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[hengband/hengband.git] / src / object1.c
1 /* File: object1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Object code, part 1 */
12
13 #include "angband.h"
14
15 #ifdef MACINTOSH
16 #ifdef verify
17 #undef verify
18 #endif
19 #endif
20 /*
21  * Reset the "visual" lists
22  *
23  * This involves resetting various things to their "default" state.
24  *
25  * If the "prefs" flag is TRUE, then we will also load the appropriate
26  * "user pref file" based on the current setting of the "use_graphics"
27  * flag.  This is useful for switching "graphics" on/off.
28  *
29  * The features, objects, and monsters, should all be encoded in the
30  * relevant "font.pref" and/or "graf.prf" files.  XXX XXX XXX
31  *
32  * The "prefs" parameter is no longer meaningful.  XXX XXX XXX
33  */
34 void reset_visuals(void)
35 {
36         int i, j;
37
38         /* Extract some info about terrain features */
39         for (i = 0; i < max_f_idx; i++)
40         {
41                 feature_type *f_ptr = &f_info[i];
42
43                 /* Assume we will use the underlying values */
44                 for (j = 0; j < F_LIT_MAX; j++)
45                 {
46                         f_ptr->x_attr[j] = f_ptr->d_attr[j];
47                         f_ptr->x_char[j] = f_ptr->d_char[j];
48                 }
49         }
50
51         /* Extract default attr/char code for objects */
52         for (i = 0; i < max_k_idx; i++)
53         {
54                 object_kind *k_ptr = &k_info[i];
55
56                 /* Default attr/char */
57                 k_ptr->x_attr = k_ptr->d_attr;
58                 k_ptr->x_char = k_ptr->d_char;
59         }
60
61         /* Extract default attr/char code for monsters */
62         for (i = 0; i < max_r_idx; i++)
63         {
64                 monster_race *r_ptr = &r_info[i];
65
66                 /* Default attr/char */
67                 r_ptr->x_attr = r_ptr->d_attr;
68                 r_ptr->x_char = r_ptr->d_char;
69         }
70
71         if (use_graphics)
72         {
73                 char buf[1024];
74
75                 /* Process "graf.prf" */
76                 process_pref_file("graf.prf");
77
78                 /* Access the "character" pref file */
79                 sprintf(buf, "graf-%s.prf", player_base);
80
81                 /* Process "graf-<playername>.prf" */
82                 process_pref_file(buf);
83         }
84
85         /* Normal symbols */
86         else
87         {
88                 char buf[1024];
89
90                 /* Process "font.prf" */
91                 process_pref_file("font.prf");
92
93                 /* Access the "character" pref file */
94                 sprintf(buf, "font-%s.prf", player_base);
95
96                 /* Process "font-<playername>.prf" */
97                 process_pref_file(buf);
98         }
99 }
100
101
102 /*
103  * Obtain the "flags" for an item
104  */
105 void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
106 {
107         object_kind *k_ptr = &k_info[o_ptr->k_idx];
108         int i;
109
110         /* Base object */
111         for (i = 0; i < TR_FLAG_SIZE; i++)
112                 flgs[i] = k_ptr->flags[i];
113
114         /* Artifact */
115         if (o_ptr->name1)
116         {
117                 artifact_type *a_ptr = &a_info[o_ptr->name1];
118
119                 for (i = 0; i < TR_FLAG_SIZE; i++)
120                         flgs[i] = a_ptr->flags[i];
121         }
122
123         /* Ego-item */
124         if (o_ptr->name2)
125         {
126                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
127
128                 for (i = 0; i < TR_FLAG_SIZE; i++)
129                         flgs[i] |= e_ptr->flags[i];
130
131                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
132                 {
133                         remove_flag(flgs, TR_SH_FIRE);
134                 }
135                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
136                 {
137                         remove_flag(flgs, TR_INFRA);
138                 }
139                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
140                 {
141                         remove_flag(flgs, TR_RES_BLIND);
142                         remove_flag(flgs, TR_SEE_INVIS);
143                 }
144         }
145
146         /* Random artifact ! */
147         for (i = 0; i < TR_FLAG_SIZE; i++)
148                 flgs[i] |= o_ptr->art_flags[i];
149
150         if (item_tester_hook_smith(o_ptr))
151         {
152                 int add = o_ptr->xtra3 - 1;
153
154                 if (add < TR_FLAG_MAX)
155                 {
156                         add_flag(flgs, add);
157                 }
158                 else if (add == ESSENCE_TMP_RES_ACID)
159                 {
160                         add_flag(flgs, TR_RES_ACID);
161                         add_flag(flgs, TR_ACTIVATE);
162                 }
163                 else if (add == ESSENCE_TMP_RES_ELEC)
164                 {
165                         add_flag(flgs, TR_RES_ELEC);
166                         add_flag(flgs, TR_ACTIVATE);
167                 }
168                 else if (add == ESSENCE_TMP_RES_FIRE)
169                 {
170                         add_flag(flgs, TR_RES_FIRE);
171                         add_flag(flgs, TR_ACTIVATE);
172                 }
173                 else if (add == ESSENCE_TMP_RES_COLD)
174                 {
175                         add_flag(flgs, TR_RES_COLD);
176                         add_flag(flgs, TR_ACTIVATE);
177                 }
178                 else if (add == ESSENCE_SH_FIRE)
179                 {
180                         add_flag(flgs, TR_RES_FIRE);
181                         add_flag(flgs, TR_SH_FIRE);
182                 }
183                 else if (add == ESSENCE_SH_ELEC)
184                 {
185                         add_flag(flgs, TR_RES_ELEC);
186                         add_flag(flgs, TR_SH_ELEC);
187                 }
188                 else if (add == ESSENCE_SH_COLD)
189                 {
190                         add_flag(flgs, TR_RES_COLD);
191                         add_flag(flgs, TR_SH_COLD);
192                 }
193                 else if (add == ESSENCE_RESISTANCE)
194                 {
195                         add_flag(flgs, TR_RES_ACID);
196                         add_flag(flgs, TR_RES_ELEC);
197                         add_flag(flgs, TR_RES_FIRE);
198                         add_flag(flgs, TR_RES_COLD);
199                 }
200                 else if (add == TR_IMPACT)
201                 {
202                         add_flag(flgs, TR_ACTIVATE);
203                 }
204         }
205 }
206
207
208
209 /*
210  * Obtain the "flags" for an item which are known to the player
211  */
212 void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
213 {
214         bool spoil = FALSE;
215         int i;
216
217         object_kind *k_ptr = &k_info[o_ptr->k_idx];
218
219         /* Clear */
220         for (i = 0; i < TR_FLAG_SIZE; i++)
221                 flgs[i] = 0;
222
223         if (!object_aware_p(o_ptr)) return;
224
225         /* Base object */
226         for (i = 0; i < TR_FLAG_SIZE; i++)
227                 flgs[i] = k_ptr->flags[i];
228
229         /* Must be identified */
230         if (!object_known_p(o_ptr)) return;
231
232         /* Ego-item (known basic flags) */
233         if (o_ptr->name2)
234         {
235                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
236
237                 for (i = 0; i < TR_FLAG_SIZE; i++)
238                         flgs[i] |= e_ptr->flags[i];
239
240                 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
241                 {
242                         remove_flag(flgs, TR_SH_FIRE);
243                 }
244                 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
245                 {
246                         remove_flag(flgs, TR_INFRA);
247                 }
248                 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
249                 {
250                         remove_flag(flgs, TR_RES_BLIND);
251                         remove_flag(flgs, TR_SEE_INVIS);
252                 }
253         }
254
255
256 #ifdef SPOIL_ARTIFACTS
257         /* Full knowledge for some artifacts */
258         if (artifact_p(o_ptr) || o_ptr->art_name) spoil = TRUE;
259 #endif /* SPOIL_ARTIFACTS */
260
261 #ifdef SPOIL_EGO_ITEMS
262         /* Full knowledge for some ego-items */
263         if (ego_item_p(o_ptr)) spoil = TRUE;
264 #endif /* SPOIL_EGO_ITEMS */
265
266         /* Need full knowledge or spoilers */
267         if (spoil || (o_ptr->ident & IDENT_MENTAL))
268         {
269                 /* Artifact */
270                 if (o_ptr->name1)
271                 {
272                         artifact_type *a_ptr = &a_info[o_ptr->name1];
273
274                         for (i = 0; i < TR_FLAG_SIZE; i++)
275                                 flgs[i] = a_ptr->flags[i];
276                 }
277
278                 /* Random artifact ! */
279                 for (i = 0; i < TR_FLAG_SIZE; i++)
280                         flgs[i] |= o_ptr->art_flags[i];
281         }
282
283         if (item_tester_hook_smith(o_ptr))
284         {
285                 int add = o_ptr->xtra3 - 1;
286
287                 if (add < TR_FLAG_MAX)
288                 {
289                         add_flag(flgs, add);
290                 }
291                 else if (add == ESSENCE_TMP_RES_ACID)
292                 {
293                         add_flag(flgs, TR_RES_ACID);
294                 }
295                 else if (add == ESSENCE_TMP_RES_ELEC)
296                 {
297                         add_flag(flgs, TR_RES_ELEC);
298                 }
299                 else if (add == ESSENCE_TMP_RES_FIRE)
300                 {
301                         add_flag(flgs, TR_RES_FIRE);
302                 }
303                 else if (add == ESSENCE_TMP_RES_COLD)
304                 {
305                         add_flag(flgs, TR_RES_COLD);
306                 }
307                 else if (add == ESSENCE_SH_FIRE)
308                 {
309                         add_flag(flgs, TR_RES_FIRE);
310                         add_flag(flgs, TR_SH_FIRE);
311                 }
312                 else if (add == ESSENCE_SH_ELEC)
313                 {
314                         add_flag(flgs, TR_RES_ELEC);
315                         add_flag(flgs, TR_SH_ELEC);
316                 }
317                 else if (add == ESSENCE_SH_COLD)
318                 {
319                         add_flag(flgs, TR_RES_COLD);
320                         add_flag(flgs, TR_SH_COLD);
321                 }
322                 else if (add == ESSENCE_RESISTANCE)
323                 {
324                         add_flag(flgs, TR_RES_ACID);
325                         add_flag(flgs, TR_RES_ELEC);
326                         add_flag(flgs, TR_RES_FIRE);
327                         add_flag(flgs, TR_RES_COLD);
328                 }
329         }
330 }
331
332
333 /*
334  * Determine the "Activation" (if any) for an artifact
335  * Return a string, or NULL for "no activation"
336  */
337 cptr item_activation(object_type *o_ptr)
338 {
339         u32b flgs[TR_FLAG_SIZE];
340
341         /* Extract the flags */
342         object_flags(o_ptr, flgs);
343
344         /* Require activation ability */
345 #ifdef JP
346 if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
347 #else
348         if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
349 #endif
350
351
352
353         /*
354          * We need to deduce somehow that it is a random artifact -- one
355          * problem: It could be a random artifact which has NOT YET received
356          * a name. Thus we eliminate other possibilities instead of checking
357          * for art_name
358          */
359
360         if (!(o_ptr->name1) &&
361                  !(o_ptr->name2) &&
362                  !(o_ptr->xtra1) &&
363                   (o_ptr->xtra2))
364         {
365                 switch (o_ptr->xtra2)
366                 {
367                         case ACT_SUNLIGHT:
368                         {
369 #ifdef JP
370 return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
371 #else
372                                 return "beam of sunlight every 10 turns";
373 #endif
374
375                         }
376                         case ACT_BO_MISS_1:
377                         {
378 #ifdef JP
379 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
380 #else
381                                 return "magic missile (2d6) every 2 turns";
382 #endif
383
384                         }
385                         case ACT_BA_POIS_1:
386                         {
387 #ifdef JP
388 return "°­½­±À (12), È¾·Â 3 , 4+d4 ¥¿¡¼¥óËè";
389 #else
390                                 return "stinking cloud (12), rad. 3, every 4+d4 turns";
391 #endif
392
393                         }
394                         case ACT_BO_ELEC_1:
395                         {
396 #ifdef JP
397 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
398 #else
399                                 return "lightning bolt (4d8) every 5+d5 turns";
400 #endif
401
402                         }
403                         case ACT_BO_ACID_1:
404                         {
405 #ifdef JP
406 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
407 #else
408                                 return "acid bolt (5d8) every 6+d6 turns";
409 #endif
410
411                         }
412                         case ACT_BO_COLD_1:
413                         {
414 #ifdef JP
415 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
416 #else
417                                 return "frost bolt (6d8) every 7+d7 turns";
418 #endif
419
420                         }
421                         case ACT_BO_FIRE_1:
422                         {
423 #ifdef JP
424 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
425 #else
426                                 return "fire bolt (9d8) every 8+d8 turns";
427 #endif
428
429                         }
430                         case ACT_BA_COLD_1:
431                         {
432 #ifdef JP
433 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (48) : 400 ¥¿¡¼¥óËè";
434 #else
435                                 return "ball of cold (48) every 400 turns";
436 #endif
437
438                         }
439                         case ACT_BA_FIRE_1:
440                         {
441 #ifdef JP
442 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 400 ¥¿¡¼¥óËè";
443 #else
444                                 return "ball of fire (72) every 400 turns";
445 #endif
446
447                         }
448                         case ACT_DRAIN_1:
449                         {
450 #ifdef JP
451 return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý (100) : 100+d100 ¥¿¡¼¥óËè";
452 #else
453                                 return "drain life (100) every 100+d100 turns";
454 #endif
455
456                         }
457                         case ACT_BA_COLD_2:
458                         {
459 #ifdef JP
460 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 300 ¥¿¡¼¥óËè";
461 #else
462                                 return "ball of cold (100) every 300 turns";
463 #endif
464
465                         }
466                         case ACT_BA_ELEC_2:
467                         {
468 #ifdef JP
469 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 500 ¥¿¡¼¥óËè";
470 #else
471                                 return "ball of lightning (100) every 500 turns";
472 #endif
473
474                         }
475                         case ACT_DRAIN_2:
476                         {
477 #ifdef JP
478 return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý(120) : 400 ¥¿¡¼¥óËè";
479 #else
480                                 return "drain life (120) every 400 turns";
481 #endif
482
483                         }
484                         case ACT_VAMPIRE_1:
485                         {
486 #ifdef JP
487 return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
488 #else
489                                 return "vampiric drain (3*50) every 400 turns";
490 #endif
491
492                         }
493                         case ACT_BO_MISS_2:
494                         {
495 #ifdef JP
496 return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
497 #else
498                                 return "arrows (150) every 90+d90 turns";
499 #endif
500
501                         }
502                         case ACT_BA_FIRE_2:
503                         {
504 #ifdef JP
505 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (120) : 225+d225 ¥¿¡¼¥óËè";
506 #else
507                                 return "fire ball (120) every 225+d225 turns";
508 #endif
509
510                         }
511                         case ACT_BA_COLD_3:
512                         {
513 #ifdef JP
514 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (200) : 325+d325 ¥¿¡¼¥óËè";
515 #else
516                                 return "ball of cold (200) every 325+d325 turns";
517 #endif
518
519                         }
520                         case ACT_BA_ELEC_3:
521                         {
522 #ifdef JP
523 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (250) : 425+d425 ¥¿¡¼¥óËè";
524 #else
525                                 return "ball of lightning (250) every 425+d425 turns";
526 #endif
527
528                         }
529                         case ACT_WHIRLWIND:
530                         {
531 #ifdef JP
532 return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
533 #else
534                                 return "whirlwind attack every 250 turns";
535 #endif
536
537                         }
538                         case ACT_VAMPIRE_2:
539                         {
540 #ifdef JP
541 return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
542 #else
543                                 return "vampiric drain (3*100) every 400 turns";
544 #endif
545
546                         }
547                         case ACT_CALL_CHAOS:
548                         {
549 #ifdef JP
550 return "call chaos : 350 ¥¿¡¼¥óËè"; /*nuke me*/
551 #else
552                                 return "call chaos every 350 turns";
553 #endif
554
555                         }
556                         case ACT_ROCKET:
557                         {
558 #ifdef JP
559 return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
560 #else
561                                 return "launch rocket (120+level) every 400 turns";
562 #endif
563
564                         }
565                         case ACT_DISP_EVIL:
566                         {
567 #ifdef JP
568 return "¼Ù°­Â໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
569 #else
570                                 return "dispel evil (level*5) every 300+d300 turns";
571 #endif
572
573                         }
574                         case ACT_BA_MISS_3:
575                         {
576 #ifdef JP
577 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
578 #else
579                                 return "elemental breath (300) every 500 turns";
580 #endif
581
582                         }
583                         case ACT_DISP_GOOD:
584                         {
585 #ifdef JP
586 return "Á±ÎÉÂ໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
587 #else
588                                 return "dispel good (level*5) every 300+d300 turns";
589 #endif
590
591                         }
592                         case ACT_CONFUSE:
593                         {
594 #ifdef JP
595 return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
596 #else
597                                 return "confuse monster every 15 turns";
598 #endif
599
600                         }
601                         case ACT_SLEEP:
602                         {
603 #ifdef JP
604 return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
605 #else
606                                 return "sleep nearby monsters every 55 turns";
607 #endif
608
609                         }
610                         case ACT_QUAKE:
611                         {
612 #ifdef JP
613 return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
614 #else
615                                 return "earthquake (rad 10) every 50 turns";
616 #endif
617
618                         }
619                         case ACT_TERROR:
620                         {
621 #ifdef JP
622 return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
623 #else
624                                 return "terror every 3 * (level+10) turns";
625 #endif
626
627                         }
628                         case ACT_TELE_AWAY:
629                         {
630 #ifdef JP
631 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
632 #else
633                                 return "teleport away every 200 turns";
634 #endif
635
636                         }
637                         case ACT_BANISH_EVIL:
638                         {
639 #ifdef JP
640 return "¼Ù°­¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
641 #else
642                                 return "banish evil every 250+d250 turns";
643 #endif
644
645                         }
646                         case ACT_GENOCIDE:
647                         {
648 #ifdef JP
649 return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
650 #else
651                                 return "genocide every 500 turns";
652 #endif
653
654                         }
655                         case ACT_MASS_GENO:
656                         {
657 #ifdef JP
658 return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
659 #else
660                                 return "mass genocide every 1000 turns";
661 #endif
662
663                         }
664                         case ACT_CHARM_ANIMAL:
665                         {
666 #ifdef JP
667 return "ưʪ̥λ : 300 ¥¿¡¼¥óËè";
668 #else
669                                 return "charm animal every 300 turns";
670 #endif
671
672                         }
673                         case ACT_CHARM_UNDEAD:
674                         {
675 #ifdef JP
676 return "ÉԻཾ° : 333 ¥¿¡¼¥óËè";
677 #else
678                                 return "enslave undead every 333 turns";
679 #endif
680
681                         }
682                         case ACT_CHARM_OTHER:
683                         {
684 #ifdef JP
685 return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
686 #else
687                                 return "charm monster every 400 turns";
688 #endif
689
690                         }
691                         case ACT_CHARM_ANIMALS:
692                         {
693 #ifdef JP
694 return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
695 #else
696                                 return "animal friendship every 500 turns";
697 #endif
698
699                         }
700                         case ACT_CHARM_OTHERS:
701                         {
702 #ifdef JP
703 return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
704 #else
705                                 return "mass charm every 750 turns";
706 #endif
707
708                         }
709                         case ACT_SUMMON_ANIMAL:
710                         {
711 #ifdef JP
712 return "ưʪ¾¤´­ : 200+d300 ¥¿¡¼¥óËè";
713 #else
714                                 return "summon animal every 200+d300 turns";
715 #endif
716
717                         }
718                         case ACT_SUMMON_PHANTOM:
719                         {
720 #ifdef JP
721 return "»È¤¤Î´­ : 200+d200 ¥¿¡¼¥óËè";
722 #else
723                                 return "summon phantasmal servant every 200+d200 turns";
724 #endif
725
726                         }
727                         case ACT_SUMMON_ELEMENTAL:
728                         {
729 #ifdef JP
730 return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´­ : 750 ¥¿¡¼¥óËè";
731 #else
732                                 return "summon elemental every 750 turns";
733 #endif
734
735                         }
736                         case ACT_SUMMON_DEMON:
737                         {
738 #ifdef JP
739 return "°­Ë⾤´­ : 666+d333 ¥¿¡¼¥óËè";
740 #else
741                                 return "summon demon every 666+d333 turns";
742 #endif
743
744                         }
745                         case ACT_SUMMON_UNDEAD:
746                         {
747 #ifdef JP
748 return "ÉԻྤ´­ : 666+d333 ¥¿¡¼¥óËè";
749 #else
750                                 return "summon undead every 666+d333 turns";
751 #endif
752
753                         }
754                         case ACT_CURE_LW:
755                         {
756 #ifdef JP
757 return "ͦµ¤²óÉü & 30 hp ²óÉü : 10 ¥¿¡¼¥óËè";
758 #else
759                                 return "remove fear & heal 30 hp every 10 turns";
760 #endif
761
762                         }
763                         case ACT_CURE_MW:
764                         {
765 #ifdef JP
766 return "4d8 hp & ½ý²óÉü : 3+d3 ¥¿¡¼¥óËè";
767 #else
768                                 return "heal 4d8 & wounds every 3+d3 turns";
769 #endif
770
771                         }
772                         case ACT_CURE_POISON:
773                         {
774 #ifdef JP
775 return "ͦµ¤²óÉü/ÆǾä· : 5 ¥¿¡¼¥óËè";
776 #else
777                                 return "remove fear and cure poison every 5 turns";
778 #endif
779
780                         }
781                         case ACT_REST_LIFE:
782                         {
783 #ifdef JP
784 return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
785 #else
786                                 return "restore life levels every 450 turns";
787 #endif
788
789                         }
790                         case ACT_REST_ALL:
791                         {
792 #ifdef JP
793 return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃͲóÉü : 750 ¥¿¡¼¥óËè";
794 #else
795                                 return "restore stats and life levels every 750 turns";
796 #endif
797
798                         }
799                         case ACT_CURE_700:
800                         {
801 #ifdef JP
802 return "700 hp ²óÉü : 250 ¥¿¡¼¥óËè";
803 #else
804                                 return "heal 700 hit points every 250 turns";
805 #endif
806
807                         }
808                         case ACT_CURE_1000:
809                         {
810 #ifdef JP
811 return "1000 hp ²óÉü : 888 ¥¿¡¼¥óËè";
812 #else
813                                 return "heal 1000 hit points every 888 turns";
814 #endif
815
816                         }
817                         case ACT_ESP:
818                         {
819 #ifdef JP
820 return "°ì»þŪ¤Ê ESP (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
821 #else
822                                 return "temporary ESP (dur 25+d30) every 200 turns";
823 #endif
824
825                         }
826                         case ACT_BERSERK:
827                         {
828 #ifdef JP
829 return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
830 #else
831                                 return "heroism and blessed (dur 50+d50) every 100+d100 turns";
832 #endif
833
834                         }
835                         case ACT_PROT_EVIL:
836                         {
837 #ifdef JP
838 return "Âмٰ­·ë³¦ (´ü´Ö level*3 + d25) : 225+d225 ¥¿¡¼¥óËè";
839 #else
840                                 return "protect evil (dur level*3 + d25) every 225+d225 turns";
841 #endif
842
843                         }
844                         case ACT_RESIST_ALL:
845                         {
846 #ifdef JP
847 return "±êÎä»ÀÅÅÆǤؤÎÂÑÀ­ (´ü´Ö 40+d40) : 200 ¥¿¡¼¥óËè";
848 #else
849                                 return "resist elements (dur 40+d40) every 200 turns";
850 #endif
851
852                         }
853                         case ACT_SPEED:
854                         {
855 #ifdef JP
856 return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
857 #else
858                                 return "speed (dur 20+d20) every 250 turns";
859 #endif
860
861                         }
862                         case ACT_XTRA_SPEED:
863                         {
864 #ifdef JP
865 return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
866 #else
867                                 return "speed (dur 75+d75) every 200+d200 turns";
868 #endif
869
870                         }
871                         case ACT_WRAITH:
872                         {
873 #ifdef JP
874 return "¥ì¥¤¥¹²½ (level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
875 #else
876                                 return "wraith form (level/2 + d(level/2)) every 1000 turns";
877 #endif
878
879                         }
880                         case ACT_INVULN:
881                         {
882 #ifdef JP
883 return "̵Ũ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
884 #else
885                                 return "invulnerability (dur 8+d8) every 1000 turns";
886 #endif
887
888                         }
889                         case ACT_LIGHT:
890                         {
891 #ifdef JP
892 return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) : 10+d10 ¥¿¡¼¥óËè";
893 #else
894                                 return "light area (dam 2d15) every 10+d10 turns";
895 #endif
896
897                         }
898                         case ACT_MAP_LIGHT:
899                         {
900 #ifdef JP
901 return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) & ¼þÊեޥåנ: 50+d50 ¥¿¡¼¥óËè";
902 #else
903                                 return "light (dam 2d15) & map area every 50+d50 turns";
904 #endif
905
906                         }
907                         case ACT_DETECT_ALL:
908                         {
909 #ifdef JP
910 return "Á´´¶ÃΠ: 55+d55 ¥¿¡¼¥óËè";
911 #else
912                                 return "detection every 55+d55 turns";
913 #endif
914
915                         }
916                         case ACT_DETECT_XTRA:
917                         {
918 #ifdef JP
919 return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 1000 ¥¿¡¼¥óËè";
920 #else
921                                 return "detection, probing and identify true every 1000 turns";
922 #endif
923
924                         }
925                         case ACT_ID_FULL:
926                         {
927 #ifdef JP
928 return "*´ÕÄê* : 750 ¥¿¡¼¥óËè";
929 #else
930                                 return "identify true every 750 turns";
931 #endif
932
933                         }
934                         case ACT_ID_PLAIN:
935                         {
936 #ifdef JP
937 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
