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#37287 #37353 (2.2.0.89) 型の置換を継続中。 / Ongoing type replacement.
[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 INVENTORY_IDX label_to_inven(int c)
1321 {
1322         INVENTORY_IDX i;
1323
1324         /* Convert */
1325         i = (INVENTORY_IDX)(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 INVENTORY_IDX label_to_equip(int c)
1359 {
1360         INVENTORY_IDX i;
1361
1362         /* Convert */
1363         i = (INVENTORY_IDX)(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 OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE 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(COMMAND_CODE *cp, char tag, int mode)
1860 {
1861         COMMAND_CODE i;
1862         COMMAND_CODE start, end;
1863         cptr s;
1864
1865         /* Extract index from mode */
1866         switch (mode)
1867         {
1868         case USE_EQUIP:
1869                 start = INVEN_RARM;
1870                 end = INVEN_TOTAL - 1;
1871                 break;
1872
1873         case USE_INVEN:
1874                 start = 0;
1875                 end = INVEN_PACK - 1;
1876                 break;
1877
1878         default:
1879                 return FALSE;
1880         }
1881
1882         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1883
1884         /* Check every inventory object */
1885         for (i = start; i <= end; i++)
1886         {
1887                 object_type *o_ptr = &inventory[i];
1888
1889                 /* Skip non-objects */
1890                 if (!o_ptr->k_idx) continue;
1891
1892                 /* Skip empty inscriptions */
1893                 if (!o_ptr->inscription) continue;
1894
1895                 /* Skip non-choice */
1896                 if (!item_tester_okay(o_ptr)) continue;
1897
1898                 /* Find a '@' */
1899                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1900
1901                 /* Process all tags */
1902                 while (s)
1903                 {
1904                         /* Check the special tags */
1905                         if ((s[1] == command_cmd) && (s[2] == tag))
1906                         {
1907                                 /* Save the actual inventory ID */
1908                                 *cp = i;
1909
1910                                 /* Success */
1911                                 return (TRUE);
1912                         }
1913
1914                         /* Find another '@' */
1915                         s = my_strchr(s + 1, '@');
1916                 }
1917         }
1918
1919
1920         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
1921
1922         /* Don't allow {@#} with '#' being alphabet */
1923         if (tag < '0' || '9' < tag)
1924         {
1925                 /* No such tag */
1926                 return FALSE;
1927         }
1928
1929         /* Check every object */
1930         for (i = start; i <= end; i++)
1931         {
1932                 object_type *o_ptr = &inventory[i];
1933
1934                 /* Skip non-objects */
1935                 if (!o_ptr->k_idx) continue;
1936
1937                 /* Skip empty inscriptions */
1938                 if (!o_ptr->inscription) continue;
1939
1940                 /* Skip non-choice */
1941                 if (!item_tester_okay(o_ptr)) continue;
1942
1943                 /* Find a '@' */
1944                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1945
1946                 /* Process all tags */
1947                 while (s)
1948                 {
1949                         /* Check the normal tags */
1950                         if (s[1] == tag)
1951                         {
1952                                 /* Save the actual inventory ID */
1953                                 *cp = i;
1954
1955                                 /* Success */
1956                                 return (TRUE);
1957                         }
1958
1959                         /* Find another '@' */
1960                         s = my_strchr(s + 1, '@');
1961                 }
1962         }
1963
1964         /* No such tag */
1965         return (FALSE);
1966 }
1967
1968
1969 /*!
1970  * @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 /
1971  * Find the "first" inventory object with the given "tag".
1972  * @param cp 対応するタグIDを与える参照ポインタ
1973  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1974  * @param floor_list 床上アイテムの配列
1975  * @param floor_num  床上アイテムの配列ID
1976  * @return タグに該当するオブジェクトがあるならTRUEを返す
1977  * @details
1978  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1979  * inscription of an object.  Alphabetical characters don't work as a\n
1980  * tag in this form.\n
1981  *\n
1982  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1983  * and "x" is the "current" command_cmd code.\n
1984  */
1985 static bool get_tag_floor(COMMAND_CODE *cp, char tag, int floor_list[], int floor_num)
1986 {
1987         COMMAND_CODE i;
1988         cptr s;
1989
1990         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1991
1992         /* Check every object in the grid */
1993         for (i = 0; i < floor_num && i < 23; i++)
1994         {
1995                 object_type *o_ptr = &o_list[floor_list[i]];
1996
1997                 /* Skip empty inscriptions */
1998                 if (!o_ptr->inscription) continue;
1999
2000                 /* Find a '@' */
2001                 s = my_strchr(quark_str(o_ptr->inscription), '@');
2002
2003                 /* Process all tags */
2004                 while (s)
2005                 {
2006                         /* Check the special tags */
2007                         if ((s[1] == command_cmd) && (s[2] == tag))
2008                         {
2009                                 /* Save the actual floor object ID */
2010                                 *cp = i;
2011
2012                                 /* Success */
2013                                 return (TRUE);
2014                         }
2015
2016                         /* Find another '@' */
2017                         s = my_strchr(s + 1, '@');
2018                 }
2019         }
2020
2021
2022         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
2023
2024         /* Don't allow {@#} with '#' being alphabet */
2025         if (tag < '0' || '9' < tag)
2026         {
2027                 /* No such tag */
2028                 return FALSE;
2029         }
2030
2031         /* Check every object in the grid */
2032         for (i = 0; i < floor_num && i < 23; i++)
2033         {
2034                 object_type *o_ptr = &o_list[floor_list[i]];
2035
2036                 /* Skip empty inscriptions */
2037                 if (!o_ptr->inscription) continue;
2038
2039                 /* Find a '@' */
2040                 s = my_strchr(quark_str(o_ptr->inscription), '@');
2041
2042                 /* Process all tags */
2043                 while (s)
2044                 {
2045                         /* Check the normal tags */
2046                         if (s[1] == tag)
2047                         {
2048                                 /* Save the floor object ID */
2049                                 *cp = i;
2050
2051                                 /* Success */
2052                                 return (TRUE);
2053                         }
2054
2055                         /* Find another '@' */
2056                         s = my_strchr(s + 1, '@');
2057                 }
2058         }
2059
2060         /* No such tag */
2061         return (FALSE);
2062 }
2063
2064
2065 /*!
2066  * @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 /
2067  * Move around label characters with correspond tags
2068  * @param label ラベルリストを取得する文字列参照ポインタ
2069  * @param mode 所持品リストか装備品リストかの切り替え
2070  * @return なし
2071  */
2072 static void prepare_label_string(char *label, int mode)
2073 {
2074         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2075         int  offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
2076         int  i;
2077
2078         /* Prepare normal labels */
2079         strcpy(label, alphabet_chars);
2080
2081         /* Move each label */
2082         for (i = 0; i < 52; i++)
2083         {
2084                 COMMAND_CODE index;
2085                 char c = alphabet_chars[i];
2086
2087                 /* Find a tag with this label */
2088                 if (get_tag(&index, c, mode))
2089                 {
2090                         /* Delete the overwritten label */
2091                         if (label[i] == c) label[i] = ' ';
2092
2093                         /* Move the label to the place of corresponding tag */
2094                         label[index - offset] = c;
2095                 }
2096         }
2097 }
2098
2099
2100 /*!
2101  * @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) /
2102  * Move around label characters with correspond tags (floor version)
2103  * @param label ラベルリストを取得する文字列参照ポインタ
2104  * @param floor_list 床上アイテムの配列
2105  * @param floor_num  床上アイテムの配列ID
2106  * @return なし
2107  */
2108 /*
2109  */
2110 static void prepare_label_string_floor(char *label, int floor_list[], int floor_num)
2111 {
2112         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2113         int  i;
2114
2115         /* Prepare normal labels */
2116         strcpy(label, alphabet_chars);
2117
2118         /* Move each label */
2119         for (i = 0; i < 52; i++)
2120         {
2121                 COMMAND_CODE index;
2122                 char c = alphabet_chars[i];
2123
2124                 /* Find a tag with this label */
2125                 if (get_tag_floor(&index, c, floor_list, floor_num))
2126                 {
2127                         /* Delete the overwritten label */
2128                         if (label[i] == c) label[i] = ' ';
2129
2130                         /* Move the label to the place of corresponding tag */
2131                         label[index] = c;
2132                 }
2133         }
2134 }
2135
2136
2137 /*!
2138  * @brief 所持アイテムの表示を行う /
2139  * Display the inventory.
2140  * @param target_item アイテムの選択処理を行うか否か。
2141  * @return 選択したアイテムのタグ
2142  * @details
2143  * Hack -- do not display "trailing" empty slots
2144  */
2145 COMMAND_CODE show_inven(int target_item)
2146 {
2147         int             i, j, k, l, z = 0;
2148         int             col, cur_col, len;
2149         object_type     *o_ptr;
2150         char            o_name[MAX_NLEN];
2151         char            tmp_val[80];
2152         int             out_index[23];
2153         byte            out_color[23];
2154         char            out_desc[23][MAX_NLEN];
2155         int             target_item_label = 0;
2156         int             wid, hgt;
2157         char            inven_label[52 + 1];
2158
2159         /* Starting column */
2160         col = command_gap;
2161
2162         /* Get size */
2163         Term_get_size(&wid, &hgt);
2164
2165         /* Default "max-length" */
2166         len = wid - col - 1;
2167
2168
2169         /* Find the "final" slot */
2170         for (i = 0; i < INVEN_PACK; i++)
2171         {
2172                 o_ptr = &inventory[i];
2173
2174                 /* Skip non-objects */
2175                 if (!o_ptr->k_idx) continue;
2176
2177                 /* Track */
2178                 z = i + 1;
2179         }
2180
2181         prepare_label_string(inven_label, USE_INVEN);
2182
2183         /* Display the inventory */
2184         for (k = 0, i = 0; i < z; i++)
2185         {
2186                 o_ptr = &inventory[i];
2187
2188                 /* Is this item acceptable? */
2189                 if (!item_tester_okay(o_ptr)) continue;
2190
2191                 /* Describe the object */
2192                 object_desc(o_name, o_ptr, 0);
2193
2194                 /* Save the object index, color, and description */
2195                 out_index[k] = i;
2196                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2197
2198                 /* Grey out charging items */
2199                 if (o_ptr->timeout)
2200                 {
2201                         out_color[k] = TERM_L_DARK;
2202                 }
2203
2204                 (void)strcpy(out_desc[k], o_name);
2205
2206                 /* Find the predicted "line length" */
2207                 l = strlen(out_desc[k]) + 5;
2208
2209                 /* Be sure to account for the weight */
2210                 if (show_weights) l += 9;
2211
2212                 /* Account for icon if displayed */
2213                 if (show_item_graph)
2214                 {
2215                         l += 2;
2216                         if (use_bigtile) l++;
2217                 }
2218
2219                 /* Maintain the maximum length */
2220                 if (l > len) len = l;
2221
2222                 /* Advance to next "line" */
2223                 k++;
2224         }
2225
2226         /* Find the column to start in */
2227         col = (len > wid - 4) ? 0 : (wid - len - 1);
2228
2229         /* Output each entry */
2230         for (j = 0; j < k; j++)
2231         {
2232                 /* Get the index */
2233                 i = out_index[j];
2234
2235                 /* Get the item */
2236                 o_ptr = &inventory[i];
2237
2238                 /* Clear the line */
2239                 prt("", j + 1, col ? col - 2 : col);
2240
2241                 if (use_menu && target_item)
2242                 {
2243                         if (j == (target_item-1))
2244                         {
2245                                 strcpy(tmp_val, _("》", "> "));
2246                                 target_item_label = i;
2247                         }
2248                         else strcpy(tmp_val, "  ");
2249                 }
2250                 else if (i <= INVEN_PACK)
2251                 {
2252                         /* Prepare an index --(-- */
2253                         sprintf(tmp_val, "%c)", inven_label[i]);
2254                 }
2255                 else
2256                 {
2257                         /* Prepare an index --(-- */
2258                         sprintf(tmp_val, "%c)", index_to_label(i));
2259                 }
2260
2261                 /* Clear the line with the (possibly indented) index */
2262                 put_str(tmp_val, j + 1, col);
2263
2264                 cur_col = col + 3;
2265
2266                 /* Display graphics for object, if desired */
2267                 if (show_item_graph)
2268                 {
2269                         byte  a = object_attr(o_ptr);
2270                         char c = object_char(o_ptr);
2271                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2272                         if (use_bigtile) cur_col++;
2273
2274                         cur_col += 2;
2275                 }
2276
2277
2278                 /* Display the entry itself */
2279                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
2280
2281                 /* Display the weight if needed */
2282                 if (show_weights)
2283                 {
2284                         int wgt = o_ptr->weight * o_ptr->number;
2285 #ifdef JP
2286                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2287 #else
2288                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2289 #endif
2290
2291                         prt(tmp_val, j + 1, wid - 9);
2292                 }
2293         }
2294
2295         /* Make a "shadow" below the list (only if needed) */
2296         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2297
2298         /* Save the new column */
2299         command_gap = col;
2300
2301         return target_item_label;
2302 }
2303
2304
2305 /*!
