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[Refactor] #37353 型の置換。 / 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.  \n
33  *\n
34  * The "prefs" parameter is no longer meaningful.  \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, BIT_FLAGS 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, BIT_FLAGS 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         BIT_FLAGS 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         BIT_FLAGS 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         return _("何も起きない", "Nothing");
502 }
503
504
505 /*!
506  * @brief オブジェクトの*鑑定*内容を詳述して表示する /
507  * Describe a "fully identified" item
508  * @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
509  * @param mode 表示オプション
510  * @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。
511  */
512 bool screen_object(object_type *o_ptr, BIT_FLAGS mode)
513 {
514         int i = 0, j, k;
515
516         BIT_FLAGS flgs[TR_FLAG_SIZE];
517
518         char temp[70 * 20];
519         cptr            info[128];
520         GAME_TEXT o_name[MAX_NLEN];
521         int wid, hgt;
522         POSITION rad;
523         char desc[256];
524
525         int trivial_info = 0;
526
527         /* Extract the flags */
528         object_flags(o_ptr, flgs);
529
530         /* Extract the description */
531         {
532                 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
533                             (k_text + k_info[o_ptr->k_idx].text),
534                             77 - 15, temp, sizeof(temp));
535                 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
536                 { info[i] = &temp[j]; i++;}
537         }
538
539         if (object_is_equipment(o_ptr))
540         {
541                 /* Descriptions of a basic equipment is just a flavor */
542                 trivial_info = i;
543         }
544
545         /* Mega-Hack -- describe activation */
546         if (have_flag(flgs, TR_ACTIVATE))
547         {
548                 info[i++] = _("始動したときの効果...", "It can be activated for...");
549                 info[i++] = item_activation(o_ptr);
550                 info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
551         }
552
553         /* Figurines, a hack */
554         if (o_ptr->tval == TV_FIGURINE)
555         {
556                 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.");
557         }
558
559         /* Figurines, a hack */
560         if (o_ptr->name1 == ART_STONEMASK)
561         {
562                 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.");
563         }
564
565         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
566         {
567                 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.");
568         }
569
570         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
571         {
572                 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.");
573                 info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers.");
574         }
575
576         if (o_ptr->name2 == EGO_2WEAPON)
577         {
578                 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.");
579         }
580
581         if (have_flag(flgs, TR_EASY_SPELL))
582         {
583                 info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
584         }
585
586         if (o_ptr->name2 == EGO_AMU_FOOL)
587         {
588                 info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
589         }
590
591         if (o_ptr->name2 == EGO_RING_THROW)
592         {
593                 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.");
594         }
595
596         if (o_ptr->name2 == EGO_AMU_NAIVETY)
597         {
598                 info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance.");
599         }
600
601         if (o_ptr->tval == TV_STATUE)
602         {
603                 monster_race *r_ptr = &r_info[o_ptr->pval];
604
605                 if (o_ptr->pval == MON_BULLGATES)
606                         info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful.");
607                 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
608                         info[i++] = _("それは部屋に飾ると恐い。", "It is fearful.");
609                 else
610                         info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful.");
611         }
612         
613         /* Hack -- describe lite's */
614         
615         if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light.");
616         
617         rad = 0;
618         if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
619         if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
620         if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
621         if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
622         if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
623         if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
624         
625         if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
626                 
627         if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
628         {
629                 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."), (int)rad);   
630         }
631         else
632         {
633                 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."), (int)rad);
634                 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."), (int)-rad);
635         }
636         
637         if(rad != 0) info[i++] = desc;
638
639         
640         if (o_ptr->name2 == EGO_LITE_LONG)
641         {
642                 info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time.");
643         }
644
645         /* And then describe it fully */
646
647         if (have_flag(flgs, TR_RIDING))
648         {
649                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
650                         info[i++] = _("それは乗馬中は非常に使いやすい。", "It is made for use while riding.");
651                 else
652                 {
653                         info[i++] = _("それは乗馬中でも使いやすい。", "It is suitable for use while riding.");
654                         /* This information is not important enough */
655                         trivial_info++;
656                 }
657         }
658         if (have_flag(flgs, TR_STR))
659         {
660                 info[i++] = _("それは腕力に影響を及ぼす。", "It affects your strength.");
661         }
662         if (have_flag(flgs, TR_INT))
663         {
664                 info[i++] = _("それは知能に影響を及ぼす。", "It affects your intelligence.");
665         }
666         if (have_flag(flgs, TR_WIS))
667         {
668                 info[i++] = _("それは賢さに影響を及ぼす。", "It affects your wisdom.");
669         }
670         if (have_flag(flgs, TR_DEX))
671         {
672                 info[i++] = _("それは器用さに影響を及ぼす。", "It affects your dexterity.");
673         }
674         if (have_flag(flgs, TR_CON))
675         {
676                 info[i++] = _("それは耐久力に影響を及ぼす。", "It affects your constitution.");
677         }
678         if (have_flag(flgs, TR_CHR))
679         {
680                 info[i++] = _("それは魅力に影響を及ぼす。", "It affects your charisma.");
681         }
682
683         if (have_flag(flgs, TR_MAGIC_MASTERY))
684         {
685                 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.");
686
687         }
688         if (have_flag(flgs, TR_STEALTH))
689         {
690                 info[i++] = _("それは隠密行動能力に影響を及ぼす。", "It affects your stealth.");
691         }
692         if (have_flag(flgs, TR_SEARCH))
693         {
694                 info[i++] = _("それは探索能力に影響を及ぼす。", "It affects your searching.");
695         }
696         if (have_flag(flgs, TR_INFRA))
697         {
698                 info[i++] = _("それは赤外線視力に影響を及ぼす。", "It affects your infravision.");
699         }
700         if (have_flag(flgs, TR_TUNNEL))
701         {
702                 info[i++] = _("それは採掘能力に影響を及ぼす。", "It affects your ability to tunnel.");
703         }
704         if (have_flag(flgs, TR_SPEED))
705         {
706                 info[i++] = _("それはスピードに影響を及ぼす。", "It affects your speed.");
707         }
708         if (have_flag(flgs, TR_BLOWS))
709         {
710                 info[i++] = _("それは打撃回数に影響を及ぼす。", "It affects your attack speed.");
711         }
712
713         if (have_flag(flgs, TR_BRAND_ACID))
714         {
715                 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.");
716         }
717         if (have_flag(flgs, TR_BRAND_ELEC))
718         {
719                 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.");
720         }
721         if (have_flag(flgs, TR_BRAND_FIRE))
722         {
723                 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.");
724         }
725         if (have_flag(flgs, TR_BRAND_COLD))
726         {
727                 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.");
728         }
729
730         if (have_flag(flgs, TR_BRAND_POIS))
731         {
732                 info[i++] = _("それは敵を毒する。", "It poisons your foes.");
733         }
734
735         if (have_flag(flgs, TR_CHAOTIC))
736         {
737                 info[i++] = _("それはカオス的な効果を及ぼす。", "It produces chaotic effects.");
738         }
739
740         if (have_flag(flgs, TR_VAMPIRIC))
741         {
742                 info[i++] = _("それは敵から生命力を吸収する。", "It drains life from your foes.");
743         }
744
745         if (have_flag(flgs, TR_IMPACT))
746         {
747                 info[i++] = _("それは地震を起こすことができる。", "It can cause earthquakes.");
748         }
749
750         if (have_flag(flgs, TR_VORPAL))
751         {
752                 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.");
753         }
754
755         if (have_flag(flgs, TR_KILL_DRAGON))
756         {
757                 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.");
758         }
759         else if (have_flag(flgs, TR_SLAY_DRAGON))
760         {
761                 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.");
762         }
763
764         if (have_flag(flgs, TR_KILL_ORC))
765         {
766                 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.");
767         }
768         if (have_flag(flgs, TR_SLAY_ORC))
769         {
770                 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.");
771         }
772
773         if (have_flag(flgs, TR_KILL_TROLL))
774         {
775                 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.");
776         }
777         if (have_flag(flgs, TR_SLAY_TROLL))
778         {
779                 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.");
780         }
781
782         if (have_flag(flgs, TR_KILL_GIANT))
783         {
784                 info[i++] = _("それは巨人にとっての天敵である。", "It is a great bane of giants.");
785         }
786         else if (have_flag(flgs, TR_SLAY_GIANT))
787         {
788                 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.");
789         }
790
791         if (have_flag(flgs, TR_KILL_DEMON))
792         {
793                 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.");
794         }
795         if (have_flag(flgs, TR_SLAY_DEMON))
796         {
797                 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.");
798         }
799
800         if (have_flag(flgs, TR_KILL_UNDEAD))
801         {
802                 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.");
803         }
804         if (have_flag(flgs, TR_SLAY_UNDEAD))
805         {
806                 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.");
807         }
808
809         if (have_flag(flgs, TR_KILL_EVIL))
810         {
811                 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.");
812         }
813         if (have_flag(flgs, TR_SLAY_EVIL))
814         {
815                 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.");
816         }
817
818         if (have_flag(flgs, TR_KILL_ANIMAL))
819         {
820                 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.");
821         }
822         if (have_flag(flgs, TR_SLAY_ANIMAL))
823         {
824                 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.");
825         }
826
827         if (have_flag(flgs, TR_KILL_HUMAN))
828         {
829                 info[i++] = _("それは人間にとっての天敵である。", "It is a great bane of humans.");
830         }
831         if (have_flag(flgs, TR_SLAY_HUMAN))
832         {
833                 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.");
834         }
835
836         if (have_flag(flgs, TR_FORCE_WEAPON))
837         {
838                 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.");
839         }
840         if (have_flag(flgs, TR_DEC_MANA))
841         {
842                 info[i++] = _("それは魔力の消費を押さえる。", "It decreases your mana consumption.");
843         }
844         if (have_flag(flgs, TR_SUST_STR))
845         {
846                 info[i++] = _("それはあなたの腕力を維持する。", "It sustains your strength.");
847         }
848         if (have_flag(flgs, TR_SUST_INT))
849         {
850                 info[i++] = _("それはあなたの知能を維持する。", "It sustains your intelligence.");
851         }
852         if (have_flag(flgs, TR_SUST_WIS))
853         {
854                 info[i++] = _("それはあなたの賢さを維持する。", "It sustains your wisdom.");
855         }
856         if (have_flag(flgs, TR_SUST_DEX))
857         {
858                 info[i++] = _("それはあなたの器用さを維持する。", "It sustains your dexterity.");
859         }
860         if (have_flag(flgs, TR_SUST_CON))
861         {
862                 info[i++] = _("それはあなたの耐久力を維持する。", "It sustains your constitution.");
863         }
864         if (have_flag(flgs, TR_SUST_CHR))
865         {
866                 info[i++] = _("それはあなたの魅力を維持する。", "It sustains your charisma.");
867         }
868
869         if (have_flag(flgs, TR_IM_ACID))
870         {
871                 info[i++] = _("それは酸に対する完全な免疫を授ける。", "It provides immunity to acid.");
872         }
873         if (have_flag(flgs, TR_IM_ELEC))
874         {
875                 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.");
876         }
877         if (have_flag(flgs, TR_IM_FIRE))
878         {
879                 info[i++] = _("それは火に対する完全な免疫を授ける。", "It provides immunity to fire.");
880         }
881         if (have_flag(flgs, TR_IM_COLD))
882         {
883                 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.");
884         }
885
886         if (have_flag(flgs, TR_THROW))
887         {
888                 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.");
889         }
890
891         if (have_flag(flgs, TR_FREE_ACT))
892         {
893                 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.");
894         }
895         if (have_flag(flgs, TR_HOLD_EXP))
896         {
897                 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.");
898         }
899         if (have_flag(flgs, TR_RES_FEAR))
900         {
901                 info[i++] = _("それは恐怖への完全な耐性を授ける。", "It makes you completely fearless.");
902         }
903         if (have_flag(flgs, TR_RES_ACID))
904         {
905                 info[i++] = _("それは酸への耐性を授ける。", "It provides resistance to acid.");
906         }
907         if (have_flag(flgs, TR_RES_ELEC))
908         {
909                 info[i++] = _("それは電撃への耐性を授ける。", "It provides resistance to electricity.");
910         }
911         if (have_flag(flgs, TR_RES_FIRE))
912         {
913                 info[i++] = _("それは火への耐性を授ける。", "It provides resistance to fire.");
914         }
915         if (have_flag(flgs, TR_RES_COLD))
916         {
917                 info[i++] = _("それは寒さへの耐性を授ける。", "It provides resistance to cold.");
918         }
919         if (have_flag(flgs, TR_RES_POIS))
920         {
921                 info[i++] = _("それは毒への耐性を授ける。", "It provides resistance to poison.");
922         }
923
924         if (have_flag(flgs, TR_RES_LITE))
925         {
926                 info[i++] = _("それは閃光への耐性を授ける。", "It provides resistance to light.");
927         }
928         if (have_flag(flgs, TR_RES_DARK))
929         {
930                 info[i++] = _("それは暗黒への耐性を授ける。", "It provides resistance to dark.");
931         }
932
933         if (have_flag(flgs, TR_RES_BLIND))
934         {
935                 info[i++] = _("それは盲目への耐性を授ける。", "It provides resistance to blindness.");
936         }
937         if (have_flag(flgs, TR_RES_CONF))
938         {
939                 info[i++] = _("それは混乱への耐性を授ける。", "It provides resistance to confusion.");
940         }
941         if (have_flag(flgs, TR_RES_SOUND))
942         {
943                 info[i++] = _("それは轟音への耐性を授ける。", "It provides resistance to sound.");
944         }
945         if (have_flag(flgs, TR_RES_SHARDS))
946         {
947                 info[i++] = _("それは破片への耐性を授ける。", "It provides resistance to shards.");
948         }
949
950         if (have_flag(flgs, TR_RES_NETHER))
951         {
952                 info[i++] = _("それは地獄への耐性を授ける。", "It provides resistance to nether.");
953         }
954         if (have_flag(flgs, TR_RES_NEXUS))
955         {
956                 info[i++] = _("それは因果混乱への耐性を授ける。", "It provides resistance to nexus.");
957         }
958         if (have_flag(flgs, TR_RES_CHAOS))
959         {
960                 info[i++] = _("それはカオスへの耐性を授ける。", "It provides resistance to chaos.");
961         }
962         if (have_flag(flgs, TR_RES_DISEN))
963         {
964                 info[i++] = _("それは劣化への耐性を授ける。", "It provides resistance to disenchantment.");
965         }
966
967         if (have_flag(flgs, TR_LEVITATION))
968         {
969                 info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate.");
970         }
971                 
972         if (have_flag(flgs, TR_SEE_INVIS))
973         {
974                 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.");
975         }
976         if (have_flag(flgs, TR_TELEPATHY))
977         {
978                 info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers.");
979         }
980         if (have_flag(flgs, TR_ESP_ANIMAL))
981         {
982                 info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures.");
983         }
984         if (have_flag(flgs, TR_ESP_UNDEAD))
985         {
986                 info[i++] = _("それはアンデッドを感知する。", "It senses undead.");
987         }
988         if (have_flag(flgs, TR_ESP_DEMON))
989         {
990                 info[i++] = _("それは悪魔を感知する。", "It senses demons.");
991         }
992         if (have_flag(flgs, TR_ESP_ORC))
993         {
994                 info[i++] = _("それはオークを感知する。", "It senses orcs.");
995         }
996         if (have_flag(flgs, TR_ESP_TROLL))
997         {
998                 info[i++] = _("それはトロルを感知する。", "It senses trolls.");
999         }
1000         if (have_flag(flgs, TR_ESP_GIANT))
1001         {
1002                 info[i++] = _("それは巨人を感知する。", "It senses giants.");
1003         }
1004         if (have_flag(flgs, TR_ESP_DRAGON))
1005         {
1006                 info[i++] = _("それはドラゴンを感知する。", "It senses dragons.");
1007         }
1008         if (have_flag(flgs, TR_ESP_HUMAN))
1009         {
1010                 info[i++] = _("それは人間を感知する。", "It senses humans.");
1011         }
1012         if (have_flag(flgs, TR_ESP_EVIL))
1013         {
1014                 info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures.");
1015         }
1016         if (have_flag(flgs, TR_ESP_GOOD))
1017         {
1018                 info[i++] = _("それは善良な存在を感知する。", "It senses good creatures.");
1019         }
1020         if (have_flag(flgs, TR_ESP_NONLIVING))
1021         {
1022                 info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures.");
1023         }
1024         if (have_flag(flgs, TR_ESP_UNIQUE))
1025         {
1026                 info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters.");
1027         }
1028         if (have_flag(flgs, TR_SLOW_DIGEST))
1029         {
1030                 info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism.");
1031         }
1032         if (have_flag(flgs, TR_REGEN))
1033         {
1034                 info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers.");
1035         }
1036         if (have_flag(flgs, TR_WARNING))
1037         {
1038                 info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger");