938 #else
939                                 return "identify spell every 10 turns";
940 #endif
941
942                         }
943                         case ACT_RUNE_EXPLO:
944                         {
945 #ifdef JP
946 return "Çúȯ¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
947 #else
948                                 return "explosive rune every 200 turns";
949 #endif
950
951                         }
952                         case ACT_RUNE_PROT:
953                         {
954 #ifdef JP
955 return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
956 #else
957                                 return "rune of protection every 400 turns";
958 #endif
959
960                         }
961                         case ACT_SATIATE:
962                         {
963 #ifdef JP
964 return "¶õÊ¢½¼Â­ : 200 ¥¿¡¼¥óËè";
965 #else
966                                 return "satisfy hunger every 200 turns";
967 #endif
968
969                         }
970                         case ACT_DEST_DOOR:
971                         {
972 #ifdef JP
973 return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
974 #else
975                                 return "destroy doors every 10 turns";
976 #endif
977
978                         }
979                         case ACT_STONE_MUD:
980                         {
981 #ifdef JP
982 return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
983 #else
984                                 return "stone to mud every 5 turns";
985 #endif
986
987                         }
988                         case ACT_RECHARGE:
989                         {
990 #ifdef JP
991 return "ºÆ½¼Å¶ : 70 ¥¿¡¼¥óËè";
992 #else
993                                 return "recharging every 70 turns";
994 #endif
995
996                         }
997                         case ACT_ALCHEMY:
998                         {
999 #ifdef JP
1000 return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
1001 #else
1002                                 return "alchemy every 500 turns";
1003 #endif
1004
1005                         }
1006                         case ACT_DIM_DOOR:
1007                         {
1008 #ifdef JP
1009 return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
1010 #else
1011                                 return "dimension door every 100 turns";
1012 #endif
1013
1014                         }
1015                         case ACT_TELEPORT:
1016                         {
1017 #ifdef JP
1018 return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 45 ¥¿¡¼¥óËè";
1019 #else
1020                                 return "teleport (range 100) every 45 turns";
1021 #endif
1022
1023                         }
1024                         case ACT_RECALL:
1025                         {
1026 #ifdef JP
1027 return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
1028 #else
1029                                 return "word of recall every 200 turns";
1030 #endif
1031
1032                         }
1033                         default:
1034                         {
1035 #ifdef JP
1036 return "̤ÄêµÁ";
1037 #else
1038                                 return "something undefined";
1039 #endif
1040
1041                         }
1042                 }
1043         }
1044
1045         /* Some artifacts can be activated */
1046         switch (o_ptr->name1)
1047         {
1048                 case ART_NARTHANC:
1049                 {
1050 #ifdef JP
1051 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1052 #else
1053                         return "fire bolt (9d8) every 8+d8 turns";
1054 #endif
1055
1056                 }
1057                 case ART_NIMTHANC:
1058                 {
1059 #ifdef JP
1060 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1061 #else
1062                         return "frost bolt (6d8) every 7+d7 turns";
1063 #endif
1064
1065                 }
1066                 case ART_DETHANC:
1067                 {
1068 #ifdef JP
1069 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1070 #else
1071                         return "lightning bolt (4d8) every 6+d6 turns";
1072 #endif
1073
1074                 }
1075                 case ART_RILIA:
1076                 {
1077 #ifdef JP
1078 return "°­½­±À(12) : 4+d4 ¥¿¡¼¥óËè";
1079 #else
1080                         return "stinking cloud (12) every 4+d4 turns";
1081 #endif
1082
1083                 }
1084                 case ART_FIONA:
1085                 {
1086 #ifdef JP
1087 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 5+d5 ¥¿¡¼¥óËè";
1088 #else
1089                         return "frost ball (48) every 5+d5 turns";
1090 #endif
1091
1092                 }
1093                 case ART_FLORA:
1094                 {
1095 #ifdef JP
1096 return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
1097 #else
1098                         return "remove fear and cure poison every 5 turns";
1099 #endif
1100
1101                 }
1102                 case ART_RINGIL:
1103                 {
1104 #ifdef JP
1105 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 200 ¥¿¡¼¥óËè";
1106 #else
1107                         return "frost ball (100) every 200 turns";
1108 #endif
1109
1110                 }
1111                 case ART_DAWN:
1112                 {
1113 #ifdef JP
1114 return "¶Ç¤Î»ÕÃľ¤´­ : 500+d500 ¥¿¡¼¥óËè";
1115 #else
1116                         return "summon the Legion of the Dawn every 500+d500 turns";
1117 #endif
1118
1119                 }
1120                 case ART_ANDURIL:
1121                 {
1122 #ifdef JP
1123 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 400 ¥¿¡¼¥óËè";
1124 #else
1125                         return "fire ball (72) every 400 turns";
1126 #endif
1127
1128                 }
1129                 case ART_FIRESTAR:
1130                 {
1131 #ifdef JP
1132 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 100 ¥¿¡¼¥óËè";
1133 #else
1134                         return "large fire ball (72) every 100 turns";
1135 #endif
1136
1137                 }
1138                 case ART_GOTHMOG:
1139                 {
1140 #ifdef JP
1141 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
1142 #else
1143                         return "large fire ball (120) every 15 turns";
1144 #endif
1145
1146                 }
1147                 case ART_FEANOR:
1148                 {
1149 #ifdef JP
1150 return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 200 ¥¿¡¼¥óËè";
1151 #else
1152                         return "haste self (20+d20 turns) every 200 turns";
1153 #endif
1154
1155                 }
1156                 case ART_THEODEN:
1157                 {
1158 #ifdef JP
1159 return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
1160 #else
1161                         return "drain life (120) every 400 turns";
1162 #endif
1163
1164                 }
1165                 case ART_TURMIL:
1166                 {
1167 #ifdef JP
1168 return "À¸Ì¿Îϵۼý(90) : 70 ¥¿¡¼¥óËè";
1169 #else
1170                         return "drain life (90) every 70 turns";
1171 #endif
1172
1173                 }
1174                 case ART_CASPANION:
1175                 {
1176 #ifdef JP
1177 return "¥É¥¢/¥È¥é¥Ã¥×Ê´ºÕ : 10 ¥¿¡¼¥óËè";
1178 #else
1179                         return "door and trap destruction every 10 turns";
1180 #endif
1181
1182                 }
1183                 case ART_AVAVIR:
1184                 case ART_MAGATAMA:
1185                 {
1186 #ifdef JP
1187 return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
1188 #else
1189                         return "word of recall every 200 turns";
1190 #endif
1191
1192                 }
1193                 case ART_TARATOL:
1194                 {
1195 #ifdef JP
1196 return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
1197 #else
1198                         return "haste self (20+d20 turns) every 100+d100 turns";
1199 #endif
1200
1201                 }
1202                 case ART_ERIRIL:
1203                 {
1204 #ifdef JP
1205 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
1206 #else
1207                         return "identify every 10 turns";
1208 #endif
1209
1210                 }
1211                 case ART_GANDALF:
1212                 {
1213 #ifdef JP
1214 return "Ä´ºº¡¢Á´´¶ÃΡ¢Á´´ÕÄê : 100 ¥¿¡¼¥óËè";
1215 #else
1216                         return "probing, detection and full id every 100 turns";
1217 #endif
1218
1219                 }
1220                 case ART_EONWE:
1221                 {
1222 #ifdef JP
1223 return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
1224 #else
1225                         return "mass genocide every 1000 turns";
1226 #endif
1227
1228                 }
1229                 case ART_LOTHARANG:
1230                 {
1231 #ifdef JP
1232 return "½ý¤Î¼£Ìþ(4d7) : 3+d3 ¥¿¡¼¥óËè";
1233 #else
1234                         return "cure wounds (4d7) every 3+d3 turns";
1235 #endif
1236
1237                 }
1238                 case ART_BRAND:
1239                 {
1240 #ifdef JP
1241 return "¿ÏÀè¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È : 999 ¥¿¡¼¥óËè";
1242 #else
1243                         return "fire branding of bolts every 999 turns";
1244 #endif
1245
1246                 }
1247                 case ART_CRIMSON:
1248                 {
1249 #ifdef JP
1250 return "¥Õ¥¡¥¤¥¢¡ª : 15 ¥¿¡¼¥óËè";
1251 #else
1252                         return "fire! every 15 turns";
1253 #endif
1254
1255                 }
1256                 case ART_KUSANAGI:
1257                 case ART_WEREWINDLE:
1258                 {
1259 #ifdef JP
1260 return "ƨÁö : 35 ¥¿¡¼¥óËè";
1261 #else
1262                         return "a getaway every 35 turns";
1263 #endif
1264
1265                 }
1266                 case ART_KAMUI:
1267                 {
1268 #ifdef JP
1269 return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè";
1270 #else
1271                         return "a teleport every 25 turns";
1272 #endif
1273
1274                 }
1275                 case ART_RUNESPEAR:
1276                 {
1277 #ifdef JP
1278 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
1279 #else
1280                         return "lightning ball (100) every 200 turns";
1281 #endif
1282
1283                 }
1284                 case ART_AEGLOS:
1285                 {
1286 #ifdef JP
1287 return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
1288 #else
1289                         return "Frost ball (100) every 200 turns";
1290 #endif
1291
1292                 }
1293                 case ART_DESTINY:
1294                 {
1295 #ifdef JP
1296 return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
1297 #else
1298                         return "stone to mud every 5 turns";
1299 #endif
1300
1301                 }
1302                 case ART_NAIN:
1303                 {
1304 #ifdef JP
1305 return "´äÀÐÍϲò : 2 ¥¿¡¼¥óËè";
1306 #else
1307                         return "stone to mud every 2 turns";
1308 #endif
1309
1310                 }
1311                 case ART_SOULKEEPER:
1312                 {
1313 #ifdef JP
1314 return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
1315 #else
1316                         return "heal (1000) every 888 turns";
1317 #endif
1318
1319                 }
1320                 case ART_LOHENGRIN:
1321                 {
1322 #ifdef JP
1323 return ("²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè");
1324 #else
1325                         return ("heal (777), curing and heroism every 300 turns");
1326 #endif
1327
1328                 }
1329                 case ART_JULIAN:
1330                 {
1331 #ifdef JP
1332 return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
1333 #else
1334                         return "genocide every 500 turns";
1335 #endif
1336
1337                 }
1338                 case ART_LUTHIEN:
1339                 {
1340 #ifdef JP
1341 return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
1342 #else
1343                         return "restore life levels every 450 turns";
1344 #endif
1345
1346                 }
1347                 case ART_ULMO:
1348                 {
1349 #ifdef JP
1350 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
1351 #else
1352                         return "teleport away every 150 turns";
1353 #endif
1354
1355                 }
1356                 case ART_COLLUIN:
1357                 case ART_SEIRYU:
1358                 {
1359 #ifdef JP
1360 return "Á´ÂÑÀ­(20+d20¥¿¡¼¥ó) : 111 ¥¿¡¼¥óËè";
1361 #else
1362                         return "resistance (20+d20 turns) every 111 turns";
1363 #endif
1364
1365                 }
1366                 case ART_HOLCOLLETH:
1367                 {
1368 #ifdef JP
1369 return "¥¹¥ê¡¼¥×(II) : 55 ¥¿¡¼¥óËè";
1370 #else
1371                         return "Sleep II every 55 turns";
1372 #endif
1373
1374                 }
1375                 case ART_THINGOL:
1376                 {
1377 #ifdef JP
1378 return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
1379 #else
1380                         return "recharge item I every 70 turns";
1381 #endif
1382
1383                 }
1384                 case ART_COLANNON:
1385                 {
1386 #ifdef JP
1387 return "¥Æ¥ì¥Ý¡¼¥È : 45 ¥¿¡¼¥óËè";
1388 #else
1389                         return "teleport every 45 turns";
1390 #endif
1391
1392                 }
1393                 case ART_TOTILA:
1394                 {
1395 #ifdef JP
1396 return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
1397 #else
1398                         return "confuse monster every 15 turns";
1399 #endif
1400
1401                 }
1402                 case ART_CAMMITHRIM:
1403                 {
1404 #ifdef JP
1405 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
1406 #else
1407                         return "magic missile (2d6) every 2 turns";
1408 #endif
1409
1410                 }
1411                 case ART_PAURHACH:
1412                 {
1413 #ifdef JP
1414 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1415 #else
1416                         return "fire bolt (9d8) every 8+d8 turns";
1417 #endif
1418
1419                 }
1420                 case ART_PAURNIMMEN:
1421                 {
1422 #ifdef JP
1423 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1424 #else
1425                         return "frost bolt (6d8) every 7+d7 turns";
1426 #endif
1427
1428                 }
1429                 case ART_PAURAEGEN:
1430                 {
1431 #ifdef JP
1432 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1433 #else
1434                         return "lightning bolt (4d8) every 5+d5 turns";
1435 #endif
1436
1437                 }
1438                 case ART_PAURNEN:
1439                 {
1440 #ifdef JP
1441 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
1442 #else
1443                         return "acid bolt (5d8) every 6+d6 turns";
1444 #endif
1445
1446                 }
1447                 case ART_FINGOLFIN:
1448                 {
1449 #ifdef JP
1450 return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
1451 #else
1452                         return "a magical arrow (150) every 90+d90 turns";
1453 #endif
1454
1455                 }
1456                 case ART_HOLHENNETH:
1457                 {
1458 #ifdef JP
1459 return "Á´´¶ÃΠ: 55+d55 ¥¿¡¼¥óËè";
1460 #else
1461                         return "detection every 55+d55 turns";
1462 #endif
1463
1464                 }
1465                 case ART_AMBER:
1466                 {
1467 #ifdef JP
1468 return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
1469 #else
1470                         return "heal (700) every 250 turns";
1471 #endif
1472
1473                 }
1474                 case ART_RAZORBACK:
1475                 {
1476 #ifdef JP
1477 return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë(150) : 1000 ¥¿¡¼¥óËè";
1478 #else
1479                         return "star ball (150) every 1000 turns";
1480 #endif
1481
1482                 }
1483                 case ART_BLADETURNER:
1484                 {
1485 #ifdef JP
1486 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­";
1487 #else
1488                         return "breathe elements (300), hero, bless, and resistance";
1489 #endif
1490
1491                 }
1492                 case ART_GALADRIEL:
1493                 {
1494 #ifdef JP
1495 return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
1496 #else
1497                         return "illumination every 10+d10 turns";
1498 #endif
1499
1500                 }
1501                 case ART_ELENDIL:
1502                 {
1503 #ifdef JP
1504 return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
1505 #else
1506                         return "magic mapping and light every 50+d50 turns";
1507 #endif
1508
1509                 }
1510                 case ART_JUDGE:
1511                 {
1512 #ifdef JP
1513 return "ÂÎÎϤȰú¤­Âؤ¨¤ËÀéΤ´ã¤Èµ¢´Ô : 20+d20 ¥¿¡¼¥óËè";
1514 #else
1515                         return "clairvoyance and recall, draining you every 20+d20 turns";
1516 #endif
1517
1518                 }
1519                 case ART_INGWE:
1520                 case ART_YATA:
1521                 {
1522 #ifdef JP
1523 return "¼Ù°­Â໶(x5) : 200+d200 ¥¿¡¼¥óËè";
1524 #else
1525                         return "dispel evil (x5) every 200+d200 turns";
1526 #endif
1527
1528                 }
1529                 case ART_FUNDIN:
1530                 {
1531 #ifdef JP
1532 return "¼Ù°­Â໶(x5) : 100+d100 ¥¿¡¼¥óËè";
1533 #else
1534                         return "dispel evil (x5) every 100+d100 turns";
1535 #endif
1536
1537                 }
1538                 case ART_CARLAMMAS:
1539                 case ART_HERMIT:
1540                 {
1541 #ifdef JP
1542 return "Âмٰ­·ë³¦ : 225+d225 ¥¿¡¼¥óËè";
1543 #else
1544                         return "protection from evil every 225+d225 turns";
1545 #endif
1546
1547                 }
1548                 case ART_FRAKIR:
1549                 {
1550 #ifdef JP
1551 return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
1552 #else
1553                         return "a strangling attack (100) every 100+d100 turns";
1554 #endif
1555
1556                 }
1557                 case ART_TULKAS:
1558                 {
1559 #ifdef JP
1560 return "¥¹¥Ô¡¼¥É(75+d75¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
1561 #else
1562                         return "haste self (75+d75 turns) every 150+d150 turns";
1563 #endif
1564
1565                 }
1566                 case ART_NARYA:
1567                 {
1568 #ifdef JP
1569 return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè";
1570 #else
1571                         return "large fire ball (300) every 225+d225 turns";
1572 #endif
1573
1574                 }
1575                 case ART_NENYA:
1576                 {
1577 #ifdef JP
1578 return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè";
1579 #else
1580                         return "large frost ball (400) every 325+d325 turns";
1581 #endif
1582
1583                 }
1584                 case ART_VILYA:
1585                 case ART_GOURYU:
1586                 {
1587 #ifdef JP
1588 return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 425+d425 ¥¿¡¼¥óËè";
1589 #else
1590                         return "large lightning ball (500) every 425+d425 turns";
1591 #endif
1592
1593                 }
1594                 case ART_POWER:
1595                 case ART_AHO:
1596                 {
1597 #ifdef JP
1598 return "¿®¤¸Æñ¤¤¤³¤È : 450+d450 ¥¿¡¼¥óËè";
1599 #else
1600                         return "bizarre things every 450+d450 turns";
1601 #endif
1602
1603                 }
1604                 case ART_DOR: case ART_TERROR: case ART_STONEMASK:
1605                 {
1606 #ifdef JP
1607                         return "Á´Êý¸þ¤Ø¤Î¶²Éݤθ÷Àþ : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè";
1608 #else
1609                         return "rays of fear in every direction every 3*(level+10) turns";
1610 #endif
1611
1612                 }
1613                 case ART_PALANTIR:
1614                 {
1615 #ifdef JP
1616 return "¤³¤Î³¬¤Ë¤¤¤ë¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤òɽ¼¨ : 200¥¿¡¼¥óËè";
1617 #else
1618                         return "list of the uniques on the level every 200 turns";
1619 #endif
1620                 }
1621                 case ART_STONE_LORE:
1622                 {
1623 #ifdef JP
1624 return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
1625 #else
1626                         return "perilous identify every turn";
1627 #endif
1628                 }
1629                 case ART_FARAMIR:
1630                 {
1631 #ifdef JP
1632 return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
1633 #else
1634                         return "dispel small life every 55+d55 turns";
1635 #endif
1636                 }
1637                 case ART_BOROMIR:
1638                 {
1639 #ifdef JP
1640 return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
1641 #else
1642                         return "frighten monsters every 40+d40 turns";
1643 #endif
1644                 }
1645                 case ART_HIMRING:
1646                 {
1647 #ifdef JP
1648 return "Âмٰ­·ë³¦ : 200+d200 ¥¿¡¼¥óËè";
1649 #else
1650                         return "protection from evil every 200 + d200 turns";
1651 #endif
1652                 }
1653                 case ART_ICANUS:
1654                 {
1655 #ifdef JP
1656 return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
1657 #else
1658                         return "a mana bolt (120) every 120+d120 turns";
1659 #endif
1660                 }
1661                 case ART_HURIN:
1662                 {
1663 #ifdef JP
1664 return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
1665 #else
1666                         return "hero and +10 to speed (50) every 100+200d turns";
1667 #endif
1668                 }
1669                 case ART_GIL_GALAD:
1670                 {
1671 #ifdef JP
1672 return "âÁ¤·¤¤¸÷ : 250 ¥¿¡¼¥óËè";
1673 #else
1674                         return "blinding light every 250 turns";
1675 #endif
1676                 }
1677                 case ART_YENDOR:
1678                 {
1679 #ifdef JP
1680 return "ËâÎϽ¼Å¶ : 200 ¥¿¡¼¥óËè";
1681 #else
1682                         return "Recharge item every 200 turns";
1683 #endif
1684                 }
1685                 case ART_MURAMASA:
1686                 {
1687 #ifdef JP
1688 return "ÏÓÎϤξ徺 : ³ÎΨ50%¤Ç²õ¤ì¤ë¡£";
1689 #else
1690                         return "Increase STR (destroyed 50%)";
1691 #endif
1692                 }
1693                 case ART_FLY_STONE:
1694                 {
1695 #ifdef JP
1696 return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
1697 #else
1698                         return "a mana storm every 250+d250 turns";
1699 #endif
1700                 }
1701                 case ART_JONES:
1702                 {
1703 #ifdef JP
1704 return "ʪÂΤò°ú¤­´ó¤»¤ë(½ÅÎÌ25kg¤Þ¤Ç) : 25+d25¥¿¡¼¥óËè";
1705 #else
1706                         return "a telekinesis (500 lb) every 25+d25 turns";
1707 #endif
1708                 }
1709                 case ART_ARRYU:
1710                 {
1711 #ifdef JP
1712 return "¥Ï¥¦¥ó¥É¾¤´­ : 300+d150¥¿¡¼¥óËè";
1713 #else
1714                         return "summon hound every 300+d150 turns";
1715 #endif
1716                 }
1717                 case ART_GAEBOLG:
1718                 {
1719 #ifdef JP
1720 return "µðÂ祹¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 200+d200 ¥¿¡¼¥óËè";
1721 #else
1722                         return "large star ball (200) every 200+d200 turns";
1723 #endif
1724
1725                 }
1726                 case ART_INROU:
1727                 {
1728 #ifdef JP
1729 return "Îã¤Î¥¢¥ì : 150+d150 ¥¿¡¼¥óËè";
1730 #else
1731                         return "reveal your identity every 150+d150 turns";
1732 #endif
1733
1734                 }
1735                 case ART_HYOUSIGI:
1736                 {
1737 #ifdef JP
1738 return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
1739 #else
1740                         return "beat wooden clappers every turn";
1741 #endif
1742
1743                 }
1744                 case ART_MATOI:
1745                 case ART_AEGISFANG:
1746                 {
1747 #ifdef JP
1748 return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
1749 #else
1750                         return "heroism every 30+d30 turns";
1751 #endif
1752
1753                 }
1754
1755                 case ART_EARENDIL:
1756                 {
1757 #ifdef JP
1758 return "Ìþ¤· : 100¥¿¡¼¥óËè";
1759 #else
1760                         return "curing every 100 turns";
1761 #endif
1762
1763                 }
1764
1765                 case ART_BOLISHOI:
1766                 {
1767 #ifdef JP
1768 return "ưʪ̥λ : 200¥¿¡¼¥óËè";
1769 #else
1770                         return "charm animal every 200 turns";
1771 #endif
1772
1773                 }
1774                 case ART_ARUNRUTH:
1775                 {
1776 #ifdef JP
1777 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(12d8) : 50 ¥¿¡¼¥óËè";
1778 #else
1779                         return "frost bolt (12d8) every 50 turns";
1780 #endif
1781
1782                 }
1783                 case ART_BLOOD:
1784                 {
1785 #ifdef JP
1786 return "°À­Êѹ¹ : 3333 ¥¿¡¼¥óËè";
1787 #else
1788                         return "change zokusei every 3333 turns";
1789 #endif
1790
1791                 }
1792                 case ART_NUMAHOKO:
1793                 {
1794 #ifdef JP
1795 return "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 250 ¥¿¡¼¥óËè";
1796 #else
1797                         return "water ball (200) every 250 turns";
1798 #endif
1799
1800                 }
1801                 case ART_KESHO:
1802                 {
1803 #ifdef JP
1804 return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
1805 #else
1806                         return "shiko every 100+d100 turns";
1807 #endif
1808
1809                 }
1810                 case ART_MOOK:
1811                 {
1812 #ifdef JP
1813 return "Î䵤¤ÎÂÑÀ­ : 40+d40¥¿¡¼¥óËè";
1814 #else
1815                         return "resist cold every 40+d40 turns";
1816 #endif
1817
1818                 }
1819                 case ART_JIZO:
1820                 {
1821 #ifdef JP
1822 return "Âý¤ÎÂç·²¾¤´­ : 300+d150¥¿¡¼¥óËè";
1823 #else
1824                         return "summon octopus every 300+d150 turns";
1825 #endif
1826                 }
1827                 case ART_NIGHT:
1828                 case ART_HELL:
1829                 {
1830 #ifdef JP
1831 return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
1832 #else
1833                         return "darkness storm (250) every 150+d150 turns";
1834 #endif
1835
1836                 }
1837                 case ART_SACRED_KNIGHTS:
1838                 {
1839 #ifdef JP
1840 return "*²ò¼ö*¤ÈÄ´ºº: ¤¤¤Ä¤Ç¤â";
1841 #else
1842                         return "Dispel Curse and Probing every turn";
1843 #endif
1844
1845                 }
1846                 case ART_CHARMED:
1847                 {
1848 #ifdef JP
1849 return "ËâÎÏÉü³è: 777 ¥¿¡¼¥óËè";
1850 #else
1851                         return "Restore Mana every 777 turns";
1852 #endif
1853
1854                 }
1855         }
1856
1857
1858         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_TSURIZAO))
1859         {
1860 #ifdef JP
1861 return "Äà¤ê¤ò¤¹¤ë : ¤¤¤Ä¤Ç¤â";
1862 #else
1863                 return "fishing : every time";
1864 #endif
1865
1866         }
1867
1868         if (item_tester_hook_smith(o_ptr))
1869         {
1870                 switch (o_ptr->xtra3 - 1)
1871                 {
1872                 case ESSENCE_TMP_RES_ACID:
1873 #ifdef JP
1874                         return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1875 #else
1876                         return "resist acid every 50+d50 turns";
1877 #endif
1878
1879                 case ESSENCE_TMP_RES_ELEC:
1880 #ifdef JP
1881                         return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1882 #else
1883                         return "resist elec every 50+d50 turns";
1884 #endif
1885
1886                 case ESSENCE_TMP_RES_FIRE:
1887 #ifdef JP
1888                         return "²Ð¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1889 #else
1890                         return "resist fire every 50+d50 turns";
1891 #endif
1892
1893                 case ESSENCE_TMP_RES_COLD:
1894 #ifdef JP
1895                         return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
1896 #else
1897                         return "resist cold every 50+d50 turns";
1898 #endif
1899
1900                 case TR_IMPACT:
1901 #ifdef JP
1902                         return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
1903 #else
1904                         return "earthquake every 100+d100 turns";
1905 #endif
1906                 }
1907         }
1908
1909         if (o_ptr->name2 == EGO_TRUMP)
1910         {
1911 #ifdef JP
1912 return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
1913 #else
1914                 return "teleport every 50+d50 turns";
1915 #endif
1916
1917         }
1918
1919         if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
1920         {
1921 #ifdef JP
1922 return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
1923 #else
1924                         return "illumination every 10+d10 turns";
1925 #endif
1926         }
1927
1928         else if (o_ptr->name2 == EGO_EARTHQUAKES)
1929         {
1930 #ifdef JP
1931 return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
1932 #else
1933                 return "earthquake every 100+d100 turns";
1934 #endif
1935
1936         }
1937
1938         else if (o_ptr->name2 == EGO_JUMP)
1939         {
1940 #ifdef JP
1941 return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
1942 #else
1943                 return "blink every 10+d10 turns";
1944 #endif
1945
1946         }
1947
1948         if (o_ptr->tval == TV_RING)
1949         {
1950                 if (o_ptr->name2)
1951                 {
1952                         switch (o_ptr->name2)
1953                         {
1954                         case EGO_RING_HERO:
1955 #ifdef JP
1956 return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
1957 #else
1958                                 return "heroism every 100+d100 turns";
1959 #endif
1960                         case EGO_RING_MAGIC_MIS:
1961 #ifdef JP
1962 return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
1963 #else
1964                         return "magic missile (2d6) every 2 turns";
1965 #endif
1966                         case EGO_RING_FIRE_BOLT:
1967 #ifdef JP
1968 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
1969 #else