2306  * @brief 装備アイテムの表示を行う /
2307  * Display the equipment.
2308  * @param target_item アイテムの選択処理を行うか否か。
2309  * @return 選択したアイテムのタグ
2310  */
2311 COMMAND_CODE show_equip(int target_item)
2312 {
2313         int             i, j, k, l;
2314         int             col, cur_col, len;
2315         object_type     *o_ptr;
2316         char            tmp_val[80];
2317         char            o_name[MAX_NLEN];
2318         int             out_index[23];
2319         byte            out_color[23];
2320         char            out_desc[23][MAX_NLEN];
2321         int             target_item_label = 0;
2322         int             wid, hgt;
2323         char            equip_label[52 + 1];
2324
2325         /* Starting column */
2326         col = command_gap;
2327
2328         /* Get size */
2329         Term_get_size(&wid, &hgt);
2330
2331         /* Maximal length */
2332         len = wid - col - 1;
2333
2334
2335         /* Scan the equipment list */
2336         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2337         {
2338                 o_ptr = &inventory[i];
2339
2340                 /* Is this item acceptable? */
2341                 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
2342                     (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
2343                      item_tester_no_ryoute)) continue;
2344
2345                 /* Description */
2346                 object_desc(o_name, o_ptr, 0);
2347
2348                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
2349                 {
2350 #ifdef JP
2351                         (void)strcpy(out_desc[k],"(武器を両手持ち)");
2352 #else
2353                         (void)strcpy(out_desc[k],"(wielding with two-hands)");
2354 #endif
2355                         out_color[k] = TERM_WHITE;
2356                 }
2357                 else
2358                 {
2359                         (void)strcpy(out_desc[k], o_name);
2360                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
2361                 }
2362
2363                 out_index[k] = i;
2364                 /* Grey out charging items */
2365                 if (o_ptr->timeout)
2366                 {
2367                         out_color[k] = TERM_L_DARK;
2368                 }
2369
2370                 /* Extract the maximal length (see below) */
2371 #ifdef JP
2372                 l = strlen(out_desc[k]) + (2 + 1);
2373 #else
2374                 l = strlen(out_desc[k]) + (2 + 3);
2375 #endif
2376
2377
2378                 /* Increase length for labels (if needed) */
2379 #ifdef JP
2380                 if (show_labels) l += (7 + 2);
2381 #else
2382                 if (show_labels) l += (14 + 2);
2383 #endif
2384
2385
2386                 /* Increase length for weight (if needed) */
2387                 if (show_weights) l += 9;
2388
2389                 if (show_item_graph) l += 2;
2390
2391                 /* Maintain the max-length */
2392                 if (l > len) len = l;
2393
2394                 /* Advance the entry */
2395                 k++;
2396         }
2397
2398         /* Hack -- Find a column to start in */
2399 #ifdef JP
2400         col = (len > wid - 6) ? 0 : (wid - len - 1);
2401 #else
2402         col = (len > wid - 4) ? 0 : (wid - len - 1);
2403 #endif
2404
2405         prepare_label_string(equip_label, USE_EQUIP);
2406
2407         /* Output each entry */
2408         for (j = 0; j < k; j++)
2409         {
2410                 /* Get the index */
2411                 i = out_index[j];
2412
2413                 /* Get the item */
2414                 o_ptr = &inventory[i];
2415
2416                 /* Clear the line */
2417                 prt("", j + 1, col ? col - 2 : col);
2418
2419                 if (use_menu && target_item)
2420                 {
2421                         if (j == (target_item-1))
2422                         {
2423                                 strcpy(tmp_val, _("》", "> "));
2424                                 target_item_label = i;
2425                         }
2426                         else strcpy(tmp_val, "  ");
2427                 }
2428                 else if (i >= INVEN_RARM)
2429                 {
2430                         /* Prepare an index --(-- */
2431                         sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
2432                 }
2433                 else /* Paranoia */
2434                 {
2435                         /* Prepare an index --(-- */
2436                         sprintf(tmp_val, "%c)", index_to_label(i));
2437                 }
2438
2439                 /* Clear the line with the (possibly indented) index */
2440                 put_str(tmp_val, j+1, col);
2441
2442                 cur_col = col + 3;
2443
2444                 /* Display graphics for object, if desired */
2445                 if (show_item_graph)
2446                 {
2447                         byte a = object_attr(o_ptr);
2448                         char c = object_char(o_ptr);
2449                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2450                         if (use_bigtile) cur_col++;
2451
2452                         cur_col += 2;
2453                 }
2454
2455                 /* Use labels */
2456                 if (show_labels)
2457                 {
2458                         /* Mention the use */
2459                         (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
2460
2461                         put_str(tmp_val, j+1, cur_col);
2462
2463                         /* Display the entry itself */
2464                         c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
2465                 }
2466
2467                 /* No labels */
2468                 else
2469                 {
2470                         /* Display the entry itself */
2471                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
2472                 }
2473
2474                 /* Display the weight if needed */
2475                 if (show_weights)
2476                 {
2477                         int wgt = o_ptr->weight * o_ptr->number;
2478 #ifdef JP
2479                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2480 #else
2481                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
2482 #endif
2483
2484                         prt(tmp_val, j + 1, wid - 9);
2485                 }
2486         }
2487
2488         /* Make a "shadow" below the list (only if needed) */
2489         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2490
2491         /* Save the new column */
2492         command_gap = col;
2493
2494         return target_item_label;
2495 }
2496
2497 /*!
2498  * @brief サブウィンドウに所持品、装備品リストの表示を行う /
2499  * Flip "inven" and "equip" in any sub-windows
2500  * @return なし
2501  */
2502 void toggle_inven_equip(void)
2503 {
2504         int j;
2505
2506         /* Scan windows */
2507         for (j = 0; j < 8; j++)
2508         {
2509                 /* Unused */
2510                 if (!angband_term[j]) continue;
2511
2512                 /* Flip inven to equip */
2513                 if (window_flag[j] & (PW_INVEN))
2514                 {
2515                         /* Flip flags */
2516                         window_flag[j] &= ~(PW_INVEN);
2517                         window_flag[j] |= (PW_EQUIP);
2518
2519                         /* Window stuff */
2520                         p_ptr->window |= (PW_EQUIP);
2521                 }
2522
2523                 /* Flip inven to equip */
2524                 else if (window_flag[j] & (PW_EQUIP))
2525                 {
2526                         /* Flip flags */
2527                         window_flag[j] &= ~(PW_EQUIP);
2528                         window_flag[j] |= (PW_INVEN);
2529
2530                         /* Window stuff */
2531                         p_ptr->window |= (PW_INVEN);
2532                 }
2533         }
2534 }
2535
2536 /*!
2537  * @brief 選択したアイテムの確認処理の補助 /
2538  * Verify the choice of an item.
2539  * @param prompt メッセージ表示の一部
2540  * @param item 選択アイテムID
2541  * @return 確認がYesならTRUEを返す。
2542  * @details The item can be negative to mean "item on floor".
2543  */
2544 static bool verify(cptr prompt, int item)
2545 {
2546         char        o_name[MAX_NLEN];
2547         char        out_val[MAX_NLEN+20];
2548         object_type *o_ptr;
2549
2550
2551         /* Inventory */
2552         if (item >= 0)
2553         {
2554                 o_ptr = &inventory[item];
2555         }
2556
2557         /* Floor */
2558         else
2559         {
2560                 o_ptr = &o_list[0 - item];
2561         }
2562
2563         /* Describe */
2564         object_desc(o_name, o_ptr, 0);
2565
2566         /* Prompt */
2567         (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
2568
2569         /* Query */
2570         return (get_check(out_val));
2571 }
2572
2573
2574 /*!
2575  * @brief 選択したアイテムの確認処理のメインルーチン /
2576  * @param item 選択アイテムID
2577  * @return 確認がYesならTRUEを返す。
2578  * @details The item can be negative to mean "item on floor".
2579  * Hack -- allow user to "prevent" certain choices
2580  */
2581 static bool get_item_allow(int item)
2582 {
2583         cptr s;
2584
2585         object_type *o_ptr;
2586
2587         if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
2588
2589         /* Inventory */
2590         if (item >= 0)
2591         {
2592                 o_ptr = &inventory[item];
2593         }
2594
2595         /* Floor */
2596         else
2597         {
2598                 o_ptr = &o_list[0 - item];
2599         }
2600
2601         /* No inscription */
2602         if (!o_ptr->inscription) return (TRUE);
2603
2604         /* Find a '!' */
2605         s = my_strchr(quark_str(o_ptr->inscription), '!');
2606
2607         /* Process preventions */
2608         while (s)
2609         {
2610                 /* Check the "restriction" */
2611                 if ((s[1] == command_cmd) || (s[1] == '*'))
2612                 {
2613                         /* Verify the choice */
2614                         if (!verify(_("本当に", "Really try"), item)) return (FALSE);
2615                 }
2616
2617                 /* Find another '!' */
2618                 s = my_strchr(s + 1, '!');
2619         }
2620
2621         /* Allow it */
2622         return (TRUE);
2623 }
2624
2625
2626 /*!
2627  * @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 /
2628  * Auxiliary function for "get_item()" -- test an index
2629  * @param i 選択アイテムID
2630  * @return 正規のIDならばTRUEを返す。
2631  */
2632 static bool get_item_okay(OBJECT_IDX i)
2633 {
2634         /* Illegal items */
2635         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
2636
2637         if (select_ring_slot) return is_ring_slot(i);
2638
2639         /* Verify the item */
2640         if (!item_tester_okay(&inventory[i])) return (FALSE);
2641
2642         /* Assume okay */
2643         return (TRUE);
2644 }
2645
2646 /*!
2647  * @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 /
2648  * Determine whether get_item() can get some item or not
2649  * @return アイテムを拾えるならばTRUEを返す。
2650  * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
2651  */
2652 bool can_get_item(void)
2653 {
2654         int j, floor_list[23], floor_num = 0;
2655
2656         for (j = 0; j < INVEN_TOTAL; j++)
2657                 if (item_tester_okay(&inventory[j]))
2658                         return TRUE;
2659
2660         floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
2661         if (floor_num)
2662                 return TRUE;
2663
2664         return FALSE;
2665 }
2666
2667 /*!