1039         }
1040         if (have_flag(flgs, TR_REFLECT))
1041         {
1042                 info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells.");
1043         }
1044         if (have_flag(flgs, TR_SH_FIRE))
1045         {
1046                 info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath.");
1047         }
1048         if (have_flag(flgs, TR_SH_ELEC))
1049         {
1050                 info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath.");
1051         }
1052         if (have_flag(flgs, TR_SH_COLD))
1053         {
1054                 info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness.");
1055         }
1056         if (have_flag(flgs, TR_NO_MAGIC))
1057         {
1058                 info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell.");
1059         }
1060         if (have_flag(flgs, TR_NO_TELE))
1061         {
1062                 info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation.");
1063         }
1064         if (have_flag(flgs, TR_XTRA_MIGHT))
1065         {
1066                 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.");
1067         }
1068         if (have_flag(flgs, TR_XTRA_SHOTS))
1069         {
1070                 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.");
1071         }
1072
1073         if (have_flag(flgs, TR_BLESSED))
1074         {
1075                 info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods.");
1076         }
1077
1078         if (object_is_cursed(o_ptr))
1079         {
1080                 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1081                 {
1082                         info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed.");
1083                 }
1084                 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1085                 {
1086                         info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed.");
1087                 }
1088                 else
1089                 {
1090                         info[i++] = _("それは呪われている。", "It is cursed.");
1091
1092                         /*
1093                          * It's a trivial infomation since there is
1094                          * fake inscription {cursed}
1095                          */
1096                         trivial_info++;
1097                 }
1098         }
1099
1100         if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
1101         {
1102                 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.");
1103         }
1104         if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
1105         {
1106                 info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures.");
1107         }
1108         if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
1109         {
1110                 info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
1111         }
1112         if (o_ptr->curse_flags & TRC_SLOW_REGEN)
1113         {
1114                 info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers.");
1115         }
1116         if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
1117         {
1118                 info[i++] = _("それは弱い呪いを増やす。","It adds weak curses.");
1119         }
1120         if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
1121         {
1122                 info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
1123         }
1124         if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
1125         {
1126                 info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
1127         }
1128         if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
1129         {
1130                 info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
1131         }
1132         if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
1133         {
1134                 info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
1135         }
1136         if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
1137         {
1138                 info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads.");
1139         }
1140         if ((have_flag(flgs, TR_COWARDICE)) ||  (o_ptr->curse_flags & TRC_COWARDICE))
1141         {
1142                 info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice.");
1143         }
1144         if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
1145         {
1146                 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.");
1147         }
1148         if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
1149         {
1150                 info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
1151         }
1152         if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
1153         {
1154                 info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
1155         }
1156         if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
1157         {
1158                 info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
1159         }
1160         if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
1161         {
1162                 info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
1163         }
1164         if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
1165         {
1166                 info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
1167         }
1168         if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
1169         {
1170                 info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana.");
1171         }
1172
1173         /* Describe about this kind of object instead of THIS fake object */
1174         if (mode & SCROBJ_FAKE_OBJECT)
1175         {
1176                 switch (o_ptr->tval)
1177                 {
1178                 case TV_RING:
1179                         switch (o_ptr->sval)
1180                         {
1181                         case SV_RING_LORDLY:
1182                                 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.");
1183                                 break;
1184                         case SV_RING_WARNING:
1185                                 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.");
1186                                 break;
1187                         }
1188                         break;
1189
1190                 case TV_AMULET:
1191                         switch (o_ptr->sval)
1192                         {
1193                         case SV_AMULET_RESISTANCE:
1194                                 info[i++] = _("それは毒への耐性を授ける事がある。", "It may provides resistance to poison.");
1195                                 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.");
1196                                 break;
1197                         case SV_AMULET_THE_MAGI:
1198                                 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.");
1199                                 break;
1200                         }
1201                         break;
1202                 }
1203         }
1204
1205         if (have_flag(flgs, TR_IGNORE_ACID) &&
1206             have_flag(flgs, TR_IGNORE_ELEC) &&
1207             have_flag(flgs, TR_IGNORE_FIRE) &&
1208             have_flag(flgs, TR_IGNORE_COLD))
1209         {
1210                 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.");
1211         }
1212         else
1213         {
1214                 if (have_flag(flgs, TR_IGNORE_ACID))
1215                 {
1216                         info[i++] = _("それは酸では傷つかない。", "It cannot be harmed by acid.");
1217                 }
1218                 if (have_flag(flgs, TR_IGNORE_ELEC))
1219                 {
1220                         info[i++] = _("それは電撃では傷つかない。", "It cannot be harmed by electricity.");
1221                 }
1222                 if (have_flag(flgs, TR_IGNORE_FIRE))
1223                 {
1224                         info[i++] = _("それは火炎では傷つかない。", "It cannot be harmed by fire.");
1225                 }
1226                 if (have_flag(flgs, TR_IGNORE_COLD))
1227                 {
1228                         info[i++] = _("それは冷気では傷つかない。", "It cannot be harmed by cold.");
1229                 }
1230         }
1231
1232         if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
1233
1234         /* No relevant informations */
1235         if (i <= trivial_info) return (FALSE);
1236         screen_save();
1237
1238         Term_get_size(&wid, &hgt);
1239
1240         /* Display Item name */
1241         if (!(mode & SCROBJ_FAKE_OBJECT))
1242                 object_desc(o_name, o_ptr, 0);
1243         else
1244                 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1245
1246         prt(o_name, 0, 0);
1247
1248         /* Erase the screen */
1249         for (k = 1; k < hgt; k++) prt("", k, 13);
1250
1251         /* Label the information */
1252         if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
1253         {
1254                 monster_race *r_ptr = &r_info[o_ptr->pval];
1255                 int namelen = strlen(r_name + r_ptr->name);
1256                 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
1257                 Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
1258                 prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
1259         }
1260         else
1261         {
1262                 prt(_("     アイテムの能力:", "     Item Attributes:"), 1, 15);
1263         }
1264
1265         /* We will print on top of the map (column 13) */
1266         for (k = 2, j = 0; j < i; j++)
1267         {
1268                 /* Show the info */
1269                 prt(info[j], k++, 15);
1270
1271                 /* Every 20 entries (lines 2 to 21), start over */
1272                 if ((k == hgt - 2) && (j+1 < i))
1273                 {
1274                         prt(_("-- 続く --", "-- more --"), k, 15);
1275                         inkey();
1276                         for (; k > 2; k--) prt("", k, 15);
1277                 }
1278         }
1279
1280         /* Wait for it */
1281         prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 15);
1282
1283         inkey();
1284         screen_load();
1285
1286         /* Gave knowledge */
1287         return (TRUE);
1288 }
1289
1290
1291
1292 /*!
1293  * @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 /
1294  * Convert an inventory index into a one character label
1295  * @param i プレイヤーの所持/装備オブジェクトID
1296  * @return 対応するアルファベット
1297  * @details Note that the label does NOT distinguish inven/equip.
1298  */
1299 char index_to_label(int i)
1300 {
1301         /* Indexes for "inven" are easy */
1302         if (i < INVEN_RARM) return (I2A(i));
1303
1304         /* Indexes for "equip" are offset */
1305         return (I2A(i - INVEN_RARM));
1306 }
1307
1308 /*!
1309  * @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 /
1310  * Convert a label into the index of an item in the "inven"
1311  * @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
1312  * @details Note that the label does NOT distinguish inven/equip.
1313  */
1314 INVENTORY_IDX label_to_inven(int c)
1315 {
1316         INVENTORY_IDX i;
1317
1318         /* Convert */
1319         i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1);
1320
1321         /* Verify the index */
1322         if ((i < 0) || (i > INVEN_PACK)) return (-1);
1323
1324         /* Empty slots can never be chosen */
1325         if (!inventory[i].k_idx) return (-1);
1326
1327         /* Return the index */
1328         return (i);
1329 }
1330
1331
1332 /*! See cmd5.c */
1333 extern bool select_ring_slot;
1334
1335
1336 /*!
1337  * @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 /
1338  * @param i プレイヤーの所持/装備オブジェクトID
1339  * @return 指輪枠ならばTRUEを返す。
1340  */
1341 static bool is_ring_slot(int i)
1342 {
1343         return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
1344 }
1345
1346
1347 /*!
1348  * @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 /
1349  * Convert a label into the index of a item in the "equip"
1350  * @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
1351  */
1352 INVENTORY_IDX label_to_equip(int c)
1353 {
1354         INVENTORY_IDX i;
1355
1356         /* Convert */
1357         i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM;
1358
1359         /* Verify the index */
1360         if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
1361
1362         if (select_ring_slot) return is_ring_slot(i) ? i : -1;
1363
1364         /* Empty slots can never be chosen */
1365         if (!inventory[i].k_idx) return (-1);
1366
1367         /* Return the index */
1368         return (i);
1369 }
1370
1371
1372
1373 /*!
1374  * @brief オブジェクトの該当装備部位IDを返す /
1375  * Determine which equipment slot (if any) an item likes
1376  * @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
1377  * @return 対応する装備部位ID
1378  */
1379 s16b wield_slot(object_type *o_ptr)
1380 {
1381         /* Slot for equipment */
1382         switch (o_ptr->tval)
1383         {
1384                 case TV_DIGGING:
1385                 case TV_HAFTED:
1386                 case TV_POLEARM:
1387                 case TV_SWORD:
1388                 {
1389                         if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
1390                         if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
1391                         return (INVEN_LARM);
1392                 }
1393
1394                 case TV_CAPTURE:
1395                 case TV_CARD:
1396                 case TV_SHIELD:
1397                 {
1398                         if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
1399                         if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
1400                         return (INVEN_RARM);
1401                 }
1402
1403                 case TV_BOW:
1404                 {
1405                         return (INVEN_BOW);
1406                 }
1407
1408                 case TV_RING:
1409                 {
1410                         /* Use the right hand first */
1411                         if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
1412
1413                         /* Use the left hand for swapping (by default) */
1414                         return (INVEN_LEFT);
1415                 }
1416
1417                 case TV_AMULET:
1418                 case TV_WHISTLE:
1419                 {
1420                         return (INVEN_NECK);
1421                 }
1422
1423                 case TV_LITE:
1424                 {
1425                         return (INVEN_LITE);
1426                 }
1427
1428                 case TV_DRAG_ARMOR:
1429                 case TV_HARD_ARMOR:
1430                 case TV_SOFT_ARMOR:
1431                 {
1432                         return (INVEN_BODY);
1433                 }
1434
1435                 case TV_CLOAK:
1436                 {
1437                         return (INVEN_OUTER);
1438                 }
1439
1440                 case TV_CROWN:
1441                 case TV_HELM:
1442                 {
1443                         return (INVEN_HEAD);
1444                 }
1445
1446                 case TV_GLOVES:
1447                 {
1448                         return (INVEN_HANDS);
1449                 }
1450
1451                 case TV_BOOTS:
1452                 {
1453                         return (INVEN_FEET);
1454                 }
1455         }
1456
1457         /* No slot available */
1458         return (-1);
1459 }
1460
1461 /*!
1462  * @brief 所持/装備オブジェクトIDの部位表現を返す /
1463  * Return a string mentioning how a given item is carried
1464  * @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
1465  * @return 部位表現の文字列ポインタ
1466  */
1467 cptr mention_use(int i)
1468 {
1469         cptr p;
1470
1471         /* Examine the location */
1472         switch (i)
1473         {
1474 #ifdef JP
1475                 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;
1476 #else
1477                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
1478 #endif
1479
1480 #ifdef JP
1481                 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;
1482 #else
1483                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
1484 #endif
1485
1486                 case INVEN_BOW:   p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? _("運搬中", "Just holding") : _("射撃用", "Shooting"); break;
1487                 case INVEN_RIGHT: p = (left_hander ? _("左手指", "On left hand") : _("右手指", "On right hand")); break;
1488                 case INVEN_LEFT:  p = (left_hander ? _("右手指", "On right hand") : _("左手指", "On left hand")); break;
1489                 case INVEN_NECK:  p = _("  首", "Around neck"); break;
1490                 case INVEN_LITE:  p = _(" 光源", "Light source"); break;
1491                 case INVEN_BODY:  p = _("  体", "On body"); break;
1492                 case INVEN_OUTER: p = _("体の上", "About body"); break;
1493                 case INVEN_HEAD:  p = _("  頭", "On head"); break;
1494                 case INVEN_HANDS: p = _("  手", "On hands"); break;
1495                 case INVEN_FEET:  p = _("  足", "On feet"); break;
1496                 default:          p = _("ザック", "In pack"); break;
1497         }
1498
1499         /* Return the result */
1500         return p;
1501 }
1502
1503
1504 /*!
1505  * @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 /
1506  * Return a string describing how a given item is being worn.
1507  * @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
1508  * @return 状態表現内容の文字列ポインタ
1509  * @details
1510  * Currently, only used for items in the equipment, not inventory.
1511  */
1512 cptr describe_use(int i)
1513 {
1514         cptr p;
1515
1516         switch (i)
1517         {
1518 #ifdef JP
1519                 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;
1520 #else
1521                 case INVEN_RARM:  p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
1522 #endif
1523
1524 #ifdef JP
1525                 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;
1526 #else
1527                 case INVEN_LARM:  p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
1528 #endif
1529
1530                 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", "just holding") : _("射撃用に装備している", "shooting missiles with"); break;
1531                 case INVEN_RIGHT: p = (left_hander ? _("左手の指にはめている", "wearing on your left hand") : _("右手の指にはめている", "wearing on your right hand")); break;
1532                 case INVEN_LEFT:  p = (left_hander ? _("右手の指にはめている", "wearing on your right hand") : _("左手の指にはめている", "wearing on your left hand")); break;
1533                 case INVEN_NECK:  p = _("首にかけている", "wearing around your neck"); break;
1534                 case INVEN_LITE:  p = _("光源にしている", "using to light the way"); break;
1535                 case INVEN_BODY:  p = _("体に着ている", "wearing on your body"); break;
1536                 case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break;
1537                 case INVEN_HEAD:  p = _("頭にかぶっている", "wearing on your head"); break;
1538                 case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break;
1539                 case INVEN_FEET:  p = _("足にはいている", "wearing on your feet"); break;
1540                 default:          p = _("ザックに入っている", "carrying in your pack"); break;
1541         }
1542
1543         /* Return the result */
1544         return p;
1545 }
1546
1547
1548 /*!
1549  * @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 /
1550  * Hack: Check if a spellbook is one of the realms we can use. -- TY
1551  * @param book_tval ベースアイテムのtval
1552  * @param book_sval ベースアイテムのsval
1553  * @return 使用可能な魔法書ならばTRUEを返す。
1554  */
1555
1556 bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
1557 {
1558         if (book_tval < TV_LIFE_BOOK) return FALSE;
1559         if (p_ptr->pclass == CLASS_SORCERER)
1560         {
1561                 return is_magic(tval2realm(book_tval));
1562         }
1563         else if (p_ptr->pclass == CLASS_RED_MAGE)
1564         {
1565                 if (is_magic(tval2realm(book_tval)))
1566                         return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
1567         }
1568         return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
1569 }
1570
1571 /*!