1970                         return "fire bolt (9d8) every 8+d8 turns";
1971 #endif
1972                         case EGO_RING_COLD_BOLT:
1973 #ifdef JP
1974 return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
1975 #else
1976                                 return "frost bolt (6d8) every 7+d7 turns";
1977 #endif
1978                         case EGO_RING_ELEC_BOLT:
1979 #ifdef JP
1980 return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
1981 #else
1982                                 return "lightning bolt (4d8) every 5+d5 turns";
1983 #endif
1984                         case EGO_RING_ACID_BOLT:
1985 #ifdef JP
1986 return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
1987 #else
1988                                 return "acid bolt (5d8) every 6+d6 turns";
1989 #endif
1990                         case EGO_RING_MANA_BOLT:
1991 #ifdef JP
1992 return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
1993 #else
1994                         return "a mana bolt (120) every 120+d120 turns";
1995 #endif
1996                         case EGO_RING_FIRE_BALL:
1997 #ifdef JP
1998 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
1999 #else
2000                                 return "fire ball (100) every 80+d80 turns";
2001 #endif
2002                         case EGO_RING_COLD_BALL:
2003 #ifdef JP
2004 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2005 #else
2006                                 return "cold ball (100) every 80+d80 turns";
2007 #endif
2008                         case EGO_RING_ELEC_BALL:
2009 #ifdef JP
2010 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2011 #else
2012                                 return "elec ball (100) every 80+d80 turns";
2013 #endif
2014                         case EGO_RING_ACID_BALL:
2015 #ifdef JP
2016 return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
2017 #else
2018                                 return "acid ball (100) every 80+d80 turns";
2019 #endif
2020                         case EGO_RING_MANA_BALL:
2021 #ifdef JP
2022 return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
2023 #else
2024                                 return "mana storm (250) every 300 turns";
2025 #endif
2026                         case EGO_RING_DRAGON_F:
2027                                 if (o_ptr->sval == SV_RING_FLAMES)
2028 #ifdef JP
2029 return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
2030 #else
2031                                         return "breath of fire (200) and resist fire every 200 turns";
2032 #endif
2033                                 else
2034 #ifdef JP
2035 return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
2036 #else
2037                                         return "fire breath (200) every 250 turns";
2038 #endif
2039                         case EGO_RING_DRAGON_C:
2040                                 if (o_ptr->sval == SV_RING_ICE)
2041 #ifdef JP
2042 return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
2043 #else
2044                                         return "breath of cold (200) and resist cold every 200 turns";
2045 #endif
2046                                 else
2047 #ifdef JP
2048 return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
2049 #else
2050                                         return "cold breath (200) every 250 turns";
2051 #endif
2052                         case EGO_RING_M_DETECT:
2053 #ifdef JP
2054 return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃΠ: 150 ¥¿¡¼¥óËè";
2055 #else
2056                                 return "detect all monsters every 150 turns";
2057 #endif
2058                         case EGO_RING_D_SPEED:
2059 #ifdef JP
2060 return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
2061 #else
2062                                 return "haste self (15+d30 turns) every 100 turns";
2063 #endif
2064                         case EGO_RING_BERSERKER:
2065 #ifdef JP
2066 return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
2067 #else
2068                                 return "berserk (25+d25 turns) every 75+d75 turns";
2069 #endif
2070                         case EGO_RING_TELE_AWAY:
2071 #ifdef JP
2072 return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
2073 #else
2074                         return "teleport away every 150 turns";
2075 #endif
2076                         case EGO_RING_TRUE:
2077 #ifdef JP
2078 return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ­ : 777 ¥¿¡¼¥óËè";
2079 #else
2080                         return "hero, bless, and ultimate resistance every 777 turns";
2081 #endif
2082                         }
2083                 }
2084                 switch (o_ptr->sval)
2085                 {
2086                         case SV_RING_FLAMES:
2087 #ifdef JP
2088 return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2089 #else
2090                                 return "ball of fire (100) and resist fire every 50+d50 turns";
2091 #endif
2092
2093                         case SV_RING_ICE:
2094 #ifdef JP
2095 return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2096 #else
2097                                 return "ball of cold (100) and resist cold every 50+d50 turns";
2098 #endif
2099
2100                         case SV_RING_ACID:
2101 #ifdef JP
2102 return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2103 #else
2104                                 return "ball of acid (100) and resist acid every 50+d50 turns";
2105 #endif
2106
2107                         case SV_RING_ELEC:
2108 #ifdef JP
2109 return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
2110 #else
2111                                 return "ball of elec (100) and resist elec every 50+d50 turns";
2112 #endif
2113
2114                         default:
2115                                 return NULL;
2116                 }
2117         }
2118
2119         if (o_ptr->tval == TV_AMULET)
2120         {
2121                 if (o_ptr->name2)
2122                 {
2123                         switch (o_ptr->name2)
2124                         {
2125                         case EGO_AMU_IDENT:
2126 #ifdef JP
2127                                 return "´ÕÄê : 10 ¥¿¡¼¥óËè";
2128 #else
2129                                 return "identify every 10 turns";
2130 #endif
2131                         case EGO_AMU_CHARM:
2132 #ifdef JP
2133                                 return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè";
2134 #else
2135                                 return "charm monster every 200 turns";
2136 #endif
2137                         case EGO_AMU_JUMP:
2138 #ifdef JP
2139                                 return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
2140 #else
2141                                 return "blink every 10+d10 turns";
2142 #endif
2143                         case EGO_AMU_TELEPORT:
2144 #ifdef JP
2145                                 return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
2146 #else
2147                                 return "teleport every 50+d50 turns";
2148 #endif
2149                         case EGO_AMU_D_DOOR:
2150 #ifdef JP
2151                                 return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè";
2152 #else
2153                                 return "dimension door every 200 turns";
2154 #endif
2155                         case EGO_AMU_RES_FIRE_:
2156 #ifdef JP
2157                                 return "²Ð±ê¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2158 #else
2159                                 return "resist fire every 50+d50 turns";
2160 #endif
2161                         case EGO_AMU_RES_COLD_:
2162 #ifdef JP
2163                                 return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2164 #else
2165                                 return "resist cold every 50+d50 turns";
2166 #endif
2167                         case EGO_AMU_RES_ELEC_:
2168 #ifdef JP
2169                                 return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2170 #else
2171                                 return "resist elec every 50+d50 turns";
2172 #endif
2173                         case EGO_AMU_RES_ACID_:
2174 #ifdef JP
2175                                 return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
2176 #else
2177                                 return "resist acid every 50+d50 turns";
2178 #endif
2179                         case EGO_AMU_DETECTION:
2180 #ifdef JP
2181                                 return "Á´´¶ÃΠ: 55+d55¥¿¡¼¥óËè";
2182 #else
2183                                 return "detect all floor every 55+d55 turns";
2184 #endif
2185                         }
2186                 }
2187         }
2188
2189         if (o_ptr->tval == TV_WHISTLE)
2190         {
2191 #ifdef JP
2192 return "¥Ú¥Ã¥È¸Æ¤Ó´ó¤» : 100+d100¥¿¡¼¥óËè";
2193 #else
2194                 return "call pet every 100+d100 turns";
2195 #endif
2196         }
2197
2198         if (o_ptr->tval == TV_CAPTURE)
2199         {
2200 #ifdef JP
2201 return "¥â¥ó¥¹¥¿¡¼¤òÊᤨ¤ë¡¢Ëô¤Ï²òÊü¤¹¤ë¡£";
2202 #else
2203                 return "captures or releases a monster.";
2204 #endif
2205         }
2206
2207         /* Require dragon scale mail */
2208 #ifdef JP
2209 if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷");
2210 #else
2211         if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow");
2212 #endif
2213
2214
2215         /* Branch on the sub-type */
2216         switch (o_ptr->sval)
2217         {
2218                 case SV_DRAGON_BLUE:
2219                 {
2220 #ifdef JP
2221 return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè";
2222 #else
2223                         return "breathe lightning (100) every 150+d150 turns";
2224 #endif
2225
2226                 }
2227                 case SV_DRAGON_WHITE:
2228                 {
2229 #ifdef JP
2230 return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè";
2231 #else
2232                         return "breathe frost (110) every 150+d150 turns";
2233 #endif
2234
2235                 }
2236                 case SV_DRAGON_BLACK:
2237                 {
2238 #ifdef JP
2239 return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè";
2240 #else
2241                         return "breathe acid (130) every 150+d150 turns";
2242 #endif
2243
2244                 }
2245                 case SV_DRAGON_GREEN:
2246                 {
2247 #ifdef JP
2248 return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè";
2249 #else
2250                         return "breathe poison gas (150) every 180+d180 turns";
2251 #endif
2252
2253                 }
2254                 case SV_DRAGON_RED:
2255                 {
2256 #ifdef JP
2257 return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
2258 #else
2259                         return "breathe fire (200) every 200+d200 turns";
2260 #endif
2261
2262                 }
2263                 case SV_DRAGON_MULTIHUED:
2264                 {
2265 #ifdef JP
2266 return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè";
2267 #else
2268                         return "breathe multi-hued (250) every 200+d200 turns";
2269 #endif
2270
2271                 }
2272                 case SV_DRAGON_BRONZE:
2273                 {
2274 #ifdef JP
2275 return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè";
2276 #else
2277                         return "breathe confusion (120) every 180+d180 turns";
2278 #endif
2279
2280                 }
2281                 case SV_DRAGON_GOLD:
2282                 {
2283 #ifdef JP
2284 return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè";
2285 #else
2286                         return "breathe sound (130) every 180+d180 turns";
2287 #endif
2288
2289                 }
2290                 case SV_DRAGON_CHAOS:
2291                 {
2292 #ifdef JP
2293 return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè";
2294 #else
2295                         return "breathe chaos/disenchant (220) every 200+d200 turns";
2296 #endif
2297
2298                 }
2299                 case SV_DRAGON_LAW:
2300                 {
2301 #ifdef JP
2302 return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè";
2303 #else
2304                         return "breathe sound/shards (230) every 200+d200 turns";
2305 #endif
2306
2307                 }
2308                 case SV_DRAGON_BALANCE:
2309                 {
2310 #ifdef JP
2311 return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè";
2312 #else
2313                         return "breathe balance (250) every 200+d200 turns";
2314 #endif
2315
2316                 }
2317                 case SV_DRAGON_SHINING:
2318                 {
2319 #ifdef JP
2320 return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
2321 #else
2322                         return "breathe light/darkness (200) every 200+d200 turns";
2323 #endif
2324
2325                 }
2326                 case SV_DRAGON_POWER:
2327                 {
2328 #ifdef JP
2329 return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
2330 #else
2331                         return "breathe the elements (300) every 200+d200 turns";
2332 #endif
2333
2334                 }
2335         }
2336
2337         /* Oops */
2338 #ifdef JP
2339 return "¶õµ¤¤Î©";
2340 #else
2341         return "breathe air";
2342 #endif
2343
2344 }
2345
2346
2347 /*
2348  * Describe a "fully identified" item
2349  */
2350 bool screen_object(object_type *o_ptr, bool real)
2351 {
2352         int                     i = 0, j, k;
2353
2354         u32b flgs[TR_FLAG_SIZE];
2355
2356         cptr            info[128];
2357         char o_name[MAX_NLEN];
2358         int wid, hgt;
2359
2360         int trivial_info = 0;
2361
2362         /* Extract the flags */
2363         object_flags(o_ptr, flgs);
2364
2365         /* Extract the description */
2366         {
2367                 char temp[70 * 20];
2368
2369                 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
2370                             (k_text + k_info[lookup_kind(o_ptr->tval, o_ptr->sval)].text),
2371                             77 - 15, temp, sizeof(temp));
2372                 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
2373                 { info[i] = &temp[j]; i++;}
2374         }
2375
2376         if (TV_EQUIP_BEGIN <= o_ptr->tval && o_ptr->tval <= TV_EQUIP_END)
2377         {
2378                 /* Descriptions of a basic equipment is just a flavor */
2379                 trivial_info = i;
2380         }
2381
2382         /* Mega-Hack -- describe activation */
2383         if (have_flag(flgs, TR_ACTIVATE))
2384         {
2385 #ifdef JP
2386 info[i++] = "»ÏÆ°¤·¤¿¤È¤­¤Î¸ú²Ì...";
2387 #else
2388                 info[i++] = "It can be activated for...";
2389 #endif
2390
2391                 info[i++] = item_activation(o_ptr);
2392 #ifdef JP
2393 info[i++] = "...¤¿¤À¤·ÁõÈ÷¤·¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£";
2394 #else
2395                 info[i++] = "...if it is being worn.";
2396 #endif
2397
2398         }
2399
2400         /* Figurines, a hack */
2401         if (o_ptr->tval == TV_FIGURINE)
2402         {
2403 #ifdef JP
2404 info[i++] = "¤½¤ì¤ÏÅꤲ¤¿»þ¥Ú¥Ã¥È¤ËÊѲ½¤¹¤ë¡£";
2405 #else
2406                 info[i++] = "It will transform into a pet when thrown.";
2407 #endif
2408
2409         }
2410
2411         /* Figurines, a hack */
2412         if (o_ptr->name1 == ART_STONEMASK)
2413         {
2414 #ifdef JP
2415 info[i++] = "¤½¤ì¤òÁõÈ÷¤·¤¿¼Ô¤ÏµÛ·ìµ´¤Ë¤Ê¤ë¡£";
2416 #else
2417                 info[i++] = "It makes you turn into a vampire permanently.";
2418 #endif
2419
2420         }
2421
2422         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2423         {
2424 #ifdef JP
2425 info[i++] = "¤½¤ì¤ÏÁê¼ê¤ò°ì·â¤ÇÅݤ¹¤³¤È¤¬¤¢¤ë¡£";
2426 #else
2427                 info[i++] = "It will attempt to kill a monster instantly.";
2428 #endif
2429
2430         }
2431
2432         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
2433         {
2434 #ifdef JP
2435 info[i++] = "¤½¤ì¤Ï¼«Ê¬¼«¿È¤Ë¹¶·â¤¬Ê֤äƤ¯¤ë¤³¤È¤¬¤¢¤ë¡£";
2436 #else
2437                 info[i++] = "It causes you to strike yourself sometimes.";
2438 #endif
2439
2440 #ifdef JP
2441 info[i++] = "¤½¤ì¤Ï̵Ũ¤Î¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¯¡£";
2442 #else
2443                 info[i++] = "It always penetrates invulnerability barriers.";
2444 #endif
2445         }
2446
2447         if (o_ptr->name2 == EGO_2WEAPON)
2448         {
2449 #ifdef JP
2450 info[i++] = "¤½¤ì¤ÏÆóÅáή¤Ç¤ÎÌ¿ÃæΨ¤ò¸þ¾å¤µ¤»¤ë¡£";
2451 #else
2452                 info[i++] = "It affects your ability to hit when you are wielding two weapons.";
2453 #endif
2454
2455         }
2456
2457         if (have_flag(flgs, TR_EASY_SPELL))
2458         {
2459 #ifdef JP
2460 info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò²¼¤²¤ë¡£";
2461 #else
2462                 info[i++] = "It affects your ability to cast spells.";
2463 #endif
2464         }
2465
2466         if (o_ptr->name2 == EGO_AMU_FOOL)
2467         {
2468 #ifdef JP
2469 info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò¾å¤²¤ë¡£";
2470 #else
2471                 info[i++] = "It interferes with casting spells.";
2472 #endif
2473         }
2474
2475         if (o_ptr->name2 == EGO_RING_THROW)
2476         {
2477 #ifdef JP
2478 info[i++] = "¤½¤ì¤Ïʪ¤ò¶¯¤¯Åꤲ¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
2479 #else
2480                 info[i++] = "It provides great strength when you throw an item.";
2481 #endif
2482         }
2483
2484         if (o_ptr->name2 == EGO_AMU_NAIVETY)
2485         {
2486 #ifdef JP
2487 info[i++] = "¤½¤ì¤ÏËâË¡Äñ¹³ÎϤò²¼¤²¤ë¡£";
2488 #else
2489                 info[i++] = "It decreases your magic resistance.";
2490 #endif
2491         }
2492
2493         if (o_ptr->tval == TV_STATUE)
2494         {
2495                 monster_race *r_ptr = &r_info[o_ptr->pval];
2496
2497                 if (o_ptr->pval == MON_BULLGATES)
2498 #ifdef JP
2499                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤ÈÃѤº¤«¤·¤¤¡£";
2500 #else
2501                         info[i++] = "It is shameful.";
2502 #endif
2503                 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
2504 #ifdef JP
2505                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È¶²¤¤¡£";
2506 #else
2507                 info[i++] = "It is fearful.";
2508 #endif
2509                 else
2510 #ifdef JP
2511                         info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È³Ú¤·¤¤¡£";
2512 #else
2513                 info[i++] = "It is cheerful.";
2514 #endif
2515         }
2516         
2517         /* Hack -- describe lite's */
2518         if (o_ptr->tval == TV_LITE)
2519         {
2520                 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2521                 {
2522 #ifdef JP
2523                         info[i++] = "¤½¤ì¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£";
2524 #else
2525                         info[i++] = "It provides no light.";
2526 #endif
2527
2528                         if (o_ptr->sval == SV_LITE_FEANOR ||
2529                             o_ptr->sval == SV_LITE_LANTERN)
2530                         {
2531 #ifdef JP
2532                                 info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-2)¡£";
2533 #else
2534                                 info[i++] = "It decreases radius of light source by 2.";
2535 #endif
2536                         }
2537                         else
2538                         {
2539 #ifdef JP
2540                                 info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
2541 #else
2542                                 info[i++] = "It decreases radius of light source by 1.";
2543 #endif
2544                         }
2545                 }
2546                 else if (artifact_p(o_ptr))
2547                 {
2548 #ifdef JP
2549 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2550 #else
2551                         info[i++] = "It provides light (radius 3) forever.";
2552 #endif
2553
2554                 }
2555                 else if (o_ptr->name2 == EGO_LITE_SHINE)
2556                 {
2557                         if (o_ptr->sval == SV_LITE_FEANOR)
2558                         {
2559 #ifdef JP
2560 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2561 #else
2562                                 info[i++] = "It provides light (radius 3) forever.";
2563 #endif
2564
2565                         }
2566                         else if (o_ptr->sval == SV_LITE_LANTERN)
2567                         {
2568 #ifdef JP
2569 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
2570 #else
2571                                 info[i++] = "It provides light (radius 3) when fueled.";
2572 #endif
2573
2574                         }
2575                         else
2576                         {
2577 #ifdef JP
2578 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2579 #else
2580                                 info[i++] = "It provides light (radius 2) when fueled.";
2581 #endif
2582
2583                         }
2584                 }
2585                 else
2586                 {
2587                         if (o_ptr->sval == SV_LITE_FEANOR)
2588                         {
2589 #ifdef JP
2590 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2591 #else
2592                                 info[i++] = "It provides light (radius 2) forever.";
2593 #endif
2594
2595                         }
2596                         else if (o_ptr->sval == SV_LITE_LANTERN)
2597                         {
2598 #ifdef JP
2599 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
2600 #else
2601                                 info[i++] = "It provides light (radius 2) when fueled.";
2602 #endif
2603
2604                         }
2605                         else
2606                         {
2607 #ifdef JP
2608 info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 1)¤ò¼ø¤±¤ë¡£";
2609 #else
2610                                 info[i++] = "It provides light (radius 1) when fueled.";
2611 #endif
2612
2613                         }
2614                 }
2615                 if (o_ptr->name2 == EGO_LITE_LONG)
2616                 {
2617 #ifdef JP
2618 info[i++] = "¤½¤ì¤ÏŤ¤¥¿¡¼¥óÌÀ¤«¤ê¤ò¼ø¤±¤ë¡£";
2619 #else
2620                         info[i++] = "It provides light for much longer time.";
2621 #endif
2622                 }
2623         }
2624
2625
2626         /* And then describe it fully */
2627
2628         if (have_flag(flgs, TR_RIDING))
2629         {
2630                 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2631 #ifdef JP
2632 info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤ÏÈó¾ï¤Ë»È¤¤¤ä¤¹¤¤¡£";
2633 #else
2634                         info[i++] = "It is made for use while riding.";
2635 #endif
2636                 else
2637                 {
2638 #ifdef JP
2639                         info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤Ç¤â»È¤¤¤ä¤¹¤¤¡£";
2640 #else
2641                         info[i++] = "It is suitable for use while riding.";
2642 #endif
2643                         /* This information is not important enough */
2644                         trivial_info++;
2645                 }
2646         }
2647         if (have_flag(flgs, TR_STR))
2648         {
2649 #ifdef JP
2650 info[i++] = "¤½¤ì¤ÏÏÓÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2651 #else
2652                 info[i++] = "It affects your strength.";
2653 #endif
2654
2655         }
2656         if (have_flag(flgs, TR_INT))
2657         {
2658 #ifdef JP
2659 info[i++] = "¤½¤ì¤ÏÃÎǽ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2660 #else
2661                 info[i++] = "It affects your intelligence.";
2662 #endif
2663
2664         }
2665         if (have_flag(flgs, TR_WIS))
2666         {
2667 #ifdef JP
2668 info[i++] = "¤½¤ì¤Ï¸­¤µ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2669 #else
2670                 info[i++] = "It affects your wisdom.";
2671 #endif
2672
2673         }
2674         if (have_flag(flgs, TR_DEX))
2675         {
2676 #ifdef JP
2677 info[i++] = "¤½¤ì¤Ï´ïÍѤµ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2678 #else
2679                 info[i++] = "It affects your dexterity.";
2680 #endif
2681
2682         }
2683         if (have_flag(flgs, TR_CON))
2684         {
2685 #ifdef JP
2686 info[i++] = "¤½¤ì¤ÏÂѵ×ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2687 #else
2688                 info[i++] = "It affects your constitution.";
2689 #endif
2690
2691         }
2692         if (have_flag(flgs, TR_CHR))
2693         {
2694 #ifdef JP
2695 info[i++] = "¤½¤ì¤ÏÌ¥ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2696 #else
2697                 info[i++] = "It affects your charisma.";
2698 #endif
2699
2700         }
2701
2702         if (have_flag(flgs, TR_MAGIC_MASTERY))
2703         {
2704 #ifdef JP
2705 info[i++] = "¤½¤ì¤ÏËâË¡Æ»¶ñ»ÈÍÑǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2706 #else
2707                 info[i++] = "It affects your ability to use magic devices.";
2708 #endif
2709
2710         }
2711         if (have_flag(flgs, TR_STEALTH))
2712         {
2713 #ifdef JP
2714 info[i++] = "¤½¤ì¤Ï±£Ì©¹ÔưǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2715 #else
2716                 info[i++] = "It affects your stealth.";
2717 #endif
2718
2719         }
2720         if (have_flag(flgs, TR_SEARCH))
2721         {
2722 #ifdef JP
2723 info[i++] = "¤½¤ì¤Ïõº÷ǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2724 #else
2725                 info[i++] = "It affects your searching.";
2726 #endif
2727
2728         }
2729         if (have_flag(flgs, TR_INFRA))
2730         {
2731 #ifdef JP
2732 info[i++] = "¤½¤ì¤ÏÀÖ³°Àþ»ëÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2733 #else
2734                 info[i++] = "It affects your infravision.";
2735 #endif
2736
2737         }
2738         if (have_flag(flgs, TR_TUNNEL))
2739         {
2740 #ifdef JP
2741 info[i++] = "¤½¤ì¤ÏºÎ·¡Ç½ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
2742 #else
2743                 info[i++] = "It affects your ability to tunnel.";
2744 #endif
2745
2746         }
2747         if (have_flag(flgs, TR_SPEED))
2748         {
2749 #ifdef JP
2750 info[i++] = "¤½¤ì¤Ï¥¹¥Ô¡¼¥É¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2751 #else
2752                 info[i++] = "It affects your speed.";
2753 #endif
2754
2755         }
2756         if (have_flag(flgs, TR_BLOWS))
2757         {
2758 #ifdef JP
2759 info[i++] = "¤½¤ì¤ÏÂÇ·â²ó¿ô¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
2760 #else
2761                 info[i++] = "It affects your attack speed.";
2762 #endif
2763
2764         }
2765
2766         if (have_flag(flgs, TR_BRAND_ACID))
2767         {
2768 #ifdef JP
2769 info[i++] = "¤½¤ì¤Ï»À¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë";
2770 #else
2771                 info[i++] = "It does extra damage from acid.";
2772 #endif
2773
2774         }
2775         if (have_flag(flgs, TR_BRAND_ELEC))
2776         {
2777 #ifdef JP
2778 info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë";
2779 #else
2780                 info[i++] = "It does extra damage from electricity.";
2781 #endif
2782
2783         }
2784         if (have_flag(flgs, TR_BRAND_FIRE))
2785         {
2786 #ifdef JP
2787 info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë";
2788 #else
2789                 info[i++] = "It does extra damage from fire.";
2790 #endif
2791
2792         }
2793         if (have_flag(flgs, TR_BRAND_COLD))
2794         {
2795 #ifdef JP
2796 info[i++] = "¤½¤ì¤ÏÎ䵤¤Ë¤è¤Ã¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë";
2797 #else
2798                 info[i++] = "It does extra damage from frost.";
2799 #endif
2800
2801         }
2802
2803         if (have_flag(flgs, TR_BRAND_POIS))
2804         {
2805 #ifdef JP
2806 info[i++] = "¤½¤ì¤ÏŨ¤òÆǤ¹¤ë¡£";
2807 #else
2808                 info[i++] = "It poisons your foes.";
2809 #endif
2810
2811         }
2812
2813         if (have_flag(flgs, TR_CHAOTIC))
2814         {
2815 #ifdef JP
2816 info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹Åª¤Ê¸ú²Ì¤òµÚ¤Ü¤¹¡£";
2817 #else
2818                 info[i++] = "It produces chaotic effects.";
2819 #endif
2820
2821         }
2822
2823         if (have_flag(flgs, TR_VAMPIRIC))
2824         {
2825 #ifdef JP
2826 info[i++] = "¤½¤ì¤ÏŨ¤«¤é¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤òµÛ¼ý¤¹¤ë¡£";
2827 #else
2828                 info[i++] = "It drains life from your foes.";
2829 #endif
2830
2831         }
2832
2833         if (have_flag(flgs, TR_IMPACT))
2834         {
2835 #ifdef JP
2836 info[i++] = "¤½¤ì¤ÏÃϿ̤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
2837 #else
2838                 info[i++] = "It can cause earthquakes.";
2839 #endif
2840
2841         }
2842
2843         if (have_flag(flgs, TR_VORPAL))
2844         {
2845 #ifdef JP
2846 info[i++] = "¤½¤ì¤ÏÈó¾ï¤ËÀÚ¤ìÌ£¤¬±Ô¤¯Å¨¤òÀÚÃǤ¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2847 #else
2848                 info[i++] = "It is very sharp and can cut your foes.";
2849 #endif
2850
2851         }
2852
2853         if (have_flag(flgs, TR_KILL_DRAGON))
2854         {
2855 #ifdef JP
2856 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2857 #else
2858                 info[i++] = "It is a great bane of dragons.";
2859 #endif
2860
2861         }
2862         else if (have_flag(flgs, TR_SLAY_DRAGON))
2863         {
2864 #ifdef JP
2865 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2866 #else
2867                 info[i++] = "It is especially deadly against dragons.";
2868 #endif
2869
2870         }
2871
2872         if (have_flag(flgs, TR_KILL_ORC))
2873         {
2874 #ifdef JP
2875 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2876 #else
2877                 info[i++] = "It is a great bane of orcs.";
2878 #endif
2879
2880         }
2881         if (have_flag(flgs, TR_SLAY_ORC))
2882         {
2883 #ifdef JP
2884 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2885 #else
2886                 info[i++] = "It is especially deadly against orcs.";
2887 #endif
2888
2889         }
2890
2891         if (have_flag(flgs, TR_KILL_TROLL))
2892         {
2893 #ifdef JP
2894 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2895 #else
2896                 info[i++] = "It is a great bane of trolls.";
2897 #endif
2898
2899         }
2900         if (have_flag(flgs, TR_SLAY_TROLL))
2901         {
2902 #ifdef JP
2903 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2904 #else
2905                 info[i++] = "It is especially deadly against trolls.";
2906 #endif
2907
2908         }
2909
2910         if (have_flag(flgs, TR_KILL_GIANT))
2911         {
2912 #ifdef JP
2913 info[i++] = "¤½¤ì¤Ïµð¿Í¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2914 #else