2668  * @brief オブジェクト選択の汎用関数 /
2669  * Let the user select an item, save its "index"
2670  * @param cp 選択したオブジェクトのIDを返す。
2671  * @param pmt 選択目的のメッセージ
2672  * @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
2673  * @param mode オプションフラグ
2674  * @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。/
2675  * Return TRUE only if an acceptable item was chosen by the user.\n
2676  * @details
2677  * The selected item must satisfy the "item_tester_hook()" function,\n
2678  * if that hook is set, and the "item_tester_tval", if that value is set.\n
2679  *\n
2680  * All "item_tester" restrictions are cleared before this function returns.\n
2681  *\n
2682  * The user is allowed to choose acceptable items from the equipment,\n
2683  * inventory, or floor, respectively, if the proper flag was given,\n
2684  * and there are any acceptable items in that location.\n
2685  *\n
2686  * The equipment or inventory are displayed (even if no acceptable\n
2687  * items are in that location) if the proper flag was given.\n
2688  *\n
2689  * If there are no acceptable items available anywhere, and "str" is\n
2690  * not NULL, then it will be used as the text of a warning message\n
2691  * before the function returns.\n
2692  *\n
2693  * Note that the user must press "-" to specify the item on the floor,\n
2694  * and there is no way to "examine" the item on the floor, while the\n
2695  * use of "capital" letters will "examine" an inventory/equipment item,\n
2696  * and prompt for its use.\n
2697  *\n
2698  * If a legal item is selected from the inventory, we save it in "cp"\n
2699  * directly (0 to 35), and return TRUE.\n
2700  *\n
2701  * If a legal item is selected from the floor, we save it in "cp" as\n
2702  * a negative (-1 to -511), and return TRUE.\n
2703  *\n
2704  * If no item is available, we do nothing to "cp", and we display a\n
2705  * warning message, using "str" if available, and return FALSE.\n
2706  *\n
2707  * If no item is selected, we do nothing to "cp", and return FALSE.\n
2708  *\n
2709  * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
2710  * to allow the user to enter a command while viewing those screens, and\n
2711  * also to induce "auto-enter" of stores, and other such stuff.\n
2712  *\n
2713  * Global "p_ptr->command_see" may be set before calling this function to start\n
2714  * out in "browse" mode.  It is cleared before this function returns.\n
2715  *\n
2716  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
2717  * If it is TRUE then we are viewing inventory, else equipment.\n
2718  *\n
2719  * We always erase the prompt when we are done, leaving a blank line,\n
2720  * or a warning message, if appropriate, if no items are available.\n
2721  */
2722 bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, int mode)
2723 {
2724         OBJECT_IDX this_o_idx, next_o_idx = 0;
2725
2726         char which = ' ';
2727
2728         int j;
2729         OBJECT_IDX k;
2730         OBJECT_IDX i1, i2;
2731         OBJECT_IDX e1, e2;
2732
2733         bool done, item;
2734
2735         bool oops = FALSE;
2736
2737         bool equip = FALSE;
2738         bool inven = FALSE;
2739         bool floor = FALSE;
2740
2741         bool allow_floor = FALSE;
2742
2743         bool toggle = FALSE;
2744
2745         char tmp_val[160];
2746         char out_val[160];
2747
2748         /* See cmd5.c */
2749         extern bool select_the_force;
2750
2751         int menu_line = (use_menu ? 1 : 0);
2752         int max_inven = 0;
2753         int max_equip = 0;
2754
2755 #ifdef ALLOW_REPEAT
2756
2757         static char prev_tag = '\0';
2758         char cur_tag = '\0';
2759
2760 #endif /* ALLOW_REPEAT */
2761
2762 #ifdef ALLOW_EASY_FLOOR /* TNB */
2763
2764         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
2765
2766 #endif /* ALLOW_EASY_FLOOR -- TNB */
2767
2768         /* Extract args */
2769         if (mode & USE_EQUIP) equip = TRUE;
2770         if (mode & USE_INVEN) inven = TRUE;
2771         if (mode & USE_FLOOR) floor = TRUE;
2772
2773 #ifdef ALLOW_REPEAT
2774
2775         /* Get the item index */
2776         if (repeat_pull(cp))
2777         {
2778                 /* the_force */
2779                 if (select_the_force && (*cp == INVEN_FORCE))
2780                 {
2781                         item_tester_tval = 0;
2782                         item_tester_hook = NULL;
2783                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2784                         return (TRUE);
2785                 }
2786
2787                 /* Floor item? */
2788                 else if (floor && (*cp < 0))
2789                 {
2790                         object_type *o_ptr;
2791
2792                         /* Special index */
2793                         k = 0 - (*cp);
2794
2795                         /* Acquire object */
2796                         o_ptr = &o_list[k];
2797
2798                         /* Validate the item */
2799                         if (item_tester_okay(o_ptr))
2800                         {
2801                                 /* Forget restrictions */
2802                                 item_tester_tval = 0;
2803                                 item_tester_hook = NULL;
2804                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2805
2806                                 /* Success */
2807                                 return TRUE;
2808                         }
2809                 }
2810
2811                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
2812                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
2813                 {
2814                         if (prev_tag && command_cmd)
2815                         {
2816                                 /* Look up the tag and validate the item */
2817                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
2818                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
2819                                 else if (!get_item_okay(k)) /* Reject */;
2820                                 else
2821                                 {
2822                                         /* Accept that choice */
2823                                         (*cp) = k;
2824
2825                                         /* Forget restrictions */
2826                                         item_tester_tval = 0;
2827                                         item_tester_hook = NULL;
2828                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2829
2830                                         /* Success */
2831                                         return TRUE;
2832                                 }
2833
2834                                 prev_tag = '\0'; /* prev_tag is no longer effective */
2835                         }
2836
2837                         /* Verify the item */
2838                         else if (get_item_okay(*cp))
2839                         {
2840                                 /* Forget restrictions */
2841                                 item_tester_tval = 0;
2842                                 item_tester_hook = NULL;
2843                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2844
2845                                 /* Success */
2846                                 return TRUE;
2847                         }
2848                 }
2849         }
2850
2851 #endif /* ALLOW_REPEAT */
2852
2853
2854         /* Paranoia XXX XXX XXX */
2855         msg_print(NULL);
2856
2857
2858         /* Not done */
2859         done = FALSE;
2860
2861         /* No item selected */
2862         item = FALSE;
2863
2864
2865         /* Full inventory */
2866         i1 = 0;
2867         i2 = INVEN_PACK - 1;
2868
2869         /* Forbid inventory */
2870         if (!inven) i2 = -1;
2871         else if (use_menu)
2872         {
2873                 for (j = 0; j < INVEN_PACK; j++)
2874                         if (item_tester_okay(&inventory[j])) max_inven++;
2875         }
2876
2877         /* Restrict inventory indexes */
2878         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
2879         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
2880
2881
2882         /* Full equipment */
2883         e1 = INVEN_RARM;
2884         e2 = INVEN_TOTAL - 1;
2885
2886         /* Forbid equipment */
2887         if (!equip) e2 = -1;
2888         else if (use_menu)
2889         {
2890                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
2891                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
2892                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
2893         }
2894
2895         /* Restrict equipment indexes */
2896         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
2897         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
2898
2899         if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
2900         {
2901                 if (p_ptr->migite)
2902                 {
2903                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
2904                 }
2905                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
2906         }
2907
2908
2909         /* Restrict floor usage */
2910         if (floor)
2911         {
2912                 /* Scan all objects in the grid */
2913                 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2914                 {
2915                         object_type *o_ptr;
2916
2917                         /* Acquire object */
2918                         o_ptr = &o_list[this_o_idx];
2919
2920                         /* Acquire next object */
2921                         next_o_idx = o_ptr->next_o_idx;
2922
2923                         /* Accept the item on the floor if legal */
2924                         if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
2925                 }
2926         }
2927
2928         /* Require at least one legal choice */
2929         if (!allow_floor && (i1 > i2) && (e1 > e2))
2930         {
2931                 /* Cancel p_ptr->command_see */
2932                 command_see = FALSE;
2933
2934                 /* Oops */
2935                 oops = TRUE;
2936
2937                 /* Done */
2938                 done = TRUE;
2939
2940                 if (select_the_force) {
2941                     *cp = INVEN_FORCE;
2942                     item = TRUE;
2943                 }
2944         }
2945
2946         /* Analyze choices */
2947         else
2948         {
2949                 /* Hack -- Start on equipment if requested */
2950                 if (command_see && command_wrk && equip)
2951                 {
2952                         command_wrk = TRUE;
2953                 }
2954
2955                 /* Use inventory if allowed */
2956                 else if (inven)
2957                 {
2958                         command_wrk = FALSE;
2959                 }
2960
2961                 /* Use equipment if allowed */
2962                 else if (equip)
2963                 {
2964                         command_wrk = TRUE;
2965                 }
2966
2967                 /* Use inventory for floor */
2968                 else
2969                 {
2970                         command_wrk = FALSE;
2971                 }
2972         }
2973
2974
2975         /*
2976          * 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
2977          */
2978         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
2979
2980         /* Hack -- start out in "display" mode */
2981         if (command_see)
2982         {
2983                 /* Save screen */
2984                 screen_save();
2985         }
2986
2987
2988         /* Repeat until done */
2989         while (!done)
2990         {
2991                 COMMAND_CODE get_item_label = 0;
2992
2993                 /* Show choices */
2994                 int ni = 0;
2995                 int ne = 0;
2996
2997                 /* Scan windows */
2998                 for (j = 0; j < 8; j++)
2999                 {
3000                         /* Unused */
3001                         if (!angband_term[j]) continue;
3002
3003                         /* Count windows displaying inven */
3004                         if (window_flag[j] & (PW_INVEN)) ni++;
3005
3006                         /* Count windows displaying equip */
3007                         if (window_flag[j] & (PW_EQUIP)) ne++;
3008                 }
3009
3010                 /* Toggle if needed */
3011                 if ((command_wrk && ni && !ne) ||
3012                     (!command_wrk && !ni && ne))
3013                 {
3014                         /* Toggle */
3015                         toggle_inven_equip();
3016
3017                         /* Track toggles */
3018                         toggle = !toggle;
3019                 }
3020
3021                 /* Update */
3022                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3023
3024                 /* Redraw windows */
3025                 window_stuff();
3026
3027
3028                 /* Inventory screen */
3029                 if (!command_wrk)
3030                 {
3031                         /* Redraw if needed */
3032                         if (command_see) get_item_label = show_inven(menu_line);
3033                 }
3034
3035                 /* Equipment screen */
3036                 else
3037                 {
3038                         /* Redraw if needed */
3039                         if (command_see) get_item_label = show_equip(menu_line);
3040                 }
3041
3042                 /* Viewing inventory */
3043                 if (!command_wrk)
3044                 {
3045                         /* Begin the prompt */
3046                         sprintf(out_val, _("持ち物:", "Inven:"));
3047
3048                         /* Some legal items */
3049                         if ((i1 <= i2) && !use_menu)
3050                         {
3051                                 /* Build the prompt */
3052                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3053                                         index_to_label(i1), index_to_label(i2));
3054
3055                                 /* Append */
3056                                 strcat(out_val, tmp_val);
3057                         }
3058
3059                         /* Indicate ability to "view" */
3060                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3061
3062                         /* Append */
3063 #ifdef JP
3064                         if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'"));
3065 #else
3066                         if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
3067 #endif
3068                 }
3069
3070                 /* Viewing equipment */
3071                 else
3072                 {
3073                         /* Begin the prompt */
3074                         sprintf(out_val, _("装備品:", "Equip:"));
3075
3076                         /* Some legal items */
3077                         if ((e1 <= e2) && !use_menu)
3078                         {
3079                                 /* Build the prompt */
3080                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3081                                         index_to_label(e1), index_to_label(e2));
3082
3083                                 /* Append */
3084                                 strcat(out_val, tmp_val);
3085                         }
3086
3087                         /* Indicate ability to "view" */
3088                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3089
3090                         /* Append */
3091 #ifdef JP
3092                         if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'"));
3093 #else
3094                         if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
3095 #endif
3096                 }
3097
3098                 /* Indicate legality of the "floor" item */
3099                 if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
3100                 if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
3101
3102                 /* Finish the prompt */
3103                 strcat(out_val, " ESC");
3104
3105                 /* Build the prompt */
3106                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3107
3108                 /* Show the prompt */
3109                 prt(tmp_val, 0, 0);
3110
3111                 /* Get a key */
3112                 which = inkey();
3113
3114                 if (use_menu)
3115                 {
3116                 int max_line = (command_wrk ? max_equip : max_inven);
3117                 switch (which)
3118                 {
3119                         case ESCAPE:
3120                         case 'z':
3121                         case 'Z':
3122                         case '0':
3123                         {
3124                                 done = TRUE;
3125                                 break;
3126                         }
3127
3128                         case '8':
3129                         case 'k':
3130                         case 'K':
3131                         {
3132                                 menu_line += (max_line - 1);
3133                                 break;
3134                         }
3135
3136                         case '2':
3137                         case 'j':
3138                         case 'J':
3139                         {
3140                                 menu_line++;
3141                                 break;
3142                         }
3143
3144                         case '4':
3145                         case '6':
3146                         case 'h':
3147                         case 'H':
3148                         case 'l':
