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さらなる修正。
[hengband/hengband.git] / src / object1.c
1 /* File: object1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Object code, part 1 */
12
13 #include "angband.h"
14
15 #if defined(MACINTOSH) || defined(MACH_O_CARBON)
16 #ifdef verify
17 #undef verify
18 #endif
19 #endif
20 /*
21  * Reset the "visual" lists
22  *
23  * This involves resetting various things to their "default" state.
24  *
25  * If the "prefs" flag is TRUE, then we will also load the appropriate
26  * "user pref file" based on the current setting of the "use_graphics"
27  * flag.  This is useful for switching "graphics" on/off.
28  *
29  * The features, objects, and monsters, should all be encoded in the
30  * relevant "font.pref" and/or "graf.prf" files.  XXX XXX XXX
31  *
32  * The "prefs" parameter is no longer meaningful.  XXX XXX XXX
33  */
34 void reset_visuals(void)
35 {
36         int i, j;
37
38         /* Extract some info about terrain features */
39         for (i = 0; i < max_f_idx; i++)
40         {
41                 feature_type *f_ptr = &f_info[i];
42
43                 /* Assume we will use the underlying values */
44                 for (j = 0; j < F_LIT_MAX; j++)
45                 {
46                         f_ptr->x_attr[j] = f_ptr->d_attr[j];
47                         f_ptr->x_char[j] = f_ptr->d_char[j];
48                 }
49         }
50
51         /* Extract default attr/char code for objects */
52         for (i = 0; i < max_k_idx; i++)
53         {
54                 object_kind *k_ptr = &k_info[i];
55
56                 /* Default attr/char */
57                 k_ptr->x_attr = k_ptr->d_attr;
58                 k_ptr->x_char = k_ptr->d_char;
59         }
60
61         /* Extract default attr/char code for monsters */
62         for (i = 0; i < max_r_idx; i++)
63         {
64                 monster_race *r_ptr = &r_info[i];
65
66                 /* Default attr/char */
67                 r_ptr->x_attr = r_ptr->d_attr;
68                 r_ptr->x_char = r_ptr->d_char;
69         }
70
71         if (use_graphics)
72         {
73                 char buf[1024];
74
75                 /* Process "graf.prf" */
76                 process_pref_file("graf.prf");
77
78                 /* Access the "character" pref file */
79                 sprintf(buf, "graf-%s.prf", player_base);
80
81                 /* Process "graf-<playername>.prf" */
82                 process_pref_file(buf);
83         }
84
85         /* Normal symbols */
86         else
87         {
88                 char buf[1024];
89
90                 /* Process "font.prf" */
91                 process_pref_file("font.prf");
92
93                 /* Access the "character" pref file */
94                 sprintf(buf, "font-%s.prf", player_base);
95
96                 /* Process "font-<playername>.prf" */
97                 process_pref_file(buf);
98         }
99 }
100
101
102 /*
103  * Obtain the "flags" for an item
104  */
105 void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
106 {
107         object_kind *k_ptr = &k_info[o_ptr->k_idx];
108         int i;
109
110         /* Base object */
111         for (i = 0; i < TR_FLAG_SIZE; i++)
112                 flgs[i] = k_ptr->flags[i];
113
114         /* Artifact */
115         if (object_is_fixed_artifact(o_ptr))
116         {
117                 artifact_type *a_ptr = &a_info[o_ptr->name1];
118
119                 for (i = 0; i < TR_FLAG_SIZE; i++)
120                         flgs[i] = a_ptr->flags[i];
121         }
122
123         /* Ego-item */
124         if (object_is_ego(o_ptr))
125         {
126                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
127
128                 for (i = 0; i < TR_FLAG_SIZE; i++)
129                         flgs[i] |= e_ptr->flags[i];
130
131                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
132                 {
133                         remove_flag(flgs, TR_SH_FIRE);
134                 }
135                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
136                 {
137                         remove_flag(flgs, TR_INFRA);
138                 }
139                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
140                 {
141                         remove_flag(flgs, TR_RES_BLIND);
142                         remove_flag(flgs, TR_SEE_INVIS);
143                 }
144         }
145
146         /* Random artifact ! */
147         for (i = 0; i < TR_FLAG_SIZE; i++)
148                 flgs[i] |= o_ptr->art_flags[i];
149
150         if (object_is_smith(o_ptr))
151         {
152                 int add = o_ptr->xtra3 - 1;
153
154                 if (add < TR_FLAG_MAX)
155                 {
156                         add_flag(flgs, add);
157                 }
158                 else if (add == ESSENCE_TMP_RES_ACID)
159                 {
160                         add_flag(flgs, TR_RES_ACID);
161                         add_flag(flgs, TR_ACTIVATE);
162                 }
163                 else if (add == ESSENCE_TMP_RES_ELEC)
164                 {
165                         add_flag(flgs, TR_RES_ELEC);
166                         add_flag(flgs, TR_ACTIVATE);
167                 }
168                 else if (add == ESSENCE_TMP_RES_FIRE)
169                 {
170                         add_flag(flgs, TR_RES_FIRE);
171                         add_flag(flgs, TR_ACTIVATE);
172                 }
173                 else if (add == ESSENCE_TMP_RES_COLD)
174                 {
175                         add_flag(flgs, TR_RES_COLD);
176                         add_flag(flgs, TR_ACTIVATE);
177                 }
178                 else if (add == ESSENCE_SH_FIRE)
179                 {
180                         add_flag(flgs, TR_RES_FIRE);
181                         add_flag(flgs, TR_SH_FIRE);
182                 }
183                 else if (add == ESSENCE_SH_ELEC)
184                 {
185                         add_flag(flgs, TR_RES_ELEC);
186                         add_flag(flgs, TR_SH_ELEC);
187                 }
188                 else if (add == ESSENCE_SH_COLD)
189                 {
190                         add_flag(flgs, TR_RES_COLD);
191                         add_flag(flgs, TR_SH_COLD);
192                 }
193                 else if (add == ESSENCE_RESISTANCE)
194                 {
195                         add_flag(flgs, TR_RES_ACID);
196                         add_flag(flgs, TR_RES_ELEC);
197                         add_flag(flgs, TR_RES_FIRE);
198                         add_flag(flgs, TR_RES_COLD);
199                 }
200                 else if (add == TR_IMPACT)
201                 {
202                         add_flag(flgs, TR_ACTIVATE);
203                 }
204         }
205 }
206
207
208
209 /*
210  * Obtain the "flags" for an item which are known to the player
211  */
212 void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
213 {
214         bool spoil = FALSE;
215         int i;
216
217         object_kind *k_ptr = &k_info[o_ptr->k_idx];
218
219         /* Clear */
220         for (i = 0; i < TR_FLAG_SIZE; i++)
221                 flgs[i] = 0;
222
223         if (!object_is_aware(o_ptr)) return;
224
225         /* Base object */
226         for (i = 0; i < TR_FLAG_SIZE; i++)
227                 flgs[i] = k_ptr->flags[i];
228
229         /* Must be identified */
230         if (!object_is_known(o_ptr)) return;
231
232         /* Ego-item (known basic flags) */
233         if (object_is_ego(o_ptr))
234         {
235                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
236
237                 for (i = 0; i < TR_FLAG_SIZE; i++)
238                         flgs[i] |= e_ptr->flags[i];
239
240                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
241                 {
242                         remove_flag(flgs, TR_SH_FIRE);
243                 }
244                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
245                 {
246                         remove_flag(flgs, TR_INFRA);
247                 }
248                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
249                 {
250                         remove_flag(flgs, TR_RES_BLIND);
251                         remove_flag(flgs, TR_SEE_INVIS);
252                 }
253         }
254
255
256 #ifdef SPOIL_ARTIFACTS
257         /* Full knowledge for some artifacts */
258         if (object_is_artifact(o_ptr)) spoil = TRUE;
259 #endif /* SPOIL_ARTIFACTS */
260
261 #ifdef SPOIL_EGO_ITEMS
262         /* Full knowledge for some ego-items */
263         if (object_is_ego(o_ptr)) spoil = TRUE;
264 #endif /* SPOIL_EGO_ITEMS */
265
266         /* Need full knowledge or spoilers */
267         if (spoil || (o_ptr->ident & IDENT_MENTAL))
268         {
269                 /* Artifact */
270                 if (object_is_fixed_artifact(o_ptr))
271                 {
272                         artifact_type *a_ptr = &a_info[o_ptr->name1];
273
274                         for (i = 0; i < TR_FLAG_SIZE; i++)
275                                 flgs[i] = a_ptr->flags[i];
276                 }
277
278                 /* Random artifact ! */
279                 for (i = 0; i < TR_FLAG_SIZE; i++)
280                         flgs[i] |= o_ptr->art_flags[i];
281         }
282
283         if (object_is_smith(o_ptr))
284         {
285                 int add = o_ptr->xtra3 - 1;
286
287                 if (add < TR_FLAG_MAX)
288                 {
289                         add_flag(flgs, add);
290                 }
291                 else if (add == ESSENCE_TMP_RES_ACID)
292                 {
293                         add_flag(flgs, TR_RES_ACID);
294                 }
295                 else if (add == ESSENCE_TMP_RES_ELEC)
296                 {
297                         add_flag(flgs, TR_RES_ELEC);
298                 }
299                 else if (add == ESSENCE_TMP_RES_FIRE)
300                 {
301                         add_flag(flgs, TR_RES_FIRE);
302                 }
303                 else if (add == ESSENCE_TMP_RES_COLD)
304                 {
305                         add_flag(flgs, TR_RES_COLD);
306                 }
307                 else if (add == ESSENCE_SH_FIRE)
308                 {
309                         add_flag(flgs, TR_RES_FIRE);
310                         add_flag(flgs, TR_SH_FIRE);
311                 }
312                 else if (add == ESSENCE_SH_ELEC)
313                 {
314                         add_flag(flgs, TR_RES_ELEC);
315                         add_flag(flgs, TR_SH_ELEC);
316                 }
317                 else if (add == ESSENCE_SH_COLD)
318                 {
319                         add_flag(flgs, TR_RES_COLD);
320                         add_flag(flgs, TR_SH_COLD);
321                 }
322                 else if (add == ESSENCE_RESISTANCE)
323                 {
324                         add_flag(flgs, TR_RES_ACID);
325                         add_flag(flgs, TR_RES_ELEC);
326                         add_flag(flgs, TR_RES_FIRE);
327                         add_flag(flgs, TR_RES_COLD);
328                 }
329         }
330 }
331
332
333 /*
334  * Determine the "Activation" (if any) for an artifact
335  * Return a string, or NULL for "no activation"
336  */
337 cptr item_activation(object_type *o_ptr)
338 {
339         u32b flgs[TR_FLAG_SIZE];
340
341         /* Extract the flags */
342         object_flags(o_ptr, flgs);
343
344         /* Require activation ability */
345 #ifdef JP
346         if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
347 #else
348         if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
349 #endif
350
351         /*
352          * We need to deduce somehow that it is a random artifact -- one
353          * problem: It could be a random artifact which has NOT YET received
354          * a name. Thus we eliminate other possibilities instead of checking
355          * for art_name
356          */
357
358         if (object_is_fixed_artifact(o_ptr))
359         {
360                 if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
361         }
362
363         if ((object_is_artifact(o_ptr) || object_is_ego(o_ptr)) &&
364                 (o_ptr->xtra2))
365         {
366                 switch (o_ptr->xtra2)
367                 {
368 #ifdef JP
369                         /* General activation */
370
371                         case ACT_SUNLIGHT:
372                                 return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
373                         case ACT_BO_MISS_1:
374                                 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
375                         case ACT_BA_POIS_1:
376                                 return "°­½­±À (12) : 4+d4 ¥¿¡¼¥óËè";
377                         case ACT_BO_ELEC_1:
378                                 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
379                         case ACT_BO_ACID_1:
380                                 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
381                         case ACT_BO_COLD_1:
382                                 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
383                         case ACT_BO_FIRE_1:
384                                 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
385                         case ACT_BA_COLD_1:
386                                 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (48) : 6+d6 ¥¿¡¼¥óËè";
387                         case ACT_BA_FIRE_1:
388                                 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 9+d9 ¥¿¡¼¥óËè";
389                         case ACT_DRAIN_1:
390                                 return "À¸Ì¿Îϵۼý (90) : 70 ¥¿¡¼¥óËè";
391                         case ACT_BA_COLD_2:
392                                 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 12+d12 ¥¿¡¼¥óËè";
393                         case ACT_BA_ELEC_2:
394                                 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 12+d12 ¥¿¡¼¥óËè";
395                         case ACT_DRAIN_2:
396                                 return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
397                         case ACT_VAMPIRE_1:
398                                 return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
399                         case ACT_BO_MISS_2:
400                                 return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
401                         case ACT_BA_FIRE_3:
402                                 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (300) : 225+d225 ¥¿¡¼¥óËè";
403                         case ACT_BA_COLD_3:
404                                 return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë (400) : 325+d325 ¥¿¡¼¥óËè";
405                         case ACT_BA_ELEC_3:
406                                 return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë (500) : 425+d425 ¥¿¡¼¥óËè";
407                         case ACT_WHIRLWIND:
408                                 return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
409                         case ACT_VAMPIRE_2:
410                                 return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
411                         case ACT_CALL_CHAOS:
412                                 return "º®ÆÙ¾¤Íè : 350 ¥¿¡¼¥óËè"; /*nuke me*/
413                         case ACT_ROCKET:
414                                 return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
415                         case ACT_DISP_EVIL:
416                                 return "¼Ù°­Â໶ (x5) : 100+d100 ¥¿¡¼¥óËè";
417                         case ACT_BA_MISS_3:
418                                 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
419                         case ACT_DISP_GOOD:
420                                 return "Á±ÎÉÂ໶ (x5) : 100+d100 ¥¿¡¼¥óËè";
421                         case ACT_BO_MANA:
422                                 return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
423                         case ACT_BA_FIRE_2:
424                                 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
425                         case ACT_BA_WATER:
426                                 return "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 250 ¥¿¡¼¥óËè";
427                         case ACT_BA_STAR:
428                                 return "µðÂ祹¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 200+d200 ¥¿¡¼¥óËè";
429                         case ACT_BA_DARK:
430                                 return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
431                         case ACT_BA_MANA:
432                                 return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
433                         case ACT_CONFUSE:
434                                 return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
435                         case ACT_SLEEP:
436                                 return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
437                         case ACT_QUAKE:
438                                 return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
439                         case ACT_TERROR:
440                                 return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
441                         case ACT_TELE_AWAY:
442                                 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
443                         case ACT_BANISH_EVIL:
444                                 return "¼Ù°­¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
445                         case ACT_GENOCIDE:
446                                 return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
447                         case ACT_MASS_GENO:
448                                 return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
449                         case ACT_CHARM_ANIMAL:
450                                 return "ưʪ̥λ : 200 ¥¿¡¼¥óËè";
451                         case ACT_CHARM_UNDEAD:
452                                 return "¥¢¥ó¥Ç¥Ã¥É½¾Â° : 333 ¥¿¡¼¥óËè";
453                         case ACT_CHARM_OTHER:
454                                 return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
455                         case ACT_CHARM_ANIMALS:
456                                 return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
457                         case ACT_CHARM_OTHERS:
458                                 return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
459                         case ACT_SUMMON_ANIMAL:
460                                 return "ưʪ¾¤´­ : 200+d300 ¥¿¡¼¥óËè";
461                         case ACT_SUMMON_PHANTOM:
462                                 return "¸¸Î´­ : 200+d200 ¥¿¡¼¥óËè";
463                         case ACT_SUMMON_ELEMENTAL:
464                                 return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´­ : 750 ¥¿¡¼¥óËè";
465                         case ACT_SUMMON_DEMON:
466                                 return "°­Ë⾤´­ : 666+d333 ¥¿¡¼¥óËè";
467                         case ACT_SUMMON_UNDEAD:
468                                 return "¥¢¥ó¥Ç¥Ã¥É¾¤´­ : 666+d333 ¥¿¡¼¥óËè";
469                         case ACT_CURE_LW:
470                                 return "¶²Éݽüµî/ÂÎÎϲóÉü(30) : 10 ¥¿¡¼¥óËè";
471                         case ACT_CURE_MW:
472                                 return "½ý²óÉü(4d8) : 3+d3 ¥¿¡¼¥óËè";
473                         case ACT_CURE_POISON:
474                                 return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
475                         case ACT_REST_LIFE:
476                                 return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
477                         case ACT_REST_ALL:
478                                 return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃÍÉü³è : 750 ¥¿¡¼¥óËè";
479                         case ACT_CURE_700:
480                                 return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
481                         case ACT_CURE_1000:
482                                 return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
483                         case ACT_ESP:
484                                 return "¥Æ¥ì¥Ñ¥·¡¼ (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
485                         case ACT_BERSERK:
486                                 return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
487                         case ACT_PROT_EVIL:
488                                 return "Âмٰ­·ë³¦ (´ü´Ö level*3 + d25) : 200+d200 ¥¿¡¼¥óËè";
489                         case ACT_RESIST_ALL:
490                                 return "Á´ÂÑÀ­ (´ü´Ö 20+d20) : 111 ¥¿¡¼¥óËè";
491                         case ACT_SPEED:
492                                 return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
493                         case ACT_XTRA_SPEED:
494                                 return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
495                         case ACT_WRAITH:
496                                 return "Í©Âβ½ (´ü´Ö level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
497                         case ACT_INVULN:
498                                 return "̵Ũ²½ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
499                         case ACT_LIGHT:
500                                 return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
501                         case ACT_MAP_LIGHT:
502                                 return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
503                         case ACT_DETECT_ALL:
504                                 return "Á´´¶ÃΠ: 55+d55 ¥¿¡¼¥óËè";
505                         case ACT_DETECT_XTRA:
506                                 return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 100 ¥¿¡¼¥óËè";
507                         case ACT_ID_FULL:
508                                 return "*´ÕÄê* : 75 ¥¿¡¼¥óËè";
509                         case ACT_ID_PLAIN:
510                                 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
511                         case ACT_RUNE_EXPLO:
512                                 return "Çúȯ¤Î¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
513                         case ACT_RUNE_PROT:
514                                 return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
515                         case ACT_SATIATE:
516                                 return "¶õÊ¢½¼Â­ : 200 ¥¿¡¼¥óËè";
517                         case ACT_DEST_DOOR:
518                                 return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
519                         case ACT_STONE_MUD:
520                                 return "´äÀÐÍϲò : 3 ¥¿¡¼¥óËè";
521                         case ACT_RECHARGE:
522                                 return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
523                         case ACT_ALCHEMY:
524                                 return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
525                         case ACT_DIM_DOOR:
526                                 return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
527                         case ACT_TELEPORT:
528                                 return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 25 ¥¿¡¼¥óËè";
529                         case ACT_RECALL:
530                                 return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
531
532                         /* Unique activation */
533                         case ACT_JUDGE:
534                                 return "ÂÎÎϤȰú¤­Âؤ¨¤ËÀéΤ´ã¤Èµ¢´Ô : 20+d20 ¥¿¡¼¥óËè";
535                         case ACT_BIZARRE:
536                                 return "¿®¤¸Æñ¤¤¤³¤È : 450+d450 ¥¿¡¼¥óËè";
537
538                         default:
539                                 return "̤ÄêµÁ";
540 #else
541                         /* General activation */
542
543                         case ACT_SUNLIGHT:
544                                 return "beam of sunlight every 10 turns";
545                         case ACT_BO_MISS_1:
546                                 return "magic missile (2d6) every 2 turns";
547                         case ACT_BA_POIS_1:
548                                 return "stinking cloud (12) every 4+d4 turns";
549                         case ACT_BO_ELEC_1:
550                                 return "lightning bolt (4d8) every 5+d5 turns";
551                         case ACT_BO_ACID_1:
552                                 return "acid bolt (5d8) every 6+d6 turns";
553                         case ACT_BO_COLD_1:
554                                 return "frost bolt (6d8) every 7+d7 turns";
555                         case ACT_BO_FIRE_1:
556                                 return "fire bolt (9d8) every 8+d8 turns";
557                         case ACT_BA_COLD_1:
558                                 return "ball of cold (48) every 6+d6 turns";
559                         case ACT_BA_FIRE_1:
560                                 return "ball of fire (72) every 9+d9 turns";
561                         case ACT_DRAIN_1:
562                                 return "drain life (90) every 70 turns";
563                         case ACT_BA_COLD_2:
564                                 return "ball of cold (100) every 12+d12 turns";
565                         case ACT_BA_ELEC_2:
566                                 return "ball of lightning (100) every 12+d12 turns";
567                         case ACT_DRAIN_2:
568                                 return "drain life (120) every 400 turns";
569                         case ACT_VAMPIRE_1:
570                                 return "vampiric drain (3*50) every 400 turns";
571                         case ACT_BO_MISS_2:
572                                 return "arrows (150) every 90+d90 turns";
573                         case ACT_BA_FIRE_2:
574                                 return "fire ball (300) every 225+d225 turns";
575                         case ACT_BA_COLD_3:
576                                 return "ball of cold (400) every 325+d325 turns";
577                         case ACT_BA_ELEC_3:
578                                 return "ball of lightning (500) every 425+d425 turns";
579                         case ACT_WHIRLWIND:
580                                 return "whirlwind attack every 250 turns";
581                         case ACT_VAMPIRE_2:
582                                 return "vampiric drain (3*100) every 400 turns";
583                         case ACT_CALL_CHAOS:
584                                 return "call chaos every 350 turns";
585                         case ACT_ROCKET:
586                                 return "launch rocket (120+level) every 400 turns";
587                         case ACT_DISP_EVIL:
588                                 return "dispel evil (x5) every 100+d100 turns";
589                         case ACT_BA_MISS_3:
590                                 return "elemental breath (300) every 500 turns";
591                         case ACT_DISP_GOOD:
592                                 return "dispel good (x5) every 100+d100 turns";
593                         case ACT_BO_MANA:
594                                 return "a magical arrow (150) every 90+d90 turns";
595                         case ACT_BA_FIRE_2:
596                                 return "large fire ball (120) every 15 turns";
597                         case ACT_BA_WATER:
598                                 return "water ball (200) every 250 turns";
599                         case ACT_BA_STAR:
600                                 return "large star ball (200) every 200+d200 turns";
601                         case ACT_BA_DARK:
602                                 return "darkness storm (250) every 150+d150 turns";
603                         case ACT_BA_MANA:
604                                 return "a mana storm every 250+d250 turns";
605                         case ACT_CONFUSE:
606                                 return "confuse monster every 15 turns";
607                         case ACT_SLEEP:
608                                 return "sleep nearby monsters every 55 turns";
609                         case ACT_QUAKE:
610                                 return "earthquake (rad 10) every 50 turns";
611                         case ACT_TERROR:
612                                 return "terror every 3 * (level+10) turns";
613                         case ACT_TELE_AWAY:
614                                 return "teleport away every 200 turns";
615                         case ACT_BANISH_EVIL:
616                                 return "banish evil every 250+d250 turns";
617                         case ACT_GENOCIDE:
618                                 return "genocide every 500 turns";
619                         case ACT_MASS_GENO:
620                                 return "mass genocide every 1000 turns";
621                         case ACT_CHARM_ANIMAL:
622                                 return "charm animal every 200 turns";
623                         case ACT_CHARM_UNDEAD:
624                                 return "enslave undead every 333 turns";
625                         case ACT_CHARM_OTHER:
626                                 return "charm monster every 400 turns";
627                         case ACT_CHARM_ANIMALS:
628                                 return "animal friendship every 500 turns";
629                         case ACT_CHARM_OTHERS:
630                                 return "mass charm every 750 turns";
631                         case ACT_SUMMON_ANIMAL:
632                                 return "summon animal every 200+d300 turns";
633                         case ACT_SUMMON_PHANTOM:
634                                 return "summon phantasmal servant every 200+d200 turns";
635                         case ACT_SUMMON_ELEMENTAL:
636                                 return "summon elemental every 750 turns";
637                         case ACT_SUMMON_DEMON:
638                                 return "summon demon every 666+d333 turns";
639                         case ACT_SUMMON_UNDEAD:
640                                 return "summon undead every 666+d333 turns";
641                         case ACT_CURE_LW:
642                                 return "remove fear and heal 30 hp every 10 turns";
643                         case ACT_CURE_MW:
644                                 return "heal 4d8 and wounds every 3+d3 turns";
645                         case ACT_CURE_POISON:
646                                 return "remove fear and cure poison every 5 turns";
647                         case ACT_REST_LIFE:
648                                 return "restore life levels every 450 turns";
649                         case ACT_REST_ALL:
650                                 return "restore stats and life levels every 750 turns";
651                         case ACT_CURE_700:
652                                 return "heal 700 hit points every 250 turns";
653                         case ACT_CURE_1000:
654                                 return "heal 1000 hit points every 888 turns";
655                         case ACT_ESP:
656                                 return "telepathy (dur 25+d30) every 200 turns";
657                         case ACT_BERSERK:
658                                 return "heroism and blessed (dur 50+d50) every 100+d100 turns";
659                         case ACT_PROT_EVIL:
660                                 return "protect evil (dur level*3 + d25) every 200+d200 turns";
661                         case ACT_RESIST_ALL:
662                                 return "resist elements (dur 20+d20) every 111 turns";
663                         case ACT_SPEED:
664                                 return "speed (dur 20+d20) every 100+d100 turns";
665                         case ACT_XTRA_SPEED:
666                                 return "speed (dur 75+d75) every 100+d100 turns";
667                         case ACT_WRAITH:
668                                 return "wraith form (dur level/2 + d(level/2)) every 1000 turns";
669                         case ACT_INVULN:
670                                 return "invulnerability (dur 8+d8) every 1000 turns";
671                         case ACT_LIGHT:
672                                 return "light area (dam 2d15) every 10+d10 turns";
673                         case ACT_MAP_LIGHT:
674                                 return "light (dam 2d15) & map area every 50+d50 turns";
675                         case ACT_DETECT_ALL:
676                                 return "detection every 55+d55 turns";
677                         case ACT_DETECT_XTRA:
678                                 return "detection, probing and identify true every 100 turns";
679                         case ACT_ID_FULL:
680                                 return "identify true every 75 turns";
681                         case ACT_ID_PLAIN:
682                                 return "identify spell every 10 turns";
683                         case ACT_RUNE_EXPLO:
684                                 return "explosive rune every 200 turns";
685                         case ACT_RUNE_PROT:
686                                 return "rune of protection every 400 turns";
687                         case ACT_SATIATE:
688                                 return "satisfy hunger every 200 turns";
689                         case ACT_DEST_DOOR:
690                                 return "destroy doors every 10 turns";
691                         case ACT_STONE_MUD:
692                                 return "stone to mud every 3 turns";
693                         case ACT_RECHARGE:
694                                 return "recharging every 70 turns";
695                         case ACT_ALCHEMY:
696                                 return "alchemy every 500 turns";
697                         case ACT_DIM_DOOR:
698                                 return "dimension door every 100 turns";
699                         case ACT_TELEPORT:
700                                 return "teleport (range 100) every 25 turns";
701                         case ACT_RECALL:
702                                 return "word of recall every 200 turns";
703
704                         /* Unique activation */
705                         case ACT_JUDGE:
706                                 return "clairvoyance and recall, draining you every 20+d20 turns";
707                         case ACT_BIZARRE:
708                                 return "bizarre things every 450+d450 turns";
709
710                         default:
711                                 return "something undefined";
712 #endif
713                 }
714         }
715
716         /* Some artifacts can be activated */
717         switch (o_ptr->name1)
718         {
719                 case ART_DAWN:
720                 {
721 #ifdef JP
722                         return "¶Ç¤Î»ÕÃľ¤´­ : 500+d500 ¥¿¡¼¥óËè";
723 #else
724                         return "summon the Legion of the Dawn every 500+d500 turns";
725 #endif
726                 }
727                 case ART_BRAND:
728                 case ART_HELLFIRE:
729                 {
730 #ifdef JP
731                         return "¿ÏÀè¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È : 999 ¥¿¡¼¥óËè";
732 #else
733                         return "fire branding of bolts every 999 turns";
734 #endif
735                 }
736                 case ART_CRIMSON:
737                 {
738 #ifdef JP
739                         return "¥Õ¥¡¥¤¥¢¡ª : 15 ¥¿¡¼¥óËè";
740 #else
741                         return "fire! every 15 turns";
742 #endif
743                 }
744                 case ART_KUSANAGI:
745                 case ART_WEREWINDLE:
746                 {
747 #ifdef JP
748                         return "ƨÁö : 35 ¥¿¡¼¥óËè";
749 #else
750                         return "a getaway every 35 turns";
751 #endif
752                 }
753                 case ART_RAZORBACK:
754                 {
755 #ifdef JP
756                         return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë¡¦¥À¥¹¥È(150) : 1000 ¥¿¡¼¥óËè";
757 #else
758                         return "star balls (150) every 1000 turns";
759 #endif
760                 }
761                 case ART_BLADETURNER:
762                 {
763 #ifdef JP
764                         return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­";
765 #else
766                         return "breathe elements (300), hero, bless, and resistance";
767 #endif
768                 }
769                 case ART_FRAKIR:
770                 {
771 #ifdef JP
772                         return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
773 #else
774                         return "a strangling attack (100) every 100+d100 turns";
775 #endif
776                 }
777                 case ART_PALANTIR:
778                 {
779 #ifdef JP
780                         return "¤³¤Î³¬¤Ë¤¤¤ë¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤òɽ¼¨ : 200¥¿¡¼¥óËè";
781 #else
782                         return "list of the uniques on the level every 200 turns";
783 #endif
784                 }
785                 case ART_STONE_LORE:
786                 {
787 #ifdef JP
788                         return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
789 #else
790                         return "perilous identify every turn";
791 #endif
792                 }
793                 case ART_FARAMIR:
794                 {
795 #ifdef JP
796                         return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
797 #else
798                         return "dispel small life every 55+d55 turns";
799 #endif
800                 }
801                 case ART_BOROMIR:
802                 {
803 #ifdef JP
804                         return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
805 #else
806                         return "frighten monsters every 40+d40 turns";
807 #endif
808                 }
809                 case ART_HURIN:
810                 {
811 #ifdef JP
812                         return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
813 #else
814                         return "hero and +10 to speed (50) every 100+200d turns";
815 #endif
816                 }
817                 case ART_GIL_GALAD:
818                 {
819 #ifdef JP
820                         return "âÁ¤·¤¤¸÷ : 250 ¥¿¡¼¥óËè";
821 #else
822                         return "blinding light every 250 turns";
823 #endif
824                 }
825                 case ART_YENDOR:
826                 {
827 #ifdef JP
828                         return "ËâÎϽ¼Å¶ : 200 ¥¿¡¼¥óËè";
829 #else
830                         return "recharge item every 200 turns";
831 #endif
832                 }
833                 case ART_MURAMASA:
834                 {
835 #ifdef JP
836                         return "ÏÓÎϤξ徺 : ³ÎΨ50%¤Ç²õ¤ì¤ë";
837 #else
838                         return "increase STR (destroyed 50%)";
839 #endif
840                 }
841                 case ART_JONES:
842                 {
843 #ifdef JP
844                         return "ʪÂΤò°ú¤­´ó¤»¤ë(½ÅÎÌ25kg¤Þ¤Ç) : 25+d25¥¿¡¼¥óËè";
845 #else
846                         return "a telekinesis (500 lb) every 25+d25 turns";
847 #endif
848                 }
849                 case ART_INROU:
850                 {
851 #ifdef JP
852                         return "Îã¤Î¥¢¥ì : 150+d150 ¥¿¡¼¥óËè";
853 #else
854                         return "reveal your identity every 150+d150 turns";
855 #endif
856                 }
857                 case ART_HYOUSIGI:
858                 {
859 #ifdef JP
860                         return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
861 #else
862                         return "beat wooden clappers every turn";
863 #endif
864                 }
865                 case ART_MATOI:
866                 case ART_AEGISFANG:
867                 {
868 #ifdef JP
869                         return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
870 #else
871                         return "heroism every 30+d30 turns";
872 #endif
873                 }
874                 case ART_EARENDIL:
875                 {
876 #ifdef JP
877                         return "Ìþ¤· : 100¥¿¡¼¥óËè";
878 #else
879                         return "curing every 100 turns";
880 #endif
881                 }
882                 case ART_BLOOD:
883                 {
884 #ifdef JP
885                         return "°À­Êѹ¹ : 3333 ¥¿¡¼¥óËè";
886 #else
887                         return "change zokusei every 3333 turns";
888 #endif
889
890                 }
891                 case ART_KESHO:
892                 {
893 #ifdef JP
894                         return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
895 #else
896                         return "shiko every 100+d100 turns";
897 #endif
898
899                 }
900                 case ART_MOOK:
901                 {
902 #ifdef JP
903                         return "Î䵤¤ÎÂÑÀ­ : 40+d40¥¿¡¼¥óËè";
904 #else
905                         return "resist cold every 40+d40 turns";
906 #endif
907
908                 }
909                 case ART_JIZO:
910                 {
911 #ifdef JP
912                         return "Âý¤ÎÂç·²¾¤´­ : 300+d150¥¿¡¼¥óËè";
913 #else
914                         return "summon octopus every 300+d150 turns";
915 #endif
916                 }
917                 case ART_SACRED_KNIGHTS:
918                 {
919 #ifdef JP
920                         return "*²ò¼ö*¤ÈÄ´ºº: ¤¤¤Ä¤Ç¤â";
921 #else
922                         return "dispel curse and probing every turn";
923 #endif
924
925                 }
926                 case ART_CHARMED:
927                 {
928 #ifdef JP
929                         return "ËâÎÏÉü³è: 777 ¥¿¡¼¥óËè";
930 #else
931                         return "restore mana every 777 turns";
932 #endif
933
934                 }
935         }
936
937
938         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_TSURIZAO))
939         {
940 #ifdef JP
941                 return "Äà¤ê¤ò¤¹¤ë : ¤¤¤Ä¤Ç¤â";
942 #else
943                 return "fishing : every time";
944 #endif
945         }
946
947         if (object_is_smith(o_ptr))
948         {
949                 switch (o_ptr->xtra3 - 1)
950                 {
951                 case ESSENCE_TMP_RES_ACID:
952 #ifdef JP
953                         return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
954 #else
955                         return "resist acid every 50+d50 turns";
956 #endif
957
958                 case ESSENCE_TMP_RES_ELEC:
959 #ifdef JP
960                         return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
961 #else
962                         return "resist elec every 50+d50 turns";
963 #endif
964
965                 case ESSENCE_TMP_RES_FIRE:
966 #ifdef JP
967                         return "²Ð¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
968 #else
969                         return "resist fire every 50+d50 turns";
970 #endif
971
972                 case ESSENCE_TMP_RES_COLD:
973 #ifdef JP
974                         return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
975 #else
976                         return "resist cold every 50+d50 turns";
977 #endif
978
979                 case TR_IMPACT:
980 #ifdef JP
981                         return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
982 #else
983                         return "earthquake every 100+d100 turns";
984 #endif
985                 }
986         }
987
988         if (o_ptr->name2 == EGO_TRUMP)
989         {
990 #ifdef JP
991 return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
992 #else
993                 return "teleport every 50+d50 turns";
994 #endif
995
996         }
997
998         if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
999         {
1000 #ifdef JP
1001 return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
1002 #else
1003                         return "illumination every 10+d10 turns";
1004 #endif
1005         }
1006
1007         else if (o_ptr->name2 == EGO_EARTHQUAKES)
1008         {
1009 #ifdef JP
1010 return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
1011 #else
1012                 return "earthquake every 100+d100 turns";
1013 #endif
1014
1015         }
1016
1017         else if (o_ptr->name2 == EGO_JUMP)
1018         {
1019 #ifdef JP
1020 return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
1021 #else
1022                 return "blink every 10+d10 turns";
1023 #endif
1024
1025         }
1026
1027         if (o_ptr->tval == TV_RING)
1028         {
1029                 if (object_is_ego(o_ptr))
1030                 {
1031                         switch (o_ptr->name2)
1032                         {
1033                         case EGO_RING_HERO:
1034 #ifdef JP
1035 return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
1036 #else
1037                                 return "heroism every 100+d100 turns";
1038 #endif
1039                         case EGO_RING_MAGIC_MIS:
1040 #ifdef JP
1041 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
1042 #else
1043                         return "magic missile (2d6) every 2 turns";
1044 #endif
1045                         case EGO_RING_FIRE_BOLT:
1046 #ifdef JP
1047 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1048 #else
1049                         return "fire bolt (9d8) every 8+d8 turns";
1050 #endif
1051                         case EGO_RING_COLD_BOLT:
1052 #ifdef JP
1053 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1054 #else
1055                                 return "frost bolt (6d8) every 7+d7 turns";
1056 #endif
1057                         case EGO_RING_ELEC_BOLT:
1058 #ifdef JP
1059 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1060 #else
1061                                 return "lightning bolt (4d8) every 5+d5 turns";
1062 #endif
1063                         case EGO_RING_ACID_BOLT:
1064 #ifdef JP
1065 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
1066 #else
1067                                 return "acid bolt (5d8) every 6+d6 turns";
1068 #endif
1069                         case EGO_RING_MANA_BOLT:
1070 #ifdef JP
1071 return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
1072 #else
1073                         return "a mana bolt (120) every 120+d120 turns";
1074 #endif
1075                         case EGO_RING_FIRE_BALL:
1076 #ifdef JP
1077 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
1078 #else
1079                                 return "fire ball (100) every 80+d80 turns";
1080 #endif
1081                         case EGO_RING_COLD_BALL:
1082 #ifdef JP
1083 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
1084 #else
1085                                 return "cold ball (100) every 80+d80 turns";
1086 #endif
1087                         case EGO_RING_ELEC_BALL:
1088 #ifdef JP
1089 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
1090 #else
1091                                 return "elec ball (100) every 80+d80 turns";
1092 #endif
1093                         case EGO_RING_ACID_BALL:
1094 #ifdef JP
1095 return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
1096 #else
1097                                 return "acid ball (100) every 80+d80 turns";
1098 #endif
1099                         case EGO_RING_MANA_BALL:
1100 #ifdef JP
1101 return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
1102 #else
1103                                 return "mana storm (250) every 300 turns";
1104 #endif
1105                         case EGO_RING_DRAGON_F:
1106                                 if (o_ptr->sval == SV_RING_FLAMES)
1107 #ifdef JP
1108 return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
1109 #else
1110                                         return "breath of fire (200) and resist fire every 200 turns";
1111 #endif
1112                                 else
1113 #ifdef JP
1114 return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
1115 #else
1116                                         return "fire breath (200) every 250 turns";
1117 #endif
1118                         case EGO_RING_DRAGON_C:
1119                                 if (o_ptr->sval == SV_RING_ICE)
1120 #ifdef JP
1121 return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
1122 #else
1123                                         return "breath of cold (200) and resist cold every 200 turns";
1124 #endif
1125                                 else
1126 #ifdef JP
1127 return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
1128 #else
1129                                         return "cold breath (200) every 250 turns";
1130 #endif
1131                         case EGO_RING_M_DETECT:
1132 #ifdef JP
1133 return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃΠ: 150 ¥¿¡¼¥óËè";
1134 #else
1135                                 return "detect all monsters every 150 turns";
1136 #endif
1137                         case EGO_RING_D_SPEED:
1138 #ifdef JP
1139 return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
1140 #else
1141                                 return "haste self (15+d30 turns) every 100 turns";
1142 #endif
1143                         case EGO_RING_BERSERKER:
1144 #ifdef JP
1145 return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
1146 #else
1147                                 return "berserk (25+d25 turns) every 75+d75 turns";
1148 #endif
1149                         case EGO_RING_TELE_AWAY:
1150 #ifdef JP
1151 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
1152 #else
1153                         return "teleport away every 150 turns";
1154 #endif
1155                         case EGO_RING_TRUE:
1156 #ifdef JP
1157 return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ­ : 777 ¥¿¡¼¥óËè";
1158 #else
1159                         return "hero, bless, and ultimate resistance every 777 turns";
1160 #endif
1161                         }
1162                 }
1163                 switch (o_ptr->sval)
1164                 {
1165                         case SV_RING_FLAMES:
1166 #ifdef JP
1167 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
1168 #else
1169                                 return "ball of fire (100) and resist fire every 50+d50 turns";
1170 #endif
1171
1172                         case SV_RING_ICE:
1173 #ifdef JP
1174 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
1175 #else
1176                                 return "ball of cold (100) and resist cold every 50+d50 turns";
1177 #endif
1178
1179                         case SV_RING_ACID:
1180 #ifdef JP
1181 return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
1182 #else
1183                                 return "ball of acid (100) and resist acid every 50+d50 turns";
1184 #endif
1185
1186                         case SV_RING_ELEC:
1187 #ifdef JP
1188 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
1189 #else
1190                                 return "ball of elec (100) and resist elec every 50+d50 turns";
1191 #endif
1192
1193                         default:
1194                                 return NULL;
1195                 }
1196         }
1197
1198         if (o_ptr->tval == TV_AMULET)
1199         {
1200                 if (object_is_ego(o_ptr))
1201                 {
1202                         switch (o_ptr->name2)
1203                         {
1204                         case EGO_AMU_IDENT:
1205 #ifdef JP
1206                                 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
1207 #else
1208                                 return "identify every 10 turns";
1209 #endif
1210                         case EGO_AMU_CHARM:
1211 #ifdef JP
1212                                 return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè";
1213 #else
1214                                 return "charm monster every 200 turns";
1215 #endif
1216                         case EGO_AMU_JUMP:
1217 #ifdef JP
1218                                 return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
1219 #else
1220                                 return "blink every 10+d10 turns";
1221 #endif
1222                         case EGO_AMU_TELEPORT:
1223 #ifdef JP
1224                                 return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
1225 #else
1226                                 return "teleport every 50+d50 turns";
1227 #endif
1228                         case EGO_AMU_D_DOOR:
1229 #ifdef JP
1230                                 return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè";
1231 #else
1232                                 return "dimension door every 200 turns";
1233 #endif
1234                         case EGO_AMU_RES_FIRE_:
1235 #ifdef JP
1236                                 return "²Ð±ê¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1237 #else
1238                                 return "resist fire every 50+d50 turns";
1239 #endif
1240                         case EGO_AMU_RES_COLD_:
1241 #ifdef JP
1242                                 return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1243 #else
1244                                 return "resist cold every 50+d50 turns";
1245 #endif
1246                         case EGO_AMU_RES_ELEC_:
1247 #ifdef JP
1248                                 return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1249 #else
1250                                 return "resist elec every 50+d50 turns";
1251 #endif
1252                         case EGO_AMU_RES_ACID_:
1253 #ifdef JP
1254                                 return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1255 #else
1256                                 return "resist acid every 50+d50 turns";
1257 #endif
1258                         case EGO_AMU_DETECTION:
1259 #ifdef JP
1260                                 return "Á´´¶ÃΠ: 55+d55¥¿¡¼¥óËè";
1261 #else
1262                                 return "detect all floor every 55+d55 turns";
1263 #endif
1264                         }
1265                 }
1266         }
1267
1268         if (o_ptr->tval == TV_WHISTLE)
1269         {
1270 #ifdef JP
1271 return "¥Ú¥Ã¥È¸Æ¤Ó´ó¤» : 100+d100¥¿¡¼¥óËè";
1272 #else
1273                 return "call pet every 100+d100 turns";
1274 #endif
1275         }
1276
1277         if (o_ptr->tval == TV_CAPTURE)
1278         {
1279 #ifdef JP
1280 return "¥â¥ó¥¹¥¿¡¼¤òÊᤨ¤ë¡¢Ëô¤Ï²òÊü¤¹¤ë¡£";
1281 #else
1282                 return "captures or releases a monster.";
1283 #endif
1284         }
1285
1286         /* Require dragon scale mail */
1287 #ifdef JP
1288 if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷");
1289 #else
1290         if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow");
1291 #endif
1292
1293
1294         /* Branch on the sub-type */
1295         switch (o_ptr->sval)
1296         {
1297                 case SV_DRAGON_BLUE:
1298                 {
1299 #ifdef JP
1300 return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè";
1301 #else
1302                         return "breathe lightning (100) every 150+d150 turns";
1303 #endif
1304
1305                 }
1306                 case SV_DRAGON_WHITE:
1307                 {
1308 #ifdef JP
1309 return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè";
1310 #else
1311                         return "breathe frost (110) every 150+d150 turns";
1312 #endif
1313
1314                 }
1315                 case SV_DRAGON_BLACK:
1316                 {
1317 #ifdef JP
1318 return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè";
1319 #else
1320                         return "breathe acid (130) every 150+d150 turns";
1321 #endif
1322
1323                 }
1324                 case SV_DRAGON_GREEN:
1325                 {
1326 #ifdef JP
1327 return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè";
1328 #else
1329                         return "breathe poison gas (150) every 180+d180 turns";
1330 #endif
1331
1332                 }
1333                 case SV_DRAGON_RED:
1334                 {
1335 #ifdef JP
1336 return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
1337 #else
1338                         return "breathe fire (200) every 200+d200 turns";
1339 #endif
1340
1341                 }
1342                 case SV_DRAGON_MULTIHUED:
1343                 {
1344 #ifdef JP
1345 return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè";
1346 #else
1347                         return "breathe multi-hued (250) every 200+d200 turns";
1348 #endif
1349
1350                 }
1351                 case SV_DRAGON_BRONZE:
1352                 {
1353 #ifdef JP
1354 return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè";
1355 #else
1356                         return "breathe confusion (120) every 180+d180 turns";
1357 #endif
1358
1359                 }
1360                 case SV_DRAGON_GOLD:
1361                 {
1362 #ifdef JP
1363 return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè";
1364 #else
1365                         return "breathe sound (130) every 180+d180 turns";
1366 #endif
1367
1368                 }
1369                 case SV_DRAGON_CHAOS:
1370                 {