2915                 info[i++] = "It is a great bane of giants.";
2916 #endif
2917         }
2918         else if (have_flag(flgs, TR_SLAY_GIANT))
2919         {
2920 #ifdef JP
2921 info[i++] = "¤½¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2922 #else
2923                 info[i++] = "It is especially deadly against giants.";
2924 #endif
2925
2926         }
2927
2928         if (have_flag(flgs, TR_KILL_DEMON))
2929         {
2930 #ifdef JP
2931 info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2932 #else
2933                 info[i++] = "It is a great bane of demons.";
2934 #endif
2935
2936         }
2937         if (have_flag(flgs, TR_SLAY_DEMON))
2938         {
2939 #ifdef JP
2940 info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2941 #else
2942                 info[i++] = "It strikes at demons with holy wrath.";
2943 #endif
2944
2945         }
2946
2947         if (have_flag(flgs, TR_KILL_UNDEAD))
2948         {
2949 #ifdef JP
2950 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2951 #else
2952                 info[i++] = "It is a great bane of undead.";
2953 #endif
2954
2955         }
2956         if (have_flag(flgs, TR_SLAY_UNDEAD))
2957         {
2958 #ifdef JP
2959 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2960 #else
2961                 info[i++] = "It strikes at undead with holy wrath.";
2962 #endif
2963
2964         }
2965
2966         if (have_flag(flgs, TR_KILL_EVIL))
2967         {
2968 #ifdef JP
2969 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2970 #else
2971                 info[i++] = "It is a great bane of evil monsters.";
2972 #endif
2973
2974         }
2975         if (have_flag(flgs, TR_SLAY_EVIL))
2976         {
2977 #ifdef JP
2978 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤǹ¶·â¤¹¤ë¡£";
2979 #else
2980                 info[i++] = "It fights against evil with holy fury.";
2981 #endif
2982
2983         }
2984
2985         if (have_flag(flgs, TR_KILL_ANIMAL))
2986         {
2987 #ifdef JP
2988 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2989 #else
2990                 info[i++] = "It is a great bane of natural creatures.";
2991 #endif
2992
2993         }
2994         if (have_flag(flgs, TR_SLAY_ANIMAL))
2995         {
2996 #ifdef JP
2997 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
2998 #else
2999                 info[i++] = "It is especially deadly against natural creatures.";
3000 #endif
3001
3002         }
3003
3004         if (have_flag(flgs, TR_KILL_HUMAN))
3005         {
3006 #ifdef JP
3007 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
3008 #else
3009                 info[i++] = "It is a great bane of humans.";
3010 #endif
3011
3012         }
3013         if (have_flag(flgs, TR_SLAY_HUMAN))
3014         {
3015 #ifdef JP
3016 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£";
3017 #else
3018                 info[i++] = "It is especially deadly against humans.";
3019 #endif
3020
3021         }
3022
3023         if (have_flag(flgs, TR_FORCE_WEAPON))
3024         {
3025 #ifdef JP
3026 info[i++] = "¤½¤ì¤Ï»ÈÍѼԤÎËâÎϤò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3027 #else
3028                 info[i++] = "It powerfully strikes at a monster using your mana.";
3029 #endif
3030
3031         }
3032         if (have_flag(flgs, TR_DEC_MANA))
3033         {
3034 #ifdef JP
3035 info[i++] = "¤½¤ì¤ÏËâÎϤξÃÈñ¤ò²¡¤µ¤¨¤ë¡£";
3036 #else
3037                 info[i++] = "It decreases your mana consumption.";
3038 #endif
3039
3040         }
3041         if (have_flag(flgs, TR_SUST_STR))
3042         {
3043 #ifdef JP
3044 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÏÓÎϤò°Ý»ý¤¹¤ë¡£";
3045 #else
3046                 info[i++] = "It sustains your strength.";
3047 #endif
3048
3049         }
3050         if (have_flag(flgs, TR_SUST_INT))
3051         {
3052 #ifdef JP
3053 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÃÎǽ¤ò°Ý»ý¤¹¤ë¡£";
3054 #else
3055                 info[i++] = "It sustains your intelligence.";
3056 #endif
3057
3058         }
3059         if (have_flag(flgs, TR_SUST_WIS))
3060         {
3061 #ifdef JP
3062 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¸­¤µ¤ò°Ý»ý¤¹¤ë¡£";
3063 #else
3064                 info[i++] = "It sustains your wisdom.";
3065 #endif
3066
3067         }
3068         if (have_flag(flgs, TR_SUST_DEX))
3069         {
3070 #ifdef JP
3071 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î´ïÍѤµ¤ò°Ý»ý¤¹¤ë¡£";
3072 #else
3073                 info[i++] = "It sustains your dexterity.";
3074 #endif
3075
3076         }
3077         if (have_flag(flgs, TR_SUST_CON))
3078         {
3079 #ifdef JP
3080 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂѵ×ÎϤò°Ý»ý¤¹¤ë¡£";
3081 #else
3082                 info[i++] = "It sustains your constitution.";
3083 #endif
3084
3085         }
3086         if (have_flag(flgs, TR_SUST_CHR))
3087         {
3088 #ifdef JP
3089 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÌ¥ÎϤò°Ý»ý¤¹¤ë¡£";
3090 #else
3091                 info[i++] = "It sustains your charisma.";
3092 #endif
3093
3094         }
3095
3096         if (have_flag(flgs, TR_IM_ACID))
3097         {
3098 #ifdef JP
3099 info[i++] = "¤½¤ì¤Ï»À¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3100 #else
3101                 info[i++] = "It provides immunity to acid.";
3102 #endif
3103
3104         }
3105         if (have_flag(flgs, TR_IM_ELEC))
3106         {
3107 #ifdef JP
3108 info[i++] = "¤½¤ì¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3109 #else
3110                 info[i++] = "It provides immunity to electricity.";
3111 #endif
3112
3113         }
3114         if (have_flag(flgs, TR_IM_FIRE))
3115         {
3116 #ifdef JP
3117 info[i++] = "¤½¤ì¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3118 #else
3119                 info[i++] = "It provides immunity to fire.";
3120 #endif
3121
3122         }
3123         if (have_flag(flgs, TR_IM_COLD))
3124         {
3125 #ifdef JP
3126 info[i++] = "¤½¤ì¤Ï´¨¤µ¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3127 #else
3128                 info[i++] = "It provides immunity to cold.";
3129 #endif
3130
3131         }
3132
3133         if (have_flag(flgs, TR_THROW))
3134         {
3135 #ifdef JP
3136 info[i++] = "¤½¤ì¤ÏŨ¤ËÅꤲ¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3137 #else
3138                 info[i++] = "It is perfectly balanced for throwing.";
3139 #endif
3140         }
3141
3142         if (have_flag(flgs, TR_FREE_ACT))
3143         {
3144 #ifdef JP
3145 info[i++] = "¤½¤ì¤ÏËãáã¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
3146 #else
3147                 info[i++] = "It provides immunity to paralysis.";
3148 #endif
3149
3150         }
3151         if (have_flag(flgs, TR_HOLD_LIFE))
3152         {
3153 #ifdef JP
3154 info[i++] = "¤½¤ì¤ÏÀ¸Ì¿Îϵۼý¤ËÂФ¹¤ëÂÑÀ­¤ò¼ø¤±¤ë¡£";
3155 #else
3156                 info[i++] = "It provides resistance to life draining.";
3157 #endif
3158
3159         }
3160         if (have_flag(flgs, TR_RES_FEAR))
3161         {
3162 #ifdef JP
3163 info[i++] = "¤½¤ì¤Ï¶²Éݤؤδ°Á´¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£";
3164 #else
3165                 info[i++] = "It makes you completely fearless.";
3166 #endif
3167
3168         }
3169         if (have_flag(flgs, TR_RES_ACID))
3170         {
3171 #ifdef JP
3172 info[i++] = "¤½¤ì¤Ï»À¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3173 #else
3174                 info[i++] = "It provides resistance to acid.";
3175 #endif
3176
3177         }
3178         if (have_flag(flgs, TR_RES_ELEC))
3179         {
3180 #ifdef JP
3181 info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3182 #else
3183                 info[i++] = "It provides resistance to electricity.";
3184 #endif
3185
3186         }
3187         if (have_flag(flgs, TR_RES_FIRE))
3188         {
3189 #ifdef JP
3190 info[i++] = "¤½¤ì¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3191 #else
3192                 info[i++] = "It provides resistance to fire.";
3193 #endif
3194
3195         }
3196         if (have_flag(flgs, TR_RES_COLD))
3197         {
3198 #ifdef JP
3199 info[i++] = "¤½¤ì¤Ï´¨¤µ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3200 #else
3201                 info[i++] = "It provides resistance to cold.";
3202 #endif
3203
3204         }
3205         if (have_flag(flgs, TR_RES_POIS))
3206         {
3207 #ifdef JP
3208 info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3209 #else
3210                 info[i++] = "It provides resistance to poison.";
3211 #endif
3212
3213         }
3214
3215         if (have_flag(flgs, TR_RES_LITE))
3216         {
3217 #ifdef JP
3218 info[i++] = "¤½¤ì¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3219 #else
3220                 info[i++] = "It provides resistance to light.";
3221 #endif
3222
3223         }
3224         if (have_flag(flgs, TR_RES_DARK))
3225         {
3226 #ifdef JP
3227 info[i++] = "¤½¤ì¤Ï°Å¹õ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3228 #else
3229                 info[i++] = "It provides resistance to dark.";
3230 #endif
3231
3232         }
3233
3234         if (have_flag(flgs, TR_RES_BLIND))
3235         {
3236 #ifdef JP
3237 info[i++] = "¤½¤ì¤ÏÌÕÌܤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3238 #else
3239                 info[i++] = "It provides resistance to blindness.";
3240 #endif
3241
3242         }
3243         if (have_flag(flgs, TR_RES_CONF))
3244         {
3245 #ifdef JP
3246 info[i++] = "¤½¤ì¤Ïº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3247 #else
3248                 info[i++] = "It provides resistance to confusion.";
3249 #endif
3250
3251         }
3252         if (have_flag(flgs, TR_RES_SOUND))
3253         {
3254 #ifdef JP
3255 info[i++] = "¤½¤ì¤Ï¹ì²»¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3256 #else
3257                 info[i++] = "It provides resistance to sound.";
3258 #endif
3259
3260         }
3261         if (have_flag(flgs, TR_RES_SHARDS))
3262         {
3263 #ifdef JP
3264 info[i++] = "¤½¤ì¤ÏÇËÊҤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3265 #else
3266                 info[i++] = "It provides resistance to shards.";
3267 #endif
3268
3269         }
3270
3271         if (have_flag(flgs, TR_RES_NETHER))
3272         {
3273 #ifdef JP
3274 info[i++] = "¤½¤ì¤ÏÃϹö¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3275 #else
3276                 info[i++] = "It provides resistance to nether.";
3277 #endif
3278
3279         }
3280         if (have_flag(flgs, TR_RES_NEXUS))
3281         {
3282 #ifdef JP
3283 info[i++] = "¤½¤ì¤Ï°ø²Ìº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3284 #else
3285                 info[i++] = "It provides resistance to nexus.";
3286 #endif
3287
3288         }
3289         if (have_flag(flgs, TR_RES_CHAOS))
3290         {
3291 #ifdef JP
3292 info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3293 #else
3294                 info[i++] = "It provides resistance to chaos.";
3295 #endif
3296
3297         }
3298         if (have_flag(flgs, TR_RES_DISEN))
3299         {
3300 #ifdef JP
3301 info[i++] = "¤½¤ì¤ÏÎô²½¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£";
3302 #else
3303                 info[i++] = "It provides resistance to disenchantment.";
3304 #endif
3305
3306         }
3307
3308         if (have_flag(flgs, TR_FEATHER))
3309         {
3310 #ifdef JP
3311 info[i++] = "¤½¤ì¤ÏÃè¤ËÉ⤯¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
3312 #else
3313                 info[i++] = "It allows you to levitate.";
3314 #endif
3315
3316         }
3317         if (have_flag(flgs, TR_LITE))
3318         {
3319                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT))
3320 #ifdef JP
3321 info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
3322 #else
3323                         info[i++] = "It decreases radius of your light source by 1.";
3324 #endif
3325                 else
3326 #ifdef JP
3327 info[i++] = "¤½¤ì¤Ï±Ê±ó¤ÎÌÀ¤«¤ê¤ò¼ø¤±¤ë(Ⱦ·Â¤Ë+1)¡£";
3328 #else
3329                         info[i++] = "It provides permanent light. (radius +1)";
3330 #endif
3331
3332         }
3333         if (have_flag(flgs, TR_SEE_INVIS))
3334         {
3335 #ifdef JP
3336 info[i++] = "¤½¤ì¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
3337 #else
3338                 info[i++] = "It allows you to see invisible monsters.";
3339 #endif
3340
3341         }
3342         if (have_flag(flgs, TR_TELEPATHY))
3343         {
3344 #ifdef JP
3345 info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò¼ø¤±¤ë¡£";
3346 #else
3347                 info[i++] = "It gives telepathic powers.";
3348 #endif
3349
3350         }
3351         if (have_flag(flgs, TR_ESP_ANIMAL))
3352         {
3353 #ifdef JP
3354 info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤ÎÀ¸Êª¤ò´¶ÃΤ¹¤ë¡£";
3355 #else
3356                 info[i++] = "It senses natural creatures.";
3357 #endif
3358
3359         }
3360         if (have_flag(flgs, TR_ESP_UNDEAD))
3361         {
3362 #ifdef JP
3363 info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ò´¶ÃΤ¹¤ë¡£";
3364 #else
3365                 info[i++] = "It senses undead.";
3366 #endif
3367
3368         }
3369         if (have_flag(flgs, TR_ESP_DEMON))
3370         {
3371 #ifdef JP
3372 info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò´¶ÃΤ¹¤ë¡£";
3373 #else
3374                 info[i++] = "It senses demons.";
3375 #endif
3376
3377         }
3378         if (have_flag(flgs, TR_ESP_ORC))
3379         {
3380 #ifdef JP
3381 info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ò´¶ÃΤ¹¤ë¡£";
3382 #else
3383                 info[i++] = "It senses orcs.";
3384 #endif
3385
3386         }
3387         if (have_flag(flgs, TR_ESP_TROLL))
3388         {
3389 #ifdef JP
3390 info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ò´¶ÃΤ¹¤ë¡£";
3391 #else
3392                 info[i++] = "It senses trolls.";
3393 #endif
3394
3395         }
3396         if (have_flag(flgs, TR_ESP_GIANT))
3397         {
3398 #ifdef JP
3399 info[i++] = "¤½¤ì¤Ïµð¿Í¤ò´¶ÃΤ¹¤ë¡£";
3400 #else
3401                 info[i++] = "It senses giants.";
3402 #endif
3403
3404         }
3405         if (have_flag(flgs, TR_ESP_DRAGON))
3406         {
3407 #ifdef JP
3408 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò´¶ÃΤ¹¤ë¡£";
3409 #else
3410                 info[i++] = "It senses dragons.";
3411 #endif
3412
3413         }
3414         if (have_flag(flgs, TR_ESP_HUMAN))
3415         {
3416 #ifdef JP
3417 info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ò´¶ÃΤ¹¤ë¡£";
3418 #else
3419                 info[i++] = "It senses humans.";
3420 #endif
3421
3422         }
3423         if (have_flag(flgs, TR_ESP_EVIL))
3424         {
3425 #ifdef JP
3426 info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¸ºß¤ò´¶ÃΤ¹¤ë¡£";
3427 #else
3428                 info[i++] = "It senses evil creatures.";
3429 #endif
3430
3431         }
3432         if (have_flag(flgs, TR_ESP_GOOD))
3433         {
3434 #ifdef JP
3435 info[i++] = "¤½¤ì¤ÏÁ±Îɤʸºß¤ò´¶ÃΤ¹¤ë¡£";
3436 #else
3437                 info[i++] = "It senses good creatures.";
3438 #endif
3439
3440         }
3441         if (have_flag(flgs, TR_ESP_NONLIVING))
3442         {
3443 #ifdef JP
3444 info[i++] = "¤½¤ì¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤò´¶ÃΤ¹¤ë¡£";
3445 #else
3446                 info[i++] = "It senses non-living creatures.";
3447 #endif
3448
3449         }
3450         if (have_flag(flgs, TR_ESP_UNIQUE))
3451         {
3452 #ifdef JP
3453 info[i++] = "¤½¤ì¤ÏÆÃÊ̤ʶ¯Å¨¤ò´¶ÃΤ¹¤ë¡£";
3454 #else
3455                 info[i++] = "It senses unique monsters.";
3456 #endif
3457
3458         }
3459         if (have_flag(flgs, TR_SLOW_DIGEST))
3460         {
3461 #ifdef JP
3462 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤òÃÙ¤¯¤¹¤ë¡£";
3463 #else
3464                 info[i++] = "It slows your metabolism.";
3465 #endif
3466
3467         }
3468         if (have_flag(flgs, TR_REGEN))
3469         {
3470 #ifdef JP
3471 info[i++] = "¤½¤ì¤ÏÂÎÎϲóÉüÎϤò¶¯²½¤¹¤ë¡£";
3472 #else
3473                 info[i++] = "It speeds your regenerative powers.";
3474 #endif
3475
3476         }
3477         if (have_flag(flgs, TR_WARNING))
3478         {
3479 #ifdef JP
3480 info[i++] = "¤½¤ì¤Ï´í¸±¤ËÂФ·¤Æ·Ù¹ð¤òȯ¤¹¤ë¡£";
3481 #else
3482                 info[i++] = "It warns you of danger";
3483 #endif
3484
3485         }
3486         if (have_flag(flgs, TR_REFLECT))
3487         {
3488 #ifdef JP
3489 info[i++] = "¤½¤ì¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
3490 #else
3491                 info[i++] = "It reflects bolts and arrows.";
3492 #endif
3493
3494         }
3495         if (have_flag(flgs, TR_SH_FIRE))
3496         {
3497 #ifdef JP
3498 info[i++] = "¤½¤ì¤Ï±ê¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3499 #else
3500                 info[i++] = "It produces a fiery sheath.";
3501 #endif
3502
3503         }
3504         if (have_flag(flgs, TR_SH_ELEC))
3505         {
3506 #ifdef JP
3507 info[i++] = "¤½¤ì¤ÏÅŵ¤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3508 #else
3509                 info[i++] = "It produces an electric sheath.";
3510 #endif
3511
3512         }
3513         if (have_flag(flgs, TR_SH_COLD))
3514         {
3515 #ifdef JP
3516 info[i++] = "¤½¤ì¤ÏÎ䵤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3517 #else
3518                 info[i++] = "It produces a sheath of coldness.";
3519 #endif
3520
3521         }
3522         if (have_flag(flgs, TR_NO_MAGIC))
3523         {
3524 #ifdef JP
3525 info[i++] = "¤½¤ì¤ÏÈ¿ËâË¡¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
3526 #else
3527                 info[i++] = "It produces an anti-magic shell.";
3528 #endif
3529
3530         }
3531         if (have_flag(flgs, TR_NO_TELE))
3532         {
3533 #ifdef JP
3534 info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤹¤ë¡£";
3535 #else
3536                 info[i++] = "It prevents teleportation.";
3537 #endif
3538
3539         }
3540         if (have_flag(flgs, TR_XTRA_MIGHT))
3541         {
3542 #ifdef JP
3543 info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤò¤è¤ê¶¯ÎϤËȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3544 #else
3545                 info[i++] = "It fires missiles with extra might.";
3546 #endif
3547
3548         }
3549         if (have_flag(flgs, TR_XTRA_SHOTS))
3550         {
3551 #ifdef JP
3552 info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤòÈó¾ï¤ËÁ᤯ȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
3553 #else
3554                 info[i++] = "It fires missiles excessively fast.";
3555 #endif
3556
3557         }
3558
3559         if (have_flag(flgs, TR_BLESSED))
3560         {
3561 #ifdef JP
3562 info[i++] = "¤½¤ì¤Ï¿À¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£";
3563 #else
3564                 info[i++] = "It has been blessed by the gods.";
3565 #endif
3566
3567         }
3568
3569         if (cursed_p(o_ptr))
3570         {
3571                 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3572                 {
3573 #ifdef JP
3574 info[i++] = "¤½¤ì¤Ï±Ê±ó¤Î¼ö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
3575 #else
3576                         info[i++] = "It is permanently cursed.";
3577 #endif
3578
3579                 }
3580                 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3581                 {
3582 #ifdef JP
3583 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
3584 #else
3585                         info[i++] = "It is heavily cursed.";
3586 #endif
3587
3588                 }
3589                 else
3590                 {
3591 #ifdef JP
3592 info[i++] = "¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¡£";
3593 #else
3594                         info[i++] = "It is cursed.";
3595 #endif
3596
3597                         /*
3598                          * It's a trivial infomation since there is
3599                          * fake inscription {cursed}
3600                          */
3601                         trivial_info++;
3602                 }
3603         }
3604
3605         if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
3606         {
3607 #ifdef JP
3608 info[i++] = "¤½¤ì¤ÏÂÀ¸Å¤Î²Ò¡¹¤·¤¤±åÇ°¤¬½É¤Ã¤Æ¤¤¤ë¡£";
3609 #else
3610                 info[i++] = "It carries an ancient foul curse.";
3611 #endif
3612
3613         }
3614         if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
3615         {
3616 #ifdef JP
3617 info[i++] = "¤½¤ì¤ÏÉÕ¶á¤Î¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë¡£";
3618 #else
3619                 info[i++] = "It aggravates nearby creatures.";
3620 #endif
3621
3622         }
3623         if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
3624         {
3625 #ifdef JP
3626 info[i++] = "¤½¤ì¤Ï·Ð¸³ÃͤòµÛ¤¤¼è¤ë¡£";
3627 #else
3628                 info[i++] = "It drains experience.";
3629 #endif
3630
3631         }
3632         if (o_ptr->curse_flags & TRC_SLOW_REGEN)
3633         {
3634 #ifdef JP
3635 info[i++] = "¤½¤ì¤Ï²óÉüÎϤò¼å¤á¤ë¡£";
3636 #else
3637                 info[i++] = "It slows your regenerative powers.";
3638 #endif
3639
3640         }
3641         if (o_ptr->curse_flags & TRC_ADD_L_CURSE)
3642         {
3643 #ifdef JP
3644 info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£";
3645 #else
3646                 info[i++] = "It adds weak curses.";
3647 #endif
3648
3649         }
3650         if (o_ptr->curse_flags & TRC_ADD_H_CURSE)
3651         {
3652 #ifdef JP
3653 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£";
3654 #else
3655                 info[i++] = "It adds heavy curses.";
3656 #endif
3657
3658         }
3659         if (o_ptr->curse_flags & TRC_CALL_ANIMAL)
3660         {
3661 #ifdef JP
3662 info[i++] = "¤½¤ì¤Ïưʪ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3663 #else
3664                 info[i++] = "It attracts animals.";
3665 #endif
3666
3667         }
3668         if (o_ptr->curse_flags & TRC_CALL_DEMON)
3669         {
3670 #ifdef JP
3671 info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3672 #else
3673                 info[i++] = "It attracts demons.";
3674 #endif
3675
3676         }
3677         if (o_ptr->curse_flags & TRC_CALL_DRAGON)
3678         {
3679 #ifdef JP
3680 info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò¸Æ¤Ó´ó¤»¤ë¡£";
3681 #else
3682                 info[i++] = "It attracts dragons.";
3683 #endif
3684
3685         }
3686         if (o_ptr->curse_flags & TRC_COWARDICE)
3687         {
3688 #ifdef JP
3689 info[i++] = "¤½¤ì¤Ï¶²ÉÝ´¶¤ò°ú¤­µ¯¤³¤¹¡£";
3690 #else
3691                 info[i++] = "It makes you subject to cowardice.";
3692 #endif
3693
3694         }
3695         if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
3696         {
3697 #ifdef JP
3698 info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤Ê¥Æ¥ì¥Ý¡¼¥È¤ò°ú¤­µ¯¤³¤¹¡£";
3699 #else
3700                 info[i++] = "It induces random teleportation.";
3701 #endif
3702
3703         }
3704         if (o_ptr->curse_flags & TRC_LOW_MELEE)
3705         {
3706 #ifdef JP
3707 info[i++] = "¤½¤ì¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
3708 #else
3709                 info[i++] = "It causes you to miss blows.";
3710 #endif
3711
3712         }
3713         if (o_ptr->curse_flags & TRC_LOW_AC)
3714         {
3715 #ifdef JP
3716 info[i++] = "¤½¤ì¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
3717 #else
3718                 info[i++] = "It helps your enemies' blows.";
3719 #endif
3720
3721         }
3722         if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3723         {
3724 #ifdef JP
3725 info[i++] = "¤½¤ì¤ÏËâË¡¤ò¾§¤¨¤Ë¤¯¤¯¤¹¤ë¡£";
3726 #else
3727                 info[i++] = "It encumbers you while spellcasting.";
3728 #endif
3729
3730         }
3731         if (o_ptr->curse_flags & TRC_FAST_DIGEST)
3732         {
3733 #ifdef JP
3734 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤ò®¤¯¤¹¤ë¡£";
3735 #else
3736                 info[i++] = "It speeds your metabolism.";
3737 #endif
3738
3739         }
3740         if (o_ptr->curse_flags & TRC_DRAIN_HP)
3741         {
3742 #ifdef JP
3743 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¤¤¼è¤ë¡£";
3744 #else
3745                 info[i++] = "It drains you.";
3746 #endif
3747
3748         }
3749         if (o_ptr->curse_flags & TRC_DRAIN_MANA)
3750         {
3751 #ifdef JP
3752 info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¤¤¼è¤ë¡£";
3753 #else
3754                 info[i++] = "It drains your mana.";
3755 #endif
3756
3757         }
3758
3759         /* Describe about this kind of object instead of THIS fake object */
3760         if (!real)
3761         {
3762                 switch (o_ptr->tval)
3763                 {
3764                 case TV_RING:
3765                         switch (o_ptr->sval)
3766                         {
3767                         case SV_RING_LORDLY:
3768 #ifdef JP
3769                                 info[i++] = "¤½¤ì¤Ï´ö¤Ä¤«¤Î¥é¥ó¥À¥à¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£";
3770 #else
3771                                 info[i++] = "It provides some random resistances.";
3772 #endif
3773                                 break;
3774                         case SV_RING_WARNING:
3775 #ifdef JP
3776                                 info[i++] = "¤½¤ì¤Ï¤Ò¤È¤Ä¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3777 #else
3778                                 info[i++] = "It may provide a low rank ESP.";
3779 #endif
3780                                 break;
3781                         }
3782                         break;
3783
3784                 case TV_AMULET:
3785                         switch (o_ptr->sval)
3786                         {
3787                         case SV_AMULET_RESISTANCE:
3788 #ifdef JP
3789                                 info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3790 #else
3791                                 info[i++] = "It may provides resistance to poison.";
3792 #endif
3793 #ifdef JP
3794                                 info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤ÊÂÑÀ­¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
3795 #else
3796                                 info[i++] = "It may provide a random resistances.";
3797 #endif
3798                                 break;
3799                         case SV_AMULET_THE_MAGI:
3800 #ifdef JP
3801                                 info[i++] = "¤½¤ì¤ÏºÇÂç¤Ç£³¤Ä¤Þ¤Ç¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë¡£";
3802 #else
3803                                 info[i++] = "It provides up to three low rank ESPs.";
3804 #endif
3805                                 break;
3806                         }
3807                         break;
3808                 }
3809         }
3810
3811         if (have_flag(flgs, TR_IGNORE_ACID) &&
3812             have_flag(flgs, TR_IGNORE_ELEC) &&
3813             have_flag(flgs, TR_IGNORE_FIRE) &&
3814             have_flag(flgs, TR_IGNORE_COLD))
3815         {
3816 #ifdef JP
3817                 info[i++] = "¤½¤ì¤Ï»À¡¦Åŷ⡦²Ð±ê¡¦Î䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3818 #else
3819                 info[i++] = "It cannot be harmed by the elements.";
3820 #endif
3821         }
3822         else
3823         {
3824                 if (have_flag(flgs, TR_IGNORE_ACID))
3825                 {
3826 #ifdef JP
3827                         info[i++] = "¤½¤ì¤Ï»À¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3828 #else
3829                         info[i++] = "It cannot be harmed by acid.";
3830 #endif
3831                 }
3832                 if (have_flag(flgs, TR_IGNORE_ELEC))
3833                 {
3834 #ifdef JP
3835                         info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3836 #else
3837                         info[i++] = "It cannot be harmed by electricity.";
3838 #endif
3839                 }
3840                 if (have_flag(flgs, TR_IGNORE_FIRE))
3841                 {
3842 #ifdef JP
3843                         info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3844 #else
3845                         info[i++] = "It cannot be harmed by fire.";
3846 #endif
3847                 }
3848                 if (have_flag(flgs, TR_IGNORE_COLD))
3849                 {
3850 #ifdef JP
3851                         info[i++] = "¤½¤ì¤ÏÎ䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
3852 #else
3853                         info[i++] = "It cannot be harmed by cold.";
3854 #endif
3855                 }
3856         }
3857
3858         /* No relevant informations */
3859         if (i <= trivial_info) return (FALSE);
3860
3861         /* Save the screen */
3862         screen_save();
3863
3864         /* Get size */
3865         Term_get_size(&wid, &hgt);
3866
3867         /* Display Item name */
3868         if (real)
3869                 object_desc(o_name, o_ptr, 0);
3870         else
3871                 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
3872
3873         prt(o_name, 0, 0);
3874
3875         /* Erase the screen */
3876         for (k = 1; k < hgt; k++) prt("", k, 13);
3877
3878         /* Label the information */
3879         if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
3880         {
3881                 monster_race *r_ptr = &r_info[o_ptr->pval];
3882                 int namelen = strlen(r_name + r_ptr->name);
3883                 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
3884                 c_prt(r_ptr->d_attr, format("%c", r_ptr->d_char), 1, 18+namelen);
3885                 prt("'", 1, 19+namelen);
3886         }
3887         else
3888 #ifdef JP
3889 prt("     ¥¢¥¤¥Æ¥à¤ÎǽÎÏ:", 1, 15);
3890 #else
3891         prt("     Item Attributes:", 1, 15);
3892 #endif
3893
3894         /* We will print on top of the map (column 13) */
3895         for (k = 2, j = 0; j < i; j++)
3896         {
3897                 /* Show the info */
3898                 prt(info[j], k++, 15);
3899
3900                 /* Every 20 entries (lines 2 to 21), start over */
3901                 if ((k == hgt - 2) && (j+1 < i))
3902                 {
3903 #ifdef JP
3904 prt("-- Â³¤¯ --", k, 15);
3905 #else
3906                         prt("-- more --", k, 15);
3907 #endif
3908                         inkey();
3909                         for (; k > 2; k--) prt("", k, 15);
3910                 }
3911         }
3912
3913         /* Wait for it */
3914 #ifdef JP
3915 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 15);
3916 #else
3917         prt("[Press any key to continue]", k, 15);
3918 #endif
3919
3920         inkey();
3921
3922         /* Restore the screen */
3923         screen_load();
3924
3925         /* Gave knowledge */
3926         return (TRUE);
3927 }
3928
3929
3930
3931 /*
3932  * Convert an inventory index into a one character label
3933  * Note that the label does NOT distinguish inven/equip.