3149                         case 'L':
3150                         {
3151                                 /* Verify legality */
3152                                 if (!inven || !equip)
3153                                 {
3154                                         bell();
3155                                         break;
3156                                 }
3157
3158                                 /* Hack -- Fix screen */
3159                                 if (command_see)
3160                                 {
3161                                         /* Load screen */
3162                                         screen_load();
3163
3164                                         /* Save screen */
3165                                         screen_save();
3166                                 }
3167
3168                                 /* Switch inven/equip */
3169                                 command_wrk = !command_wrk;
3170                                 max_line = (command_wrk ? max_equip : max_inven);
3171                                 if (menu_line > max_line) menu_line = max_line;
3172
3173                                 /* Need to redraw */
3174                                 break;
3175                         }
3176
3177                         case 'x':
3178                         case 'X':
3179                         case '\r':
3180                         case '\n':
3181                         {
3182                                 if (command_wrk == USE_FLOOR)
3183                                 {
3184                                         /* Special index */
3185                                         (*cp) = -get_item_label;
3186                                 }
3187                                 else
3188                                 {
3189                                         /* Validate the item */
3190                                         if (!get_item_okay(get_item_label))
3191                                         {
3192                                                 bell();
3193                                                 break;
3194                                         }
3195
3196                                         /* Allow player to "refuse" certain actions */
3197                                         if (!get_item_allow(get_item_label))
3198                                         {
3199                                                 done = TRUE;
3200                                                 break;
3201                                         }
3202
3203                                         /* Accept that choice */
3204                                         (*cp) = get_item_label;
3205                                 }
3206
3207                                 item = TRUE;
3208                                 done = TRUE;
3209                                 break;
3210                         }
3211                         case 'w':
3212                         {
3213                                 if (select_the_force) {
3214                                         *cp = INVEN_FORCE;
3215                                         item = TRUE;
3216                                         done = TRUE;
3217                                         break;
3218                                 }
3219                         }
3220                 }
3221                 if (menu_line > max_line) menu_line -= max_line;
3222                 }
3223                 else
3224                 {
3225                 /* Parse it */
3226                 switch (which)
3227                 {
3228                         case ESCAPE:
3229                         {
3230                                 done = TRUE;
3231                                 break;
3232                         }
3233
3234                         case '*':
3235                         case '?':
3236                         case ' ':
3237                         {
3238                                 /* Hide the list */
3239                                 if (command_see)
3240                                 {
3241                                         /* Flip flag */
3242                                         command_see = FALSE;
3243
3244                                         /* Load screen */
3245                                         screen_load();
3246                                 }
3247
3248                                 /* Show the list */
3249                                 else
3250                                 {
3251                                         /* Save screen */
3252                                         screen_save();
3253
3254                                         /* Flip flag */
3255                                         command_see = TRUE;
3256                                 }
3257                                 break;
3258                         }
3259
3260                         case '/':
3261                         {
3262                                 /* Verify legality */
3263                                 if (!inven || !equip)
3264                                 {
3265                                         bell();
3266                                         break;
3267                                 }
3268
3269                                 /* Hack -- Fix screen */
3270                                 if (command_see)
3271                                 {
3272                                         /* Load screen */
3273                                         screen_load();
3274
3275                                         /* Save screen */
3276                                         screen_save();
3277                                 }
3278
3279                                 /* Switch inven/equip */
3280                                 command_wrk = !command_wrk;
3281
3282                                 /* Need to redraw */
3283                                 break;
3284                         }
3285
3286                         case '-':
3287                         {
3288                                 /* Use floor item */
3289                                 if (allow_floor)
3290                                 {
3291                                         /* Scan all objects in the grid */
3292                                         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3293                                         {
3294                                                 object_type *o_ptr;
3295
3296                                                 /* Acquire object */
3297                                                 o_ptr = &o_list[this_o_idx];
3298
3299                                                 /* Acquire next object */
3300                                                 next_o_idx = o_ptr->next_o_idx;
3301
3302                                                 /* Validate the item */
3303                                                 if (!item_tester_okay(o_ptr)) continue;
3304
3305                                                 /* Special index */
3306                                                 k = 0 - this_o_idx;
3307
3308                                                 /* Verify the item (if required) */
3309                                                 if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
3310
3311                                                 /* Allow player to "refuse" certain actions */
3312                                                 if (!get_item_allow(k)) continue;
3313
3314                                                 /* Accept that choice */
3315                                                 (*cp) = k;
3316                                                 item = TRUE;
3317                                                 done = TRUE;
3318                                                 break;
3319                                         }
3320
3321                                         /* Outer break */
3322                                         if (done) break;
3323                                 }
3324
3325                                 /* Oops */
3326                                 bell();
3327                                 break;
3328                         }
3329
3330                         case '0':
3331                         case '1': case '2': case '3':
3332                         case '4': case '5': case '6':
3333                         case '7': case '8': case '9':
3334                         {
3335                                 /* Look up the tag */
3336                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3337                                 {
3338                                         bell();
3339                                         break;
3340                                 }
3341
3342                                 /* Hack -- Validate the item */
3343                                 if ((k < INVEN_RARM) ? !inven : !equip)
3344                                 {
3345                                         bell();
3346                                         break;
3347                                 }
3348
3349                                 /* Validate the item */
3350                                 if (!get_item_okay(k))
3351                                 {
3352                                         bell();
3353                                         break;
3354                                 }
3355
3356                                 /* Allow player to "refuse" certain actions */
3357                                 if (!get_item_allow(k))
3358                                 {
3359                                         done = TRUE;
3360                                         break;
3361                                 }
3362
3363                                 /* Accept that choice */
3364                                 (*cp) = k;
3365                                 item = TRUE;
3366                                 done = TRUE;
3367 #ifdef ALLOW_REPEAT
3368                                 cur_tag = which;
3369 #endif /* ALLOW_REPEAT */
3370                                 break;
3371                         }
3372
3373 #if 0
3374                         case '\n':
3375                         case '\r':
3376                         {
3377                                 /* Choose "default" inventory item */
3378                                 if (!command_wrk)
3379                                 {
3380                                         k = ((i1 == i2) ? i1 : -1);
3381                                 }
3382
3383                                 /* Choose "default" equipment item */
3384                                 else
3385                                 {
3386                                         k = ((e1 == e2) ? e1 : -1);
3387                                 }
3388
3389                                 /* Validate the item */
3390                                 if (!get_item_okay(k))
3391                                 {
3392                                         bell();
3393                                         break;
3394                                 }
3395
3396                                 /* Allow player to "refuse" certain actions */
3397                                 if (!get_item_allow(k))
3398                                 {
3399                                         done = TRUE;
3400                                         break;
3401                                 }
3402
3403                                 /* Accept that choice */
3404                                 (*cp) = k;
3405                                 item = TRUE;
3406                                 done = TRUE;
3407                                 break;
3408                         }
3409 #endif
3410
3411                         case 'w':
3412                         {
3413                                 if (select_the_force) {
3414                                         *cp = INVEN_FORCE;
3415                                         item = TRUE;
3416                                         done = TRUE;
3417                                         break;
3418                                 }
3419
3420                                 /* Fall through */
3421                         }
3422
3423                         default:
3424                         {
3425                                 int ver;
3426                                 bool not_found = FALSE;
3427
3428                                 /* Look up the alphabetical tag */
3429                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3430                                 {
3431                                         not_found = TRUE;
3432                                 }
3433
3434                                 /* Hack -- Validate the item */
3435                                 else if ((k < INVEN_RARM) ? !inven : !equip)
3436                                 {
3437                                         not_found = TRUE;
3438                                 }
3439
3440                                 /* Validate the item */
3441                                 else if (!get_item_okay(k))
3442                                 {
3443                                         not_found = TRUE;
3444                                 }
3445
3446                                 if (!not_found)
3447                                 {
3448                                         /* Accept that choice */
3449                                         (*cp) = k;
3450                                         item = TRUE;
3451                                         done = TRUE;
3452 #ifdef ALLOW_REPEAT
3453                                         cur_tag = which;
3454 #endif /* ALLOW_REPEAT */
3455                                         break;
3456                                 }
3457
3458                                 /* Extract "query" setting */
3459                                 ver = isupper(which);
3460                                 which = tolower(which);
3461
3462                                 /* Convert letter to inventory index */
3463                                 if (!command_wrk)
3464                                 {
3465                                         if (which == '(') k = i1;
3466                                         else if (which == ')') k = i2;
3467                                         else k = label_to_inven(which);
3468                                 }
3469
3470                                 /* Convert letter to equipment index */
3471                                 else
3472                                 {
3473                                         if (which == '(') k = e1;
3474                                         else if (which == ')') k = e2;
3475                                         else k = label_to_equip(which);
3476                                 }
3477
3478                                 /* Validate the item */
3479                                 if (!get_item_okay(k))
3480                                 {
3481                                         bell();
3482                                         break;
3483                                 }
3484
3485                                 /* Verify the item */
3486                                 if (ver && !verify(_("本当に", "Try"), k))
3487                                 {
3488                                         done = TRUE;
3489                                         break;
3490                                 }
3491
3492                                 /* Allow player to "refuse" certain actions */
3493                                 if (!get_item_allow(k))
3494                                 {
3495                                         done = TRUE;
3496                                         break;
3497                                 }
3498
3499                                 /* Accept that choice */
3500                                 (*cp) = k;
3501                                 item = TRUE;
3502                                 done = TRUE;
3503                                 break;
3504                         }
3505                 }
3506                 }
3507         }
3508
3509
3510         /* Fix the screen if necessary */
3511         if (command_see)
3512         {
3513                 /* Load screen */
3514                 screen_load();
3515
3516                 /* Hack -- Cancel "display" */
3517                 command_see = FALSE;
3518         }
3519
3520
3521         /* Forget the item_tester_tval restriction */
3522         item_tester_tval = 0;
3523
3524         item_tester_no_ryoute = FALSE;
3525
3526         /* Forget the item_tester_hook restriction */
3527         item_tester_hook = NULL;
3528
3529
3530         /* Clean up  'show choices' */
3531         /* Toggle again if needed */
3532         if (toggle) toggle_inven_equip();
3533
3534         /* Update */
3535         p_ptr->window |= (PW_INVEN | PW_EQUIP);
3536
3537         /* Window stuff */
3538         window_stuff();
3539
3540
3541         /* Clear the prompt line */
3542         prt("", 0, 0);
3543
3544         /* Warning if needed */
3545         if (oops && str) msg_print(str);
3546
3547         if (item)
3548         {
3549 #ifdef ALLOW_REPEAT
3550                 repeat_push(*cp);
3551                 if (command_cmd) prev_tag = cur_tag;
3552 #endif /* ALLOW_REPEAT */
3553
3554                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3555         }
3556
3557         /* Result */
3558         return (item);
3559 }
3560
3561
3562 #ifdef ALLOW_EASY_FLOOR
3563
3564 /*!
