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#37287 (2.2.0.40) cmd1.c内のC4457警告に対応。 / Deal C4457 warning in cmd1.c.
[hengband/hengband.git] / src / object1.c
1 /*!
2  * @file object1.c
3  * @brief オブジェクトの実装 / Object code, part 1
4  * @date 2014/01/10
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  *\n
8  * This software may be copied and distributed for educational, research,\n
9  * and not for profit purposes provided that this copyright and statement\n
10  * are included in all such copies.  Other copyrights may also apply.\n
11  * 2014 Deskull rearranged comment for Doxygen.\n
12  */
13
14 #include "angband.h"
15
16 #if defined(MACINTOSH) || defined(MACH_O_CARBON)
17 #ifdef verify
18 #undef verify
19 #endif
20 #endif
21
22 /*!
23  * @brief オブジェクト、地形の表示シンボルなど初期化する / Reset the "visual" lists
24  * @return なし
25  * This involves resetting various things to their "default" state.\n
26  *\n
27  * If the "prefs" flag is TRUE, then we will also load the appropriate\n
28  * "user pref file" based on the current setting of the "use_graphics"\n
29  * flag.  This is useful for switching "graphics" on/off.\n
30  *\n
31  * The features, objects, and monsters, should all be encoded in the\n
32  * relevant "font.pref" and/or "graf.prf" files.  XXX XXX XXX\n
33  *\n
34  * The "prefs" parameter is no longer meaningful.  XXX XXX XXX\n
35  */
36 void reset_visuals(void)
37 {
38         int i, j;
39
40         /* Extract some info about terrain features */
41         for (i = 0; i < max_f_idx; i++)
42         {
43                 feature_type *f_ptr = &f_info[i];
44
45                 /* Assume we will use the underlying values */
46                 for (j = 0; j < F_LIT_MAX; j++)
47                 {
48                         f_ptr->x_attr[j] = f_ptr->d_attr[j];
49                         f_ptr->x_char[j] = f_ptr->d_char[j];
50                 }
51         }
52
53         /* Extract default attr/char code for objects */
54         for (i = 0; i < max_k_idx; i++)
55         {
56                 object_kind *k_ptr = &k_info[i];
57
58                 /* Default attr/char */
59                 k_ptr->x_attr = k_ptr->d_attr;
60                 k_ptr->x_char = k_ptr->d_char;
61         }
62
63         /* Extract default attr/char code for monsters */
64         for (i = 0; i < max_r_idx; i++)
65         {
66                 monster_race *r_ptr = &r_info[i];
67
68                 /* Default attr/char */
69                 r_ptr->x_attr = r_ptr->d_attr;
70                 r_ptr->x_char = r_ptr->d_char;
71         }
72
73         if (use_graphics)
74         {
75                 char buf[1024];
76
77                 /* Process "graf.prf" */
78                 process_pref_file("graf.prf");
79
80                 /* Access the "character" pref file */
81                 sprintf(buf, "graf-%s.prf", player_base);
82
83                 /* Process "graf-<playername>.prf" */
84                 process_pref_file(buf);
85         }
86
87         /* Normal symbols */
88         else
89         {
90                 char buf[1024];
91
92                 /* Process "font.prf" */
93                 process_pref_file("font.prf");
94
95                 /* Access the "character" pref file */
96                 sprintf(buf, "font-%s.prf", player_base);
97
98                 /* Process "font-<playername>.prf" */
99                 process_pref_file(buf);
100         }
101 }
102
103 /*!
104  * @brief オブジェクトのフラグ類を配列に与える
105  * Obtain the "flags" for an item
106  * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
107  * @param flgs フラグ情報を受け取る配列
108  * @return なし
109  */
110 void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
111 {
112         object_kind *k_ptr = &k_info[o_ptr->k_idx];
113         int i;
114
115         /* Base object */
116         for (i = 0; i < TR_FLAG_SIZE; i++)
117                 flgs[i] = k_ptr->flags[i];
118
119         /* Artifact */
120         if (object_is_fixed_artifact(o_ptr))
121         {
122                 artifact_type *a_ptr = &a_info[o_ptr->name1];
123
124                 for (i = 0; i < TR_FLAG_SIZE; i++)
125                         flgs[i] = a_ptr->flags[i];
126         }
127
128         /* Ego-item */
129         if (object_is_ego(o_ptr))
130         {
131                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
132
133                 for (i = 0; i < TR_FLAG_SIZE; i++)
134                         flgs[i] |= e_ptr->flags[i];
135
136                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
137                 {
138                         remove_flag(flgs, TR_SH_FIRE);
139                 }
140                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
141                 {
142                         remove_flag(flgs, TR_INFRA);
143                 }
144                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
145                 {
146                         remove_flag(flgs, TR_RES_BLIND);
147                         remove_flag(flgs, TR_SEE_INVIS);
148                 }
149         }
150
151         /* Random artifact ! */
152         for (i = 0; i < TR_FLAG_SIZE; i++)
153                 flgs[i] |= o_ptr->art_flags[i];
154
155         if (object_is_smith(o_ptr))
156         {
157                 int add = o_ptr->xtra3 - 1;
158
159                 if (add < TR_FLAG_MAX)
160                 {
161                         add_flag(flgs, add);
162                 }
163                 else if (add == ESSENCE_TMP_RES_ACID)
164                 {
165                         add_flag(flgs, TR_RES_ACID);
166                         add_flag(flgs, TR_ACTIVATE);
167                 }
168                 else if (add == ESSENCE_TMP_RES_ELEC)
169                 {
170                         add_flag(flgs, TR_RES_ELEC);
171                         add_flag(flgs, TR_ACTIVATE);
172                 }
173                 else if (add == ESSENCE_TMP_RES_FIRE)
174                 {
175                         add_flag(flgs, TR_RES_FIRE);
176                         add_flag(flgs, TR_ACTIVATE);
177                 }
178                 else if (add == ESSENCE_TMP_RES_COLD)
179                 {
180                         add_flag(flgs, TR_RES_COLD);
181                         add_flag(flgs, TR_ACTIVATE);
182                 }
183                 else if (add == ESSENCE_SH_FIRE)
184                 {
185                         add_flag(flgs, TR_RES_FIRE);
186                         add_flag(flgs, TR_SH_FIRE);
187                 }
188                 else if (add == ESSENCE_SH_ELEC)
189                 {
190                         add_flag(flgs, TR_RES_ELEC);
191                         add_flag(flgs, TR_SH_ELEC);
192                 }
193                 else if (add == ESSENCE_SH_COLD)
194                 {
195                         add_flag(flgs, TR_RES_COLD);
196                         add_flag(flgs, TR_SH_COLD);
197                 }
198                 else if (add == ESSENCE_RESISTANCE)
199                 {
200                         add_flag(flgs, TR_RES_ACID);
201                         add_flag(flgs, TR_RES_ELEC);
202                         add_flag(flgs, TR_RES_FIRE);
203                         add_flag(flgs, TR_RES_COLD);
204                 }
205                 else if (add == TR_IMPACT)
206                 {
207                         add_flag(flgs, TR_ACTIVATE);
208                 }
209         }
210 }
211
212 /*!
213  * @brief オブジェクトの明示されているフラグ類を取得する
214  * Obtain the "flags" for an item which are known to the player
215  * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
216  * @param flgs フラグ情報を受け取る配列
217  * @return なし
218  */
219 void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
220 {
221         bool spoil = FALSE;
222         int i;
223
224         object_kind *k_ptr = &k_info[o_ptr->k_idx];
225
226         /* Clear */
227         for (i = 0; i < TR_FLAG_SIZE; i++)
228                 flgs[i] = 0;
229
230         if (!object_is_aware(o_ptr)) return;
231
232         /* Base object */
233         for (i = 0; i < TR_FLAG_SIZE; i++)
234                 flgs[i] = k_ptr->flags[i];
235
236         /* Must be identified */
237         if (!object_is_known(o_ptr)) return;
238
239         /* Ego-item (known basic flags) */
240         if (object_is_ego(o_ptr))
241         {
242                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
243
244                 for (i = 0; i < TR_FLAG_SIZE; i++)
245                         flgs[i] |= e_ptr->flags[i];
246
247                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
248                 {
249                         remove_flag(flgs, TR_SH_FIRE);
250                 }
251                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
252                 {
253                         remove_flag(flgs, TR_INFRA);
254                 }
255                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
256                 {
257                         remove_flag(flgs, TR_RES_BLIND);
258                         remove_flag(flgs, TR_SEE_INVIS);
259                 }
260         }
261
262
263 #ifdef SPOIL_ARTIFACTS
264         /* Full knowledge for some artifacts */
265         if (object_is_artifact(o_ptr)) spoil = TRUE;
266 #endif /* SPOIL_ARTIFACTS */
267
268 #ifdef SPOIL_EGO_ITEMS
269         /* Full knowledge for some ego-items */
270         if (object_is_ego(o_ptr)) spoil = TRUE;
271 #endif /* SPOIL_EGO_ITEMS */
272
273         /* Need full knowledge or spoilers */
274         if (spoil || (o_ptr->ident & IDENT_MENTAL))
275         {
276                 /* Artifact */
277                 if (object_is_fixed_artifact(o_ptr))
278                 {
279                         artifact_type *a_ptr = &a_info[o_ptr->name1];
280
281                         for (i = 0; i < TR_FLAG_SIZE; i++)
282                                 flgs[i] = a_ptr->flags[i];
283                 }
284
285                 /* Random artifact ! */
286                 for (i = 0; i < TR_FLAG_SIZE; i++)
287                         flgs[i] |= o_ptr->art_flags[i];
288         }
289
290         if (object_is_smith(o_ptr))
291         {
292                 int add = o_ptr->xtra3 - 1;
293
294                 if (add < TR_FLAG_MAX)
295                 {
296                         add_flag(flgs, add);
297                 }
298                 else if (add == ESSENCE_TMP_RES_ACID)
299                 {
300                         add_flag(flgs, TR_RES_ACID);
301                 }
302                 else if (add == ESSENCE_TMP_RES_ELEC)
303                 {
304                         add_flag(flgs, TR_RES_ELEC);
305                 }
306                 else if (add == ESSENCE_TMP_RES_FIRE)
307                 {
308                         add_flag(flgs, TR_RES_FIRE);
309                 }
310                 else if (add == ESSENCE_TMP_RES_COLD)
311                 {
312                         add_flag(flgs, TR_RES_COLD);
313                 }
314                 else if (add == ESSENCE_SH_FIRE)
315                 {
316                         add_flag(flgs, TR_RES_FIRE);
317                         add_flag(flgs, TR_SH_FIRE);
318                 }
319                 else if (add == ESSENCE_SH_ELEC)
320                 {
321                         add_flag(flgs, TR_RES_ELEC);
322                         add_flag(flgs, TR_SH_ELEC);
323                 }
324                 else if (add == ESSENCE_SH_COLD)
325                 {
326                         add_flag(flgs, TR_RES_COLD);
327                         add_flag(flgs, TR_SH_COLD);
328                 }
329                 else if (add == ESSENCE_RESISTANCE)
330                 {
331                         add_flag(flgs, TR_RES_ACID);
332                         add_flag(flgs, TR_RES_ELEC);
333                         add_flag(flgs, TR_RES_FIRE);
334                         add_flag(flgs, TR_RES_COLD);
335                 }
336         }
337 }
338
339 /*!
340  * @brief オブジェクトの発動効果名称を返す(サブルーチン/ブレス)
341  * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
342  * @return cptr 発動名称を返す文字列ポインタ
343  */
344 static cptr item_activation_dragon_breath(object_type *o_ptr)
345 {
346         static char desc[256];
347         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
348         int i, n = 0;
349
350         object_flags(o_ptr, flgs);
351         strcpy(desc, _("", "breath "));
352
353         for (i = 0; dragonbreath_info[i].flag != 0; i++)
354         {
355                 if (have_flag(flgs, dragonbreath_info[i].flag))
356                 {
357                         if (n > 0) strcat(desc, _("、", ", "));
358                         strcat(desc, dragonbreath_info[i].name);
359                         n++;
360                 }
361         }
362
363         strcat(desc, _("のブレス(250)", ""));
364
365         return (desc);
366 }
367
368 /*!
369  * @brief オブジェクトの発動効果名称を返す(サブルーチン/汎用)
370  * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
371  * @return cptr 発動名称を返す文字列ポインタ
372  */
373 static cptr item_activation_aux(object_type *o_ptr)
374 {
375         static char activation_detail[256];
376         cptr desc;
377         char timeout[32];
378         int constant, dice;
379         const activation_type* const act_ptr = find_activation_info(o_ptr);
380
381         if (!act_ptr) return _("未定義", "something undefined");
382
383         desc = act_ptr->desc;
384
385         /* Overwrite description if it is special */
386         switch (act_ptr->index) {
387         case ACT_BR_FIRE:
388                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
389                         desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
390                 break;
391         case ACT_BR_COLD:
392                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
393                         desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
394                 break;
395         case ACT_BR_DRAGON:
396                 desc = item_activation_dragon_breath(o_ptr);
397                 break;
398         case ACT_AGGRAVATE:
399                 if (o_ptr->name1 == ART_HYOUSIGI)
400                         desc = _("拍子木を打ちならす", "beat wooden clappers");
401                 break;
402         case ACT_RESIST_ACID:
403                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
404                         desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
405                 break;
406         case ACT_RESIST_FIRE:
407                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
408                         desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
409                 break;
410         case ACT_RESIST_COLD:
411                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
412                         desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
413                 break;
414         case ACT_RESIST_ELEC:
415                 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
416                         desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
417                 break;
418         case ACT_RESIST_POIS:
419                 if (o_ptr->name2 == EGO_BRAND_POIS)
420                         desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
421                 break;
422         }
423
424         /* Timeout description */
425         constant = act_ptr->timeout.constant;
426         dice = act_ptr->timeout.dice;
427         if (constant == 0 && dice == 0) {
428                 /* We can activate it every turn */
429                 strcpy(timeout, _("いつでも", "every turn"));
430         } else if (constant < 0) {
431                 /* Activations that have special timeout */
432                 switch (act_ptr->index) {
433                 case ACT_BR_FIRE:
434                         sprintf(timeout, _("%d ターン毎", "every %d turns"),
435                                 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
436                         break;
437                 case ACT_BR_COLD:
438                         sprintf(timeout, _("%d ターン毎", "every %d turns"),
439                                 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
440                         break;
441                 case ACT_TERROR:
442                         strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
443                         break;
444                 case ACT_MURAMASA:
445                         strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
446                         break;
447                 default:
448                         strcpy(timeout, "undefined");
449                         break;
450                 }
451         } else {
452                 /* Normal timeout activations */
453                 char constant_str[16], dice_str[16];
454                 sprintf(constant_str, "%d", constant);
455                 sprintf(dice_str, "d%d", dice);
456                 sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"),
457                         (constant > 0) ? constant_str : "",
458                         (constant > 0 && dice > 0) ? "+" : "",
459                         (dice > 0) ? dice_str : "");
460         }
461
462         /* Build detail activate description */
463         sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
464
465         return activation_detail;
466 }
467
468 /*!
469  * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
470  * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
471  * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
472  * @return cptr 発動名称を返す文字列ポインタ
473  */
474 cptr item_activation(object_type *o_ptr)
475 {
476         u32b flgs[TR_FLAG_SIZE];
477
478         /* Extract the flags */
479         object_flags(o_ptr, flgs);
480
481         /* Require activation ability */
482         if (!(have_flag(flgs, TR_ACTIVATE))) return (_("なし", "nothing"));
483
484         /* Get an explain of an activation */
485         if (activation_index(o_ptr))
486         {
487                 return item_activation_aux(o_ptr);
488         }
489
490         /* Special items */
491         if (o_ptr->tval == TV_WHISTLE)
492         {
493                 return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
494         }
495
496         if (o_ptr->tval == TV_CAPTURE)
497         {
498                 return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
499         }
500
501         /* Oops */
502         return _("何も起きない", "Nothing");
503 }
504
505
506 /*!