1572  * @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
1573  * Check an item against the item tester info
1574  * @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
1575  * @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。
1576  */
1577 bool item_tester_okay(object_type *o_ptr)
1578 {
1579         /* Hack -- allow listing empty slots */
1580         // if (item_tester_full) return (TRUE); // TODO:DELETE
1581
1582         /* Require an item */
1583         if (!o_ptr->k_idx) return (FALSE);
1584
1585         /* Hack -- ignore "gold" */
1586         if (o_ptr->tval == TV_GOLD)
1587         {
1588                 /* See xtra2.c */
1589                 extern bool show_gold_on_floor;
1590
1591                 if (!show_gold_on_floor) return (FALSE);
1592         }
1593
1594         /* Check the tval */
1595         if (item_tester_tval)
1596         {
1597                 /* Is it a spellbook? If so, we need a hack -- TY */
1598                 if ((item_tester_tval <= TV_DEATH_BOOK) &&
1599                         (item_tester_tval >= TV_LIFE_BOOK))
1600                         return check_book_realm(o_ptr->tval, o_ptr->sval);
1601                 else
1602                         if (item_tester_tval != o_ptr->tval) return (FALSE);
1603         }
1604
1605         /* Check the hook */
1606         if (item_tester_hook)
1607         {
1608                 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
1609         }
1610
1611         /* Assume okay */
1612         return (TRUE);
1613 }
1614
1615
1616 /*!
1617  * @brief 所持アイテム一覧を表示する /
1618  * Choice window "shadow" of the "show_inven()" function
1619  * @return なし
1620  */
1621 void display_inven(void)
1622 {
1623         register int i, n, z = 0;
1624         object_type *o_ptr;
1625         TERM_COLOR attr = TERM_WHITE;
1626         char tmp_val[80];
1627         GAME_TEXT o_name[MAX_NLEN];
1628         TERM_LEN wid, hgt;
1629
1630         Term_get_size(&wid, &hgt);
1631
1632         /* Find the "final" slot */
1633         for (i = 0; i < INVEN_PACK; i++)
1634         {
1635                 o_ptr = &inventory[i];
1636
1637                 /* Skip non-objects */
1638                 if (!o_ptr->k_idx) continue;
1639
1640                 /* Track */
1641                 z = i + 1;
1642         }
1643
1644         /* Display the pack */
1645         for (i = 0; i < z; i++)
1646         {
1647                 /* Examine the item */
1648                 o_ptr = &inventory[i];
1649
1650                 /* Start with an empty "index" */
1651                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1652
1653                 /* Is this item "acceptable"? */
1654                 if (item_tester_okay(o_ptr))
1655                 {
1656                         /* Prepare an "index" */
1657                         tmp_val[0] = index_to_label(i);
1658
1659                         /* Bracket the "index" --(-- */
1660                         tmp_val[1] = ')';
1661                 }
1662
1663                 /* Display the index (or blank space) */
1664                 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
1665
1666                 /* Obtain an item description */
1667                 object_desc(o_name, o_ptr, 0);
1668
1669                 /* Obtain the length of the description */
1670                 n = strlen(o_name);
1671
1672                 /* Get a color */
1673                 attr = tval_to_attr[o_ptr->tval % 128];
1674
1675                 /* Grey out charging items */
1676                 if (o_ptr->timeout)
1677                 {
1678                         attr = TERM_L_DARK;
1679                 }
1680
1681                 /* Display the entry itself */
1682                 Term_putstr(3, i, n, attr, o_name);
1683
1684                 /* Erase the rest of the line */
1685                 Term_erase(3+n, i, 255);
1686
1687                 /* Display the weight if needed */
1688                 if (show_weights)
1689                 {
1690                         int wgt = o_ptr->weight * o_ptr->number;
1691 #ifdef JP
1692                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt), lbtokg2(wgt));
1693 #else
1694                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1695 #endif
1696
1697                         prt(tmp_val, i, wid - 9);
1698                 }
1699         }
1700
1701         /* Erase the rest of the window */
1702         for (i = z; i < hgt; i++)
1703         {
1704                 /* Erase the line */
1705                 Term_erase(0, i, 255);
1706         }
1707 }
1708
1709
1710
1711 /*!
1712  * @brief 装備アイテム一覧を表示する /
1713  * Choice window "shadow" of the "show_equip()" function
1714  * @return なし
1715  */
1716 void display_equip(void)
1717 {
1718         register int i, n;
1719         object_type *o_ptr;
1720         TERM_COLOR attr = TERM_WHITE;
1721         char tmp_val[80];
1722         GAME_TEXT o_name[MAX_NLEN];
1723         TERM_LEN wid, hgt;
1724
1725         Term_get_size(&wid, &hgt);
1726
1727         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1728         {
1729                 /* Examine the item */
1730                 o_ptr = &inventory[i];
1731
1732                 /* Start with an empty "index" */
1733                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1734
1735                 /* Is this item "acceptable"? */
1736                 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
1737                 {
1738                         /* Prepare an "index" */
1739                         tmp_val[0] = index_to_label(i);
1740
1741                         /* Bracket the "index" --(-- */
1742                         tmp_val[1] = ')';
1743                 }
1744
1745                 /* Display the index (or blank space) */
1746                 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
1747
1748                 /* Obtain an item description */
1749                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
1750                 {
1751                         strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
1752                         attr = TERM_WHITE;
1753                 }
1754                 else
1755                 {
1756                         object_desc(o_name, o_ptr, 0);
1757                         attr = tval_to_attr[o_ptr->tval % 128];
1758                 }
1759
1760                 /* Obtain the length of the description */
1761                 n = strlen(o_name);
1762
1763                 /* Grey out charging items */
1764                 if (o_ptr->timeout)
1765                 {
1766                         attr = TERM_L_DARK;
1767                 }
1768
1769                 /* Display the entry itself */
1770                 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
1771
1772                 /* Erase the rest of the line */
1773                 Term_erase(3+n, i - INVEN_RARM, 255);
1774
1775                 /* Display the weight (if needed) */
1776                 if (show_weights)
1777                 {
1778                         int wgt = o_ptr->weight * o_ptr->number;
1779 #ifdef JP
1780                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
1781 #else
1782                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1783 #endif
1784
1785                         prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
1786                 }
1787
1788                 /* Display the slot description (if needed) */
1789                 if (show_labels)
1790                 {
1791                         Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
1792                         prt(mention_use(i), i - INVEN_RARM, wid - 15);
1793                 }
1794         }
1795
1796         /* Erase the rest of the window */
1797         for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
1798         {
1799                 /* Clear that line */
1800                 Term_erase(0, i, 255);
1801         }
1802 }
1803
1804
1805 /*!
1806  * @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 /
1807  * Find the "first" inventory object with the given "tag".
1808  * @param cp 対応するタグIDを与える参照ポインタ
1809  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1810  * @param mode 所持、装備の切り替え
1811  * @return タグに該当するオブジェクトがあるならTRUEを返す
1812  * @details
1813  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1814  * inscription of an object.  Alphabetical characters don't work as a\n
1815  * tag in this form.\n
1816  *\n
1817  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1818  * and "x" is the "current" command_cmd code.\n
1819  */
1820 static bool get_tag(COMMAND_CODE *cp, char tag, BIT_FLAGS mode)
1821 {
1822         COMMAND_CODE i;
1823         COMMAND_CODE start, end;
1824         cptr s;
1825
1826         /* Extract index from mode */
1827         switch (mode)
1828         {
1829         case USE_EQUIP:
1830                 start = INVEN_RARM;
1831                 end = INVEN_TOTAL - 1;
1832                 break;
1833
1834         case USE_INVEN:
1835                 start = 0;
1836                 end = INVEN_PACK - 1;
1837                 break;
1838
1839         default:
1840                 return FALSE;
1841         }
1842
1843         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1844
1845         /* Check every inventory object */
1846         for (i = start; i <= end; i++)
1847         {
1848                 object_type *o_ptr = &inventory[i];
1849
1850                 /* Skip non-objects */
1851                 if (!o_ptr->k_idx) continue;
1852
1853                 /* Skip empty inscriptions */
1854                 if (!o_ptr->inscription) continue;
1855
1856                 /* Skip non-choice */
1857                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
1858
1859                 /* Find a '@' */
1860                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1861
1862                 /* Process all tags */
1863                 while (s)
1864                 {
1865                         /* Check the special tags */
1866                         if ((s[1] == command_cmd) && (s[2] == tag))
1867                         {
1868                                 /* Save the actual inventory ID */
1869                                 *cp = i;
1870
1871                                 /* Success */
1872                                 return (TRUE);
1873                         }
1874
1875                         /* Find another '@' */
1876                         s = my_strchr(s + 1, '@');
1877                 }
1878         }
1879
1880
1881         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
1882
1883         /* Don't allow {@#} with '#' being alphabet */
1884         if (tag < '0' || '9' < tag)
1885         {
1886                 /* No such tag */
1887                 return FALSE;
1888         }
1889
1890         /* Check every object */
1891         for (i = start; i <= end; i++)
1892         {
1893                 object_type *o_ptr = &inventory[i];
1894
1895                 /* Skip non-objects */
1896                 if (!o_ptr->k_idx) continue;
1897
1898                 /* Skip empty inscriptions */
1899                 if (!o_ptr->inscription) continue;
1900
1901                 /* Skip non-choice */
1902                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
1903
1904                 /* Find a '@' */
1905                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1906
1907                 /* Process all tags */
1908                 while (s)
1909                 {
1910                         /* Check the normal tags */
1911                         if (s[1] == tag)
1912                         {
1913                                 /* Save the actual inventory ID */
1914                                 *cp = i;
1915
1916                                 /* Success */
1917                                 return (TRUE);
1918                         }
1919
1920                         /* Find another '@' */
1921                         s = my_strchr(s + 1, '@');
1922                 }
1923         }
1924
1925         /* No such tag */
1926         return (FALSE);
1927 }
1928
1929
1930 /*!
1931  * @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 /
1932  * Find the "first" inventory object with the given "tag".
1933  * @param cp 対応するタグIDを与える参照ポインタ
1934  * @param tag 該当するオブジェクトがあるかを調べたいタグ
1935  * @param floor_list 床上アイテムの配列
1936  * @param floor_num  床上アイテムの配列ID
1937  * @return タグに該当するオブジェクトがあるならTRUEを返す
1938  * @details
1939  * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1940  * inscription of an object.  Alphabetical characters don't work as a\n
1941  * tag in this form.\n
1942  *\n
1943  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1944  * and "x" is the "current" command_cmd code.\n
1945  */
1946 static bool get_tag_floor(COMMAND_CODE *cp, char tag, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
1947 {
1948         COMMAND_CODE i;
1949         cptr s;
1950
1951         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1952
1953         /* Check every object in the grid */
1954         for (i = 0; i < floor_num && i < 23; i++)
1955         {
1956                 object_type *o_ptr = &o_list[floor_list[i]];
1957
1958                 /* Skip empty inscriptions */
1959                 if (!o_ptr->inscription) continue;
1960
1961                 /* Find a '@' */
1962                 s = my_strchr(quark_str(o_ptr->inscription), '@');
1963
1964                 /* Process all tags */
1965                 while (s)
1966                 {
1967                         /* Check the special tags */
1968                         if ((s[1] == command_cmd) && (s[2] == tag))
1969                         {
1970                                 /* Save the actual floor object ID */
1971                                 *cp = i;
1972
1973                                 /* Success */
1974                                 return (TRUE);
1975                         }
1976
1977                         /* Find another '@' */
1978                         s = my_strchr(s + 1, '@');
1979                 }
1980         }
1981
1982
1983         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
1984
1985         /* Don't allow {@#} with '#' being alphabet */
1986         if (tag < '0' || '9' < tag)
1987         {
1988                 /* No such tag */
1989                 return FALSE;
1990         }
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 normal tags */
2007                         if (s[1] == tag)
2008                         {
2009                                 /* Save the 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         /* No such tag */
2022         return (FALSE);
2023 }
2024
2025
2026 /*!
2027  * @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 /
2028  * Move around label characters with correspond tags
2029  * @param label ラベルリストを取得する文字列参照ポインタ
2030  * @param mode 所持品リストか装備品リストかの切り替え
2031  * @return なし
2032  */
2033 static void prepare_label_string(char *label, BIT_FLAGS mode)
2034 {
2035         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2036         int  offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
2037         int  i;
2038
2039         /* Prepare normal labels */
2040         strcpy(label, alphabet_chars);
2041
2042         /* Move each label */
2043         for (i = 0; i < 52; i++)
2044         {
2045                 COMMAND_CODE index;
2046                 SYMBOL_CODE c = alphabet_chars[i];
2047
2048                 /* Find a tag with this label */
2049                 if (get_tag(&index, c, mode))
2050                 {
2051                         /* Delete the overwritten label */
2052                         if (label[i] == c) label[i] = ' ';
2053
2054                         /* Move the label to the place of corresponding tag */
2055                         label[index - offset] = c;
2056                 }
2057         }
2058 }
2059
2060
2061 /*!
2062  * @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) /
2063  * Move around label characters with correspond tags (floor version)
2064  * @param label ラベルリストを取得する文字列参照ポインタ
2065  * @param floor_list 床上アイテムの配列
2066  * @param floor_num  床上アイテムの配列ID
2067  * @return なし
2068  */
2069 /*
2070  */
2071 static void prepare_label_string_floor(char *label, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
2072 {
2073         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2074         int  i;
2075
2076         /* Prepare normal labels */
2077         strcpy(label, alphabet_chars);
2078
2079         /* Move each label */
2080         for (i = 0; i < 52; i++)
2081         {
2082                 COMMAND_CODE index;
2083                 SYMBOL_CODE c = alphabet_chars[i];
2084
2085                 /* Find a tag with this label */
2086                 if (get_tag_floor(&index, c, floor_list, floor_num))
2087                 {
2088                         /* Delete the overwritten label */
2089                         if (label[i] == c) label[i] = ' ';
2090
2091                         /* Move the label to the place of corresponding tag */
2092                         label[index] = c;
2093                 }
2094         }
2095 }
2096
2097
2098 /*!
2099  * @brief 所持アイテムの表示を行う /
2100  * Display the inventory.