3934  */
3935 char index_to_label(int i)
3936 {
3937         /* Indexes for "inven" are easy */
3938         if (i < INVEN_RARM) return (I2A(i));
3939
3940         /* Indexes for "equip" are offset */
3941         return (I2A(i - INVEN_RARM));
3942 }
3943
3944
3945 /*
3946  * Convert a label into the index of an item in the "inven"
3947  * Return "-1" if the label does not indicate a real item
3948  */
3949 s16b label_to_inven(int c)
3950 {
3951         int i;
3952
3953         /* Convert */
3954         i = (islower(c) ? A2I(c) : -1);
3955
3956         /* Verify the index */
3957         if ((i < 0) || (i > INVEN_PACK)) return (-1);
3958
3959         /* Empty slots can never be chosen */
3960         if (!inventory[i].k_idx) return (-1);
3961
3962         /* Return the index */
3963         return (i);
3964 }
3965
3966
3967 /*
3968  * Convert a label into the index of a item in the "equip"
3969  * Return "-1" if the label does not indicate a real item
3970  */
3971 s16b label_to_equip(int c)
3972 {
3973         int i;
3974
3975         /* Convert */
3976         i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
3977
3978         /* Verify the index */
3979         if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
3980
3981         /* Empty slots can never be chosen */
3982         if (!inventory[i].k_idx) return (-1);
3983
3984         /* Return the index */
3985         return (i);
3986 }
3987
3988
3989
3990 /*
3991  * Determine which equipment slot (if any) an item likes
3992  */
3993 s16b wield_slot(object_type *o_ptr)
3994 {
3995         /* Slot for equipment */
3996         switch (o_ptr->tval)
3997         {
3998                 case TV_DIGGING:
3999                 case TV_HAFTED:
4000                 case TV_POLEARM:
4001                 case TV_SWORD:
4002                 {
4003                         if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
4004                         if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
4005                         return (INVEN_LARM);
4006                 }
4007
4008                 case TV_CAPTURE:
4009                 case TV_CARD:
4010                 case TV_SHIELD:
4011                 {
4012                         if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
4013                         if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
4014                         return (INVEN_RARM);
4015                 }
4016
4017                 case TV_BOW:
4018                 {
4019                         return (INVEN_BOW);
4020                 }
4021
4022                 case TV_RING:
4023                 {
4024                         /* Use the right hand first */
4025                         if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
4026
4027                         /* Use the left hand for swapping (by default) */
4028                         return (INVEN_LEFT);
4029                 }
4030
4031                 case TV_AMULET:
4032                 case TV_WHISTLE:
4033                 {
4034                         return (INVEN_NECK);
4035                 }
4036
4037                 case TV_LITE:
4038                 {
4039                         return (INVEN_LITE);
4040                 }
4041
4042                 case TV_DRAG_ARMOR:
4043                 case TV_HARD_ARMOR:
4044                 case TV_SOFT_ARMOR:
4045                 {
4046                         return (INVEN_BODY);
4047                 }
4048
4049                 case TV_CLOAK:
4050                 {
4051                         return (INVEN_OUTER);
4052                 }
4053
4054                 case TV_CROWN:
4055                 case TV_HELM:
4056                 {
4057                         return (INVEN_HEAD);
4058                 }
4059
4060                 case TV_GLOVES:
4061                 {
4062                         return (INVEN_HANDS);
4063                 }
4064
4065                 case TV_BOOTS:
4066                 {
4067                         return (INVEN_FEET);
4068                 }
4069         }
4070
4071         /* No slot available */
4072         return (-1);
4073 }
4074
4075
4076 /*
4077  * Return a string mentioning how a given item is carried
4078  */
4079 cptr mention_use(int i)
4080 {
4081         cptr p;
4082
4083         /* Examine the location */
4084         switch (i)
4085         {
4086 #ifdef JP
4087 case INVEN_RARM: p = p_ptr->ryoute ? " Î¾¼ê" : (left_hander ? " º¸¼ê" : " ±¦¼ê"); break;
4088 #else
4089                 case INVEN_RARM: p = "Wielding"; break;
4090 #endif
4091
4092 #ifdef JP
4093 case INVEN_LARM:   p = (left_hander ? " ±¦¼ê" : " º¸¼ê"); break;
4094 #else
4095                 case INVEN_LARM:   p = "On arm"; break;
4096 #endif
4097
4098 #ifdef JP
4099 case INVEN_BOW:   p = "¼Í·âÍÑ"; break;
4100 #else
4101                 case INVEN_BOW:   p = "Shooting"; break;
4102 #endif
4103
4104 #ifdef JP
4105 case INVEN_LEFT:  p = (left_hander ? "±¦¼ê»Ø" : "º¸¼ê»Ø"); break;
4106 #else
4107                 case INVEN_LEFT:  p = "On left hand"; break;
4108 #endif
4109
4110 #ifdef JP
4111 case INVEN_RIGHT: p = (left_hander ? "º¸¼ê»Ø" : "±¦¼ê»Ø"); break;
4112 #else
4113                 case INVEN_RIGHT: p = "On right hand"; break;
4114 #endif
4115
4116 #ifdef JP
4117 case INVEN_NECK:  p = "  ¼ó"; break;
4118 #else
4119                 case INVEN_NECK:  p = "Around neck"; break;
4120 #endif
4121
4122 #ifdef JP
4123 case INVEN_LITE:  p = " ¸÷¸»"; break;
4124 #else
4125                 case INVEN_LITE:  p = "Light source"; break;
4126 #endif
4127
4128 #ifdef JP
4129 case INVEN_BODY:  p = "  ÂÎ"; break;
4130 #else
4131                 case INVEN_BODY:  p = "On body"; break;
4132 #endif
4133
4134 #ifdef JP
4135 case INVEN_OUTER: p = "ÂΤξå"; break;
4136 #else
4137                 case INVEN_OUTER: p = "About body"; break;
4138 #endif
4139
4140 #ifdef JP
4141 case INVEN_HEAD:  p = "  Ƭ"; break;
4142 #else
4143                 case INVEN_HEAD:  p = "On head"; break;
4144 #endif
4145
4146 #ifdef JP
4147 case INVEN_HANDS: p = "  ¼ê"; break;
4148 #else
4149                 case INVEN_HANDS: p = "On hands"; break;
4150 #endif
4151
4152 #ifdef JP
4153 case INVEN_FEET:  p = "  ­"; break;
4154 #else
4155                 case INVEN_FEET:  p = "On feet"; break;
4156 #endif
4157
4158 #ifdef JP
4159 default:          p = "¥¶¥Ã¥¯"; break;
4160 #else
4161                 default:          p = "In pack"; break;
4162 #endif
4163
4164         }
4165
4166         /* Hack -- Heavy weapon */
4167         if (i == INVEN_RARM)
4168         {
4169                 if (p_ptr->heavy_wield[0])
4170                 {
4171 #ifdef JP
4172 p = "±¿ÈÂÃæ";
4173 #else
4174                         p = "Just lifting";
4175 #endif
4176
4177                 }
4178         }
4179
4180         /* Hack -- Heavy weapon */
4181         if (i == INVEN_LARM)
4182         {
4183                 if (p_ptr->heavy_wield[1])
4184                 {
4185 #ifdef JP
4186 p = "±¿ÈÂÃæ";
4187 #else
4188                         p = "Just lifting";
4189 #endif
4190
4191                 }
4192         }
4193
4194         /* Hack -- Heavy bow */
4195         if (i == INVEN_BOW)
4196         {
4197                 object_type *o_ptr;
4198                 o_ptr = &inventory[i];
4199                 if (adj_str_hold[p_ptr->stat_ind[A_STR]] < o_ptr->weight / 10)
4200                 {
4201 #ifdef JP
4202 p = "±¿ÈÂÃæ";
4203 #else
4204                         p = "Just holding";
4205 #endif
4206
4207                 }
4208         }
4209
4210         /* Return the result */
4211         return (p);
4212 }
4213
4214
4215 /*
4216  * Return a string describing how a given item is being worn.
4217  * Currently, only used for items in the equipment, not inventory.
4218  */
4219 cptr describe_use(int i)
4220 {
4221         cptr p;
4222
4223         switch (i)
4224         {
4225 #ifdef JP
4226 case INVEN_RARM: p = p_ptr->ryoute ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë"); break;
4227 #else
4228                 case INVEN_RARM: p = "attacking monsters with"; break;
4229 #endif
4230
4231 #ifdef JP
4232 case INVEN_LARM:   p = (left_hander ? "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë"); break;
4233 #else
4234                 case INVEN_LARM:   p = "wearing on your arm"; break;
4235 #endif
4236
4237 #ifdef JP
4238 case INVEN_BOW:   p = "¼Í·âÍѤËÁõÈ÷¤·¤Æ¤¤¤ë"; break;
4239 #else
4240                 case INVEN_BOW:   p = "shooting missiles with"; break;
4241 #endif
4242
4243 #ifdef JP
4244 case INVEN_LEFT:  p = (left_hander ? "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
4245 #else
4246                 case INVEN_LEFT:  p = "wearing on your left hand"; break;
4247 #endif
4248
4249 #ifdef JP
4250 case INVEN_RIGHT: p = (left_hander ? "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
4251 #else
4252                 case INVEN_RIGHT: p = "wearing on your right hand"; break;
4253 #endif
4254
4255 #ifdef JP
4256 case INVEN_NECK:  p = "¼ó¤Ë¤«¤±¤Æ¤¤¤ë"; break;
4257 #else
4258                 case INVEN_NECK:  p = "wearing around your neck"; break;
4259 #endif
4260
4261 #ifdef JP
4262 case INVEN_LITE:  p = "¸÷¸»¤Ë¤·¤Æ¤¤¤ë"; break;
4263 #else
4264                 case INVEN_LITE:  p = "using to light the way"; break;
4265 #endif
4266
4267 #ifdef JP
4268 case INVEN_BODY:  p = "ÂΤËÃå¤Æ¤¤¤ë"; break;
4269 #else
4270                 case INVEN_BODY:  p = "wearing on your body"; break;
4271 #endif
4272
4273 #ifdef JP
4274 case INVEN_OUTER: p = "¿È¤Ë¤Þ¤È¤Ã¤Æ¤¤¤ë"; break;
4275 #else
4276                 case INVEN_OUTER: p = "wearing on your back"; break;
4277 #endif
4278
4279 #ifdef JP
4280 case INVEN_HEAD:  p = "Ƭ¤Ë¤«¤Ö¤Ã¤Æ¤¤¤ë"; break;
4281 #else
4282                 case INVEN_HEAD:  p = "wearing on your head"; break;
4283 #endif
4284
4285 #ifdef JP
4286 case INVEN_HANDS: p = "¼ê¤Ë¤Ä¤±¤Æ¤¤¤ë"; break;
4287 #else
4288                 case INVEN_HANDS: p = "wearing on your hands"; break;
4289 #endif
4290
4291 #ifdef JP
4292 case INVEN_FEET:  p = "­¤Ë¤Ï¤¤¤Æ¤¤¤ë"; break;
4293 #else
4294                 case INVEN_FEET:  p = "wearing on your feet"; break;
4295 #endif
4296
4297 #ifdef JP
4298 default:          p = "¥¶¥Ã¥¯¤ËÆþ¤Ã¤Æ¤¤¤ë"; break;
4299 #else
4300                 default:          p = "carrying in your pack"; break;
4301 #endif
4302
4303         }
4304
4305         /* Hack -- Heavy weapon */
4306         if (i == INVEN_RARM)
4307         {
4308                 object_type *o_ptr;
4309                 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4310
4311                 if (p_ptr->ryoute) hold *= 2;
4312                 o_ptr = &inventory[i];
4313                 if (hold < o_ptr->weight / 10)
4314                 {
4315 #ifdef JP
4316 p = "±¿ÈÂÃæ¤Î";
4317 #else
4318                         p = "just lifting";
4319 #endif
4320
4321                 }
4322         }
4323
4324         /* Hack -- Heavy bow */
4325         if (i == INVEN_BOW)
4326         {
4327                 object_type *o_ptr;
4328                 o_ptr = &inventory[i];
4329                 if (adj_str_hold[p_ptr->stat_ind[A_STR]] < o_ptr->weight / 10)
4330                 {
4331 #ifdef JP
4332 p = "»ý¤Ä¤À¤±¤ÇÀº°ìÇÕ¤Î";
4333 #else
4334                         p = "just holding";
4335 #endif
4336
4337                 }
4338         }
4339
4340         /* Return the result */
4341         return p;
4342 }
4343
4344
4345 /* Hack: Check if a spellbook is one of the realms we can use. -- TY */
4346
4347 bool check_book_realm(const byte book_tval, const byte book_sval)
4348 {
4349         if (book_tval < TV_LIFE_BOOK) return FALSE;
4350         if (p_ptr->pclass == CLASS_SORCERER)
4351         {
4352                 return is_magic(tval2realm(book_tval));
4353         }
4354         else if (p_ptr->pclass == CLASS_RED_MAGE)
4355         {
4356                 if (is_magic(tval2realm(book_tval)))
4357                         return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
4358         }
4359         return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
4360 }
4361
4362
4363 /*
4364  * Check an item against the item tester info
4365  */
4366 bool item_tester_okay(object_type *o_ptr)
4367 {
4368         /* Hack -- allow listing empty slots */
4369         if (item_tester_full) return (TRUE);
4370
4371         /* Require an item */
4372         if (!o_ptr->k_idx) return (FALSE);
4373
4374         /* Hack -- ignore "gold" */
4375         if (o_ptr->tval == TV_GOLD) return (FALSE);
4376
4377         /* Check the tval */
4378         if (item_tester_tval)
4379         {
4380                 /* Is it a spellbook? If so, we need a hack -- TY */
4381                 if ((item_tester_tval <= TV_DEATH_BOOK) &&
4382                         (item_tester_tval >= TV_LIFE_BOOK))
4383                         return check_book_realm(o_ptr->tval, o_ptr->sval);
4384                 else
4385                         if (item_tester_tval != o_ptr->tval) return (FALSE);
4386         }
4387
4388         /* Check the hook */
4389         if (item_tester_hook)
4390         {
4391                 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
4392         }
4393
4394         /* Assume okay */
4395         return (TRUE);
4396 }
4397
4398
4399
4400
4401 /*
4402  * Choice window "shadow" of the "show_inven()" function
4403  */
4404 void display_inven(void)
4405 {
4406         register        int i, n, z = 0;
4407         object_type     *o_ptr;
4408         byte            attr = TERM_WHITE;
4409         char            tmp_val[80];
4410         char            o_name[MAX_NLEN];
4411         int             wid, hgt;
4412
4413         /* Get size */
4414         Term_get_size(&wid, &hgt);
4415
4416         /* Find the "final" slot */
4417         for (i = 0; i < INVEN_PACK; i++)
4418         {
4419                 o_ptr = &inventory[i];
4420
4421                 /* Skip non-objects */
4422                 if (!o_ptr->k_idx) continue;
4423
4424                 /* Track */
4425                 z = i + 1;
4426         }
4427
4428         /* Display the pack */
4429         for (i = 0; i < z; i++)
4430         {
4431                 /* Examine the item */
4432                 o_ptr = &inventory[i];
4433
4434                 /* Start with an empty "index" */
4435                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
4436
4437                 /* Is this item "acceptable"? */
4438                 if (item_tester_okay(o_ptr))
4439                 {
4440                         /* Prepare an "index" */
4441                         tmp_val[0] = index_to_label(i);
4442
4443                         /* Bracket the "index" --(-- */
4444                         tmp_val[1] = ')';
4445                 }
4446
4447                 /* Display the index (or blank space) */
4448                 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
4449
4450                 /* Obtain an item description */
4451                 object_desc(o_name, o_ptr, 0);
4452
4453                 /* Obtain the length of the description */
4454                 n = strlen(o_name);
4455
4456                 /* Get a color */
4457                 attr = tval_to_attr[o_ptr->tval % 128];
4458
4459                 /* Grey out charging items */
4460                 if (o_ptr->timeout)
4461                 {
4462                         attr = TERM_L_DARK;
4463                 }
4464
4465                 /* Display the entry itself */
4466                 Term_putstr(3, i, n, attr, o_name);
4467
4468                 /* Erase the rest of the line */
4469                 Term_erase(3+n, i, 255);
4470
4471                 /* Display the weight if needed */
4472                 if (show_weights && o_ptr->weight)
4473                 {
4474                         int wgt = o_ptr->weight * o_ptr->number;
4475 #ifdef JP
4476                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
4477 #else
4478                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4479 #endif
4480
4481                         prt(tmp_val, i, wid - 9);
4482                 }
4483         }
4484
4485         /* Erase the rest of the window */
4486         for (i = z; i < hgt; i++)
4487         {
4488                 /* Erase the line */
4489                 Term_erase(0, i, 255);
4490         }
4491 }
4492
4493
4494
4495 /*
4496  * Choice window "shadow" of the "show_equip()" function
4497  */
4498 void display_equip(void)
4499 {
4500         register        int i, n;
4501         object_type     *o_ptr;
4502         byte            attr = TERM_WHITE;
4503         char            tmp_val[80];
4504         char            o_name[MAX_NLEN];
4505         int             wid, hgt;
4506
4507         /* Get size */
4508         Term_get_size(&wid, &hgt);
4509
4510         /* Display the equipment */
4511         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4512         {
4513                 /* Examine the item */
4514                 o_ptr = &inventory[i];
4515
4516                 /* Start with an empty "index" */
4517                 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
4518
4519                 /* Is this item "acceptable"? */
4520                 if (item_tester_okay(o_ptr))
4521                 {
4522                         /* Prepare an "index" */
4523                         tmp_val[0] = index_to_label(i);
4524
4525                         /* Bracket the "index" --(-- */
4526                         tmp_val[1] = ')';
4527                 }
4528
4529                 /* Display the index (or blank space) */
4530                 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
4531
4532                 /* Obtain an item description */
4533                 if ((i == INVEN_LARM) && p_ptr->ryoute)
4534                 {
4535 #ifdef JP
4536                         strcpy(o_name, "(Éð´ï¤òξ¼ê»ý¤Á)");
4537 #else
4538                         strcpy(o_name, "(wielding with two-hands)");
4539 #endif
4540                         attr = 1;
4541                 }
4542                 else
4543                 {
4544                         object_desc(o_name, o_ptr, 0);
4545                         attr = tval_to_attr[o_ptr->tval % 128];
4546                 }
4547
4548                 /* Obtain the length of the description */
4549                 n = strlen(o_name);
4550
4551                 /* Grey out charging items */
4552                 if (o_ptr->timeout)
4553                 {
4554                         attr = TERM_L_DARK;
4555                 }
4556
4557                 /* Display the entry itself */
4558                 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
4559
4560                 /* Erase the rest of the line */
4561                 Term_erase(3+n, i - INVEN_RARM, 255);
4562
4563                 /* Display the weight (if needed) */
4564                 if (show_weights && o_ptr->weight)
4565                 {
4566                         int wgt = o_ptr->weight * o_ptr->number;
4567 #ifdef JP
4568                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
4569 #else
4570                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4571 #endif
4572
4573                         prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
4574                 }
4575
4576                 /* Display the slot description (if needed) */
4577                 if (show_labels)
4578                 {
4579                         Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
4580                         prt(mention_use(i), i - INVEN_RARM, wid - 15);
4581                 }
4582         }
4583
4584         /* Erase the rest of the window */
4585         for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
4586         {
4587                 /* Clear that line */
4588                 Term_erase(0, i, 255);
4589         }
4590 }
4591
4592
4593 /*
4594  * Find the "first" inventory object with the given "tag".
4595  *
4596  * A "tag" is a numeral "n" appearing as "@n" anywhere in the
4597  * inscription of an object.  Alphabetical characters don't work as a
4598  * tag in this form.
4599  *
4600  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
4601  * and "x" is the "current" command_cmd code.
4602  */
4603 static bool get_tag(int *cp, char tag, int mode)
4604 {
4605         int i, start, end;
4606         cptr s;
4607
4608         /* Extract index from mode */
4609         switch (mode)
4610         {
4611         case USE_EQUIP:
4612                 start = INVEN_RARM;
4613                 end = INVEN_TOTAL - 1;
4614                 break;
4615
4616         case USE_INVEN:
4617                 start = 0;
4618                 end = INVEN_PACK - 1;
4619                 break;
4620
4621         default:
4622                 return FALSE;
4623         }
4624
4625         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
4626
4627         /* Check every inventory object */
4628         for (i = start; i <= end; i++)
4629         {
4630                 object_type *o_ptr = &inventory[i];
4631
4632                 /* Skip non-objects */
4633                 if (!o_ptr->k_idx) continue;
4634
4635                 /* Skip empty inscriptions */
4636                 if (!o_ptr->inscription) continue;
4637
4638                 /* Skip non-choice */
4639                 if (!item_tester_okay(o_ptr)) continue;
4640
4641                 /* Find a '@' */
4642                 s = my_strchr(quark_str(o_ptr->inscription), '@');
4643
4644                 /* Process all tags */
4645                 while (s)
4646                 {
4647                         /* Check the special tags */
4648                         if ((s[1] == command_cmd) && (s[2] == tag))
4649                         {
4650                                 /* Save the actual inventory ID */
4651                                 *cp = i;
4652
4653                                 /* Success */
4654                                 return (TRUE);
4655                         }
4656
4657                         /* Find another '@' */
4658                         s = my_strchr(s + 1, '@');
4659                 }
4660         }
4661
4662
4663         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
4664
4665         /* Don't allow {@#} with '#' being alphabet */
4666         if (tag < '0' || '9' < tag)
4667         {
4668                 /* No such tag */
4669                 return FALSE;
4670         }
4671
4672         /* Check every object */
4673         for (i = start; i <= end; i++)
4674         {
4675                 object_type *o_ptr = &inventory[i];
4676
4677                 /* Skip non-objects */
4678                 if (!o_ptr->k_idx) continue;
4679
4680                 /* Skip empty inscriptions */
4681                 if (!o_ptr->inscription) continue;
4682
4683                 /* Skip non-choice */
4684                 if (!item_tester_okay(o_ptr)) continue;
4685
4686                 /* Find a '@' */
4687                 s = my_strchr(quark_str(o_ptr->inscription), '@');
4688
4689                 /* Process all tags */
4690                 while (s)
4691                 {
4692                         /* Check the normal tags */
4693                         if (s[1] == tag)
4694                         {
4695                                 /* Save the actual inventory ID */
4696                                 *cp = i;
4697
4698                                 /* Success */
4699                                 return (TRUE);
4700                         }
4701
4702                         /* Find another '@' */
4703                         s = my_strchr(s + 1, '@');
4704                 }
4705         }
4706
4707         /* No such tag */
4708         return (FALSE);
4709 }
4710
4711
4712 /*
4713  * Find the "first" floor object with the given "tag".
4714  *
4715  * A "tag" is a numeral "n" appearing as "@n" anywhere in the
4716  * inscription of an object.  Alphabetical characters don't work as a
4717  * tag in this form.
4718  *
4719  * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
4720  * and "x" is the "current" command_cmd code.