507  * @brief オブジェクトの*鑑定*内容を詳述して表示する /
508  * Describe a "fully identified" item
509  * @param o_ptr *鑑定*情報を取得する元のオブジェクト構造体参照ポインタ
510  * @param mode 表示オプション
511  * @return 特筆すべき情報が一つでもあった場合TRUE、一つもなく表示がキャンセルされた場合FALSEを返す。
512  */
513 bool screen_object(object_type *o_ptr, u32b mode)
514 {
515         int                     i = 0, j, k;
516
517         u32b flgs[TR_FLAG_SIZE];
518
519         char temp[70 * 20];
520         cptr            info[128];
521         char o_name[MAX_NLEN];
522         int wid, hgt;
523         int rad;
524         char desc[256];
525
526         int trivial_info = 0;
527
528         /* Extract the flags */
529         object_flags(o_ptr, flgs);
530
531         /* Extract the description */
532         {
533                 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
534                             (k_text + k_info[o_ptr->k_idx].text),
535                             77 - 15, temp, sizeof(temp));
536                 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
537                 { info[i] = &temp[j]; i++;}
538         }
539
540         if (object_is_equipment(o_ptr))
541         {
542                 /* Descriptions of a basic equipment is just a flavor */
543                 trivial_info = i;
544         }
545
546         /* Mega-Hack -- describe activation */
547         if (have_flag(flgs, TR_ACTIVATE))
548         {
549                 info[i++] = _("始動したときの効果...", "It can be activated for...");
550                 info[i++] = item_activation(o_ptr);
551                 info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
552         }
553
554         /* Figurines, a hack */
555         if (o_ptr->tval == TV_FIGURINE)
556         {
557                 info[i++] = _("それは投げた時ペットに変化する。", "It will transform into a pet when thrown.");
558         }
559
560         /* Figurines, a hack */
561         if (o_ptr->name1 == ART_STONEMASK)
562         {
563                 info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you turn into a vampire permanently.");
564         }
565
566         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
567         {
568                 info[i++] = _("それは相手を一撃で倒すことがある。", "It will attempt to kill a monster instantly.");
569         }
570
571         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
572         {
573                 info[i++] = _("それは自分自身に攻撃が返ってくることがある。", "It causes you to strike yourself sometimes.");
574                 info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers.");
575         }
576
577         if (o_ptr->name2 == EGO_2WEAPON)
578         {
579                 info[i++] = _("それは二刀流での命中率を向上させる。", "It affects your ability to hit when you are wielding two weapons.");
580         }
581
582         if (have_flag(flgs, TR_EASY_SPELL))
583         {
584                 info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
585         }
586
587         if (o_ptr->name2 == EGO_AMU_FOOL)
588         {
589                 info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
590         }
591
592         if (o_ptr->name2 == EGO_RING_THROW)
593         {
594                 info[i++] = _("それは物を強く投げることを可能にする。", "It provides great strength when you throw an item.");
595         }
596
597         if (o_ptr->name2 == EGO_AMU_NAIVETY)
598         {
599                 info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance.");
600         }
601
602         if (o_ptr->tval == TV_STATUE)
603         {
604                 monster_race *r_ptr = &r_info[o_ptr->pval];
605
606                 if (o_ptr->pval == MON_BULLGATES)
607                         info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful.");
608                 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
609                         info[i++] = _("それは部屋に飾ると恐い。", "It is fearful.");
610                 else
611                         info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful.");
612         }
613         
614         /* Hack -- describe lite's */
615         
616         if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light.");
617         
618         rad = 0;
619         if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
620         if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
621         if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
622         if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
623         if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
624         if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
625         
626         if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
627                 
628         if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
629         {
630                 if(rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), rad);        
631         }
632         else
633         {
634                 if(rad > 0) sprintf(desc, _("それは永遠なる明かり(半径 %d)を授ける。", "It provides light (radius %d) forever."), rad);        
635                 if(rad < 0) sprintf(desc, _("それは明かりの半径を狭める(半径に-%d)。", "It decreases radius of light source by %d."), -rad);
636         }
637         
638         if(rad != 0) info[i++] = desc;
639
640         
641         if (o_ptr->name2 == EGO_LITE_LONG)
642         {
643                 info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time.");
644         }
645
646         /* And then describe it fully */
647
648         if (have_flag(flgs, TR_RIDING))
649         {
650                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
651                         info[i++] = _("それは乗馬中は非常に使いやすい。", "It is made for use while riding.");
652                 else
653                 {
654                         info[i++] = _("それは乗馬中でも使いやすい。", "It is suitable for use while riding.");
655                         /* This information is not important enough */
656                         trivial_info++;
657                 }
658         }
659         if (have_flag(flgs, TR_STR))
660         {
661                 info[i++] = _("それは腕力に影響を及ぼす。", "It affects your strength.");
662         }
663         if (have_flag(flgs, TR_INT))
664         {
665                 info[i++] = _("それは知能に影響を及ぼす。", "It affects your intelligence.");
666         }
667         if (have_flag(flgs, TR_WIS))
668         {
669                 info[i++] = _("それは賢さに影響を及ぼす。", "It affects your wisdom.");
670         }
671         if (have_flag(flgs, TR_DEX))
672         {
673                 info[i++] = _("それは器用さに影響を及ぼす。", "It affects your dexterity.");
674         }
675         if (have_flag(flgs, TR_CON))
676         {
677                 info[i++] = _("それは耐久力に影響を及ぼす。", "It affects your constitution.");
678         }
679         if (have_flag(flgs, TR_CHR))
680         {
681                 info[i++] = _("それは魅力に影響を及ぼす。", "It affects your charisma.");
682         }
683
684         if (have_flag(flgs, TR_MAGIC_MASTERY))
685         {
686                 info[i++] = _("それは魔法道具使用能力に影響を及ぼす。", "It affects your ability to use magic devices.");
687
688         }
689         if (have_flag(flgs, TR_STEALTH))
690         {
691                 info[i++] = _("それは隠密行動能力に影響を及ぼす。", "It affects your stealth.");
692         }
693         if (have_flag(flgs, TR_SEARCH))
694         {
695                 info[i++] = _("それは探索能力に影響を及ぼす。", "It affects your searching.");
696         }
697         if (have_flag(flgs, TR_INFRA))
698         {
699                 info[i++] = _("それは赤外線視力に影響を及ぼす。", "It affects your infravision.");
700         }
701         if (have_flag(flgs, TR_TUNNEL))
702         {
703                 info[i++] = _("それは採掘能力に影響を及ぼす。", "It affects your ability to tunnel.");
704         }
705         if (have_flag(flgs, TR_SPEED))
706         {
707                 info[i++] = _("それはスピードに影響を及ぼす。", "It affects your speed.");
708         }
709         if (have_flag(flgs, TR_BLOWS))
710         {
711                 info[i++] = _("それは打撃回数に影響を及ぼす。", "It affects your attack speed.");
712         }
713
714         if (have_flag(flgs, TR_BRAND_ACID))
715         {
716                 info[i++] = _("それは酸によって大きなダメージを与える。", "It does extra damage from acid.");
717         }
718         if (have_flag(flgs, TR_BRAND_ELEC))
719         {
720                 info[i++] = _("それは電撃によって大きなダメージを与える。", "It does extra damage from electricity.");
721         }
722         if (have_flag(flgs, TR_BRAND_FIRE))
723         {
724                 info[i++] = _("それは火炎によって大きなダメージを与える。", "It does extra damage from fire.");
725         }
726         if (have_flag(flgs, TR_BRAND_COLD))
727         {
728                 info[i++] = _("それは冷気によって大きなダメージを与える。", "It does extra damage from frost.");
729         }
730
731         if (have_flag(flgs, TR_BRAND_POIS))
732         {
733                 info[i++] = _("それは敵を毒する。", "It poisons your foes.");
734         }
735
736         if (have_flag(flgs, TR_CHAOTIC))
737         {
738                 info[i++] = _("それはカオス的な効果を及ぼす。", "It produces chaotic effects.");
739         }
740
741         if (have_flag(flgs, TR_VAMPIRIC))
742         {
743                 info[i++] = _("それは敵から生命力を吸収する。", "It drains life from your foes.");
744         }
745
746         if (have_flag(flgs, TR_IMPACT))
747         {
748                 info[i++] = _("それは地震を起こすことができる。", "It can cause earthquakes.");
749         }
750
751         if (have_flag(flgs, TR_VORPAL))
752         {
753                 info[i++] = _("それは非常に切れ味が鋭く敵を切断することができる。", "It is very sharp and can cut your foes.");
754         }
755
756         if (have_flag(flgs, TR_KILL_DRAGON))
757         {
758                 info[i++] = _("それはドラゴンにとっての天敵である。", "It is a great bane of dragons.");
759         }
760         else if (have_flag(flgs, TR_SLAY_DRAGON))
761         {
762                 info[i++] = _("それはドラゴンに対して特に恐るべき力を発揮する。", "It is especially deadly against dragons.");
763         }
764
765         if (have_flag(flgs, TR_KILL_ORC))
766         {
767                 info[i++] = _("それはオークにとっての天敵である。", "It is a great bane of orcs.");
768         }
769         if (have_flag(flgs, TR_SLAY_ORC))
770         {
771                 info[i++] = _("それはオークに対して特に恐るべき力を発揮する。", "It is especially deadly against orcs.");
772         }
773
774         if (have_flag(flgs, TR_KILL_TROLL))
775         {
776                 info[i++] = _("それはトロルにとっての天敵である。", "It is a great bane of trolls.");
777         }
778         if (have_flag(flgs, TR_SLAY_TROLL))
779         {
780                 info[i++] = _("それはトロルに対して特に恐るべき力を発揮する。", "It is especially deadly against trolls.");
781         }
782
783         if (have_flag(flgs, TR_KILL_GIANT))
784         {
785                 info[i++] = _("それは巨人にとっての天敵である。", "It is a great bane of giants.");
786         }
787         else if (have_flag(flgs, TR_SLAY_GIANT))
788         {
789                 info[i++] = _("それはジャイアントに対して特に恐るべき力を発揮する。", "It is especially deadly against giants.");
790         }
791
792         if (have_flag(flgs, TR_KILL_DEMON))
793         {
794                 info[i++] = _("それはデーモンにとっての天敵である。", "It is a great bane of demons.");
795         }
796         if (have_flag(flgs, TR_SLAY_DEMON))
797         {
798                 info[i++] = _("それはデーモンに対して聖なる力を発揮する。", "It strikes at demons with holy wrath.");
799         }
800
801         if (have_flag(flgs, TR_KILL_UNDEAD))
802         {
803                 info[i++] = _("それはアンデッドにとっての天敵である。", "It is a great bane of undead.");
804         }
805         if (have_flag(flgs, TR_SLAY_UNDEAD))
806         {
807                 info[i++] = _("それはアンデッドに対して聖なる力を発揮する。", "It strikes at undead with holy wrath.");
808         }
809
810         if (have_flag(flgs, TR_KILL_EVIL))
811         {
812                 info[i++] = _("それは邪悪なる存在にとっての天敵である。", "It is a great bane of evil monsters.");
813         }
814         if (have_flag(flgs, TR_SLAY_EVIL))
815         {
816                 info[i++] = _("それは邪悪なる存在に対して聖なる力で攻撃する。", "It fights against evil with holy fury.");
817         }
818
819         if (have_flag(flgs, TR_KILL_ANIMAL))
820         {
821                 info[i++] = _("それは自然界の動物にとっての天敵である。", "It is a great bane of natural creatures.");
822         }
823         if (have_flag(flgs, TR_SLAY_ANIMAL))
824         {
825                 info[i++] = _("それは自然界の動物に対して特に恐るべき力を発揮する。", "It is especially deadly against natural creatures.");
826         }
827
828         if (have_flag(flgs, TR_KILL_HUMAN))
829         {
830                 info[i++] = _("それは人間にとっての天敵である。", "It is a great bane of humans.");
831         }
832         if (have_flag(flgs, TR_SLAY_HUMAN))
833         {
834                 info[i++] = _("それは人間に対して特に恐るべき力を発揮する。", "It is especially deadly against humans.");
835         }
836
837         if (have_flag(flgs, TR_FORCE_WEAPON))
838         {
839                 info[i++] = _("それは使用者の魔力を使って攻撃する。", "It powerfully strikes at a monster using your mana.");
840         }
841         if (have_flag(flgs, TR_DEC_MANA))
842         {
843                 info[i++] = _("それは魔力の消費を押さえる。", "It decreases your mana consumption.");
844         }
845         if (have_flag(flgs, TR_SUST_STR))
846         {
847                 info[i++] = _("それはあなたの腕力を維持する。", "It sustains your strength.");
848         }
849         if (have_flag(flgs, TR_SUST_INT))
850         {
851                 info[i++] = _("それはあなたの知能を維持する。", "It sustains your intelligence.");
852         }
853         if (have_flag(flgs, TR_SUST_WIS))
854         {
855                 info[i++] = _("それはあなたの賢さを維持する。", "It sustains your wisdom.");
856         }
857         if (have_flag(flgs, TR_SUST_DEX))
858         {
859                 info[i++] = _("それはあなたの器用さを維持する。", "It sustains your dexterity.");
860         }
861         if (have_flag(flgs, TR_SUST_CON))
862         {
863                 info[i++] = _("それはあなたの耐久力を維持する。", "It sustains your constitution.");
864         }
865         if (have_flag(flgs, TR_SUST_CHR))
866         {
867                 info[i++] = _("それはあなたの魅力を維持する。", "It sustains your charisma.");
868         }
869
870         if (have_flag(flgs, TR_IM_ACID))
871         {
872                 info[i++] = _("それは酸に対する完全な免疫を授ける。", "It provides immunity to acid.");
873         }
874         if (have_flag(flgs, TR_IM_ELEC))
875         {
876                 info[i++] = _("それは電撃に対する完全な免疫を授ける。", "It provides immunity to electricity.");
877         }
878         if (have_flag(flgs, TR_IM_FIRE))
879         {
880                 info[i++] = _("それは火に対する完全な免疫を授ける。", "It provides immunity to fire.");
881         }
882         if (have_flag(flgs, TR_IM_COLD))
883         {
884                 info[i++] = _("それは寒さに対する完全な免疫を授ける。", "It provides immunity to cold.");
885         }
886
887         if (have_flag(flgs, TR_THROW))
888         {
889                 info[i++] = _("それは敵に投げて大きなダメージを与えることができる。", "It is perfectly balanced for throwing.");
890         }
891
892         if (have_flag(flgs, TR_FREE_ACT))
893         {
894                 info[i++] = _("それは麻痺に対する完全な免疫を授ける。", "It provides immunity to paralysis.");
895         }
896         if (have_flag(flgs, TR_HOLD_EXP))
897         {
898                 info[i++] = _("それは経験値吸収に対する耐性を授ける。", "It provides resistance to experience draining.");
899         }
900         if (have_flag(flgs, TR_RES_FEAR))
901         {
902                 info[i++] = _("それは恐怖への完全な耐性を授ける。", "It makes you completely fearless.");
903         }
904         if (have_flag(flgs, TR_RES_ACID))
905         {
906                 info[i++] = _("それは酸への耐性を授ける。", "It provides resistance to acid.");
907         }
908         if (have_flag(flgs, TR_RES_ELEC))
909         {
910                 info[i++] = _("それは電撃への耐性を授ける。", "It provides resistance to electricity.");
911         }
912         if (have_flag(flgs, TR_RES_FIRE))
913         {
914                 info[i++] = _("それは火への耐性を授ける。", "It provides resistance to fire.");
915         }
916         if (have_flag(flgs, TR_RES_COLD))
917         {
918                 info[i++] = _("それは寒さへの耐性を授ける。", "It provides resistance to cold.");
919         }
920         if (have_flag(flgs, TR_RES_POIS))
921         {
922                 info[i++] = _("それは毒への耐性を授ける。", "It provides resistance to poison.");
923         }
924
925         if (have_flag(flgs, TR_RES_LITE))
926         {
927                 info[i++] = _("それは閃光への耐性を授ける。", "It provides resistance to light.");
928         }
929         if (have_flag(flgs, TR_RES_DARK))
930         {
931                 info[i++] = _("それは暗黒への耐性を授ける。", "It provides resistance to dark.");
932         }
933
934         if (have_flag(flgs, TR_RES_BLIND))
935         {
936                 info[i++] = _("それは盲目への耐性を授ける。", "It provides resistance to blindness.");
937         }
938         if (have_flag(flgs, TR_RES_CONF))
939         {
940                 info[i++] = _("それは混乱への耐性を授ける。", "It provides resistance to confusion.");
941         }
942         if (have_flag(flgs, TR_RES_SOUND))
943         {
944                 info[i++] = _("それは轟音への耐性を授ける。", "It provides resistance to sound.");
945         }
946         if (have_flag(flgs, TR_RES_SHARDS))
947         {
948                 info[i++] = _("それは破片への耐性を授ける。", "It provides resistance to shards.");
949         }
950
951         if (have_flag(flgs, TR_RES_NETHER))
952         {
953                 info[i++] = _("それは地獄への耐性を授ける。", "It provides resistance to nether.");
954         }
955         if (have_flag(flgs, TR_RES_NEXUS))
956         {
957                 info[i++] = _("それは因果混乱への耐性を授ける。", "It provides resistance to nexus.");
958         }
959         if (have_flag(flgs, TR_RES_CHAOS))
960         {
961                 info[i++] = _("それはカオスへの耐性を授ける。", "It provides resistance to chaos.");
962         }
963         if (have_flag(flgs, TR_RES_DISEN))
964         {
965                 info[i++] = _("それは劣化への耐性を授ける。", "It provides resistance to disenchantment.");
966         }
967
968         if (have_flag(flgs, TR_LEVITATION))
969         {
970                 info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate.");
971         }
972                 
973         if (have_flag(flgs, TR_SEE_INVIS))
974         {
975                 info[i++] = _("それは透明なモンスターを見ることを可能にする。", "It allows you to see invisible monsters.");
976         }
977         if (have_flag(flgs, TR_TELEPATHY))
978         {
979                 info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers.");
980         }
981         if (have_flag(flgs, TR_ESP_ANIMAL))
982         {
983                 info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures.");
984         }
985         if (have_flag(flgs, TR_ESP_UNDEAD))
986         {
987                 info[i++] = _("それはアンデッドを感知する。", "It senses undead.");
988         }
989         if (have_flag(flgs, TR_ESP_DEMON))
990         {
991                 info[i++] = _("それは悪魔を感知する。", "It senses demons.");
992         }
993         if (have_flag(flgs, TR_ESP_ORC))
994         {
995                 info[i++] = _("それはオークを感知する。", "It senses orcs.");
996         }
997         if (have_flag(flgs, TR_ESP_TROLL))
998         {
999                 info[i++] = _("それはトロルを感知する。", "It senses trolls.");
1000         }
1001         if (have_flag(flgs, TR_ESP_GIANT))
1002         {
1003                 info[i++] = _("それは巨人を感知する。", "It senses giants.");
1004         }
1005         if (have_flag(flgs, TR_ESP_DRAGON))
1006         {
1007                 info[i++] = _("それはドラゴンを感知する。", "It senses dragons.");
1008         }
1009         if (have_flag(flgs, TR_ESP_HUMAN))
1010         {
1011                 info[i++] = _("それは人間を感知する。", "It senses humans.");
1012         }
1013         if (have_flag(flgs, TR_ESP_EVIL))
1014         {
1015                 info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures.");
1016         }
1017         if (have_flag(flgs, TR_ESP_GOOD))
1018         {
1019                 info[i++] = _("それは善良な存在を感知する。", "It senses good creatures.");
1020         }
1021         if (have_flag(flgs, TR_ESP_NONLIVING))
1022         {
1023                 info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures.");
1024         }
1025         if (have_flag(flgs, TR_ESP_UNIQUE))
1026         {
1027                 info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters.");
1028         }
1029         if (have_flag(flgs, TR_SLOW_DIGEST))
1030         {
1031                 info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism.");
1032         }
1033         if (have_flag(flgs, TR_REGEN))
1034         {
1035                 info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers.");
1036         }
1037         if (have_flag(flgs, TR_WARNING))
1038         {
1039                 info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger");
1040         }
1041         if (have_flag(flgs, TR_REFLECT))
1042         {
1043                 info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells.");
1044         }
1045         if (have_flag(flgs, TR_SH_FIRE))
1046         {
1047                 info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath.");
1048         }
1049         if (have_flag(flgs, TR_SH_ELEC))
1050         {
1051                 info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath.");
1052         }
1053         if (have_flag(flgs, TR_SH_COLD))
1054         {
1055                 info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness.");
1056         }
1057         if (have_flag(flgs, TR_NO_MAGIC))
1058         {
1059                 info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell.");
1060         }
1061         if (have_flag(flgs, TR_NO_TELE))
1062         {
1063                 info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation.");
1064         }
1065         if (have_flag(flgs, TR_XTRA_MIGHT))
1066         {
1067                 info[i++] = _("それは矢/ボルト/弾をより強力に発射することができる。", "It fires missiles with extra might.");
1068         }
1069         if (have_flag(flgs, TR_XTRA_SHOTS))
1070         {
1071                 info[i++] = _("それは矢/ボルト/弾を非常に早く発射することができる。", "It fires missiles excessively fast.");
1072         }
1073
1074         if (have_flag(flgs, TR_BLESSED))
1075         {
1076                 info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods.");
1077         }
1078
1079         if (object_is_cursed(o_ptr))
1080         {
1081                 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1082                 {
1083                         info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed.");
1084                 }
1085                 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1086                 {
1087                         info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed.");
1088                 }
1089                 else
1090                 {
1091                         info[i++] = _("それは呪われている。", "It is cursed.");
1092
1093                         /*
1094                          * It's a trivial infomation since there is
1095                          * fake inscription {cursed}
1096                          */
1097                         trivial_info++;
1098                 }
1099         }
1100
1101         if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
1102         {
1103                 info[i++] = _("それは太古の禍々しい怨念が宿っている。", "It carries an ancient foul curse.");
1104         }
1105         if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
1106         {
1107                 info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures.");
1108         }
1109         if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
1110         {
1111                 info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
1112         }
1113         if (o_ptr->curse_flags & TRC_SLOW_REGEN)
1114         {
1115                 info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers.");
1116         }
1117         if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
1118         {
1119                 info[i++] = _("それは弱い呪いを増やす。","It adds weak curses.");
1120         }
1121         if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
1122         {
1123                 info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
1124         }
1125         if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
1126         {
1127                 info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
1128         }
1129         if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
1130         {
1131                 info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
1132         }
1133         if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
1134         {
1135                 info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
1136         }
1137         if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
1138         {
1139                 info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads.");
1140         }
1141         if ((have_flag(flgs, TR_COWARDICE)) ||  (o_ptr->curse_flags & TRC_COWARDICE))
1142         {
1143                 info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice.");
1144         }
1145         if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
1146         {
1147                 info[i++] = _("それはランダムなテレポートを引き起こす。", "It induces random teleportation.");
1148         }
1149         if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
1150         {
1151                 info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
1152         }
1153         if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
1154         {
1155                 info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
1156         }
1157         if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
1158         {
1159                 info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
1160         }
1161         if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
1162         {
1163                 info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
1164         }
1165         if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
1166         {
1167                 info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
1168         }
1169         if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
1170         {
1171                 info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana.");
1172         }
1173
1174         /* Describe about this kind of object instead of THIS fake object */
1175         if (mode & SCROBJ_FAKE_OBJECT)
1176         {
1177                 switch (o_ptr->tval)
1178                 {
1179                 case TV_RING:
1180                         switch (o_ptr->sval)
1181                         {
1182                         case SV_RING_LORDLY:
1183                                 info[i++] = _("それは幾つかのランダムな耐性を授ける。", "It provides some random resistances.");
1184                                 break;
1185                         case SV_RING_WARNING:
1186                                 info[i++] = _("それはひとつの低級なESPを授ける事がある。", "It may provide a low rank ESP.");
1187                                 break;
1188                         }
1189                         break;
1190
1191                 case TV_AMULET:
1192                         switch (o_ptr->sval)
1193                         {
1194                         case SV_AMULET_RESISTANCE:
1195                                 info[i++] = _("それは毒への耐性を授ける事がある。", "It may provides resistance to poison.");
1196                                 info[i++] = _("それはランダムな耐性を授ける事がある。", "It may provide a random resistances.");
1197                                 break;
1198                         case SV_AMULET_THE_MAGI:
1199                                 info[i++] = _("それは最大で3つまでの低級なESPを授ける。", "It provides up to three low rank ESPs.");
1200                                 break;
1201                         }
1202                         break;
1203                 }
1204         }
1205
1206         if (have_flag(flgs, TR_IGNORE_ACID) &&
1207             have_flag(flgs, TR_IGNORE_ELEC) &&
1208             have_flag(flgs, TR_IGNORE_FIRE) &&
1209             have_flag(flgs, TR_IGNORE_COLD))
1210         {
1211                 info[i++] = _("それは酸・電撃・火炎・冷気では傷つかない。", "It cannot be harmed by the elements.");
1212         }
1213         else
1214         {
1215                 if (have_flag(flgs, TR_IGNORE_ACID))
1216                 {
1217                         info[i++] = _("それは酸では傷つかない。", "It cannot be harmed by acid.");
1218                 }
1219                 if (have_flag(flgs, TR_IGNORE_ELEC))
1220                 {
1221                         info[i++] = _("それは電撃では傷つかない。", "It cannot be harmed by electricity.");
1222                 }
1223                 if (have_flag(flgs, TR_IGNORE_FIRE))
1224                 {
1225                         info[i++] = _("それは火炎では傷つかない。", "It cannot be harmed by fire.");
1226                 }
1227                 if (have_flag(flgs, TR_IGNORE_COLD))
1228                 {
1229                         info[i++] = _("それは冷気では傷つかない。", "It cannot be harmed by cold.");
1230                 }
1231         }
1232
1233         if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
1234
1235         /* No relevant informations */
1236         if (i <= trivial_info) return (FALSE);
1237
1238         /* Save the screen */
1239         screen_save();
1240
1241         /* Get size */
1242         Term_get_size(&wid, &hgt);
1243
1244         /* Display Item name */
1245         if (!(mode & SCROBJ_FAKE_OBJECT))
1246                 object_desc(o_name, o_ptr, 0);
1247         else
1248                 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1249
1250         prt(o_name, 0, 0);
1251
1252         /* Erase the screen */
1253         for (k = 1; k < hgt; k++) prt("", k, 13);
1254
1255         /* Label the information */
1256         if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
1257         {
1258                 monster_race *r_ptr = &r_info[o_ptr->pval];
1259                 int namelen = strlen(r_name + r_ptr->name);
1260                 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
1261                 Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
1262                 prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
1263         }
1264         else
1265         {
1266                 prt(_("     アイテムの能力:", "     Item Attributes:"), 1, 15);
1267         }
1268
1269         /* We will print on top of the map (column 13) */
1270         for (k = 2, j = 0; j < i; j++)
1271         {
1272                 /* Show the info */
1273                 prt(info[j], k++, 15);
1274
1275                 /* Every 20 entries (lines 2 to 21), start over */
1276                 if ((k == hgt - 2) && (j+1 < i))
1277                 {
1278                         prt(_("-- 続く --", "-- more --"), k, 15);
1279                         inkey();
1280                         for (; k > 2; k--) prt("", k, 15);
1281                 }
1282         }
1283
1284         /* Wait for it */
1285         prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 15);
1286
1287         inkey();
1288
1289         /* Restore the screen */
1290         screen_load();
1291
1292         /* Gave knowledge */
1293         return (TRUE);
1294 }
1295
1296
1297
1298 /*!