2101  * @param target_item アイテムの選択処理を行うか否か。
2102  * @return 選択したアイテムのタグ
2103  * @details
2104  * Hack -- do not display "trailing" empty slots
2105  */
2106 COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode)
2107 {
2108         COMMAND_CODE i;
2109         int j, k, l, z = 0;
2110         int             col, cur_col, len;
2111         object_type     *o_ptr;
2112         GAME_TEXT o_name[MAX_NLEN];
2113         char            tmp_val[80];
2114         COMMAND_CODE    out_index[23];
2115         TERM_COLOR      out_color[23];
2116         char            out_desc[23][MAX_NLEN];
2117         COMMAND_CODE target_item_label = 0;
2118         TERM_LEN wid, hgt;
2119         char inven_label[52 + 1];
2120
2121         /* Starting column */
2122         col = command_gap;
2123
2124         Term_get_size(&wid, &hgt);
2125
2126         /* Default "max-length" */
2127         len = wid - col - 1;
2128
2129
2130         /* Find the "final" slot */
2131         for (i = 0; i < INVEN_PACK; i++)
2132         {
2133                 o_ptr = &inventory[i];
2134
2135                 /* Skip non-objects */
2136                 if (!o_ptr->k_idx) continue;
2137
2138                 /* Track */
2139                 z = i + 1;
2140         }
2141
2142         prepare_label_string(inven_label, USE_INVEN);
2143
2144         /* Display the inventory */
2145         for (k = 0, i = 0; i < z; i++)
2146         {
2147                 o_ptr = &inventory[i];
2148
2149                 /* Is this item acceptable? */
2150                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
2151
2152                 object_desc(o_name, o_ptr, 0);
2153
2154                 /* Save the object index, color, and description */
2155                 out_index[k] = i;
2156                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2157
2158                 /* Grey out charging items */
2159                 if (o_ptr->timeout)
2160                 {
2161                         out_color[k] = TERM_L_DARK;
2162                 }
2163
2164                 (void)strcpy(out_desc[k], o_name);
2165
2166                 /* Find the predicted "line length" */
2167                 l = strlen(out_desc[k]) + 5;
2168
2169                 /* Be sure to account for the weight */
2170                 if (show_weights) l += 9;
2171
2172                 /* Account for icon if displayed */
2173                 if (show_item_graph)
2174                 {
2175                         l += 2;
2176                         if (use_bigtile) l++;
2177                 }
2178
2179                 /* Maintain the maximum length */
2180                 if (l > len) len = l;
2181
2182                 /* Advance to next "line" */
2183                 k++;
2184         }
2185
2186         /* Find the column to start in */
2187         col = (len > wid - 4) ? 0 : (wid - len - 1);
2188
2189         /* Output each entry */
2190         for (j = 0; j < k; j++)
2191         {
2192                 /* Get the index */
2193                 i = out_index[j];
2194
2195                 o_ptr = &inventory[i];
2196
2197                 /* Clear the line */
2198                 prt("", j + 1, col ? col - 2 : col);
2199
2200                 if (use_menu && target_item)
2201                 {
2202                         if (j == (target_item-1))
2203                         {
2204                                 strcpy(tmp_val, _("》", "> "));
2205                                 target_item_label = i;
2206                         }
2207                         else strcpy(tmp_val, "  ");
2208                 }
2209                 else if (i <= INVEN_PACK)
2210                 {
2211                         /* Prepare an index --(-- */
2212                         sprintf(tmp_val, "%c)", inven_label[i]);
2213                 }
2214                 else
2215                 {
2216                         /* Prepare an index --(-- */
2217                         sprintf(tmp_val, "%c)", index_to_label(i));
2218                 }
2219
2220                 /* Clear the line with the (possibly indented) index */
2221                 put_str(tmp_val, j + 1, col);
2222
2223                 cur_col = col + 3;
2224
2225                 /* Display graphics for object, if desired */
2226                 if (show_item_graph)
2227                 {
2228                         TERM_COLOR a = object_attr(o_ptr);
2229                         SYMBOL_CODE c = object_char(o_ptr);
2230                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2231                         if (use_bigtile) cur_col++;
2232
2233                         cur_col += 2;
2234                 }
2235
2236
2237                 /* Display the entry itself */
2238                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
2239
2240                 /* Display the weight if needed */
2241                 if (show_weights)
2242                 {
2243                         int wgt = o_ptr->weight * o_ptr->number;
2244 #ifdef JP
2245                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2246 #else
2247                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2248 #endif
2249
2250                         prt(tmp_val, j + 1, wid - 9);
2251                 }
2252         }
2253
2254         /* Make a "shadow" below the list (only if needed) */
2255         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2256
2257         /* Save the new column */
2258         command_gap = col;
2259
2260         return target_item_label;
2261 }
2262
2263
2264 /*!
2265  * @brief 装備アイテムの表示を行う /
2266  * Display the equipment.
2267  * @param target_item アイテムの選択処理を行うか否か。
2268  * @return 選択したアイテムのタグ
2269  */
2270 COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode)
2271 {
2272         COMMAND_CODE i;
2273         int j, k, l;
2274         int             col, cur_col, len;
2275         object_type     *o_ptr;
2276         char            tmp_val[80];
2277         GAME_TEXT o_name[MAX_NLEN];
2278         COMMAND_CODE    out_index[23];
2279         TERM_COLOR      out_color[23];
2280         char            out_desc[23][MAX_NLEN];
2281         COMMAND_CODE target_item_label = 0;
2282         TERM_LEN wid, hgt;
2283         char            equip_label[52 + 1];
2284
2285         /* Starting column */
2286         col = command_gap;
2287
2288         Term_get_size(&wid, &hgt);
2289
2290         /* Maximal length */
2291         len = wid - col - 1;
2292
2293
2294         /* Scan the equipment list */
2295         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2296         {
2297                 o_ptr = &inventory[i];
2298
2299                 /* Is this item acceptable? */
2300                 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr) || (mode & USE_FULL)) &&
2301                     (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
2302                                 (mode & IGNORE_BOTHHAND_SLOT))) continue;
2303
2304                 object_desc(o_name, o_ptr, 0);
2305
2306                 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
2307                 {
2308                         (void)strcpy(out_desc[k],_("(武器を両手持ち)", "(wielding with two-hands)"));
2309                         out_color[k] = TERM_WHITE;
2310                 }
2311                 else
2312                 {
2313                         (void)strcpy(out_desc[k], o_name);
2314                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
2315                 }
2316
2317                 out_index[k] = i;
2318                 /* Grey out charging items */
2319                 if (o_ptr->timeout)
2320                 {
2321                         out_color[k] = TERM_L_DARK;
2322                 }
2323
2324                 /* Extract the maximal length (see below) */
2325 #ifdef JP
2326                 l = strlen(out_desc[k]) + (2 + 1);
2327 #else
2328                 l = strlen(out_desc[k]) + (2 + 3);
2329 #endif
2330
2331
2332                 /* Increase length for labels (if needed) */
2333 #ifdef JP
2334                 if (show_labels) l += (7 + 2);
2335 #else
2336                 if (show_labels) l += (14 + 2);
2337 #endif
2338
2339
2340                 /* Increase length for weight (if needed) */
2341                 if (show_weights) l += 9;
2342
2343                 if (show_item_graph) l += 2;
2344
2345                 /* Maintain the max-length */
2346                 if (l > len) len = l;
2347
2348                 /* Advance the entry */
2349                 k++;
2350         }
2351
2352         /* Hack -- Find a column to start in */
2353 #ifdef JP
2354         col = (len > wid - 6) ? 0 : (wid - len - 1);
2355 #else
2356         col = (len > wid - 4) ? 0 : (wid - len - 1);
2357 #endif
2358
2359         prepare_label_string(equip_label, USE_EQUIP);
2360
2361         /* Output each entry */
2362         for (j = 0; j < k; j++)
2363         {
2364                 /* Get the index */
2365                 i = out_index[j];
2366
2367                 o_ptr = &inventory[i];
2368
2369                 /* Clear the line */
2370                 prt("", j + 1, col ? col - 2 : col);
2371
2372                 if (use_menu && target_item)
2373                 {
2374                         if (j == (target_item-1))
2375                         {
2376                                 strcpy(tmp_val, _("》", "> "));
2377                                 target_item_label = i;
2378                         }
2379                         else strcpy(tmp_val, "  ");
2380                 }
2381                 else if (i >= INVEN_RARM)
2382                 {
2383                         /* Prepare an index --(-- */
2384                         sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
2385                 }
2386                 else /* Paranoia */
2387                 {
2388                         /* Prepare an index --(-- */
2389                         sprintf(tmp_val, "%c)", index_to_label(i));
2390                 }
2391
2392                 /* Clear the line with the (possibly indented) index */
2393                 put_str(tmp_val, j+1, col);
2394
2395                 cur_col = col + 3;
2396
2397                 /* Display graphics for object, if desired */
2398                 if (show_item_graph)
2399                 {
2400                         TERM_COLOR a = object_attr(o_ptr);
2401                         SYMBOL_CODE c = object_char(o_ptr);
2402                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2403                         if (use_bigtile) cur_col++;
2404
2405                         cur_col += 2;
2406                 }
2407
2408                 /* Use labels */
2409                 if (show_labels)
2410                 {
2411                         /* Mention the use */
2412                         (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
2413
2414                         put_str(tmp_val, j+1, cur_col);
2415
2416                         /* Display the entry itself */
2417                         c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
2418                 }
2419
2420                 /* No labels */
2421                 else
2422                 {
2423                         /* Display the entry itself */
2424                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
2425                 }
2426
2427                 /* Display the weight if needed */
2428                 if (show_weights)
2429                 {
2430                         int wgt = o_ptr->weight * o_ptr->number;
2431 #ifdef JP
2432                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2433 #else
2434                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
2435 #endif
2436
2437                         prt(tmp_val, j + 1, wid - 9);
2438                 }
2439         }
2440
2441         /* Make a "shadow" below the list (only if needed) */
2442         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2443
2444         /* Save the new column */
2445         command_gap = col;
2446
2447         return target_item_label;
2448 }
2449
2450 /*!
2451  * @brief サブウィンドウに所持品、装備品リストの表示を行う /
2452  * Flip "inven" and "equip" in any sub-windows
2453  * @return なし
2454  */
2455 void toggle_inven_equip(void)
2456 {
2457         int j;
2458
2459         /* Scan windows */
2460         for (j = 0; j < 8; j++)
2461         {
2462                 /* Unused */
2463                 if (!angband_term[j]) continue;
2464
2465                 /* Flip inven to equip */
2466                 if (window_flag[j] & (PW_INVEN))
2467                 {
2468                         /* Flip flags */
2469                         window_flag[j] &= ~(PW_INVEN);
2470                         window_flag[j] |= (PW_EQUIP);
2471
2472                         p_ptr->window |= (PW_EQUIP);
2473                 }
2474
2475                 /* Flip inven to equip */
2476                 else if (window_flag[j] & (PW_EQUIP))
2477                 {
2478                         /* Flip flags */
2479                         window_flag[j] &= ~(PW_EQUIP);
2480                         window_flag[j] |= (PW_INVEN);
2481
2482                         p_ptr->window |= (PW_INVEN);
2483                 }
2484         }
2485 }
2486
2487 /*!
2488  * @brief 選択したアイテムの確認処理の補助 /
2489  * Verify the choice of an item.
2490  * @param prompt メッセージ表示の一部
2491  * @param item 選択アイテムID
2492  * @return 確認がYesならTRUEを返す。
2493  * @details The item can be negative to mean "item on floor".
2494  */
2495 static bool verify(cptr prompt, INVENTORY_IDX item)
2496 {
2497         GAME_TEXT o_name[MAX_NLEN];
2498         char        out_val[MAX_NLEN+20];
2499         object_type *o_ptr;
2500
2501
2502         /* Inventory */
2503         if (item >= 0)
2504         {
2505                 o_ptr = &inventory[item];
2506         }
2507
2508         /* Floor */
2509         else
2510         {
2511                 o_ptr = &o_list[0 - item];
2512         }
2513         object_desc(o_name, o_ptr, 0);
2514
2515         /* Prompt */
2516         (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
2517
2518         /* Query */
2519         return (get_check(out_val));
2520 }
2521
2522
2523 /*!
2524  * @brief 選択したアイテムの確認処理のメインルーチン /
2525  * @param item 選択アイテムID
2526  * @return 確認がYesならTRUEを返す。
2527  * @details The item can be negative to mean "item on floor".
2528  * Hack -- allow user to "prevent" certain choices
2529  */
2530 static bool get_item_allow(INVENTORY_IDX item)
2531 {
2532         cptr s;
2533         object_type *o_ptr;
2534         if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
2535
2536         /* Inventory */
2537         if (item >= 0)
2538         {
2539                 o_ptr = &inventory[item];
2540         }
2541
2542         /* Floor */
2543         else
2544         {
2545                 o_ptr = &o_list[0 - item];
2546         }
2547
2548         /* No inscription */
2549         if (!o_ptr->inscription) return (TRUE);
2550
2551         /* Find a '!' */
2552         s = my_strchr(quark_str(o_ptr->inscription), '!');
2553
2554         /* Process preventions */
2555         while (s)
2556         {
2557                 /* Check the "restriction" */
2558                 if ((s[1] == command_cmd) || (s[1] == '*'))
2559                 {
2560                         /* Verify the choice */
2561                         if (!verify(_("本当に", "Really try"), item)) return (FALSE);
2562                 }
2563
2564                 /* Find another '!' */
2565                 s = my_strchr(s + 1, '!');
2566         }
2567
2568         /* Allow it */
2569         return (TRUE);
2570 }
2571
2572
2573 /*!
2574  * @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 /
2575  * Auxiliary function for "get_item()" -- test an index
2576  * @param i 選択アイテムID
2577  * @return 正規のIDならばTRUEを返す。
2578  */
2579 static bool get_item_okay(OBJECT_IDX i)
2580 {
2581         /* Illegal items */
2582         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
2583
2584         if (select_ring_slot) return is_ring_slot(i);
2585
2586         /* Verify the item */
2587         if (!item_tester_okay(&inventory[i])) return (FALSE);
2588
2589         /* Assume okay */
2590         return (TRUE);
2591 }
2592
2593 /*!
2594  * @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 /
2595  * Determine whether get_item() can get some item or not
2596  * @return アイテムを拾えるならばTRUEを返す。
2597  * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
2598  */
2599 bool can_get_item(void)
2600 {
2601         int j;
2602         OBJECT_IDX floor_list[23];
2603         ITEM_NUMBER floor_num = 0;
2604
2605         for (j = 0; j < INVEN_TOTAL; j++)
2606                 if (item_tester_okay(&inventory[j]))
2607                         return TRUE;
2608
2609         floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
2610         if (floor_num)
2611                 return TRUE;
2612
2613         return FALSE;
2614 }
2615
2616 /*!