4721  */
4722 static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num)
4723 {
4724         int i;
4725         cptr s;
4726
4727         /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
4728
4729         /* Check every object in the grid */
4730         for (i = 0; i < floor_num && i < 23; i++)
4731         {
4732                 object_type *o_ptr = &o_list[floor_list[i]];
4733
4734                 /* Skip empty inscriptions */
4735                 if (!o_ptr->inscription) continue;
4736
4737                 /* Find a '@' */
4738                 s = my_strchr(quark_str(o_ptr->inscription), '@');
4739
4740                 /* Process all tags */
4741                 while (s)
4742                 {
4743                         /* Check the special tags */
4744                         if ((s[1] == command_cmd) && (s[2] == tag))
4745                         {
4746                                 /* Save the actual floor object ID */
4747                                 *cp = i;
4748
4749                                 /* Success */
4750                                 return (TRUE);
4751                         }
4752
4753                         /* Find another '@' */
4754                         s = my_strchr(s + 1, '@');
4755                 }
4756         }
4757
4758
4759         /**** Find a tag in the form of {@#} (allows only numerals)  ***/
4760
4761         /* Don't allow {@#} with '#' being alphabet */
4762         if (tag < '0' || '9' < tag)
4763         {
4764                 /* No such tag */
4765                 return FALSE;
4766         }
4767
4768         /* Check every object in the grid */
4769         for (i = 0; i < floor_num && i < 23; i++)
4770         {
4771                 object_type *o_ptr = &o_list[floor_list[i]];
4772
4773                 /* Skip empty inscriptions */
4774                 if (!o_ptr->inscription) continue;
4775
4776                 /* Find a '@' */
4777                 s = my_strchr(quark_str(o_ptr->inscription), '@');
4778
4779                 /* Process all tags */
4780                 while (s)
4781                 {
4782                         /* Check the normal tags */
4783                         if (s[1] == tag)
4784                         {
4785                                 /* Save the floor object ID */
4786                                 *cp = i;
4787
4788                                 /* Success */
4789                                 return (TRUE);
4790                         }
4791
4792                         /* Find another '@' */
4793                         s = my_strchr(s + 1, '@');
4794                 }
4795         }
4796
4797         /* No such tag */
4798         return (FALSE);
4799 }
4800
4801
4802 /*
4803  * Move around label characters with correspond tags
4804  */
4805 static void prepare_label_string(char *label, int mode)
4806 {
4807         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
4808         int  offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
4809         int  i;
4810
4811         /* Prepare normal labels */
4812         strcpy(label, alphabet_chars);
4813
4814         /* Move each label */
4815         for (i = 0; i < 52; i++)
4816         {
4817                 int index;
4818                 char c = alphabet_chars[i];
4819
4820                 /* Find a tag with this label */
4821                 if (get_tag(&index, c, mode))
4822                 {
4823                         /* Delete the overwritten label */
4824                         if (label[i] == c) label[i] = ' ';
4825
4826                         /* Move the label to the place of corresponding tag */
4827                         label[index - offset] = c;
4828                 }
4829         }
4830 }
4831
4832
4833 /*
4834  * Move around label characters with correspond tags (floor version)
4835  */
4836 static void prepare_label_string_floor(char *label, int floor_list[], int floor_num)
4837 {
4838         cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
4839         int  i;
4840
4841         /* Prepare normal labels */
4842         strcpy(label, alphabet_chars);
4843
4844         /* Move each label */
4845         for (i = 0; i < 52; i++)
4846         {
4847                 int index;
4848                 char c = alphabet_chars[i];
4849
4850                 /* Find a tag with this label */
4851                 if (get_tag_floor(&index, c, floor_list, floor_num))
4852                 {
4853                         /* Delete the overwritten label */
4854                         if (label[i] == c) label[i] = ' ';
4855
4856                         /* Move the label to the place of corresponding tag */
4857                         label[index] = c;
4858                 }
4859         }
4860 }
4861
4862
4863 /*
4864  * Display the inventory.
4865  *
4866  * Hack -- do not display "trailing" empty slots
4867  */
4868 int show_inven(int target_item)
4869 {
4870         int             i, j, k, l, z = 0;
4871         int             col, cur_col, len;
4872         object_type     *o_ptr;
4873         char            o_name[MAX_NLEN];
4874         char            tmp_val[80];
4875         int             out_index[23];
4876         byte            out_color[23];
4877         char            out_desc[23][MAX_NLEN];
4878         int             target_item_label = 0;
4879         int             wid, hgt;
4880         char            inven_label[52 + 1];
4881
4882         /* Starting column */
4883         col = command_gap;
4884
4885         /* Get size */
4886         Term_get_size(&wid, &hgt);
4887
4888         /* Default "max-length" */
4889         len = wid - col - 1;
4890
4891
4892         /* Find the "final" slot */
4893         for (i = 0; i < INVEN_PACK; i++)
4894         {
4895                 o_ptr = &inventory[i];
4896
4897                 /* Skip non-objects */
4898                 if (!o_ptr->k_idx) continue;
4899
4900                 /* Track */
4901                 z = i + 1;
4902         }
4903
4904         prepare_label_string(inven_label, USE_INVEN);
4905
4906         /* Display the inventory */
4907         for (k = 0, i = 0; i < z; i++)
4908         {
4909                 o_ptr = &inventory[i];
4910
4911                 /* Is this item acceptable? */
4912                 if (!item_tester_okay(o_ptr)) continue;
4913
4914                 /* Describe the object */
4915                 object_desc(o_name, o_ptr, 0);
4916
4917                 /* Save the object index, color, and description */
4918                 out_index[k] = i;
4919                 out_color[k] = tval_to_attr[o_ptr->tval % 128];
4920
4921                 /* Grey out charging items */
4922                 if (o_ptr->timeout)
4923                 {
4924                         out_color[k] = TERM_L_DARK;
4925                 }
4926
4927                 (void)strcpy(out_desc[k], o_name);
4928
4929                 /* Find the predicted "line length" */
4930                 l = strlen(out_desc[k]) + 5;
4931
4932                 /* Be sure to account for the weight */
4933                 if (show_weights) l += 9;
4934
4935                 /* Account for icon if displayed */
4936                 if (show_item_graph)
4937                 {
4938                         l += 2;
4939                         if (use_bigtile) l++;
4940                 }
4941
4942                 /* Maintain the maximum length */
4943                 if (l > len) len = l;
4944
4945                 /* Advance to next "line" */
4946                 k++;
4947         }
4948
4949         /* Find the column to start in */
4950         col = (len > wid - 4) ? 0 : (wid - len - 1);
4951
4952         /* Output each entry */
4953         for (j = 0; j < k; j++)
4954         {
4955                 /* Get the index */
4956                 i = out_index[j];
4957
4958                 /* Get the item */
4959                 o_ptr = &inventory[i];
4960
4961                 /* Clear the line */
4962                 prt("", j + 1, col ? col - 2 : col);
4963
4964                 if (use_menu && target_item)
4965                 {
4966                         if (j == (target_item-1))
4967                         {
4968 #ifdef JP
4969                                 strcpy(tmp_val, "¡Õ");
4970 #else
4971                                 strcpy(tmp_val, "> ");
4972 #endif
4973                                 target_item_label = i;
4974                         }
4975                         else strcpy(tmp_val, "  ");
4976                 }
4977                 else if (i <= INVEN_PACK)
4978                 {
4979                         /* Prepare an index --(-- */
4980                         sprintf(tmp_val, "%c)", inven_label[i]);
4981                 }
4982                 else
4983                 {
4984                         /* Prepare an index --(-- */
4985                         sprintf(tmp_val, "%c)", index_to_label(i));
4986                 }
4987
4988                 /* Clear the line with the (possibly indented) index */
4989                 put_str(tmp_val, j + 1, col);
4990
4991                 cur_col = col + 3;
4992
4993                 /* Display graphics for object, if desired */
4994                 if (show_item_graph)
4995                 {
4996                         byte  a = object_attr(o_ptr);
4997                         char c = object_char(o_ptr);
4998
4999 #ifdef AMIGA
5000                         if (a & 0x80) a |= 0x40;
5001 #endif
5002
5003                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
5004                         if (use_bigtile) cur_col++;
5005
5006                         cur_col += 2;
5007                 }
5008
5009
5010                 /* Display the entry itself */
5011                 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
5012
5013                 /* Display the weight if needed */
5014                 if (show_weights)
5015                 {
5016                         int wgt = o_ptr->weight * o_ptr->number;
5017 #ifdef JP
5018                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
5019 #else
5020                         (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
5021 #endif
5022
5023                         prt(tmp_val, j + 1, wid - 9);
5024                 }
5025         }
5026
5027         /* Make a "shadow" below the list (only if needed) */
5028         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
5029
5030         /* Save the new column */
5031         command_gap = col;
5032
5033         return target_item_label;
5034 }
5035
5036
5037
5038 /*
5039  * Display the equipment.
5040  */
5041 int show_equip(int target_item)
5042 {
5043         int             i, j, k, l;
5044         int             col, cur_col, len;
5045         object_type     *o_ptr;
5046         char            tmp_val[80];
5047         char            o_name[MAX_NLEN];
5048         int             out_index[23];
5049         byte            out_color[23];
5050         char            out_desc[23][MAX_NLEN];
5051         int             target_item_label = 0;
5052         int             wid, hgt;
5053         char            equip_label[52 + 1];
5054
5055         /* Starting column */
5056         col = command_gap;
5057
5058         /* Get size */
5059         Term_get_size(&wid, &hgt);
5060
5061         /* Maximal length */
5062         len = wid - col - 1;
5063
5064
5065         /* Scan the equipment list */
5066         for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
5067         {
5068                 o_ptr = &inventory[i];
5069
5070                 /* Is this item acceptable? */
5071                 if (!item_tester_okay(o_ptr) && (!((i == INVEN_LARM) && p_ptr->ryoute) || item_tester_no_ryoute)) continue;
5072
5073                 /* Description */
5074                 object_desc(o_name, o_ptr, 0);
5075
5076                 if ((i == INVEN_LARM) && p_ptr->ryoute)
5077                 {
5078 #ifdef JP
5079                         (void)strcpy(out_desc[k],"(Éð´ï¤òξ¼ê»ý¤Á)");
5080 #else
5081                         (void)strcpy(out_desc[k],"(wielding with two-hands)");
5082 #endif
5083                         out_color[k] = 1;
5084                 }
5085                 else
5086                 {
5087                         (void)strcpy(out_desc[k], o_name);
5088                         out_color[k] = tval_to_attr[o_ptr->tval % 128];
5089                 }
5090
5091                 out_index[k] = i;
5092                 /* Grey out charging items */
5093                 if (o_ptr->timeout)
5094                 {
5095                         out_color[k] = TERM_L_DARK;
5096                 }
5097
5098                 /* Extract the maximal length (see below) */
5099 #ifdef JP
5100                 l = strlen(out_desc[k]) + (2 + 1);
5101 #else
5102                 l = strlen(out_desc[k]) + (2 + 3);
5103 #endif
5104
5105
5106                 /* Increase length for labels (if needed) */
5107 #ifdef JP
5108                 if (show_labels) l += (7 + 2);
5109 #else
5110                 if (show_labels) l += (14 + 2);
5111 #endif
5112
5113
5114                 /* Increase length for weight (if needed) */
5115                 if (show_weights) l += 9;
5116
5117                 if (show_item_graph) l += 2;
5118
5119                 /* Maintain the max-length */
5120                 if (l > len) len = l;
5121
5122                 /* Advance the entry */
5123                 k++;
5124         }
5125
5126         /* Hack -- Find a column to start in */
5127 #ifdef JP
5128         col = (len > wid - 6) ? 0 : (wid - len - 1);
5129 #else
5130         col = (len > wid - 4) ? 0 : (wid - len - 1);
5131 #endif
5132
5133         prepare_label_string(equip_label, USE_EQUIP);
5134
5135         /* Output each entry */
5136         for (j = 0; j < k; j++)
5137         {
5138                 /* Get the index */
5139                 i = out_index[j];
5140
5141                 /* Get the item */
5142                 o_ptr = &inventory[i];
5143
5144                 /* Clear the line */
5145                 prt("", j + 1, col ? col - 2 : col);
5146
5147                 if (use_menu && target_item)
5148                 {
5149                         if (j == (target_item-1))
5150                         {
5151 #ifdef JP
5152                                 strcpy(tmp_val, "¡Õ");
5153 #else
5154                                 strcpy(tmp_val, "> ");
5155 #endif
5156                                 target_item_label = i;
5157                         }
5158                         else strcpy(tmp_val, "  ");
5159                 }
5160                 else if (i >= INVEN_RARM)
5161                 {
5162                         /* Prepare an index --(-- */
5163                         sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
5164                 }
5165                 else /* Paranoia */
5166                 {
5167                         /* Prepare an index --(-- */
5168                         sprintf(tmp_val, "%c)", index_to_label(i));
5169                 }
5170
5171                 /* Clear the line with the (possibly indented) index */
5172                 put_str(tmp_val, j+1, col);
5173
5174                 cur_col = col + 3;
5175
5176                 /* Display graphics for object, if desired */
5177                 if (show_item_graph)
5178                 {
5179                         byte a = object_attr(o_ptr);
5180                         char c = object_char(o_ptr);
5181
5182 #ifdef AMIGA
5183                         if (a & 0x80) a |= 0x40;
5184 #endif
5185
5186                         Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
5187                         if (use_bigtile) cur_col++;
5188
5189                         cur_col += 2;
5190                 }
5191
5192                 /* Use labels */
5193                 if (show_labels)
5194                 {
5195                         /* Mention the use */
5196 #ifdef JP
5197                         (void)sprintf(tmp_val, "%-7s: ", mention_use(i));
5198 #else
5199                         (void)sprintf(tmp_val, "%-14s: ", mention_use(i));
5200 #endif
5201
5202                         put_str(tmp_val, j+1, cur_col);
5203
5204                         /* Display the entry itself */
5205 #ifdef JP
5206                         c_put_str(out_color[j], out_desc[j], j+1, cur_col + 9);
5207 #else
5208                         c_put_str(out_color[j], out_desc[j], j+1, cur_col + 16);
5209 #endif
5210                 }
5211
5212                 /* No labels */
5213                 else
5214                 {
5215                         /* Display the entry itself */
5216                         c_put_str(out_color[j], out_desc[j], j+1, cur_col);
5217                 }
5218
5219                 /* Display the weight if needed */
5220                 if (show_weights)
5221                 {
5222                         int wgt = o_ptr->weight * o_ptr->number;
5223 #ifdef JP
5224                         (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
5225 #else
5226                         (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
5227 #endif
5228
5229                         prt(tmp_val, j + 1, wid - 9);
5230                 }
5231         }
5232
5233         /* Make a "shadow" below the list (only if needed) */
5234         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
5235
5236         /* Save the new column */
5237         command_gap = col;
5238
5239         return target_item_label;
5240 }
5241
5242
5243
5244
5245 /*
5246  * Flip "inven" and "equip" in any sub-windows
5247  */
5248 void toggle_inven_equip(void)
5249 {
5250         int j;
5251
5252         /* Scan windows */
5253         for (j = 0; j < 8; j++)
5254         {
5255                 /* Unused */
5256                 if (!angband_term[j]) continue;
5257
5258                 /* Flip inven to equip */
5259                 if (window_flag[j] & (PW_INVEN))
5260                 {
5261                         /* Flip flags */
5262                         window_flag[j] &= ~(PW_INVEN);
5263                         window_flag[j] |= (PW_EQUIP);
5264
5265                         /* Window stuff */
5266                         p_ptr->window |= (PW_EQUIP);
5267                 }
5268
5269                 /* Flip inven to equip */
5270                 else if (window_flag[j] & (PW_EQUIP))
5271                 {
5272                         /* Flip flags */
5273                         window_flag[j] &= ~(PW_EQUIP);
5274                         window_flag[j] |= (PW_INVEN);
5275
5276                         /* Window stuff */
5277                         p_ptr->window |= (PW_INVEN);
5278                 }
5279         }
5280 }
5281
5282
5283
5284 /*
5285  * Verify the choice of an item.
5286  *
5287  * The item can be negative to mean "item on floor".
5288  */
5289 static bool verify(cptr prompt, int item)
5290 {
5291         char        o_name[MAX_NLEN];
5292         char        out_val[MAX_NLEN+20];
5293         object_type *o_ptr;
5294
5295
5296         /* Inventory */
5297         if (item >= 0)
5298         {
5299                 o_ptr = &inventory[item];
5300         }
5301
5302         /* Floor */
5303         else
5304         {
5305                 o_ptr = &o_list[0 - item];
5306         }
5307
5308         /* Describe */
5309         object_desc(o_name, o_ptr, 0);
5310
5311         /* Prompt */
5312 #ifdef JP
5313 (void)sprintf(out_val, "%s%s¤Ç¤¹¤«? ", prompt, o_name);
5314 #else
5315         (void)sprintf(out_val, "%s %s? ", prompt, o_name);
5316 #endif
5317
5318
5319         /* Query */
5320         return (get_check(out_val));
5321 }
5322
5323
5324 /*
5325  * Hack -- allow user to "prevent" certain choices
5326  *
5327  * The item can be negative to mean "item on floor".
5328  */
5329 static bool get_item_allow(int item)
5330 {
5331         cptr s;
5332
5333         object_type *o_ptr;
5334
5335         if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
5336
5337         /* Inventory */
5338         if (item >= 0)
5339         {
5340                 o_ptr = &inventory[item];
5341         }
5342
5343         /* Floor */
5344         else
5345         {
5346                 o_ptr = &o_list[0 - item];
5347         }
5348
5349         /* No inscription */
5350         if (!o_ptr->inscription) return (TRUE);
5351
5352         /* Find a '!' */
5353         s = my_strchr(quark_str(o_ptr->inscription), '!');
5354
5355         /* Process preventions */
5356         while (s)
5357         {
5358                 /* Check the "restriction" */
5359                 if ((s[1] == command_cmd) || (s[1] == '*'))
5360                 {
5361                         /* Verify the choice */
5362 #ifdef JP
5363 if (!verify("ËÜÅö¤Ë", item)) return (FALSE);
5364 #else
5365                         if (!verify("Really try", item)) return (FALSE);
5366 #endif
5367
5368                 }
5369
5370                 /* Find another '!' */
5371                 s = my_strchr(s + 1, '!');
5372         }
5373
5374         /* Allow it */
5375         return (TRUE);
5376 }
5377
5378
5379
5380 /*
5381  * Auxiliary function for "get_item()" -- test an index
5382  */
5383 static bool get_item_okay(int i)
5384 {
5385         /* Illegal items */
5386         if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
5387
5388         /* Verify the item */
5389         if (!item_tester_okay(&inventory[i])) return (FALSE);
5390
5391         /* Assume okay */
5392         return (TRUE);
5393 }
5394
5395
5396
5397 /*
5398  * Determine whether get_item() can get some item or not
5399  * assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
5400  */
5401 bool can_get_item(void)
5402 {
5403         int j, floor_list[23], floor_num = 0;
5404
5405         for (j = 0; j < INVEN_TOTAL; j++)
5406                 if (item_tester_okay(&inventory[j]))
5407                         return TRUE;
5408
5409         floor_num = scan_floor(floor_list, py, px, 0x01);
5410         if (floor_num)
5411                 return TRUE;
5412
5413         return FALSE;
5414 }
5415
5416 /*
5417  * Let the user select an item, save its "index"
5418  *
5419  * Return TRUE only if an acceptable item was chosen by the user.
5420  *
5421  * The selected item must satisfy the "item_tester_hook()" function,
5422  * if that hook is set, and the "item_tester_tval", if that value is set.
5423  *
5424  * All "item_tester" restrictions are cleared before this function returns.
5425  *
5426  * The user is allowed to choose acceptable items from the equipment,
5427  * inventory, or floor, respectively, if the proper flag was given,
5428  * and there are any acceptable items in that location.
5429  *
5430  * The equipment or inventory are displayed (even if no acceptable
5431  * items are in that location) if the proper flag was given.
5432  *
5433  * If there are no acceptable items available anywhere, and "str" is
5434  * not NULL, then it will be used as the text of a warning message
5435  * before the function returns.
5436  *
5437  * Note that the user must press "-" to specify the item on the floor,
5438  * and there is no way to "examine" the item on the floor, while the
5439  * use of "capital" letters will "examine" an inventory/equipment item,
5440  * and prompt for its use.
5441  *
5442  * If a legal item is selected from the inventory, we save it in "cp"
5443  * directly (0 to 35), and return TRUE.
5444  *
5445  * If a legal item is selected from the floor, we save it in "cp" as
5446  * a negative (-1 to -511), and return TRUE.
5447  *
5448  * If no item is available, we do nothing to "cp", and we display a
5449  * warning message, using "str" if available, and return FALSE.
5450  *
5451  * If no item is selected, we do nothing to "cp", and return FALSE.
5452  *
5453  * Global "p_ptr->command_new" is used when viewing the inventory or equipment
5454  * to allow the user to enter a command while viewing those screens, and
5455  * also to induce "auto-enter" of stores, and other such stuff.
5456  *
5457  * Global "p_ptr->command_see" may be set before calling this function to start
5458  * out in "browse" mode.  It is cleared before this function returns.
5459  *
5460  * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.
5461  * If it is TRUE then we are viewing inventory, else equipment.
5462  *
5463  * We always erase the prompt when we are done, leaving a blank line,
5464  * or a warning message, if appropriate, if no items are available.