1299  * @brief オブジェクト選択時の選択アルファベットラベルを返す /
1300  * Convert an inventory index into a one character label
1301  * @param i プレイヤーの所持/装備オブジェクトID
1302  * @return 対応するアルファベット
1303  * @details Note that the label does NOT distinguish inven/equip.
1304  */
1305 char index_to_label(int i)
1306 {
1307         /* Indexes for "inven" are easy */
1308         if (i < INVEN_RARM) return (I2A(i));
1309
1310         /* Indexes for "equip" are offset */
1311         return (I2A(i - INVEN_RARM));
1312 }
1313
1314 /*!
1315  * @brief 選択アルファベットラベルからプレイヤーの所持オブジェクトIDを返す /
1316  * Convert a label into the index of an item in the "inven"
1317  * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
1318  * @details Note that the label does NOT distinguish inven/equip.
1319  */
1320 s16b label_to_inven(int c)
1321 {
1322         int i;
1323
1324         /* Convert */
1325         i = (islower(c) ? A2I(c) : -1);
1326
1327         /* Verify the index */
1328         if ((i < 0) || (i > INVEN_PACK)) return (-1);
1329
1330         /* Empty slots can never be chosen */
1331         if (!inventory[i].k_idx) return (-1);
1332
1333         /* Return the index */
1334         return (i);
1335 }
1336
1337
1338 /*! See cmd5.c */
1339 extern bool select_ring_slot;
1340
1341
1342 /*!
1343  * @brief プレイヤーの所持/装備オブジェクトIDが指輪枠かを返す /
1344  * @param i プレイヤーの所持/装備オブジェクトID
1345  * @return 指輪枠ならばTRUEを返す。
1346  */
1347 static bool is_ring_slot(int i)
1348 {
1349         return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
1350 }
1351
1352
1353 /*!
1354  * @brief 選択アルファベットラベルからプレイヤーの装備オブジェクトIDを返す /
1355  * Convert a label into the index of a item in the "equip"
1356  * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
1357  */
1358 s16b label_to_equip(int c)
1359 {
1360         int i;
1361
1362         /* Convert */
1363         i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
1364
1365         /* Verify the index */
1366         if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
1367
1368         if (select_ring_slot) return is_ring_slot(i) ? i : -1;
1369
1370         /* Empty slots can never be chosen */
1371         if (!inventory[i].k_idx) return (-1);
1372
1373         /* Return the index */
1374         return (i);
1375 }
1376
1377
1378
1379 /*!
1380  * @brief オブジェクトの該当装備部位IDを返す /
1381  * Determine which equipment slot (if any) an item likes
1382  * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
1383  * @return 対応する装備部位ID
1384  */
1385 s16b wield_slot(object_type *o_ptr)
1386 {
1387         /* Slot for equipment */
1388         switch (o_ptr->tval)
1389         {
1390                 case TV_DIGGING:
1391                 case TV_HAFTED:
1392                 case TV_POLEARM:
1393                 case TV_SWORD:
1394                 {
1395                         if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
1396                         if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
1397                         return (INVEN_LARM);
1398                 }
1399
1400                 case TV_CAPTURE:
1401                 case TV_CARD:
1402                 case TV_SHIELD:
1403                 {
1404                         if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
1405                         if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
1406                         return (INVEN_RARM);
1407                 }
1408
1409                 case TV_BOW:
1410                 {
1411                         return (INVEN_BOW);
1412                 }
1413
1414                 case TV_RING:
1415                 {
1416                         /* Use the right hand first */
1417                         if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
1418
1419                         /* Use the left hand for swapping (by default) */
1420                         return (INVEN_LEFT);
1421                 }
1422
1423                 case TV_AMULET:
1424                 case TV_WHISTLE:
1425                 {
1426                         return (INVEN_NECK);
1427                 }
1428
1429                 case TV_LITE:
1430                 {
1431                         return (INVEN_LITE);
1432                 }
1433
1434                 case TV_DRAG_ARMOR:
1435                 case TV_HARD_ARMOR:
1436                 case TV_SOFT_ARMOR:
1437                 {
1438                         return (INVEN_BODY);
1439                 }
1440
1441                 case TV_CLOAK:
1442                 {
1443                         return (INVEN_OUTER);
1444                 }
1445
1446                 case TV_CROWN:
1447                 case TV_HELM:
1448                 {
1449                         return (INVEN_HEAD);
1450                 }
1451
1452                 case TV_GLOVES:
1453                 {
1454                         return (INVEN_HANDS);
1455                 }
1456
1457                 case TV_BOOTS:
1458                 {
1459                         return (INVEN_FEET);
1460                 }
1461         }
1462
1463         /* No slot available */
1464         return (-1);
1465 }
1466
1467 /*!
1468  * @brief 所持/装備オブジェクトIDの部位表現を返す /
1469  * Return a string mentioning how a given item is carried
1470  * @param i 部位表現を求めるプレイヤーの所持/装備オブジェクトID
1471  * @return 部位表現の文字列ポインタ
1472  */
1473 cptr mention_use(int i)
1474 {
1475         cptr p;
1476
1477         /* Examine the location */
1478         switch (i)
1479         {
1480 #ifdef JP
1481                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "運搬中" : ((p_ptr->ryoute && p_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手")); break;
1482 #else
1483                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
1484 #endif
1485
1486 #ifdef JP
1487                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "運搬中" : ((p_ptr->ryoute && p_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手")); break;
1488 #else
1489                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
1490 #endif
1491
1492 #ifdef JP
1493                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "運搬中" : "射撃用"; break;
1494 #else
1495                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break;
1496 #endif
1497
1498 #ifdef JP
1499                 case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break;
1500 #else
1501                 case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
1502 #endif
1503
1504 #ifdef JP
1505                 case INVEN_LEFT:  p = (left_hander ? "右手指" : "左手指"); break;
1506 #else
1507                 case INVEN_LEFT:  p = (left_hander ? "On right hand" : "On left hand"); break;
1508 #endif
1509
1510                 case INVEN_NECK:  p = _("  首", "Around neck"); break;
1511                 case INVEN_LITE:  p = _(" 光源", "Light source"); break;
1512                 case INVEN_BODY:  p = _("  体", "On body"); break;
1513                 case INVEN_OUTER: p = _("体の上", "About body"); break;
1514                 case INVEN_HEAD:  p = _("  頭", "On head"); break;
1515                 case INVEN_HANDS: p = _("  手", "On hands"); break;
1516                 case INVEN_FEET:  p = _("  足", "On feet"); break;
1517                 default:          p = _("ザック", "In pack"); break;
1518         }
1519
1520         /* Return the result */
1521         return p;
1522 }
1523
1524
1525 /*!
1526  * @brief 所持/装備オブジェクトIDの現在の扱い方の状態表現を返す /
1527  * Return a string describing how a given item is being worn.
1528  * @param i 状態表現を求めるプレイヤーの所持/装備オブジェクトID
1529  * @return 状態表現内容の文字列ポインタ
1530  * @details
1531  * Currently, only used for items in the equipment, not inventory.
1532  */
1533 cptr describe_use(int i)
1534 {
1535         cptr p;
1536
1537         switch (i)
1538         {
1539 #ifdef JP
1540                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->migite) ? "両手に装備している" : (left_hander ? "左手に装備している" : "右手に装備している")); break;
1541 #else
1542                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
1543 #endif
1544
1545 #ifdef JP
1546                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->hidarite) ? "両手に装備している" : (left_hander ? "右手に装備している" : "左手に装備している")); break;
1547 #else
1548                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
1549 #endif
1550
1551 #ifdef JP
1552                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "持つだけで精一杯の" : "射撃用に装備している"; break;
1553 #else
1554                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break;
1555 #endif
1556
1557 #ifdef JP
1558                 case INVEN_RIGHT: p = (left_hander ? "左手の指にはめている" : "右手の指にはめている"); break;
1559 #else
1560                 case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break;
1561 #endif
1562
1563 #ifdef JP
1564                 case INVEN_LEFT:  p = (left_hander ? "右手の指にはめている" : "左手の指にはめている"); break;
1565 #else
1566                 case INVEN_LEFT:  p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
1567 #endif
1568
1569                 case INVEN_NECK:  p = _("首にかけている", "wearing around your neck"); break;
1570                 case INVEN_LITE:  p = _("光源にしている", "using to light the way"); break;
1571                 case INVEN_BODY:  p = _("体に着ている", "wearing on your body"); break;
1572                 case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break;
1573                 case INVEN_HEAD:  p = _("頭にかぶっている", "wearing on your head"); break;
1574                 case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break;
1575                 case INVEN_FEET:  p = _("足にはいている", "wearing on your feet"); break;
1576                 default:          p = _("ザックに入っている", "carrying in your pack"); break;
1577         }
1578
1579         /* Return the result */
1580         return p;
1581 }
1582
1583
1584 /*!
1585  * @brief tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す /
1586  * Hack: Check if a spellbook is one of the realms we can use. -- TY
1587  * @param book_tval ベースアイテムのtval
1588  * @param book_sval ベースアイテムのsval
1589  * @return 使用可能な魔法書ならばTRUEを返す。
1590  */
1591
1592 bool check_book_realm(const byte book_tval, const byte book_sval)
1593 {
1594         if (book_tval < TV_LIFE_BOOK) return FALSE;
1595         if (p_ptr->pclass == CLASS_SORCERER)
1596         {
1597                 return is_magic(tval2realm(book_tval));
1598         }
1599         else if (p_ptr->pclass == CLASS_RED_MAGE)
1600         {
1601                 if (is_magic(tval2realm(book_tval)))
1602                         return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
1603         }
1604         return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
1605 }
1606
1607 /*!
1608  * @brief アイテムがitem_tester_hookグローバル関数ポインタの条件を満たしているかを返す汎用関数
1609  * Check an item against the item tester info
1610  * @param o_ptr 判定を行いたいオブジェクト構造体参照ポインタ
1611  * @return item_tester_hookの参照先、その他いくつかの例外に応じてTRUE/FALSEを返す。
1612  */
1613 bool item_tester_okay(object_type *o_ptr)
1614 {
1615         /* Hack -- allow listing empty slots */
1616         if (item_tester_full) return (TRUE);
1617
1618         /* Require an item */
1619         if (!o_ptr->k_idx) return (FALSE);
1620
1621         /* Hack -- ignore "gold" */
1622         if (o_ptr->tval == TV_GOLD)
1623         {
1624                 /* See xtra2.c */
1625                 extern bool show_gold_on_floor;
1626
1627                 if (!show_gold_on_floor) return (FALSE);
1628         }
1629
1630         /* Check the tval */
1631         if (item_tester_tval)
1632         {
1633                 /* Is it a spellbook? If so, we need a hack -- TY */
1634                 if ((item_tester_tval <= TV_DEATH_BOOK) &&
1635                         (item_tester_tval >= TV_LIFE_BOOK))
1636                         return check_book_realm(o_ptr->tval, o_ptr->sval);
1637                 else
1638                         if (item_tester_tval != o_ptr->tval) return (FALSE);
1639         }
1640
1641         /* Check the hook */
1642         if (item_tester_hook)
1643         {
1644                 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
1645         }
1646
1647         /* Assume okay */
1648         return (TRUE);
1649 }
1650
1651
1652 /*!
1653  * @brief 所持アイテム一覧を表示する /
1654  * Choice window "shadow" of the "show_inven()" function
1655  * @return なし
1656  */
1657 void display_inven(void)
1658 {
1659         register        int i, n, z = 0;
1660         object_type     *o_ptr;
1661         byte            attr = TERM_WHITE;
1662         char            tmp_val[80];
1663         char            o_name[MAX_NLEN];
1664         int             wid, hgt;
1665
1666         /* Get size */
1667         Term_get_size(&wid, &hgt);
1668
1669         /* Find the "final" slot */
1670         for (i = 0; i < INVEN_PACK; i++)
1671         {
1672                 o_ptr = &inventory[i];
1673
1674                 /* Skip non-objects */
1675                 if (!o_ptr->k_idx) continue;
1676
1677                 /* Track */
1678                 z = i + 1;
1679         }
1680
1681         /* Display the pack */
1682         for (i = 0; i < z; i++)
1683         {
1684                 /* Examine the item */
1685                 o_ptr = &inventory[i];
1686
1687                 /* Start with an empty "index" */
1688                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1689
1690                 /* Is this item "acceptable"? */
1691                 if (item_tester_okay(o_ptr))
1692                 {
1693                         /* Prepare an "index" */
1694                         tmp_val[0] = index_to_label(i);
1695
1696                         /* Bracket the "index" --(-- */
1697                         tmp_val[1] = ')';
1698                 }
1699
1700                 /* Display the index (or blank space) */
1701                 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
1702
1703                 /* Obtain an item description */
1704                 object_desc(o_name, o_ptr, 0);
1705
1706                 /* Obtain the length of the description */
1707                 n = strlen(o_name);
1708
1709                 /* Get a color */
1710                 attr = tval_to_attr[o_ptr->tval % 128];
1711
1712                 /* Grey out charging items */
1713                 if (o_ptr->timeout)
1714                 {
1715                         attr = TERM_L_DARK;
1716                 }
1717
1718                 /* Display the entry itself */
1719                 Term_putstr(3, i, n, attr, o_name);
1720
1721                 /* Erase the rest of the line */
1722                 Term_erase(3+n, i, 255);
1723
1724                 /* Display the weight if needed */
1725                 if (show_weights)
1726                 {
1727                         int wgt = o_ptr->weight * o_ptr->number;
1728 #ifdef JP
1729                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
1730 #else
1731                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1732 #endif
1733
1734                         prt(tmp_val, i, wid - 9);
1735                 }
1736         }
1737
1738         /* Erase the rest of the window */
1739         for (i = z; i < hgt; i++)
1740         {
1741                 /* Erase the line */
1742                 Term_erase(0, i, 255);
1743         }
1744 }
1745
1746
1747
1748 /*!