2617  * @brief オブジェクト選択の汎用関数 /
2618  * Let the user select an item, save its "index"
2619  * @param cp 選択したオブジェクトのIDを返す。
2620  * @param pmt 選択目的のメッセージ
2621  * @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
2622  * @param mode オプションフラグ
2623  * @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。/
2624  * Return TRUE only if an acceptable item was chosen by the user.\n
2625  * @details
2626  * The selected item must satisfy the "item_tester_hook()" function,\n
2627  * if that hook is set, and the "item_tester_tval", if that value is set.\n
2628  *\n
2629  * All "item_tester" restrictions are cleared before this function returns.\n
2630  *\n
2631  * The user is allowed to choose acceptable items from the equipment,\n
2632  * inventory, or floor, respectively, if the proper flag was given,\n
2633  * and there are any acceptable items in that location.\n
2634  *\n
2635  * The equipment or inventory are displayed (even if no acceptable\n
2636  * items are in that location) if the proper flag was given.\n
2637  *\n
2638  * If there are no acceptable items available anywhere, and "str" is\n
2639  * not NULL, then it will be used as the text of a warning message\n
2640  * before the function returns.\n
2641  *\n
2642  * Note that the user must press "-" to specify the item on the floor,\n
2643  * and there is no way to "examine" the item on the floor, while the\n
2644  * use of "capital" letters will "examine" an inventory/equipment item,\n
2645  * and prompt for its use.\n
2646  *\n
2647  * If a legal item is selected from the inventory, we save it in "cp"\n
2648  * directly (0 to 35), and return TRUE.\n
2649  *\n
2650  * If a legal item is selected from the floor, we save it in "cp" as\n
2651  * a negative (-1 to -511), and return TRUE.\n
2652  *\n
2653  * If no item is available, we do nothing to "cp", and we display a\n
2654  * warning message, using "str" if available, and return FALSE.\n
2655  *\n
2656  * If no item is selected, we do nothing to "cp", and return FALSE.\n
2657  *\n
2658  * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
2659  * to allow the user to enter a command while viewing those screens, and\n
2660  * also to induce "auto-enter" of stores, and other such stuff.\n
2661  *\n
2662  * Global "p_ptr->command_see" may be set before calling this function to start\n
2663  * out in "browse" mode.  It is cleared before this function returns.\n
2664  *\n
2665  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
2666  * If it is TRUE then we are viewing inventory, else equipment.\n
2667  *\n
2668  * We always erase the prompt when we are done, leaving a blank line,\n
2669  * or a warning message, if appropriate, if no items are available.\n
2670  */
2671 bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, BIT_FLAGS mode)
2672 {
2673         OBJECT_IDX this_o_idx, next_o_idx = 0;
2674
2675         char which = ' ';
2676
2677         int j;
2678         OBJECT_IDX k;
2679         OBJECT_IDX i1, i2;
2680         OBJECT_IDX e1, e2;
2681
2682         bool done, item;
2683
2684         bool oops = FALSE;
2685
2686         bool equip = FALSE;
2687         bool inven = FALSE;
2688         bool floor = FALSE;
2689
2690         bool allow_floor = FALSE;
2691
2692         bool toggle = FALSE;
2693
2694         char tmp_val[160];
2695         char out_val[160];
2696
2697         int menu_line = (use_menu ? 1 : 0);
2698         int max_inven = 0;
2699         int max_equip = 0;
2700
2701         static char prev_tag = '\0';
2702         char cur_tag = '\0';
2703
2704         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
2705
2706         /* Extract args */
2707         if (mode & USE_EQUIP) equip = TRUE;
2708         if (mode & USE_INVEN) inven = TRUE;
2709         if (mode & USE_FLOOR) floor = TRUE;
2710
2711         /* Get the item index */
2712         if (repeat_pull(cp))
2713         {
2714                 /* the_force */
2715                 if (mode & USE_FORCE && (*cp == INVEN_FORCE))
2716                 {
2717                         item_tester_tval = 0;
2718                         item_tester_hook = NULL;
2719                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2720                         return (TRUE);
2721                 }
2722
2723                 /* Floor item? */
2724                 else if (floor && (*cp < 0))
2725                 {
2726                         object_type *o_ptr;
2727
2728                         /* Special index */
2729                         k = 0 - (*cp);
2730                         o_ptr = &o_list[k];
2731
2732                         /* Validate the item */
2733                         if (item_tester_okay(o_ptr) || (mode & USE_FULL))
2734                         {
2735                                 /* Forget restrictions */
2736                                 item_tester_tval = 0;
2737                                 item_tester_hook = NULL;
2738                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2739
2740                                 /* Success */
2741                                 return TRUE;
2742                         }
2743                 }
2744
2745                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
2746                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
2747                 {
2748                         if (prev_tag && command_cmd)
2749                         {
2750                                 /* Look up the tag and validate the item */
2751                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
2752                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
2753                                 else if (!get_item_okay(k)) /* Reject */;
2754                                 else
2755                                 {
2756                                         /* Accept that choice */
2757                                         (*cp) = k;
2758
2759                                         /* Forget restrictions */
2760                                         item_tester_tval = 0;
2761                                         item_tester_hook = NULL;
2762                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2763
2764                                         /* Success */
2765                                         return TRUE;
2766                                 }
2767
2768                                 prev_tag = '\0'; /* prev_tag is no longer effective */
2769                         }
2770
2771                         /* Verify the item */
2772                         else if (get_item_okay(*cp))
2773                         {
2774                                 /* Forget restrictions */
2775                                 item_tester_tval = 0;
2776                                 item_tester_hook = NULL;
2777                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2778
2779                                 /* Success */
2780                                 return TRUE;
2781                         }
2782                 }
2783         }
2784
2785         /* Paranoia */
2786         msg_print(NULL);
2787
2788         /* Not done */
2789         done = FALSE;
2790
2791         /* No item selected */
2792         item = FALSE;
2793
2794
2795         /* Full inventory */
2796         i1 = 0;
2797         i2 = INVEN_PACK - 1;
2798
2799         /* Forbid inventory */
2800         if (!inven) i2 = -1;
2801         else if (use_menu)
2802         {
2803                 for (j = 0; j < INVEN_PACK; j++)
2804                         if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
2805         }
2806
2807         /* Restrict inventory indexes */
2808         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
2809         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
2810
2811
2812         /* Full equipment */
2813         e1 = INVEN_RARM;
2814         e2 = INVEN_TOTAL - 1;
2815
2816         /* Forbid equipment */
2817         if (!equip) e2 = -1;
2818         else if (use_menu)
2819         {
2820                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
2821                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_equip++;
2822                 if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
2823         }
2824
2825         /* Restrict equipment indexes */
2826         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
2827         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
2828
2829         if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
2830         {
2831                 if (p_ptr->migite)
2832                 {
2833                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
2834                 }
2835                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
2836         }
2837
2838
2839         /* Restrict floor usage */
2840         if (floor)
2841         {
2842                 /* Scan all objects in the grid */
2843                 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2844                 {
2845                         object_type *o_ptr;
2846                         o_ptr = &o_list[this_o_idx];
2847
2848                         /* Acquire next object */
2849                         next_o_idx = o_ptr->next_o_idx;
2850
2851                         /* Accept the item on the floor if legal */
2852                         if ((item_tester_okay(o_ptr) || (mode & USE_FULL)) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
2853                 }
2854         }
2855
2856         /* Require at least one legal choice */
2857         if (!allow_floor && (i1 > i2) && (e1 > e2))
2858         {
2859                 /* Cancel p_ptr->command_see */
2860                 command_see = FALSE;
2861                 oops = TRUE;
2862                 done = TRUE;
2863
2864                 if (mode & USE_FORCE) {
2865                     *cp = INVEN_FORCE;
2866                     item = TRUE;
2867                 }
2868         }
2869
2870         /* Analyze choices */
2871         else
2872         {
2873                 /* Hack -- Start on equipment if requested */
2874                 if (command_see && command_wrk && equip)
2875                 {
2876                         command_wrk = TRUE;
2877                 }
2878
2879                 /* Use inventory if allowed */
2880                 else if (inven)
2881                 {
2882                         command_wrk = FALSE;
2883                 }
2884
2885                 /* Use equipment if allowed */
2886                 else if (equip)
2887                 {
2888                         command_wrk = TRUE;
2889                 }
2890
2891                 /* Use inventory for floor */
2892                 else
2893                 {
2894                         command_wrk = FALSE;
2895                 }
2896         }
2897
2898
2899         /*
2900          * 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
2901          */
2902         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
2903
2904         /* Hack -- start out in "display" mode */
2905         if (command_see)
2906         {
2907                 screen_save();
2908         }
2909
2910
2911         /* Repeat until done */
2912         while (!done)
2913         {
2914                 COMMAND_CODE get_item_label = 0;
2915
2916                 /* Show choices */
2917                 int ni = 0;
2918                 int ne = 0;
2919
2920                 /* Scan windows */
2921                 for (j = 0; j < 8; j++)
2922                 {
2923                         /* Unused */
2924                         if (!angband_term[j]) continue;
2925
2926                         /* Count windows displaying inven */
2927                         if (window_flag[j] & (PW_INVEN)) ni++;
2928
2929                         /* Count windows displaying equip */
2930                         if (window_flag[j] & (PW_EQUIP)) ne++;
2931                 }
2932
2933                 /* Toggle if needed */
2934                 if ((command_wrk && ni && !ne) || (!command_wrk && !ni && ne))
2935                 {
2936                         /* Toggle */
2937                         toggle_inven_equip();
2938
2939                         /* Track toggles */
2940                         toggle = !toggle;
2941                 }
2942
2943                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2944                 handle_stuff();
2945
2946                 /* Inventory screen */
2947                 if (!command_wrk)
2948                 {
2949                         /* Redraw if needed */
2950                         if (command_see) get_item_label = show_inven(menu_line, mode);
2951                 }
2952
2953                 /* Equipment screen */
2954                 else
2955                 {
2956                         /* Redraw if needed */
2957                         if (command_see) get_item_label = show_equip(menu_line, mode);
2958                 }
2959
2960                 /* Viewing inventory */
2961                 if (!command_wrk)
2962                 {
2963                         /* Begin the prompt */
2964                         sprintf(out_val, _("持ち物:", "Inven:"));
2965
2966                         /* Some legal items */
2967                         if ((i1 <= i2) && !use_menu)
2968                         {
2969                                 /* Build the prompt */
2970                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
2971                                         index_to_label(i1), index_to_label(i2));
2972
2973                                 /* Append */
2974                                 strcat(out_val, tmp_val);
2975                         }
2976
2977                         /* Indicate ability to "view" */
2978                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
2979
2980                         /* Append */
2981                         if (equip) strcat(out_val, format(_(" %s 装備品,", " %s for Equip,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "/")));
2982                 }
2983
2984                 /* Viewing equipment */
2985                 else
2986                 {
2987                         /* Begin the prompt */
2988                         sprintf(out_val, _("装備品:", "Equip:"));
2989
2990                         /* Some legal items */
2991                         if ((e1 <= e2) && !use_menu)
2992                         {
2993                                 /* Build the prompt */
2994                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
2995                                         index_to_label(e1), index_to_label(e2));
2996
2997                                 /* Append */
2998                                 strcat(out_val, tmp_val);
2999                         }
3000
3001                         /* Indicate ability to "view" */
3002                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3003
3004                         /* Append */
3005                         if (inven) strcat(out_val, format(_(" %s 持ち物,", " %s for Inven,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "'/'")));
3006                 }
3007
3008                 /* Indicate legality of the "floor" item */
3009                 if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
3010                 if (mode & USE_FORCE) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
3011
3012                 /* Finish the prompt */
3013                 strcat(out_val, " ESC");
3014
3015                 /* Build the prompt */
3016                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3017
3018                 /* Show the prompt */
3019                 prt(tmp_val, 0, 0);
3020
3021                 /* Get a key */
3022                 which = inkey();
3023
3024                 if (use_menu)
3025                 {
3026                 int max_line = (command_wrk ? max_equip : max_inven);
3027                 switch (which)
3028                 {
3029                         case ESCAPE:
3030                         case 'z':
3031                         case 'Z':
3032                         case '0':
3033                         {
3034                                 done = TRUE;
3035                                 break;
3036                         }
3037
3038                         case '8':
3039                         case 'k':
3040                         case 'K':
3041                         {
3042                                 menu_line += (max_line - 1);
3043                                 break;
3044                         }
3045
3046                         case '2':
3047                         case 'j':
3048                         case 'J':
3049                         {
3050                                 menu_line++;
3051                                 break;
3052                         }
3053
3054                         case '4':
3055                         case '6':
3056                         case 'h':
3057                         case 'H':
3058                         case 'l':
3059                         case 'L':
3060                         {
3061                                 /* Verify legality */
3062                                 if (!inven || !equip)
3063                                 {
3064                                         bell();
3065                                         break;
3066                                 }
3067
3068                                 /* Hack -- Fix screen */
3069                                 if (command_see)
3070                                 {
3071                                         screen_load();
3072                                         screen_save();
3073                                 }
3074
3075                                 /* Switch inven/equip */
3076                                 command_wrk = !command_wrk;
3077                                 max_line = (command_wrk ? max_equip : max_inven);
3078                                 if (menu_line > max_line) menu_line = max_line;
3079
3080                                 /* Need to redraw */
3081                                 break;
3082                         }
3083
3084                         case 'x':
3085                         case 'X':
3086                         case '\r':
3087                         case '\n':
3088                         {
3089                                 if (command_wrk == USE_FLOOR)
3090                                 {
3091                                         /* Special index */
3092                                         (*cp) = -get_item_label;
3093                                 }
3094                                 else
3095                                 {
3096                                         /* Validate the item */
3097                                         if (!get_item_okay(get_item_label))
3098                                         {
3099                                                 bell();
3100                                                 break;
3101                                         }
3102
3103                                         /* Allow player to "refuse" certain actions */
3104                                         if (!get_item_allow(get_item_label))
3105                                         {
3106                                                 done = TRUE;
3107                                                 break;
3108                                         }
3109
3110                                         /* Accept that choice */
3111                                         (*cp) = get_item_label;
3112                                 }
3113
3114                                 item = TRUE;
3115                                 done = TRUE;
3116                                 break;
3117                         }
3118                         case 'w':
3119                         {
3120                                 if (mode & USE_FORCE) {
3121                                         *cp = INVEN_FORCE;
3122                                         item = TRUE;
3123                                         done = TRUE;
3124                                         break;
3125                                 }
3126                         }
3127                 }
3128                 if (menu_line > max_line) menu_line -= max_line;
3129                 }
3130                 else
3131                 {
3132                 /* Parse it */
3133                 switch (which)
3134                 {
3135                         case ESCAPE:
3136                         {
3137                                 done = TRUE;
3138                                 break;
3139                         }
3140
3141                         case '*':
3142                         case '?':
3143                         case ' ':
3144                         {
3145                                 /* Hide the list */
3146                                 if (command_see)
3147                                 {
3148                                         /* Flip flag */
3149                                         command_see = FALSE;
3150                                         screen_load();
3151                                 }
3152
3153                                 /* Show the list */
3154                                 else
3155                                 {
3156                                         screen_save();
3157
3158                                         /* Flip flag */
3159                                         command_see = TRUE;
3160                                 }
3161                                 break;
3162                         }
3163
3164                         case '/':
3165                         {
3166                                 /* Verify legality */
3167                                 if (!inven || !equip)
3168                                 {
3169                                         bell();
3170                                         break;
3171                                 }
3172
3173                                 /* Hack -- Fix screen */
3174                                 if (command_see)
3175                                 {
3176                                         screen_load();
3177                                         screen_save();
3178                                 }
3179
3180                                 /* Switch inven/equip */
3181                                 command_wrk = !command_wrk;
3182
3183                                 /* Need to redraw */
3184                                 break;
3185                         }
3186
3187                         case '-':
3188                         {
3189                                 /* Use floor item */
3190                                 if (allow_floor)
3191                                 {
3192                                         /* Scan all objects in the grid */
3193                                         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3194                                         {
3195                                                 object_type *o_ptr;
3196                                                 o_ptr = &o_list[this_o_idx];
3197
3198                                                 /* Acquire next object */
3199                                                 next_o_idx = o_ptr->next_o_idx;
3200
3201                                                 /* Validate the item */
3202                                                 if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
3203
3204                                                 /* Special index */
3205                                                 k = 0 - this_o_idx;
3206
3207                                                 /* Verify the item (if required) */
3208                                                 if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
3209
3210                                                 /* Allow player to "refuse" certain actions */
3211                                                 if (!get_item_allow(k)) continue;
3212
3213                                                 /* Accept that choice */
3214                                                 (*cp) = k;
3215                                                 item = TRUE;
3216                                                 done = TRUE;
3217                                                 break;
3218                                         }
3219
3220                                         /* Outer break */
3221                                         if (done) break;
3222                                 }
3223
3224                                 bell();
3225                                 break;
3226                         }
3227
3228                         case '0':
3229                         case '1': case '2': case '3':
3230                         case '4': case '5': case '6':
3231                         case '7': case '8': case '9':
3232                         {
3233                                 /* Look up the tag */
3234                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3235                                 {
3236                                         bell();
3237                                         break;
3238                                 }
3239
3240                                 /* Hack -- Validate the item */
3241                                 if ((k < INVEN_RARM) ? !inven : !equip)
3242                                 {
3243                                         bell();
3244                                         break;
3245                                 }
3246
3247                                 /* Validate the item */
3248                                 if (!get_item_okay(k))
3249                                 {
3250                                         bell();
3251                                         break;
3252                                 }
3253
3254                                 /* Allow player to "refuse" certain actions */
3255                                 if (!get_item_allow(k))
3256                                 {
3257                                         done = TRUE;
3258                                         break;
3259                                 }
3260
3261                                 /* Accept that choice */
3262                                 (*cp) = k;
3263                                 item = TRUE;
3264                                 done = TRUE;
3265                                 cur_tag = which;
3266                                 break;
3267                         }
3268
3269 #if 0
3270                         case '\n':
3271                         case '\r':
3272                         {
3273                                 /* Choose "default" inventory item */
3274                                 if (!command_wrk)
3275                                 {
3276                                         k = ((i1 == i2) ? i1 : -1);
3277                                 }
3278
3279                                 /* Choose "default" equipment item */
3280                                 else
3281                                 {
3282                                         k = ((e1 == e2) ? e1 : -1);
3283                                 }
3284
3285                                 /* Validate the item */
3286                                 if (!get_item_okay(k))
3287                                 {
3288                                         bell();
3289                                         break;
3290                                 }
3291
3292                                 /* Allow player to "refuse" certain actions */
3293                                 if (!get_item_allow(k))
3294                                 {
3295                                         done = TRUE;
3296                                         break;
3297                                 }
3298
3299                                 /* Accept that choice */
3300                                 (*cp) = k;
3301                                 item = TRUE;
3302                                 done = TRUE;
3303                                 break;
3304                         }
3305 #endif
3306
3307                         case 'w':
3308                         {
3309                                 if (mode & USE_FORCE) {
3310                                         *cp = INVEN_FORCE;
3311                                         item = TRUE;
3312                                         done = TRUE;
3313                                         break;
3314                                 }
3315
3316                                 /* Fall through */
3317                         }
3318
3319                         default:
3320                         {
3321                                 int ver;
3322                                 bool not_found = FALSE;
3323
3324                                 /* Look up the alphabetical tag */
3325                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3326                                 {
3327                                         not_found = TRUE;
3328                                 }
3329
3330                                 /* Hack -- Validate the item */
3331                                 else if ((k < INVEN_RARM) ? !inven : !equip)
3332                                 {
3333                                         not_found = TRUE;
3334                                 }
3335
3336                                 /* Validate the item */
3337                                 else if (!get_item_okay(k))
3338                                 {
3339                                         not_found = TRUE;
3340                                 }
3341
3342                                 if (!not_found)
3343                                 {
3344                                         /* Accept that choice */
3345                                         (*cp) = k;
3346                                         item = TRUE;
3347                                         done = TRUE;
3348                                         cur_tag = which;
3349                                         break;
3350                                 }
3351
3352                                 /* Extract "query" setting */
3353                                 ver = isupper(which);
3354                                 which = (char)tolower(which);
3355
3356                                 /* Convert letter to inventory index */
3357                                 if (!command_wrk)
3358                                 {
3359                                         if (which == '(') k = i1;
3360                                         else if (which == ')') k = i2;
3361                                         else k = label_to_inven(which);
3362                                 }
3363
3364                                 /* Convert letter to equipment index */
3365                                 else
3366                                 {
3367                                         if (which == '(') k = e1;
3368                                         else if (which == ')') k = e2;
3369                                         else k = label_to_equip(which);
3370                                 }
3371
3372                                 /* Validate the item */
3373                                 if (!get_item_okay(k))
3374                                 {
3375                                         bell();
3376                                         break;
3377                                 }
3378
3379                                 /* Verify the item */
3380                                 if (ver && !verify(_("本当に", "Try"), k))
3381                                 {
3382                                         done = TRUE;
3383                                         break;
3384                                 }
3385
3386                                 /* Allow player to "refuse" certain actions */
3387                                 if (!get_item_allow(k))
3388                                 {
3389                                         done = TRUE;
3390                                         break;
3391                                 }
3392
3393                                 /* Accept that choice */
3394                                 (*cp) = k;
3395                                 item = TRUE;
3396                                 done = TRUE;
3397                                 break;
3398                         }
3399                 }
3400                 }
3401         }
3402
3403
3404         /* Fix the screen if necessary */
3405         if (command_see)
3406         {
3407                 screen_load();
3408
3409                 /* Hack -- Cancel "display" */
3410                 command_see = FALSE;
3411         }
3412
3413
3414         /* Forget the item_tester_tval restriction */
3415         item_tester_tval = 0;
3416
3417         /* Forget the item_tester_hook restriction */
3418         item_tester_hook = NULL;
3419
3420
3421         /* Clean up  'show choices' */
3422         /* Toggle again if needed */
3423         if (toggle) toggle_inven_equip();
3424
3425         p_ptr->window |= (PW_INVEN | PW_EQUIP);
3426         handle_stuff();
3427
3428         /* Clear the prompt line */
3429         prt("", 0, 0);
3430
3431         /* Warning if needed */
3432         if (oops && str) msg_print(str);
3433
3434         if (item)
3435         {
3436                 repeat_push(*cp);
3437                 if (command_cmd) prev_tag = cur_tag;
3438                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3439         }
3440         return (item);
3441 }
3442
3443 /*
3444  * Choose an item and get auto-picker entry from it.