3565  * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
3566  * @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
3567  * @param y 走査するフロアのY座標
3568  * @param x 走査するフロアのX座標
3569  * @param mode オプションフラグ
3570  * @return 対象のマスに落ちているアイテム数
3571  * @details
3572  * Return a list of o_list[] indexes of items at the given cave
3573  * location. Valid flags are:
3574  *
3575  *              mode & 0x01 -- Item tester
3576  *              mode & 0x02 -- Marked items only
3577  *              mode & 0x04 -- Stop after first
3578  */
3579 int scan_floor(int *items, int y, int x, int mode)
3580 {
3581         int this_o_idx, next_o_idx;
3582
3583         int num = 0;
3584
3585         /* Sanity */
3586         if (!in_bounds(y, x)) return 0;
3587
3588         /* Scan all objects in the grid */
3589         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3590         {
3591                 object_type *o_ptr;
3592
3593                 /* Acquire object */
3594                 o_ptr = &o_list[this_o_idx];
3595
3596                 /* Acquire next object */
3597                 next_o_idx = o_ptr->next_o_idx;
3598
3599                 /* Item tester */
3600                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
3601
3602                 /* Marked */
3603                 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
3604
3605                 /* Accept this item */
3606                 /* XXX Hack -- Enforce limit */
3607                 if (num < 23)
3608                         items[num] = this_o_idx;
3609
3610                 num++;
3611
3612                 /* Only one */
3613                 if (mode & 0x04) break;
3614         }
3615
3616         /* Result */
3617         return num;
3618 }
3619
3620
3621 /*!
3622  * @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.
3623  * @param target_item カーソルの初期値
3624  * @param y 走査するフロアのY座標
3625  * @param x 走査するフロアのX座標
3626  * @param min_width 表示の長さ
3627  * @return 選択したアイテムのID
3628  * @details
3629  */
3630 int show_floor(int target_item, int y, int x, int *min_width)
3631 {
3632         int i, j, k, l;
3633         int col, len;
3634
3635         object_type *o_ptr;
3636
3637         char o_name[MAX_NLEN];
3638
3639         char tmp_val[80];
3640
3641         int out_index[23];
3642         byte out_color[23];
3643         char out_desc[23][MAX_NLEN];
3644         int target_item_label = 0;
3645
3646         int floor_list[23], floor_num;
3647         int wid, hgt;
3648         char floor_label[52 + 1];
3649
3650         bool dont_need_to_show_weights = TRUE;
3651
3652         /* Get size */
3653         Term_get_size(&wid, &hgt);
3654
3655         /* Default length */
3656         len = MAX((*min_width), 20);
3657
3658
3659         /* Scan for objects in the grid, using item_tester_okay() */
3660         floor_num = scan_floor(floor_list, y, x, 0x03);
3661
3662         /* Display the floor objects */
3663         for (k = 0, i = 0; i < floor_num && i < 23; i++)
3664         {
3665                 o_ptr = &o_list[floor_list[i]];
3666
3667                 /* Describe the object */
3668                 object_desc(o_name, o_ptr, 0);
3669
3670                 /* Save the index */
3671                 out_index[k] = i;
3672
3673                 /* Acquire inventory color */
3674                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
3675
3676                 /* Save the object description */
3677                 strcpy(out_desc[k], o_name);
3678
3679                 /* Find the predicted "line length" */
3680                 l = strlen(out_desc[k]) + 5;
3681
3682                 /* Be sure to account for the weight */
3683                 if (show_weights) l += 9;
3684
3685                 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
3686
3687                 /* Maintain the maximum length */
3688                 if (l > len) len = l;
3689
3690                 /* Advance to next "line" */
3691                 k++;
3692         }
3693
3694         if (show_weights && dont_need_to_show_weights) len -= 9;
3695
3696         /* Save width */
3697         *min_width = len;
3698
3699         /* Find the column to start in */
3700         col = (len > wid - 4) ? 0 : (wid - len - 1);
3701
3702         prepare_label_string_floor(floor_label, floor_list, floor_num);
3703
3704         /* Output each entry */
3705         for (j = 0; j < k; j++)
3706         {
3707                 /* Get the index */
3708                 i = floor_list[out_index[j]];
3709
3710                 /* Get the item */
3711                 o_ptr = &o_list[i];
3712
3713                 /* Clear the line */
3714                 prt("", j + 1, col ? col - 2 : col);
3715
3716                 if (use_menu && target_item)
3717                 {
3718                         if (j == (target_item-1))
3719                         {
3720                                 strcpy(tmp_val, _("》", "> "));
3721                                 target_item_label = i;
3722                         }
3723                         else strcpy(tmp_val, "   ");
3724                 }
3725                 else
3726                 {
3727                         /* Prepare an index --(-- */
3728                         sprintf(tmp_val, "%c)", floor_label[j]);
3729                 }
3730
3731                 /* Clear the line with the (possibly indented) index */
3732                 put_str(tmp_val, j + 1, col);
3733
3734                 /* Display the entry itself */
3735                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
3736
3737                 /* Display the weight if needed */
3738                 if (show_weights && (o_ptr->tval != TV_GOLD))
3739                 {
3740                         int wgt = o_ptr->weight * o_ptr->number;
3741 #ifdef JP
3742                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3743 #else
3744                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3745 #endif
3746
3747                         prt(tmp_val, j + 1, wid - 9);
3748                 }
3749         }
3750
3751         /* Make a "shadow" below the list (only if needed) */
3752         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3753
3754         return target_item_label;
3755 }
3756
3757 /*!
3758  * @brief オブジェクト選択の汎用関数(床上アイテム用) /
3759  * Let the user select an item, save its "index"
3760  * @param cp 選択したオブジェクトのIDを返す。
3761  * @param pmt 選択目的のメッセージ
3762  * @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
3763  * @param mode オプションフラグ
3764  * @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。/
3765  */
3766 bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode)
3767 {
3768         char n1 = ' ', n2 = ' ', which = ' ';
3769
3770         int j;
3771         COMMAND_CODE i1, i2;
3772         COMMAND_CODE e1, e2;
3773         COMMAND_CODE k;
3774
3775         bool done, item;
3776
3777         bool oops = FALSE;
3778
3779         /* Extract args */
3780         bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
3781         bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
3782         bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
3783
3784         bool allow_equip = FALSE;
3785         bool allow_inven = FALSE;
3786         bool allow_floor = FALSE;
3787
3788         bool toggle = FALSE;
3789
3790         char tmp_val[160];
3791         char out_val[160];
3792
3793         int floor_num, floor_list[23], floor_top = 0;
3794         int min_width = 0;
3795
3796         extern bool select_the_force;
3797
3798         int menu_line = (use_menu ? 1 : 0);
3799         int max_inven = 0;
3800         int max_equip = 0;
3801
3802 #ifdef ALLOW_REPEAT
3803
3804         static char prev_tag = '\0';
3805         char cur_tag = '\0';
3806
3807         /* Get the item index */
3808         if (repeat_pull(cp))
3809         {
3810                 /* the_force */
3811                 if (select_the_force && (*cp == INVEN_FORCE))
3812                 {
3813                         item_tester_tval = 0;
3814                         item_tester_hook = NULL;
3815                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3816                         return (TRUE);
3817                 }
3818
3819                 /* Floor item? */
3820                 else if (floor && (*cp < 0))
3821                 {
3822                         if (prev_tag && command_cmd)
3823                         {
3824                                 /* Scan all objects in the grid */
3825                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3826
3827                                 /* Look up the tag */
3828                                 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
3829                                 {
3830                                         /* Accept that choice */
3831                                         (*cp) = 0 - floor_list[k];
3832
3833                                         /* Forget restrictions */
3834                                         item_tester_tval = 0;
3835                                         item_tester_hook = NULL;
3836                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3837
3838                                         /* Success */
3839                                         return TRUE;
3840                                 }
3841
3842                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3843                         }
3844
3845                         /* Validate the item */
3846                         else if (item_tester_okay(&o_list[0 - (*cp)]))
3847                         {
3848                                 /* Forget restrictions */
3849                                 item_tester_tval = 0;
3850                                 item_tester_hook = NULL;
3851                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3852
3853                                 /* Success */
3854                                 return TRUE;
3855                         }
3856                 }
3857
3858                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3859                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3860                 {
3861                         if (prev_tag && command_cmd)
3862                         {
3863                                 /* Look up the tag and validate the item */
3864                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3865                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3866                                 else if (!get_item_okay(k)) /* Reject */;
3867                                 else
3868                                 {
3869                                         /* Accept that choice */
3870                                         (*cp) = k;
3871
3872                                         /* Forget restrictions */
3873                                         item_tester_tval = 0;
3874                                         item_tester_hook = NULL;
3875                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3876
3877                                         /* Success */
3878                                         return TRUE;
3879                                 }
3880
3881                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3882                         }
3883
3884                         /* Verify the item */
3885                         else if (get_item_okay(*cp))
3886                         {
3887                                 /* Forget restrictions */
3888                                 item_tester_tval = 0;
3889                                 item_tester_hook = NULL;
3890                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3891
3892                                 /* Success */
3893                                 return TRUE;
3894                         }
3895                 }
3896         }
3897
3898 #endif /* ALLOW_REPEAT */
3899
3900
3901         /* Paranoia XXX XXX XXX */
3902         msg_print(NULL);
3903
3904
3905         /* Not done */
3906         done = FALSE;
3907
3908         /* No item selected */
3909         item = FALSE;
3910
3911
3912         /* Full inventory */
3913         i1 = 0;
3914         i2 = INVEN_PACK - 1;
3915
3916         /* Forbid inventory */
3917         if (!inven) i2 = -1;
3918         else if (use_menu)
3919         {
3920                 for (j = 0; j < INVEN_PACK; j++)
3921                         if (item_tester_okay(&inventory[j])) max_inven++;
3922         }
3923
3924         /* Restrict inventory indexes */
3925         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3926         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3927
3928
3929         /* Full equipment */
3930         e1 = INVEN_RARM;
3931         e2 = INVEN_TOTAL - 1;
3932
3933         /* Forbid equipment */
3934         if (!equip) e2 = -1;
3935         else if (use_menu)
3936         {
3937                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3938                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
3939                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
3940         }
3941
3942         /* Restrict equipment indexes */
3943         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3944         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3945
3946         if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
3947         {
3948                 if (p_ptr->migite)
3949                 {
3950                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3951                 }
3952                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3953         }
3954
3955
3956         /* Count "okay" floor items */
3957         floor_num = 0;
3958
3959         /* Restrict floor usage */
3960         if (floor)
3961         {
3962                 /* Scan all objects in the grid */
3963                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3964         }
3965
3966         /* Accept inventory */
3967         if (i1 <= i2) allow_inven = TRUE;
3968
3969         /* Accept equipment */
3970         if (e1 <= e2) allow_equip = TRUE;
3971
3972         /* Accept floor */
3973         if (floor_num) allow_floor = TRUE;
3974
3975         /* Require at least one legal choice */
3976         if (!allow_inven && !allow_equip && !allow_floor)
3977         {
3978                 /* Cancel p_ptr->command_see */
3979                 command_see = FALSE;
3980
3981                 /* Oops */
3982                 oops = TRUE;
3983
3984                 /* Done */
3985                 done = TRUE;
3986
3987                 if (select_the_force) {
3988                     *cp = INVEN_FORCE;
3989                     item = TRUE;
3990                 }
3991         }
3992
3993         /* Analyze choices */
3994         else
3995         {
3996                 /* Hack -- Start on equipment if requested */
3997                 if (command_see && (command_wrk == (USE_EQUIP))
3998                         && allow_equip)
3999                 {
4000                         command_wrk = (USE_EQUIP);
4001                 }
4002
4003                 /* Use inventory if allowed */
4004                 else if (allow_inven)
4005                 {
4006                         command_wrk = (USE_INVEN);
4007                 }
4008
4009                 /* Use equipment if allowed */
4010                 else if (allow_equip)
4011                 {
4012                         command_wrk = (USE_EQUIP);
4013                 }
4014
4015                 /* Use floor if allowed */
4016                 else if (allow_floor)
4017                 {
4018                         command_wrk = (USE_FLOOR);
4019                 }
4020         }
4021
4022         /*
4023          * 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
4024          */
4025         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
4026
4027         /* Hack -- start out in "display" mode */
4028         if (command_see)
4029         {
4030                 /* Save screen */
4031                 screen_save();
4032         }
4033
4034         /* Repeat until done */
4035         while (!done)
4036         {
4037                 COMMAND_CODE get_item_label = 0;
4038
4039                 /* Show choices */
4040                 int ni = 0;
4041                 int ne = 0;
4042
4043                 /* Scan windows */
4044                 for (j = 0; j < 8; j++)
4045                 {
4046                         /* Unused */
4047                         if (!angband_term[j]) continue;
4048
4049                         /* Count windows displaying inven */
4050                         if (window_flag[j] & (PW_INVEN)) ni++;
4051
4052                         /* Count windows displaying equip */
4053                         if (window_flag[j] & (PW_EQUIP)) ne++;
4054                 }
4055
4056                 /* Toggle if needed */
4057                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