5465  */
5466 bool get_item(int *cp, cptr pmt, cptr str, int mode)
5467 {
5468         s16b this_o_idx, next_o_idx = 0;
5469
5470         char which = ' ';
5471
5472         int j, k, i1, i2, e1, e2;
5473
5474         bool done, item;
5475
5476         bool oops = FALSE;
5477
5478         bool equip = FALSE;
5479         bool inven = FALSE;
5480         bool floor = FALSE;
5481
5482         bool allow_floor = FALSE;
5483
5484         bool toggle = FALSE;
5485
5486         char tmp_val[160];
5487         char out_val[160];
5488
5489         /* See cmd5.c */
5490         extern bool select_the_force;
5491
5492         int menu_line = (use_menu ? 1 : 0);
5493         int max_inven = 0;
5494         int max_equip = 0;
5495
5496 #ifdef ALLOW_EASY_FLOOR /* TNB */
5497
5498         if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
5499
5500 #endif /* ALLOW_EASY_FLOOR -- TNB */
5501
5502 #ifdef ALLOW_REPEAT
5503
5504         /* Get the item index */
5505         if (repeat_pull(cp))
5506         {
5507                 /* the_force */
5508                 if (*cp == INVEN_FORCE)
5509                 {
5510                         item_tester_tval = 0;
5511                         item_tester_hook = NULL;
5512                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5513                         return (TRUE);
5514                 }
5515
5516                 /* Floor item? */
5517                 else if (*cp < 0)
5518                 {
5519                         object_type *o_ptr;
5520
5521                         /* Special index */
5522                         k = 0 - (*cp);
5523
5524                         /* Acquire object */
5525                         o_ptr = &o_list[k];
5526
5527                         /* Validate the item */
5528                         if (item_tester_okay(o_ptr))
5529                         {
5530                                 /* Forget the item_tester_tval restriction */
5531                                 item_tester_tval = 0;
5532
5533                                 /* Forget the item_tester_hook restriction */
5534                                 item_tester_hook = NULL;
5535
5536                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5537
5538                                 /* Success */
5539                                 return (TRUE);
5540                         }
5541                 }
5542
5543                 /* Verify the item */
5544                 else if (get_item_okay(*cp))
5545                 {
5546                         /* Forget the item_tester_tval restriction */
5547                         item_tester_tval = 0;
5548
5549                         /* Forget the item_tester_hook restriction */
5550                         item_tester_hook = NULL;
5551
5552                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5553
5554                         /* Success */
5555                         return (TRUE);
5556                 }
5557         }
5558
5559 #endif /* ALLOW_REPEAT */
5560
5561         /* Extract args */
5562         if (mode & (USE_EQUIP)) equip = TRUE;
5563         if (mode & (USE_INVEN)) inven = TRUE;
5564         if (mode & (USE_FLOOR)) floor = TRUE;
5565
5566
5567         /* Paranoia XXX XXX XXX */
5568         msg_print(NULL);
5569
5570
5571         /* Not done */
5572         done = FALSE;
5573
5574         /* No item selected */
5575         item = FALSE;
5576
5577
5578         /* Full inventory */
5579         i1 = 0;
5580         i2 = INVEN_PACK - 1;
5581
5582         /* Forbid inventory */
5583         if (!inven) i2 = -1;
5584         else if (use_menu)
5585         {
5586                 for (j = 0; j < INVEN_PACK; j++)
5587                         if (item_tester_okay(&inventory[j])) max_inven++;
5588         }
5589
5590         /* Restrict inventory indexes */
5591         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
5592         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
5593
5594
5595         /* Full equipment */
5596         e1 = INVEN_RARM;
5597         e2 = INVEN_TOTAL - 1;
5598
5599         /* Forbid equipment */
5600         if (!equip) e2 = -1;
5601         else if (use_menu)
5602         {
5603                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
5604                         if (item_tester_okay(&inventory[j])) max_equip++;
5605                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
5606         }
5607
5608         /* Restrict equipment indexes */
5609         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
5610         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
5611
5612
5613
5614         /* Restrict floor usage */
5615         if (floor)
5616         {
5617                 /* Scan all objects in the grid */
5618                 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5619                 {
5620                         object_type *o_ptr;
5621
5622                         /* Acquire object */
5623                         o_ptr = &o_list[this_o_idx];
5624
5625                         /* Acquire next object */
5626                         next_o_idx = o_ptr->next_o_idx;
5627
5628                         /* Accept the item on the floor if legal */
5629                         if (item_tester_okay(o_ptr)) allow_floor = TRUE;
5630                 }
5631         }
5632
5633         /* Require at least one legal choice */
5634         if (!allow_floor && (i1 > i2) && (e1 > e2))
5635         {
5636                 /* Cancel p_ptr->command_see */
5637                 command_see = FALSE;
5638
5639                 /* Oops */
5640                 oops = TRUE;
5641
5642                 /* Done */
5643                 done = TRUE;
5644
5645                 if (select_the_force) {
5646                     *cp = INVEN_FORCE;
5647                     item = TRUE;
5648                 }
5649         }
5650
5651         /* Analyze choices */
5652         else
5653         {
5654                 /* Hack -- Start on equipment if requested */
5655                 if (command_see && command_wrk && equip)
5656                 {
5657                         command_wrk = TRUE;
5658                 }
5659
5660                 /* Use inventory if allowed */
5661                 else if (inven)
5662                 {
5663                         command_wrk = FALSE;
5664                 }
5665
5666                 /* Use equipment if allowed */
5667                 else if (equip)
5668                 {
5669                         command_wrk = TRUE;
5670                 }
5671
5672                 /* Use inventory for floor */
5673                 else
5674                 {
5675                         command_wrk = FALSE;
5676                 }
5677         }
5678
5679
5680         /*
5681          * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
5682          */
5683         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
5684
5685         /* Hack -- start out in "display" mode */
5686         if (command_see)
5687         {
5688                 /* Save screen */
5689                 screen_save();
5690         }
5691
5692
5693         /* Repeat until done */
5694         while (!done)
5695         {
5696                 int get_item_label = 0;
5697
5698                 /* Show choices */
5699                 int ni = 0;
5700                 int ne = 0;
5701
5702                 /* Scan windows */
5703                 for (j = 0; j < 8; j++)
5704                 {
5705                         /* Unused */
5706                         if (!angband_term[j]) continue;
5707
5708                         /* Count windows displaying inven */
5709                         if (window_flag[j] & (PW_INVEN)) ni++;
5710
5711                         /* Count windows displaying equip */
5712                         if (window_flag[j] & (PW_EQUIP)) ne++;
5713                 }
5714
5715                 /* Toggle if needed */
5716                 if ((command_wrk && ni && !ne) ||
5717                     (!command_wrk && !ni && ne))
5718                 {
5719                         /* Toggle */
5720                         toggle_inven_equip();
5721
5722                         /* Track toggles */
5723                         toggle = !toggle;
5724                 }
5725
5726                 /* Update */
5727                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5728
5729                 /* Redraw windows */
5730                 window_stuff();
5731
5732
5733                 /* Inventory screen */
5734                 if (!command_wrk)
5735                 {
5736                         /* Redraw if needed */
5737                         if (command_see) get_item_label = show_inven(menu_line);
5738                 }
5739
5740                 /* Equipment screen */
5741                 else
5742                 {
5743                         /* Redraw if needed */
5744                         if (command_see) get_item_label = show_equip(menu_line);
5745                 }
5746
5747                 /* Viewing inventory */
5748                 if (!command_wrk)
5749                 {
5750                         /* Begin the prompt */
5751 #ifdef JP
5752 sprintf(out_val, "»ý¤Áʪ:");
5753 #else
5754                         sprintf(out_val, "Inven:");
5755 #endif
5756
5757
5758                         /* Some legal items */
5759                         if ((i1 <= i2) && !use_menu)
5760                         {
5761                                 /* Build the prompt */
5762 #ifdef JP
5763 sprintf(tmp_val, "%c-%c,'(',')',",
5764 #else
5765                                 sprintf(tmp_val, " %c-%c,'(',')',",
5766 #endif
5767
5768                                         index_to_label(i1), index_to_label(i2));
5769
5770                                 /* Append */
5771                                 strcat(out_val, tmp_val);
5772                         }
5773
5774                         /* Indicate ability to "view" */
5775 #ifdef JP
5776 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
5777 #else
5778                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
5779 #endif
5780
5781
5782                         /* Append */
5783 #ifdef JP
5784 if (equip) strcat(out_val, format(" %s ÁõÈ÷ÉÊ,", use_menu ? "'4'or'6'" : "'/'"));
5785 else if (select_the_force)
5786         strcat(out_val, " 'w'Îýµ¤½Ñ,");
5787 #else
5788 if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
5789 else if (select_the_force)
5790         strcat(out_val, " w for the Force,");
5791 #endif
5792
5793                 }
5794
5795                 /* Viewing equipment */
5796                 else
5797                 {
5798                         /* Begin the prompt */
5799 #ifdef JP
5800 sprintf(out_val, "ÁõÈ÷ÉÊ:");
5801 #else
5802                         sprintf(out_val, "Equip:");
5803 #endif
5804
5805
5806                         /* Some legal items */
5807                         if ((e1 <= e2) && !use_menu)
5808                         {
5809                                 /* Build the prompt */
5810 #ifdef JP
5811 sprintf(tmp_val, "%c-%c,'(',')',",
5812 #else
5813                                 sprintf(tmp_val, " %c-%c,'(',')',",
5814 #endif
5815
5816                                         index_to_label(e1), index_to_label(e2));
5817
5818                                 /* Append */
5819                                 strcat(out_val, tmp_val);
5820                         }
5821
5822                         /* Indicate ability to "view" */
5823 #ifdef JP
5824 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
5825 #else
5826                         if (!command_see) strcat(out_val, " * to see,");
5827 #endif
5828
5829
5830                         /* Append */
5831 #ifdef JP
5832 if (inven) strcat(out_val, format(" %s »ý¤Áʪ,", use_menu ? "'4'or'6'" : "'/'"));
5833 #else
5834 if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
5835 #endif
5836
5837                 }
5838
5839                 /* Indicate legality of the "floor" item */
5840 #ifdef JP
5841 if (allow_floor) strcat(out_val, " '-'¾²¾å,");
5842 #else
5843                 if (allow_floor) strcat(out_val, " - for floor,");
5844 #endif
5845
5846
5847                 /* Finish the prompt */
5848                 strcat(out_val, " ESC");
5849
5850                 /* Build the prompt */
5851                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
5852
5853                 /* Show the prompt */
5854                 prt(tmp_val, 0, 0);
5855
5856
5857                 /* Get a key */
5858                 which = inkey();
5859
5860                 if (use_menu)
5861                 {
5862                 int max_line = (command_wrk ? max_equip : max_inven);
5863                 switch (which)
5864                 {
5865                         case ESCAPE:
5866                         case 'z':
5867                         case 'Z':
5868                         case '0':
5869                         {
5870                                 done = TRUE;
5871                                 break;
5872                         }
5873
5874                         case '8':
5875                         case 'k':
5876                         case 'K':
5877                         {
5878                                 menu_line += (max_line - 1);
5879                                 break;
5880                         }
5881
5882                         case '2':
5883                         case 'j':
5884                         case 'J':
5885                         {
5886                                 menu_line++;
5887                                 break;
5888                         }
5889
5890                         case '4':
5891                         case '6':
5892                         case 'h':
5893                         case 'H':
5894                         case 'l':
5895                         case 'L':
5896                         {
5897                                 /* Verify legality */
5898                                 if (!inven || !equip)
5899                                 {
5900                                         bell();
5901                                         break;
5902                                 }
5903
5904                                 /* Hack -- Fix screen */
5905                                 if (command_see)
5906                                 {
5907                                         /* Load screen */
5908                                         screen_load();
5909
5910                                         /* Save screen */
5911                                         screen_save();
5912                                 }
5913
5914                                 /* Switch inven/equip */
5915                                 command_wrk = !command_wrk;
5916                                 max_line = (command_wrk ? max_equip : max_inven);
5917                                 if (menu_line > max_line) menu_line = max_line;
5918
5919                                 /* Need to redraw */
5920                                 break;
5921                         }
5922
5923                         case 'x':
5924                         case 'X':
5925                         case '\r':
5926                         case '\n':
5927                         {
5928                                 if (command_wrk == USE_FLOOR)
5929                                 {
5930                                         /* Special index */
5931                                         (*cp) = -get_item_label;
5932                                 }
5933                                 else
5934                                 {
5935                                         /* Validate the item */
5936                                         if (!get_item_okay(get_item_label))
5937                                         {
5938                                                 bell();
5939                                                 break;
5940                                         }
5941
5942                                         /* Allow player to "refuse" certain actions */
5943                                         if (!get_item_allow(get_item_label))
5944                                         {
5945                                                 done = TRUE;
5946                                                 break;
5947                                         }
5948
5949                                         /* Accept that choice */
5950                                         (*cp) = get_item_label;
5951                                 }
5952
5953                                 item = TRUE;
5954                                 done = TRUE;
5955                                 break;
5956                         }
5957                         case 'w':
5958                         {
5959                                 if (select_the_force) {
5960                                         *cp = INVEN_FORCE;
5961                                         item = TRUE;
5962                                         done = TRUE;
5963                                         break;
5964                                 }
5965                         }
5966                 }
5967                 if (menu_line > max_line) menu_line -= max_line;
5968                 }
5969                 else
5970                 {
5971                 /* Parse it */
5972                 switch (which)
5973                 {
5974                         case ESCAPE:
5975                         {
5976                                 done = TRUE;
5977                                 break;
5978                         }
5979
5980                         case '*':
5981                         case '?':
5982                         case ' ':
5983                         {
5984                                 /* Hide the list */
5985                                 if (command_see)
5986                                 {
5987                                         /* Flip flag */
5988                                         command_see = FALSE;
5989
5990                                         /* Load screen */
5991                                         screen_load();
5992                                 }
5993
5994                                 /* Show the list */
5995                                 else
5996                                 {
5997                                         /* Save screen */
5998                                         screen_save();
5999
6000                                         /* Flip flag */
6001                                         command_see = TRUE;
6002                                 }
6003                                 break;
6004                         }
6005
6006                         case '/':
6007                         {
6008                                 /* Verify legality */
6009                                 if (!inven || !equip)
6010                                 {
6011                                         bell();
6012                                         break;
6013                                 }
6014
6015                                 /* Hack -- Fix screen */
6016                                 if (command_see)
6017                                 {
6018                                         /* Load screen */
6019                                         screen_load();
6020
6021                                         /* Save screen */
6022                                         screen_save();
6023                                 }
6024
6025                                 /* Switch inven/equip */
6026                                 command_wrk = !command_wrk;
6027
6028                                 /* Need to redraw */
6029                                 break;
6030                         }
6031
6032                         case '-':
6033                         {
6034                                 /* Use floor item */
6035                                 if (allow_floor)
6036                                 {
6037                                         /* Scan all objects in the grid */
6038                                         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
6039                                         {
6040                                                 object_type *o_ptr;
6041
6042                                                 /* Acquire object */
6043                                                 o_ptr = &o_list[this_o_idx];
6044
6045                                                 /* Acquire next object */
6046                                                 next_o_idx = o_ptr->next_o_idx;
6047
6048                                                 /* Validate the item */
6049                                                 if (!item_tester_okay(o_ptr)) continue;
6050
6051                                                 /* Special index */
6052                                                 k = 0 - this_o_idx;
6053
6054                                                 /* Verify the item (if required) */
6055 #ifdef JP
6056 if (other_query_flag && !verify("ËÜÅö¤Ë", k)) continue;
6057 #else
6058                                                 if (other_query_flag && !verify("Try", k)) continue;
6059 #endif
6060
6061
6062                                                 /* Allow player to "refuse" certain actions */
6063                                                 if (!get_item_allow(k)) continue;
6064
6065                                                 /* Accept that choice */
6066                                                 (*cp) = k;
6067                                                 item = TRUE;
6068                                                 done = TRUE;
6069                                                 break;
6070                                         }
6071
6072                                         /* Outer break */
6073                                         if (done) break;
6074                                 }
6075
6076                                 /* Oops */
6077                                 bell();
6078                                 break;
6079                         }
6080
6081                         case '0':
6082                         case '1': case '2': case '3':
6083                         case '4': case '5': case '6':
6084                         case '7': case '8': case '9':
6085                         {
6086                                 /* Look up the tag */
6087                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
6088                                 {
6089                                         bell();
6090                                         break;
6091                                 }
6092
6093                                 /* Hack -- Validate the item */
6094                                 if ((k < INVEN_RARM) ? !inven : !equip)
6095                                 {
6096                                         bell();
6097                                         break;
6098                                 }
6099
6100                                 /* Validate the item */
6101                                 if (!get_item_okay(k))
6102                                 {
6103                                         bell();
6104                                         break;
6105                                 }
6106
6107                                 /* Allow player to "refuse" certain actions */
6108                                 if (!get_item_allow(k))
6109                                 {
6110                                         done = TRUE;
6111                                         break;
6112                                 }
6113
6114                                 /* Accept that choice */
6115                                 (*cp) = k;
6116                                 item = TRUE;
6117                                 done = TRUE;
6118                                 break;
6119                         }
6120
6121 #if 0
6122                         case '\n':
6123                         case '\r':
6124                         {
6125                                 /* Choose "default" inventory item */
6126                                 if (!command_wrk)
6127                                 {
6128                                         k = ((i1 == i2) ? i1 : -1);
6129                                 }
6130
6131                                 /* Choose "default" equipment item */
6132                                 else
6133                                 {
6134                                         k = ((e1 == e2) ? e1 : -1);
6135                                 }
6136
6137                                 /* Validate the item */
6138                                 if (!get_item_okay(k))
6139                                 {
6140                                         bell();
6141                                         break;
6142                                 }
6143
6144                                 /* Allow player to "refuse" certain actions */
6145                                 if (!get_item_allow(k))
6146                                 {
6147                                         done = TRUE;
6148                                         break;
6149                                 }
6150
6151                                 /* Accept that choice */
6152                                 (*cp) = k;
6153                                 item = TRUE;
6154                                 done = TRUE;
6155                                 break;
6156                         }
6157 #endif
6158
6159                         case 'w':
6160                         {
6161                                 if (select_the_force) {
6162                                         *cp = INVEN_FORCE;
6163                                         item = TRUE;
6164                                         done = TRUE;
6165                                         break;
6166                                 }
6167
6168                                 /* Fall through */
6169                         }
6170
6171                         default:
6172                         {
6173                                 int ver;
6174                                 bool not_found = FALSE;
6175
6176                                 /* Look up the alphabetical tag */
6177                                 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
6178                                 {
6179                                         not_found = TRUE;
6180                                 }
6181
6182                                 /* Hack -- Validate the item */
6183                                 else if ((k < INVEN_RARM) ? !inven : !equip)
6184                                 {
6185                                         not_found = TRUE;
6186                                 }
6187
6188                                 /* Validate the item */
6189                                 else if (!get_item_okay(k))
6190                                 {
6191                                         not_found = TRUE;
6192                                 }
6193
6194                                 if (!not_found)
6195                                 {
6196                                         /* Accept that choice */
6197                                         (*cp) = k;
6198                                         item = TRUE;
6199                                         done = TRUE;
6200                                         break;
6201                                 }
6202
6203                                 /* Extract "query" setting */
6204                                 ver = isupper(which);
6205                                 which = tolower(which);
6206
6207                                 /* Convert letter to inventory index */
6208                                 if (!command_wrk)
6209                                 {
6210                                         if (which == '(') k = i1;
6211                                         else if (which == ')') k = i2;
6212                                         else k = label_to_inven(which);
6213                                 }
6214
6215                                 /* Convert letter to equipment index */
6216                                 else
6217                                 {
6218                                         if (which == '(') k = e1;
6219                                         else if (which == ')') k = e2;
6220                                         else k = label_to_equip(which);
6221                                 }
6222
6223                                 /* Validate the item */
6224                                 if (!get_item_okay(k))
6225                                 {
6226                                         bell();
6227                                         break;
6228                                 }
6229
6230                                 /* Verify the item */
6231 #ifdef JP
6232 if (ver && !verify("ËÜÅö¤Ë", k))
6233 #else
6234                                 if (ver && !verify("Try", k))
6235 #endif
6236
6237                                 {
6238                                         done = TRUE;
6239                                         break;
6240                                 }
6241
6242                                 /* Allow player to "refuse" certain actions */
6243                                 if (!get_item_allow(k))
6244                                 {
6245                                         done = TRUE;
6246                                         break;
6247                                 }
6248
6249                                 /* Accept that choice */
6250                                 (*cp) = k;
6251                                 item = TRUE;
6252                                 done = TRUE;
6253                                 break;
6254                         }
6255                 }
6256                 }
6257         }
6258
6259
6260         /* Fix the screen if necessary */
6261         if (command_see)
6262         {
6263                 /* Load screen */
6264                 screen_load();
6265
6266                 /* Hack -- Cancel "display" */
6267                 command_see = FALSE;
6268         }
6269
6270
6271         /* Forget the item_tester_tval restriction */
6272         item_tester_tval = 0;
6273
6274         item_tester_no_ryoute = FALSE;
6275
6276         /* Forget the item_tester_hook restriction */
6277         item_tester_hook = NULL;
6278
6279
6280         /* Clean up  'show choices' */
6281         /* Toggle again if needed */
6282         if (toggle) toggle_inven_equip();
6283
6284         /* Update */
6285         p_ptr->window |= (PW_INVEN | PW_EQUIP);
6286
6287         /* Window stuff */
6288         window_stuff();
6289
6290
6291         /* Clear the prompt line */
6292         prt("", 0, 0);
6293
6294         /* Warning if needed */
6295         if (oops && str) msg_print(str);
6296
6297         if (item)
6298         {
6299 #ifdef ALLOW_REPEAT
6300                 repeat_push(*cp);
6301 #endif /* ALLOW_REPEAT */
6302
6303                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6304         }
6305
6306         /* Result */
6307         return (item);
6308 }
6309
6310
6311 #ifdef ALLOW_EASY_FLOOR
6312
6313 /*
6314  * scan_floor --
6315  *
6316  * Return a list of o_list[] indexes of items at the given cave
6317  * location. Valid flags are:
6318  *
6319  *              mode & 0x01 -- Item tester
6320  *              mode & 0x02 -- Marked items only
6321  *              mode & 0x04 -- Stop after first
6322  */
6323 int scan_floor(int *items, int y, int x, int mode)
6324 {
6325         int this_o_idx, next_o_idx;
6326
6327         int num = 0;
6328
6329         /* Sanity */
6330         if (!in_bounds(y, x)) return 0;
6331
6332         /* Scan all objects in the grid */
6333         for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
6334         {
6335                 object_type *o_ptr;
6336
6337                 /* Acquire object */
6338                 o_ptr = &o_list[this_o_idx];
6339
6340                 /* Acquire next object */
6341                 next_o_idx = o_ptr->next_o_idx;
6342
6343                 /* Item tester */
6344                 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
6345
6346                 /* Marked */
6347                 if ((mode & 0x02) && !o_ptr->marked) continue;
6348
6349                 /* Accept this item */
6350                 /* XXX Hack -- Enforce limit */
6351                 if (num < 23)
6352                         items[num] = this_o_idx;
6353
6354                 num++;
6355
6356                 /* Only one */
6357                 if (mode & 0x04) break;
6358         }
6359
6360         /* Result */
6361         return num;
6362 }
6363
6364
6365 /*
6366  * Display a list of the items on the floor at the given location.
6367  */
6368 int show_floor(int target_item, int y, int x, int *min_width)
6369 {
6370         int i, j, k, l;
6371         int col, len;
6372
6373         object_type *o_ptr;
6374
6375         char o_name[MAX_NLEN];
6376
6377         char tmp_val[80];
6378
6379         int out_index[23];
6380         byte out_color[23];
6381         char out_desc[23][MAX_NLEN];
6382         int target_item_label = 0;
6383
6384         int floor_list[23], floor_num;
6385         int wid, hgt;
6386         char floor_label[52 + 1];
6387
6388         /* Get size */
6389         Term_get_size(&wid, &hgt);
6390
6391         /* Default length */
6392         len = MAX((*min_width), 20);
6393
6394
6395         /* Scan for objects in the grid, using item_tester_okay() */
6396         floor_num = scan_floor(floor_list, y, x, 0x01);
6397
6398         /* Display the floor objects */
6399         for (k = 0, i = 0; i < floor_num && i < 23; i++)
6400         {
6401                 o_ptr = &o_list[floor_list[i]];
6402
6403                 /* Describe the object */
6404                 object_desc(o_name, o_ptr, 0);
6405
6406                 /* Save the index */
6407                 out_index[k] = i;
6408
6409                 /* Acquire inventory color */
6410                 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
6411
6412                 /* Save the object description */
6413                 strcpy(out_desc[k], o_name);
6414
6415                 /* Find the predicted "line length" */
6416                 l = strlen(out_desc[k]) + 5;
6417
6418                 /* Be sure to account for the weight */
6419                 if (show_weights) l += 9;
6420
6421                 /* Maintain the maximum length */
6422                 if (l > len) len = l;
6423
6424                 /* Advance to next "line" */
6425                 k++;
6426         }
6427
6428         /* Save width */
6429         *min_width = len;
6430
6431         /* Find the column to start in */
6432         col = (len > wid - 4) ? 0 : (wid - len - 1);
6433
6434         prepare_label_string_floor(floor_label, floor_list, floor_num);
6435
6436         /* Output each entry */
6437         for (j = 0; j < k; j++)
6438         {
6439                 /* Get the index */
6440                 i = floor_list[out_index[j]];
6441
6442                 /* Get the item */
6443                 o_ptr = &o_list[i];
6444
6445                 /* Clear the line */
6446                 prt("", j + 1, col ? col - 2 : col);
6447
6448                 if (use_menu && target_item)
6449                 {
6450                         if (j == (target_item-1))
6451                         {
6452 #ifdef JP
6453                                 strcpy(tmp_val, "¡Õ");
6454 #else
6455                                 strcpy(tmp_val, "> ");
6456 #endif
6457                                 target_item_label = i;
6458                         }
6459                         else strcpy(tmp_val, "   ");
6460                 }
6461                 else
6462                 {
6463                         /* Prepare an index --(-- */
6464                         sprintf(tmp_val, "%c)", floor_label[j]);
6465                 }
6466
6467                 /* Clear the line with the (possibly indented) index */
6468                 put_str(tmp_val, j + 1, col);
6469
6470                 /* Display the entry itself */
6471                 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
6472
6473                 /* Display the weight if needed */
6474                 if (show_weights)
6475                 {
6476                         int wgt = o_ptr->weight * o_ptr->number;
6477 #ifdef JP
6478                         sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
6479 #else
6480                         sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
6481 #endif
6482
6483                         prt(tmp_val, j + 1, wid - 9);
6484                 }
6485         }
6486
6487         /* Make a "shadow" below the list (only if needed) */
6488         if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
6489
6490         return target_item_label;
6491 }
6492
6493 /*
6494  * This version of get_item() is called by get_item() when
6495  * the easy_floor is on.