3445  */
3446 object_type *choose_object(OBJECT_IDX *idx, cptr q, cptr s, BIT_FLAGS option)
3447 {
3448         OBJECT_IDX item;
3449         if (!get_item(&item, q, s, option)) return NULL;
3450         if (idx) *idx = item;
3451
3452         if (item == INVEN_FORCE) return NULL;
3453
3454         /* Get the item (in the pack) */
3455         else if (item >= 0) return &inventory[item];
3456
3457         /* Get the item (on the floor) */
3458         else return &o_list[0 - item];
3459 }
3460
3461
3462 /*!
3463  * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
3464  * @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
3465  * @param y 走査するフロアのY座標
3466  * @param x 走査するフロアのX座標
3467  * @param mode オプションフラグ
3468  * @return 対象のマスに落ちているアイテム数
3469  * @details
3470  * Return a list of o_list[] indexes of items at the given cave
3471  * location. Valid flags are:
3472  *
3473  *              mode & 0x01 -- Item tester
3474  *              mode & 0x02 -- Marked items only
3475  *              mode & 0x04 -- Stop after first
3476  */
3477 ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode)
3478 {
3479         OBJECT_IDX this_o_idx, next_o_idx;
3480
3481         ITEM_NUMBER num = 0;
3482
3483         /* Sanity */
3484         if (!in_bounds(y, x)) return 0;
3485
3486         /* Scan all objects in the grid */
3487         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3488         {
3489                 object_type *o_ptr;
3490                 o_ptr = &o_list[this_o_idx];
3491
3492                 /* Acquire next object */
3493                 next_o_idx = o_ptr->next_o_idx;
3494
3495                 /* Item tester */
3496                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
3497
3498                 /* Marked */
3499                 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
3500
3501                 /* Accept this item */
3502                 /* XXX Hack -- Enforce limit */
3503                 if (num < 23)
3504                         items[num] = this_o_idx;
3505
3506                 num++;
3507
3508                 /* Only one */
3509                 if (mode & 0x04) break;
3510         }
3511         return num;
3512 }
3513
3514
3515 /*!
3516  * @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.
3517  * @param target_item カーソルの初期値
3518  * @param y 走査するフロアのY座標
3519  * @param x 走査するフロアのX座標
3520  * @param min_width 表示の長さ
3521  * @return 選択したアイテムの添え字
3522  * @details
3523  */
3524 COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width)
3525 {
3526         COMMAND_CODE i, m;
3527         int j, k, l;
3528         int col, len;
3529
3530         object_type *o_ptr;
3531
3532         GAME_TEXT o_name[MAX_NLEN];
3533         char tmp_val[80];
3534
3535         COMMAND_CODE out_index[23];
3536         TERM_COLOR out_color[23];
3537         char out_desc[23][MAX_NLEN];
3538         COMMAND_CODE target_item_label = 0;
3539
3540         OBJECT_IDX floor_list[23];
3541         ITEM_NUMBER floor_num;
3542         TERM_LEN wid, hgt;
3543         char floor_label[52 + 1];
3544
3545         bool dont_need_to_show_weights = TRUE;
3546
3547         Term_get_size(&wid, &hgt);
3548
3549         /* Default length */
3550         len = MAX((*min_width), 20);
3551
3552         /* Scan for objects in the grid, using item_tester_okay() */
3553         floor_num = scan_floor(floor_list, y, x, 0x03);
3554
3555         /* Display the floor objects */
3556         for (k = 0, i = 0; i < floor_num && i < 23; i++)
3557         {
3558                 o_ptr = &o_list[floor_list[i]];
3559
3560                 object_desc(o_name, o_ptr, 0);
3561
3562                 /* Save the index */
3563                 out_index[k] = i;
3564
3565                 /* Acquire inventory color */
3566                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
3567
3568                 /* Save the object description */
3569                 strcpy(out_desc[k], o_name);
3570
3571                 /* Find the predicted "line length" */
3572                 l = strlen(out_desc[k]) + 5;
3573
3574                 /* Be sure to account for the weight */
3575                 if (show_weights) l += 9;
3576
3577                 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
3578
3579                 /* Maintain the maximum length */
3580                 if (l > len) len = l;
3581
3582                 /* Advance to next "line" */
3583                 k++;
3584         }
3585
3586         if (show_weights && dont_need_to_show_weights) len -= 9;
3587
3588         /* Save width */
3589         *min_width = len;
3590
3591         /* Find the column to start in */
3592         col = (len > wid - 4) ? 0 : (wid - len - 1);
3593
3594         prepare_label_string_floor(floor_label, floor_list, floor_num);
3595
3596         /* Output each entry */
3597         for (j = 0; j < k; j++)
3598         {
3599                 /* Get the index */
3600                 m = floor_list[out_index[j]];
3601
3602                 o_ptr = &o_list[m];
3603
3604                 /* Clear the line */
3605                 prt("", j + 1, col ? col - 2 : col);
3606
3607                 if (use_menu && target_item)
3608                 {
3609                         if (j == (target_item-1))
3610                         {
3611                                 strcpy(tmp_val, _("》", "> "));
3612                                 target_item_label = m;
3613                         }
3614                         else strcpy(tmp_val, "   ");
3615                 }
3616                 else
3617                 {
3618                         /* Prepare an index --(-- */
3619                         sprintf(tmp_val, "%c)", floor_label[j]);
3620                 }
3621
3622                 /* Clear the line with the (possibly indented) index */
3623                 put_str(tmp_val, j + 1, col);
3624
3625                 /* Display the entry itself */
3626                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
3627
3628                 /* Display the weight if needed */
3629                 if (show_weights && (o_ptr->tval != TV_GOLD))
3630                 {
3631                         int wgt = o_ptr->weight * o_ptr->number;
3632 #ifdef JP
3633                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3634 #else
3635                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3636 #endif
3637
3638                         prt(tmp_val, j + 1, wid - 9);
3639                 }
3640         }
3641
3642         /* Make a "shadow" below the list (only if needed) */
3643         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3644
3645         return target_item_label;
3646 }
3647
3648 /*!
3649  * @brief オブジェクト選択の汎用関数(床上アイテム用) /
3650  * Let the user select an item, save its "index"
3651  * @param cp 選択したオブジェクトのIDを返す。
3652  * @param pmt 選択目的のメッセージ
3653  * @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
3654  * @param mode オプションフラグ
3655  * @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。/
3656  */
3657 bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, BIT_FLAGS mode)
3658 {
3659         char n1 = ' ', n2 = ' ', which = ' ';
3660
3661         int j;
3662         COMMAND_CODE i1, i2;
3663         COMMAND_CODE e1, e2;
3664         COMMAND_CODE k;
3665
3666         bool done, item;
3667
3668         bool oops = FALSE;
3669
3670         /* Extract args */
3671         bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
3672         bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
3673         bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
3674         bool force = (mode & USE_FORCE) ? TRUE : FALSE;
3675
3676         bool allow_equip = FALSE;
3677         bool allow_inven = FALSE;
3678         bool allow_floor = FALSE;
3679
3680         bool toggle = FALSE;
3681
3682         char tmp_val[160];
3683         char out_val[160];
3684
3685         ITEM_NUMBER floor_num;
3686         OBJECT_IDX floor_list[23];
3687         int floor_top = 0;
3688         TERM_LEN min_width = 0;
3689
3690         int menu_line = (use_menu ? 1 : 0);
3691         int max_inven = 0;
3692         int max_equip = 0;
3693
3694         static char prev_tag = '\0';
3695         char cur_tag = '\0';
3696
3697         /* Get the item index */
3698         if (repeat_pull(cp))
3699         {
3700                 /* the_force */
3701                 if (force && (*cp == INVEN_FORCE))
3702                 {
3703                         item_tester_tval = 0;
3704                         item_tester_hook = NULL;
3705                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3706                         return (TRUE);
3707                 }
3708
3709                 /* Floor item? */
3710                 else if (floor && (*cp < 0))
3711                 {
3712                         if (prev_tag && command_cmd)
3713                         {
3714                                 /* Scan all objects in the grid */
3715                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3716
3717                                 /* Look up the tag */
3718                                 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
3719                                 {
3720                                         /* Accept that choice */
3721                                         (*cp) = 0 - floor_list[k];
3722
3723                                         /* Forget restrictions */
3724                                         item_tester_tval = 0;
3725                                         item_tester_hook = NULL;
3726                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3727
3728                                         /* Success */
3729                                         return TRUE;
3730                                 }
3731
3732                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3733                         }
3734
3735                         /* Validate the item */
3736                         else if (item_tester_okay(&o_list[0 - (*cp)]) || (mode & USE_FULL))
3737                         {
3738                                 /* Forget restrictions */
3739                                 item_tester_tval = 0;
3740                                 item_tester_hook = NULL;
3741                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3742
3743                                 /* Success */
3744                                 return TRUE;
3745                         }
3746                 }
3747
3748                 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3749                          (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3750                 {
3751                         if (prev_tag && command_cmd)
3752                         {
3753                                 /* Look up the tag and validate the item */
3754                                 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3755                                 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3756                                 else if (!get_item_okay(k)) /* Reject */;
3757                                 else
3758                                 {
3759                                         /* Accept that choice */
3760                                         (*cp) = k;
3761
3762                                         /* Forget restrictions */
3763                                         item_tester_tval = 0;
3764                                         item_tester_hook = NULL;
3765                                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3766
3767                                         /* Success */
3768                                         return TRUE;
3769                                 }
3770
3771                                 prev_tag = '\0'; /* prev_tag is no longer effective */
3772                         }
3773
3774                         /* Verify the item */
3775                         else if (get_item_okay(*cp))
3776                         {
3777                                 /* Forget restrictions */
3778                                 item_tester_tval = 0;
3779                                 item_tester_hook = NULL;
3780                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3781
3782                                 /* Success */
3783                                 return TRUE;
3784                         }
3785                 }
3786         }
3787
3788
3789         /* Paranoia */
3790         msg_print(NULL);
3791
3792
3793         /* Not done */
3794         done = FALSE;
3795
3796         /* No item selected */
3797         item = FALSE;
3798
3799
3800         /* Full inventory */
3801         i1 = 0;
3802         i2 = INVEN_PACK - 1;
3803
3804         /* Forbid inventory */
3805         if (!inven) i2 = -1;
3806         else if (use_menu)
3807         {
3808                 for (j = 0; j < INVEN_PACK; j++)
3809                         if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
3810         }
3811
3812         /* Restrict inventory indexes */
3813         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3814         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3815
3816
3817         /* Full equipment */
3818         e1 = INVEN_RARM;
3819         e2 = INVEN_TOTAL - 1;
3820
3821         /* Forbid equipment */
3822         if (!equip) e2 = -1;
3823         else if (use_menu)
3824         {
3825                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3826                         if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_equip++;
3827                 if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
3828         }
3829
3830         /* Restrict equipment indexes */
3831         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3832         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3833
3834         if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
3835         {
3836                 if (p_ptr->migite)
3837                 {
3838                         if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3839                 }
3840                 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3841         }
3842
3843
3844         /* Count "okay" floor items */
3845         floor_num = 0;
3846
3847         /* Restrict floor usage */
3848         if (floor)
3849         {
3850                 /* Scan all objects in the grid */
3851                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3852         }
3853
3854         /* Accept inventory */
3855         if (i1 <= i2) allow_inven = TRUE;
3856
3857         /* Accept equipment */
3858         if (e1 <= e2) allow_equip = TRUE;
3859
3860         /* Accept floor */
3861         if (floor_num) allow_floor = TRUE;
3862
3863         /* Require at least one legal choice */
3864         if (!allow_inven && !allow_equip && !allow_floor)
3865         {
3866                 /* Cancel p_ptr->command_see */
3867                 command_see = FALSE;
3868                 oops = TRUE;
3869                 done = TRUE;
3870
3871                 if (force) {
3872                     *cp = INVEN_FORCE;
3873                     item = TRUE;
3874                 }
3875         }
3876
3877         /* Analyze choices */
3878         else
3879         {
3880                 /* Hack -- Start on equipment if requested */
3881                 if (command_see && (command_wrk == (USE_EQUIP))
3882                         && allow_equip)
3883                 {
3884                         command_wrk = (USE_EQUIP);
3885                 }
3886
3887                 /* Use inventory if allowed */
3888                 else if (allow_inven)
3889                 {
3890                         command_wrk = (USE_INVEN);
3891                 }
3892
3893                 /* Use equipment if allowed */
3894                 else if (allow_equip)
3895                 {
3896                         command_wrk = (USE_EQUIP);
3897                 }
3898
3899                 /* Use floor if allowed */
3900                 else if (allow_floor)
3901                 {
3902                         command_wrk = (USE_FLOOR);
3903                 }
3904         }
3905
3906         /*
3907          * 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
3908          */
3909         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
3910
3911         /* Hack -- start out in "display" mode */
3912         if (command_see)
3913         {
3914                 screen_save();
3915         }
3916
3917         /* Repeat until done */
3918         while (!done)
3919         {
3920                 COMMAND_CODE get_item_label = 0;
3921
3922                 /* Show choices */
3923                 int ni = 0;
3924                 int ne = 0;
3925
3926                 /* Scan windows */
3927                 for (j = 0; j < 8; j++)
3928                 {
3929                         /* Unused */
3930                         if (!angband_term[j]) continue;
3931
3932                         /* Count windows displaying inven */
3933                         if (window_flag[j] & (PW_INVEN)) ni++;
3934
3935                         /* Count windows displaying equip */
3936                         if (window_flag[j] & (PW_EQUIP)) ne++;
3937                 }
3938
3939                 /* Toggle if needed */
3940                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
3941                     (command_wrk == (USE_INVEN) && !ni && ne))
3942                 {
3943                         /* Toggle */
3944                         toggle_inven_equip();
3945
3946                         /* Track toggles */
3947                         toggle = !toggle;
3948                 }
3949
3950                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3951                 handle_stuff();
3952
3953                 /* Inventory screen */
3954                 if (command_wrk == (USE_INVEN))
3955                 {
3956                         /* Extract the legal requests */
3957                         n1 = I2A(i1);
3958                         n2 = I2A(i2);
3959
3960                         /* Redraw if needed */
3961                         if (command_see) get_item_label = show_inven(menu_line, mode);
3962                 }
3963
3964                 /* Equipment screen */
3965                 else if (command_wrk == (USE_EQUIP))
3966                 {
3967                         /* Extract the legal requests */
3968                         n1 = I2A(e1 - INVEN_RARM);
3969                         n2 = I2A(e2 - INVEN_RARM);
3970
3971                         /* Redraw if needed */
3972                         if (command_see) get_item_label = show_equip(menu_line, mode);
3973                 }
3974
3975                 /* Floor screen */
3976                 else if (command_wrk == (USE_FLOOR))
3977                 {
3978                         j = floor_top;
3979                         k = MIN(floor_top + 23, floor_num) - 1;
3980
3981                         /* Extract the legal requests */
3982                         n1 = I2A(j - floor_top);
3983                         n2 = I2A(k - floor_top);
3984
3985                         /* Redraw if needed */
3986                         if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
3987                 }
3988
3989                 /* Viewing inventory */
3990                 if (command_wrk == (USE_INVEN))
3991                 {
3992                         /* Begin the prompt */
3993                         sprintf(out_val, _("持ち物:", "Inven:"));
3994
3995                         if (!use_menu)
3996                         {
3997                                 /* Build the prompt */
3998                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3999                                         index_to_label(i1), index_to_label(i2));
4000
4001                                 /* Append */
4002                                 strcat(out_val, tmp_val);
4003                         }
4004
4005                         /* Indicate ability to "view" */
4006                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4007
4008                         /* Append */
4009                         if (allow_equip)
4010                         {
4011                                 if (!use_menu)
4012                                         strcat(out_val, _(" '/' 装備品,", " / for Equip,"));
4013                                 else if (allow_floor)
4014                                         strcat(out_val, _(" '6' 装備品,", " 6 for Equip,"));
4015                                 else
4016                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4017                         }
4018
4019                         /* Append */
4020                         if (allow_floor)
4021                         {
4022                                 if (!use_menu)