1749  * @brief 装備アイテム一覧を表示する /
1750  * Choice window "shadow" of the "show_equip()" function
1751  * @return なし
1752  */
1753 void display_equip(void)
1754 {
1755         register        int i, n;
1756         object_type     *o_ptr;
1757         byte            attr = TERM_WHITE;
1758         char            tmp_val[80];
1759         char            o_name[MAX_NLEN];
1760         int             wid, hgt;
1761
1762         /* Get size */
1763         Term_get_size(&wid, &hgt);
1764
1765         /* Display the equipment */
1766         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1767         {
1768                 /* Examine the item */
1769                 o_ptr = &inventory[i];
1770
1771                 /* Start with an empty "index" */
1772                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1773
1774                 /* Is this item "acceptable"? */
1775                 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
1776                 {
1777                         /* Prepare an "index" */
1778                         tmp_val[0] = index_to_label(i);
1779
1780                         /* Bracket the "index" --(-- */
1781                         tmp_val[1] = ')';
1782                 }
1783
1784                 /* Display the index (or blank space) */
1785                 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
1786
1787                 /* Obtain an item description */
1788                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
1789                 {
1790                         strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
1791                         attr = TERM_WHITE;
1792                 }
1793                 else
1794                 {
1795                         object_desc(o_name, o_ptr, 0);
1796                         attr = tval_to_attr[o_ptr->tval % 128];
1797                 }
1798
1799                 /* Obtain the length of the description */
1800                 n = strlen(o_name);
1801
1802                 /* Grey out charging items */
1803                 if (o_ptr->timeout)
1804                 {
1805                         attr = TERM_L_DARK;
1806                 }
1807
1808                 /* Display the entry itself */
1809                 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
1810
1811                 /* Erase the rest of the line */
1812                 Term_erase(3+n, i - INVEN_RARM, 255);
1813
1814                 /* Display the weight (if needed) */
1815                 if (show_weights)
1816                 {
1817                         int wgt = o_ptr->weight * o_ptr->number;
1818 #ifdef JP
1819                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
1820 #else
1821                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1822 #endif
1823
1824                         prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
1825                 }
1826
1827                 /* Display the slot description (if needed) */
1828                 if (show_labels)
1829                 {
1830                         Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
1831                         prt(mention_use(i), i - INVEN_RARM, wid - 15);
1832                 }
1833         }
1834
1835         /* Erase the rest of the window */
1836         for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
1837         {
1838                 /* Clear that line */
1839                 Term_erase(0, i, 255);
1840         }
1841 }
1842
1843
1844 /*!
1845  * @brief 所持/装備オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
1846  * Find the "first" inventory object with the given "tag".
1847  * @param cp 対応するタグIDを与える参照ポインタ
1848  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1849  * @param mode 所持、装備の切り替え
1850  * @return タグに該当するオブジェクトがあるならTRUEを返す
1851  * @details
1852  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1853  * inscription of an object.  Alphabetical characters don't work as a\n
1854  * tag in this form.\n
1855  *\n
1856  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1857  * and "x" is the "current" command_cmd code.\n
1858  */
1859 static bool get_tag(int *cp, char tag, int mode)
1860 {
1861         int i, start, end;
1862         cptr s;
1863
1864         /* Extract index from mode */
1865         switch (mode)
1866         {
1867         case USE_EQUIP:
1868                 start = INVEN_RARM;
1869                 end = INVEN_TOTAL - 1;
1870                 break;
1871
1872         case USE_INVEN:
1873                 start = 0;
1874                 end = INVEN_PACK - 1;
1875                 break;
1876
1877         default:
1878                 return FALSE;
1879         }
1880
1881         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1882
1883         /* Check every inventory object */
1884         for (i = start; i <= end; i++)
1885         {
1886                 object_type *o_ptr = &inventory[i];
1887
1888                 /* Skip non-objects */
1889                 if (!o_ptr->k_idx) continue;
1890
1891                 /* Skip empty inscriptions */
1892                 if (!o_ptr->inscription) continue;
1893
1894                 /* Skip non-choice */
1895                 if (!item_tester_okay(o_ptr)) continue;
1896
1897                 /* Find a '@' */
1898                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1899
1900                 /* Process all tags */
1901                 while (s)
1902                 {
1903                         /* Check the special tags */
1904                         if ((s[1] == command_cmd) && (s[2] == tag))
1905                         {
1906                                 /* Save the actual inventory ID */
1907                                 *cp = i;
1908
1909                                 /* Success */
1910                                 return (TRUE);
1911                         }
1912
1913                         /* Find another '@' */
1914                         s = my_strchr(s + 1, '@');
1915                 }
1916         }
1917
1918
1919         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
1920
1921         /* Don't allow {@#} with '#' being alphabet */
1922         if (tag < '0' || '9' < tag)
1923         {
1924                 /* No such tag */
1925                 return FALSE;
1926         }
1927
1928         /* Check every object */
1929         for (i = start; i <= end; i++)
1930         {
1931                 object_type *o_ptr = &inventory[i];
1932
1933                 /* Skip non-objects */
1934                 if (!o_ptr->k_idx) continue;
1935
1936                 /* Skip empty inscriptions */
1937                 if (!o_ptr->inscription) continue;
1938
1939                 /* Skip non-choice */
1940                 if (!item_tester_okay(o_ptr)) continue;
1941
1942                 /* Find a '@' */
1943                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1944
1945                 /* Process all tags */
1946                 while (s)
1947                 {
1948                         /* Check the normal tags */
1949                         if (s[1] == tag)
1950                         {
1951                                 /* Save the actual inventory ID */
1952                                 *cp = i;
1953
1954                                 /* Success */
1955                                 return (TRUE);
1956                         }
1957
1958                         /* Find another '@' */
1959                         s = my_strchr(s + 1, '@');
1960                 }
1961         }
1962
1963         /* No such tag */
1964         return (FALSE);
1965 }
1966
1967
1968 /*!
1969  * @brief 床オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
1970  * Find the "first" inventory object with the given "tag".
1971  * @param cp 対応するタグIDを与える参照ポインタ
1972  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1973  * @param floor_list 床上アイテムの配列
1974  * @param floor_num  床上アイテムの配列ID
1975  * @return タグに該当するオブジェクトがあるならTRUEを返す
1976  * @details
1977  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1978  * inscription of an object.  Alphabetical characters don't work as a\n
1979  * tag in this form.\n
1980  *\n
1981  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1982  * and "x" is the "current" command_cmd code.\n
1983  */
1984 static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num)
1985 {
1986         int i;
1987         cptr s;
1988
1989         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1990
1991         /* Check every object in the grid */
1992         for (i = 0; i < floor_num && i < 23; i++)
1993         {
1994                 object_type *o_ptr = &o_list[floor_list[i]];
1995
1996                 /* Skip empty inscriptions */
1997                 if (!o_ptr->inscription) continue;
1998
1999                 /* Find a '@' */
2000                 s = my_strchr(quark_str(o_ptr->inscription), '@');
2001
2002                 /* Process all tags */
2003                 while (s)
2004                 {
2005                         /* Check the special tags */
2006                         if ((s[1] == command_cmd) && (s[2] == tag))
2007                         {
2008                                 /* Save the actual floor object ID */
2009                                 *cp = i;
2010
2011                                 /* Success */
2012                                 return (TRUE);
2013                         }
2014
2015                         /* Find another '@' */
2016                         s = my_strchr(s + 1, '@');
2017                 }
2018         }
2019
2020
2021         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
2022
2023         /* Don't allow {@#} with '#' being alphabet */
2024         if (tag < '0' || '9' < tag)
2025         {
2026                 /* No such tag */
2027                 return FALSE;
2028         }
2029
2030         /* Check every object in the grid */
2031         for (i = 0; i < floor_num && i < 23; i++)
2032         {
2033                 object_type *o_ptr = &o_list[floor_list[i]];
2034
2035                 /* Skip empty inscriptions */
2036                 if (!o_ptr->inscription) continue;
2037
2038                 /* Find a '@' */
2039                 s = my_strchr(quark_str(o_ptr->inscription), '@');
2040
2041                 /* Process all tags */
2042                 while (s)
2043                 {
2044                         /* Check the normal tags */
2045                         if (s[1] == tag)
2046                         {
2047                                 /* Save the floor object ID */
2048                                 *cp = i;
2049
2050                                 /* Success */
2051                                 return (TRUE);
2052                         }
2053
2054                         /* Find another '@' */
2055                         s = my_strchr(s + 1, '@');
2056                 }
2057         }
2058
2059         /* No such tag */
2060         return (FALSE);
2061 }
2062
2063
2064 /*!
2065  * @brief タグIDにあわせてタグアルファベットのリストを返す /
2066  * Move around label characters with correspond tags
2067  * @param label ラベルリストを取得する文字列参照ポインタ
2068  * @param mode 所持品リストか装備品リストかの切り替え
2069  * @return なし
2070  */
2071 static void prepare_label_string(char *label, int mode)
2072 {
2073         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2074         int  offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
2075         int  i;
2076
2077         /* Prepare normal labels */
2078         strcpy(label, alphabet_chars);
2079
2080         /* Move each label */
2081         for (i = 0; i < 52; i++)
2082         {
2083                 int index;
2084                 char c = alphabet_chars[i];
2085
2086                 /* Find a tag with this label */
2087                 if (get_tag(&index, c, mode))
2088                 {
2089                         /* Delete the overwritten label */
2090                         if (label[i] == c) label[i] = ' ';
2091
2092                         /* Move the label to the place of corresponding tag */
2093                         label[index - offset] = c;
2094                 }
2095         }
2096 }
2097
2098
2099 /*!
2100  * @brief タグIDにあわせてタグアルファベットのリストを返す(床上アイテム用) /
2101  * Move around label characters with correspond tags (floor version)
2102  * @param label ラベルリストを取得する文字列参照ポインタ
2103  * @param floor_list 床上アイテムの配列
2104  * @param floor_num  床上アイテムの配列ID
2105  * @return なし
2106  */
2107 /*
2108  */
2109 static void prepare_label_string_floor(char *label, int floor_list[], int floor_num)
2110 {
2111         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2112         int  i;
2113
2114         /* Prepare normal labels */
2115         strcpy(label, alphabet_chars);
2116
2117         /* Move each label */
2118         for (i = 0; i < 52; i++)
2119         {
2120                 int index;
2121                 char c = alphabet_chars[i];
2122
2123                 /* Find a tag with this label */
2124                 if (get_tag_floor(&index, c, floor_list, floor_num))
2125                 {
2126                         /* Delete the overwritten label */
2127                         if (label[i] == c) label[i] = ' ';
2128
2129                         /* Move the label to the place of corresponding tag */
2130                         label[index] = c;
2131                 }
2132         }
2133 }
2134
2135
2136 /*!
2137  * @brief 所持アイテムの表示を行う /
2138  * Display the inventory.
2139  * @param target_item アイテムの選択処理を行うか否か。
2140  * @return 選択したアイテムのタグ
2141  * @details
2142  * Hack -- do not display "trailing" empty slots
2143  */
2144 int show_inven(int target_item)
2145 {
2146         int             i, j, k, l, z = 0;
2147         int             col, cur_col, len;
2148         object_type     *o_ptr;
2149         char            o_name[MAX_NLEN];
2150         char            tmp_val[80];
2151         int             out_index[23];
2152         byte            out_color[23];
2153         char            out_desc[23][MAX_NLEN];
2154         int             target_item_label = 0;
2155         int             wid, hgt;
2156         char            inven_label[52 + 1];
2157
2158         /* Starting column */
2159         col = command_gap;
2160
2161         /* Get size */
2162         Term_get_size(&wid, &hgt);
2163
2164         /* Default "max-length" */
2165         len = wid - col - 1;
2166
2167
2168         /* Find the "final" slot */
2169         for (i = 0; i < INVEN_PACK; i++)
2170         {
2171                 o_ptr = &inventory[i];
2172
2173                 /* Skip non-objects */
2174                 if (!o_ptr->k_idx) continue;
2175
2176                 /* Track */
2177                 z = i + 1;
2178         }
2179
2180         prepare_label_string(inven_label, USE_INVEN);
2181
2182         /* Display the inventory */
2183         for (k = 0, i = 0; i < z; i++)
2184         {
2185                 o_ptr = &inventory[i];
2186
2187                 /* Is this item acceptable? */
2188                 if (!item_tester_okay(o_ptr)) continue;
2189
2190                 /* Describe the object */
2191                 object_desc(o_name, o_ptr, 0);
2192
2193                 /* Save the object index, color, and description */
2194                 out_index[k] = i;
2195                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2196
2197                 /* Grey out charging items */
2198                 if (o_ptr->timeout)
2199                 {
2200                         out_color[k] = TERM_L_DARK;
2201                 }
2202
2203                 (void)strcpy(out_desc[k], o_name);
2204
2205                 /* Find the predicted "line length" */
2206                 l = strlen(out_desc[k]) + 5;
2207
2208                 /* Be sure to account for the weight */
2209                 if (show_weights) l += 9;
2210
2211                 /* Account for icon if displayed */
2212                 if (show_item_graph)
2213                 {
2214                         l += 2;
2215                         if (use_bigtile) l++;
2216                 }
2217
2218                 /* Maintain the maximum length */
2219                 if (l > len) len = l;
2220
2221                 /* Advance to next "line" */
2222                 k++;
2223         }
2224
2225         /* Find the column to start in */
2226         col = (len > wid - 4) ? 0 : (wid - len - 1);
2227
2228         /* Output each entry */
2229         for (j = 0; j < k; j++)
2230         {
2231                 /* Get the index */
2232                 i = out_index[j];
2233
2234                 /* Get the item */
2235                 o_ptr = &inventory[i];
2236
2237                 /* Clear the line */
2238                 prt("", j + 1, col ? col - 2 : col);
2239
2240                 if (use_menu && target_item)
2241                 {
2242                         if (j == (target_item-1))
2243                         {
2244                                 strcpy(tmp_val, _("》", "> "));
2245                                 target_item_label = i;
2246                         }
2247                         else strcpy(tmp_val, "  ");
2248                 }
2249                 else if (i <= INVEN_PACK)
2250                 {
2251                         /* Prepare an index --(-- */
2252                         sprintf(tmp_val, "%c)", inven_label[i]);
2253                 }
2254                 else
2255                 {
2256                         /* Prepare an index --(-- */
2257                         sprintf(tmp_val, "%c)", index_to_label(i));
2258                 }
2259
2260                 /* Clear the line with the (possibly indented) index */
2261                 put_str(tmp_val, j + 1, col);
2262
2263                 cur_col = col + 3;
2264
2265                 /* Display graphics for object, if desired */
2266                 if (show_item_graph)
2267                 {
2268                         byte  a = object_attr(o_ptr);
2269                         char c = object_char(o_ptr);
2270                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2271                         if (use_bigtile) cur_col++;
2272
2273                         cur_col += 2;
2274                 }
2275
2276
2277                 /* Display the entry itself */
2278                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
2279
2280                 /* Display the weight if needed */
2281                 if (show_weights)
2282                 {
2283                         int wgt = o_ptr->weight * o_ptr->number;
2284 #ifdef JP
2285                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2286 #else
2287                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2288 #endif
2289
2290                         prt(tmp_val, j + 1, wid - 9);
2291                 }
2292         }
2293
2294         /* Make a "shadow" below the list (only if needed) */
2295         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2296
2297         /* Save the new column */
2298         command_gap = col;
2299
2300         return target_item_label;
2301 }
2302
2303
2304 /*!
2305  * @brief 装備アイテムの表示を行う /
2306  * Display the equipment.
2307  * @param target_item アイテムの選択処理を行うか否か。
2308  * @return 選択したアイテムのタグ
2309  */
2310 int show_equip(int target_item)
2311 {
2312         int             i, j, k, l;
2313         int             col, cur_col, len;
2314         object_type     *o_ptr;
2315         char            tmp_val[80];
2316         char            o_name[MAX_NLEN];
2317         int             out_index[23];
2318         byte            out_color[23];
2319         char            out_desc[23][MAX_NLEN];
2320         int             target_item_label = 0;
2321         int             wid, hgt;
2322         char            equip_label[52 + 1];
2323
2324         /* Starting column */
2325         col = command_gap;
2326
2327         /* Get size */
2328         Term_get_size(&wid, &hgt);
2329
2330         /* Maximal length */
2331         len = wid - col - 1;
2332
2333
2334         /* Scan the equipment list */
2335         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2336         {
2337                 o_ptr = &inventory[i];
2338
2339                 /* Is this item acceptable? */
2340                 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
2341                     (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
2342                      item_tester_no_ryoute)) continue;
2343
2344                 /* Description */
2345                 object_desc(o_name, o_ptr, 0);
2346
2347                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
2348                 {
2349 #ifdef JP
2350                         (void)strcpy(out_desc[k],"(武器を両手持ち)");
2351 #else
2352                         (void)strcpy(out_desc[k],"(wielding with two-hands)");
2353 #endif
2354                         out_color[k] = TERM_WHITE;
2355                 }
2356                 else
2357                 {
2358                         (void)strcpy(out_desc[k], o_name);
2359                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
2360                 }
2361
2362                 out_index[k] = i;
2363                 /* Grey out charging items */
2364                 if (o_ptr->timeout)
2365                 {
2366                         out_color[k] = TERM_L_DARK;
2367                 }
2368
2369                 /* Extract the maximal length (see below) */
2370 #ifdef JP
2371                 l = strlen(out_desc[k]) + (2 + 1);
2372 #else
2373                 l = strlen(out_desc[k]) + (2 + 3);
2374 #endif
2375
2376
2377                 /* Increase length for labels (if needed) */
2378 #ifdef JP
2379                 if (show_labels) l += (7 + 2);
2380 #else
2381                 if (show_labels) l += (14 + 2);
2382 #endif
2383
2384
2385                 /* Increase length for weight (if needed) */
2386                 if (show_weights) l += 9;
2387
2388                 if (show_item_graph) l += 2;
2389
2390                 /* Maintain the max-length */
2391                 if (l > len) len = l;
2392
2393                 /* Advance the entry */
2394                 k++;
2395         }
2396
2397         /* Hack -- Find a column to start in */
2398 #ifdef JP
2399         col = (len > wid - 6) ? 0 : (wid - len - 1);
2400 #else
2401         col = (len > wid - 4) ? 0 : (wid - len - 1);
2402 #endif
2403
2404         prepare_label_string(equip_label, USE_EQUIP);
2405
2406         /* Output each entry */
2407         for (j = 0; j < k; j++)
2408         {
2409                 /* Get the index */
2410                 i = out_index[j];
2411
2412                 /* Get the item */
2413                 o_ptr = &inventory[i];
2414
2415                 /* Clear the line */
2416                 prt("", j + 1, col ? col - 2 : col);
2417
2418                 if (use_menu && target_item)
2419                 {
2420                         if (j == (target_item-1))
2421                         {
2422                                 strcpy(tmp_val, _("》", "> "));
2423                                 target_item_label = i;
2424                         }
2425                         else strcpy(tmp_val, "  ");
2426                 }
2427                 else if (i >= INVEN_RARM)
2428                 {
2429                         /* Prepare an index --(-- */
2430                         sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
2431                 }
2432                 else /* Paranoia */
2433                 {
2434                         /* Prepare an index --(-- */
2435                         sprintf(tmp_val, "%c)", index_to_label(i));
2436                 }
2437
2438                 /* Clear the line with the (possibly indented) index */
2439                 put_str(tmp_val, j+1, col);
2440
2441                 cur_col = col + 3;
2442
2443                 /* Display graphics for object, if desired */
2444                 if (show_item_graph)
2445                 {
2446                         byte a = object_attr(o_ptr);
2447                         char c = object_char(o_ptr);
2448                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2449                         if (use_bigtile) cur_col++;
2450
2451                         cur_col += 2;
2452                 }
2453
2454                 /* Use labels */
2455                 if (show_labels)
2456                 {
2457                         /* Mention the use */
2458                         (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
2459
2460                         put_str(tmp_val, j+1, cur_col);
2461
2462                         /* Display the entry itself */
2463                         c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
2464                 }
2465
2466                 /* No labels */
2467                 else
2468                 {
2469                         /* Display the entry itself */
2470                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
2471                 }
2472
2473                 /* Display the weight if needed */
2474                 if (show_weights)
2475                 {
2476                         int wgt = o_ptr->weight * o_ptr->number;
2477 #ifdef JP
2478                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2479 #else
2480                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
2481 #endif
2482
2483                         prt(tmp_val, j + 1, wid - 9);
2484                 }
2485         }
2486
2487         /* Make a "shadow" below the list (only if needed) */
2488         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2489
2490         /* Save the new column */
2491         command_gap = col;
2492
2493         return target_item_label;
2494 }
2495
2496 /*!