4058                     (command_wrk == (USE_INVEN) && !ni && ne))
4059                 {
4060                         /* Toggle */
4061                         toggle_inven_equip();
4062
4063                         /* Track toggles */
4064                         toggle = !toggle;
4065                 }
4066
4067                 /* Update */
4068                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4069
4070                 /* Redraw windows */
4071                 window_stuff();
4072
4073                 /* Inventory screen */
4074                 if (command_wrk == (USE_INVEN))
4075                 {
4076                         /* Extract the legal requests */
4077                         n1 = I2A(i1);
4078                         n2 = I2A(i2);
4079
4080                         /* Redraw if needed */
4081                         if (command_see) get_item_label = show_inven(menu_line);
4082                 }
4083
4084                 /* Equipment screen */
4085                 else if (command_wrk == (USE_EQUIP))
4086                 {
4087                         /* Extract the legal requests */
4088                         n1 = I2A(e1 - INVEN_RARM);
4089                         n2 = I2A(e2 - INVEN_RARM);
4090
4091                         /* Redraw if needed */
4092                         if (command_see) get_item_label = show_equip(menu_line);
4093                 }
4094
4095                 /* Floor screen */
4096                 else if (command_wrk == (USE_FLOOR))
4097                 {
4098                         j = floor_top;
4099                         k = MIN(floor_top + 23, floor_num) - 1;
4100
4101                         /* Extract the legal requests */
4102                         n1 = I2A(j - floor_top);
4103                         n2 = I2A(k - floor_top);
4104
4105                         /* Redraw if needed */
4106                         if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
4107                 }
4108
4109                 /* Viewing inventory */
4110                 if (command_wrk == (USE_INVEN))
4111                 {
4112                         /* Begin the prompt */
4113                         sprintf(out_val, _("持ち物:", "Inven:"));
4114
4115                         if (!use_menu)
4116                         {
4117                                 /* Build the prompt */
4118                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4119                                         index_to_label(i1), index_to_label(i2));
4120
4121                                 /* Append */
4122                                 strcat(out_val, tmp_val);
4123                         }
4124
4125                         /* Indicate ability to "view" */
4126                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4127
4128                         /* Append */
4129                         if (allow_equip)
4130                         {
4131 #ifdef JP
4132                                 if (!use_menu)
4133                                         strcat(out_val, " '/' 装備品,");
4134                                 else if (allow_floor)
4135                                         strcat(out_val, " '6' 装備品,");
4136                                 else
4137                                         strcat(out_val, " '4'or'6' 装備品,");
4138 #else
4139                                 if (!use_menu)
4140                                         strcat(out_val, " / for Equip,");
4141                                 else if (allow_floor)
4142                                         strcat(out_val, " 6 for Equip,");
4143                                 else
4144                                         strcat(out_val, " 4 or 6 for Equip,");
4145 #endif
4146                         }
4147
4148                         /* Append */
4149                         if (allow_floor)
4150                         {
4151 #ifdef JP
4152                                 if (!use_menu)
4153                                         strcat(out_val, " '-'床上,");
4154                                 else if (allow_equip)
4155                                         strcat(out_val, " '4' 床上,");
4156                                 else
4157                                         strcat(out_val, " '4'or'6' 床上,");
4158 #else
4159                                 if (!use_menu)
4160                                         strcat(out_val, " - for floor,");
4161                                 else if (allow_equip)
4162                                         strcat(out_val, " 4 for floor,");
4163                                 else
4164                                         strcat(out_val, " 4 or 6 for floor,");
4165 #endif
4166                         }
4167                 }
4168
4169                 /* Viewing equipment */
4170                 else if (command_wrk == (USE_EQUIP))
4171                 {
4172                         /* Begin the prompt */
4173                         sprintf(out_val, _("装備品:", "Equip:"));
4174
4175                         if (!use_menu)
4176                         {
4177                                 /* Build the prompt */
4178                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4179                                         index_to_label(e1), index_to_label(e2));
4180
4181                                 /* Append */
4182                                 strcat(out_val, tmp_val);
4183                         }
4184
4185                         /* Indicate ability to "view" */
4186                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4187
4188                         /* Append */
4189                         if (allow_inven)
4190                         {
4191 #ifdef JP
4192                                 if (!use_menu)
4193                                         strcat(out_val, " '/' 持ち物,");
4194                                 else if (allow_floor)
4195                                         strcat(out_val, " '4' 持ち物,");
4196                                 else
4197                                         strcat(out_val, " '4'or'6' 持ち物,");
4198 #else
4199                                 if (!use_menu)
4200                                         strcat(out_val, " / for Inven,");
4201                                 else if (allow_floor)
4202                                         strcat(out_val, " 4 for Inven,");
4203                                 else
4204                                         strcat(out_val, " 4 or 6 for Inven,");
4205 #endif
4206                         }
4207
4208                         /* Append */
4209                         if (allow_floor)
4210                         {
4211 #ifdef JP
4212                                 if (!use_menu)
4213                                         strcat(out_val, " '-'床上,");
4214                                 else if (allow_inven)
4215                                         strcat(out_val, " '6' 床上,");
4216                                 else
4217                                         strcat(out_val, " '4'or'6' 床上,");
4218 #else
4219                                 if (!use_menu)
4220                                         strcat(out_val, " - for floor,");
4221                                 else if (allow_inven)
4222                                         strcat(out_val, " 6 for floor,");
4223                                 else
4224                                         strcat(out_val, " 4 or 6 for floor,");
4225 #endif
4226                         }
4227                 }
4228
4229                 /* Viewing floor */
4230                 else if (command_wrk == (USE_FLOOR))
4231                 {
4232                         /* Begin the prompt */
4233                         sprintf(out_val, _("床上:", "Floor:"));
4234
4235                         if (!use_menu)
4236                         {
4237                                 /* Build the prompt */
4238                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
4239
4240                                 /* Append */
4241                                 strcat(out_val, tmp_val);
4242                         }
4243
4244                         /* Indicate ability to "view" */
4245                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4246
4247                         if (use_menu)
4248                         {
4249                                 if (allow_inven && allow_equip)
4250                                 {
4251                                         strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
4252                                 }
4253                                 else if (allow_inven)
4254                                 {
4255                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4256                                 }
4257                                 else if (allow_equip)
4258                                 {
4259                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4260                                 }
4261                         }
4262                         /* Append */
4263                         else if (allow_inven)
4264                         {
4265                                 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4266                         }
4267                         else if (allow_equip)
4268                         {
4269                                 strcat(out_val, _(" '/'装備品,", " / for Equip,"));
4270                         }
4271
4272                         /* Append */
4273                         if (command_see && !use_menu)
4274                         {
4275                                 strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
4276                         }
4277                 }
4278
4279                 /* Append */
4280                 if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
4281
4282                 /* Finish the prompt */
4283                 strcat(out_val, " ESC");
4284
4285                 /* Build the prompt */
4286                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4287
4288                 /* Show the prompt */
4289                 prt(tmp_val, 0, 0);
4290
4291                 /* Get a key */
4292                 which = inkey();
4293
4294                 if (use_menu)
4295                 {
4296                 int max_line = 1;
4297                 if (command_wrk == USE_INVEN) max_line = max_inven;
4298                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4299                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4300                 switch (which)
4301                 {
4302                         case ESCAPE:
4303                         case 'z':
4304                         case 'Z':
4305                         case '0':
4306                         {
4307                                 done = TRUE;
4308                                 break;
4309                         }
4310
4311                         case '8':
4312                         case 'k':
4313                         case 'K':
4314                         {
4315                                 menu_line += (max_line - 1);
4316                                 break;
4317                         }
4318
4319                         case '2':
4320                         case 'j':
4321                         case 'J':
4322                         {
4323                                 menu_line++;
4324                                 break;
4325                         }
4326
4327                         case '4':
4328                         case 'h':
4329                         case 'H':
4330                         {
4331                                 /* Verify legality */
4332                                 if (command_wrk == (USE_INVEN))
4333                                 {
4334                                         if (allow_floor) command_wrk = USE_FLOOR;
4335                                         else if (allow_equip) command_wrk = USE_EQUIP;
4336                                         else
4337                                         {
4338                                                 bell();
4339                                                 break;
4340                                         }
4341                                 }
4342                                 else if (command_wrk == (USE_EQUIP))
4343                                 {
4344                                         if (allow_inven) command_wrk = USE_INVEN;
4345                                         else if (allow_floor) command_wrk = USE_FLOOR;
4346                                         else
4347                                         {
4348                                                 bell();
4349                                                 break;
4350                                         }
4351                                 }
4352                                 else if (command_wrk == (USE_FLOOR))
4353                                 {
4354                                         if (allow_equip) command_wrk = USE_EQUIP;
4355                                         else if (allow_inven) command_wrk = USE_INVEN;
4356                                         else
4357                                         {
4358                                                 bell();
4359                                                 break;
4360                                         }
4361                                 }
4362                                 else
4363                                 {
4364                                         bell();
4365                                         break;
4366                                 }
4367
4368                                 /* Hack -- Fix screen */
4369                                 if (command_see)
4370                                 {
4371                                         /* Load screen */
4372                                         screen_load();
4373
4374                                         /* Save screen */
4375                                         screen_save();
4376                                 }
4377
4378                                 /* Switch inven/equip */
4379                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4380                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4381                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4382                                 if (menu_line > max_line) menu_line = max_line;
4383
4384                                 /* Need to redraw */
4385                                 break;
4386                         }
4387
4388                         case '6':
4389                         case 'l':
4390                         case 'L':
4391                         {
4392                                 /* Verify legality */
4393                                 if (command_wrk == (USE_INVEN))
4394                                 {
4395                                         if (allow_equip) command_wrk = USE_EQUIP;
4396                                         else if (allow_floor) command_wrk = USE_FLOOR;
4397                                         else
4398                                         {
4399                                                 bell();
4400                                                 break;
4401                                         }
4402                                 }
4403                                 else if (command_wrk == (USE_EQUIP))
4404                                 {
4405                                         if (allow_floor) command_wrk = USE_FLOOR;
4406                                         else if (allow_inven) command_wrk = USE_INVEN;
4407                                         else
4408                                         {
4409                                                 bell();
4410                                                 break;
4411                                         }
4412                                 }
4413                                 else if (command_wrk == (USE_FLOOR))
4414                                 {
4415                                         if (allow_inven) command_wrk = USE_INVEN;
4416                                         else if (allow_equip) command_wrk = USE_EQUIP;
4417                                         else
4418                                         {
4419                                                 bell();
4420                                                 break;
4421                                         }
4422                                 }
4423                                 else
4424                                 {
4425                                         bell();
4426                                         break;
4427                                 }
4428
4429                                 /* Hack -- Fix screen */
4430                                 if (command_see)
4431                                 {