1371 #ifdef JP
1372 return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè";
1373 #else
1374                         return "breathe chaos/disenchant (220) every 200+d200 turns";
1375 #endif
1376
1377                 }
1378                 case SV_DRAGON_LAW:
1379                 {
1380 #ifdef JP
1381 return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè";
1382 #else
1383                         return "breathe sound/shards (230) every 200+d200 turns";
1384 #endif
1385
1386                 }
1387                 case SV_DRAGON_BALANCE:
1388                 {
1389 #ifdef JP
1390 return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè";
1391 #else
1392                         return "breathe balance (250) every 200+d200 turns";
1393 #endif
1394
1395                 }
1396                 case SV_DRAGON_SHINING:
1397                 {
1398 #ifdef JP
1399 return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
1400 #else
1401                         return "breathe light/darkness (200) every 200+d200 turns";
1402 #endif
1403
1404                 }
1405                 case SV_DRAGON_POWER:
1406                 {
1407 #ifdef JP
1408 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
1409 #else
1410                         return "breathe the elements (300) every 200+d200 turns";
1411 #endif
1412
1413                 }
1414         }
1415
1416         /* Oops */
1417 #ifdef JP
1418 return "¶õµ¤¤Î©";
1419 #else
1420         return "breathe air";
1421 #endif
1422
1423 }
1424
1425
1426 /*
1427  * Describe a "fully identified" item
1428  */
1429 bool screen_object(object_type *o_ptr, u32b mode)
1430 {
1431         int                     i = 0, j, k;
1432
1433         u32b flgs[TR_FLAG_SIZE];
1434
1435         char temp[70 * 20];
1436         cptr            info[128];
1437         char o_name[MAX_NLEN];
1438         int wid, hgt;
1439
1440         int trivial_info = 0;
1441
1442         /* Extract the flags */
1443         object_flags(o_ptr, flgs);
1444
1445         /* Extract the description */
1446         {
1447                 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
1448                             (k_text + k_info[o_ptr->k_idx].text),
1449                             77 - 15, temp, sizeof(temp));
1450                 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
1451                 { info[i] = &temp[j]; i++;}
1452         }
1453
1454         if (object_is_equipment(o_ptr))
1455         {
1456                 /* Descriptions of a basic equipment is just a flavor */
1457                 trivial_info = i;
1458         }
1459
1460         /* Mega-Hack -- describe activation */
1461         if (have_flag(flgs, TR_ACTIVATE))
1462         {
1463 #ifdef JP
1464 info[i++] = "»ÏÆ°¤·¤¿¤È¤­¤Î¸ú²Ì...";
1465 #else
1466                 info[i++] = "It can be activated for...";
1467 #endif
1468
1469                 info[i++] = item_activation(o_ptr);
1470 #ifdef JP
1471 info[i++] = "...¤¿¤À¤·ÁõÈ÷¤·¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£";
1472 #else
1473                 info[i++] = "...if it is being worn.";
1474 #endif
1475
1476         }
1477
1478         /* Figurines, a hack */
1479         if (o_ptr->tval == TV_FIGURINE)
1480         {
1481 #ifdef JP
1482 info[i++] = "¤½¤ì¤ÏÅꤲ¤¿»þ¥Ú¥Ã¥È¤ËÊѲ½¤¹¤ë¡£";
1483 #else
1484                 info[i++] = "It will transform into a pet when thrown.";
1485 #endif
1486
1487         }
1488
1489         /* Figurines, a hack */
1490         if (o_ptr->name1 == ART_STONEMASK)
1491         {
1492 #ifdef JP
1493 info[i++] = "¤½¤ì¤òÁõÈ÷¤·¤¿¼Ô¤ÏµÛ·ìµ´¤Ë¤Ê¤ë¡£";
1494 #else
1495                 info[i++] = "It makes you turn into a vampire permanently.";
1496 #endif
1497
1498         }
1499
1500         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1501         {
1502 #ifdef JP
1503 info[i++] = "¤½¤ì¤ÏÁê¼ê¤ò°ì·â¤ÇÅݤ¹¤³¤È¤¬¤¢¤ë¡£";
1504 #else
1505                 info[i++] = "It will attempt to kill a monster instantly.";
1506 #endif
1507
1508         }
1509
1510         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
1511         {
1512 #ifdef JP
1513 info[i++] = "¤½¤ì¤Ï¼«Ê¬¼«¿È¤Ë¹¶·â¤¬Ê֤äƤ¯¤ë¤³¤È¤¬¤¢¤ë¡£";
1514 #else
1515                 info[i++] = "It causes you to strike yourself sometimes.";
1516 #endif
1517
1518 #ifdef JP
1519 info[i++] = "¤½¤ì¤Ï̵Ũ¤Î¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¯¡£";
1520 #else
1521                 info[i++] = "It always penetrates invulnerability barriers.";
1522 #endif
1523         }
1524
1525         if (o_ptr->name2 == EGO_2WEAPON)
1526         {
1527 #ifdef JP
1528 info[i++] = "¤½¤ì¤ÏÆóÅáή¤Ç¤ÎÌ¿ÃæΨ¤ò¸þ¾å¤µ¤»¤ë¡£";
1529 #else
1530                 info[i++] = "It affects your ability to hit when you are wielding two weapons.";
1531 #endif
1532
1533         }
1534
1535         if (have_flag(flgs, TR_EASY_SPELL))
1536         {
1537 #ifdef JP
1538 info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò²¼¤²¤ë¡£";
1539 #else
1540                 info[i++] = "It affects your ability to cast spells.";
1541 #endif
1542         }
1543
1544         if (o_ptr->name2 == EGO_AMU_FOOL)
1545         {
1546 #ifdef JP
1547 info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò¾å¤²¤ë¡£";
1548 #else
1549                 info[i++] = "It interferes with casting spells.";
1550 #endif
1551         }
1552
1553         if (o_ptr->name2 == EGO_RING_THROW)
1554         {
1555 #ifdef JP
1556 info[i++] = "¤½¤ì¤Ïʪ¤ò¶¯¤¯Åꤲ¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
1557 #else
1558                 info[i++] = "It provides great strength when you throw an item.";
1559 #endif
1560         }
1561
1562         if (o_ptr->name2 == EGO_AMU_NAIVETY)
1563         {
1564 #ifdef JP
1565 info[i++] = "¤½¤ì¤ÏËâË¡Äñ¹³ÎϤò²¼¤²¤ë¡£";
1566 #else
1567                 info[i++] = "It decreases your magic resistance.";
1568 #endif
1569         }
1570
1571         if (o_ptr->tval == TV_STATUE)
1572         {
1573                 monster_race *r_ptr = &r_info[o_ptr->pval];
1574
1575                 if (o_ptr->pval == MON_BULLGATES)
1576 #ifdef JP
1577                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤ÈÃѤº¤«¤·¤¤¡£";
1578 #else
1579                         info[i++] = "It is shameful.";
1580 #endif
1581                 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
1582 #ifdef JP
1583                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È¶²¤¤¡£";
1584 #else
1585                 info[i++] = "It is fearful.";
1586 #endif
1587                 else
1588 #ifdef JP
1589                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È³Ú¤·¤¤¡£";
1590 #else
1591                 info[i++] = "It is cheerful.";
1592 #endif
1593         }
1594         
1595         /* Hack -- describe lite's */
1596         if (o_ptr->tval == TV_LITE)
1597         {
1598                 if (o_ptr->name2 == EGO_LITE_DARKNESS)
1599                 {
1600 #ifdef JP
1601                         info[i++] = "¤½¤ì¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£";
1602 #else
1603                         info[i++] = "It provides no light.";
1604 #endif
1605
1606                         if (o_ptr->sval == SV_LITE_FEANOR)
1607                         {
1608 #ifdef JP
1609                                 info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-3)¡£";
1610 #else
1611                                 info[i++] = "It decreases radius of light source by 3.";
1612 #endif
1613                         }
1614                         else if (o_ptr->sval == SV_LITE_LANTERN)
1615                         {
1616 #ifdef JP
1617                                 info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-2)¡£";
1618 #else
1619                                 info[i++] = "It decreases radius of light source by 2.";
1620 #endif
1621                         }
1622                         else
1623                         {
1624 #ifdef JP
1625                                 info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
1626 #else
1627                                 info[i++] = "It decreases radius of light source by 1.";
1628 #endif
1629                         }
1630                 }
1631                 else if (object_is_fixed_artifact(o_ptr))
1632                 {
1633 #ifdef JP
1634 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
1635 #else
1636                         info[i++] = "It provides light (radius 3) forever.";
1637 #endif
1638
1639                 }
1640                 else if (o_ptr->name2 == EGO_LITE_SHINE)
1641                 {
1642                         if (o_ptr->sval == SV_LITE_FEANOR)
1643                         {
1644 #ifdef JP
1645 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
1646 #else
1647                                 info[i++] = "It provides light (radius 3) forever.";
1648 #endif
1649
1650                         }
1651                         else if (o_ptr->sval == SV_LITE_LANTERN)
1652                         {
1653 #ifdef JP
1654 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
1655 #else
1656                                 info[i++] = "It provides light (radius 3) when fueled.";
1657 #endif
1658
1659                         }
1660                         else
1661                         {
1662 #ifdef JP
1663 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
1664 #else
1665                                 info[i++] = "It provides light (radius 2) when fueled.";
1666 #endif
1667
1668                         }
1669                 }
1670                 else
1671                 {
1672                         if (o_ptr->sval == SV_LITE_FEANOR)
1673                         {
1674 #ifdef JP
1675 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
1676 #else
1677                                 info[i++] = "It provides light (radius 2) forever.";
1678 #endif
1679
1680                         }
1681                         else if (o_ptr->sval == SV_LITE_LANTERN)
1682                         {
1683 #ifdef JP
1684 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
1685 #else
1686                                 info[i++] = "It provides light (radius 2) when fueled.";
1687 #endif
1688
1689                         }
1690                         else
1691                         {
1692 #ifdef JP
1693 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 1)¤ò¼ø¤±¤ë¡£";
1694 #else
1695                                 info[i++] = "It provides light (radius 1) when fueled.";
1696 #endif
1697
1698                         }
1699                 }
1700                 if (o_ptr->name2 == EGO_LITE_LONG)
1701                 {
1702 #ifdef JP
1703 info[i++] = "¤½¤ì¤ÏŤ¤¥¿¡¼¥óÌÀ¤«¤ê¤ò¼ø¤±¤ë¡£";
1704 #else
1705                         info[i++] = "It provides light for much longer time.";
1706 #endif
1707                 }
1708         }
1709
1710
1711         /* And then describe it fully */
1712
1713         if (have_flag(flgs, TR_RIDING))
1714         {
1715                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
1716 #ifdef JP
1717 info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤ÏÈó¾ï¤Ë»È¤¤¤ä¤¹¤¤¡£";
1718 #else
1719                         info[i++] = "It is made for use while riding.";
1720 #endif
1721                 else
1722                 {
1723 #ifdef JP
1724                         info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤Ç¤â»È¤¤¤ä¤¹¤¤¡£";
1725 #else
1726                         info[i++] = "It is suitable for use while riding.";
1727 #endif
1728                         /* This information is not important enough */
1729                         trivial_info++;
1730                 }
1731         }
1732         if (have_flag(flgs, TR_STR))
1733         {
1734 #ifdef JP
1735 info[i++] = "¤½¤ì¤ÏÏÓÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
1736 #else
1737                 info[i++] = "It affects your strength.";
1738 #endif
1739
1740         }
1741         if (have_flag(flgs, TR_INT))
1742         {
1743 #ifdef JP
1744 info[i++] = "¤½¤ì¤ÏÃÎǽ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
1745 #else
1746                 info[i++] = "It affects your intelligence.";
1747 #endif
1748
1749         }
1750         if (have_flag(flgs, TR_WIS))
1751         {
1752 #ifdef JP
1753 info[i++] = "¤½¤ì¤Ï¸­¤µ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
1754 #else
1755                 info[i++] = "It affects your wisdom.";
1756 #endif
1757
1758         }
1759         if (have_flag(flgs, TR_DEX))
1760         {
1761 #ifdef JP
1762 info[i++] = "¤½¤ì¤Ï´ïÍѤµ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
1763 #else
1764                 info[i++] = "It affects your dexterity.";
1765 #endif
1766
1767         }
1768         if (have_flag(flgs, TR_CON))
1769         {
1770 #ifdef JP
1771 info[i++] = "¤½¤ì¤ÏÂѵ×ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
1772 #else
1773                 info[i++] = "It affects your constitution.";
1774 #endif
1775
1776         }
1777         if (have_flag(flgs, TR_CHR))
1778         {
1779 #ifdef JP
1780 info[i++] = "¤½¤ì¤ÏÌ¥ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
1781 #else
1782                 info[i++] = "It affects your charisma.";
1783 #endif
1784
1785         }
1786
1787         if (have_flag(flgs, TR_MAGIC_MASTERY))
1788         {
1789 #ifdef JP
1790 info[i++] = "¤½¤ì¤ÏËâË¡Æ»¶ñ»ÈÍÑǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
1791 #else
1792                 info[i++] = "It affects your ability to use magic devices.";
1793 #endif
1794
1795         }
1796         if (have_flag(flgs, TR_STEALTH))
1797         {
1798 #ifdef JP
1799 info[i++] = "¤½¤ì¤Ï±£Ì©¹ÔưǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
1800 #else
1801                 info[i++] = "It affects your stealth.";
1802 #endif
1803
1804         }
1805         if (have_flag(flgs, TR_SEARCH))
1806         {
1807 #ifdef JP
1808 info[i++] = "¤½¤ì¤Ïõº÷ǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
1809 #else
1810                 info[i++] = "It affects your searching.";
1811 #endif
1812
1813         }
1814         if (have_flag(flgs, TR_INFRA))
1815         {
1816 #ifdef JP
1817 info[i++] = "¤½¤ì¤ÏÀÖ³°Àþ»ëÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
1818 #else
1819                 info[i++] = "It affects your infravision.";
1820 #endif
1821
1822         }
1823         if (have_flag(flgs, TR_TUNNEL))
1824         {
1825 #ifdef JP
1826 info[i++] = "¤½¤ì¤ÏºÎ·¡Ç½ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
1827 #else
1828                 info[i++] = "It affects your ability to tunnel.";
1829 #endif
1830
1831         }
1832         if (have_flag(flgs, TR_SPEED))
1833         {
1834 #ifdef JP
1835 info[i++] = "¤½¤ì¤Ï¥¹¥Ô¡¼¥É¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
1836 #else
1837                 info[i++] = "It affects your speed.";
1838 #endif
1839
1840         }
1841         if (have_flag(flgs, TR_BLOWS))
1842         {
1843 #ifdef JP
1844 info[i++] = "¤½¤ì¤ÏÂÇ·â²ó¿ô¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
1845 #else
1846                 info[i++] = "It affects your attack speed.";
1847 #endif
1848
1849         }
1850
1851         if (have_flag(flgs, TR_BRAND_ACID))
1852         {
1853 #ifdef JP
1854 info[i++] = "¤½¤ì¤Ï»À¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
1855 #else
1856                 info[i++] = "It does extra damage from acid.";
1857 #endif
1858
1859         }
1860         if (have_flag(flgs, TR_BRAND_ELEC))
1861         {
1862 #ifdef JP
1863 info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
1864 #else
1865                 info[i++] = "It does extra damage from electricity.";
1866 #endif
1867
1868         }
1869         if (have_flag(flgs, TR_BRAND_FIRE))
1870         {
1871 #ifdef JP
1872 info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
1873 #else
1874                 info[i++] = "It does extra damage from fire.";
1875 #endif
1876
1877         }
1878         if (have_flag(flgs, TR_BRAND_COLD))
1879         {
1880 #ifdef JP
1881 info[i++] = "¤½¤ì¤ÏÎ䵤¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
1882 #else
1883                 info[i++] = "It does extra damage from frost.";
1884 #endif
1885
1886         }
1887
1888         if (have_flag(flgs, TR_BRAND_POIS))
1889         {
1890 #ifdef JP
1891 info[i++] = "¤½¤ì¤ÏŨ¤òÆǤ¹¤ë¡£";
1892 #else
1893                 info[i++] = "It poisons your foes.";
1894 #endif
1895
1896         }
1897
1898         if (have_flag(flgs, TR_CHAOTIC))
1899         {
1900 #ifdef JP
1901 info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹Åª¤Ê¸ú²Ì¤òµÚ¤Ü¤¹¡£";
1902 #else
1903                 info[i++] = "It produces chaotic effects.";
1904 #endif
1905
1906         }
1907
1908         if (have_flag(flgs, TR_VAMPIRIC))
1909         {
1910 #ifdef JP
1911 info[i++] = "¤½¤ì¤ÏŨ¤«¤é¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤òµÛ¼ý¤¹¤ë¡£";
1912 #else
1913                 info[i++] = "It drains life from your foes.";
1914 #endif
1915
1916         }
1917
1918         if (have_flag(flgs, TR_IMPACT))
1919         {
1920 #ifdef JP
1921 info[i++] = "¤½¤ì¤ÏÃϿ̤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1922 #else
1923                 info[i++] = "It can cause earthquakes.";
1924 #endif
1925
1926         }
1927
1928         if (have_flag(flgs, TR_VORPAL))
1929         {
1930 #ifdef JP
1931 info[i++] = "¤½¤ì¤ÏÈó¾ï¤ËÀÚ¤ìÌ£¤¬±Ô¤¯Å¨¤òÀÚÃǤ¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1932 #else
1933                 info[i++] = "It is very sharp and can cut your foes.";
1934 #endif
1935
1936         }
1937
1938         if (have_flag(flgs, TR_KILL_DRAGON))
1939         {
1940 #ifdef JP
1941 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
1942 #else
1943                 info[i++] = "It is a great bane of dragons.";
1944 #endif
1945
1946         }
1947         else if (have_flag(flgs, TR_SLAY_DRAGON))
1948         {
1949 #ifdef JP
1950 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
1951 #else
1952                 info[i++] = "It is especially deadly against dragons.";
1953 #endif
1954
1955         }
1956
1957         if (have_flag(flgs, TR_KILL_ORC))
1958         {
1959 #ifdef JP
1960 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
1961 #else
1962                 info[i++] = "It is a great bane of orcs.";
1963 #endif
1964
1965         }
1966         if (have_flag(flgs, TR_SLAY_ORC))
1967         {
1968 #ifdef JP
1969 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
1970 #else
1971                 info[i++] = "It is especially deadly against orcs.";
1972 #endif
1973
1974         }
1975
1976         if (have_flag(flgs, TR_KILL_TROLL))
1977         {
1978 #ifdef JP
1979 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
1980 #else
1981                 info[i++] = "It is a great bane of trolls.";
1982 #endif
1983
1984         }
1985         if (have_flag(flgs, TR_SLAY_TROLL))
1986         {
1987 #ifdef JP
1988 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
1989 #else
1990                 info[i++] = "It is especially deadly against trolls.";
1991 #endif
1992
1993         }
1994
1995         if (have_flag(flgs, TR_KILL_GIANT))
1996         {
1997 #ifdef JP
1998 info[i++] = "¤½¤ì¤Ïµð¿Í¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
1999 #else
2000                 info[i++] = "It is a great bane of giants.";
2001 #endif
2002         }
2003         else if (have_flag(flgs, TR_SLAY_GIANT))
2004         {
2005 #ifdef JP
2006 info[i++] = "¤½¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2007 #else
2008                 info[i++] = "It is especially deadly against giants.";
2009 #endif
2010
2011         }
2012
2013         if (have_flag(flgs, TR_KILL_DEMON))
2014         {
2015 #ifdef JP
2016 info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2017 #else
2018                 info[i++] = "It is a great bane of demons.";
2019 #endif
2020
2021         }
2022         if (have_flag(flgs, TR_SLAY_DEMON))
2023         {
2024 #ifdef JP
2025 info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2026 #else
2027                 info[i++] = "It strikes at demons with holy wrath.";
2028 #endif
2029
2030         }
2031
2032         if (have_flag(flgs, TR_KILL_UNDEAD))
2033         {
2034 #ifdef JP
2035 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2036 #else
2037                 info[i++] = "It is a great bane of undead.";
2038 #endif
2039
2040         }
2041         if (have_flag(flgs, TR_SLAY_UNDEAD))
2042         {
2043 #ifdef JP
2044 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2045 #else
2046                 info[i++] = "It strikes at undead with holy wrath.";
2047 #endif
2048
2049         }
2050
2051         if (have_flag(flgs, TR_KILL_EVIL))
2052         {
2053 #ifdef JP
2054 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2055 #else
2056                 info[i++] = "It is a great bane of evil monsters.";
2057 #endif
2058
2059         }
2060         if (have_flag(flgs, TR_SLAY_EVIL))
2061         {
2062 #ifdef JP
2063 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤǹ¶·â¤¹¤ë¡£";
2064 #else
2065                 info[i++] = "It fights against evil with holy fury.";
2066 #endif
2067
2068         }
2069
2070         if (have_flag(flgs, TR_KILL_ANIMAL))
2071         {
2072 #ifdef JP
2073 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2074 #else
2075                 info[i++] = "It is a great bane of natural creatures.";
2076 #endif
2077
2078         }
2079         if (have_flag(flgs, TR_SLAY_ANIMAL))
2080         {
2081 #ifdef JP
2082 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2083 #else
2084                 info[i++] = "It is especially deadly against natural creatures.";
2085 #endif
2086
2087         }
2088
2089         if (have_flag(flgs, TR_KILL_HUMAN))
2090         {
2091 #ifdef JP
2092 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2093 #else
2094                 info[i++] = "It is a great bane of humans.";
2095 #endif
2096
2097         }
2098         if (have_flag(flgs, TR_SLAY_HUMAN))
2099         {
2100 #ifdef JP
2101 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2102 #else
2103                 info[i++] = "It is especially deadly against humans.";
2104 #endif
2105
2106         }
2107
2108         if (have_flag(flgs, TR_FORCE_WEAPON))
2109         {
2110 #ifdef JP
2111 info[i++] = "¤½¤ì¤Ï»ÈÍѼԤÎËâÎϤò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
2112 #else
2113                 info[i++] = "It powerfully strikes at a monster using your mana.";
2114 #endif
2115
2116         }
2117         if (have_flag(flgs, TR_DEC_MANA))
2118         {
2119 #ifdef JP
2120 info[i++] = "¤½¤ì¤ÏËâÎϤξÃÈñ¤ò²¡¤µ¤¨¤ë¡£";
2121 #else
2122                 info[i++] = "It decreases your mana consumption.";
2123 #endif
2124
2125         }
2126         if (have_flag(flgs, TR_SUST_STR))
2127         {
2128 #ifdef JP
2129 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÏÓÎϤò°Ý»ý¤¹¤ë¡£";
2130 #else
2131                 info[i++] = "It sustains your strength.";
2132 #endif
2133
2134         }
2135         if (have_flag(flgs, TR_SUST_INT))
2136         {
2137 #ifdef JP
2138 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÃÎǽ¤ò°Ý»ý¤¹¤ë¡£";
2139 #else
2140                 info[i++] = "It sustains your intelligence.";
2141 #endif
2142
2143         }
2144         if (have_flag(flgs, TR_SUST_WIS))
2145         {
2146 #ifdef JP
2147 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¸­¤µ¤ò°Ý»ý¤¹¤ë¡£";
2148 #else
2149                 info[i++] = "It sustains your wisdom.";
2150 #endif
2151
2152         }
2153         if (have_flag(flgs, TR_SUST_DEX))
2154         {
2155 #ifdef JP
2156 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î´ïÍѤµ¤ò°Ý»ý¤¹¤ë¡£";
2157 #else
2158                 info[i++] = "It sustains your dexterity.";
2159 #endif
2160
2161         }
2162         if (have_flag(flgs, TR_SUST_CON))
2163         {
2164 #ifdef JP
2165 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂѵ×ÎϤò°Ý»ý¤¹¤ë¡£";
2166 #else
2167                 info[i++] = "It sustains your constitution.";
2168 #endif
2169
2170         }
2171         if (have_flag(flgs, TR_SUST_CHR))
2172         {
2173 #ifdef JP
2174 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÌ¥ÎϤò°Ý»ý¤¹¤ë¡£";
2175 #else
2176                 info[i++] = "It sustains your charisma.";
2177 #endif
2178
2179         }
2180
2181         if (have_flag(flgs, TR_IM_ACID))
2182         {
2183 #ifdef JP
2184 info[i++] = "¤½¤ì¤Ï»À¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
2185 #else
2186                 info[i++] = "It provides immunity to acid.";
2187 #endif
2188
2189         }
2190         if (have_flag(flgs, TR_IM_ELEC))
2191         {
2192 #ifdef JP
2193 info[i++] = "¤½¤ì¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
2194 #else
2195                 info[i++] = "It provides immunity to electricity.";
2196 #endif
2197
2198         }
2199         if (have_flag(flgs, TR_IM_FIRE))
2200         {
2201 #ifdef JP
2202 info[i++] = "¤½¤ì¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
2203 #else
2204                 info[i++] = "It provides immunity to fire.";
2205 #endif
2206
2207         }
2208         if (have_flag(flgs, TR_IM_COLD))
2209         {
2210 #ifdef JP
2211 info[i++] = "¤½¤ì¤Ï´¨¤µ¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
2212 #else
2213                 info[i++] = "It provides immunity to cold.";
2214 #endif
2215
2216         }
2217
2218         if (have_flag(flgs, TR_THROW))
2219         {
2220 #ifdef JP
2221 info[i++] = "¤½¤ì¤ÏŨ¤ËÅꤲ¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2222 #else
2223                 info[i++] = "It is perfectly balanced for throwing.";
2224 #endif
2225         }
2226
2227         if (have_flag(flgs, TR_FREE_ACT))
2228         {
2229 #ifdef JP
2230 info[i++] = "¤½¤ì¤ÏËãáã¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
2231 #else
2232                 info[i++] = "It provides immunity to paralysis.";
2233 #endif
2234
2235         }
2236         if (have_flag(flgs, TR_HOLD_LIFE))
2237         {
2238 #ifdef JP
2239 info[i++] = "¤½¤ì¤ÏÀ¸Ì¿Îϵۼý¤ËÂФ¹¤ëÂÑÀ­¤ò¼ø¤±¤ë¡£";
2240 #else
2241                 info[i++] = "It provides resistance to life draining.";
2242 #endif
2243
2244         }
2245         if (have_flag(flgs, TR_RES_FEAR))
2246         {
2247 #ifdef JP
2248 info[i++] = "¤½¤ì¤Ï¶²Éݤؤδ°Á´¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£";
2249 #else
2250                 info[i++] = "It makes you completely fearless.";
2251 #endif
2252
2253         }
2254         if (have_flag(flgs, TR_RES_ACID))
2255         {
2256 #ifdef JP
2257 info[i++] = "¤½¤ì¤Ï»À¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2258 #else
2259                 info[i++] = "It provides resistance to acid.";
2260 #endif
2261
2262         }
2263         if (have_flag(flgs, TR_RES_ELEC))
2264         {
2265 #ifdef JP
2266 info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2267 #else
2268                 info[i++] = "It provides resistance to electricity.";
2269 #endif
2270
2271         }
2272         if (have_flag(flgs, TR_RES_FIRE))
2273         {
2274 #ifdef JP
2275 info[i++] = "¤½¤ì¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2276 #else
2277                 info[i++] = "It provides resistance to fire.";
2278 #endif
2279
2280         }
2281         if (have_flag(flgs, TR_RES_COLD))
2282         {
2283 #ifdef JP
2284 info[i++] = "¤½¤ì¤Ï´¨¤µ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2285 #else
2286                 info[i++] = "It provides resistance to cold.";
2287 #endif
2288
2289         }
2290         if (have_flag(flgs, TR_RES_POIS))
2291         {
2292 #ifdef JP
2293 info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2294 #else
2295                 info[i++] = "It provides resistance to poison.";
2296 #endif
2297
2298         }
2299
2300         if (have_flag(flgs, TR_RES_LITE))
2301         {
2302 #ifdef JP
2303 info[i++] = "¤½¤ì¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2304 #else
2305                 info[i++] = "It provides resistance to light.";
2306 #endif
2307
2308         }
2309         if (have_flag(flgs, TR_RES_DARK))
2310         {
2311 #ifdef JP
2312 info[i++] = "¤½¤ì¤Ï°Å¹õ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2313 #else
2314                 info[i++] = "It provides resistance to dark.";
2315 #endif
2316
2317         }
2318
2319         if (have_flag(flgs, TR_RES_BLIND))
2320         {
2321 #ifdef JP
2322 info[i++] = "¤½¤ì¤ÏÌÕÌܤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2323 #else
2324                 info[i++] = "It provides resistance to blindness.";
2325 #endif
2326
2327         }
2328         if (have_flag(flgs, TR_RES_CONF))
2329         {
2330 #ifdef JP
2331 info[i++] = "¤½¤ì¤Ïº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2332 #else
2333                 info[i++] = "It provides resistance to confusion.";