2497  * @brief サブウィンドウに所持品、装備品リストの表示を行う /
2498  * Flip "inven" and "equip" in any sub-windows
2499  * @return なし
2500  */
2501 void toggle_inven_equip(void)
2502 {
2503         int j;
2504
2505         /* Scan windows */
2506         for (j = 0; j < 8; j++)
2507         {
2508                 /* Unused */
2509                 if (!angband_term[j]) continue;
2510
2511                 /* Flip inven to equip */
2512                 if (window_flag[j] & (PW_INVEN))
2513                 {
2514                         /* Flip flags */
2515                         window_flag[j] &= ~(PW_INVEN);
2516                         window_flag[j] |= (PW_EQUIP);
2517
2518                         /* Window stuff */
2519                         p_ptr->window |= (PW_EQUIP);
2520                 }
2521
2522                 /* Flip inven to equip */
2523                 else if (window_flag[j] & (PW_EQUIP))
2524                 {
2525                         /* Flip flags */
2526                         window_flag[j] &= ~(PW_EQUIP);
2527                         window_flag[j] |= (PW_INVEN);
2528
2529                         /* Window stuff */
2530                         p_ptr->window |= (PW_INVEN);
2531                 }
2532         }
2533 }
2534
2535 /*!
2536  * @brief 選択したアイテムの確認処理の補助 /
2537  * Verify the choice of an item.
2538  * @param prompt メッセージ表示の一部
2539  * @param item 選択アイテムID
2540  * @return 確認がYesならTRUEを返す。
2541  * @details The item can be negative to mean "item on floor".
2542  */
2543 static bool verify(cptr prompt, int item)
2544 {
2545         char        o_name[MAX_NLEN];
2546         char        out_val[MAX_NLEN+20];
2547         object_type *o_ptr;
2548
2549
2550         /* Inventory */
2551         if (item >= 0)
2552         {
2553                 o_ptr = &inventory[item];
2554         }
2555
2556         /* Floor */
2557         else
2558         {
2559                 o_ptr = &o_list[0 - item];
2560         }
2561
2562         /* Describe */
2563         object_desc(o_name, o_ptr, 0);
2564
2565         /* Prompt */
2566         (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
2567
2568         /* Query */
2569         return (get_check(out_val));
2570 }
2571
2572
2573 /*!
2574  * @brief 選択したアイテムの確認処理のメインルーチン /
2575  * @param item 選択アイテムID
2576  * @return 確認がYesならTRUEを返す。
2577  * @details The item can be negative to mean "item on floor".
2578  * Hack -- allow user to "prevent" certain choices
2579  */
2580 static bool get_item_allow(int item)
2581 {
2582         cptr s;
2583
2584         object_type *o_ptr;
2585
2586         if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
2587
2588         /* Inventory */
2589         if (item >= 0)
2590         {
2591                 o_ptr = &inventory[item];
2592         }
2593
2594         /* Floor */
2595         else
2596         {
2597                 o_ptr = &o_list[0 - item];
2598         }
2599
2600         /* No inscription */
2601         if (!o_ptr->inscription) return (TRUE);
2602
2603         /* Find a '!' */
2604         s = my_strchr(quark_str(o_ptr->inscription), '!');
2605
2606         /* Process preventions */
2607         while (s)
2608         {
2609                 /* Check the "restriction" */
2610                 if ((s[1] == command_cmd) || (s[1] == '*'))
2611                 {
2612                         /* Verify the choice */
2613                         if (!verify(_("本当に", "Really try"), item)) return (FALSE);
2614                 }
2615
2616                 /* Find another '!' */
2617                 s = my_strchr(s + 1, '!');
2618         }
2619
2620         /* Allow it */
2621         return (TRUE);
2622 }
2623
2624
2625 /*!
2626  * @brief プレイヤーの所持/装備オブジェクトが正規のものかを返す /
2627  * Auxiliary function for "get_item()" -- test an index
2628  * @param i 選択アイテムID
2629  * @return 正規のIDならばTRUEを返す。
2630  */
2631 static bool get_item_okay(int i)
2632 {
2633         /* Illegal items */
2634         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
2635
2636         if (select_ring_slot) return is_ring_slot(i);
2637
2638         /* Verify the item */
2639         if (!item_tester_okay(&inventory[i])) return (FALSE);
2640
2641         /* Assume okay */
2642         return (TRUE);
2643 }
2644
2645 /*!
2646  * @brief プレイヤーがオブジェクトを拾うことができる状態かを返す /
2647  * Determine whether get_item() can get some item or not
2648  * @return アイテムを拾えるならばTRUEを返す。
2649  * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
2650  */
2651 bool can_get_item(void)
2652 {
2653         int j, floor_list[23], floor_num = 0;
2654
2655         for (j = 0; j < INVEN_TOTAL; j++)
2656                 if (item_tester_okay(&inventory[j]))
2657                         return TRUE;
2658
2659         floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
2660         if (floor_num)
2661                 return TRUE;
2662
2663         return FALSE;
2664 }
2665
2666 /*!
2667  * @brief オブジェクト選択の汎用関数 /
2668  * Let the user select an item, save its "index"
2669  * @param cp 選択したオブジェクトのIDを返す。
2670  * @param pmt 選択目的のメッセージ
2671  * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
2672  * @param mode オプションフラグ
2673  * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
2674  * Return TRUE only if an acceptable item was chosen by the user.\n
2675  * @details
2676  * The selected item must satisfy the "item_tester_hook()" function,\n
2677  * if that hook is set, and the "item_tester_tval", if that value is set.\n
2678  *\n
2679  * All "item_tester" restrictions are cleared before this function returns.\n
2680  *\n
2681  * The user is allowed to choose acceptable items from the equipment,\n
2682  * inventory, or floor, respectively, if the proper flag was given,\n
2683  * and there are any acceptable items in that location.\n
2684  *\n
2685  * The equipment or inventory are displayed (even if no acceptable\n
2686  * items are in that location) if the proper flag was given.\n
2687  *\n
2688  * If there are no acceptable items available anywhere, and "str" is\n
2689  * not NULL, then it will be used as the text of a warning message\n
2690  * before the function returns.\n
2691  *\n
2692  * Note that the user must press "-" to specify the item on the floor,\n
2693  * and there is no way to "examine" the item on the floor, while the\n
2694  * use of "capital" letters will "examine" an inventory/equipment item,\n
2695  * and prompt for its use.\n
2696  *\n
2697  * If a legal item is selected from the inventory, we save it in "cp"\n
2698  * directly (0 to 35), and return TRUE.\n
2699  *\n
2700  * If a legal item is selected from the floor, we save it in "cp" as\n
2701  * a negative (-1 to -511), and return TRUE.\n
2702  *\n
2703  * If no item is available, we do nothing to "cp", and we display a\n
2704  * warning message, using "str" if available, and return FALSE.\n
2705  *\n
2706  * If no item is selected, we do nothing to "cp", and return FALSE.\n
2707  *\n
2708  * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
2709  * to allow the user to enter a command while viewing those screens, and\n
2710  * also to induce "auto-enter" of stores, and other such stuff.\n
2711  *\n
2712  * Global "p_ptr->command_see" may be set before calling this function to start\n
2713  * out in "browse" mode.  It is cleared before this function returns.\n
2714  *\n
2715  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
2716  * If it is TRUE then we are viewing inventory, else equipment.\n
2717  *\n
2718  * We always erase the prompt when we are done, leaving a blank line,\n
2719  * or a warning message, if appropriate, if no items are available.\n
2720  */
2721 bool get_item(int *cp, cptr pmt, cptr str, int mode)
2722 {
2723         s16b this_o_idx, next_o_idx = 0;
2724
2725         char which = ' ';
2726
2727         int j, k, i1, i2, e1, e2;
2728
2729         bool done, item;
2730
2731         bool oops = FALSE;
2732
2733         bool equip = FALSE;
2734         bool inven = FALSE;
2735         bool floor = FALSE;
2736
2737         bool allow_floor = FALSE;
2738
2739         bool toggle = FALSE;
2740
2741         char tmp_val[160];
2742         char out_val[160];
2743
2744         /* See cmd5.c */
2745         extern bool select_the_force;
2746
2747         int menu_line = (use_menu ? 1 : 0);
2748         int max_inven = 0;
2749         int max_equip = 0;
2750
2751 #ifdef ALLOW_REPEAT
2752
2753         static char prev_tag = '\0';
2754         char cur_tag = '\0';
2755
2756 #endif /* ALLOW_REPEAT */
2757
2758 #ifdef ALLOW_EASY_FLOOR /* TNB */
2759
2760         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
2761
2762 #endif /* ALLOW_EASY_FLOOR -- TNB */
2763
2764         /* Extract args */
2765         if (mode & USE_EQUIP) equip = TRUE;
2766         if (mode & USE_INVEN) inven = TRUE;
2767         if (mode & USE_FLOOR) floor = TRUE;
2768
2769 #ifdef ALLOW_REPEAT
2770
2771         /* Get the item index */
2772         if (repeat_pull(cp))
2773         {
2774                 /* the_force */
2775                 if (select_the_force && (*cp == INVEN_FORCE))
2776                 {
2777                         item_tester_tval = 0;
2778                         item_tester_hook = NULL;
2779                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2780                         return (TRUE);
2781                 }
2782
2783                 /* Floor item? */
2784                 else if (floor && (*cp < 0))
2785                 {
2786                         object_type *o_ptr;
2787
2788                         /* Special index */
2789                         k = 0 - (*cp);
2790
2791                         /* Acquire object */
2792                         o_ptr = &o_list[k];
2793
2794                         /* Validate the item */
2795                         if (item_tester_okay(o_ptr))
2796                         {
2797                                 /* Forget restrictions */
2798                                 item_tester_tval = 0;
2799                                 item_tester_hook = NULL;
2800                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2801
2802                                 /* Success */
2803                                 return TRUE;
2804                         }
2805                 }
2806
2807                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
2808                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
2809                 {
2810                         if (prev_tag && command_cmd)
2811                         {
2812                                 /* Look up the tag and validate the item */
2813                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
2814                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
2815                                 else if (!get_item_okay(k)) /* Reject */;
2816                                 else
2817                                 {
2818                                         /* Accept that choice */
2819                                         (*cp) = k;
2820
2821                                         /* Forget restrictions */
2822                                         item_tester_tval = 0;
2823                                         item_tester_hook = NULL;
2824                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2825
2826                                         /* Success */
2827                                         return TRUE;
2828                                 }
2829
2830                                 prev_tag = '\0'; /* prev_tag is no longer effective */
2831                         }
2832
2833                         /* Verify the item */
2834                         else if (get_item_okay(*cp))
2835                         {
2836                                 /* Forget restrictions */
2837                                 item_tester_tval = 0;
2838                                 item_tester_hook = NULL;
2839                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2840
2841                                 /* Success */
2842                                 return TRUE;
2843                         }
2844                 }
2845         }
2846
2847 #endif /* ALLOW_REPEAT */
2848
2849
2850         /* Paranoia XXX XXX XXX */
2851         msg_print(NULL);
2852
2853
2854         /* Not done */
2855         done = FALSE;
2856
2857         /* No item selected */
2858         item = FALSE;
2859
2860
2861         /* Full inventory */
2862         i1 = 0;
2863         i2 = INVEN_PACK - 1;
2864
2865         /* Forbid inventory */
2866         if (!inven) i2 = -1;
2867         else if (use_menu)
2868         {
2869                 for (j = 0; j < INVEN_PACK; j++)
2870                         if (item_tester_okay(&inventory[j])) max_inven++;
2871         }
2872
2873         /* Restrict inventory indexes */
2874         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
2875         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
2876
2877
2878         /* Full equipment */
2879         e1 = INVEN_RARM;
2880         e2 = INVEN_TOTAL - 1;
2881
2882         /* Forbid equipment */
2883         if (!equip) e2 = -1;
2884         else if (use_menu)
2885         {
2886                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
2887                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
2888                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
2889         }
2890
2891         /* Restrict equipment indexes */
2892         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
2893         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
2894
2895         if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
2896         {
2897                 if (p_ptr->migite)
2898                 {
2899                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
2900                 }
2901                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
2902         }
2903
2904
2905         /* Restrict floor usage */
2906         if (floor)
2907         {
2908                 /* Scan all objects in the grid */
2909                 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2910                 {
2911                         object_type *o_ptr;
2912
2913                         /* Acquire object */
2914                         o_ptr = &o_list[this_o_idx];
2915
2916                         /* Acquire next object */
2917                         next_o_idx = o_ptr->next_o_idx;
2918
2919                         /* Accept the item on the floor if legal */
2920                         if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
2921                 }
2922         }
2923
2924         /* Require at least one legal choice */
2925         if (!allow_floor && (i1 > i2) && (e1 > e2))
2926         {
2927                 /* Cancel p_ptr->command_see */
2928                 command_see = FALSE;
2929
2930                 /* Oops */
2931                 oops = TRUE;
2932
2933                 /* Done */
2934                 done = TRUE;
2935
2936                 if (select_the_force) {
2937                     *cp = INVEN_FORCE;
2938                     item = TRUE;
2939                 }
2940         }
2941
2942         /* Analyze choices */
2943         else
2944         {
2945                 /* Hack -- Start on equipment if requested */
2946                 if (command_see && command_wrk && equip)
2947                 {
2948                         command_wrk = TRUE;
2949                 }
2950
2951                 /* Use inventory if allowed */
2952                 else if (inven)
2953                 {
2954                         command_wrk = FALSE;
2955                 }
2956
2957                 /* Use equipment if allowed */
2958                 else if (equip)
2959                 {
2960                         command_wrk = TRUE;
2961                 }
2962
2963                 /* Use inventory for floor */
2964                 else
2965                 {
2966                         command_wrk = FALSE;
2967                 }
2968         }
2969
2970
2971         /*
2972          * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
2973          */
2974         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
2975
2976         /* Hack -- start out in "display" mode */
2977         if (command_see)
2978         {
2979                 /* Save screen */
2980                 screen_save();
2981         }
2982
2983
2984         /* Repeat until done */
2985         while (!done)
2986         {
2987                 int get_item_label = 0;
2988
2989                 /* Show choices */
2990                 int ni = 0;
2991                 int ne = 0;
2992
2993                 /* Scan windows */
2994                 for (j = 0; j < 8; j++)
2995                 {
2996                         /* Unused */
2997                         if (!angband_term[j]) continue;
2998
2999                         /* Count windows displaying inven */
3000                         if (window_flag[j] & (PW_INVEN)) ni++;
3001
3002                         /* Count windows displaying equip */
3003                         if (window_flag[j] & (PW_EQUIP)) ne++;
3004                 }
3005
3006                 /* Toggle if needed */
3007                 if ((command_wrk && ni && !ne) ||
3008                     (!command_wrk && !ni && ne))
3009                 {
3010                         /* Toggle */
3011                         toggle_inven_equip();
3012
3013                         /* Track toggles */
3014                         toggle = !toggle;
3015                 }
3016
3017                 /* Update */
3018                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3019
3020                 /* Redraw windows */
3021                 window_stuff();
3022
3023
3024                 /* Inventory screen */
3025                 if (!command_wrk)
3026                 {
3027                         /* Redraw if needed */
3028                         if (command_see) get_item_label = show_inven(menu_line);
3029                 }
3030
3031                 /* Equipment screen */
3032                 else
3033                 {
3034                         /* Redraw if needed */
3035                         if (command_see) get_item_label = show_equip(menu_line);
3036                 }
3037
3038                 /* Viewing inventory */
3039                 if (!command_wrk)
3040                 {
3041                         /* Begin the prompt */
3042                         sprintf(out_val, _("持ち物:", "Inven:"));
3043
3044                         /* Some legal items */
3045                         if ((i1 <= i2) && !use_menu)
3046                         {
3047                                 /* Build the prompt */
3048                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3049                                         index_to_label(i1), index_to_label(i2));
3050
3051                                 /* Append */
3052                                 strcat(out_val, tmp_val);
3053                         }
3054
3055                         /* Indicate ability to "view" */
3056                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3057
3058                         /* Append */
3059 #ifdef JP
3060                         if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'"));
3061 #else
3062                         if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
3063 #endif
3064                 }
3065
3066                 /* Viewing equipment */
3067                 else
3068                 {
3069                         /* Begin the prompt */
3070                         sprintf(out_val, _("装備品:", "Equip:"));
3071
3072                         /* Some legal items */
3073                         if ((e1 <= e2) && !use_menu)
3074                         {
3075                                 /* Build the prompt */
3076                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3077                                         index_to_label(e1), index_to_label(e2));
3078
3079                                 /* Append */
3080                                 strcat(out_val, tmp_val);
3081                         }
3082
3083                         /* Indicate ability to "view" */
3084                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3085
3086                         /* Append */
3087 #ifdef JP
3088                         if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'"));
3089 #else
3090                         if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
3091 #endif
3092                 }
3093
3094                 /* Indicate legality of the "floor" item */
3095                 if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
3096                 if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
3097
3098                 /* Finish the prompt */
3099                 strcat(out_val, " ESC");
3100
3101                 /* Build the prompt */
3102                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3103
3104                 /* Show the prompt */
3105                 prt(tmp_val, 0, 0);
3106
3107                 /* Get a key */
3108                 which = inkey();
3109
3110                 if (use_menu)
3111                 {
3112                 int max_line = (command_wrk ? max_equip : max_inven);
3113                 switch (which)
3114                 {
3115                         case ESCAPE:
3116                         case 'z':
3117                         case 'Z':
3118                         case '0':
3119                         {
3120                                 done = TRUE;
3121                                 break;
3122                         }
3123
3124                         case '8':
3125                         case 'k':
3126                         case 'K':
3127                         {
3128                                 menu_line += (max_line - 1);
3129                                 break;
3130                         }
3131
3132                         case '2':
3133                         case 'j':
3134                         case 'J':
3135                         {
3136                                 menu_line++;
3137                                 break;
3138                         }
3139
3140                         case '4':
3141                         case '6':
3142                         case 'h':
3143                         case 'H':
3144                         case 'l':
3145                         case 'L':
3146                         {
3147                                 /* Verify legality */
3148                                 if (!inven || !equip)
3149                                 {
3150                                         bell();
3151                                         break;
3152                                 }
3153
3154                                 /* Hack -- Fix screen */
3155                                 if (command_see)
3156                                 {
3157                                         /* Load screen */
3158                                         screen_load();
3159
3160                                         /* Save screen */
3161                                         screen_save();