4023                                         strcat(out_val, _(" '-'床上,", " - for floor,"));
4024                                 else if (allow_equip)
4025                                         strcat(out_val, _(" '4' 床上,", " 4 for floor,"));
4026                                 else
4027                                         strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4028                         }
4029                 }
4030
4031                 /* Viewing equipment */
4032                 else if (command_wrk == (USE_EQUIP))
4033                 {
4034                         /* Begin the prompt */
4035                         sprintf(out_val, _("装備品:", "Equip:"));
4036
4037                         if (!use_menu)
4038                         {
4039                                 /* Build the prompt */
4040                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4041                                         index_to_label(e1), index_to_label(e2));
4042
4043                                 /* Append */
4044                                 strcat(out_val, tmp_val);
4045                         }
4046
4047                         /* Indicate ability to "view" */
4048                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4049
4050                         /* Append */
4051                         if (allow_inven)
4052                         {
4053                                 if (!use_menu)
4054                                         strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4055                                 else if (allow_floor)
4056                                         strcat(out_val, _(" '4' 持ち物,", " 4 for Inven,"));
4057                                 else
4058                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4059                         }
4060
4061                         /* Append */
4062                         if (allow_floor)
4063                         {
4064                                 if (!use_menu)
4065                                         strcat(out_val, _(" '-'床上,", " - for floor,"));
4066                                 else if (allow_inven)
4067                                         strcat(out_val, _(" '6' 床上,", " 6 for floor,"));
4068                                 else
4069                                         strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4070                         }
4071                 }
4072
4073                 /* Viewing floor */
4074                 else if (command_wrk == (USE_FLOOR))
4075                 {
4076                         /* Begin the prompt */
4077                         sprintf(out_val, _("床上:", "Floor:"));
4078
4079                         if (!use_menu)
4080                         {
4081                                 /* Build the prompt */
4082                                 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
4083
4084                                 /* Append */
4085                                 strcat(out_val, tmp_val);
4086                         }
4087
4088                         /* Indicate ability to "view" */
4089                         if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4090
4091                         if (use_menu)
4092                         {
4093                                 if (allow_inven && allow_equip)
4094                                 {
4095                                         strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
4096                                 }
4097                                 else if (allow_inven)
4098                                 {
4099                                         strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4100                                 }
4101                                 else if (allow_equip)
4102                                 {
4103                                         strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4104                                 }
4105                         }
4106                         /* Append */
4107                         else if (allow_inven)
4108                         {
4109                                 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4110                         }
4111                         else if (allow_equip)
4112                         {
4113                                 strcat(out_val, _(" '/'装備品,", " / for Equip,"));
4114                         }
4115
4116                         /* Append */
4117                         if (command_see && !use_menu)
4118                         {
4119                                 strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
4120                         }
4121                 }
4122
4123                 /* Append */
4124                 if (force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
4125
4126                 /* Finish the prompt */
4127                 strcat(out_val, " ESC");
4128
4129                 /* Build the prompt */
4130                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4131
4132                 /* Show the prompt */
4133                 prt(tmp_val, 0, 0);
4134
4135                 /* Get a key */
4136                 which = inkey();
4137
4138                 if (use_menu)
4139                 {
4140                 int max_line = 1;
4141                 if (command_wrk == USE_INVEN) max_line = max_inven;
4142                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4143                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4144                 switch (which)
4145                 {
4146                         case ESCAPE:
4147                         case 'z':
4148                         case 'Z':
4149                         case '0':
4150                         {
4151                                 done = TRUE;
4152                                 break;
4153                         }
4154
4155                         case '8':
4156                         case 'k':
4157                         case 'K':
4158                         {
4159                                 menu_line += (max_line - 1);
4160                                 break;
4161                         }
4162
4163                         case '2':
4164                         case 'j':
4165                         case 'J':
4166                         {
4167                                 menu_line++;
4168                                 break;
4169                         }
4170
4171                         case '4':
4172                         case 'h':
4173                         case 'H':
4174                         {
4175                                 /* Verify legality */
4176                                 if (command_wrk == (USE_INVEN))
4177                                 {
4178                                         if (allow_floor) command_wrk = USE_FLOOR;
4179                                         else if (allow_equip) command_wrk = USE_EQUIP;
4180                                         else
4181                                         {
4182                                                 bell();
4183                                                 break;
4184                                         }
4185                                 }
4186                                 else if (command_wrk == (USE_EQUIP))
4187                                 {
4188                                         if (allow_inven) command_wrk = USE_INVEN;
4189                                         else if (allow_floor) command_wrk = USE_FLOOR;
4190                                         else
4191                                         {
4192                                                 bell();
4193                                                 break;
4194                                         }
4195                                 }
4196                                 else if (command_wrk == (USE_FLOOR))
4197                                 {
4198                                         if (allow_equip) command_wrk = USE_EQUIP;
4199                                         else if (allow_inven) command_wrk = USE_INVEN;
4200                                         else
4201                                         {
4202                                                 bell();
4203                                                 break;
4204                                         }
4205                                 }
4206                                 else
4207                                 {
4208                                         bell();
4209                                         break;
4210                                 }
4211
4212                                 /* Hack -- Fix screen */
4213                                 if (command_see)
4214                                 {
4215                                         screen_load();
4216                                         screen_save();
4217                                 }
4218
4219                                 /* Switch inven/equip */
4220                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4221                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4222                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4223                                 if (menu_line > max_line) menu_line = max_line;
4224
4225                                 /* Need to redraw */
4226                                 break;
4227                         }
4228
4229                         case '6':
4230                         case 'l':
4231                         case 'L':
4232                         {
4233                                 /* Verify legality */
4234                                 if (command_wrk == (USE_INVEN))
4235                                 {
4236                                         if (allow_equip) command_wrk = USE_EQUIP;
4237                                         else if (allow_floor) command_wrk = USE_FLOOR;
4238                                         else
4239                                         {
4240                                                 bell();
4241                                                 break;
4242                                         }
4243                                 }
4244                                 else if (command_wrk == (USE_EQUIP))
4245                                 {
4246                                         if (allow_floor) command_wrk = USE_FLOOR;
4247                                         else if (allow_inven) command_wrk = USE_INVEN;
4248                                         else
4249                                         {
4250                                                 bell();
4251                                                 break;
4252                                         }
4253                                 }
4254                                 else if (command_wrk == (USE_FLOOR))
4255                                 {
4256                                         if (allow_inven) command_wrk = USE_INVEN;
4257                                         else if (allow_equip) command_wrk = USE_EQUIP;
4258                                         else
4259                                         {
4260                                                 bell();
4261                                                 break;
4262                                         }
4263                                 }
4264                                 else
4265                                 {
4266                                         bell();
4267                                         break;
4268                                 }
4269
4270                                 /* Hack -- Fix screen */
4271                                 if (command_see)
4272                                 {
4273                                         screen_load();
4274                                         screen_save();
4275                                 }
4276
4277                                 /* Switch inven/equip */
4278                                 if (command_wrk == USE_INVEN) max_line = max_inven;
4279                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4280                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4281                                 if (menu_line > max_line) menu_line = max_line;
4282
4283                                 /* Need to redraw */
4284                                 break;
4285                         }
4286
4287                         case 'x':
4288                         case 'X':
4289                         case '\r':
4290                         case '\n':
4291                         {
4292                                 if (command_wrk == USE_FLOOR)
4293                                 {
4294                                         /* Special index */
4295                                         (*cp) = -get_item_label;
4296                                 }
4297                                 else
4298                                 {
4299                                         /* Validate the item */
4300                                         if (!get_item_okay(get_item_label))
4301                                         {
4302                                                 bell();
4303                                                 break;
4304                                         }
4305
4306                                         /* Allow player to "refuse" certain actions */
4307                                         if (!get_item_allow(get_item_label))
4308                                         {
4309                                                 done = TRUE;
4310                                                 break;
4311                                         }
4312
4313                                         /* Accept that choice */
4314                                         (*cp) = get_item_label;
4315                                 }
4316
4317                                 item = TRUE;
4318                                 done = TRUE;
4319                                 break;
4320                         }
4321                         case 'w':
4322                         {
4323                                 if (force) {
4324                                         *cp = INVEN_FORCE;
4325                                         item = TRUE;
4326                                         done = TRUE;
4327                                         break;
4328                                 }
4329                         }
4330                 }
4331                 if (menu_line > max_line) menu_line -= max_line;
4332                 }
4333                 else
4334                 {
4335                 /* Parse it */
4336                 switch (which)
4337                 {
4338                         case ESCAPE:
4339                         {
4340                                 done = TRUE;
4341                                 break;
4342                         }
4343
4344                         case '*':
4345                         case '?':
4346                         case ' ':
4347                         {
4348                                 /* Hide the list */
4349                                 if (command_see)
4350                                 {
4351                                         /* Flip flag */
4352                                         command_see = FALSE;
4353                                         screen_load();
4354                                 }
4355
4356                                 /* Show the list */
4357                                 else
4358                                 {
4359                                         screen_save();
4360
4361                                         /* Flip flag */
4362                                         command_see = TRUE;
4363                                 }
4364                                 break;
4365                         }
4366
4367                         case '\n':
4368                         case '\r':
4369                         case '+':
4370                         {
4371                                 int i;
4372                                 OBJECT_IDX o_idx;
4373                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
4374
4375                                 if (command_wrk != (USE_FLOOR)) break;
4376
4377                                 /* Get the object being moved. */
4378                                 o_idx = c_ptr->o_idx;
4379
4380                                 /* Only rotate a pile of two or more objects. */
4381                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
4382
4383                                 /* Remove the first object from the list. */
4384                                 excise_object_idx(o_idx);
4385
4386                                 /* Find end of the list. */
4387                                 i = c_ptr->o_idx;
4388                                 while (o_list[i].next_o_idx)
4389                                         i = o_list[i].next_o_idx;
4390
4391                                 /* Add after the last object. */
4392                                 o_list[i].next_o_idx = o_idx;
4393
4394                                 /* Re-scan floor list */ 
4395                                 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
4396
4397                                 /* Hack -- Fix screen */
4398                                 if (command_see)
4399                                 {
4400                                         screen_load();
4401                                         screen_save();
4402                                 }
4403
4404                                 break;
4405                         }
4406
4407                         case '/':
4408                         {
4409                                 if (command_wrk == (USE_INVEN))
4410                                 {
4411                                         if (!allow_equip)
4412                                         {
4413                                                 bell();
4414                                                 break;
4415                                         }
4416                                         command_wrk = (USE_EQUIP);
4417                                 }
4418                                 else if (command_wrk == (USE_EQUIP))
4419                                 {
4420                                         if (!allow_inven)
4421                                         {
4422                                                 bell();
4423                                                 break;
4424                                         }
4425                                         command_wrk = (USE_INVEN);
4426                                 }
4427                                 else if (command_wrk == (USE_FLOOR))
4428                                 {
4429                                         if (allow_inven)
4430                                         {
4431                                                 command_wrk = (USE_INVEN);
4432                                         }
4433                                         else if (allow_equip)
4434                                         {
4435                                                 command_wrk = (USE_EQUIP);
4436                                         }
4437                                         else
4438                                         {
4439                                                 bell();
4440                                                 break;
4441                                         }
4442                                 }
4443
4444                                 /* Hack -- Fix screen */
4445                                 if (command_see)
4446                                 {
4447                                         screen_load();
4448                                         screen_save();
4449                                 }
4450
4451                                 /* Need to redraw */
4452                                 break;
4453                         }
4454
4455                         case '-':
4456                         {
4457                                 if (!allow_floor)
4458                                 {
4459                                         bell();
4460                                         break;
4461                                 }
4462
4463                                 /*
4464                                  * If we are already examining the floor, and there
4465                                  * is only one item, we will always select it.