2334 #endif
2335
2336         }
2337         if (have_flag(flgs, TR_RES_SOUND))
2338         {
2339 #ifdef JP
2340 info[i++] = "¤½¤ì¤Ï¹ì²»¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2341 #else
2342                 info[i++] = "It provides resistance to sound.";
2343 #endif
2344
2345         }
2346         if (have_flag(flgs, TR_RES_SHARDS))
2347         {
2348 #ifdef JP
2349 info[i++] = "¤½¤ì¤ÏÇËÊҤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2350 #else
2351                 info[i++] = "It provides resistance to shards.";
2352 #endif
2353
2354         }
2355
2356         if (have_flag(flgs, TR_RES_NETHER))
2357         {
2358 #ifdef JP
2359 info[i++] = "¤½¤ì¤ÏÃϹö¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2360 #else
2361                 info[i++] = "It provides resistance to nether.";
2362 #endif
2363
2364         }
2365         if (have_flag(flgs, TR_RES_NEXUS))
2366         {
2367 #ifdef JP
2368 info[i++] = "¤½¤ì¤Ï°ø²Ìº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2369 #else
2370                 info[i++] = "It provides resistance to nexus.";
2371 #endif
2372
2373         }
2374         if (have_flag(flgs, TR_RES_CHAOS))
2375         {
2376 #ifdef JP
2377 info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2378 #else
2379                 info[i++] = "It provides resistance to chaos.";
2380 #endif
2381
2382         }
2383         if (have_flag(flgs, TR_RES_DISEN))
2384         {
2385 #ifdef JP
2386 info[i++] = "¤½¤ì¤ÏÎô²½¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
2387 #else
2388                 info[i++] = "It provides resistance to disenchantment.";
2389 #endif
2390
2391         }
2392
2393         if (have_flag(flgs, TR_LEVITATION))
2394         {
2395 #ifdef JP
2396 info[i++] = "¤½¤ì¤ÏÃè¤ËÉ⤯¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
2397 #else
2398                 info[i++] = "It allows you to levitate.";
2399 #endif
2400
2401         }
2402         if (have_flag(flgs, TR_LITE))
2403         {
2404                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT))
2405 #ifdef JP
2406 info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
2407 #else
2408                         info[i++] = "It decreases radius of your light source by 1.";
2409 #endif
2410                 else
2411 #ifdef JP
2412 info[i++] = "¤½¤ì¤Ï±Ê±ó¤ÎÌÀ¤«¤ê¤ò¼ø¤±¤ë(Ⱦ·Â¤Ë+1)¡£";
2413 #else
2414                         info[i++] = "It provides permanent light. (radius +1)";
2415 #endif
2416
2417         }
2418         if (have_flag(flgs, TR_SEE_INVIS))
2419         {
2420 #ifdef JP
2421 info[i++] = "¤½¤ì¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
2422 #else
2423                 info[i++] = "It allows you to see invisible monsters.";
2424 #endif
2425
2426         }
2427         if (have_flag(flgs, TR_TELEPATHY))
2428         {
2429 #ifdef JP
2430 info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò¼ø¤±¤ë¡£";
2431 #else
2432                 info[i++] = "It gives telepathic powers.";
2433 #endif
2434
2435         }
2436         if (have_flag(flgs, TR_ESP_ANIMAL))
2437         {
2438 #ifdef JP
2439 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤ÎÀ¸Êª¤ò´¶ÃΤ¹¤ë¡£";
2440 #else
2441                 info[i++] = "It senses natural creatures.";
2442 #endif
2443
2444         }
2445         if (have_flag(flgs, TR_ESP_UNDEAD))
2446         {
2447 #ifdef JP
2448 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ò´¶ÃΤ¹¤ë¡£";
2449 #else
2450                 info[i++] = "It senses undead.";
2451 #endif
2452
2453         }
2454         if (have_flag(flgs, TR_ESP_DEMON))
2455         {
2456 #ifdef JP
2457 info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò´¶ÃΤ¹¤ë¡£";
2458 #else
2459                 info[i++] = "It senses demons.";
2460 #endif
2461
2462         }
2463         if (have_flag(flgs, TR_ESP_ORC))
2464         {
2465 #ifdef JP
2466 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ò´¶ÃΤ¹¤ë¡£";
2467 #else
2468                 info[i++] = "It senses orcs.";
2469 #endif
2470
2471         }
2472         if (have_flag(flgs, TR_ESP_TROLL))
2473         {
2474 #ifdef JP
2475 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ò´¶ÃΤ¹¤ë¡£";
2476 #else
2477                 info[i++] = "It senses trolls.";
2478 #endif
2479
2480         }
2481         if (have_flag(flgs, TR_ESP_GIANT))
2482         {
2483 #ifdef JP
2484 info[i++] = "¤½¤ì¤Ïµð¿Í¤ò´¶ÃΤ¹¤ë¡£";
2485 #else
2486                 info[i++] = "It senses giants.";
2487 #endif
2488
2489         }
2490         if (have_flag(flgs, TR_ESP_DRAGON))
2491         {
2492 #ifdef JP
2493 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò´¶ÃΤ¹¤ë¡£";
2494 #else
2495                 info[i++] = "It senses dragons.";
2496 #endif
2497
2498         }
2499         if (have_flag(flgs, TR_ESP_HUMAN))
2500         {
2501 #ifdef JP
2502 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ò´¶ÃΤ¹¤ë¡£";
2503 #else
2504                 info[i++] = "It senses humans.";
2505 #endif
2506
2507         }
2508         if (have_flag(flgs, TR_ESP_EVIL))
2509         {
2510 #ifdef JP
2511 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¸ºß¤ò´¶ÃΤ¹¤ë¡£";
2512 #else
2513                 info[i++] = "It senses evil creatures.";
2514 #endif
2515
2516         }
2517         if (have_flag(flgs, TR_ESP_GOOD))
2518         {
2519 #ifdef JP
2520 info[i++] = "¤½¤ì¤ÏÁ±Îɤʸºß¤ò´¶ÃΤ¹¤ë¡£";
2521 #else
2522                 info[i++] = "It senses good creatures.";
2523 #endif
2524
2525         }
2526         if (have_flag(flgs, TR_ESP_NONLIVING))
2527         {
2528 #ifdef JP
2529 info[i++] = "¤½¤ì¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤò´¶ÃΤ¹¤ë¡£";
2530 #else
2531                 info[i++] = "It senses non-living creatures.";
2532 #endif
2533
2534         }
2535         if (have_flag(flgs, TR_ESP_UNIQUE))
2536         {
2537 #ifdef JP
2538 info[i++] = "¤½¤ì¤ÏÆÃÊ̤ʶ¯Å¨¤ò´¶ÃΤ¹¤ë¡£";
2539 #else
2540                 info[i++] = "It senses unique monsters.";
2541 #endif
2542
2543         }
2544         if (have_flag(flgs, TR_SLOW_DIGEST))
2545         {
2546 #ifdef JP
2547 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤òÃÙ¤¯¤¹¤ë¡£";
2548 #else
2549                 info[i++] = "It slows your metabolism.";
2550 #endif
2551
2552         }
2553         if (have_flag(flgs, TR_REGEN))
2554         {
2555 #ifdef JP
2556 info[i++] = "¤½¤ì¤ÏÂÎÎϲóÉüÎϤò¶¯²½¤¹¤ë¡£";
2557 #else
2558                 info[i++] = "It speeds your regenerative powers.";
2559 #endif
2560
2561         }
2562         if (have_flag(flgs, TR_WARNING))
2563         {
2564 #ifdef JP
2565 info[i++] = "¤½¤ì¤Ï´í¸±¤ËÂФ·¤Æ·Ù¹ð¤òȯ¤¹¤ë¡£";
2566 #else
2567                 info[i++] = "It warns you of danger";
2568 #endif
2569
2570         }
2571         if (have_flag(flgs, TR_REFLECT))
2572         {
2573 #ifdef JP
2574 info[i++] = "¤½¤ì¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2575 #else
2576                 info[i++] = "It reflects bolts and arrows.";
2577 #endif
2578
2579         }
2580         if (have_flag(flgs, TR_SH_FIRE))
2581         {
2582 #ifdef JP
2583 info[i++] = "¤½¤ì¤Ï±ê¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
2584 #else
2585                 info[i++] = "It produces a fiery sheath.";
2586 #endif
2587
2588         }
2589         if (have_flag(flgs, TR_SH_ELEC))
2590         {
2591 #ifdef JP
2592 info[i++] = "¤½¤ì¤ÏÅŵ¤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
2593 #else
2594                 info[i++] = "It produces an electric sheath.";
2595 #endif
2596
2597         }
2598         if (have_flag(flgs, TR_SH_COLD))
2599         {
2600 #ifdef JP
2601 info[i++] = "¤½¤ì¤ÏÎ䵤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
2602 #else
2603                 info[i++] = "It produces a sheath of coldness.";
2604 #endif
2605
2606         }
2607         if (have_flag(flgs, TR_NO_MAGIC))
2608         {
2609 #ifdef JP
2610 info[i++] = "¤½¤ì¤ÏÈ¿ËâË¡¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
2611 #else
2612                 info[i++] = "It produces an anti-magic shell.";
2613 #endif
2614
2615         }
2616         if (have_flag(flgs, TR_NO_TELE))
2617         {
2618 #ifdef JP
2619 info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤹¤ë¡£";
2620 #else
2621                 info[i++] = "It prevents teleportation.";
2622 #endif
2623
2624         }
2625         if (have_flag(flgs, TR_XTRA_MIGHT))
2626         {
2627 #ifdef JP
2628 info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤò¤è¤ê¶¯ÎϤËȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2629 #else
2630                 info[i++] = "It fires missiles with extra might.";
2631 #endif
2632
2633         }
2634         if (have_flag(flgs, TR_XTRA_SHOTS))
2635         {
2636 #ifdef JP
2637 info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤòÈó¾ï¤ËÁ᤯ȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2638 #else
2639                 info[i++] = "It fires missiles excessively fast.";
2640 #endif
2641
2642         }
2643
2644         if (have_flag(flgs, TR_BLESSED))
2645         {
2646 #ifdef JP
2647 info[i++] = "¤½¤ì¤Ï¿À¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£";
2648 #else
2649                 info[i++] = "It has been blessed by the gods.";
2650 #endif
2651
2652         }
2653
2654         if (object_is_cursed(o_ptr))
2655         {
2656                 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2657                 {
2658 #ifdef JP
2659 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Î¼ö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
2660 #else
2661                         info[i++] = "It is permanently cursed.";
2662 #endif
2663
2664                 }
2665                 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2666                 {
2667 #ifdef JP
2668 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
2669 #else
2670                         info[i++] = "It is heavily cursed.";
2671 #endif
2672
2673                 }
2674                 else
2675                 {
2676 #ifdef JP
2677 info[i++] = "¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¡£";
2678 #else
2679                         info[i++] = "It is cursed.";
2680 #endif
2681
2682                         /*
2683                          * It's a trivial infomation since there is
2684                          * fake inscription {cursed}
2685                          */
2686                         trivial_info++;
2687                 }
2688         }
2689
2690         if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
2691         {
2692 #ifdef JP
2693 info[i++] = "¤½¤ì¤ÏÂÀ¸Å¤Î²Ò¡¹¤·¤¤±åÇ°¤¬½É¤Ã¤Æ¤¤¤ë¡£";
2694 #else
2695                 info[i++] = "It carries an ancient foul curse.";
2696 #endif
2697
2698         }
2699         if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
2700         {
2701 #ifdef JP
2702 info[i++] = "¤½¤ì¤ÏÉÕ¶á¤Î¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë¡£";
2703 #else
2704                 info[i++] = "It aggravates nearby creatures.";
2705 #endif
2706
2707         }
2708         if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
2709         {
2710 #ifdef JP
2711 info[i++] = "¤½¤ì¤Ï·Ð¸³ÃͤòµÛ¤¤¼è¤ë¡£";
2712 #else
2713                 info[i++] = "It drains experience.";
2714 #endif
2715
2716         }
2717         if (o_ptr->curse_flags & TRC_SLOW_REGEN)
2718         {
2719 #ifdef JP
2720 info[i++] = "¤½¤ì¤Ï²óÉüÎϤò¼å¤á¤ë¡£";
2721 #else
2722                 info[i++] = "It slows your regenerative powers.";
2723 #endif
2724
2725         }
2726         if (o_ptr->curse_flags & TRC_ADD_L_CURSE)
2727         {
2728 #ifdef JP
2729 info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£";
2730 #else
2731                 info[i++] = "It adds weak curses.";
2732 #endif
2733
2734         }
2735         if (o_ptr->curse_flags & TRC_ADD_H_CURSE)
2736         {
2737 #ifdef JP
2738 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£";
2739 #else
2740                 info[i++] = "It adds heavy curses.";
2741 #endif
2742
2743         }
2744         if (o_ptr->curse_flags & TRC_CALL_ANIMAL)
2745         {
2746 #ifdef JP
2747 info[i++] = "¤½¤ì¤Ïưʪ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
2748 #else
2749                 info[i++] = "It attracts animals.";
2750 #endif
2751
2752         }
2753         if (o_ptr->curse_flags & TRC_CALL_DEMON)
2754         {
2755 #ifdef JP
2756 info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
2757 #else
2758                 info[i++] = "It attracts demons.";
2759 #endif
2760
2761         }
2762         if (o_ptr->curse_flags & TRC_CALL_DRAGON)
2763         {
2764 #ifdef JP
2765 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò¸Æ¤Ó´ó¤»¤ë¡£";
2766 #else
2767                 info[i++] = "It attracts dragons.";
2768 #endif
2769
2770         }
2771         if (o_ptr->curse_flags & TRC_COWARDICE)
2772         {
2773 #ifdef JP
2774 info[i++] = "¤½¤ì¤Ï¶²ÉÝ´¶¤ò°ú¤­µ¯¤³¤¹¡£";
2775 #else
2776                 info[i++] = "It makes you subject to cowardice.";
2777 #endif
2778
2779         }
2780         if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
2781         {
2782 #ifdef JP
2783 info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤Ê¥Æ¥ì¥Ý¡¼¥È¤ò°ú¤­µ¯¤³¤¹¡£";
2784 #else
2785                 info[i++] = "It induces random teleportation.";
2786 #endif
2787
2788         }
2789         if (o_ptr->curse_flags & TRC_LOW_MELEE)
2790         {
2791 #ifdef JP
2792 info[i++] = "¤½¤ì¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
2793 #else
2794                 info[i++] = "It causes you to miss blows.";
2795 #endif
2796
2797         }
2798         if (o_ptr->curse_flags & TRC_LOW_AC)
2799         {
2800 #ifdef JP
2801 info[i++] = "¤½¤ì¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
2802 #else
2803                 info[i++] = "It helps your enemies' blows.";
2804 #endif
2805
2806         }
2807         if (o_ptr->curse_flags & TRC_LOW_MAGIC)
2808         {
2809 #ifdef JP
2810 info[i++] = "¤½¤ì¤ÏËâË¡¤ò¾§¤¨¤Ë¤¯¤¯¤¹¤ë¡£";
2811 #else
2812                 info[i++] = "It encumbers you while spellcasting.";
2813 #endif
2814
2815         }
2816         if (o_ptr->curse_flags & TRC_FAST_DIGEST)
2817         {
2818 #ifdef JP
2819 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤ò®¤¯¤¹¤ë¡£";
2820 #else
2821                 info[i++] = "It speeds your metabolism.";
2822 #endif
2823
2824         }
2825         if (o_ptr->curse_flags & TRC_DRAIN_HP)
2826         {
2827 #ifdef JP
2828 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¤¤¼è¤ë¡£";
2829 #else
2830                 info[i++] = "It drains you.";
2831 #endif
2832
2833         }
2834         if (o_ptr->curse_flags & TRC_DRAIN_MANA)
2835         {
2836 #ifdef JP
2837 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¤¤¼è¤ë¡£";
2838 #else
2839                 info[i++] = "It drains your mana.";
2840 #endif
2841
2842         }
2843
2844         /* Describe about this kind of object instead of THIS fake object */
2845         if (mode & SCROBJ_FAKE_OBJECT)
2846         {
2847                 switch (o_ptr->tval)
2848                 {
2849                 case TV_RING:
2850                         switch (o_ptr->sval)
2851                         {
2852                         case SV_RING_LORDLY:
2853 #ifdef JP
2854                                 info[i++] = "¤½¤ì¤Ï´ö¤Ä¤«¤Î¥é¥ó¥À¥à¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£";
2855 #else
2856                                 info[i++] = "It provides some random resistances.";
2857 #endif
2858                                 break;
2859                         case SV_RING_WARNING:
2860 #ifdef JP
2861                                 info[i++] = "¤½¤ì¤Ï¤Ò¤È¤Ä¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
2862 #else
2863                                 info[i++] = "It may provide a low rank ESP.";
2864 #endif
2865                                 break;
2866                         }
2867                         break;
2868
2869                 case TV_AMULET:
2870                         switch (o_ptr->sval)
2871                         {
2872                         case SV_AMULET_RESISTANCE:
2873 #ifdef JP
2874                                 info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
2875 #else
2876                                 info[i++] = "It may provides resistance to poison.";
2877 #endif
2878 #ifdef JP
2879                                 info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤ÊÂÑÀ­¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
2880 #else
2881                                 info[i++] = "It may provide a random resistances.";
2882 #endif
2883                                 break;
2884                         case SV_AMULET_THE_MAGI:
2885 #ifdef JP
2886                                 info[i++] = "¤½¤ì¤ÏºÇÂç¤Ç£³¤Ä¤Þ¤Ç¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë¡£";
2887 #else
2888                                 info[i++] = "It provides up to three low rank ESPs.";
2889 #endif
2890                                 break;
2891                         }
2892                         break;
2893                 }
2894         }
2895
2896         if (have_flag(flgs, TR_IGNORE_ACID) &&
2897             have_flag(flgs, TR_IGNORE_ELEC) &&
2898             have_flag(flgs, TR_IGNORE_FIRE) &&
2899             have_flag(flgs, TR_IGNORE_COLD))
2900         {
2901 #ifdef JP
2902                 info[i++] = "¤½¤ì¤Ï»À¡¦Åŷ⡦²Ð±ê¡¦Î䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
2903 #else
2904                 info[i++] = "It cannot be harmed by the elements.";
2905 #endif
2906         }
2907         else
2908         {
2909                 if (have_flag(flgs, TR_IGNORE_ACID))
2910                 {
2911 #ifdef JP
2912                         info[i++] = "¤½¤ì¤Ï»À¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
2913 #else
2914                         info[i++] = "It cannot be harmed by acid.";
2915 #endif
2916                 }
2917                 if (have_flag(flgs, TR_IGNORE_ELEC))
2918                 {
2919 #ifdef JP
2920                         info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
2921 #else
2922                         info[i++] = "It cannot be harmed by electricity.";
2923 #endif
2924                 }
2925                 if (have_flag(flgs, TR_IGNORE_FIRE))
2926                 {
2927 #ifdef JP
2928                         info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
2929 #else
2930                         info[i++] = "It cannot be harmed by fire.";
2931 #endif
2932                 }
2933                 if (have_flag(flgs, TR_IGNORE_COLD))
2934                 {
2935 #ifdef JP
2936                         info[i++] = "¤½¤ì¤ÏÎ䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
2937 #else
2938                         info[i++] = "It cannot be harmed by cold.";
2939 #endif
2940                 }
2941         }
2942
2943         if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
2944
2945         /* No relevant informations */
2946         if (i <= trivial_info) return (FALSE);
2947
2948         /* Save the screen */
2949         screen_save();
2950
2951         /* Get size */
2952         Term_get_size(&wid, &hgt);
2953
2954         /* Display Item name */
2955         if (!(mode & SCROBJ_FAKE_OBJECT))
2956                 object_desc(o_name, o_ptr, 0);
2957         else
2958                 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
2959
2960         prt(o_name, 0, 0);
2961
2962         /* Erase the screen */
2963         for (k = 1; k < hgt; k++) prt("", k, 13);
2964
2965         /* Label the information */
2966         if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
2967         {
2968                 monster_race *r_ptr = &r_info[o_ptr->pval];
2969                 int namelen = strlen(r_name + r_ptr->name);
2970                 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
2971                 Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
2972                 prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
2973         }
2974         else
2975 #ifdef JP
2976 prt("     ¥¢¥¤¥Æ¥à¤ÎǽÎÏ:", 1, 15);
2977 #else
2978         prt("     Item Attributes:", 1, 15);
2979 #endif
2980
2981         /* We will print on top of the map (column 13) */
2982         for (k = 2, j = 0; j < i; j++)
2983         {
2984                 /* Show the info */
2985                 prt(info[j], k++, 15);
2986
2987                 /* Every 20 entries (lines 2 to 21), start over */
2988                 if ((k == hgt - 2) && (j+1 < i))
2989                 {
2990 #ifdef JP
2991 prt("-- Â³¤¯ --", k, 15);
2992 #else
2993                         prt("-- more --", k, 15);
2994 #endif
2995                         inkey();
2996                         for (; k > 2; k--) prt("", k, 15);
2997                 }
2998         }
2999
3000         /* Wait for it */
3001 #ifdef JP
3002 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 15);
3003 #else
3004         prt("[Press any key to continue]", k, 15);
3005 #endif
3006
3007         inkey();
3008
3009         /* Restore the screen */
3010         screen_load();
3011
3012         /* Gave knowledge */
3013         return (TRUE);
3014 }
3015
3016
3017
3018 /*
3019  * Convert an inventory index into a one character label
3020  * Note that the label does NOT distinguish inven/equip.
3021  */
3022 char index_to_label(int i)
3023 {
3024         /* Indexes for "inven" are easy */
3025         if (i < INVEN_RARM) return (I2A(i));
3026
3027         /* Indexes for "equip" are offset */
3028         return (I2A(i - INVEN_RARM));
3029 }
3030
3031
3032 /*
3033  * Convert a label into the index of an item in the "inven"
3034  * Return "-1" if the label does not indicate a real item
3035  */
3036 s16b label_to_inven(int c)
3037 {
3038         int i;
3039
3040         /* Convert */
3041         i = (islower(c) ? A2I(c) : -1);
3042
3043         /* Verify the index */
3044         if ((i < 0) || (i > INVEN_PACK)) return (-1);
3045
3046         /* Empty slots can never be chosen */
3047         if (!inventory[i].k_idx) return (-1);
3048
3049         /* Return the index */
3050         return (i);
3051 }
3052
3053
3054 /* See cmd5.c */
3055 extern bool select_ring_slot;
3056
3057
3058 static bool is_ring_slot(int i)
3059 {
3060         return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
3061 }
3062
3063
3064 /*
3065  * Convert a label into the index of a item in the "equip"
3066  * Return "-1" if the label does not indicate a real item
3067  */
3068 s16b label_to_equip(int c)
3069 {
3070         int i;
3071
3072         /* Convert */
3073         i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
3074
3075         /* Verify the index */
3076         if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
3077
3078         if (select_ring_slot) return is_ring_slot(i) ? i : -1;
3079
3080         /* Empty slots can never be chosen */
3081         if (!inventory[i].k_idx) return (-1);
3082
3083         /* Return the index */
3084         return (i);
3085 }
3086
3087
3088
3089 /*
3090  * Determine which equipment slot (if any) an item likes
3091  */
3092 s16b wield_slot(object_type *o_ptr)
3093 {
3094         /* Slot for equipment */
3095         switch (o_ptr->tval)
3096         {
3097                 case TV_DIGGING:
3098                 case TV_HAFTED:
3099                 case TV_POLEARM:
3100                 case TV_SWORD:
3101                 {
3102                         if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
3103                         if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
3104                         return (INVEN_LARM);
3105                 }
3106
3107                 case TV_CAPTURE:
3108                 case TV_CARD:
3109                 case TV_SHIELD:
3110                 {
3111                         if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
3112                         if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
3113                         return (INVEN_RARM);
3114                 }
3115
3116                 case TV_BOW:
3117                 {
3118                         return (INVEN_BOW);
3119                 }
3120
3121                 case TV_RING:
3122                 {
3123                         /* Use the right hand first */
3124                         if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
3125
3126                         /* Use the left hand for swapping (by default) */
3127                         return (INVEN_LEFT);
3128                 }
3129
3130                 case TV_AMULET:
3131                 case TV_WHISTLE:
3132                 {
3133                         return (INVEN_NECK);
3134                 }
3135
3136                 case TV_LITE:
3137                 {
3138                         return (INVEN_LITE);
3139                 }
3140
3141                 case TV_DRAG_ARMOR:
3142                 case TV_HARD_ARMOR:
3143                 case TV_SOFT_ARMOR:
3144                 {
3145                         return (INVEN_BODY);
3146                 }
3147
3148                 case TV_CLOAK:
3149                 {
3150                         return (INVEN_OUTER);
3151                 }
3152
3153                 case TV_CROWN:
3154                 case TV_HELM:
3155                 {
3156                         return (INVEN_HEAD);
3157                 }
3158
3159                 case TV_GLOVES:
3160                 {
3161                         return (INVEN_HANDS);
3162                 }
3163
3164                 case TV_BOOTS:
3165                 {
3166                         return (INVEN_FEET);
3167                 }
3168         }
3169
3170         /* No slot available */
3171         return (-1);
3172 }
3173
3174
3175 /*
3176  * Return a string mentioning how a given item is carried
3177  */
3178 cptr mention_use(int i)
3179 {
3180         cptr p;
3181
3182         /* Examine the location */
3183         switch (i)
3184         {
3185 #ifdef JP
3186                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "±¿ÈÂÃæ" : ((p_ptr->ryoute && p_ptr->migite) ? " Î¾¼ê" : (left_hander ? " º¸¼ê" : " ±¦¼ê")); break;
3187 #else
3188                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
3189 #endif
3190
3191 #ifdef JP
3192                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "±¿ÈÂÃæ" : ((p_ptr->ryoute && p_ptr->hidarite) ? " Î¾¼ê" : (left_hander ? " ±¦¼ê" : " º¸¼ê")); break;
3193 #else
3194                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
3195 #endif
3196
3197 #ifdef JP
3198                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "±¿ÈÂÃæ" : "¼Í·âÍÑ"; break;
3199 #else
3200                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break;
3201 #endif
3202
3203 #ifdef JP
3204                 case INVEN_RIGHT: p = (left_hander ? "º¸¼ê»Ø" : "±¦¼ê»Ø"); break;
3205 #else
3206                 case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
3207 #endif
3208
3209 #ifdef JP
3210                 case INVEN_LEFT:  p = (left_hander ? "±¦¼ê»Ø" : "º¸¼ê»Ø"); break;
3211 #else
3212                 case INVEN_LEFT:  p = (left_hander ? "On right hand" : "On left hand"); break;
3213 #endif
3214
3215 #ifdef JP
3216                 case INVEN_NECK:  p = "  ¼ó"; break;
3217 #else
3218                 case INVEN_NECK:  p = "Around neck"; break;
3219 #endif
3220
3221 #ifdef JP
3222                 case INVEN_LITE:  p = " ¸÷¸»"; break;
3223 #else
3224                 case INVEN_LITE:  p = "Light source"; break;
3225 #endif
3226
3227 #ifdef JP
3228                 case INVEN_BODY:  p = "  ÂÎ"; break;
3229 #else
3230                 case INVEN_BODY:  p = "On body"; break;
3231 #endif
3232
3233 #ifdef JP
3234                 case INVEN_OUTER: p = "ÂΤξå"; break;
3235 #else
3236                 case INVEN_OUTER: p = "About body"; break;
3237 #endif
3238
3239 #ifdef JP
3240                 case INVEN_HEAD:  p = "  Ƭ"; break;
3241 #else
3242                 case INVEN_HEAD:  p = "On head"; break;
3243 #endif
3244
3245 #ifdef JP
3246                 case INVEN_HANDS: p = "  ¼ê"; break;
3247 #else
3248                 case INVEN_HANDS: p = "On hands"; break;
3249 #endif
3250
3251 #ifdef JP
3252                 case INVEN_FEET:  p = "  ­"; break;
3253 #else
3254                 case INVEN_FEET:  p = "On feet"; break;
3255 #endif
3256
3257 #ifdef JP
3258                 default:          p = "¥¶¥Ã¥¯"; break;
3259 #else
3260                 default:          p = "In pack"; break;
3261 #endif
3262         }
3263
3264         /* Return the result */
3265         return p;
3266 }
3267
3268
3269 /*
3270  * Return a string describing how a given item is being worn.
3271  * Currently, only used for items in the equipment, not inventory.