3162                                 }
3163
3164                                 /* Switch inven/equip */
3165                                 command_wrk = !command_wrk;
3166                                 max_line = (command_wrk ? max_equip : max_inven);
3167                                 if (menu_line > max_line) menu_line = max_line;
3168
3169                                 /* Need to redraw */
3170                                 break;
3171                         }
3172
3173                         case 'x':
3174                         case 'X':
3175                         case '\r':
3176                         case '\n':
3177                         {
3178                                 if (command_wrk == USE_FLOOR)
3179                                 {
3180                                         /* Special index */
3181                                         (*cp) = -get_item_label;
3182                                 }
3183                                 else
3184                                 {
3185                                         /* Validate the item */
3186                                         if (!get_item_okay(get_item_label))
3187                                         {
3188                                                 bell();
3189                                                 break;
3190                                         }
3191
3192                                         /* Allow player to "refuse" certain actions */
3193                                         if (!get_item_allow(get_item_label))
3194                                         {
3195                                                 done = TRUE;
3196                                                 break;
3197                                         }
3198
3199                                         /* Accept that choice */
3200                                         (*cp) = get_item_label;
3201                                 }
3202
3203                                 item = TRUE;
3204                                 done = TRUE;
3205                                 break;
3206                         }
3207                         case 'w':
3208                         {
3209                                 if (select_the_force) {
3210                                         *cp = INVEN_FORCE;
3211                                         item = TRUE;
3212                                         done = TRUE;
3213                                         break;
3214                                 }
3215                         }
3216                 }
3217                 if (menu_line > max_line) menu_line -= max_line;
3218                 }
3219                 else
3220                 {
3221                 /* Parse it */
3222                 switch (which)
3223                 {
3224                         case ESCAPE:
3225                         {
3226                                 done = TRUE;
3227                                 break;
3228                         }
3229
3230                         case '*':
3231                         case '?':
3232                         case ' ':
3233                         {
3234                                 /* Hide the list */
3235                                 if (command_see)
3236                                 {
3237                                         /* Flip flag */
3238                                         command_see = FALSE;
3239
3240                                         /* Load screen */
3241                                         screen_load();
3242                                 }
3243
3244                                 /* Show the list */
3245                                 else
3246                                 {
3247                                         /* Save screen */
3248                                         screen_save();
3249
3250                                         /* Flip flag */
3251                                         command_see = TRUE;
3252                                 }
3253                                 break;
3254                         }
3255
3256                         case '/':
3257                         {
3258                                 /* Verify legality */
3259                                 if (!inven || !equip)
3260                                 {
3261                                         bell();
3262                                         break;
3263                                 }
3264
3265                                 /* Hack -- Fix screen */
3266                                 if (command_see)
3267                                 {
3268                                         /* Load screen */
3269                                         screen_load();
3270
3271                                         /* Save screen */
3272                                         screen_save();
3273                                 }
3274
3275                                 /* Switch inven/equip */
3276                                 command_wrk = !command_wrk;
3277
3278                                 /* Need to redraw */
3279                                 break;
3280                         }
3281
3282                         case '-':
3283                         {
3284                                 /* Use floor item */
3285                                 if (allow_floor)
3286                                 {
3287                                         /* Scan all objects in the grid */
3288                                         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3289                                         {
3290                                                 object_type *o_ptr;
3291
3292                                                 /* Acquire object */
3293                                                 o_ptr = &o_list[this_o_idx];
3294
3295                                                 /* Acquire next object */
3296                                                 next_o_idx = o_ptr->next_o_idx;
3297
3298                                                 /* Validate the item */
3299                                                 if (!item_tester_okay(o_ptr)) continue;
3300
3301                                                 /* Special index */
3302                                                 k = 0 - this_o_idx;
3303
3304                                                 /* Verify the item (if required) */
3305                                                 if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
3306
3307                                                 /* Allow player to "refuse" certain actions */
3308                                                 if (!get_item_allow(k)) continue;
3309
3310                                                 /* Accept that choice */
3311                                                 (*cp) = k;
3312                                                 item = TRUE;
3313                                                 done = TRUE;
3314                                                 break;
3315                                         }
3316
3317                                         /* Outer break */
3318                                         if (done) break;
3319                                 }
3320
3321                                 /* Oops */
3322                                 bell();
3323                                 break;
3324                         }
3325
3326                         case '0':
3327                         case '1': case '2': case '3':
3328                         case '4': case '5': case '6':
3329                         case '7': case '8': case '9':
3330                         {
3331                                 /* Look up the tag */
3332                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3333                                 {
3334                                         bell();
3335                                         break;
3336                                 }
3337
3338                                 /* Hack -- Validate the item */
3339                                 if ((k < INVEN_RARM) ? !inven : !equip)
3340                                 {
3341                                         bell();
3342                                         break;
3343                                 }
3344
3345                                 /* Validate the item */
3346                                 if (!get_item_okay(k))
3347                                 {
3348                                         bell();
3349                                         break;
3350                                 }
3351
3352                                 /* Allow player to "refuse" certain actions */
3353                                 if (!get_item_allow(k))
3354                                 {
3355                                         done = TRUE;
3356                                         break;
3357                                 }
3358
3359                                 /* Accept that choice */
3360                                 (*cp) = k;
3361                                 item = TRUE;
3362                                 done = TRUE;
3363 #ifdef ALLOW_REPEAT
3364                                 cur_tag = which;
3365 #endif /* ALLOW_REPEAT */
3366                                 break;
3367                         }
3368
3369 #if 0
3370                         case '\n':
3371                         case '\r':
3372                         {
3373                                 /* Choose "default" inventory item */
3374                                 if (!command_wrk)
3375                                 {
3376                                         k = ((i1 == i2) ? i1 : -1);
3377                                 }
3378
3379                                 /* Choose "default" equipment item */
3380                                 else
3381                                 {
3382                                         k = ((e1 == e2) ? e1 : -1);
3383                                 }
3384
3385                                 /* Validate the item */
3386                                 if (!get_item_okay(k))
3387                                 {
3388                                         bell();
3389                                         break;
3390                                 }
3391
3392                                 /* Allow player to "refuse" certain actions */
3393                                 if (!get_item_allow(k))
3394                                 {
3395                                         done = TRUE;
3396                                         break;
3397                                 }
3398
3399                                 /* Accept that choice */
3400                                 (*cp) = k;
3401                                 item = TRUE;
3402                                 done = TRUE;
3403                                 break;
3404                         }
3405 #endif
3406
3407                         case 'w':
3408                         {
3409                                 if (select_the_force) {
3410                                         *cp = INVEN_FORCE;
3411                                         item = TRUE;
3412                                         done = TRUE;
3413                                         break;
3414                                 }
3415
3416                                 /* Fall through */
3417                         }
3418
3419                         default:
3420                         {
3421                                 int ver;
3422                                 bool not_found = FALSE;
3423
3424                                 /* Look up the alphabetical tag */
3425                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3426                                 {
3427                                         not_found = TRUE;
3428                                 }
3429
3430                                 /* Hack -- Validate the item */
3431                                 else if ((k < INVEN_RARM) ? !inven : !equip)
3432                                 {
3433                                         not_found = TRUE;
3434                                 }
3435
3436                                 /* Validate the item */
3437                                 else if (!get_item_okay(k))
3438                                 {
3439                                         not_found = TRUE;
3440                                 }
3441
3442                                 if (!not_found)
3443                                 {
3444                                         /* Accept that choice */
3445                                         (*cp) = k;
3446                                         item = TRUE;
3447                                         done = TRUE;
3448 #ifdef ALLOW_REPEAT
3449                                         cur_tag = which;
3450 #endif /* ALLOW_REPEAT */
3451                                         break;
3452                                 }
3453
3454                                 /* Extract "query" setting */
3455                                 ver = isupper(which);
3456                                 which = tolower(which);
3457
3458                                 /* Convert letter to inventory index */
3459                                 if (!command_wrk)
3460                                 {
3461                                         if (which == '(') k = i1;
3462                                         else if (which == ')') k = i2;
3463                                         else k = label_to_inven(which);
3464                                 }
3465
3466                                 /* Convert letter to equipment index */
3467                                 else
3468                                 {
3469                                         if (which == '(') k = e1;
3470                                         else if (which == ')') k = e2;
3471                                         else k = label_to_equip(which);
3472                                 }
3473
3474                                 /* Validate the item */
3475                                 if (!get_item_okay(k))
3476                                 {
3477                                         bell();
3478                                         break;
3479                                 }
3480
3481                                 /* Verify the item */
3482                                 if (ver && !verify(_("本当に", "Try"), k))
3483                                 {
3484                                         done = TRUE;
3485                                         break;
3486                                 }
3487
3488                                 /* Allow player to "refuse" certain actions */
3489                                 if (!get_item_allow(k))
3490                                 {
3491                                         done = TRUE;
3492                                         break;
3493                                 }
3494
3495                                 /* Accept that choice */
3496                                 (*cp) = k;
3497                                 item = TRUE;
3498                                 done = TRUE;
3499                                 break;
3500                         }
3501                 }
3502                 }
3503         }
3504
3505
3506         /* Fix the screen if necessary */
3507         if (command_see)
3508         {
3509                 /* Load screen */
3510                 screen_load();
3511
3512                 /* Hack -- Cancel "display" */
3513                 command_see = FALSE;
3514         }
3515
3516
3517         /* Forget the item_tester_tval restriction */
3518         item_tester_tval = 0;
3519
3520         item_tester_no_ryoute = FALSE;
3521
3522         /* Forget the item_tester_hook restriction */
3523         item_tester_hook = NULL;
3524
3525
3526         /* Clean up  'show choices' */
3527         /* Toggle again if needed */
3528         if (toggle) toggle_inven_equip();
3529
3530         /* Update */
3531         p_ptr->window |= (PW_INVEN | PW_EQUIP);
3532
3533         /* Window stuff */
3534         window_stuff();
3535
3536
3537         /* Clear the prompt line */
3538         prt("", 0, 0);
3539
3540         /* Warning if needed */
3541         if (oops && str) msg_print(str);
3542
3543         if (item)
3544         {
3545 #ifdef ALLOW_REPEAT
3546                 repeat_push(*cp);
3547                 if (command_cmd) prev_tag = cur_tag;
3548 #endif /* ALLOW_REPEAT */
3549
3550                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3551         }
3552
3553         /* Result */
3554         return (item);
3555 }
3556
3557
3558 #ifdef ALLOW_EASY_FLOOR
3559
3560 /*!
3561  * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
3562  * @param items オブジェクトのIDリストを返すための配列参照ポインタ
3563  * @param y 走査するフロアのY座標
3564  * @param x 走査するフロアのX座標
3565  * @param mode オプションフラグ
3566  * @return 対象のマスに落ちているアイテム数
3567  * @details
3568  * Return a list of o_list[] indexes of items at the given cave
3569  * location. Valid flags are:
3570  *
3571  *              mode & 0x01 -- Item tester
3572  *              mode & 0x02 -- Marked items only
3573  *              mode & 0x04 -- Stop after first
3574  */
3575 int scan_floor(int *items, int y, int x, int mode)
3576 {
3577         int this_o_idx, next_o_idx;
3578
3579         int num = 0;
3580
3581         /* Sanity */
3582         if (!in_bounds(y, x)) return 0;
3583
3584         /* Scan all objects in the grid */
3585         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3586         {
3587                 object_type *o_ptr;
3588
3589                 /* Acquire object */
3590                 o_ptr = &o_list[this_o_idx];
3591
3592                 /* Acquire next object */
3593                 next_o_idx = o_ptr->next_o_idx;
3594
3595                 /* Item tester */
3596                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
3597
3598                 /* Marked */
3599                 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
3600
3601                 /* Accept this item */
3602                 /* XXX Hack -- Enforce limit */
3603                 if (num < 23)
3604                         items[num] = this_o_idx;
3605
3606                 num++;
3607
3608                 /* Only one */
3609                 if (mode & 0x04) break;
3610         }
3611
3612         /* Result */
3613         return num;
3614 }
3615
3616
3617 /*!
3618  * @brief 床下に落ちているアイテムの一覧を返す / Display a list of the items on the floor at the given location.
3619  * @param target_item カーソルの初期値
3620  * @param y 走査するフロアのY座標
3621  * @param x 走査するフロアのX座標
3622  * @param min_width 表示の長さ
3623  * @return 選択したアイテムのID
3624  * @details
3625  */
3626 int show_floor(int target_item, int y, int x, int *min_width)
3627 {
3628         int i, j, k, l;
3629         int col, len;
3630
3631         object_type *o_ptr;
3632
3633         char o_name[MAX_NLEN];
3634
3635         char tmp_val[80];
3636
3637         int out_index[23];
3638         byte out_color[23];
3639         char out_desc[23][MAX_NLEN];
3640         int target_item_label = 0;
3641
3642         int floor_list[23], floor_num;
3643         int wid, hgt;
3644         char floor_label[52 + 1];
3645
3646         bool dont_need_to_show_weights = TRUE;
3647
3648         /* Get size */
3649         Term_get_size(&wid, &hgt);
3650
3651         /* Default length */
3652         len = MAX((*min_width), 20);
3653
3654
3655         /* Scan for objects in the grid, using item_tester_okay() */
3656         floor_num = scan_floor(floor_list, y, x, 0x03);
3657
3658         /* Display the floor objects */
3659         for (k = 0, i = 0; i < floor_num && i < 23; i++)
3660         {
3661                 o_ptr = &o_list[floor_list[i]];
3662
3663                 /* Describe the object */
3664                 object_desc(o_name, o_ptr, 0);
3665
3666                 /* Save the index */
3667                 out_index[k] = i;
3668
3669                 /* Acquire inventory color */
3670                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
3671
3672                 /* Save the object description */
3673                 strcpy(out_desc[k], o_name);
3674
3675                 /* Find the predicted "line length" */
3676                 l = strlen(out_desc[k]) + 5;
3677
3678                 /* Be sure to account for the weight */
3679                 if (show_weights) l += 9;
3680
3681                 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
3682
3683                 /* Maintain the maximum length */
3684                 if (l > len) len = l;
3685
3686                 /* Advance to next "line" */
3687                 k++;
3688         }
3689
3690         if (show_weights && dont_need_to_show_weights) len -= 9;
3691
3692         /* Save width */
3693         *min_width = len;
3694
3695         /* Find the column to start in */
3696         col = (len > wid - 4) ? 0 : (wid - len - 1);
3697
3698         prepare_label_string_floor(floor_label, floor_list, floor_num);
3699
3700         /* Output each entry */
3701         for (j = 0; j < k; j++)
3702         {
3703                 /* Get the index */
3704                 i = floor_list[out_index[j]];
3705
3706                 /* Get the item */
3707                 o_ptr = &o_list[i];
3708
3709                 /* Clear the line */
3710                 prt("", j + 1, col ? col - 2 : col);
3711
3712                 if (use_menu && target_item)
3713                 {
3714                         if (j == (target_item-1))
3715                         {
3716                                 strcpy(tmp_val, _("》", "> "));
3717                                 target_item_label = i;
3718                         }
3719                         else strcpy(tmp_val, "   ");
3720                 }
3721                 else
3722                 {
3723                         /* Prepare an index --(-- */
3724                         sprintf(tmp_val, "%c)", floor_label[j]);
3725                 }
3726
3727                 /* Clear the line with the (possibly indented) index */
3728                 put_str(tmp_val, j + 1, col);
3729
3730                 /* Display the entry itself */
3731                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
3732
3733                 /* Display the weight if needed */
3734                 if (show_weights && (o_ptr->tval != TV_GOLD))
3735                 {
3736                         int wgt = o_ptr->weight * o_ptr->number;
3737 #ifdef JP
3738                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3739 #else
3740                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3741 #endif
3742
3743                         prt(tmp_val, j + 1, wid - 9);
3744                 }
3745         }
3746
3747         /* Make a "shadow" below the list (only if needed) */
3748         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3749
3750         return target_item_label;
3751 }
3752
3753 /*!