4432                                         /* Load screen */
4433                                         screen_load();
4434
4435                                         /* Save screen */
4436                                         screen_save();
4437                                 }
4438
4439                                 /* Switch inven/equip */
4440                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4441                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4442                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4443                                 if (menu_line > max_line) menu_line = max_line;
4444
4445                                 /* Need to redraw */
4446                                 break;
4447                         }
4448
4449                         case 'x':
4450                         case 'X':
4451                         case '\r':
4452                         case '\n':
4453                         {
4454                                 if (command_wrk == USE_FLOOR)
4455                                 {
4456                                         /* Special index */
4457                                         (*cp) = -get_item_label;
4458                                 }
4459                                 else
4460                                 {
4461                                         /* Validate the item */
4462                                         if (!get_item_okay(get_item_label))
4463                                         {
4464                                                 bell();
4465                                                 break;
4466                                         }
4467
4468                                         /* Allow player to "refuse" certain actions */
4469                                         if (!get_item_allow(get_item_label))
4470                                         {
4471                                                 done = TRUE;
4472                                                 break;
4473                                         }
4474
4475                                         /* Accept that choice */
4476                                         (*cp) = get_item_label;
4477                                 }
4478
4479                                 item = TRUE;
4480                                 done = TRUE;
4481                                 break;
4482                         }
4483                         case 'w':
4484                         {
4485                                 if (select_the_force) {
4486                                         *cp = INVEN_FORCE;
4487                                         item = TRUE;
4488                                         done = TRUE;
4489                                         break;
4490                                 }
4491                         }
4492                 }
4493                 if (menu_line > max_line) menu_line -= max_line;
4494                 }
4495                 else
4496                 {
4497                 /* Parse it */
4498                 switch (which)
4499                 {
4500                         case ESCAPE:
4501                         {
4502                                 done = TRUE;
4503                                 break;
4504                         }
4505
4506                         case '*':
4507                         case '?':
4508                         case ' ':
4509                         {
4510                                 /* Hide the list */
4511                                 if (command_see)
4512                                 {
4513                                         /* Flip flag */
4514                                         command_see = FALSE;
4515
4516                                         /* Load screen */
4517                                         screen_load();
4518                                 }
4519
4520                                 /* Show the list */
4521                                 else
4522                                 {
4523                                         /* Save screen */
4524                                         screen_save();
4525
4526                                         /* Flip flag */
4527                                         command_see = TRUE;
4528                                 }
4529                                 break;
4530                         }
4531
4532                         case '\n':
4533                         case '\r':
4534                         case '+':
4535                         {
4536                                 int i;
4537                                 IDX o_idx;
4538                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
4539
4540                                 if (command_wrk != (USE_FLOOR)) break;
4541
4542                                 /* Get the object being moved. */
4543                                 o_idx = c_ptr->o_idx;
4544
4545                                 /* Only rotate a pile of two or more objects. */
4546                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
4547
4548                                 /* Remove the first object from the list. */
4549                                 excise_object_idx(o_idx);
4550
4551                                 /* Find end of the list. */
4552                                 i = c_ptr->o_idx;
4553                                 while (o_list[i].next_o_idx)
4554                                         i = o_list[i].next_o_idx;
4555
4556                                 /* Add after the last object. */
4557                                 o_list[i].next_o_idx = o_idx;
4558
4559                                 /* Re-scan floor list */ 
4560                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
4561
4562                                 /* Hack -- Fix screen */
4563                                 if (command_see)
4564                                 {
4565                                         /* Load screen */
4566                                         screen_load();
4567
4568                                         /* Save screen */
4569                                         screen_save();
4570                                 }
4571
4572                                 break;
4573                         }
4574
4575                         case '/':
4576                         {
4577                                 if (command_wrk == (USE_INVEN))
4578                                 {
4579                                         if (!allow_equip)
4580                                         {
4581                                                 bell();
4582                                                 break;
4583                                         }
4584                                         command_wrk = (USE_EQUIP);
4585                                 }
4586                                 else if (command_wrk == (USE_EQUIP))
4587                                 {
4588                                         if (!allow_inven)
4589                                         {
4590                                                 bell();
4591                                                 break;
4592                                         }
4593                                         command_wrk = (USE_INVEN);
4594                                 }
4595                                 else if (command_wrk == (USE_FLOOR))
4596                                 {
4597                                         if (allow_inven)
4598                                         {
4599                                                 command_wrk = (USE_INVEN);
4600                                         }
4601                                         else if (allow_equip)
4602                                         {
4603                                                 command_wrk = (USE_EQUIP);
4604                                         }
4605                                         else
4606                                         {
4607                                                 bell();
4608                                                 break;
4609                                         }
4610                                 }
4611
4612                                 /* Hack -- Fix screen */
4613                                 if (command_see)
4614                                 {
4615                                         /* Load screen */
4616                                         screen_load();
4617
4618                                         /* Save screen */
4619                                         screen_save();
4620                                 }
4621
4622                                 /* Need to redraw */
4623                                 break;
4624                         }
4625
4626                         case '-':
4627                         {
4628                                 if (!allow_floor)
4629                                 {
4630                                         bell();
4631                                         break;
4632                                 }
4633
4634                                 /*
4635                                  * If we are already examining the floor, and there
4636                                  * is only one item, we will always select it.
4637                                  * If we aren't examining the floor and there is only
4638                                  * one item, we will select it if floor_query_flag
4639                                  * is FALSE.
4640                                  */
4641                                 if (floor_num == 1)
4642                                 {
4643                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
4644                                         {
4645                                                 /* Special index */
4646                                                 k = 0 - floor_list[0];
4647
4648                                                 /* Allow player to "refuse" certain actions */
4649                                                 if (!get_item_allow(k))
4650                                                 {
4651                                                         done = TRUE;
4652                                                         break;
4653                                                 }
4654
4655                                                 /* Accept that choice */
4656                                                 (*cp) = k;
4657                                                 item = TRUE;
4658                                                 done = TRUE;
4659
4660                                                 break;
4661                                         }
4662                                 }
4663
4664                                 /* Hack -- Fix screen */
4665                                 if (command_see)
4666                                 {
4667                                         /* Load screen */
4668                                         screen_load();
4669
4670                                         /* Save screen */
4671                                         screen_save();
4672                                 }
4673
4674                                 command_wrk = (USE_FLOOR);
4675
4676                                 break;
4677                         }
4678
4679                         case '0':
4680                         case '1': case '2': case '3':
4681                         case '4': case '5': case '6':
4682                         case '7': case '8': case '9':
4683                         {
4684                                 if (command_wrk != USE_FLOOR)
4685                                 {
4686                                         /* Look up the tag */
4687                                         if (!get_tag(&k, which, command_wrk))
4688                                         {
4689                                                 bell();
4690                                                 break;
4691                                         }
4692
4693                                         /* Hack -- Validate the item */
4694                                         if ((k < INVEN_RARM) ? !inven : !equip)
4695                                         {
4696                                                 bell();
4697                                                 break;
4698                                         }
4699
4700                                         /* Validate the item */
4701                                         if (!get_item_okay(k))
4702                                         {
4703                                                 bell();
4704                                                 break;
4705                                         }
4706                                 }
4707                                 else
4708                                 {
4709                                         /* Look up the alphabetical tag */
4710                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4711                                         {
4712                                                 /* Special index */
4713                                                 k = 0 - floor_list[k];
4714                                         }
4715                                         else
4716                                         {
4717                                                 bell();
4718                                                 break;
4719                                         }
4720                                 }
4721
4722                                 /* Allow player to "refuse" certain actions */
4723                                 if (!get_item_allow(k))
4724                                 {
4725                                         done = TRUE;
4726                                         break;
4727                                 }
4728
4729                                 /* Accept that choice */
4730                                 (*cp) = k;
4731                                 item = TRUE;
4732                                 done = TRUE;
4733 #ifdef ALLOW_REPEAT
4734                                 cur_tag = which;
4735 #endif /* ALLOW_REPEAT */
4736                                 break;
4737                         }
4738
4739 #if 0
4740                         case '\n':
4741                         case '\r':
4742                         {
4743                                 /* Choose "default" inventory item */
4744                                 if (command_wrk == (USE_INVEN))
4745                                 {
4746                                         k = ((i1 == i2) ? i1 : -1);
4747                                 }
4748
4749                                 /* Choose "default" equipment item */
4750                                 else if (command_wrk == (USE_EQUIP))
4751                                 {
4752                                         k = ((e1 == e2) ? e1 : -1);
4753                                 }
4754
4755                                 /* Choose "default" floor item */
4756                                 else if (command_wrk == (USE_FLOOR))
4757                                 {
4758                                         if (floor_num == 1)
4759                                         {
4760                                                 /* Special index */
4761                                                 k = 0 - floor_list[0];
4762
4763                                                 /* Allow player to "refuse" certain actions */
4764                                                 if (!get_item_allow(k))
4765                                                 {
4766                                                         done = TRUE;
4767                                                         break;
4768                                                 }
4769
4770                                                 /* Accept that choice */
4771                                                 (*cp) = k;
4772                                                 item = TRUE;
4773                                                 done = TRUE;
4774                                         }
4775                                         break;
4776                                 }
4777
4778                                 /* Validate the item */
4779                                 if (!get_item_okay(k))
4780                                 {
4781                                         bell();
4782                                         break;
4783                                 }
4784
4785                                 /* Allow player to "refuse" certain actions */
4786                                 if (!get_item_allow(k))
4787                                 {