3272  */
3273 cptr describe_use(int i)
3274 {
3275         cptr p;
3276
3277         switch (i)
3278         {
3279 #ifdef JP
3280                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "±¿ÈÂÃæ¤Î" : ((p_ptr->ryoute && p_ptr->migite) ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë")); break;
3281 #else
3282                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
3283 #endif
3284
3285 #ifdef JP
3286                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "±¿ÈÂÃæ¤Î" : ((p_ptr->ryoute && p_ptr->hidarite) ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë")); break;
3287 #else
3288                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
3289 #endif
3290
3291 #ifdef JP
3292                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "»ý¤Ä¤À¤±¤ÇÀº°ìÇÕ¤Î" : "¼Í·âÍѤËÁõÈ÷¤·¤Æ¤¤¤ë"; break;
3293 #else
3294                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break;
3295 #endif
3296
3297 #ifdef JP
3298                 case INVEN_RIGHT: p = (left_hander ? "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
3299 #else
3300                 case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break;
3301 #endif
3302
3303 #ifdef JP
3304                 case INVEN_LEFT:  p = (left_hander ? "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
3305 #else
3306                 case INVEN_LEFT:  p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
3307 #endif
3308
3309 #ifdef JP
3310                 case INVEN_NECK:  p = "¼ó¤Ë¤«¤±¤Æ¤¤¤ë"; break;
3311 #else
3312                 case INVEN_NECK:  p = "wearing around your neck"; break;
3313 #endif
3314
3315 #ifdef JP
3316                 case INVEN_LITE:  p = "¸÷¸»¤Ë¤·¤Æ¤¤¤ë"; break;
3317 #else
3318                 case INVEN_LITE:  p = "using to light the way"; break;
3319 #endif
3320
3321 #ifdef JP
3322                 case INVEN_BODY:  p = "ÂΤËÃå¤Æ¤¤¤ë"; break;
3323 #else
3324                 case INVEN_BODY:  p = "wearing on your body"; break;
3325 #endif
3326
3327 #ifdef JP
3328                 case INVEN_OUTER: p = "¿È¤Ë¤Þ¤È¤Ã¤Æ¤¤¤ë"; break;
3329 #else
3330                 case INVEN_OUTER: p = "wearing on your back"; break;
3331 #endif
3332
3333 #ifdef JP
3334                 case INVEN_HEAD:  p = "Ƭ¤Ë¤«¤Ö¤Ã¤Æ¤¤¤ë"; break;
3335 #else
3336                 case INVEN_HEAD:  p = "wearing on your head"; break;
3337 #endif
3338
3339 #ifdef JP
3340                 case INVEN_HANDS: p = "¼ê¤Ë¤Ä¤±¤Æ¤¤¤ë"; break;
3341 #else
3342                 case INVEN_HANDS: p = "wearing on your hands"; break;
3343 #endif
3344
3345 #ifdef JP
3346                 case INVEN_FEET:  p = "­¤Ë¤Ï¤¤¤Æ¤¤¤ë"; break;
3347 #else
3348                 case INVEN_FEET:  p = "wearing on your feet"; break;
3349 #endif
3350
3351 #ifdef JP
3352                 default:          p = "¥¶¥Ã¥¯¤ËÆþ¤Ã¤Æ¤¤¤ë"; break;
3353 #else
3354                 default:          p = "carrying in your pack"; break;
3355 #endif
3356         }
3357
3358         /* Return the result */
3359         return p;
3360 }
3361
3362
3363 /* Hack: Check if a spellbook is one of the realms we can use. -- TY */
3364
3365 bool check_book_realm(const byte book_tval, const byte book_sval)
3366 {
3367         if (book_tval < TV_LIFE_BOOK) return FALSE;
3368         if (p_ptr->pclass == CLASS_SORCERER)
3369         {
3370                 return is_magic(tval2realm(book_tval));
3371         }
3372         else if (p_ptr->pclass == CLASS_RED_MAGE)
3373         {
3374                 if (is_magic(tval2realm(book_tval)))
3375                         return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
3376         }
3377         return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
3378 }
3379
3380
3381 /*
3382  * Check an item against the item tester info
3383  */
3384 bool item_tester_okay(object_type *o_ptr)
3385 {
3386         /* Hack -- allow listing empty slots */
3387         if (item_tester_full) return (TRUE);
3388
3389         /* Require an item */
3390         if (!o_ptr->k_idx) return (FALSE);
3391
3392         /* Hack -- ignore "gold" */
3393         if (o_ptr->tval == TV_GOLD)
3394         {
3395                 /* See xtra2.c */
3396                 extern bool show_gold_on_floor;
3397
3398                 if (!show_gold_on_floor) return (FALSE);
3399         }
3400
3401         /* Check the tval */
3402         if (item_tester_tval)
3403         {
3404                 /* Is it a spellbook? If so, we need a hack -- TY */
3405                 if ((item_tester_tval <= TV_DEATH_BOOK) &&
3406                         (item_tester_tval >= TV_LIFE_BOOK))
3407                         return check_book_realm(o_ptr->tval, o_ptr->sval);
3408                 else
3409                         if (item_tester_tval != o_ptr->tval) return (FALSE);
3410         }
3411
3412         /* Check the hook */
3413         if (item_tester_hook)
3414         {
3415                 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
3416         }
3417
3418         /* Assume okay */
3419         return (TRUE);
3420 }
3421
3422
3423
3424
3425 /*
3426  * Choice window "shadow" of the "show_inven()" function
3427  */
3428 void display_inven(void)
3429 {
3430         register        int i, n, z = 0;
3431         object_type     *o_ptr;
3432         byte            attr = TERM_WHITE;
3433         char            tmp_val[80];
3434         char            o_name[MAX_NLEN];
3435         int             wid, hgt;
3436
3437         /* Get size */
3438         Term_get_size(&wid, &hgt);
3439
3440         /* Find the "final" slot */
3441         for (i = 0; i < INVEN_PACK; i++)
3442         {
3443                 o_ptr = &inventory[i];
3444
3445                 /* Skip non-objects */
3446                 if (!o_ptr->k_idx) continue;
3447
3448                 /* Track */
3449                 z = i + 1;
3450         }
3451
3452         /* Display the pack */
3453         for (i = 0; i < z; i++)
3454         {
3455                 /* Examine the item */
3456                 o_ptr = &inventory[i];
3457
3458                 /* Start with an empty "index" */
3459                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
3460
3461                 /* Is this item "acceptable"? */
3462                 if (item_tester_okay(o_ptr))
3463                 {
3464                         /* Prepare an "index" */
3465                         tmp_val[0] = index_to_label(i);
3466
3467                         /* Bracket the "index" --(-- */
3468                         tmp_val[1] = ')';
3469                 }
3470
3471                 /* Display the index (or blank space) */
3472                 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
3473
3474                 /* Obtain an item description */
3475                 object_desc(o_name, o_ptr, 0);
3476
3477                 /* Obtain the length of the description */
3478                 n = strlen(o_name);
3479
3480                 /* Get a color */
3481                 attr = tval_to_attr[o_ptr->tval % 128];
3482
3483                 /* Grey out charging items */
3484                 if (o_ptr->timeout)
3485                 {
3486                         attr = TERM_L_DARK;
3487                 }
3488
3489                 /* Display the entry itself */
3490                 Term_putstr(3, i, n, attr, o_name);
3491
3492                 /* Erase the rest of the line */
3493                 Term_erase(3+n, i, 255);
3494
3495                 /* Display the weight if needed */
3496                 if (show_weights)
3497                 {
3498                         int wgt = o_ptr->weight * o_ptr->number;
3499 #ifdef JP
3500                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
3501 #else
3502                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3503 #endif
3504
3505                         prt(tmp_val, i, wid - 9);
3506                 }
3507         }
3508
3509         /* Erase the rest of the window */
3510         for (i = z; i < hgt; i++)
3511         {
3512                 /* Erase the line */
3513                 Term_erase(0, i, 255);
3514         }
3515 }
3516
3517
3518
3519 /*
3520  * Choice window "shadow" of the "show_equip()" function
3521  */
3522 void display_equip(void)
3523 {
3524         register        int i, n;
3525         object_type     *o_ptr;
3526         byte            attr = TERM_WHITE;
3527         char            tmp_val[80];
3528         char            o_name[MAX_NLEN];
3529         int             wid, hgt;
3530
3531         /* Get size */
3532         Term_get_size(&wid, &hgt);
3533
3534         /* Display the equipment */
3535         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3536         {
3537                 /* Examine the item */
3538                 o_ptr = &inventory[i];
3539
3540                 /* Start with an empty "index" */
3541                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
3542
3543                 /* Is this item "acceptable"? */
3544                 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
3545                 {
3546                         /* Prepare an "index" */
3547                         tmp_val[0] = index_to_label(i);
3548
3549                         /* Bracket the "index" --(-- */
3550                         tmp_val[1] = ')';
3551                 }
3552
3553                 /* Display the index (or blank space) */
3554                 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
3555
3556                 /* Obtain an item description */
3557                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
3558                 {
3559 #ifdef JP
3560                         strcpy(o_name, "(Éð´ï¤òξ¼ê»ý¤Á)");
3561 #else
3562                         strcpy(o_name, "(wielding with two-hands)");
3563 #endif
3564                         attr = TERM_WHITE;
3565                 }
3566                 else
3567                 {
3568                         object_desc(o_name, o_ptr, 0);
3569                         attr = tval_to_attr[o_ptr->tval % 128];
3570                 }
3571
3572                 /* Obtain the length of the description */
3573                 n = strlen(o_name);
3574
3575                 /* Grey out charging items */
3576                 if (o_ptr->timeout)
3577                 {
3578                         attr = TERM_L_DARK;
3579                 }
3580
3581                 /* Display the entry itself */
3582                 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
3583
3584                 /* Erase the rest of the line */
3585                 Term_erase(3+n, i - INVEN_RARM, 255);
3586
3587                 /* Display the weight (if needed) */
3588                 if (show_weights)
3589                 {
3590                         int wgt = o_ptr->weight * o_ptr->number;
3591 #ifdef JP
3592                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
3593 #else
3594                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3595 #endif
3596
3597                         prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
3598                 }
3599
3600                 /* Display the slot description (if needed) */
3601                 if (show_labels)
3602                 {
3603                         Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
3604                         prt(mention_use(i), i - INVEN_RARM, wid - 15);
3605                 }
3606         }
3607
3608         /* Erase the rest of the window */
3609         for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
3610         {
3611                 /* Clear that line */
3612                 Term_erase(0, i, 255);
3613         }
3614 }
3615
3616
3617 /*
3618  * Find the "first" inventory object with the given "tag".
3619  *
3620  * A "tag" is a numeral "n" appearing as "@n" anywhere in the
3621  * inscription of an object.  Alphabetical characters don't work as a
3622  * tag in this form.
3623  *
3624  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
3625  * and "x" is the "current" command_cmd code.
3626  */
3627 static bool get_tag(int *cp, char tag, int mode)
3628 {
3629         int i, start, end;
3630         cptr s;
3631
3632         /* Extract index from mode */
3633         switch (mode)
3634         {
3635         case USE_EQUIP:
3636                 start = INVEN_RARM;
3637                 end = INVEN_TOTAL - 1;
3638                 break;
3639
3640         case USE_INVEN:
3641                 start = 0;
3642                 end = INVEN_PACK - 1;
3643                 break;
3644
3645         default:
3646                 return FALSE;
3647         }
3648
3649         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
3650
3651         /* Check every inventory object */
3652         for (i = start; i <= end; i++)
3653         {
3654                 object_type *o_ptr = &inventory[i];
3655
3656                 /* Skip non-objects */
3657                 if (!o_ptr->k_idx) continue;
3658
3659                 /* Skip empty inscriptions */
3660                 if (!o_ptr->inscription) continue;
3661
3662                 /* Skip non-choice */
3663                 if (!item_tester_okay(o_ptr)) continue;
3664
3665                 /* Find a '@' */
3666                 s = my_strchr(quark_str(o_ptr->inscription), '@');
3667
3668                 /* Process all tags */
3669                 while (s)
3670                 {
3671                         /* Check the special tags */
3672                         if ((s[1] == command_cmd) && (s[2] == tag))
3673                         {
3674                                 /* Save the actual inventory ID */
3675                                 *cp = i;
3676
3677                                 /* Success */
3678                                 return (TRUE);
3679                         }
3680
3681                         /* Find another '@' */
3682                         s = my_strchr(s + 1, '@');
3683                 }
3684         }
3685
3686
3687         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
3688
3689         /* Don't allow {@#} with '#' being alphabet */
3690         if (tag < '0' || '9' < tag)
3691         {
3692                 /* No such tag */
3693                 return FALSE;
3694         }
3695
3696         /* Check every object */
3697         for (i = start; i <= end; i++)
3698         {
3699                 object_type *o_ptr = &inventory[i];
3700
3701                 /* Skip non-objects */
3702                 if (!o_ptr->k_idx) continue;
3703
3704                 /* Skip empty inscriptions */
3705                 if (!o_ptr->inscription) continue;
3706
3707                 /* Skip non-choice */
3708                 if (!item_tester_okay(o_ptr)) continue;
3709
3710                 /* Find a '@' */
3711                 s = my_strchr(quark_str(o_ptr->inscription), '@');
3712
3713                 /* Process all tags */
3714                 while (s)
3715                 {
3716                         /* Check the normal tags */
3717                         if (s[1] == tag)
3718                         {
3719                                 /* Save the actual inventory ID */
3720                                 *cp = i;
3721
3722                                 /* Success */
3723                                 return (TRUE);
3724                         }
3725
3726                         /* Find another '@' */
3727                         s = my_strchr(s + 1, '@');
3728                 }
3729         }
3730
3731         /* No such tag */
3732         return (FALSE);
3733 }
3734
3735
3736 /*
3737  * Find the "first" floor object with the given "tag".
3738  *
3739  * A "tag" is a numeral "n" appearing as "@n" anywhere in the
3740  * inscription of an object.  Alphabetical characters don't work as a
3741  * tag in this form.
3742  *
3743  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
3744  * and "x" is the "current" command_cmd code.
3745  */
3746 static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num)
3747 {
3748         int i;
3749         cptr s;
3750
3751         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
3752
3753         /* Check every object in the grid */
3754         for (i = 0; i < floor_num && i < 23; i++)
3755         {
3756                 object_type *o_ptr = &o_list[floor_list[i]];
3757
3758                 /* Skip empty inscriptions */
3759                 if (!o_ptr->inscription) continue;
3760
3761                 /* Find a '@' */
3762                 s = my_strchr(quark_str(o_ptr->inscription), '@');
3763
3764                 /* Process all tags */
3765                 while (s)
3766                 {
3767                         /* Check the special tags */
3768                         if ((s[1] == command_cmd) && (s[2] == tag))
3769                         {
3770                                 /* Save the actual floor object ID */
3771                                 *cp = i;
3772
3773                                 /* Success */
3774                                 return (TRUE);
3775                         }
3776
3777                         /* Find another '@' */
3778                         s = my_strchr(s + 1, '@');
3779                 }
3780         }
3781
3782
3783         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
3784
3785         /* Don't allow {@#} with '#' being alphabet */
3786         if (tag < '0' || '9' < tag)
3787         {
3788                 /* No such tag */
3789                 return FALSE;
3790         }
3791
3792         /* Check every object in the grid */
3793         for (i = 0; i < floor_num && i < 23; i++)
3794         {
3795                 object_type *o_ptr = &o_list[floor_list[i]];
3796
3797                 /* Skip empty inscriptions */
3798                 if (!o_ptr->inscription) continue;
3799
3800                 /* Find a '@' */
3801                 s = my_strchr(quark_str(o_ptr->inscription), '@');
3802
3803                 /* Process all tags */
3804                 while (s)
3805                 {
3806                         /* Check the normal tags */
3807                         if (s[1] == tag)
3808                         {
3809                                 /* Save the floor object ID */
3810                                 *cp = i;
3811
3812                                 /* Success */
3813                                 return (TRUE);
3814                         }
3815
3816                         /* Find another '@' */
3817                         s = my_strchr(s + 1, '@');
3818                 }
3819         }
3820
3821         /* No such tag */
3822         return (FALSE);
3823 }
3824
3825
3826 /*
3827  * Move around label characters with correspond tags
3828  */
3829 static void prepare_label_string(char *label, int mode)
3830 {
3831         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
3832         int  offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
3833         int  i;
3834
3835         /* Prepare normal labels */
3836         strcpy(label, alphabet_chars);
3837
3838         /* Move each label */
3839         for (i = 0; i < 52; i++)
3840         {
3841                 int index;
3842                 char c = alphabet_chars[i];
3843
3844                 /* Find a tag with this label */
3845                 if (get_tag(&index, c, mode))
3846                 {
3847                         /* Delete the overwritten label */
3848                         if (label[i] == c) label[i] = ' ';
3849
3850                         /* Move the label to the place of corresponding tag */
3851                         label[index - offset] = c;
3852                 }
3853         }
3854 }
3855
3856
3857 /*
3858  * Move around label characters with correspond tags (floor version)
3859  */
3860 static void prepare_label_string_floor(char *label, int floor_list[], int floor_num)
3861 {
3862         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
3863         int  i;
3864
3865         /* Prepare normal labels */
3866         strcpy(label, alphabet_chars);
3867
3868         /* Move each label */
3869         for (i = 0; i < 52; i++)
3870         {
3871                 int index;
3872                 char c = alphabet_chars[i];
3873
3874                 /* Find a tag with this label */
3875                 if (get_tag_floor(&index, c, floor_list, floor_num))
3876                 {
3877                         /* Delete the overwritten label */
3878                         if (label[i] == c) label[i] = ' ';
3879
3880                         /* Move the label to the place of corresponding tag */
3881                         label[index] = c;
3882                 }
3883         }
3884 }
3885
3886
3887 /*
3888  * Display the inventory.
3889  *
3890  * Hack -- do not display "trailing" empty slots
3891  */
3892 int show_inven(int target_item)
3893 {
3894         int             i, j, k, l, z = 0;
3895         int             col, cur_col, len;
3896         object_type     *o_ptr;
3897         char            o_name[MAX_NLEN];
3898         char            tmp_val[80];
3899         int             out_index[23];
3900         byte            out_color[23];
3901         char            out_desc[23][MAX_NLEN];
3902         int             target_item_label = 0;
3903         int             wid, hgt;
3904         char            inven_label[52 + 1];
3905
3906         /* Starting column */
3907         col = command_gap;
3908
3909         /* Get size */
3910         Term_get_size(&wid, &hgt);
3911
3912         /* Default "max-length" */
3913         len = wid - col - 1;
3914
3915
3916         /* Find the "final" slot */
3917         for (i = 0; i < INVEN_PACK; i++)
3918         {
3919                 o_ptr = &inventory[i];
3920
3921                 /* Skip non-objects */
3922                 if (!o_ptr->k_idx) continue;
3923
3924                 /* Track */
3925                 z = i + 1;
3926         }
3927
3928         prepare_label_string(inven_label, USE_INVEN);
3929
3930         /* Display the inventory */
3931         for (k = 0, i = 0; i < z; i++)
3932         {
3933                 o_ptr = &inventory[i];
3934
3935                 /* Is this item acceptable? */
3936                 if (!item_tester_okay(o_ptr)) continue;
3937
3938                 /* Describe the object */
3939                 object_desc(o_name, o_ptr, 0);
3940
3941                 /* Save the object index, color, and description */
3942                 out_index[k] = i;
3943                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
3944
3945                 /* Grey out charging items */
3946                 if (o_ptr->timeout)
3947                 {
3948                         out_color[k] = TERM_L_DARK;
3949                 }
3950
3951                 (void)strcpy(out_desc[k], o_name);
3952
3953                 /* Find the predicted "line length" */
3954                 l = strlen(out_desc[k]) + 5;
3955
3956                 /* Be sure to account for the weight */
3957                 if (show_weights) l += 9;
3958
3959                 /* Account for icon if displayed */
3960                 if (show_item_graph)
3961                 {
3962                         l += 2;
3963                         if (use_bigtile) l++;
3964                 }
3965
3966                 /* Maintain the maximum length */
3967                 if (l > len) len = l;
3968
3969                 /* Advance to next "line" */
3970                 k++;
3971         }
3972
3973         /* Find the column to start in */
3974         col = (len > wid - 4) ? 0 : (wid - len - 1);
3975
3976         /* Output each entry */
3977         for (j = 0; j < k; j++)
3978         {
3979                 /* Get the index */
3980                 i = out_index[j];
3981
3982                 /* Get the item */
3983                 o_ptr = &inventory[i];
3984
3985                 /* Clear the line */
3986                 prt("", j + 1, col ? col - 2 : col);
3987
3988                 if (use_menu && target_item)
3989                 {
3990                         if (j == (target_item-1))
3991                         {
3992 #ifdef JP
3993                                 strcpy(tmp_val, "¡Õ");
3994 #else
3995                                 strcpy(tmp_val, "> ");
3996 #endif
3997                                 target_item_label = i;
3998                         }
3999                         else strcpy(tmp_val, "  ");
4000                 }
4001                 else if (i <= INVEN_PACK)
4002                 {
4003                         /* Prepare an index --(-- */
4004                         sprintf(tmp_val, "%c)", inven_label[i]);
4005                 }
4006                 else
4007                 {
4008                         /* Prepare an index --(-- */
4009                         sprintf(tmp_val, "%c)", index_to_label(i));
4010                 }
4011
4012                 /* Clear the line with the (possibly indented) index */
4013                 put_str(tmp_val, j + 1, col);
4014
4015                 cur_col = col + 3;
4016
4017                 /* Display graphics for object, if desired */
4018                 if (show_item_graph)
4019                 {
4020                         byte  a = object_attr(o_ptr);
4021                         char c = object_char(o_ptr);
4022
4023 #ifdef AMIGA
4024                         if (a & 0x80) a |= 0x40;
4025 #endif
4026
4027                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
4028                         if (use_bigtile) cur_col++;
4029
4030                         cur_col += 2;
4031                 }
4032
4033
4034                 /* Display the entry itself */
4035                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
4036
4037                 /* Display the weight if needed */
4038                 if (show_weights)
4039                 {
4040                         int wgt = o_ptr->weight * o_ptr->number;
4041 #ifdef JP
4042                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
4043 #else
4044                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4045 #endif
4046
4047                         prt(tmp_val, j + 1, wid - 9);
4048                 }
4049         }
4050
4051         /* Make a "shadow" below the list (only if needed) */
4052         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
4053
4054         /* Save the new column */
4055         command_gap = col;
4056
4057         return target_item_label;
4058 }
4059
4060
4061
4062 /*
4063  * Display the equipment.
4064  */
4065 int show_equip(int target_item)
4066 {
4067         int             i, j, k, l;
4068         int             col, cur_col, len;
4069         object_type     *o_ptr;
4070         char            tmp_val[80];
4071         char            o_name[MAX_NLEN];
4072         int             out_index[23];
4073         byte            out_color[23];
4074         char            out_desc[23][MAX_NLEN];
4075         int             target_item_label = 0;
4076         int             wid, hgt;
4077         char            equip_label[52 + 1];
4078
4079         /* Starting column */
4080         col = command_gap;
4081
4082         /* Get size */
4083         Term_get_size(&wid, &hgt);
4084
4085         /* Maximal length */
4086         len = wid - col - 1;
4087
4088
4089         /* Scan the equipment list */
4090         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
4091         {
4092                 o_ptr = &inventory[i];
4093
4094                 /* Is this item acceptable? */
4095                 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
4096                     (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
4097                      item_tester_no_ryoute)) continue;
4098
4099                 /* Description */
4100                 object_desc(o_name, o_ptr, 0);
4101
4102                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4103                 {
4104 #ifdef JP
4105                         (void)strcpy(out_desc[k],"(Éð´ï¤òξ¼ê»ý¤Á)");
4106 #else
4107                         (void)strcpy(out_desc[k],"(wielding with two-hands)");
4108 #endif
4109                         out_color[k] = TERM_WHITE;
4110                 }
4111                 else
4112                 {
4113                         (void)strcpy(out_desc[k], o_name);
4114                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
4115                 }
4116
4117                 out_index[k] = i;
4118                 /* Grey out charging items */
4119                 if (o_ptr->timeout)
4120                 {
4121                         out_color[k] = TERM_L_DARK;
4122                 }
4123
4124                 /* Extract the maximal length (see below) */
4125 #ifdef JP
4126                 l = strlen(out_desc[k]) + (2 + 1);
4127 #else
4128                 l = strlen(out_desc[k]) + (2 + 3);
4129 #endif
4130
4131
4132                 /* Increase length for labels (if needed) */
4133 #ifdef JP
4134                 if (show_labels) l += (7 + 2);
4135 #else
4136                 if (show_labels) l += (14 + 2);
4137 #endif
4138
4139
4140                 /* Increase length for weight (if needed) */
4141                 if (show_weights) l += 9;
4142
4143                 if (show_item_graph) l += 2;
4144
4145                 /* Maintain the max-length */
4146                 if (l > len) len = l;
4147
4148                 /* Advance the entry */
4149                 k++;
4150         }
4151
4152         /* Hack -- Find a column to start in */
4153 #ifdef JP
4154         col = (len > wid - 6) ? 0 : (wid - len - 1);
4155 #else
4156         col = (len > wid - 4) ? 0 : (wid - len - 1);
4157 #endif
4158
4159         prepare_label_string(equip_label, USE_EQUIP);
4160
4161         /* Output each entry */
4162         for (j = 0; j < k; j++)
4163         {
4164                 /* Get the index */
4165                 i = out_index[j];
4166
4167                 /* Get the item */
4168                 o_ptr = &inventory[i];
4169
4170                 /* Clear the line */
4171                 prt("", j + 1, col ? col - 2 : col);
4172
4173                 if (use_menu && target_item)
4174                 {
4175                         if (j == (target_item-1))
4176                         {
4177 #ifdef JP
4178                                 strcpy(tmp_val, "¡Õ");
4179 #else
4180                                 strcpy(tmp_val, "> ");
4181 #endif
4182                                 target_item_label = i;
4183                         }
4184                         else strcpy(tmp_val, "  ");
4185                 }
4186                 else if (i >= INVEN_RARM)
4187                 {
4188                         /* Prepare an index --(-- */
4189                         sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
4190                 }
4191                 else /* Paranoia */
4192                 {
4193                         /* Prepare an index --(-- */
4194                         sprintf(tmp_val, "%c)", index_to_label(i));
4195                 }
4196
4197                 /* Clear the line with the (possibly indented) index */
4198                 put_str(tmp_val, j+1, col);
4199
4200                 cur_col = col + 3;
4201
4202                 /* Display graphics for object, if desired */
4203                 if (show_item_graph)
4204                 {
4205                         byte a = object_attr(o_ptr);
4206                         char c = object_char(o_ptr);
4207
4208 #ifdef AMIGA
4209                         if (a & 0x80) a |= 0x40;
4210 #endif
4211
4212                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
4213                         if (use_bigtile) cur_col++;
4214
4215                         cur_col += 2;
4216                 }
4217
4218                 /* Use labels */
4219                 if (show_labels)
4220                 {
4221                         /* Mention the use */
4222 #ifdef JP
4223                         (void)sprintf(tmp_val, "%-7s: ", mention_use(i));
4224 #else
4225                         (void)sprintf(tmp_val, "%-14s: ", mention_use(i));
4226 #endif
4227
4228                         put_str(tmp_val, j+1, cur_col);
4229
4230                         /* Display the entry itself */
4231 #ifdef JP
4232                         c_put_str(out_color[j], out_desc[j], j+1, cur_col + 9);
4233 #else
4234                         c_put_str(out_color[j], out_desc[j], j+1, cur_col + 16);
4235 #endif
4236                 }
4237
4238                 /* No labels */
4239                 else
4240                 {
4241                         /* Display the entry itself */
4242                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
4243                 }
4244
4245                 /* Display the weight if needed */
4246                 if (show_weights)
4247                 {
4248                         int wgt = o_ptr->weight * o_ptr->number;
4249 #ifdef JP
4250                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
4251 #else
4252                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
4253 #endif
4254
4255                         prt(tmp_val, j + 1, wid - 9);
4256                 }
4257         }
4258
4259         /* Make a "shadow" below the list (only if needed) */
4260         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
4261
4262         /* Save the new column */
4263         command_gap = col;
4264
4265         return target_item_label;
4266 }
4267
4268
4269
4270
4271 /*
4272  * Flip "inven" and "equip" in any sub-windows
4273  */
4274 void toggle_inven_equip(void)
4275 {
4276         int j;
4277
4278         /* Scan windows */
4279         for (j = 0; j < 8; j++)
4280         {
4281                 /* Unused */
4282                 if (!angband_term[j]) continue;
4283
4284                 /* Flip inven to equip */
4285                 if (window_flag[j] & (PW_INVEN))
4286                 {
4287                         /* Flip flags */
4288                         window_flag[j] &= ~(PW_INVEN);
4289                         window_flag[j] |= (PW_EQUIP);
4290
4291                         /* Window stuff */
4292                         p_ptr->window |= (PW_EQUIP);
4293                 }
4294
4295                 /* Flip inven to equip */
4296                 else if (window_flag[j] & (PW_EQUIP))
4297                 {
4298                         /* Flip flags */
4299                         window_flag[j] &= ~(PW_EQUIP);
4300                         window_flag[j] |= (PW_INVEN);
4301
4302                         /* Window stuff */
4303                         p_ptr->window |= (PW_INVEN);
4304                 }
4305         }
4306 }
4307
4308
4309
4310 /*
4311  * Verify the choice of an item.