3754  * @brief オブジェクト選択の汎用関数(床上アイテム用) /
3755  * Let the user select an item, save its "index"
3756  * @param cp 選択したオブジェクトのIDを返す。
3757  * @param pmt 選択目的のメッセージ
3758  * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
3759  * @param mode オプションフラグ
3760  * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
3761  */
3762 bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
3763 {
3764         char n1 = ' ', n2 = ' ', which = ' ';
3765
3766         int j, k, i1, i2, e1, e2;
3767
3768         bool done, item;
3769
3770         bool oops = FALSE;
3771
3772         /* Extract args */
3773         bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
3774         bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
3775         bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
3776
3777         bool allow_equip = FALSE;
3778         bool allow_inven = FALSE;
3779         bool allow_floor = FALSE;
3780
3781         bool toggle = FALSE;
3782
3783         char tmp_val[160];
3784         char out_val[160];
3785
3786         int floor_num, floor_list[23], floor_top = 0;
3787         int min_width = 0;
3788
3789         extern bool select_the_force;
3790
3791         int menu_line = (use_menu ? 1 : 0);
3792         int max_inven = 0;
3793         int max_equip = 0;
3794
3795 #ifdef ALLOW_REPEAT
3796
3797         static char prev_tag = '\0';
3798         char cur_tag = '\0';
3799
3800         /* Get the item index */
3801         if (repeat_pull(cp))
3802         {
3803                 /* the_force */
3804                 if (select_the_force && (*cp == INVEN_FORCE))
3805                 {
3806                         item_tester_tval = 0;
3807                         item_tester_hook = NULL;
3808                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3809                         return (TRUE);
3810                 }
3811
3812                 /* Floor item? */
3813                 else if (floor && (*cp < 0))
3814                 {
3815                         if (prev_tag && command_cmd)
3816                         {
3817                                 /* Scan all objects in the grid */
3818                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3819
3820                                 /* Look up the tag */
3821                                 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
3822                                 {
3823                                         /* Accept that choice */
3824                                         (*cp) = 0 - floor_list[k];
3825
3826                                         /* Forget restrictions */
3827                                         item_tester_tval = 0;
3828                                         item_tester_hook = NULL;
3829                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3830
3831                                         /* Success */
3832                                         return TRUE;
3833                                 }
3834
3835                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3836                         }
3837
3838                         /* Validate the item */
3839                         else if (item_tester_okay(&o_list[0 - (*cp)]))
3840                         {
3841                                 /* Forget restrictions */
3842                                 item_tester_tval = 0;
3843                                 item_tester_hook = NULL;
3844                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3845
3846                                 /* Success */
3847                                 return TRUE;
3848                         }
3849                 }
3850
3851                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3852                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3853                 {
3854                         if (prev_tag && command_cmd)
3855                         {
3856                                 /* Look up the tag and validate the item */
3857                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3858                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3859                                 else if (!get_item_okay(k)) /* Reject */;
3860                                 else
3861                                 {
3862                                         /* Accept that choice */
3863                                         (*cp) = k;
3864
3865                                         /* Forget restrictions */
3866                                         item_tester_tval = 0;
3867                                         item_tester_hook = NULL;
3868                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3869
3870                                         /* Success */
3871                                         return TRUE;
3872                                 }
3873
3874                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3875                         }
3876
3877                         /* Verify the item */
3878                         else if (get_item_okay(*cp))
3879                         {
3880                                 /* Forget restrictions */
3881                                 item_tester_tval = 0;
3882                                 item_tester_hook = NULL;
3883                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3884
3885                                 /* Success */
3886                                 return TRUE;
3887                         }
3888                 }
3889         }
3890
3891 #endif /* ALLOW_REPEAT */
3892
3893
3894         /* Paranoia XXX XXX XXX */
3895         msg_print(NULL);
3896
3897
3898         /* Not done */
3899         done = FALSE;
3900
3901         /* No item selected */
3902         item = FALSE;
3903
3904
3905         /* Full inventory */
3906         i1 = 0;
3907         i2 = INVEN_PACK - 1;
3908
3909         /* Forbid inventory */
3910         if (!inven) i2 = -1;
3911         else if (use_menu)
3912         {
3913                 for (j = 0; j < INVEN_PACK; j++)
3914                         if (item_tester_okay(&inventory[j])) max_inven++;
3915         }
3916
3917         /* Restrict inventory indexes */
3918         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3919         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3920
3921
3922         /* Full equipment */
3923         e1 = INVEN_RARM;
3924         e2 = INVEN_TOTAL - 1;
3925
3926         /* Forbid equipment */
3927         if (!equip) e2 = -1;
3928         else if (use_menu)
3929         {
3930                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3931                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
3932                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
3933         }
3934
3935         /* Restrict equipment indexes */
3936         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3937         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3938
3939         if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
3940         {
3941                 if (p_ptr->migite)
3942                 {
3943                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3944                 }
3945                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3946         }
3947
3948
3949         /* Count "okay" floor items */
3950         floor_num = 0;
3951
3952         /* Restrict floor usage */
3953         if (floor)
3954         {
3955                 /* Scan all objects in the grid */
3956                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3957         }
3958
3959         /* Accept inventory */
3960         if (i1 <= i2) allow_inven = TRUE;
3961
3962         /* Accept equipment */
3963         if (e1 <= e2) allow_equip = TRUE;
3964
3965         /* Accept floor */
3966         if (floor_num) allow_floor = TRUE;
3967
3968         /* Require at least one legal choice */
3969         if (!allow_inven && !allow_equip && !allow_floor)
3970         {
3971                 /* Cancel p_ptr->command_see */
3972                 command_see = FALSE;
3973
3974                 /* Oops */
3975                 oops = TRUE;
3976
3977                 /* Done */
3978                 done = TRUE;
3979
3980                 if (select_the_force) {
3981                     *cp = INVEN_FORCE;
3982                     item = TRUE;
3983                 }
3984         }
3985
3986         /* Analyze choices */
3987         else
3988         {
3989                 /* Hack -- Start on equipment if requested */
3990                 if (command_see && (command_wrk == (USE_EQUIP))
3991                         && allow_equip)
3992                 {
3993                         command_wrk = (USE_EQUIP);
3994                 }
3995
3996                 /* Use inventory if allowed */
3997                 else if (allow_inven)
3998                 {
3999                         command_wrk = (USE_INVEN);
4000                 }
4001
4002                 /* Use equipment if allowed */
4003                 else if (allow_equip)
4004                 {
4005                         command_wrk = (USE_EQUIP);
4006                 }
4007
4008                 /* Use floor if allowed */
4009                 else if (allow_floor)
4010                 {
4011                         command_wrk = (USE_FLOOR);
4012                 }
4013         }
4014
4015         /*
4016          * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
4017          */
4018         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
4019
4020         /* Hack -- start out in "display" mode */
4021         if (command_see)
4022         {
4023                 /* Save screen */
4024                 screen_save();
4025         }
4026
4027         /* Repeat until done */
4028         while (!done)
4029         {
4030                 int get_item_label = 0;
4031
4032                 /* Show choices */
4033                 int ni = 0;
4034                 int ne = 0;
4035
4036                 /* Scan windows */
4037                 for (j = 0; j < 8; j++)
4038                 {
4039                         /* Unused */
4040                         if (!angband_term[j]) continue;
4041
4042                         /* Count windows displaying inven */
4043                         if (window_flag[j] & (PW_INVEN)) ni++;
4044
4045                         /* Count windows displaying equip */
4046                         if (window_flag[j] & (PW_EQUIP)) ne++;
4047                 }
4048
4049                 /* Toggle if needed */
4050                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
4051                     (command_wrk == (USE_INVEN) && !ni && ne))
4052                 {
4053                         /* Toggle */
4054                         toggle_inven_equip();
4055
4056                         /* Track toggles */
4057                         toggle = !toggle;
4058                 }
4059
4060                 /* Update */
4061                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4062
4063                 /* Redraw windows */
4064                 window_stuff();
4065
4066                 /* Inventory screen */
4067                 if (command_wrk == (USE_INVEN))
4068                 {
4069                         /* Extract the legal requests */
4070                         n1 = I2A(i1);
4071                         n2 = I2A(i2);
4072
4073                         /* Redraw if needed */
4074                         if (command_see) get_item_label = show_inven(menu_line);
4075                 }
4076
4077                 /* Equipment screen */
4078                 else if (command_wrk == (USE_EQUIP))
4079                 {
4080                         /* Extract the legal requests */
4081                         n1 = I2A(e1 - INVEN_RARM);
4082                         n2 = I2A(e2 - INVEN_RARM);
4083
4084                         /* Redraw if needed */
4085                         if (command_see) get_item_label = show_equip(menu_line);
4086                 }
4087
4088                 /* Floor screen */
4089                 else if (command_wrk == (USE_FLOOR))
4090                 {
4091                         j = floor_top;
4092                         k = MIN(floor_top + 23, floor_num) - 1;
4093
4094                         /* Extract the legal requests */
4095                         n1 = I2A(j - floor_top);
4096                         n2 = I2A(k - floor_top);
4097
4098                         /* Redraw if needed */
4099                         if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
4100                 }
4101
4102                 /* Viewing inventory */
4103                 if (command_wrk == (USE_INVEN))
4104                 {
4105                         /* Begin the prompt */
4106                         sprintf(out_val, _("持ち物:", "Inven:"));
4107
4108                         if (!use_menu)
4109                         {
4110                                 /* Build the prompt */
4111                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4112                                         index_to_label(i1), index_to_label(i2));
4113
4114                                 /* Append */
4115                                 strcat(out_val, tmp_val);
4116                         }
4117
4118                         /* Indicate ability to "view" */
4119                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4120
4121                         /* Append */
4122                         if (allow_equip)
4123                         {
4124 #ifdef JP
4125                                 if (!use_menu)
4126                                         strcat(out_val, " '/' 装備品,");
4127                                 else if (allow_floor)
4128                                         strcat(out_val, " '6' 装備品,");
4129                                 else
4130                                         strcat(out_val, " '4'or'6' 装備品,");
4131 #else
4132                                 if (!use_menu)
4133                                         strcat(out_val, " / for Equip,");
4134                                 else if (allow_floor)
4135                                         strcat(out_val, " 6 for Equip,");
4136                                 else
4137                                         strcat(out_val, " 4 or 6 for Equip,");
4138 #endif
4139                         }
4140
4141                         /* Append */
4142                         if (allow_floor)
4143                         {
4144 #ifdef JP
4145                                 if (!use_menu)
4146                                         strcat(out_val, " '-'床上,");
4147                                 else if (allow_equip)
4148                                         strcat(out_val, " '4' 床上,");
4149                                 else
4150                                         strcat(out_val, " '4'or'6' 床上,");
4151 #else
4152                                 if (!use_menu)
4153                                         strcat(out_val, " - for floor,");
4154                                 else if (allow_equip)
4155                                         strcat(out_val, " 4 for floor,");
4156                                 else
4157                                         strcat(out_val, " 4 or 6 for floor,");
4158 #endif
4159                         }
4160                 }
4161
4162                 /* Viewing equipment */
4163                 else if (command_wrk == (USE_EQUIP))
4164                 {
4165                         /* Begin the prompt */
4166                         sprintf(out_val, _("装備品:", "Equip:"));
4167
4168                         if (!use_menu)
4169                         {
4170                                 /* Build the prompt */
4171                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4172                                         index_to_label(e1), index_to_label(e2));
4173
4174                                 /* Append */
4175                                 strcat(out_val, tmp_val);
4176                         }
4177
4178                         /* Indicate ability to "view" */
4179                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4180
4181                         /* Append */
4182                         if (allow_inven)
4183                         {
4184 #ifdef JP
4185                                 if (!use_menu)
4186                                         strcat(out_val, " '/' 持ち物,");
4187                                 else if (allow_floor)
4188                                         strcat(out_val, " '4' 持ち物,");
4189                                 else
4190                                         strcat(out_val, " '4'or'6' 持ち物,");
4191 #else
4192                                 if (!use_menu)
4193                                         strcat(out_val, " / for Inven,");
4194                                 else if (allow_floor)
4195                                         strcat(out_val, " 4 for Inven,");
4196                                 else
4197                                         strcat(out_val, " 4 or 6 for Inven,");
4198 #endif
4199                         }
4200
4201                         /* Append */
4202                         if (allow_floor)
4203                         {
4204 #ifdef JP
4205                                 if (!use_menu)
4206                                         strcat(out_val, " '-'床上,");
4207                                 else if (allow_inven)
4208                                         strcat(out_val, " '6' 床上,");
4209                                 else
4210                                         strcat(out_val, " '4'or'6' 床上,");
4211 #else
4212                                 if (!use_menu)
4213                                         strcat(out_val, " - for floor,");
4214                                 else if (allow_inven)
4215                                         strcat(out_val, " 6 for floor,");
4216                                 else
4217                                         strcat(out_val, " 4 or 6 for floor,");
4218 #endif
4219                         }
4220                 }
4221
4222                 /* Viewing floor */
4223                 else if (command_wrk == (USE_FLOOR))
4224                 {
4225                         /* Begin the prompt */
4226                         sprintf(out_val, _("床上:", "Floor:"));
4227
4228                         if (!use_menu)
4229                         {
4230                                 /* Build the prompt */
4231                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
4232
4233                                 /* Append */
4234                                 strcat(out_val, tmp_val);
4235                         }
4236
4237                         /* Indicate ability to "view" */
4238                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4239
4240                         if (use_menu)
4241                         {
4242                                 if (allow_inven && allow_equip)
4243                                 {
4244                                         strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
4245                                 }
4246                                 else if (allow_inven)
4247                                 {
4248                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4249                                 }
4250                                 else if (allow_equip)
4251                                 {
4252                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4253                                 }
4254                         }
4255                         /* Append */
4256                         else if (allow_inven)
4257                         {
4258                                 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4259                         }
4260                         else if (allow_equip)
4261                         {
4262                                 strcat(out_val, _(" '/'装備品,", " / for Equip,"));
4263                         }
4264
4265                         /* Append */
4266                         if (command_see && !use_menu)
4267                         {
4268                                 strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
4269                         }
4270                 }
4271
4272                 /* Append */
4273                 if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
4274
4275                 /* Finish the prompt */
4276                 strcat(out_val, " ESC");
4277
4278                 /* Build the prompt */
4279                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4280
4281                 /* Show the prompt */
4282                 prt(tmp_val, 0, 0);
4283
4284                 /* Get a key */
4285                 which = inkey();
4286
4287                 if (use_menu)
4288                 {
4289                 int max_line = 1;
4290                 if (command_wrk == USE_INVEN) max_line = max_inven;
4291                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4292                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4293                 switch (which)
4294                 {
4295                         case ESCAPE:
4296                         case 'z':
4297                         case 'Z':
4298                         case '0':
4299                         {
4300                                 done = TRUE;
4301                                 break;
4302                         }
4303
4304                         case '8':
4305                         case 'k':
4306                         case 'K':
4307                         {
4308                                 menu_line += (max_line - 1);
4309                                 break;
4310                         }
4311
4312                         case '2':
4313                         case 'j':
4314                         case 'J':
4315                         {
4316                                 menu_line++;
4317                                 break;
4318                         }
4319
4320                         case '4':
4321                         case 'h':
4322                         case 'H':
4323                         {
4324                                 /* Verify legality */
4325                                 if (command_wrk == (USE_INVEN))
4326                                 {
4327                                         if (allow_floor) command_wrk = USE_FLOOR;
4328                                         else if (allow_equip) command_wrk = USE_EQUIP;
4329                                         else
4330                                         {
4331                                                 bell();
4332                                                 break;
4333                                         }
4334                                 }
4335                                 else if (command_wrk == (USE_EQUIP))
4336                                 {
4337                                         if (allow_inven) command_wrk = USE_INVEN;
4338                                         else if (allow_floor) command_wrk = USE_FLOOR;
4339                                         else
4340                                         {
4341                                                 bell();
4342                                                 break;
4343                                         }
4344                                 }
4345                                 else if (command_wrk == (USE_FLOOR))
4346                                 {
4347                                         if (allow_equip) command_wrk = USE_EQUIP;
4348                                         else if (allow_inven) command_wrk = USE_INVEN;
4349                                         else
4350                                         {
4351                                                 bell();
4352                                                 break;
4353                                         }
4354                                 }
4355                                 else
4356                                 {
4357                                         bell();
4358                                         break;
4359                                 }
4360
4361                                 /* Hack -- Fix screen */
4362                                 if (command_see)
4363                                 {
4364                                         /* Load screen */
4365                                         screen_load();
4366
4367                                         /* Save screen */
4368                                         screen_save();
4369                                 }
4370
4371                                 /* Switch inven/equip */
4372                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4373                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4374                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4375                                 if (menu_line > max_line) menu_line = max_line;
4376
4377                                 /* Need to redraw */
4378                                 break;
4379                         }
4380
4381                         case '6':
4382                         case 'l':
4383                         case 'L':
4384                         {
4385                                 /* Verify legality */
4386                                 if (command_wrk == (USE_INVEN))
4387                                 {
4388                                         if (allow_equip) command_wrk = USE_EQUIP;
4389                                         else if (allow_floor) command_wrk = USE_FLOOR;
4390                                         else
4391                                         {
4392                                                 bell();
4393                                                 break;
4394                                         }
4395                                 }
4396                                 else if (command_wrk == (USE_EQUIP))
4397                                 {
4398                                         if (allow_floor) command_wrk = USE_FLOOR;
4399                                         else if (allow_inven) command_wrk = USE_INVEN;
4400                                         else
4401                                         {
4402                                                 bell();
4403                                                 break;
4404                                         }
4405                                 }
4406                                 else if (command_wrk == (USE_FLOOR))
4407                                 {
4408                                         if (allow_inven) command_wrk = USE_INVEN;
4409                                         else if (allow_equip) command_wrk = USE_EQUIP;
4410                                         else
4411                                         {
4412                                                 bell();
4413                                                 break;
4414                                         }
4415                                 }
4416                                 else
4417                                 {
4418                                         bell();
4419                                         break;
4420                                 }
4421
4422                                 /* Hack -- Fix screen */
4423                                 if (command_see)
4424                                 {
4425                                         /* Load screen */
4426                                         screen_load();
4427
4428                                         /* Save screen */
4429                                         screen_save();
4430                                 }
4431
4432                                 /* Switch inven/equip */
4433                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4434                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4435                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4436                                 if (menu_line > max_line) menu_line = max_line;
4437
4438                                 /* Need to redraw */
4439                                 break;
4440                         }
4441
4442                         case 'x':
4443                         case 'X':
4444                         case '\r':
4445                         case '\n':
4446                         {
4447                                 if (command_wrk == USE_FLOOR)
4448                                 {
4449                                         /* Special index */
4450                                         (*cp) = -get_item_label;
4451                                 }
4452                                 else
4453                                 {
4454                                         /* Validate the item */
4455                                         if (!get_item_okay(get_item_label))
4456                                         {
4457                                                 bell();
4458                                                 break;
4459                                         }
4460
4461                                         /* Allow player to "refuse" certain actions */
4462                                         if (!get_item_allow(get_item_label))
4463                                         {
4464                                                 done = TRUE;
4465                                                 break;
4466                                         }
4467
4468                                         /* Accept that choice */
4469                                         (*cp) = get_item_label;
4470                                 }
4471
4472                                 item = TRUE;
4473                                 done = TRUE;
4474                                 break;
4475                         }
4476                         case 'w':
4477                         {
4478                                 if (select_the_force) {
4479                                         *cp = INVEN_FORCE;
4480                                         item = TRUE;
4481                                         done = TRUE;
4482                                         break;
4483                                 }
4484                         }
4485                 }
4486                 if (menu_line > max_line) menu_line -= max_line;
4487                 }
4488                 else
4489                 {
4490                 /* Parse it */
4491                 switch (which)
4492                 {
4493                         case ESCAPE:
4494                         {
4495                                 done = TRUE;
4496                                 break;
4497                         }
4498
4499                         case '*':
4500                         case '?':
4501                         case ' ':
4502                         {
4503                                 /* Hide the list */
4504                                 if (command_see)
4505                                 {
4506                                         /* Flip flag */
4507                                         command_see = FALSE;
4508
4509                                         /* Load screen */
4510                                         screen_load();
4511                                 }
4512
4513                                 /* Show the list */
4514                                 else
4515                                 {
4516                                         /* Save screen */
4517                                         screen_save();
4518
4519                                         /* Flip flag */
4520                                         command_see = TRUE;
4521                                 }
4522                                 break;
4523                         }
4524
4525                         case '\n':
4526                         case '\r':
4527                         case '+':
4528                         {
4529                                 int i, o_idx;
4530                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
4531
4532                                 if (command_wrk != (USE_FLOOR)) break;
4533
4534                                 /* Get the object being moved. */
4535                                 o_idx = c_ptr->o_idx;
4536
4537                                 /* Only rotate a pile of two or more objects. */
4538                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
4539
4540                                 /* Remove the first object from the list. */
4541                                 excise_object_idx(o_idx);
4542
4543                                 /* Find end of the list. */
4544                                 i = c_ptr->o_idx;
4545                                 while (o_list[i].next_o_idx)
4546                                         i = o_list[i].next_o_idx;
4547
4548                                 /* Add after the last object. */
4549                                 o_list[i].next_o_idx = o_idx;
4550
4551                                 /* Re-scan floor list */ 
4552                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
4553
4554                                 /* Hack -- Fix screen */
4555                                 if (command_see)
4556                                 {
4557                                         /* Load screen */
4558                                         screen_load();
4559
4560                                         /* Save screen */
4561                                         screen_save();
4562                                 }
4563
4564                                 break;
4565                         }
4566
4567                         case '/':
4568                         {
4569                                 if (command_wrk == (USE_INVEN))
4570                                 {
4571                                         if (!allow_equip)
4572                                         {
4573                                                 bell();
4574                                                 break;
4575                                         }
4576                                         command_wrk = (USE_EQUIP);
4577                                 }
4578                                 else if (command_wrk == (USE_EQUIP))
4579                                 {
4580                                         if (!allow_inven)
4581                                         {
4582                                                 bell();
4583                                                 break;
4584                                         }
4585                                         command_wrk = (USE_INVEN);
4586                                 }
4587                                 else if (command_wrk == (USE_FLOOR))
4588                                 {
4589                                         if (allow_inven)
4590                                         {
4591                                                 command_wrk = (USE_INVEN);
4592                                         }
4593                                         else if (allow_equip)
4594                                         {
4595                                                 command_wrk = (USE_EQUIP);
4596                                         }
4597                                         else
4598                                         {
4599                                                 bell();
4600                                                 break;
4601                                         }
4602                                 }
4603
4604                                 /* Hack -- Fix screen */
4605                                 if (command_see)
4606                                 {
4607                                         /* Load screen */
4608                                         screen_load();
4609
4610                                         /* Save screen */
4611                                         screen_save();
4612                                 }
4613
4614                                 /* Need to redraw */
4615                                 break;
4616                         }
4617
4618                         case '-':
4619                         {
4620                                 if (!allow_floor)
4621                                 {
4622                                         bell();
4623                                         break;
4624                                 }
4625
4626                                 /*
4627                                  * If we are already examining the floor, and there
4628                                  * is only one item, we will always select it.