4788                                         done = TRUE;
4789                                         break;
4790                                 }
4791
4792                                 /* Accept that choice */
4793                                 (*cp) = k;
4794                                 item = TRUE;
4795                                 done = TRUE;
4796                                 break;
4797                         }
4798 #endif
4799
4800                         case 'w':
4801                         {
4802                                 if (select_the_force) {
4803                                         *cp = INVEN_FORCE;
4804                                         item = TRUE;
4805                                         done = TRUE;
4806                                         break;
4807                                 }
4808
4809                                 /* Fall through */
4810                         }
4811
4812                         default:
4813                         {
4814                                 int ver;
4815
4816                                 if (command_wrk != USE_FLOOR)
4817                                 {
4818                                         bool not_found = FALSE;
4819
4820                                         /* Look up the alphabetical tag */
4821                                         if (!get_tag(&k, which, command_wrk))
4822                                         {
4823                                                 not_found = TRUE;
4824                                         }
4825
4826                                         /* Hack -- Validate the item */
4827                                         else if ((k < INVEN_RARM) ? !inven : !equip)
4828                                         {
4829                                                 not_found = TRUE;
4830                                         }
4831
4832                                         /* Validate the item */
4833                                         else if (!get_item_okay(k))
4834                                         {
4835                                                 not_found = TRUE;
4836                                         }
4837
4838                                         if (!not_found)
4839                                         {
4840                                                 /* Accept that choice */
4841                                                 (*cp) = k;
4842                                                 item = TRUE;
4843                                                 done = TRUE;
4844 #ifdef ALLOW_REPEAT
4845                                                 cur_tag = which;
4846 #endif /* ALLOW_REPEAT */
4847                                                 break;
4848                                         }
4849                                 }
4850                                 else
4851                                 {
4852                                         /* Look up the alphabetical tag */
4853                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4854                                         {
4855                                                 /* Special index */
4856                                                 k = 0 - floor_list[k];
4857
4858                                                 /* Accept that choice */
4859                                                 (*cp) = k;
4860                                                 item = TRUE;
4861                                                 done = TRUE;
4862 #ifdef ALLOW_REPEAT
4863                                                 cur_tag = which;
4864 #endif /* ALLOW_REPEAT */
4865                                                 break;
4866                                         }
4867                                 }
4868
4869                                 /* Extract "query" setting */
4870                                 ver = isupper(which);
4871                                 which = (char)tolower(which);
4872
4873                                 /* Convert letter to inventory index */
4874                                 if (command_wrk == (USE_INVEN))
4875                                 {
4876                                         if (which == '(') k = i1;
4877                                         else if (which == ')') k = i2;
4878                                         else k = label_to_inven(which);
4879                                 }
4880
4881                                 /* Convert letter to equipment index */
4882                                 else if (command_wrk == (USE_EQUIP))
4883                                 {
4884                                         if (which == '(') k = e1;
4885                                         else if (which == ')') k = e2;
4886                                         else k = label_to_equip(which);
4887                                 }
4888
4889                                 /* Convert letter to floor index */
4890                                 else if (command_wrk == USE_FLOOR)
4891                                 {
4892                                         if (which == '(') k = 0;
4893                                         else if (which == ')') k = floor_num - 1;
4894                                         else k = islower(which) ? A2I(which) : -1;
4895                                         if (k < 0 || k >= floor_num || k >= 23)
4896                                         {
4897                                                 bell();
4898                                                 break;
4899                                         }
4900
4901                                         /* Special index */
4902                                         k = 0 - floor_list[k];
4903                                 }
4904
4905                                 /* Validate the item */
4906                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
4907                                 {
4908                                         bell();
4909                                         break;
4910                                 }
4911
4912                                 /* Verify the item */
4913                                 if (ver && !verify(_("本当に", "Try"), k))
4914                                 {
4915                                         done = TRUE;
4916                                         break;
4917                                 }
4918
4919                                 /* Allow player to "refuse" certain actions */
4920                                 if (!get_item_allow(k))
4921                                 {
4922                                         done = TRUE;
4923                                         break;
4924                                 }
4925
4926                                 /* Accept that choice */
4927                                 (*cp) = k;
4928                                 item = TRUE;
4929                                 done = TRUE;
4930                                 break;
4931                         }
4932                 }
4933                 }
4934         }
4935
4936         /* Fix the screen if necessary */
4937         if (command_see)
4938         {
4939                 /* Load screen */
4940                 screen_load();
4941
4942                 /* Hack -- Cancel "display" */
4943                 command_see = FALSE;
4944         }
4945
4946
4947         /* Forget the item_tester_tval restriction */
4948         item_tester_tval = 0;
4949
4950         /* Forget the item_tester_hook restriction */
4951         item_tester_hook = NULL;
4952
4953
4954         /* Clean up  'show choices' */
4955         /* Toggle again if needed */
4956         if (toggle) toggle_inven_equip();
4957
4958         /* Update */
4959         p_ptr->window |= (PW_INVEN | PW_EQUIP);
4960
4961         /* Window stuff */
4962         window_stuff();
4963
4964
4965         /* Clear the prompt line */
4966         prt("", 0, 0);
4967
4968         /* Warning if needed */
4969         if (oops && str) msg_print(str);
4970
4971         if (item)
4972         {
4973 #ifdef ALLOW_REPEAT
4974                 repeat_push(*cp);
4975                 if (command_cmd) prev_tag = cur_tag;
4976 #endif /* ALLOW_REPEAT */
4977
4978                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4979         }
4980
4981         /* Result */
4982         return (item);
4983 }
4984
4985 /*!
4986  * @brief 床上のアイテムを拾う選択用サブルーチン 
4987  * @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。
4988  */
4989 static bool py_pickup_floor_aux(void)
4990 {
4991         s16b this_o_idx;
4992
4993         cptr q, s;
4994
4995         int item;
4996
4997         /* Restrict the choices */
4998         item_tester_hook = inven_carry_okay;
4999
5000         /* Get an object */
5001         q = _("どれを拾いますか?", "Get which item? ");
5002         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.");
5003
5004         if (get_item(&item, q, s, (USE_FLOOR)))
5005         {
5006                 this_o_idx = 0 - item;
5007         }
5008         else
5009         {
5010                 return (FALSE);
5011         }
5012
5013         /* Pick up the object */
5014         py_pickup_aux(this_o_idx);
5015
5016         return (TRUE);
5017 }
5018
5019 /*!
5020  * @brief 床上のアイテムを拾うメイン処理
5021  * @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
5022  * @return なし
5023  * @details
5024  * This is called by py_pickup() when easy_floor is TRUE.
5025  */
5026 void py_pickup_floor(bool pickup)
5027 {
5028         s16b this_o_idx, next_o_idx = 0;
5029
5030         char o_name[MAX_NLEN];
5031         object_type *o_ptr;
5032
5033         int floor_num = 0, floor_o_idx = 0;
5034
5035         int can_pickup = 0;
5036
5037         /* Scan the pile of objects */
5038         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5039         {
5040                 /* Access the object */
5041                 o_ptr = &o_list[this_o_idx];
5042
5043                 /* Describe the object */
5044                 object_desc(o_name, o_ptr, 0);
5045
5046                 /* Access the next object */
5047                 next_o_idx = o_ptr->next_o_idx;
5048
5049                 /* Hack -- disturb */
5050                 disturb(0, 0);
5051
5052                 /* Pick up gold */
5053                 if (o_ptr->tval == TV_GOLD)
5054                 {
5055                         /* Message */
5056 #ifdef JP
5057                         msg_format(" $%ld の価値がある%sを見つけた。",
5058                                 (long)o_ptr->pval, o_name);
5059 #else
5060                         msg_format("You have found %ld gold pieces worth of %s.",
5061                                 (long)o_ptr->pval, o_name);
5062 #endif
5063
5064                         /* Collect the gold */
5065                         p_ptr->au += o_ptr->pval;
5066
5067                         /* Redraw gold */
5068                         p_ptr->redraw |= (PR_GOLD);
5069
5070                         /* Window stuff */
5071                         p_ptr->window |= (PW_PLAYER);
5072
5073                         /* Delete the gold */
5074                         delete_object_idx(this_o_idx);
5075
5076                         /* Check the next object */
5077                         continue;
5078                 }
5079                 else if (o_ptr->marked & OM_NOMSG)
5080                 {
5081                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
5082                          * ignored. Otherwise, they are included in the prompt. */
5083                         o_ptr->marked &= ~(OM_NOMSG);
5084                         continue;
5085                 }
5086
5087                 /* Count non-gold objects that can be picked up. */
5088                 if (inven_carry_okay(o_ptr))
5089                 {
5090                         can_pickup++;
5091                 }
5092
5093                 /* Count non-gold objects */
5094                 floor_num++;
5095
5096                 /* Remember this index */
5097                 floor_o_idx = this_o_idx;
5098         }
5099
5100         /* There are no non-gold objects */
5101         if (!floor_num)
5102                 return;
5103
5104         /* Mention the number of objects */
5105         if (!pickup)
5106         {
5107                 /* One object */
5108                 if (floor_num == 1)
5109                 {
5110                         /* Access the object */
5111                         o_ptr = &o_list[floor_o_idx];
5112
5113 #ifdef ALLOW_EASY_SENSE
5114
5115                         /* Option: Make object sensing easy */
5116                         if (easy_sense)
5117                         {
5118                                 /* Sense the object */
5119                                 (void) sense_object(o_ptr);
5120                         }
5121
5122 #endif /* ALLOW_EASY_SENSE */
5123
5124                         /* Describe the object */
5125                         object_desc(o_name, o_ptr, 0);
5126
5127                         /* Message */
5128                         msg_format(_("%sがある。", "You see %s."), o_name);
5129                 }
5130
5131                 /* Multiple objects */
5132                 else
5133                 {
5134                         /* Message */
5135                         msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
5136                 }
5137
5138                 /* Done */
5139                 return;
5140         }
5141
5142         /* The player has no room for anything on the floor. */
5143         if (!can_pickup)
5144         {
5145                 /* One object */
5146                 if (floor_num == 1)
5147                 {
5148                         /* Access the object */
5149                         o_ptr = &o_list[floor_o_idx];
5150
5151 #ifdef ALLOW_EASY_SENSE
5152
5153                         /* Option: Make object sensing easy */
5154                         if (easy_sense)
5155                         {
5156                                 /* Sense the object */
5157                                 (void) sense_object(o_ptr);
5158                         }
5159
5160 #endif /* ALLOW_EASY_SENSE */
5161
5162                         /* Describe the object */
5163                         object_desc(o_name, o_ptr, 0);
5164
5165                         /* Message */
5166                         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);
5167                 }
5168
5169                 /* Multiple objects */
5170                 else
5171                 {
5172                         /* Message */
5173                         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."));
5174
5175                 }
5176
5177                 /* Done */
5178                 return;
5179         }
5180
5181         /* One object */
5182         if (floor_num == 1)
5183         {
5184                 /* Hack -- query every object */
5185                 if (carry_query_flag)
5186                 {
5187                         char out_val[MAX_NLEN+20];
5188
5189                         /* Access the object */
5190                         o_ptr = &o_list[floor_o_idx];
5191
5192 #ifdef ALLOW_EASY_SENSE
5193
5194                         /* Option: Make object sensing easy */
5195                         if (easy_sense)
5196                         {
5197                                 /* Sense the object */
5198                                 (void) sense_object(o_ptr);
5199                         }
5200
5201 #endif /* ALLOW_EASY_SENSE */
5202
5203                         /* Describe the object */
5204                         object_desc(o_name, o_ptr, 0);
5205
5206                         /* Build a prompt */
5207                         (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
5208
5209                         /* Ask the user to confirm */
5210                         if (!get_check(out_val))
5211                         {
5212                                 /* Done */
5213                                 return;
5214                         }
5215                 }
5216
5217                 /* Access the object */
5218                 o_ptr = &o_list[floor_o_idx];
5219
5220 #ifdef ALLOW_EASY_SENSE
5221
5222                 /* Option: Make object sensing easy */
5223                 if (easy_sense)
5224                 {
5225                         /* Sense the object */
5226                         (void) sense_object(o_ptr);
5227                 }
5228
5229 #endif /* ALLOW_EASY_SENSE */
5230
5231                 /* Pick up the object */
5232                 py_pickup_aux(floor_o_idx);
5233         }
5234
5235         /* Allow the user to choose an object */
5236         else
5237         {
5238                 while (can_pickup--)
5239                 {
5240                         if (!py_pickup_floor_aux()) break;
5241                 }
5242         }
5243 }
5244
5245 #endif /* ALLOW_EASY_FLOOR */