4312  *
4313  * The item can be negative to mean "item on floor".
4314  */
4315 static bool verify(cptr prompt, int item)
4316 {
4317         char        o_name[MAX_NLEN];
4318         char        out_val[MAX_NLEN+20];
4319         object_type *o_ptr;
4320
4321
4322         /* Inventory */
4323         if (item >= 0)
4324         {
4325                 o_ptr = &inventory[item];
4326         }
4327
4328         /* Floor */
4329         else
4330         {
4331                 o_ptr = &o_list[0 - item];
4332         }
4333
4334         /* Describe */
4335         object_desc(o_name, o_ptr, 0);
4336
4337         /* Prompt */
4338 #ifdef JP
4339 (void)sprintf(out_val, "%s%s¤Ç¤¹¤«? ", prompt, o_name);
4340 #else
4341         (void)sprintf(out_val, "%s %s? ", prompt, o_name);
4342 #endif
4343
4344
4345         /* Query */
4346         return (get_check(out_val));
4347 }
4348
4349
4350 /*
4351  * Hack -- allow user to "prevent" certain choices
4352  *
4353  * The item can be negative to mean "item on floor".
4354  */
4355 static bool get_item_allow(int item)
4356 {
4357         cptr s;
4358
4359         object_type *o_ptr;
4360
4361         if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
4362
4363         /* Inventory */
4364         if (item >= 0)
4365         {
4366                 o_ptr = &inventory[item];
4367         }
4368
4369         /* Floor */
4370         else
4371         {
4372                 o_ptr = &o_list[0 - item];
4373         }
4374
4375         /* No inscription */
4376         if (!o_ptr->inscription) return (TRUE);
4377
4378         /* Find a '!' */
4379         s = my_strchr(quark_str(o_ptr->inscription), '!');
4380
4381         /* Process preventions */
4382         while (s)
4383         {
4384                 /* Check the "restriction" */
4385                 if ((s[1] == command_cmd) || (s[1] == '*'))
4386                 {
4387                         /* Verify the choice */
4388 #ifdef JP
4389 if (!verify("ËÜÅö¤Ë", item)) return (FALSE);
4390 #else
4391                         if (!verify("Really try", item)) return (FALSE);
4392 #endif
4393
4394                 }
4395
4396                 /* Find another '!' */
4397                 s = my_strchr(s + 1, '!');
4398         }
4399
4400         /* Allow it */
4401         return (TRUE);
4402 }
4403
4404
4405
4406 /*
4407  * Auxiliary function for "get_item()" -- test an index
4408  */
4409 static bool get_item_okay(int i)
4410 {
4411         /* Illegal items */
4412         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
4413
4414         if (select_ring_slot) return is_ring_slot(i);
4415
4416         /* Verify the item */
4417         if (!item_tester_okay(&inventory[i])) return (FALSE);
4418
4419         /* Assume okay */
4420         return (TRUE);
4421 }
4422
4423
4424
4425 /*
4426  * Determine whether get_item() can get some item or not
4427  * assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
4428  */
4429 bool can_get_item(void)
4430 {
4431         int j, floor_list[23], floor_num = 0;
4432
4433         for (j = 0; j < INVEN_TOTAL; j++)
4434                 if (item_tester_okay(&inventory[j]))
4435                         return TRUE;
4436
4437         floor_num = scan_floor(floor_list, py, px, 0x03);
4438         if (floor_num)
4439                 return TRUE;
4440
4441         return FALSE;
4442 }
4443
4444 /*
4445  * Let the user select an item, save its "index"
4446  *
4447  * Return TRUE only if an acceptable item was chosen by the user.
4448  *
4449  * The selected item must satisfy the "item_tester_hook()" function,
4450  * if that hook is set, and the "item_tester_tval", if that value is set.
4451  *
4452  * All "item_tester" restrictions are cleared before this function returns.
4453  *
4454  * The user is allowed to choose acceptable items from the equipment,
4455  * inventory, or floor, respectively, if the proper flag was given,
4456  * and there are any acceptable items in that location.
4457  *
4458  * The equipment or inventory are displayed (even if no acceptable
4459  * items are in that location) if the proper flag was given.
4460  *
4461  * If there are no acceptable items available anywhere, and "str" is
4462  * not NULL, then it will be used as the text of a warning message
4463  * before the function returns.
4464  *
4465  * Note that the user must press "-" to specify the item on the floor,
4466  * and there is no way to "examine" the item on the floor, while the
4467  * use of "capital" letters will "examine" an inventory/equipment item,
4468  * and prompt for its use.
4469  *
4470  * If a legal item is selected from the inventory, we save it in "cp"
4471  * directly (0 to 35), and return TRUE.
4472  *
4473  * If a legal item is selected from the floor, we save it in "cp" as
4474  * a negative (-1 to -511), and return TRUE.
4475  *
4476  * If no item is available, we do nothing to "cp", and we display a
4477  * warning message, using "str" if available, and return FALSE.
4478  *
4479  * If no item is selected, we do nothing to "cp", and return FALSE.
4480  *
4481  * Global "p_ptr->command_new" is used when viewing the inventory or equipment
4482  * to allow the user to enter a command while viewing those screens, and
4483  * also to induce "auto-enter" of stores, and other such stuff.
4484  *
4485  * Global "p_ptr->command_see" may be set before calling this function to start
4486  * out in "browse" mode.  It is cleared before this function returns.
4487  *
4488  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.
4489  * If it is TRUE then we are viewing inventory, else equipment.
4490  *
4491  * We always erase the prompt when we are done, leaving a blank line,
4492  * or a warning message, if appropriate, if no items are available.
4493  */
4494 bool get_item(int *cp, cptr pmt, cptr str, int mode)
4495 {
4496         s16b this_o_idx, next_o_idx = 0;
4497
4498         char which = ' ';
4499
4500         int j, k, i1, i2, e1, e2;
4501
4502         bool done, item;
4503
4504         bool oops = FALSE;
4505
4506         bool equip = FALSE;
4507         bool inven = FALSE;
4508         bool floor = FALSE;
4509
4510         bool allow_floor = FALSE;
4511
4512         bool toggle = FALSE;
4513
4514         char tmp_val[160];
4515         char out_val[160];
4516
4517         /* See cmd5.c */
4518         extern bool select_the_force;
4519
4520         int menu_line = (use_menu ? 1 : 0);
4521         int max_inven = 0;
4522         int max_equip = 0;
4523
4524 #ifdef ALLOW_REPEAT
4525
4526         static char prev_tag = '\0';
4527         char cur_tag = '\0';
4528
4529 #endif /* ALLOW_REPEAT */
4530
4531 #ifdef ALLOW_EASY_FLOOR /* TNB */
4532
4533         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
4534
4535 #endif /* ALLOW_EASY_FLOOR -- TNB */
4536
4537         /* Extract args */
4538         if (mode & USE_EQUIP) equip = TRUE;
4539         if (mode & USE_INVEN) inven = TRUE;
4540         if (mode & USE_FLOOR) floor = TRUE;
4541
4542 #ifdef ALLOW_REPEAT
4543
4544         /* Get the item index */
4545         if (repeat_pull(cp))
4546         {
4547                 /* the_force */
4548                 if (select_the_force && (*cp == INVEN_FORCE))
4549                 {
4550                         item_tester_tval = 0;
4551                         item_tester_hook = NULL;
4552                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4553                         return (TRUE);
4554                 }
4555
4556                 /* Floor item? */
4557                 else if (floor && (*cp < 0))
4558                 {
4559                         object_type *o_ptr;
4560
4561                         /* Special index */
4562                         k = 0 - (*cp);
4563
4564                         /* Acquire object */
4565                         o_ptr = &o_list[k];
4566
4567                         /* Validate the item */
4568                         if (item_tester_okay(o_ptr))
4569                         {
4570                                 /* Forget restrictions */
4571                                 item_tester_tval = 0;
4572                                 item_tester_hook = NULL;
4573                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4574
4575                                 /* Success */
4576                                 return TRUE;
4577                         }
4578                 }
4579
4580                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
4581                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
4582                 {
4583                         if (prev_tag && command_cmd)
4584                         {
4585                                 /* Look up the tag and validate the item */
4586                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
4587                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
4588                                 else if (!get_item_okay(k)) /* Reject */;
4589                                 else
4590                                 {
4591                                         /* Accept that choice */
4592                                         (*cp) = k;
4593
4594                                         /* Forget restrictions */
4595                                         item_tester_tval = 0;
4596                                         item_tester_hook = NULL;
4597                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4598
4599                                         /* Success */
4600                                         return TRUE;
4601                                 }
4602
4603                                 prev_tag = '\0'; /* prev_tag is no longer effective */
4604                         }
4605
4606                         /* Verify the item */
4607                         else if (get_item_okay(*cp))
4608                         {
4609                                 /* Forget restrictions */
4610                                 item_tester_tval = 0;
4611                                 item_tester_hook = NULL;
4612                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4613
4614                                 /* Success */
4615                                 return TRUE;
4616                         }
4617                 }
4618         }
4619
4620 #endif /* ALLOW_REPEAT */
4621
4622
4623         /* Paranoia XXX XXX XXX */
4624         msg_print(NULL);
4625
4626
4627         /* Not done */
4628         done = FALSE;
4629
4630         /* No item selected */
4631         item = FALSE;
4632
4633
4634         /* Full inventory */
4635         i1 = 0;
4636         i2 = INVEN_PACK - 1;
4637
4638         /* Forbid inventory */
4639         if (!inven) i2 = -1;
4640         else if (use_menu)
4641         {
4642                 for (j = 0; j < INVEN_PACK; j++)
4643                         if (item_tester_okay(&inventory[j])) max_inven++;
4644         }
4645
4646         /* Restrict inventory indexes */
4647         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
4648         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
4649
4650
4651         /* Full equipment */
4652         e1 = INVEN_RARM;
4653         e2 = INVEN_TOTAL - 1;
4654
4655         /* Forbid equipment */
4656         if (!equip) e2 = -1;
4657         else if (use_menu)
4658         {
4659                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
4660                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
4661                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
4662         }
4663
4664         /* Restrict equipment indexes */
4665         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
4666         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
4667
4668         if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
4669         {
4670                 if (p_ptr->migite)
4671                 {
4672                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
4673                 }
4674                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
4675         }
4676
4677
4678         /* Restrict floor usage */
4679         if (floor)
4680         {
4681                 /* Scan all objects in the grid */
4682                 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
4683                 {
4684                         object_type *o_ptr;
4685
4686                         /* Acquire object */
4687                         o_ptr = &o_list[this_o_idx];
4688
4689                         /* Acquire next object */
4690                         next_o_idx = o_ptr->next_o_idx;
4691
4692                         /* Accept the item on the floor if legal */
4693                         if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
4694                 }
4695         }
4696
4697         /* Require at least one legal choice */
4698         if (!allow_floor && (i1 > i2) && (e1 > e2))
4699         {
4700                 /* Cancel p_ptr->command_see */
4701                 command_see = FALSE;
4702
4703                 /* Oops */
4704                 oops = TRUE;
4705
4706                 /* Done */
4707                 done = TRUE;
4708
4709                 if (select_the_force) {
4710                     *cp = INVEN_FORCE;
4711                     item = TRUE;
4712                 }
4713         }
4714
4715         /* Analyze choices */
4716         else
4717         {
4718                 /* Hack -- Start on equipment if requested */
4719                 if (command_see && command_wrk && equip)
4720                 {
4721                         command_wrk = TRUE;
4722                 }
4723
4724                 /* Use inventory if allowed */
4725                 else if (inven)
4726                 {
4727                         command_wrk = FALSE;
4728                 }
4729
4730                 /* Use equipment if allowed */
4731                 else if (equip)
4732                 {
4733                         command_wrk = TRUE;
4734                 }
4735
4736                 /* Use inventory for floor */
4737                 else
4738                 {
4739                         command_wrk = FALSE;
4740                 }
4741         }
4742
4743
4744         /*
4745          * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
4746          */
4747         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
4748
4749         /* Hack -- start out in "display" mode */
4750         if (command_see)
4751         {
4752                 /* Save screen */
4753                 screen_save();
4754         }
4755
4756
4757         /* Repeat until done */
4758         while (!done)
4759         {
4760                 int get_item_label = 0;
4761
4762                 /* Show choices */
4763                 int ni = 0;
4764                 int ne = 0;
4765
4766                 /* Scan windows */
4767                 for (j = 0; j < 8; j++)
4768                 {
4769                         /* Unused */
4770                         if (!angband_term[j]) continue;
4771
4772                         /* Count windows displaying inven */
4773                         if (window_flag[j] & (PW_INVEN)) ni++;
4774
4775                         /* Count windows displaying equip */
4776                         if (window_flag[j] & (PW_EQUIP)) ne++;
4777                 }
4778
4779                 /* Toggle if needed */
4780                 if ((command_wrk && ni && !ne) ||
4781                     (!command_wrk && !ni && ne))
4782                 {
4783                         /* Toggle */
4784                         toggle_inven_equip();
4785
4786                         /* Track toggles */
4787                         toggle = !toggle;
4788                 }
4789
4790                 /* Update */
4791                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4792
4793                 /* Redraw windows */
4794                 window_stuff();
4795
4796
4797                 /* Inventory screen */
4798                 if (!command_wrk)
4799                 {
4800                         /* Redraw if needed */
4801                         if (command_see) get_item_label = show_inven(menu_line);
4802                 }
4803
4804                 /* Equipment screen */
4805                 else
4806                 {
4807                         /* Redraw if needed */
4808                         if (command_see) get_item_label = show_equip(menu_line);
4809                 }
4810
4811                 /* Viewing inventory */
4812                 if (!command_wrk)
4813                 {
4814                         /* Begin the prompt */
4815 #ifdef JP
4816                         sprintf(out_val, "»ý¤Áʪ:");
4817 #else
4818                         sprintf(out_val, "Inven:");
4819 #endif
4820
4821                         /* Some legal items */
4822                         if ((i1 <= i2) && !use_menu)
4823                         {
4824                                 /* Build the prompt */
4825 #ifdef JP
4826                                 sprintf(tmp_val, "%c-%c,'(',')',",
4827 #else
4828                                 sprintf(tmp_val, " %c-%c,'(',')',",
4829 #endif
4830                                         index_to_label(i1), index_to_label(i2));
4831
4832                                 /* Append */
4833                                 strcat(out_val, tmp_val);
4834                         }
4835
4836                         /* Indicate ability to "view" */
4837 #ifdef JP
4838                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
4839 #else
4840                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
4841 #endif
4842
4843                         /* Append */
4844 #ifdef JP
4845                         if (equip) strcat(out_val, format(" %s ÁõÈ÷ÉÊ,", use_menu ? "'4'or'6'" : "'/'"));
4846 #else
4847                         if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
4848 #endif
4849                 }
4850
4851                 /* Viewing equipment */
4852                 else
4853                 {
4854                         /* Begin the prompt */
4855 #ifdef JP
4856                         sprintf(out_val, "ÁõÈ÷ÉÊ:");
4857 #else
4858                         sprintf(out_val, "Equip:");
4859 #endif
4860
4861                         /* Some legal items */
4862                         if ((e1 <= e2) && !use_menu)
4863                         {
4864                                 /* Build the prompt */
4865 #ifdef JP
4866                                 sprintf(tmp_val, "%c-%c,'(',')',",
4867 #else
4868                                 sprintf(tmp_val, " %c-%c,'(',')',",
4869 #endif
4870                                         index_to_label(e1), index_to_label(e2));
4871
4872                                 /* Append */
4873                                 strcat(out_val, tmp_val);
4874                         }
4875
4876                         /* Indicate ability to "view" */
4877 #ifdef JP
4878                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
4879 #else
4880                         if (!command_see) strcat(out_val, " * to see,");
4881 #endif
4882
4883                         /* Append */
4884 #ifdef JP
4885                         if (inven) strcat(out_val, format(" %s »ý¤Áʪ,", use_menu ? "'4'or'6'" : "'/'"));
4886 #else
4887                         if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
4888 #endif
4889                 }
4890
4891                 /* Indicate legality of the "floor" item */
4892 #ifdef JP
4893                 if (allow_floor) strcat(out_val, " '-'¾²¾å,");
4894                 if (select_the_force) strcat(out_val, " 'w'Îýµ¤½Ñ,");
4895 #else
4896                 if (allow_floor) strcat(out_val, " - for floor,");
4897                 if (select_the_force) strcat(out_val, " w for the Force,");
4898 #endif
4899
4900                 /* Finish the prompt */
4901                 strcat(out_val, " ESC");
4902
4903                 /* Build the prompt */
4904                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4905
4906                 /* Show the prompt */
4907                 prt(tmp_val, 0, 0);
4908
4909                 /* Get a key */
4910                 which = inkey();
4911
4912                 if (use_menu)
4913                 {
4914                 int max_line = (command_wrk ? max_equip : max_inven);
4915                 switch (which)
4916                 {
4917                         case ESCAPE:
4918                         case 'z':
4919                         case 'Z':
4920                         case '0':
4921                         {
4922                                 done = TRUE;
4923                                 break;
4924                         }
4925
4926                         case '8':
4927                         case 'k':
4928                         case 'K':
4929                         {
4930                                 menu_line += (max_line - 1);
4931                                 break;
4932                         }
4933
4934                         case '2':
4935                         case 'j':
4936                         case 'J':
4937                         {
4938                                 menu_line++;
4939                                 break;
4940                         }
4941
4942                         case '4':
4943                         case '6':
4944                         case 'h':
4945                         case 'H':
4946                         case 'l':
4947                         case 'L':
4948                         {
4949                                 /* Verify legality */
4950                                 if (!inven || !equip)
4951                                 {
4952                                         bell();
4953                                         break;
4954                                 }
4955
4956                                 /* Hack -- Fix screen */
4957                                 if (command_see)
4958                                 {
4959                                         /* Load screen */
4960                                         screen_load();
4961
4962                                         /* Save screen */
4963                                         screen_save();
4964                                 }
4965
4966                                 /* Switch inven/equip */
4967                                 command_wrk = !command_wrk;
4968                                 max_line = (command_wrk ? max_equip : max_inven);
4969                                 if (menu_line > max_line) menu_line = max_line;
4970
4971                                 /* Need to redraw */
4972                                 break;
4973                         }
4974
4975                         case 'x':
4976                         case 'X':
4977                         case '\r':
4978                         case '\n':
4979                         {
4980                                 if (command_wrk == USE_FLOOR)
4981                                 {
4982                                         /* Special index */
4983                                         (*cp) = -get_item_label;
4984                                 }
4985                                 else
4986                                 {
4987                                         /* Validate the item */
4988                                         if (!get_item_okay(get_item_label))
4989                                         {
4990                                                 bell();
4991                                                 break;
4992                                         }
4993
4994                                         /* Allow player to "refuse" certain actions */
4995                                         if (!get_item_allow(get_item_label))
4996                                         {
4997                                                 done = TRUE;
4998                                                 break;
4999                                         }
5000
5001                                         /* Accept that choice */
5002                                         (*cp) = get_item_label;
5003                                 }
5004
5005                                 item = TRUE;
5006                                 done = TRUE;
5007                                 break;
5008                         }
5009                         case 'w':
5010                         {
5011                                 if (select_the_force) {
5012                                         *cp = INVEN_FORCE;
5013                                         item = TRUE;
5014                                         done = TRUE;
5015                                         break;
5016                                 }
5017                         }
5018                 }
5019                 if (menu_line > max_line) menu_line -= max_line;
5020                 }
5021                 else
5022                 {
5023                 /* Parse it */
5024                 switch (which)
5025                 {
5026                         case ESCAPE:
5027                         {
5028                                 done = TRUE;
5029                                 break;
5030                         }
5031
5032                         case '*':
5033                         case '?':
5034                         case ' ':
5035                         {
5036                                 /* Hide the list */
5037                                 if (command_see)
5038                                 {
5039                                         /* Flip flag */
5040                                         command_see = FALSE;
5041
5042                                         /* Load screen */
5043                                         screen_load();
5044                                 }
5045
5046                                 /* Show the list */
5047                                 else
5048                                 {
5049                                         /* Save screen */
5050                                         screen_save();
5051
5052                                         /* Flip flag */
5053                                         command_see = TRUE;
5054                                 }
5055                                 break;
5056                         }
5057
5058                         case '/':
5059                         {
5060                                 /* Verify legality */
5061                                 if (!inven || !equip)
5062                                 {
5063                                         bell();
5064                                         break;
5065                                 }
5066
5067                                 /* Hack -- Fix screen */
5068                                 if (command_see)
5069                                 {
5070                                         /* Load screen */
5071                                         screen_load();
5072
5073                                         /* Save screen */
5074                                         screen_save();
5075                                 }
5076
5077                                 /* Switch inven/equip */
5078                                 command_wrk = !command_wrk;
5079
5080                                 /* Need to redraw */
5081                                 break;
5082                         }
5083
5084                         case '-':
5085                         {
5086                                 /* Use floor item */
5087                                 if (allow_floor)
5088                                 {
5089                                         /* Scan all objects in the grid */
5090                                         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5091                                         {
5092                                                 object_type *o_ptr;
5093
5094                                                 /* Acquire object */
5095                                                 o_ptr = &o_list[this_o_idx];
5096
5097                                                 /* Acquire next object */
5098                                                 next_o_idx = o_ptr->next_o_idx;
5099
5100                                                 /* Validate the item */
5101                                                 if (!item_tester_okay(o_ptr)) continue;
5102
5103                                                 /* Special index */
5104                                                 k = 0 - this_o_idx;
5105
5106                                                 /* Verify the item (if required) */
5107 #ifdef JP
5108 if (other_query_flag && !verify("ËÜÅö¤Ë", k)) continue;
5109 #else
5110                                                 if (other_query_flag && !verify("Try", k)) continue;
5111 #endif
5112
5113
5114                                                 /* Allow player to "refuse" certain actions */
5115                                                 if (!get_item_allow(k)) continue;
5116
5117                                                 /* Accept that choice */
5118                                                 (*cp) = k;
5119                                                 item = TRUE;
5120                                                 done = TRUE;
5121                                                 break;
5122                                         }
5123
5124                                         /* Outer break */
5125                                         if (done) break;
5126                                 }
5127
5128                                 /* Oops */
5129                                 bell();
5130                                 break;
5131                         }
5132
5133                         case '0':
5134                         case '1': case '2': case '3':
5135                         case '4': case '5': case '6':
5136                         case '7': case '8': case '9':
5137                         {
5138                                 /* Look up the tag */
5139                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
5140                                 {
5141                                         bell();
5142                                         break;
5143                                 }
5144
5145                                 /* Hack -- Validate the item */
5146                                 if ((k < INVEN_RARM) ? !inven : !equip)
5147                                 {
5148                                         bell();
5149                                         break;
5150                                 }
5151
5152                                 /* Validate the item */
5153                                 if (!get_item_okay(k))
5154                                 {
5155                                         bell();
5156                                         break;
5157                                 }
5158
5159                                 /* Allow player to "refuse" certain actions */
5160                                 if (!get_item_allow(k))
5161                                 {
5162                                         done = TRUE;
5163                                         break;
5164                                 }
5165
5166                                 /* Accept that choice */
5167                                 (*cp) = k;
5168                                 item = TRUE;
5169                                 done = TRUE;
5170 #ifdef ALLOW_REPEAT
5171                                 cur_tag = which;
5172 #endif /* ALLOW_REPEAT */
5173                                 break;
5174                         }
5175
5176 #if 0
5177                         case '\n':
5178                         case '\r':
5179                         {
5180                                 /* Choose "default" inventory item */
5181                                 if (!command_wrk)
5182                                 {
5183                                         k = ((i1 == i2) ? i1 : -1);
5184                                 }
5185
5186                                 /* Choose "default" equipment item */
5187                                 else
5188                                 {
5189                                         k = ((e1 == e2) ? e1 : -1);
5190                                 }
5191
5192                                 /* Validate the item */
5193                                 if (!get_item_okay(k))
5194                                 {
5195                                         bell();
5196                                         break;
5197                                 }
5198
5199                                 /* Allow player to "refuse" certain actions */
5200                                 if (!get_item_allow(k))
5201                                 {
5202                                         done = TRUE;
5203                                         break;
5204                                 }
5205
5206                                 /* Accept that choice */
5207                                 (*cp) = k;
5208                                 item = TRUE;
5209                                 done = TRUE;
5210                                 break;
5211                         }
5212 #endif
5213
5214                         case 'w':
5215                         {
5216                                 if (select_the_force) {
5217                                         *cp = INVEN_FORCE;
5218                                         item = TRUE;
5219                                         done = TRUE;
5220                                         break;
5221                                 }
5222
5223                                 /* Fall through */
5224                         }
5225
5226                         default:
5227                         {
5228                                 int ver;
5229                                 bool not_found = FALSE;
5230
5231                                 /* Look up the alphabetical tag */
5232                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
5233                                 {
5234                                         not_found = TRUE;
5235                                 }
5236
5237                                 /* Hack -- Validate the item */
5238                                 else if ((k < INVEN_RARM) ? !inven : !equip)
5239                                 {
5240                                         not_found = TRUE;
5241                                 }
5242
5243                                 /* Validate the item */
5244                                 else if (!get_item_okay(k))
5245                                 {
5246                                         not_found = TRUE;
5247                                 }
5248
5249                                 if (!not_found)
5250                                 {
5251                                         /* Accept that choice */
5252                                         (*cp) = k;
5253                                         item = TRUE;
5254                                         done = TRUE;
5255 #ifdef ALLOW_REPEAT
5256                                         cur_tag = which;
5257 #endif /* ALLOW_REPEAT */
5258                                         break;
5259                                 }
5260
5261                                 /* Extract "query" setting */
5262                                 ver = isupper(which);
5263                                 which = tolower(which);
5264
5265                                 /* Convert letter to inventory index */
5266                                 if (!command_wrk)
5267                                 {
5268                                         if (which == '(') k = i1;
5269                                         else if (which == ')') k = i2;
5270                                         else k = label_to_inven(which);
5271                                 }
5272
5273                                 /* Convert letter to equipment index */
5274                                 else
5275                                 {
5276                                         if (which == '(') k = e1;
5277                                         else if (which == ')') k = e2;
5278                                         else k = label_to_equip(which);
5279                                 }
5280
5281                                 /* Validate the item */
5282                                 if (!get_item_okay(k))
5283                                 {
5284                                         bell();
5285                                         break;
5286                                 }
5287
5288                                 /* Verify the item */
5289 #ifdef JP
5290 if (ver && !verify("ËÜÅö¤Ë", k))
5291 #else
5292                                 if (ver && !verify("Try", k))
5293 #endif
5294
5295                                 {
5296                                         done = TRUE;
5297                                         break;
5298                                 }
5299
5300                                 /* Allow player to "refuse" certain actions */
5301                                 if (!get_item_allow(k))
5302                                 {
5303                                         done = TRUE;
5304                                         break;
5305                                 }
5306
5307                                 /* Accept that choice */
5308                                 (*cp) = k;
5309                                 item = TRUE;
5310                                 done = TRUE;
5311                                 break;
5312                         }
5313                 }
5314                 }
5315         }
5316
5317
5318         /* Fix the screen if necessary */
5319         if (command_see)
5320         {
5321                 /* Load screen */
5322                 screen_load();
5323
5324                 /* Hack -- Cancel "display" */
5325                 command_see = FALSE;
5326         }
5327
5328
5329         /* Forget the item_tester_tval restriction */
5330         item_tester_tval = 0;
5331
5332         item_tester_no_ryoute = FALSE;
5333
5334         /* Forget the item_tester_hook restriction */
5335         item_tester_hook = NULL;
5336
5337
5338         /* Clean up  'show choices' */
5339         /* Toggle again if needed */
5340         if (toggle) toggle_inven_equip();
5341
5342         /* Update */
5343         p_ptr->window |= (PW_INVEN | PW_EQUIP);
5344
5345         /* Window stuff */
5346         window_stuff();
5347
5348
5349         /* Clear the prompt line */
5350         prt("", 0, 0);
5351
5352         /* Warning if needed */
5353         if (oops && str) msg_print(str);
5354
5355         if (item)
5356         {
5357 #ifdef ALLOW_REPEAT
5358                 repeat_push(*cp);
5359                 if (command_cmd) prev_tag = cur_tag;
5360 #endif /* ALLOW_REPEAT */
5361
5362                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5363         }
5364
5365         /* Result */
5366         return (item);
5367 }
5368
5369
5370 #ifdef ALLOW_EASY_FLOOR
5371
5372 /*
5373  * scan_floor --
5374  *
5375  * Return a list of o_list[] indexes of items at the given cave
5376  * location. Valid flags are:
5377  *
5378  *              mode & 0x01 -- Item tester
5379  *              mode & 0x02 -- Marked items only
5380  *              mode & 0x04 -- Stop after first
5381  */
5382 int scan_floor(int *items, int y, int x, int mode)
5383 {
5384         int this_o_idx, next_o_idx;
5385
5386         int num = 0;
5387
5388         /* Sanity */
5389         if (!in_bounds(y, x)) return 0;
5390
5391         /* Scan all objects in the grid */
5392         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5393         {
5394                 object_type *o_ptr;
5395
5396                 /* Acquire object */
5397                 o_ptr = &o_list[this_o_idx];
5398
5399                 /* Acquire next object */
5400                 next_o_idx = o_ptr->next_o_idx;
5401
5402                 /* Item tester */
5403                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
5404
5405                 /* Marked */
5406                 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
5407
5408                 /* Accept this item */
5409                 /* XXX Hack -- Enforce limit */
5410                 if (num < 23)
5411                         items[num] = this_o_idx;
5412
5413                 num++;
5414
5415                 /* Only one */
5416                 if (mode & 0x04) break;
5417         }
5418
5419         /* Result */
5420         return num;
5421 }
5422
5423
5424 /*
5425  * Display a list of the items on the floor at the given location.