4629                                  * If we aren't examining the floor and there is only
4630                                  * one item, we will select it if floor_query_flag
4631                                  * is FALSE.
4632                                  */
4633                                 if (floor_num == 1)
4634                                 {
4635                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
4636                                         {
4637                                                 /* Special index */
4638                                                 k = 0 - floor_list[0];
4639
4640                                                 /* Allow player to "refuse" certain actions */
4641                                                 if (!get_item_allow(k))
4642                                                 {
4643                                                         done = TRUE;
4644                                                         break;
4645                                                 }
4646
4647                                                 /* Accept that choice */
4648                                                 (*cp) = k;
4649                                                 item = TRUE;
4650                                                 done = TRUE;
4651
4652                                                 break;
4653                                         }
4654                                 }
4655
4656                                 /* Hack -- Fix screen */
4657                                 if (command_see)
4658                                 {
4659                                         /* Load screen */
4660                                         screen_load();
4661
4662                                         /* Save screen */
4663                                         screen_save();
4664                                 }
4665
4666                                 command_wrk = (USE_FLOOR);
4667
4668                                 break;
4669                         }
4670
4671                         case '0':
4672                         case '1': case '2': case '3':
4673                         case '4': case '5': case '6':
4674                         case '7': case '8': case '9':
4675                         {
4676                                 if (command_wrk != USE_FLOOR)
4677                                 {
4678                                         /* Look up the tag */
4679                                         if (!get_tag(&k, which, command_wrk))
4680                                         {
4681                                                 bell();
4682                                                 break;
4683                                         }
4684
4685                                         /* Hack -- Validate the item */
4686                                         if ((k < INVEN_RARM) ? !inven : !equip)
4687                                         {
4688                                                 bell();
4689                                                 break;
4690                                         }
4691
4692                                         /* Validate the item */
4693                                         if (!get_item_okay(k))
4694                                         {
4695                                                 bell();
4696                                                 break;
4697                                         }
4698                                 }
4699                                 else
4700                                 {
4701                                         /* Look up the alphabetical tag */
4702                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4703                                         {
4704                                                 /* Special index */
4705                                                 k = 0 - floor_list[k];
4706                                         }
4707                                         else
4708                                         {
4709                                                 bell();
4710                                                 break;
4711                                         }
4712                                 }
4713
4714                                 /* Allow player to "refuse" certain actions */
4715                                 if (!get_item_allow(k))
4716                                 {
4717                                         done = TRUE;
4718                                         break;
4719                                 }
4720
4721                                 /* Accept that choice */
4722                                 (*cp) = k;
4723                                 item = TRUE;
4724                                 done = TRUE;
4725 #ifdef ALLOW_REPEAT
4726                                 cur_tag = which;
4727 #endif /* ALLOW_REPEAT */
4728                                 break;
4729                         }
4730
4731 #if 0
4732                         case '\n':
4733                         case '\r':
4734                         {
4735                                 /* Choose "default" inventory item */
4736                                 if (command_wrk == (USE_INVEN))
4737                                 {
4738                                         k = ((i1 == i2) ? i1 : -1);
4739                                 }
4740
4741                                 /* Choose "default" equipment item */
4742                                 else if (command_wrk == (USE_EQUIP))
4743                                 {
4744                                         k = ((e1 == e2) ? e1 : -1);
4745                                 }
4746
4747                                 /* Choose "default" floor item */
4748                                 else if (command_wrk == (USE_FLOOR))
4749                                 {
4750                                         if (floor_num == 1)
4751                                         {
4752                                                 /* Special index */
4753                                                 k = 0 - floor_list[0];
4754
4755                                                 /* Allow player to "refuse" certain actions */
4756                                                 if (!get_item_allow(k))
4757                                                 {
4758                                                         done = TRUE;
4759                                                         break;
4760                                                 }
4761
4762                                                 /* Accept that choice */
4763                                                 (*cp) = k;
4764                                                 item = TRUE;
4765                                                 done = TRUE;
4766                                         }
4767                                         break;
4768                                 }
4769
4770                                 /* Validate the item */
4771                                 if (!get_item_okay(k))
4772                                 {
4773                                         bell();
4774                                         break;
4775                                 }
4776
4777                                 /* Allow player to "refuse" certain actions */
4778                                 if (!get_item_allow(k))
4779                                 {
4780                                         done = TRUE;
4781                                         break;
4782                                 }
4783
4784                                 /* Accept that choice */
4785                                 (*cp) = k;
4786                                 item = TRUE;
4787                                 done = TRUE;
4788                                 break;
4789                         }
4790 #endif
4791
4792                         case 'w':
4793                         {
4794                                 if (select_the_force) {
4795                                         *cp = INVEN_FORCE;
4796                                         item = TRUE;
4797                                         done = TRUE;
4798                                         break;
4799                                 }
4800
4801                                 /* Fall through */
4802                         }
4803
4804                         default:
4805                         {
4806                                 int ver;
4807
4808                                 if (command_wrk != USE_FLOOR)
4809                                 {
4810                                         bool not_found = FALSE;
4811
4812                                         /* Look up the alphabetical tag */
4813                                         if (!get_tag(&k, which, command_wrk))
4814                                         {
4815                                                 not_found = TRUE;
4816                                         }
4817
4818                                         /* Hack -- Validate the item */
4819                                         else if ((k < INVEN_RARM) ? !inven : !equip)
4820                                         {
4821                                                 not_found = TRUE;
4822                                         }
4823
4824                                         /* Validate the item */
4825                                         else if (!get_item_okay(k))
4826                                         {
4827                                                 not_found = TRUE;
4828                                         }
4829
4830                                         if (!not_found)
4831                                         {
4832                                                 /* Accept that choice */
4833                                                 (*cp) = k;
4834                                                 item = TRUE;
4835                                                 done = TRUE;
4836 #ifdef ALLOW_REPEAT
4837                                                 cur_tag = which;
4838 #endif /* ALLOW_REPEAT */
4839                                                 break;
4840                                         }
4841                                 }
4842                                 else
4843                                 {
4844                                         /* Look up the alphabetical tag */
4845                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4846                                         {
4847                                                 /* Special index */
4848                                                 k = 0 - floor_list[k];
4849
4850                                                 /* Accept that choice */
4851                                                 (*cp) = k;
4852                                                 item = TRUE;
4853                                                 done = TRUE;
4854 #ifdef ALLOW_REPEAT
4855                                                 cur_tag = which;
4856 #endif /* ALLOW_REPEAT */
4857                                                 break;
4858                                         }
4859                                 }
4860
4861                                 /* Extract "query" setting */
4862                                 ver = isupper(which);
4863                                 which = tolower(which);
4864
4865                                 /* Convert letter to inventory index */
4866                                 if (command_wrk == (USE_INVEN))
4867                                 {
4868                                         if (which == '(') k = i1;
4869                                         else if (which == ')') k = i2;
4870                                         else k = label_to_inven(which);
4871                                 }
4872
4873                                 /* Convert letter to equipment index */
4874                                 else if (command_wrk == (USE_EQUIP))
4875                                 {
4876                                         if (which == '(') k = e1;
4877                                         else if (which == ')') k = e2;
4878                                         else k = label_to_equip(which);
4879                                 }
4880
4881                                 /* Convert letter to floor index */
4882                                 else if (command_wrk == USE_FLOOR)
4883                                 {
4884                                         if (which == '(') k = 0;
4885                                         else if (which == ')') k = floor_num - 1;
4886                                         else k = islower(which) ? A2I(which) : -1;
4887                                         if (k < 0 || k >= floor_num || k >= 23)
4888                                         {
4889                                                 bell();
4890                                                 break;
4891                                         }
4892
4893                                         /* Special index */
4894                                         k = 0 - floor_list[k];
4895                                 }
4896
4897                                 /* Validate the item */
4898                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
4899                                 {
4900                                         bell();
4901                                         break;
4902                                 }
4903
4904                                 /* Verify the item */
4905                                 if (ver && !verify(_("本当に", "Try"), k))
4906                                 {
4907                                         done = TRUE;
4908                                         break;
4909                                 }
4910
4911                                 /* Allow player to "refuse" certain actions */
4912                                 if (!get_item_allow(k))
4913                                 {
4914                                         done = TRUE;
4915                                         break;
4916                                 }
4917
4918                                 /* Accept that choice */
4919                                 (*cp) = k;
4920                                 item = TRUE;
4921                                 done = TRUE;
4922                                 break;
4923                         }
4924                 }
4925                 }
4926         }
4927
4928         /* Fix the screen if necessary */
4929         if (command_see)
4930         {
4931                 /* Load screen */
4932                 screen_load();
4933
4934                 /* Hack -- Cancel "display" */
4935                 command_see = FALSE;
4936         }
4937
4938
4939         /* Forget the item_tester_tval restriction */
4940         item_tester_tval = 0;
4941
4942         /* Forget the item_tester_hook restriction */
4943         item_tester_hook = NULL;
4944
4945
4946         /* Clean up  'show choices' */
4947         /* Toggle again if needed */
4948         if (toggle) toggle_inven_equip();
4949
4950         /* Update */
4951         p_ptr->window |= (PW_INVEN | PW_EQUIP);
4952
4953         /* Window stuff */
4954         window_stuff();
4955
4956
4957         /* Clear the prompt line */
4958         prt("", 0, 0);
4959
4960         /* Warning if needed */
4961         if (oops && str) msg_print(str);
4962
4963         if (item)
4964         {
4965 #ifdef ALLOW_REPEAT
4966                 repeat_push(*cp);
4967                 if (command_cmd) prev_tag = cur_tag;
4968 #endif /* ALLOW_REPEAT */
4969
4970                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4971         }
4972
4973         /* Result */
4974         return (item);
4975 }
4976
4977 /*!
4978  * @brief 床上のアイテムを拾う選択用サブルーチン 
4979  * @return プレイヤーによりアイテムが選択されたならTRUEを返す。
4980  */
4981 static bool py_pickup_floor_aux(void)
4982 {
4983         s16b this_o_idx;
4984
4985         cptr q, s;
4986
4987         int item;
4988
4989         /* Restrict the choices */
4990         item_tester_hook = inven_carry_okay;
4991
4992         /* Get an object */
4993         q = _("どれを拾いますか?", "Get which item? ");
4994         s = _("もうザックには床にあるどのアイテムも入らない。", "You no longer have any room for the objects on the floor.");
4995
4996         if (get_item(&item, q, s, (USE_FLOOR)))
4997         {
4998                 this_o_idx = 0 - item;
4999         }
5000         else
5001         {
5002                 return (FALSE);
5003         }
5004
5005         /* Pick up the object */
5006         py_pickup_aux(this_o_idx);
5007
5008         return (TRUE);
5009 }
5010
5011 /*!
5012  * @brief 床上のアイテムを拾うメイン処理
5013  * @param pickup FALSEなら金銭の自動拾いのみを行う/ FALSE then only gold will be picked up
5014  * @return なし
5015  * @details
5016  * This is called by py_pickup() when easy_floor is TRUE.
5017  */
5018 void py_pickup_floor(bool pickup)
5019 {
5020         s16b this_o_idx, next_o_idx = 0;
5021
5022         char o_name[MAX_NLEN];
5023         object_type *o_ptr;
5024
5025         int floor_num = 0, floor_o_idx = 0;
5026
5027         int can_pickup = 0;
5028
5029         /* Scan the pile of objects */
5030         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5031         {
5032                 /* Access the object */
5033                 o_ptr = &o_list[this_o_idx];
5034
5035                 /* Describe the object */
5036                 object_desc(o_name, o_ptr, 0);
5037
5038                 /* Access the next object */
5039                 next_o_idx = o_ptr->next_o_idx;
5040
5041                 /* Hack -- disturb */
5042                 disturb(0, 0);
5043
5044                 /* Pick up gold */
5045                 if (o_ptr->tval == TV_GOLD)
5046                 {
5047                         /* Message */
5048 #ifdef JP
5049                         msg_format(" $%ld の価値がある%sを見つけた。",
5050                                 (long)o_ptr->pval, o_name);
5051 #else
5052                         msg_format("You have found %ld gold pieces worth of %s.",
5053                                 (long)o_ptr->pval, o_name);
5054 #endif
5055
5056                         /* Collect the gold */
5057                         p_ptr->au += o_ptr->pval;
5058
5059                         /* Redraw gold */
5060                         p_ptr->redraw |= (PR_GOLD);
5061
5062                         /* Window stuff */
5063                         p_ptr->window |= (PW_PLAYER);
5064
5065                         /* Delete the gold */
5066                         delete_object_idx(this_o_idx);
5067
5068                         /* Check the next object */
5069                         continue;
5070                 }
5071                 else if (o_ptr->marked & OM_NOMSG)
5072                 {
5073                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
5074                          * ignored. Otherwise, they are included in the prompt. */
5075                         o_ptr->marked &= ~(OM_NOMSG);
5076                         continue;
5077                 }
5078
5079                 /* Count non-gold objects that can be picked up. */
5080                 if (inven_carry_okay(o_ptr))
5081                 {
5082                         can_pickup++;
5083                 }
5084
5085                 /* Count non-gold objects */
5086                 floor_num++;
5087
5088                 /* Remember this index */
5089                 floor_o_idx = this_o_idx;
5090         }
5091
5092         /* There are no non-gold objects */
5093         if (!floor_num)
5094                 return;
5095
5096         /* Mention the number of objects */
5097         if (!pickup)
5098         {
5099                 /* One object */
5100                 if (floor_num == 1)
5101                 {
5102                         /* Access the object */
5103                         o_ptr = &o_list[floor_o_idx];
5104
5105 #ifdef ALLOW_EASY_SENSE
5106
5107                         /* Option: Make object sensing easy */
5108                         if (easy_sense)
5109                         {
5110                                 /* Sense the object */
5111                                 (void) sense_object(o_ptr);
5112                         }
5113
5114 #endif /* ALLOW_EASY_SENSE */
5115
5116                         /* Describe the object */
5117                         object_desc(o_name, o_ptr, 0);
5118
5119                         /* Message */
5120                         msg_format(_("%sがある。", "You see %s."), o_name);
5121                 }
5122
5123                 /* Multiple objects */
5124                 else
5125                 {
5126                         /* Message */
5127                         msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
5128                 }
5129
5130                 /* Done */
5131                 return;
5132         }
5133
5134         /* The player has no room for anything on the floor. */
5135         if (!can_pickup)
5136         {
5137                 /* One object */
5138                 if (floor_num == 1)
5139                 {
5140                         /* Access the object */
5141                         o_ptr = &o_list[floor_o_idx];
5142
5143 #ifdef ALLOW_EASY_SENSE
5144
5145                         /* Option: Make object sensing easy */
5146                         if (easy_sense)
5147                         {
5148                                 /* Sense the object */
5149                                 (void) sense_object(o_ptr);
5150                         }
5151
5152 #endif /* ALLOW_EASY_SENSE */
5153
5154                         /* Describe the object */
5155                         object_desc(o_name, o_ptr, 0);
5156
5157                         /* Message */
5158                         msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
5159                 }
5160
5161                 /* Multiple objects */
5162                 else
5163                 {
5164                         /* Message */
5165                         msg_print(_("ザックには床にあるどのアイテムも入らない。", "You have no room for any of the objects on the floor."));
5166
5167                 }
5168
5169                 /* Done */
5170                 return;
5171         }
5172
5173         /* One object */
5174         if (floor_num == 1)
5175         {
5176                 /* Hack -- query every object */
5177                 if (carry_query_flag)
5178                 {
5179                         char out_val[MAX_NLEN+20];
5180
5181                         /* Access the object */
5182                         o_ptr = &o_list[floor_o_idx];
5183
5184 #ifdef ALLOW_EASY_SENSE
5185
5186                         /* Option: Make object sensing easy */
5187                         if (easy_sense)
5188                         {
5189                                 /* Sense the object */
5190                                 (void) sense_object(o_ptr);
5191                         }
5192
5193 #endif /* ALLOW_EASY_SENSE */
5194
5195                         /* Describe the object */
5196                         object_desc(o_name, o_ptr, 0);
5197
5198                         /* Build a prompt */
5199                         (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
5200
5201                         /* Ask the user to confirm */
5202                         if (!get_check(out_val))
5203                         {
5204                                 /* Done */
5205                                 return;
5206                         }
5207                 }
5208
5209                 /* Access the object */
5210                 o_ptr = &o_list[floor_o_idx];
5211
5212 #ifdef ALLOW_EASY_SENSE
5213
5214                 /* Option: Make object sensing easy */
5215                 if (easy_sense)
5216                 {
5217                         /* Sense the object */
5218                         (void) sense_object(o_ptr);
5219                 }
5220
5221 #endif /* ALLOW_EASY_SENSE */
5222
5223                 /* Pick up the object */
5224                 py_pickup_aux(floor_o_idx);
5225         }
5226
5227         /* Allow the user to choose an object */
5228         else
5229         {
5230                 while (can_pickup--)
5231                 {
5232                         if (!py_pickup_floor_aux()) break;
5233                 }
5234         }
5235 }
5236
5237 #endif /* ALLOW_EASY_FLOOR */