
7622                         /* Window stuff */
7623                         p_ptr->window |= (PW_PLAYER);
7624
7625                         /* Delete the gold */
7626                         delete_object_idx(this_o_idx);
7627
7628                         /* Check the next object */
7629                         continue;
7630                 }
7631                 else if (o_ptr->marked & OM_NOMSG)
7632                 {
7633                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
7634                          * ignored. Otherwise, they are included in the prompt. */
7635                         o_ptr->marked &= ~(OM_NOMSG);
7636                         continue;
7637                 }
7638
7639                 /* Count non-gold objects that can be picked up. */
7640                 if (inven_carry_okay(o_ptr))
7641                 {
7642                         can_pickup++;
7643                 }
7644
7645                 /* Remember this object index */
7646                 if (floor_num < 23)
7647                         floor_list[floor_num] = this_o_idx;
7648
7649                 /* Count non-gold objects */
7650                 floor_num++;
7651
7652                 /* Remember this index */
7653                 floor_o_idx = this_o_idx;
7654         }
7655
7656         /* There are no non-gold objects */
7657         if (!floor_num)
7658                 return;
7659
7660         /* Mention the number of objects */
7661         if (!pickup)
7662         {
7663                 /* One object */
7664                 if (floor_num == 1)
7665                 {
7666                         /* Access the object */
7667                         o_ptr = &o_list[floor_o_idx];
7668
7669 #ifdef ALLOW_EASY_SENSE
7670
7671                         /* Option: Make object sensing easy */
7672                         if (easy_sense)
7673                         {
7674                                 /* Sense the object */
7675                                 (void) sense_object(o_ptr);
7676                         }
7677
7678 #endif /* ALLOW_EASY_SENSE */
7679
7680                         /* Describe the object */
7681                         object_desc(o_name, o_ptr, TRUE, 3);
7682
7683                         /* Message */
7684 #ifdef JP
7685                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
7686 #else
7687                         msg_format("You see %s.", o_name);
7688 #endif
7689
7690                 }
7691
7692                 /* Multiple objects */
7693                 else
7694                 {
7695                         /* Message */
7696 #ifdef JP
7697                         msg_format("%d ¸Ä¤Î¥¢¥¤¥Æ¥à¤Î»³¤¬¤¢¤ë¡£", floor_num);
7698 #else
7699                         msg_format("You see a pile of %d items.", floor_num);
7700 #endif
7701
7702                 }
7703
7704                 /* Done */
7705                 return;
7706         }
7707
7708         /* The player has no room for anything on the floor. */
7709         if (!can_pickup)
7710         {
7711                 /* One object */
7712                 if (floor_num == 1)
7713                 {
7714                         /* Access the object */
7715                         o_ptr = &o_list[floor_o_idx];
7716
7717 #ifdef ALLOW_EASY_SENSE
7718
7719                         /* Option: Make object sensing easy */
7720                         if (easy_sense)
7721                         {
7722                                 /* Sense the object */
7723                                 (void) sense_object(o_ptr);
7724                         }
7725
7726 #endif /* ALLOW_EASY_SENSE */
7727
7728                         /* Describe the object */
7729                         object_desc(o_name, o_ptr, TRUE, 3);
7730
7731                         /* Message */
7732 #ifdef JP
7733                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
7734 #else
7735                         msg_format("You have no room for %s.", o_name);
7736 #endif
7737
7738                 }
7739
7740                 /* Multiple objects */
7741                 else
7742                 {
7743                         /* Message */
7744 #ifdef JP
7745                         msg_format("¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£", o_name);
7746 #else
7747                         msg_print("You have no room for any of the objects on the floor.");
7748 #endif
7749
7750                 }
7751
7752                 /* Done */
7753                 return;
7754         }
7755
7756         /* One object */
7757         if (floor_num == 1)
7758         {
7759                 /* Hack -- query every object */
7760                 if (carry_query_flag)
7761                 {
7762                         char out_val[MAX_NLEN+20];
7763
7764                         /* Access the object */
7765                         o_ptr = &o_list[floor_o_idx];
7766
7767 #ifdef ALLOW_EASY_SENSE
7768
7769                         /* Option: Make object sensing easy */
7770                         if (easy_sense)
7771                         {
7772                                 /* Sense the object */
7773                                 (void) sense_object(o_ptr);
7774                         }
7775
7776 #endif /* ALLOW_EASY_SENSE */
7777
7778                         /* Describe the object */
7779                         object_desc(o_name, o_ptr, TRUE, 3);
7780
7781                         /* Build a prompt */
7782 #ifdef JP
7783                         (void) sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
7784 #else
7785                         (void) sprintf(out_val, "Pick up %s? ", o_name);
7786 #endif
7787
7788
7789                         /* Ask the user to confirm */
7790                         if (!get_check(out_val))
7791                         {
7792                                 /* Done */
7793                                 return;
7794                         }
7795                 }
7796
7797                 /* Access the object */
7798                 o_ptr = &o_list[floor_o_idx];
7799
7800 #ifdef ALLOW_EASY_SENSE
7801
7802                 /* Option: Make object sensing easy */
7803                 if (easy_sense)
7804                 {
7805                         /* Sense the object */
7806                         (void) sense_object(o_ptr);
7807                 }
7808
7809 #endif /* ALLOW_EASY_SENSE */
7810
7811                 /* Pick up the object */
7812                 py_pickup_aux(floor_o_idx);
7813         }
7814
7815         /* Allow the user to choose an object */
7816         else
7817         {
7818                 while (can_pickup--)
7819                 {
7820                         if (!py_pickup_floor_aux()) break;
7821                 }
7822         }
7823 }
7824
7825 #endif /* ALLOW_EASY_FLOOR */