5426  */
5427 int show_floor(int target_item, int y, int x, int *min_width)
5428 {
5429         int i, j, k, l;
5430         int col, len;
5431
5432         object_type *o_ptr;
5433
5434         char o_name[MAX_NLEN];
5435
5436         char tmp_val[80];
5437
5438         int out_index[23];
5439         byte out_color[23];
5440         char out_desc[23][MAX_NLEN];
5441         int target_item_label = 0;
5442
5443         int floor_list[23], floor_num;
5444         int wid, hgt;
5445         char floor_label[52 + 1];
5446
5447         bool dont_need_to_show_weights = TRUE;
5448
5449         /* Get size */
5450         Term_get_size(&wid, &hgt);
5451
5452         /* Default length */
5453         len = MAX((*min_width), 20);
5454
5455
5456         /* Scan for objects in the grid, using item_tester_okay() */
5457         floor_num = scan_floor(floor_list, y, x, 0x03);
5458
5459         /* Display the floor objects */
5460         for (k = 0, i = 0; i < floor_num && i < 23; i++)
5461         {
5462                 o_ptr = &o_list[floor_list[i]];
5463
5464                 /* Describe the object */
5465                 object_desc(o_name, o_ptr, 0);
5466
5467                 /* Save the index */
5468                 out_index[k] = i;
5469
5470                 /* Acquire inventory color */
5471                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
5472
5473                 /* Save the object description */
5474                 strcpy(out_desc[k], o_name);
5475
5476                 /* Find the predicted "line length" */
5477                 l = strlen(out_desc[k]) + 5;
5478
5479                 /* Be sure to account for the weight */
5480                 if (show_weights) l += 9;
5481
5482                 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
5483
5484                 /* Maintain the maximum length */
5485                 if (l > len) len = l;
5486
5487                 /* Advance to next "line" */
5488                 k++;
5489         }
5490
5491         if (show_weights && dont_need_to_show_weights) len -= 9;
5492
5493         /* Save width */
5494         *min_width = len;
5495
5496         /* Find the column to start in */
5497         col = (len > wid - 4) ? 0 : (wid - len - 1);
5498
5499         prepare_label_string_floor(floor_label, floor_list, floor_num);
5500
5501         /* Output each entry */
5502         for (j = 0; j < k; j++)
5503         {
5504                 /* Get the index */
5505                 i = floor_list[out_index[j]];
5506
5507                 /* Get the item */
5508                 o_ptr = &o_list[i];
5509
5510                 /* Clear the line */
5511                 prt("", j + 1, col ? col - 2 : col);
5512
5513                 if (use_menu && target_item)
5514                 {
5515                         if (j == (target_item-1))
5516                         {
5517 #ifdef JP
5518                                 strcpy(tmp_val, "¡Õ");
5519 #else
5520                                 strcpy(tmp_val, "> ");
5521 #endif
5522                                 target_item_label = i;
5523                         }
5524                         else strcpy(tmp_val, "   ");
5525                 }
5526                 else
5527                 {
5528                         /* Prepare an index --(-- */
5529                         sprintf(tmp_val, "%c)", floor_label[j]);
5530                 }
5531
5532                 /* Clear the line with the (possibly indented) index */
5533                 put_str(tmp_val, j + 1, col);
5534
5535                 /* Display the entry itself */
5536                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
5537
5538                 /* Display the weight if needed */
5539                 if (show_weights && (o_ptr->tval != TV_GOLD))
5540                 {
5541                         int wgt = o_ptr->weight * o_ptr->number;
5542 #ifdef JP
5543                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
5544 #else
5545                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
5546 #endif
5547
5548                         prt(tmp_val, j + 1, wid - 9);
5549                 }
5550         }
5551
5552         /* Make a "shadow" below the list (only if needed) */
5553         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
5554
5555         return target_item_label;
5556 }
5557
5558 /*
5559  * This version of get_item() is called by get_item() when
5560  * the easy_floor is on.
5561  */
5562 bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
5563 {
5564         char n1 = ' ', n2 = ' ', which = ' ';
5565
5566         int j, k, i1, i2, e1, e2;
5567
5568         bool done, item;
5569
5570         bool oops = FALSE;
5571
5572         /* Extract args */
5573         bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
5574         bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
5575         bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
5576
5577         bool allow_equip = FALSE;
5578         bool allow_inven = FALSE;
5579         bool allow_floor = FALSE;
5580
5581         bool toggle = FALSE;
5582
5583         char tmp_val[160];
5584         char out_val[160];
5585
5586         int floor_num, floor_list[23], floor_top = 0;
5587         int min_width = 0;
5588
5589         extern bool select_the_force;
5590
5591         int menu_line = (use_menu ? 1 : 0);
5592         int max_inven = 0;
5593         int max_equip = 0;
5594
5595 #ifdef ALLOW_REPEAT
5596
5597         static char prev_tag = '\0';
5598         char cur_tag = '\0';
5599
5600         /* Get the item index */
5601         if (repeat_pull(cp))
5602         {
5603                 /* the_force */
5604                 if (select_the_force && (*cp == INVEN_FORCE))
5605                 {
5606                         item_tester_tval = 0;
5607                         item_tester_hook = NULL;
5608                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5609                         return (TRUE);
5610                 }
5611
5612                 /* Floor item? */
5613                 else if (floor && (*cp < 0))
5614                 {
5615                         if (prev_tag && command_cmd)
5616                         {
5617                                 /* Scan all objects in the grid */
5618                                 floor_num = scan_floor(floor_list, py, px, 0x03);
5619
5620                                 /* Look up the tag */
5621                                 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
5622                                 {
5623                                         /* Accept that choice */
5624                                         (*cp) = 0 - floor_list[k];
5625
5626                                         /* Forget restrictions */
5627                                         item_tester_tval = 0;
5628                                         item_tester_hook = NULL;
5629                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5630
5631                                         /* Success */
5632                                         return TRUE;
5633                                 }
5634
5635                                 prev_tag = '\0'; /* prev_tag is no longer effective */
5636                         }
5637
5638                         /* Validate the item */
5639                         else if (item_tester_okay(&o_list[0 - (*cp)]))
5640                         {
5641                                 /* Forget restrictions */
5642                                 item_tester_tval = 0;
5643                                 item_tester_hook = NULL;
5644                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5645
5646                                 /* Success */
5647                                 return TRUE;
5648                         }
5649                 }
5650
5651                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
5652                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
5653                 {
5654                         if (prev_tag && command_cmd)
5655                         {
5656                                 /* Look up the tag and validate the item */
5657                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
5658                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
5659                                 else if (!get_item_okay(k)) /* Reject */;
5660                                 else
5661                                 {
5662                                         /* Accept that choice */
5663                                         (*cp) = k;
5664
5665                                         /* Forget restrictions */
5666                                         item_tester_tval = 0;
5667                                         item_tester_hook = NULL;
5668                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5669
5670                                         /* Success */
5671                                         return TRUE;
5672                                 }
5673
5674                                 prev_tag = '\0'; /* prev_tag is no longer effective */
5675                         }
5676
5677                         /* Verify the item */
5678                         else if (get_item_okay(*cp))
5679                         {
5680                                 /* Forget restrictions */
5681                                 item_tester_tval = 0;
5682                                 item_tester_hook = NULL;
5683                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5684
5685                                 /* Success */
5686                                 return TRUE;
5687                         }
5688                 }
5689         }
5690
5691 #endif /* ALLOW_REPEAT */
5692
5693
5694         /* Paranoia XXX XXX XXX */
5695         msg_print(NULL);
5696
5697
5698         /* Not done */
5699         done = FALSE;
5700
5701         /* No item selected */
5702         item = FALSE;
5703
5704
5705         /* Full inventory */
5706         i1 = 0;
5707         i2 = INVEN_PACK - 1;
5708
5709         /* Forbid inventory */
5710         if (!inven) i2 = -1;
5711         else if (use_menu)
5712         {
5713                 for (j = 0; j < INVEN_PACK; j++)
5714                         if (item_tester_okay(&inventory[j])) max_inven++;
5715         }
5716
5717         /* Restrict inventory indexes */
5718         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
5719         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
5720
5721
5722         /* Full equipment */
5723         e1 = INVEN_RARM;
5724         e2 = INVEN_TOTAL - 1;
5725
5726         /* Forbid equipment */
5727         if (!equip) e2 = -1;
5728         else if (use_menu)
5729         {
5730                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
5731                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
5732                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
5733         }
5734
5735         /* Restrict equipment indexes */
5736         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
5737         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
5738
5739         if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
5740         {
5741                 if (p_ptr->migite)
5742                 {
5743                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
5744                 }
5745                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
5746         }
5747
5748
5749         /* Count "okay" floor items */
5750         floor_num = 0;
5751
5752         /* Restrict floor usage */
5753         if (floor)
5754         {
5755                 /* Scan all objects in the grid */
5756                 floor_num = scan_floor(floor_list, py, px, 0x03);
5757         }
5758
5759         /* Accept inventory */
5760         if (i1 <= i2) allow_inven = TRUE;
5761
5762         /* Accept equipment */
5763         if (e1 <= e2) allow_equip = TRUE;
5764
5765         /* Accept floor */
5766         if (floor_num) allow_floor = TRUE;
5767
5768         /* Require at least one legal choice */
5769         if (!allow_inven && !allow_equip && !allow_floor)
5770         {
5771                 /* Cancel p_ptr->command_see */
5772                 command_see = FALSE;
5773
5774                 /* Oops */
5775                 oops = TRUE;
5776
5777                 /* Done */
5778                 done = TRUE;
5779
5780                 if (select_the_force) {
5781                     *cp = INVEN_FORCE;
5782                     item = TRUE;
5783                 }
5784         }
5785
5786         /* Analyze choices */
5787         else
5788         {
5789                 /* Hack -- Start on equipment if requested */
5790                 if (command_see && (command_wrk == (USE_EQUIP))
5791                         && allow_equip)
5792                 {
5793                         command_wrk = (USE_EQUIP);
5794                 }
5795
5796                 /* Use inventory if allowed */
5797                 else if (allow_inven)
5798                 {
5799                         command_wrk = (USE_INVEN);
5800                 }
5801
5802                 /* Use equipment if allowed */
5803                 else if (allow_equip)
5804                 {
5805                         command_wrk = (USE_EQUIP);
5806                 }
5807
5808                 /* Use floor if allowed */
5809                 else if (allow_floor)
5810                 {
5811                         command_wrk = (USE_FLOOR);
5812                 }
5813         }
5814
5815         /*
5816          * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
5817          */
5818         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
5819
5820         /* Hack -- start out in "display" mode */
5821         if (command_see)
5822         {
5823                 /* Save screen */
5824                 screen_save();
5825         }
5826
5827         /* Repeat until done */
5828         while (!done)
5829         {
5830                 int get_item_label = 0;
5831
5832                 /* Show choices */
5833                 int ni = 0;
5834                 int ne = 0;
5835
5836                 /* Scan windows */
5837                 for (j = 0; j < 8; j++)
5838                 {
5839                         /* Unused */
5840                         if (!angband_term[j]) continue;
5841
5842                         /* Count windows displaying inven */
5843                         if (window_flag[j] & (PW_INVEN)) ni++;
5844
5845                         /* Count windows displaying equip */
5846                         if (window_flag[j] & (PW_EQUIP)) ne++;
5847                 }
5848
5849                 /* Toggle if needed */
5850                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
5851                     (command_wrk == (USE_INVEN) && !ni && ne))
5852                 {
5853                         /* Toggle */
5854                         toggle_inven_equip();
5855
5856                         /* Track toggles */
5857                         toggle = !toggle;
5858                 }
5859
5860                 /* Update */
5861                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5862
5863                 /* Redraw windows */
5864                 window_stuff();
5865
5866                 /* Inventory screen */
5867                 if (command_wrk == (USE_INVEN))
5868                 {
5869                         /* Extract the legal requests */
5870                         n1 = I2A(i1);
5871                         n2 = I2A(i2);
5872
5873                         /* Redraw if needed */
5874                         if (command_see) get_item_label = show_inven(menu_line);
5875                 }
5876
5877                 /* Equipment screen */
5878                 else if (command_wrk == (USE_EQUIP))
5879                 {
5880                         /* Extract the legal requests */
5881                         n1 = I2A(e1 - INVEN_RARM);
5882                         n2 = I2A(e2 - INVEN_RARM);
5883
5884                         /* Redraw if needed */
5885                         if (command_see) get_item_label = show_equip(menu_line);
5886                 }
5887
5888                 /* Floor screen */
5889                 else if (command_wrk == (USE_FLOOR))
5890                 {
5891                         j = floor_top;
5892                         k = MIN(floor_top + 23, floor_num) - 1;
5893
5894                         /* Extract the legal requests */
5895                         n1 = I2A(j - floor_top);
5896                         n2 = I2A(k - floor_top);
5897
5898                         /* Redraw if needed */
5899                         if (command_see) get_item_label = show_floor(menu_line, py, px, &min_width);
5900                 }
5901
5902                 /* Viewing inventory */
5903                 if (command_wrk == (USE_INVEN))
5904                 {
5905                         /* Begin the prompt */
5906 #ifdef JP
5907                         sprintf(out_val, "»ý¤Áʪ:");
5908 #else
5909                         sprintf(out_val, "Inven:");
5910 #endif
5911
5912                         if (!use_menu)
5913                         {
5914                                 /* Build the prompt */
5915 #ifdef JP
5916                                 sprintf(tmp_val, "%c-%c,'(',')',",
5917 #else
5918                                 sprintf(tmp_val, " %c-%c,'(',')',",
5919 #endif
5920                                         index_to_label(i1), index_to_label(i2));
5921
5922                                 /* Append */
5923                                 strcat(out_val, tmp_val);
5924                         }
5925
5926                         /* Indicate ability to "view" */
5927 #ifdef JP
5928                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
5929 #else
5930                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
5931 #endif
5932
5933                         /* Append */
5934                         if (allow_equip)
5935                         {
5936 #ifdef JP
5937                                 if (!use_menu)
5938                                         strcat(out_val, " '/' ÁõÈ÷ÉÊ,");
5939                                 else if (allow_floor)
5940                                         strcat(out_val, " '6' ÁõÈ÷ÉÊ,");
5941                                 else
5942                                         strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
5943 #else
5944                                 if (!use_menu)
5945                                         strcat(out_val, " / for Equip,");
5946                                 else if (allow_floor)
5947                                         strcat(out_val, " 6 for Equip,");
5948                                 else
5949                                         strcat(out_val, " 4 or 6 for Equip,");
5950 #endif
5951                         }
5952
5953                         /* Append */
5954                         if (allow_floor)
5955                         {
5956 #ifdef JP
5957                                 if (!use_menu)
5958                                         strcat(out_val, " '-'¾²¾å,");
5959                                 else if (allow_equip)
5960                                         strcat(out_val, " '4' ¾²¾å,");
5961                                 else
5962                                         strcat(out_val, " '4'or'6' ¾²¾å,");
5963 #else
5964                                 if (!use_menu)
5965                                         strcat(out_val, " - for floor,");
5966                                 else if (allow_equip)
5967                                         strcat(out_val, " 4 for floor,");
5968                                 else
5969                                         strcat(out_val, " 4 or 6 for floor,");
5970 #endif
5971                         }
5972                 }
5973
5974                 /* Viewing equipment */
5975                 else if (command_wrk == (USE_EQUIP))
5976                 {
5977                         /* Begin the prompt */
5978 #ifdef JP
5979                         sprintf(out_val, "ÁõÈ÷ÉÊ:");
5980 #else
5981                         sprintf(out_val, "Equip:");
5982 #endif
5983
5984                         if (!use_menu)
5985                         {
5986                                 /* Build the prompt */
5987 #ifdef JP
5988                                 sprintf(tmp_val, "%c-%c,'(',')',",
5989 #else
5990                                 sprintf(tmp_val, " %c-%c,'(',')',",
5991 #endif
5992                                         index_to_label(e1), index_to_label(e2));
5993
5994                                 /* Append */
5995                                 strcat(out_val, tmp_val);
5996                         }
5997
5998                         /* Indicate ability to "view" */
5999 #ifdef JP
6000                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6001 #else
6002                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6003 #endif
6004
6005                         /* Append */
6006                         if (allow_inven)
6007                         {
6008 #ifdef JP
6009                                 if (!use_menu)
6010                                         strcat(out_val, " '/' »ý¤Áʪ,");
6011                                 else if (allow_floor)
6012                                         strcat(out_val, " '4' »ý¤Áʪ,");
6013                                 else
6014                                         strcat(out_val, " '4'or'6' »ý¤Áʪ,");
6015 #else
6016                                 if (!use_menu)
6017                                         strcat(out_val, " / for Inven,");
6018                                 else if (allow_floor)
6019                                         strcat(out_val, " 4 for Inven,");
6020                                 else
6021                                         strcat(out_val, " 4 or 6 for Inven,");
6022 #endif
6023                         }
6024
6025                         /* Append */
6026                         if (allow_floor)
6027                         {
6028 #ifdef JP
6029                                 if (!use_menu)
6030                                         strcat(out_val, " '-'¾²¾å,");
6031                                 else if (allow_inven)
6032                                         strcat(out_val, " '6' ¾²¾å,");
6033                                 else
6034                                         strcat(out_val, " '4'or'6' ¾²¾å,");
6035 #else
6036                                 if (!use_menu)
6037                                         strcat(out_val, " - for floor,");
6038                                 else if (allow_inven)
6039                                         strcat(out_val, " 6 for floor,");
6040                                 else
6041                                         strcat(out_val, " 4 or 6 for floor,");
6042 #endif
6043                         }
6044                 }
6045
6046                 /* Viewing floor */
6047                 else if (command_wrk == (USE_FLOOR))
6048                 {
6049                         /* Begin the prompt */
6050 #ifdef JP
6051                         sprintf(out_val, "¾²¾å:");
6052 #else
6053                         sprintf(out_val, "Floor:");
6054 #endif
6055
6056                         if (!use_menu)
6057                         {
6058                                 /* Build the prompt */
6059 #ifdef JP
6060                                 sprintf(tmp_val, "%c-%c,'(',')',", n1, n2);
6061 #else
6062                                 sprintf(tmp_val, " %c-%c,'(',')',", n1, n2);
6063 #endif
6064
6065                                 /* Append */
6066                                 strcat(out_val, tmp_val);
6067                         }
6068
6069                         /* Indicate ability to "view" */
6070 #ifdef JP
6071                         if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6072 #else
6073                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6074 #endif
6075
6076                         if (use_menu)
6077                         {
6078                                 if (allow_inven && allow_equip)
6079                                 {
6080 #ifdef JP
6081                                         strcat(out_val, " '4' ÁõÈ÷ÉÊ, '6' »ý¤Áʪ,");
6082 #else
6083                                         strcat(out_val, " 4 for Equip, 6 for Inven,");
6084 #endif
6085                                 }
6086                                 else if (allow_inven)
6087                                 {
6088 #ifdef JP
6089                                         strcat(out_val, " '4'or'6' »ý¤Áʪ,");
6090 #else
6091                                         strcat(out_val, " 4 or 6 for Inven,");
6092 #endif
6093                                 }
6094                                 else if (allow_equip)
6095                                 {
6096 #ifdef JP
6097                                         strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
6098 #else
6099                                         strcat(out_val, " 4 or 6 for Equip,");
6100 #endif
6101                                 }
6102                         }
6103                         /* Append */
6104                         else if (allow_inven)
6105                         {
6106 #ifdef JP
6107                                 strcat(out_val, " '/' »ý¤Áʪ,");
6108 #else
6109                                 strcat(out_val, " / for Inven,");
6110 #endif
6111                         }
6112                         else if (allow_equip)
6113                         {
6114 #ifdef JP
6115                                 strcat(out_val, " '/'ÁõÈ÷ÉÊ,");
6116 #else
6117                                 strcat(out_val, " / for Equip,");
6118 #endif
6119                         }
6120
6121                         /* Append */
6122                         if (command_see && !use_menu)
6123                         {
6124 #ifdef JP
6125                                 strcat(out_val, " Enter ¼¡,");
6126 #else
6127                                 strcat(out_val, " Enter for scroll down,");
6128 #endif
6129                         }
6130                 }
6131
6132                 /* Append */
6133 #ifdef JP
6134                 if (select_the_force) strcat(out_val, " 'w'Îýµ¤½Ñ,");
6135 #else
6136                 if (select_the_force) strcat(out_val, " w for the Force,");
6137 #endif
6138
6139                 /* Finish the prompt */
6140                 strcat(out_val, " ESC");
6141
6142                 /* Build the prompt */
6143                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
6144
6145                 /* Show the prompt */
6146                 prt(tmp_val, 0, 0);
6147
6148                 /* Get a key */
6149                 which = inkey();
6150
6151                 if (use_menu)
6152                 {
6153                 int max_line = 1;
6154                 if (command_wrk == USE_INVEN) max_line = max_inven;
6155                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
6156                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
6157                 switch (which)
6158                 {
6159                         case ESCAPE:
6160                         case 'z':
6161                         case 'Z':
6162                         case '0':
6163                         {
6164                                 done = TRUE;
6165                                 break;
6166                         }
6167
6168                         case '8':
6169                         case 'k':
6170                         case 'K':
6171                         {
6172                                 menu_line += (max_line - 1);
6173                                 break;
6174                         }
6175
6176                         case '2':
6177                         case 'j':
6178                         case 'J':
6179                         {
6180                                 menu_line++;
6181                                 break;
6182                         }
6183
6184                         case '4':
6185                         case 'h':
6186                         case 'H':
6187                         {
6188                                 /* Verify legality */
6189                                 if (command_wrk == (USE_INVEN))
6190                                 {
6191                                         if (allow_floor) command_wrk = USE_FLOOR;
6192                                         else if (allow_equip) command_wrk = USE_EQUIP;
6193                                         else
6194                                         {
6195                                                 bell();
6196                                                 break;
6197                                         }
6198                                 }
6199                                 else if (command_wrk == (USE_EQUIP))
6200                                 {
6201                                         if (allow_inven) command_wrk = USE_INVEN;
6202                                         else if (allow_floor) command_wrk = USE_FLOOR;
6203                                         else
6204                                         {
6205                                                 bell();
6206                                                 break;
6207                                         }
6208                                 }
6209                                 else if (command_wrk == (USE_FLOOR))
6210                                 {
6211                                         if (allow_equip) command_wrk = USE_EQUIP;
6212                                         else if (allow_inven) command_wrk = USE_INVEN;
6213                                         else
6214                                         {
6215                                                 bell();
6216                                                 break;
6217                                         }
6218                                 }
6219                                 else
6220                                 {
6221                                         bell();
6222                                         break;
6223                                 }
6224
6225                                 /* Hack -- Fix screen */
6226                                 if (command_see)
6227                                 {
6228                                         /* Load screen */
6229                                         screen_load();
6230
6231                                         /* Save screen */
6232                                         screen_save();
6233                                 }
6234
6235                                 /* Switch inven/equip */
6236                                 if (command_wrk == USE_INVEN) max_line = max_inven;
6237                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
6238                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
6239                                 if (menu_line > max_line) menu_line = max_line;
6240
6241                                 /* Need to redraw */
6242                                 break;
6243                         }
6244
6245                         case '6':
6246                         case 'l':
6247                         case 'L':
6248                         {
6249                                 /* Verify legality */
6250                                 if (command_wrk == (USE_INVEN))
6251                                 {
6252                                         if (allow_equip) command_wrk = USE_EQUIP;
6253                                         else if (allow_floor) command_wrk = USE_FLOOR;
6254                                         else
6255                                         {
6256                                                 bell();
6257                                                 break;
6258                                         }
6259                                 }
6260                                 else if (command_wrk == (USE_EQUIP))
6261                                 {
6262                                         if (allow_floor) command_wrk = USE_FLOOR;
6263                                         else if (allow_inven) command_wrk = USE_INVEN;
6264                                         else
6265                                         {
6266                                                 bell();
6267                                                 break;
6268                                         }
6269                                 }
6270                                 else if (command_wrk == (USE_FLOOR))
6271                                 {
6272                                         if (allow_inven) command_wrk = USE_INVEN;
6273                                         else if (allow_equip) command_wrk = USE_EQUIP;
6274                                         else
6275                                         {
6276                                                 bell();
6277                                                 break;
6278                                         }
6279                                 }
6280                                 else
6281                                 {
6282                                         bell();
6283                                         break;
6284                                 }
6285
6286                                 /* Hack -- Fix screen */
6287                                 if (command_see)
6288                                 {
6289                                         /* Load screen */
6290                                         screen_load();
6291
6292                                         /* Save screen */
6293                                         screen_save();
6294                                 }
6295
6296                                 /* Switch inven/equip */
6297                                 if (command_wrk == USE_INVEN) max_line = max_inven;
6298                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
6299                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
6300                                 if (menu_line > max_line) menu_line = max_line;