4466                                  * If we aren't examining the floor and there is only
4467                                  * one item, we will select it if floor_query_flag
4468                                  * is FALSE.
4469                                  */
4470                                 if (floor_num == 1)
4471                                 {
4472                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
4473                                         {
4474                                                 /* Special index */
4475                                                 k = 0 - floor_list[0];
4476
4477                                                 /* Allow player to "refuse" certain actions */
4478                                                 if (!get_item_allow(k))
4479                                                 {
4480                                                         done = TRUE;
4481                                                         break;
4482                                                 }
4483
4484                                                 /* Accept that choice */
4485                                                 (*cp) = k;
4486                                                 item = TRUE;
4487                                                 done = TRUE;
4488
4489                                                 break;
4490                                         }
4491                                 }
4492
4493                                 /* Hack -- Fix screen */
4494                                 if (command_see)
4495                                 {
4496                                         screen_load();
4497                                         screen_save();
4498                                 }
4499
4500                                 command_wrk = (USE_FLOOR);
4501
4502                                 break;
4503                         }
4504
4505                         case '0':
4506                         case '1': case '2': case '3':
4507                         case '4': case '5': case '6':
4508                         case '7': case '8': case '9':
4509                         {
4510                                 if (command_wrk != USE_FLOOR)
4511                                 {
4512                                         /* Look up the tag */
4513                                         if (!get_tag(&k, which, command_wrk))
4514                                         {
4515                                                 bell();
4516                                                 break;
4517                                         }
4518
4519                                         /* Hack -- Validate the item */
4520                                         if ((k < INVEN_RARM) ? !inven : !equip)
4521                                         {
4522                                                 bell();
4523                                                 break;
4524                                         }
4525
4526                                         /* Validate the item */
4527                                         if (!get_item_okay(k))
4528                                         {
4529                                                 bell();
4530                                                 break;
4531                                         }
4532                                 }
4533                                 else
4534                                 {
4535                                         /* Look up the alphabetical tag */
4536                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4537                                         {
4538                                                 /* Special index */
4539                                                 k = 0 - floor_list[k];
4540                                         }
4541                                         else
4542                                         {
4543                                                 bell();
4544                                                 break;
4545                                         }
4546                                 }
4547
4548                                 /* Allow player to "refuse" certain actions */
4549                                 if (!get_item_allow(k))
4550                                 {
4551                                         done = TRUE;
4552                                         break;
4553                                 }
4554
4555                                 /* Accept that choice */
4556                                 (*cp) = k;
4557                                 item = TRUE;
4558                                 done = TRUE;
4559                                 cur_tag = which;
4560                                 break;
4561                         }
4562
4563 #if 0
4564                         case '\n':
4565                         case '\r':
4566                         {
4567                                 /* Choose "default" inventory item */
4568                                 if (command_wrk == (USE_INVEN))
4569                                 {
4570                                         k = ((i1 == i2) ? i1 : -1);
4571                                 }
4572
4573                                 /* Choose "default" equipment item */
4574                                 else if (command_wrk == (USE_EQUIP))
4575                                 {
4576                                         k = ((e1 == e2) ? e1 : -1);
4577                                 }
4578
4579                                 /* Choose "default" floor item */
4580                                 else if (command_wrk == (USE_FLOOR))
4581                                 {
4582                                         if (floor_num == 1)
4583                                         {
4584                                                 /* Special index */
4585                                                 k = 0 - floor_list[0];
4586
4587                                                 /* Allow player to "refuse" certain actions */
4588                                                 if (!get_item_allow(k))
4589                                                 {
4590                                                         done = TRUE;
4591                                                         break;
4592                                                 }
4593
4594                                                 /* Accept that choice */
4595                                                 (*cp) = k;
4596                                                 item = TRUE;
4597                                                 done = TRUE;
4598                                         }
4599                                         break;
4600                                 }
4601
4602                                 /* Validate the item */
4603                                 if (!get_item_okay(k))
4604                                 {
4605                                         bell();
4606                                         break;
4607                                 }
4608
4609                                 /* Allow player to "refuse" certain actions */
4610                                 if (!get_item_allow(k))
4611                                 {
4612                                         done = TRUE;
4613                                         break;
4614                                 }
4615
4616                                 /* Accept that choice */
4617                                 (*cp) = k;
4618                                 item = TRUE;
4619                                 done = TRUE;
4620                                 break;
4621                         }
4622 #endif
4623
4624                         case 'w':
4625                         {
4626                                 if (force) {
4627                                         *cp = INVEN_FORCE;
4628                                         item = TRUE;
4629                                         done = TRUE;
4630                                         break;
4631                                 }
4632
4633                                 /* Fall through */
4634                         }
4635
4636                         default:
4637                         {
4638                                 int ver;
4639
4640                                 if (command_wrk != USE_FLOOR)
4641                                 {
4642                                         bool not_found = FALSE;
4643
4644                                         /* Look up the alphabetical tag */
4645                                         if (!get_tag(&k, which, command_wrk))
4646                                         {
4647                                                 not_found = TRUE;
4648                                         }
4649
4650                                         /* Hack -- Validate the item */
4651                                         else if ((k < INVEN_RARM) ? !inven : !equip)
4652                                         {
4653                                                 not_found = TRUE;
4654                                         }
4655
4656                                         /* Validate the item */
4657                                         else if (!get_item_okay(k))
4658                                         {
4659                                                 not_found = TRUE;
4660                                         }
4661
4662                                         if (!not_found)
4663                                         {
4664                                                 /* Accept that choice */
4665                                                 (*cp) = k;
4666                                                 item = TRUE;
4667                                                 done = TRUE;
4668                                                 cur_tag = which;
4669                                                 break;
4670                                         }
4671                                 }
4672                                 else
4673                                 {
4674                                         /* Look up the alphabetical tag */
4675                                         if (get_tag_floor(&k, which, floor_list, floor_num))
4676                                         {
4677                                                 /* Special index */
4678                                                 k = 0 - floor_list[k];
4679
4680                                                 /* Accept that choice */
4681                                                 (*cp) = k;
4682                                                 item = TRUE;
4683                                                 done = TRUE;
4684                                                 cur_tag = which;
4685                                                 break;
4686                                         }
4687                                 }
4688
4689                                 /* Extract "query" setting */
4690                                 ver = isupper(which);
4691                                 which = (char)tolower(which);
4692
4693                                 /* Convert letter to inventory index */
4694                                 if (command_wrk == (USE_INVEN))
4695                                 {
4696                                         if (which == '(') k = i1;
4697                                         else if (which == ')') k = i2;
4698                                         else k = label_to_inven(which);
4699                                 }
4700
4701                                 /* Convert letter to equipment index */
4702                                 else if (command_wrk == (USE_EQUIP))
4703                                 {
4704                                         if (which == '(') k = e1;
4705                                         else if (which == ')') k = e2;
4706                                         else k = label_to_equip(which);
4707                                 }
4708
4709                                 /* Convert letter to floor index */
4710                                 else if (command_wrk == USE_FLOOR)
4711                                 {
4712                                         if (which == '(') k = 0;
4713                                         else if (which == ')') k = floor_num - 1;
4714                                         else k = islower(which) ? A2I(which) : -1;
4715                                         if (k < 0 || k >= floor_num || k >= 23)
4716                                         {
4717                                                 bell();
4718                                                 break;
4719                                         }
4720
4721                                         /* Special index */
4722                                         k = 0 - floor_list[k];
4723                                 }
4724
4725                                 /* Validate the item */
4726                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
4727                                 {
4728                                         bell();
4729                                         break;
4730                                 }
4731
4732                                 /* Verify the item */
4733                                 if (ver && !verify(_("本当に", "Try"), k))
4734                                 {
4735                                         done = TRUE;
4736                                         break;
4737                                 }
4738
4739                                 /* Allow player to "refuse" certain actions */
4740                                 if (!get_item_allow(k))
4741                                 {
4742                                         done = TRUE;
4743                                         break;
4744                                 }
4745
4746                                 /* Accept that choice */
4747                                 (*cp) = k;
4748                                 item = TRUE;
4749                                 done = TRUE;
4750                                 break;
4751                         }
4752                 }
4753                 }
4754         }
4755
4756         /* Fix the screen if necessary */
4757         if (command_see)
4758         {
4759                 screen_load();
4760
4761                 /* Hack -- Cancel "display" */
4762                 command_see = FALSE;
4763         }
4764
4765
4766         /* Forget the item_tester_tval restriction */
4767         item_tester_tval = 0;
4768
4769         /* Forget the item_tester_hook restriction */
4770         item_tester_hook = NULL;
4771
4772
4773         /* Clean up  'show choices' */
4774         /* Toggle again if needed */
4775         if (toggle) toggle_inven_equip();
4776
4777         p_ptr->window |= (PW_INVEN | PW_EQUIP);
4778         handle_stuff();
4779
4780         /* Clear the prompt line */
4781         prt("", 0, 0);
4782
4783         /* Warning if needed */
4784         if (oops && str) msg_print(str);
4785
4786         if (item)
4787         {
4788                 repeat_push(*cp);
4789                 if (command_cmd) prev_tag = cur_tag;
4790                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4791         }
4792         return (item);
4793 }
4794
4795 /*!
4796  * @brief 床上のアイテムを拾う選択用サブルーチン 
4797  * @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。
4798  */
4799 static bool py_pickup_floor_aux(void)
4800 {
4801         OBJECT_IDX this_o_idx;
4802         cptr q, s;
4803         OBJECT_IDX item;
4804
4805         /* Restrict the choices */
4806         item_tester_hook = inven_carry_okay;
4807
4808         /* Get an object */
4809         q = _("どれを拾いますか?", "Get which item? ");
4810         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.");
4811
4812         if (get_item(&item, q, s, (USE_FLOOR)))
4813         {
4814                 this_o_idx = 0 - item;
4815         }
4816         else
4817         {
4818                 return (FALSE);
4819         }
4820
4821         /* Pick up the object */
4822         py_pickup_aux(this_o_idx);
4823
4824         return (TRUE);
4825 }
4826
4827 /*!
4828  * @brief 床上のアイテムを拾うメイン処理
4829  * @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
4830  * @return なし
4831  * @details
4832  * This is called by py_pickup() when easy_floor is TRUE.
4833  */
4834 void py_pickup_floor(bool pickup)
4835 {
4836         OBJECT_IDX this_o_idx, next_o_idx = 0;
4837
4838         GAME_TEXT o_name[MAX_NLEN];
4839         object_type *o_ptr;
4840
4841         int floor_num = 0;
4842         OBJECT_IDX floor_o_idx = 0;
4843
4844         int can_pickup = 0;
4845
4846         /* Scan the pile of objects */
4847         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
4848         {
4849                 /* Access the object */
4850                 o_ptr = &o_list[this_o_idx];
4851
4852                 object_desc(o_name, o_ptr, 0);
4853
4854                 /* Access the next object */
4855                 next_o_idx = o_ptr->next_o_idx;
4856
4857                 /* Hack -- disturb */
4858                 disturb(FALSE, FALSE);
4859
4860                 /* Pick up gold */
4861                 if (o_ptr->tval == TV_GOLD)
4862                 {
4863 #ifdef JP
4864                         msg_format(" $%ld の価値がある%sを見つけた。",
4865                                 (long)o_ptr->pval, o_name);
4866 #else
4867                         msg_format("You have found %ld gold pieces worth of %s.",
4868                                 (long)o_ptr->pval, o_name);
4869 #endif
4870
4871                         /* Collect the gold */
4872                         p_ptr->au += o_ptr->pval;
4873
4874                         /* Redraw gold */
4875                         p_ptr->redraw |= (PR_GOLD);
4876
4877                         p_ptr->window |= (PW_PLAYER);
4878
4879                         /* Delete the gold */
4880                         delete_object_idx(this_o_idx);
4881
4882                         /* Check the next object */
4883                         continue;
4884                 }
4885                 else if (o_ptr->marked & OM_NOMSG)
4886                 {
4887                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
4888                          * ignored. Otherwise, they are included in the prompt. */
4889                         o_ptr->marked &= ~(OM_NOMSG);
4890                         continue;
4891                 }
4892
4893                 /* Count non-gold objects that can be picked up. */
4894                 if (inven_carry_okay(o_ptr))
4895                 {
4896                         can_pickup++;
4897                 }
4898
4899                 /* Count non-gold objects */
4900                 floor_num++;
4901
4902                 /* Remember this index */
4903                 floor_o_idx = this_o_idx;
4904         }
4905
4906         /* There are no non-gold objects */
4907         if (!floor_num)
4908                 return;
4909
4910         /* Mention the number of objects */
4911         if (!pickup)
4912         {
4913                 /* One object */
4914                 if (floor_num == 1)
4915                 {
4916                         /* Access the object */
4917                         o_ptr = &o_list[floor_o_idx];
4918
4919 #ifdef ALLOW_EASY_SENSE
4920
4921                         /* Option: Make object sensing easy */
4922                         if (easy_sense)
4923                         {
4924                                 /* Sense the object */
4925                                 (void) sense_object(o_ptr);
4926                         }
4927
4928 #endif /* ALLOW_EASY_SENSE */
4929
4930                         object_desc(o_name, o_ptr, 0);
4931
4932                         msg_format(_("%sがある。", "You see %s."), o_name);
4933                 }
4934
4935                 /* Multiple objects */
4936                 else
4937                 {
4938                         msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
4939                 }
4940
4941                 return;
4942         }
4943
4944         /* The player has no room for anything on the floor. */
4945         if (!can_pickup)
4946         {
4947                 /* One object */
4948                 if (floor_num == 1)
4949                 {
4950                         /* Access the object */
4951                         o_ptr = &o_list[floor_o_idx];
4952
4953 #ifdef ALLOW_EASY_SENSE
4954
4955                         /* Option: Make object sensing easy */
4956                         if (easy_sense)
4957                         {
4958                                 /* Sense the object */
4959                                 (void) sense_object(o_ptr);
4960                         }
4961
4962 #endif /* ALLOW_EASY_SENSE */
4963
4964                         object_desc(o_name, o_ptr, 0);
4965
4966                         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);
4967                 }
4968
4969                 /* Multiple objects */
4970                 else
4971                 {
4972                         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."));
4973
4974                 }
4975
4976                 return;
4977         }
4978
4979         /* One object */
4980         if (floor_num == 1)
4981         {
4982                 /* Hack -- query every object */
4983                 if (carry_query_flag)
4984                 {
4985                         char out_val[MAX_NLEN+20];
4986
4987                         /* Access the object */
4988                         o_ptr = &o_list[floor_o_idx];
4989
4990 #ifdef ALLOW_EASY_SENSE
4991
4992                         /* Option: Make object sensing easy */
4993                         if (easy_sense)
4994                         {
4995                                 /* Sense the object */
4996                                 (void) sense_object(o_ptr);
4997                         }
4998
4999 #endif /* ALLOW_EASY_SENSE */
5000
5001                         object_desc(o_name, o_ptr, 0);
5002
5003                         /* Build a prompt */
5004                         (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
5005
5006                         /* Ask the user to confirm */
5007                         if (!get_check(out_val))
5008                         {
5009                                 return;
5010                         }
5011                 }
5012
5013                 /* Access the object */
5014                 o_ptr = &o_list[floor_o_idx];
5015
5016 #ifdef ALLOW_EASY_SENSE
5017
5018                 /* Option: Make object sensing easy */
5019                 if (easy_sense)
5020                 {
5021                         /* Sense the object */
5022                         (void) sense_object(o_ptr);
5023                 }
5024
5025 #endif /* ALLOW_EASY_SENSE */
5026
5027                 /* Pick up the object */
5028                 py_pickup_aux(floor_o_idx);
5029         }
5030
5031         /* Allow the user to choose an object */
5032         else
5033         {
5034                 while (can_pickup--)
5035                 {
5036                         if (!py_pickup_floor_aux()) break;
5037                 }
5038         }
5039 }