6301
6302                                 /* Need to redraw */
6303                                 break;
6304                         }
6305
6306                         case 'x':
6307                         case 'X':
6308                         case '\r':
6309                         case '\n':
6310                         {
6311                                 if (command_wrk == USE_FLOOR)
6312                                 {
6313                                         /* Special index */
6314                                         (*cp) = -get_item_label;
6315                                 }
6316                                 else
6317                                 {
6318                                         /* Validate the item */
6319                                         if (!get_item_okay(get_item_label))
6320                                         {
6321                                                 bell();
6322                                                 break;
6323                                         }
6324
6325                                         /* Allow player to "refuse" certain actions */
6326                                         if (!get_item_allow(get_item_label))
6327                                         {
6328                                                 done = TRUE;
6329                                                 break;
6330                                         }
6331
6332                                         /* Accept that choice */
6333                                         (*cp) = get_item_label;
6334                                 }
6335
6336                                 item = TRUE;
6337                                 done = TRUE;
6338                                 break;
6339                         }
6340                         case 'w':
6341                         {
6342                                 if (select_the_force) {
6343                                         *cp = INVEN_FORCE;
6344                                         item = TRUE;
6345                                         done = TRUE;
6346                                         break;
6347                                 }
6348                         }
6349                 }
6350                 if (menu_line > max_line) menu_line -= max_line;
6351                 }
6352                 else
6353                 {
6354                 /* Parse it */
6355                 switch (which)
6356                 {
6357                         case ESCAPE:
6358                         {
6359                                 done = TRUE;
6360                                 break;
6361                         }
6362
6363                         case '*':
6364                         case '?':
6365                         case ' ':
6366                         {
6367                                 /* Hide the list */
6368                                 if (command_see)
6369                                 {
6370                                         /* Flip flag */
6371                                         command_see = FALSE;
6372
6373                                         /* Load screen */
6374                                         screen_load();
6375                                 }
6376
6377                                 /* Show the list */
6378                                 else
6379                                 {
6380                                         /* Save screen */
6381                                         screen_save();
6382
6383                                         /* Flip flag */
6384                                         command_see = TRUE;
6385                                 }
6386                                 break;
6387                         }
6388
6389                         case '\n':
6390                         case '\r':
6391                         case '+':
6392                         {
6393                                 int i, o_idx;
6394                                 cave_type *c_ptr = &cave[py][px];
6395
6396                                 if (command_wrk != (USE_FLOOR)) break;
6397
6398                                 /* Get the object being moved. */
6399                                 o_idx = c_ptr->o_idx;
6400
6401                                 /* Only rotate a pile of two or more objects. */
6402                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
6403
6404                                 /* Remove the first object from the list. */
6405                                 excise_object_idx(o_idx);
6406
6407                                 /* Find end of the list. */
6408                                 i = c_ptr->o_idx;
6409                                 while (o_list[i].next_o_idx)
6410                                         i = o_list[i].next_o_idx;
6411
6412                                 /* Add after the last object. */
6413                                 o_list[i].next_o_idx = o_idx;
6414
6415                                 /* Re-scan floor list */ 
6416                                 floor_num = scan_floor(floor_list, py, px, 0x03);
6417
6418                                 /* Hack -- Fix screen */
6419                                 if (command_see)
6420                                 {
6421                                         /* Load screen */
6422                                         screen_load();
6423
6424                                         /* Save screen */
6425                                         screen_save();
6426                                 }
6427
6428                                 break;
6429                         }
6430
6431                         case '/':
6432                         {
6433                                 if (command_wrk == (USE_INVEN))
6434                                 {
6435                                         if (!allow_equip)
6436                                         {
6437                                                 bell();
6438                                                 break;
6439                                         }
6440                                         command_wrk = (USE_EQUIP);
6441                                 }
6442                                 else if (command_wrk == (USE_EQUIP))
6443                                 {
6444                                         if (!allow_inven)
6445                                         {
6446                                                 bell();
6447                                                 break;
6448                                         }
6449                                         command_wrk = (USE_INVEN);
6450                                 }
6451                                 else if (command_wrk == (USE_FLOOR))
6452                                 {
6453                                         if (allow_inven)
6454                                         {
6455                                                 command_wrk = (USE_INVEN);
6456                                         }
6457                                         else if (allow_equip)
6458                                         {
6459                                                 command_wrk = (USE_EQUIP);
6460                                         }
6461                                         else
6462                                         {
6463                                                 bell();
6464                                                 break;
6465                                         }
6466                                 }
6467
6468                                 /* Hack -- Fix screen */
6469                                 if (command_see)
6470                                 {
6471                                         /* Load screen */
6472                                         screen_load();
6473
6474                                         /* Save screen */
6475                                         screen_save();
6476                                 }
6477
6478                                 /* Need to redraw */
6479                                 break;
6480                         }
6481
6482                         case '-':
6483                         {
6484                                 if (!allow_floor)
6485                                 {
6486                                         bell();
6487                                         break;
6488                                 }
6489
6490                                 /*
6491                                  * If we are already examining the floor, and there
6492                                  * is only one item, we will always select it.
6493                                  * If we aren't examining the floor and there is only
6494                                  * one item, we will select it if floor_query_flag
6495                                  * is FALSE.
6496                                  */
6497                                 if (floor_num == 1)
6498                                 {
6499                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
6500                                         {
6501                                                 /* Special index */
6502                                                 k = 0 - floor_list[0];
6503
6504                                                 /* Allow player to "refuse" certain actions */
6505                                                 if (!get_item_allow(k))
6506                                                 {
6507                                                         done = TRUE;
6508                                                         break;
6509                                                 }
6510
6511                                                 /* Accept that choice */
6512                                                 (*cp) = k;
6513                                                 item = TRUE;
6514                                                 done = TRUE;
6515
6516                                                 break;
6517                                         }
6518                                 }
6519
6520                                 /* Hack -- Fix screen */
6521                                 if (command_see)
6522                                 {
6523                                         /* Load screen */
6524                                         screen_load();
6525
6526                                         /* Save screen */
6527                                         screen_save();
6528                                 }
6529
6530                                 command_wrk = (USE_FLOOR);
6531
6532                                 break;
6533                         }
6534
6535                         case '0':
6536                         case '1': case '2': case '3':
6537                         case '4': case '5': case '6':
6538                         case '7': case '8': case '9':
6539                         {
6540                                 if (command_wrk != USE_FLOOR)
6541                                 {
6542                                         /* Look up the tag */
6543                                         if (!get_tag(&k, which, command_wrk))
6544                                         {
6545                                                 bell();
6546                                                 break;
6547                                         }
6548
6549                                         /* Hack -- Validate the item */
6550                                         if ((k < INVEN_RARM) ? !inven : !equip)
6551                                         {
6552                                                 bell();
6553                                                 break;
6554                                         }
6555
6556                                         /* Validate the item */
6557                                         if (!get_item_okay(k))
6558                                         {
6559                                                 bell();
6560                                                 break;
6561                                         }
6562                                 }
6563                                 else
6564                                 {
6565                                         /* Look up the alphabetical tag */
6566                                         if (get_tag_floor(&k, which, floor_list, floor_num))
6567                                         {
6568                                                 /* Special index */
6569                                                 k = 0 - floor_list[k];
6570                                         }
6571                                         else
6572                                         {
6573                                                 bell();
6574                                                 break;
6575                                         }
6576                                 }
6577
6578                                 /* Allow player to "refuse" certain actions */
6579                                 if (!get_item_allow(k))
6580                                 {
6581                                         done = TRUE;
6582                                         break;
6583                                 }
6584
6585                                 /* Accept that choice */
6586                                 (*cp) = k;
6587                                 item = TRUE;
6588                                 done = TRUE;
6589 #ifdef ALLOW_REPEAT
6590                                 cur_tag = which;
6591 #endif /* ALLOW_REPEAT */
6592                                 break;
6593                         }
6594
6595 #if 0
6596                         case '\n':
6597                         case '\r':
6598                         {
6599                                 /* Choose "default" inventory item */
6600                                 if (command_wrk == (USE_INVEN))
6601                                 {
6602                                         k = ((i1 == i2) ? i1 : -1);
6603                                 }
6604
6605                                 /* Choose "default" equipment item */
6606                                 else if (command_wrk == (USE_EQUIP))
6607                                 {
6608                                         k = ((e1 == e2) ? e1 : -1);
6609                                 }
6610
6611                                 /* Choose "default" floor item */
6612                                 else if (command_wrk == (USE_FLOOR))
6613                                 {
6614                                         if (floor_num == 1)
6615                                         {
6616                                                 /* Special index */
6617                                                 k = 0 - floor_list[0];
6618
6619                                                 /* Allow player to "refuse" certain actions */
6620                                                 if (!get_item_allow(k))
6621                                                 {
6622                                                         done = TRUE;
6623                                                         break;
6624                                                 }
6625
6626                                                 /* Accept that choice */
6627                                                 (*cp) = k;
6628                                                 item = TRUE;
6629                                                 done = TRUE;
6630                                         }
6631                                         break;
6632                                 }
6633
6634                                 /* Validate the item */
6635                                 if (!get_item_okay(k))
6636                                 {
6637                                         bell();
6638                                         break;
6639                                 }
6640
6641                                 /* Allow player to "refuse" certain actions */
6642                                 if (!get_item_allow(k))
6643                                 {
6644                                         done = TRUE;
6645                                         break;
6646                                 }
6647
6648                                 /* Accept that choice */
6649                                 (*cp) = k;
6650                                 item = TRUE;
6651                                 done = TRUE;
6652                                 break;
6653                         }
6654 #endif
6655
6656                         case 'w':
6657                         {
6658                                 if (select_the_force) {
6659                                         *cp = INVEN_FORCE;
6660                                         item = TRUE;
6661                                         done = TRUE;
6662                                         break;
6663                                 }
6664
6665                                 /* Fall through */
6666                         }
6667
6668                         default:
6669                         {
6670                                 int ver;
6671
6672                                 if (command_wrk != USE_FLOOR)
6673                                 {
6674                                         bool not_found = FALSE;
6675
6676                                         /* Look up the alphabetical tag */
6677                                         if (!get_tag(&k, which, command_wrk))
6678                                         {
6679                                                 not_found = TRUE;
6680                                         }
6681
6682                                         /* Hack -- Validate the item */
6683                                         else if ((k < INVEN_RARM) ? !inven : !equip)
6684                                         {
6685                                                 not_found = TRUE;
6686                                         }
6687
6688                                         /* Validate the item */
6689                                         else if (!get_item_okay(k))
6690                                         {
6691                                                 not_found = TRUE;
6692                                         }
6693
6694                                         if (!not_found)
6695                                         {
6696                                                 /* Accept that choice */
6697                                                 (*cp) = k;
6698                                                 item = TRUE;
6699                                                 done = TRUE;
6700 #ifdef ALLOW_REPEAT
6701                                                 cur_tag = which;
6702 #endif /* ALLOW_REPEAT */
6703                                                 break;
6704                                         }
6705                                 }
6706                                 else
6707                                 {
6708                                         /* Look up the alphabetical tag */
6709                                         if (get_tag_floor(&k, which, floor_list, floor_num))
6710                                         {
6711                                                 /* Special index */
6712                                                 k = 0 - floor_list[k];
6713
6714                                                 /* Accept that choice */
6715                                                 (*cp) = k;
6716                                                 item = TRUE;
6717                                                 done = TRUE;
6718 #ifdef ALLOW_REPEAT
6719                                                 cur_tag = which;
6720 #endif /* ALLOW_REPEAT */
6721                                                 break;
6722                                         }
6723                                 }
6724
6725                                 /* Extract "query" setting */
6726                                 ver = isupper(which);
6727                                 which = tolower(which);
6728
6729                                 /* Convert letter to inventory index */
6730                                 if (command_wrk == (USE_INVEN))
6731                                 {
6732                                         if (which == '(') k = i1;
6733                                         else if (which == ')') k = i2;
6734                                         else k = label_to_inven(which);
6735                                 }
6736
6737                                 /* Convert letter to equipment index */
6738                                 else if (command_wrk == (USE_EQUIP))
6739                                 {
6740                                         if (which == '(') k = e1;
6741                                         else if (which == ')') k = e2;
6742                                         else k = label_to_equip(which);
6743                                 }
6744
6745                                 /* Convert letter to floor index */
6746                                 else if (command_wrk == USE_FLOOR)
6747                                 {
6748                                         if (which == '(') k = 0;
6749                                         else if (which == ')') k = floor_num - 1;
6750                                         else k = islower(which) ? A2I(which) : -1;
6751                                         if (k < 0 || k >= floor_num || k >= 23)
6752                                         {
6753                                                 bell();
6754                                                 break;
6755                                         }
6756
6757                                         /* Special index */
6758                                         k = 0 - floor_list[k];
6759                                 }
6760
6761                                 /* Validate the item */
6762                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
6763                                 {
6764                                         bell();
6765                                         break;
6766                                 }
6767
6768                                 /* Verify the item */
6769 #ifdef JP
6770 if (ver && !verify("ËÜÅö¤Ë", k))
6771 #else
6772                                 if (ver && !verify("Try", k))
6773 #endif
6774
6775                                 {
6776                                         done = TRUE;
6777                                         break;
6778                                 }
6779
6780                                 /* Allow player to "refuse" certain actions */
6781                                 if (!get_item_allow(k))
6782                                 {
6783                                         done = TRUE;
6784                                         break;
6785                                 }
6786
6787                                 /* Accept that choice */
6788                                 (*cp) = k;
6789                                 item = TRUE;
6790                                 done = TRUE;
6791                                 break;
6792                         }
6793                 }
6794                 }
6795         }
6796
6797         /* Fix the screen if necessary */
6798         if (command_see)
6799         {
6800                 /* Load screen */
6801                 screen_load();
6802
6803                 /* Hack -- Cancel "display" */
6804                 command_see = FALSE;
6805         }
6806
6807
6808         /* Forget the item_tester_tval restriction */
6809         item_tester_tval = 0;
6810
6811         /* Forget the item_tester_hook restriction */
6812         item_tester_hook = NULL;
6813
6814
6815         /* Clean up  'show choices' */
6816         /* Toggle again if needed */
6817         if (toggle) toggle_inven_equip();
6818
6819         /* Update */
6820         p_ptr->window |= (PW_INVEN | PW_EQUIP);
6821
6822         /* Window stuff */
6823         window_stuff();
6824
6825
6826         /* Clear the prompt line */
6827         prt("", 0, 0);
6828
6829         /* Warning if needed */
6830         if (oops && str) msg_print(str);
6831
6832         if (item)
6833         {
6834 #ifdef ALLOW_REPEAT
6835                 repeat_push(*cp);
6836                 if (command_cmd) prev_tag = cur_tag;
6837 #endif /* ALLOW_REPEAT */
6838
6839                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6840         }
6841
6842         /* Result */
6843         return (item);
6844 }
6845
6846
6847 static bool py_pickup_floor_aux(void)
6848 {
6849         s16b this_o_idx;
6850
6851         cptr q, s;
6852
6853         int item;
6854
6855         /* Restrict the choices */
6856         item_tester_hook = inven_carry_okay;
6857
6858         /* Get an object */
6859 #ifdef JP
6860         q = "¤É¤ì¤ò½¦¤¤¤Þ¤¹¤«¡©";
6861         s = "¤â¤¦¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£";
6862 #else
6863         q = "Get which item? ";
6864         s = "You no longer have any room for the objects on the floor.";
6865 #endif
6866
6867         if (get_item(&item, q, s, (USE_FLOOR)))
6868         {
6869                 this_o_idx = 0 - item;
6870         }
6871         else
6872         {
6873                 return (FALSE);
6874         }
6875
6876         /* Pick up the object */
6877         py_pickup_aux(this_o_idx);
6878
6879         return (TRUE);
6880 }
6881
6882
6883 /*
6884  * Make the player carry everything in a grid
6885  *
6886  * If "pickup" is FALSE then only gold will be picked up
6887  *
6888  * This is called by py_pickup() when easy_floor is TRUE.
6889  */
6890 void py_pickup_floor(bool pickup)
6891 {
6892         s16b this_o_idx, next_o_idx = 0;
6893
6894         char o_name[MAX_NLEN];
6895         object_type *o_ptr;
6896
6897         int floor_num = 0, floor_list[23], floor_o_idx = 0;
6898
6899         int can_pickup = 0;
6900
6901         /* Scan the pile of objects */
6902         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
6903         {
6904                 object_type *o_ptr;
6905
6906                 /* Access the object */
6907                 o_ptr = &o_list[this_o_idx];
6908
6909                 /* Describe the object */
6910                 object_desc(o_name, o_ptr, 0);
6911
6912                 /* Access the next object */
6913                 next_o_idx = o_ptr->next_o_idx;
6914
6915                 /* Hack -- disturb */
6916                 disturb(0, 0);
6917
6918                 /* Pick up gold */
6919                 if (o_ptr->tval == TV_GOLD)
6920                 {
6921                         /* Message */
6922 #ifdef JP
6923                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
6924                            (long)o_ptr->pval, o_name);
6925 #else
6926                         msg_format("You have found %ld gold pieces worth of %s.",
6927                                 (long) o_ptr->pval, o_name);
6928 #endif
6929
6930
6931                         /* Collect the gold */
6932                         p_ptr->au += o_ptr->pval;
6933
6934                         /* Redraw gold */
6935                         p_ptr->redraw |= (PR_GOLD);
6936
6937                         /* Window stuff */
6938                         p_ptr->window |= (PW_PLAYER);
6939
6940                         /* Delete the gold */
6941                         delete_object_idx(this_o_idx);
6942
6943                         /* Check the next object */
6944                         continue;
6945                 }
6946                 else if (o_ptr->marked & OM_NOMSG)
6947                 {
6948                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
6949                          * ignored. Otherwise, they are included in the prompt. */
6950                         o_ptr->marked &= ~(OM_NOMSG);
6951                         continue;
6952                 }
6953
6954                 /* Count non-gold objects that can be picked up. */
6955                 if (inven_carry_okay(o_ptr))
6956                 {
6957                         can_pickup++;
6958                 }
6959
6960                 /* Remember this object index */
6961                 if (floor_num < 23)
6962                         floor_list[floor_num] = this_o_idx;
6963
6964                 /* Count non-gold objects */
6965                 floor_num++;
6966
6967                 /* Remember this index */
6968                 floor_o_idx = this_o_idx;
6969         }
6970
6971         /* There are no non-gold objects */
6972         if (!floor_num)
6973                 return;
6974
6975         /* Mention the number of objects */
6976         if (!pickup)
6977         {
6978                 /* One object */
6979                 if (floor_num == 1)
6980                 {
6981                         /* Access the object */
6982                         o_ptr = &o_list[floor_o_idx];
6983
6984 #ifdef ALLOW_EASY_SENSE
6985
6986                         /* Option: Make object sensing easy */
6987                         if (easy_sense)
6988                         {
6989                                 /* Sense the object */
6990                                 (void) sense_object(o_ptr);
6991                         }
6992
6993 #endif /* ALLOW_EASY_SENSE */
6994
6995                         /* Describe the object */
6996                         object_desc(o_name, o_ptr, 0);
6997
6998                         /* Message */
6999 #ifdef JP
7000                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
7001 #else
7002                         msg_format("You see %s.", o_name);
7003 #endif
7004
7005                 }
7006
7007                 /* Multiple objects */
7008                 else
7009                 {
7010                         /* Message */
7011 #ifdef JP
7012                         msg_format("%d ¸Ä¤Î¥¢¥¤¥Æ¥à¤Î»³¤¬¤¢¤ë¡£", floor_num);
7013 #else
7014                         msg_format("You see a pile of %d items.", floor_num);
7015 #endif
7016
7017                 }
7018
7019                 /* Done */
7020                 return;
7021         }
7022
7023         /* The player has no room for anything on the floor. */
7024         if (!can_pickup)
7025         {
7026                 /* One object */
7027                 if (floor_num == 1)
7028                 {
7029                         /* Access the object */
7030                         o_ptr = &o_list[floor_o_idx];
7031
7032 #ifdef ALLOW_EASY_SENSE
7033
7034                         /* Option: Make object sensing easy */
7035                         if (easy_sense)
7036                         {
7037                                 /* Sense the object */
7038                                 (void) sense_object(o_ptr);
7039                         }
7040
7041 #endif /* ALLOW_EASY_SENSE */
7042
7043                         /* Describe the object */
7044                         object_desc(o_name, o_ptr, 0);
7045
7046                         /* Message */
7047 #ifdef JP
7048                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
7049 #else
7050                         msg_format("You have no room for %s.", o_name);
7051 #endif
7052
7053                 }
7054
7055                 /* Multiple objects */
7056                 else
7057                 {
7058                         /* Message */
7059 #ifdef JP
7060                         msg_format("¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£", o_name);
7061 #else
7062                         msg_print("You have no room for any of the objects on the floor.");
7063 #endif
7064
7065                 }
7066
7067                 /* Done */
7068                 return;
7069         }
7070
7071         /* One object */
7072         if (floor_num == 1)
7073         {
7074                 /* Hack -- query every object */
7075                 if (carry_query_flag)
7076                 {
7077                         char out_val[MAX_NLEN+20];
7078
7079                         /* Access the object */
7080                         o_ptr = &o_list[floor_o_idx];
7081
7082 #ifdef ALLOW_EASY_SENSE
7083
7084                         /* Option: Make object sensing easy */
7085                         if (easy_sense)
7086                         {
7087                                 /* Sense the object */
7088                                 (void) sense_object(o_ptr);
7089                         }
7090
7091 #endif /* ALLOW_EASY_SENSE */
7092
7093                         /* Describe the object */
7094                         object_desc(o_name, o_ptr, 0);
7095
7096                         /* Build a prompt */
7097 #ifdef JP
7098                         (void) sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
7099 #else
7100                         (void) sprintf(out_val, "Pick up %s? ", o_name);
7101 #endif
7102
7103
7104                         /* Ask the user to confirm */
7105                         if (!get_check(out_val))
7106                         {
7107                                 /* Done */
7108                                 return;
7109                         }
7110                 }
7111
7112                 /* Access the object */
7113                 o_ptr = &o_list[floor_o_idx];
7114
7115 #ifdef ALLOW_EASY_SENSE
7116
7117                 /* Option: Make object sensing easy */
7118                 if (easy_sense)
7119                 {
7120                         /* Sense the object */
7121                         (void) sense_object(o_ptr);
7122                 }
7123
7124 #endif /* ALLOW_EASY_SENSE */
7125
7126                 /* Pick up the object */
7127                 py_pickup_aux(floor_o_idx);
7128         }
7129
7130         /* Allow the user to choose an object */
7131         else
7132         {
7133                 while (can_pickup--)
7134                 {
7135                         if (!py_pickup_floor_aux()) break;
7136                 }
7137         }
7138 }
7139
7140 #endif /* ALLOW_EASY_FLOOR */