6496  */
6497 bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
6498 {
6499         char n1 = ' ', n2 = ' ', which = ' ';
6500
6501         int j, k, i1, i2, e1, e2;
6502
6503         bool done, item;
6504
6505         bool oops = FALSE;
6506
6507         bool equip = FALSE;
6508         bool inven = FALSE;
6509         bool floor = FALSE;
6510
6511         bool allow_equip = FALSE;
6512         bool allow_inven = FALSE;
6513         bool allow_floor = FALSE;
6514
6515         bool toggle = FALSE;
6516
6517         char tmp_val[160];
6518         char out_val[160];
6519
6520         int floor_num, floor_list[23], floor_top = 0;
6521         int min_width = 0;
6522
6523         extern bool select_the_force;
6524
6525         int menu_line = (use_menu ? 1 : 0);
6526         int max_inven = 0;
6527         int max_equip = 0;
6528
6529 #ifdef ALLOW_REPEAT
6530
6531         /* Get the item index */
6532         if (repeat_pull(cp))
6533         {
6534                 /* the_force */
6535                 if (*cp == INVEN_FORCE)
6536                 {
6537                         item_tester_tval = 0;
6538                         item_tester_hook = NULL;
6539                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6540                         return (TRUE);
6541                 }
6542
6543                 /* Floor item? */
6544                 else if (*cp < 0)
6545                 {
6546                         object_type *o_ptr;
6547
6548                         /* Special index */
6549                         k = 0 - (*cp);
6550
6551                         /* Acquire object */
6552                         o_ptr = &o_list[k];
6553
6554                         /* Validate the item */
6555                         if (item_tester_okay(o_ptr))
6556                         {
6557                                 /* Forget the item_tester_tval restriction */
6558                                 item_tester_tval = 0;
6559
6560                                 /* Forget the item_tester_hook restriction */
6561                                 item_tester_hook = NULL;
6562
6563                                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6564
6565                                 /* Success */
6566                                 return (TRUE);
6567                         }
6568                 }
6569
6570                 /* Verify the item */
6571                 else if (get_item_okay(*cp))
6572                 {
6573                         /* Forget the item_tester_tval restriction */
6574                         item_tester_tval = 0;
6575
6576                         /* Forget the item_tester_hook restriction */
6577                         item_tester_hook = NULL;
6578
6579                         command_cmd = 0; /* Hack -- command_cmd is no longer effective */
6580
6581                         /* Success */
6582                         return (TRUE);
6583                 }
6584         }
6585
6586 #endif /* ALLOW_REPEAT */
6587
6588         /* Extract args */
6589         if (mode & (USE_EQUIP)) equip = TRUE;
6590         if (mode & (USE_INVEN)) inven = TRUE;
6591         if (mode & (USE_FLOOR)) floor = TRUE;
6592
6593
6594         /* Paranoia XXX XXX XXX */
6595         msg_print(NULL);
6596
6597
6598         /* Not done */
6599         done = FALSE;
6600
6601         /* No item selected */
6602         item = FALSE;
6603
6604
6605         /* Full inventory */
6606         i1 = 0;
6607         i2 = INVEN_PACK - 1;
6608
6609         /* Forbid inventory */
6610         if (!inven) i2 = -1;
6611         else if (use_menu)
6612         {
6613                 for (j = 0; j < INVEN_PACK; j++)
6614                         if (item_tester_okay(&inventory[j])) max_inven++;
6615         }
6616
6617         /* Restrict inventory indexes */
6618         while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
6619         while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
6620
6621
6622         /* Full equipment */
6623         e1 = INVEN_RARM;
6624         e2 = INVEN_TOTAL - 1;
6625
6626         /* Forbid equipment */
6627         if (!equip) e2 = -1;
6628         else if (use_menu)
6629         {
6630                 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
6631                         if (item_tester_okay(&inventory[j])) max_equip++;
6632                 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
6633         }
6634
6635         /* Restrict equipment indexes */
6636         while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
6637         while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
6638
6639
6640         /* Count "okay" floor items */
6641         floor_num = 0;
6642
6643         /* Restrict floor usage */
6644         if (floor)
6645         {
6646                 /* Scan all objects in the grid */
6647                 floor_num = scan_floor(floor_list, py, px, 0x01);
6648         }
6649
6650         /* Accept inventory */
6651         if (i1 <= i2) allow_inven = TRUE;
6652
6653         /* Accept equipment */
6654         if (e1 <= e2) allow_equip = TRUE;
6655
6656         /* Accept floor */
6657         if (floor_num) allow_floor = TRUE;
6658
6659         /* Require at least one legal choice */
6660         if (!allow_inven && !allow_equip && !allow_floor)
6661         {
6662                 /* Cancel p_ptr->command_see */
6663                 command_see = FALSE;
6664
6665                 /* Oops */
6666                 oops = TRUE;
6667
6668                 /* Done */
6669                 done = TRUE;
6670
6671                 if (select_the_force) {
6672                     *cp = INVEN_FORCE;
6673                     item = TRUE;
6674                 }
6675         }
6676
6677         /* Analyze choices */
6678         else
6679         {
6680                 /* Hack -- Start on equipment if requested */
6681                 if (command_see && (command_wrk == (USE_EQUIP))
6682                         && allow_equip)
6683                 {
6684                         command_wrk = (USE_EQUIP);
6685                 }
6686
6687                 /* Use inventory if allowed */
6688                 else if (allow_inven)
6689                 {
6690                         command_wrk = (USE_INVEN);
6691                 }
6692
6693                 /* Use equipment if allowed */
6694                 else if (allow_equip)
6695                 {
6696                         command_wrk = (USE_EQUIP);
6697                 }
6698
6699                 /* Use floor if allowed */
6700                 else if (allow_floor)
6701                 {
6702                         command_wrk = (USE_FLOOR);
6703                 }
6704         }
6705
6706         /*
6707          * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
6708          */
6709         if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
6710
6711         /* Hack -- start out in "display" mode */
6712         if (command_see)
6713         {
6714                 /* Save screen */
6715                 screen_save();
6716         }
6717
6718         /* Repeat until done */
6719         while (!done)
6720         {
6721                 int get_item_label = 0;
6722
6723                 /* Show choices */
6724                 int ni = 0;
6725                 int ne = 0;
6726
6727                 /* Scan windows */
6728                 for (j = 0; j < 8; j++)
6729                 {
6730                         /* Unused */
6731                         if (!angband_term[j]) continue;
6732
6733                         /* Count windows displaying inven */
6734                         if (window_flag[j] & (PW_INVEN)) ni++;
6735
6736                         /* Count windows displaying equip */
6737                         if (window_flag[j] & (PW_EQUIP)) ne++;
6738                 }
6739
6740                 /* Toggle if needed */
6741                 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
6742                     (command_wrk == (USE_INVEN) && !ni && ne))
6743                 {
6744                         /* Toggle */
6745                         toggle_inven_equip();
6746
6747                         /* Track toggles */
6748                         toggle = !toggle;
6749                 }
6750
6751                 /* Update */
6752                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6753
6754                 /* Redraw windows */
6755                 window_stuff();
6756
6757                 /* Inventory screen */
6758                 if (command_wrk == (USE_INVEN))
6759                 {
6760                         /* Extract the legal requests */
6761                         n1 = I2A(i1);
6762                         n2 = I2A(i2);
6763
6764                         /* Redraw if needed */
6765                         if (command_see) get_item_label = show_inven(menu_line);
6766                 }
6767
6768                 /* Equipment screen */
6769                 else if (command_wrk == (USE_EQUIP))
6770                 {
6771                         /* Extract the legal requests */
6772                         n1 = I2A(e1 - INVEN_RARM);
6773                         n2 = I2A(e2 - INVEN_RARM);
6774
6775                         /* Redraw if needed */
6776                         if (command_see) get_item_label = show_equip(menu_line);
6777                 }
6778
6779                 /* Floor screen */
6780                 else if (command_wrk == (USE_FLOOR))
6781                 {
6782                         j = floor_top;
6783                         k = MIN(floor_top + 23, floor_num) - 1;
6784
6785                         /* Extract the legal requests */
6786                         n1 = I2A(j - floor_top);
6787                         n2 = I2A(k - floor_top);
6788
6789                         /* Redraw if needed */
6790                         if (command_see) get_item_label = show_floor(menu_line, py, px, &min_width);
6791                 }
6792
6793                 /* Viewing inventory */
6794                 if (command_wrk == (USE_INVEN))
6795                 {
6796                         /* Begin the prompt */
6797 #ifdef JP
6798 sprintf(out_val, "»ý¤Áʪ:");
6799 #else
6800                         sprintf(out_val, "Inven:");
6801 #endif
6802
6803                         if (!use_menu)
6804                         {
6805                                 /* Build the prompt */
6806 #ifdef JP
6807 sprintf(tmp_val, "%c-%c,'(',')',",
6808 #else
6809                                 sprintf(tmp_val, " %c-%c,'(',')',",
6810 #endif
6811
6812                                         index_to_label(i1), index_to_label(i2));
6813
6814                                 /* Append */
6815                                 strcat(out_val, tmp_val);
6816                         }
6817
6818                         /* Indicate ability to "view" */
6819 #ifdef JP
6820 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6821 #else
6822                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6823 #endif
6824
6825
6826                         /* Append */
6827 #ifdef JP
6828                         if (allow_equip)
6829                         {
6830                                 if (!use_menu)
6831                                         strcat(out_val, " '/' ÁõÈ÷ÉÊ,");
6832                                 else if (allow_floor)
6833                                         strcat(out_val, " '6' ÁõÈ÷ÉÊ,");
6834                                 else
6835                                         strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
6836                         }
6837                         else if (select_the_force)
6838                                 strcat(out_val, " 'w'Îýµ¤½Ñ,");
6839 #else
6840                         if (allow_equip)
6841                         {
6842                                 if (!use_menu)
6843                                         strcat(out_val, " / for Equip,");
6844                                 else if (allow_floor)
6845                                         strcat(out_val, " 6 for Equip,");
6846                                 else
6847                                         strcat(out_val, " 4 or 6 for Equip,");
6848                         }
6849                         else if (select_the_force)
6850                                 strcat(out_val, " w for the Force,");
6851 #endif
6852
6853                         /* Append */
6854                         if (allow_floor)
6855                         {
6856 #ifdef JP
6857                                 if (!use_menu)
6858                                         strcat(out_val, " '-'¾²¾å,");
6859                                 else if (allow_equip)
6860                                         strcat(out_val, " '4' ¾²¾å,");
6861                                 else
6862                                         strcat(out_val, " '4'or'6' ¾²¾å,");
6863 #else
6864                                 if (!use_menu)
6865                                         strcat(out_val, " - for floor,");
6866                                 else if (allow_equip)
6867                                         strcat(out_val, " 4 for floor,");
6868                                 else
6869                                         strcat(out_val, " 4 or 6 for floor,");
6870 #endif
6871                         }
6872
6873                 }
6874
6875                 /* Viewing equipment */
6876                 else if (command_wrk == (USE_EQUIP))
6877                 {
6878                         /* Begin the prompt */
6879 #ifdef JP
6880 sprintf(out_val, "ÁõÈ÷ÉÊ:");
6881 #else
6882                         sprintf(out_val, "Equip:");
6883 #endif
6884
6885
6886                         if (!use_menu)
6887                         {
6888                                 /* Build the prompt */
6889 #ifdef JP
6890 sprintf(tmp_val, "%c-%c,'(',')',",
6891 #else
6892                                 sprintf(tmp_val, " %c-%c,'(',')',",
6893 #endif
6894
6895                                         index_to_label(e1), index_to_label(e2));
6896
6897                                 /* Append */
6898                                 strcat(out_val, tmp_val);
6899                         }
6900
6901                         /* Indicate ability to "view" */
6902 #ifdef JP
6903 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6904 #else
6905                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6906 #endif
6907
6908
6909                         /* Append */
6910                         if (allow_inven)
6911                         {
6912 #ifdef JP
6913                                 if (!use_menu)
6914                                         strcat(out_val, " '/' »ý¤Áʪ,");
6915                                 else if (allow_floor)
6916                                         strcat(out_val, " '4' »ý¤Áʪ,");
6917                                 else
6918                                         strcat(out_val, " '4'or'6' »ý¤Áʪ,");
6919 #else
6920
6921                                 if (!use_menu)
6922                                         strcat(out_val, " / for Inven,");
6923                                 else if (allow_floor)
6924                                         strcat(out_val, " 4 for Inven,");
6925                                 else
6926                                         strcat(out_val, " 4 or 6 for Inven,");
6927 #endif
6928                         }
6929
6930                         /* Append */
6931                         if (allow_floor)
6932                         {
6933 #ifdef JP
6934                                 if (!use_menu)
6935                                         strcat(out_val, " '-'¾²¾å,");
6936                                 else if (allow_inven)
6937                                         strcat(out_val, " '6' ¾²¾å,");
6938                                 else
6939                                         strcat(out_val, " '4'or'6' ¾²¾å,");
6940 #else
6941                                 if (!use_menu)
6942                                         strcat(out_val, " - for floor,");
6943                                 else if (allow_inven)
6944                                         strcat(out_val, " 6 for floor,");
6945                                 else
6946                                         strcat(out_val, " 4 or 6 for floor,");
6947 #endif
6948                         }
6949                 }
6950
6951                 /* Viewing floor */
6952                 else if (command_wrk == (USE_FLOOR))
6953                 {
6954                         /* Begin the prompt */
6955 #ifdef JP
6956                         sprintf(out_val, "¾²¾å:");
6957 #else
6958                         sprintf(out_val, "Floor:");
6959 #endif
6960
6961
6962                         if (!use_menu)
6963                         {
6964                                 /* Build the prompt */
6965 #ifdef JP
6966 sprintf(tmp_val, "%c-%c,'(',')',", n1, n2);
6967 #else
6968                                 sprintf(tmp_val, " %c-%c,'(',')',", n1, n2);
6969 #endif
6970
6971
6972                                 /* Append */
6973                                 strcat(out_val, tmp_val);
6974                         }
6975
6976                         /* Indicate ability to "view" */
6977 #ifdef JP
6978 if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
6979 #else
6980                         if (!command_see && !use_menu) strcat(out_val, " * to see,");
6981 #endif
6982
6983
6984                         if (use_menu)
6985                         {
6986                                 if (allow_inven && allow_equip)
6987                                 {
6988 #ifdef JP
6989                                         strcat(out_val, " '4' ÁõÈ÷ÉÊ, '6' »ý¤Áʪ,");
6990 #else
6991                                         strcat(out_val, " 4 for Equip, 6 for Inven,");
6992 #endif
6993
6994                                 }
6995                                 else if (allow_inven)
6996                                 {
6997 #ifdef JP
6998                                         strcat(out_val, " '4'or'6' »ý¤Áʪ,");
6999 #else
7000                                         strcat(out_val, " 4 or 6 for Inven,");
7001 #endif
7002
7003                                 }
7004                                 else if (allow_equip)
7005                                 {
7006 #ifdef JP
7007                                         strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
7008 #else
7009                                         strcat(out_val, " 4 or 6 for Equip,");
7010 #endif
7011
7012                                 }
7013                         }
7014                         /* Append */
7015                         else if (allow_inven)
7016                         {
7017 #ifdef JP
7018                                 strcat(out_val, " '/' »ý¤Áʪ,");
7019 #else
7020                                 strcat(out_val, " / for Inven,");
7021 #endif
7022
7023                         }
7024                         else if (allow_equip)
7025                         {
7026 #ifdef JP
7027                                 strcat(out_val, " '/'ÁõÈ÷ÉÊ,");
7028 #else
7029                                 strcat(out_val, " / for Equip,");
7030 #endif
7031
7032                         }
7033
7034                         /* Append */
7035                         if (command_see && !use_menu)
7036                         {
7037 #ifdef JP
7038                                 strcat(out_val, " Enter ¼¡,");
7039 #else
7040                                 strcat(out_val, " Enter for scroll down,");
7041 #endif
7042                         }
7043                 }
7044
7045                 /* Finish the prompt */
7046                 strcat(out_val, " ESC");
7047
7048                 /* Build the prompt */
7049                 sprintf(tmp_val, "(%s) %s", out_val, pmt);
7050
7051                 /* Show the prompt */
7052                 prt(tmp_val, 0, 0);
7053
7054                 /* Get a key */
7055                 which = inkey();
7056
7057                 if (use_menu)
7058                 {
7059                 int max_line = 1;
7060                 if (command_wrk == USE_INVEN) max_line = max_inven;
7061                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
7062                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
7063                 switch (which)
7064                 {
7065                         case ESCAPE:
7066                         case 'z':
7067                         case 'Z':
7068                         case '0':
7069                         {
7070                                 done = TRUE;
7071                                 break;
7072                         }
7073
7074                         case '8':
7075                         case 'k':
7076                         case 'K':
7077                         {
7078                                 menu_line += (max_line - 1);
7079                                 break;
7080                         }
7081
7082                         case '2':
7083                         case 'j':
7084                         case 'J':
7085                         {
7086                                 menu_line++;
7087                                 break;
7088                         }
7089
7090                         case '4':
7091                         case 'h':
7092                         case 'H':
7093                         {
7094                                 /* Verify legality */
7095                                 if (command_wrk == (USE_INVEN))
7096                                 {
7097                                         if (allow_floor) command_wrk = USE_FLOOR;
7098                                         else if (allow_equip) command_wrk = USE_EQUIP;
7099                                         else
7100                                         {
7101                                                 bell();
7102                                                 break;
7103                                         }
7104                                 }
7105                                 else if (command_wrk == (USE_EQUIP))
7106                                 {
7107                                         if (allow_inven) command_wrk = USE_INVEN;
7108                                         else if (allow_floor) command_wrk = USE_FLOOR;
7109                                         else
7110                                         {
7111                                                 bell();
7112                                                 break;
7113                                         }
7114                                 }
7115                                 else if (command_wrk == (USE_FLOOR))
7116                                 {
7117                                         if (allow_equip) command_wrk = USE_EQUIP;
7118                                         else if (allow_inven) command_wrk = USE_INVEN;
7119                                         else
7120                                         {
7121                                                 bell();
7122                                                 break;
7123                                         }
7124                                 }
7125                                 else
7126                                 {
7127                                         bell();
7128                                         break;
7129                                 }
7130
7131                                 /* Hack -- Fix screen */
7132                                 if (command_see)
7133                                 {
7134                                         /* Load screen */
7135                                         screen_load();
7136
7137                                         /* Save screen */
7138                                         screen_save();
7139                                 }
7140
7141                                 /* Switch inven/equip */
7142                                 if (command_wrk == USE_INVEN) max_line = max_inven;
7143                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
7144                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
7145                                 if (menu_line > max_line) menu_line = max_line;
7146
7147                                 /* Need to redraw */
7148                                 break;
7149                         }
7150
7151                         case '6':
7152                         case 'l':
7153                         case 'L':
7154                         {
7155                                 /* Verify legality */
7156                                 if (command_wrk == (USE_INVEN))
7157                                 {
7158                                         if (allow_equip) command_wrk = USE_EQUIP;
7159                                         else if (allow_floor) command_wrk = USE_FLOOR;
7160                                         else
7161                                         {
7162                                                 bell();
7163                                                 break;
7164                                         }
7165                                 }
7166                                 else if (command_wrk == (USE_EQUIP))
7167                                 {
7168                                         if (allow_floor) command_wrk = USE_FLOOR;
7169                                         else if (allow_inven) command_wrk = USE_INVEN;
7170                                         else
7171                                         {
7172                                                 bell();
7173                                                 break;
7174                                         }
7175                                 }
7176                                 else if (command_wrk == (USE_FLOOR))
7177                                 {
7178                                         if (allow_inven) command_wrk = USE_INVEN;
7179                                         else if (allow_equip) command_wrk = USE_EQUIP;
7180                                         else
7181                                         {
7182                                                 bell();
7183                                                 break;
7184                                         }
7185                                 }
7186                                 else
7187                                 {
7188                                         bell();
7189                                         break;
7190                                 }
7191
7192                                 /* Hack -- Fix screen */
7193                                 if (command_see)
7194                                 {
7195                                         /* Load screen */
7196                                         screen_load();
7197
7198                                         /* Save screen */
7199                                         screen_save();
7200                                 }
7201
7202                                 /* Switch inven/equip */
7203                                 if (command_wrk == USE_INVEN) max_line = max_inven;
7204                                 else if (command_wrk == USE_EQUIP) max_line = max_equip;
7205                                 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
7206                                 if (menu_line > max_line) menu_line = max_line;
7207
7208                                 /* Need to redraw */
7209                                 break;
7210                         }
7211
7212                         case 'x':
7213                         case 'X':
7214                         case '\r':
7215                         case '\n':
7216                         {
7217                                 if (command_wrk == USE_FLOOR)
7218                                 {
7219                                         /* Special index */
7220                                         (*cp) = -get_item_label;
7221                                 }
7222                                 else
7223                                 {
7224                                         /* Validate the item */
7225                                         if (!get_item_okay(get_item_label))
7226                                         {
7227                                                 bell();
7228                                                 break;
7229                                         }
7230
7231                                         /* Allow player to "refuse" certain actions */
7232                                         if (!get_item_allow(get_item_label))
7233                                         {
7234                                                 done = TRUE;
7235                                                 break;
7236                                         }
7237
7238                                         /* Accept that choice */
7239                                         (*cp) = get_item_label;
7240                                 }
7241
7242                                 item = TRUE;
7243                                 done = TRUE;
7244                                 break;
7245                         }
7246                         case 'w':
7247                         {
7248                                 if (select_the_force) {
7249                                         *cp = INVEN_FORCE;
7250                                         item = TRUE;
7251                                         done = TRUE;
7252                                         break;
7253                                 }
7254                         }
7255                 }
7256                 if (menu_line > max_line) menu_line -= max_line;
7257                 }
7258                 else
7259                 {
7260                 /* Parse it */
7261                 switch (which)
7262                 {
7263                         case ESCAPE:
7264                         {
7265                                 done = TRUE;
7266                                 break;
7267                         }
7268
7269                         case '*':
7270                         case '?':
7271                         case ' ':
7272                         {
7273                                 /* Hide the list */
7274                                 if (command_see)
7275                                 {
7276                                         /* Flip flag */
7277                                         command_see = FALSE;
7278
7279                                         /* Load screen */
7280                                         screen_load();
7281                                 }
7282
7283                                 /* Show the list */
7284                                 else
7285                                 {
7286                                         /* Save screen */
7287                                         screen_save();
7288
7289                                         /* Flip flag */
7290                                         command_see = TRUE;
7291                                 }
7292                                 break;
7293                         }
7294
7295                         case '\n':
7296                         case '\r':
7297                         case '+':
7298                         {
7299                                 int i, o_idx;
7300                                 cave_type *c_ptr = &cave[py][px];
7301  
7302                                 if (command_wrk != (USE_FLOOR)) break;
7303
7304                                 /* Get the object being moved. */
7305                                 o_idx = c_ptr->o_idx;
7306  
7307                                 /* Only rotate a pile of two or more objects. */
7308                                 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
7309
7310                                 /* Remove the first object from the list. */
7311                                 excise_object_idx(o_idx);
7312         
7313                                 /* Find end of the list. */
7314                                 i = c_ptr->o_idx;
7315                                 while (o_list[i].next_o_idx)
7316                                         i = o_list[i].next_o_idx;
7317         
7318                                 /* Add after the last object. */
7319                                 o_list[i].next_o_idx = o_idx;
7320         
7321                                 /* Re-scan floor list */ 
7322                                 floor_num = scan_floor(floor_list, py, px, 0x01);
7323
7324                                 /* Hack -- Fix screen */
7325                                 if (command_see)
7326                                 {
7327                                         /* Load screen */
7328                                         screen_load();
7329
7330                                         /* Save screen */
7331                                         screen_save();
7332                                 }
7333
7334                                 break;
7335                         }
7336
7337                         case '/':
7338                         {
7339                                 if (command_wrk == (USE_INVEN))
7340                                 {
7341                                         if (!allow_equip)
7342                                         {
7343                                                 bell();
7344                                                 break;
7345                                         }
7346                                         command_wrk = (USE_EQUIP);
7347                                 }
7348                                 else if (command_wrk == (USE_EQUIP))
7349                                 {
7350                                         if (!allow_inven)
7351                                         {
7352                                                 bell();
7353                                                 break;
7354                                         }
7355                                         command_wrk = (USE_INVEN);
7356                                 }
7357                                 else if (command_wrk == (USE_FLOOR))
7358                                 {
7359                                         if (allow_inven)
7360                                         {
7361                                                 command_wrk = (USE_INVEN);
7362                                         }
7363                                         else if (allow_equip)
7364                                         {
7365                                                 command_wrk = (USE_EQUIP);
7366                                         }
7367                                         else
7368                                         {
7369                                                 bell();
7370                                                 break;
7371                                         }
7372                                 }
7373
7374                                 /* Hack -- Fix screen */
7375                                 if (command_see)
7376                                 {
7377                                         /* Load screen */
7378                                         screen_load();
7379
7380                                         /* Save screen */
7381                                         screen_save();
7382                                 }
7383
7384                                 /* Need to redraw */
7385                                 break;
7386                         }
7387
7388                         case '-':
7389                         {
7390                                 if (!allow_floor)
7391                                 {
7392                                         bell();
7393                                         break;
7394                                 }
7395
7396                                 /*
7397                                  * If we are already examining the floor, and there
7398                                  * is only one item, we will always select it.
7399                                  * If we aren't examining the floor and there is only
7400                                  * one item, we will select it if floor_query_flag
7401                                  * is FALSE.
7402                                  */
7403                                 if (floor_num == 1)
7404                                 {
7405                                         if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
7406                                         {
7407                                                 /* Special index */
7408                                                 k = 0 - floor_list[0];
7409
7410                                                 /* Allow player to "refuse" certain actions */
7411                                                 if (!get_item_allow(k))
7412                                                 {
7413                                                         done = TRUE;
7414                                                         break;
7415                                                 }
7416
7417                                                 /* Accept that choice */
7418                                                 (*cp) = k;
7419                                                 item = TRUE;
7420                                                 done = TRUE;
7421
7422                                                 break;
7423                                         }
7424                                 }
7425
7426                                 /* Hack -- Fix screen */
7427                                 if (command_see)
7428                                 {
7429                                         /* Load screen */
7430                                         screen_load();
7431
7432                                         /* Save screen */
7433                                         screen_save();
7434                                 }
7435
7436                                 command_wrk = (USE_FLOOR);
7437
7438                                 break;
7439                         }
7440
7441                         case '0':
7442                         case '1': case '2': case '3':
7443                         case '4': case '5': case '6':
7444                         case '7': case '8': case '9':
7445                         {
7446                                 if (command_wrk != USE_FLOOR)
7447                                 {
7448                                         /* Look up the tag */
7449                                         if (!get_tag(&k, which, command_wrk))
7450                                         {
7451                                                 bell();
7452                                                 break;
7453                                         }
7454
7455                                         /* Hack -- Validate the item */
7456                                         if ((k < INVEN_RARM) ? !inven : !equip)
7457                                         {
7458                                                 bell();
7459                                                 break;
7460                                         }
7461
7462                                         /* Validate the item */
7463                                         if (!get_item_okay(k))
7464                                         {
7465                                                 bell();
7466                                                 break;
7467                                         }
7468                                 }
7469                                 else
7470                                 {
7471                                         /* Look up the alphabetical tag */
7472                                         if (get_tag_floor(&k, which, floor_list, floor_num))
7473                                         {
7474                                                 /* Special index */
7475                                                 k = 0 - floor_list[k];
7476                                         }
7477                                         else
7478                                         {
7479                                                 bell();
7480                                                 break;
7481                                         }
7482                                 }
7483
7484                                 /* Allow player to "refuse" certain actions */
7485                                 if (!get_item_allow(k))
7486                                 {
7487                                         done = TRUE;
7488                                         break;
7489                                 }
7490
7491                                 /* Accept that choice */
7492                                 (*cp) = k;
7493                                 item = TRUE;
7494                                 done = TRUE;
7495                                 break;
7496                         }
7497
7498 #if 0
7499                         case '\n':
7500                         case '\r':
7501                         {
7502                                 /* Choose "default" inventory item */
7503                                 if (command_wrk == (USE_INVEN))
7504                                 {
7505                                         k = ((i1 == i2) ? i1 : -1);
7506                                 }
7507
7508                                 /* Choose "default" equipment item */
7509                                 else if (command_wrk == (USE_EQUIP))
7510                                 {
7511                                         k = ((e1 == e2) ? e1 : -1);
7512                                 }
7513
7514                                 /* Choose "default" floor item */
7515                                 else if (command_wrk == (USE_FLOOR))
7516                                 {
7517                                         if (floor_num == 1)
7518                                         {
7519                                                 /* Special index */
7520                                                 k = 0 - floor_list[0];
7521
7522                                                 /* Allow player to "refuse" certain actions */
7523                                                 if (!get_item_allow(k))
7524                                                 {
7525                                                         done = TRUE;
7526                                                         break;
7527                                                 }
7528
7529                                                 /* Accept that choice */
7530                                                 (*cp) = k;
7531                                                 item = TRUE;
7532                                                 done = TRUE;
7533                                         }
7534                                         break;
7535                                 }
7536
7537                                 /* Validate the item */
7538                                 if (!get_item_okay(k))
7539                                 {
7540                                         bell();
7541                                         break;
7542                                 }
7543
7544                                 /* Allow player to "refuse" certain actions */
7545                                 if (!get_item_allow(k))
7546                                 {
7547                                         done = TRUE;
7548                                         break;
7549                                 }
7550
7551                                 /* Accept that choice */
7552                                 (*cp) = k;
7553                                 item = TRUE;
7554                                 done = TRUE;
7555                                 break;
7556                         }
7557 #endif
7558
7559                         case 'w':
7560                         {
7561                                 if (select_the_force) {
7562                                         *cp = INVEN_FORCE;
7563                                         item = TRUE;
7564                                         done = TRUE;
7565                                         break;
7566                                 }
7567
7568                                 /* Fall through */
7569                         }
7570
7571                         default:
7572                         {
7573                                 int ver;
7574
7575                                 if (command_wrk != USE_FLOOR)
7576                                 {
7577                                         bool not_found = FALSE;
7578
7579                                         /* Look up the alphabetical tag */
7580                                         if (!get_tag(&k, which, command_wrk))
7581                                         {
7582                                                 not_found = TRUE;
7583                                         }
7584
7585                                         /* Hack -- Validate the item */
7586                                         else if ((k < INVEN_RARM) ? !inven : !equip)
7587                                         {
7588                                                 not_found = TRUE;
7589                                         }
7590
7591                                         /* Validate the item */
7592                                         else if (!get_item_okay(k))
7593                                         {
7594                                                 not_found = TRUE;
7595                                         }
7596
7597                                         if (!not_found)
7598                                         {
7599                                                 /* Accept that choice */
7600                                                 (*cp) = k;
7601                                                 item = TRUE;
7602                                                 done = TRUE;
7603                                                 break;
7604                                         }
7605                                 }
7606                                 else
7607                                 {
7608                                         /* Look up the alphabetical tag */
7609                                         if (get_tag_floor(&k, which, floor_list, floor_num))
7610                                         {
7611                                                 /* Special index */
7612                                                 k = 0 - floor_list[k];
7613
7614                                                 /* Accept that choice */
7615                                                 (*cp) = k;
7616                                                 item = TRUE;
7617                                                 done = TRUE;
7618                                                 break;
7619                                         }
7620                                 }
7621
7622                                 /* Extract "query" setting */
7623                                 ver = isupper(which);
7624                                 which = tolower(which);
7625
7626                                 /* Convert letter to inventory index */
7627                                 if (command_wrk == (USE_INVEN))
7628                                 {
7629                                         if (which == '(') k = i1;
7630                                         else if (which == ')') k = i2;
7631                                         else k = label_to_inven(which);
7632                                 }
7633
7634                                 /* Convert letter to equipment index */
7635                                 else if (command_wrk == (USE_EQUIP))
7636                                 {
7637                                         if (which == '(') k = e1;
7638                                         else if (which == ')') k = e2;
7639                                         else k = label_to_equip(which);
7640                                 }
7641
7642                                 /* Convert letter to floor index */
7643                                 else if (command_wrk == USE_FLOOR)
7644                                 {
7645                                         if (which == '(') k = 0;
7646                                         else if (which == ')') k = floor_num - 1;
7647                                         else k = islower(which) ? A2I(which) : -1;
7648                                         if (k < 0 || k >= floor_num || k >= 23)
7649                                         {
7650                                                 bell();
7651                                                 break;
7652                                         }
7653
7654                                         /* Special index */
7655                                         k = 0 - floor_list[k];
7656                                 }
7657
7658                                 /* Validate the item */
7659                                 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
7660                                 {
7661                                         bell();
7662                                         break;
7663                                 }
7664
7665                                 /* Verify the item */
7666 #ifdef JP
7667 if (ver && !verify("ËÜÅö¤Ë", k))
7668 #else
7669                                 if (ver && !verify("Try", k))
7670 #endif
7671
7672                                 {
7673                                         done = TRUE;
7674                                         break;
7675                                 }
7676
7677                                 /* Allow player to "refuse" certain actions */
7678                                 if (!get_item_allow(k))
7679                                 {
7680                                         done = TRUE;
7681                                         break;
7682                                 }
7683
7684                                 /* Accept that choice */
7685                                 (*cp) = k;
7686                                 item = TRUE;
7687                                 done = TRUE;
7688                                 break;
7689                         }
7690                 }
7691                 }
7692         }
7693
7694         /* Fix the screen if necessary */
7695         if (command_see)
7696         {
7697                 /* Load screen */
7698                 screen_load();
7699
7700                 /* Hack -- Cancel "display" */
7701                 command_see = FALSE;
7702         }
7703
7704
7705         /* Forget the item_tester_tval restriction */
7706         item_tester_tval = 0;
7707
7708         /* Forget the item_tester_hook restriction */
7709         item_tester_hook = NULL;
7710
7711
7712         /* Clean up  'show choices' */
7713         /* Toggle again if needed */
7714         if (toggle) toggle_inven_equip();
7715
7716         /* Update */
7717         p_ptr->window |= (PW_INVEN | PW_EQUIP);
7718
7719         /* Window stuff */
7720         window_stuff();
7721
7722
7723         /* Clear the prompt line */
7724         prt("", 0, 0);
7725
7726         /* Warning if needed */
7727         if (oops && str) msg_print(str);
7728
7729         if (item)
7730         {
7731 #ifdef ALLOW_REPEAT
7732                 repeat_push(*cp);
7733 #endif /* ALLOW_REPEAT */
7734
7735                 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
7736         }
7737
7738         /* Result */
7739         return (item);
7740 }
7741
7742
7743 static bool py_pickup_floor_aux(void)
7744 {
7745         s16b this_o_idx;
7746
7747         cptr q, s;
7748
7749         int item;
7750
7751         /* Restrict the choices */
7752         item_tester_hook = inven_carry_okay;
7753
7754         /* Get an object */
7755 #ifdef JP
7756         q = "¤É¤ì¤ò½¦¤¤¤Þ¤¹¤«¡©";
7757         s = "¤â¤¦¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£";
7758 #else
7759         q = "Get which item? ";
7760         s = "You no longer have any room for the objects on the floor.";
7761 #endif
7762
7763         if (get_item(&item, q, s, (USE_FLOOR)))
7764         {
7765                 this_o_idx = 0 - item;
7766         }
7767         else
7768         {
7769                 return (FALSE);
7770         }
7771
7772         /* Pick up the object */
7773         py_pickup_aux(this_o_idx);
7774
7775         return (TRUE);
7776 }
7777
7778
7779 /*
7780  * Make the player carry everything in a grid
7781  *
7782  * If "pickup" is FALSE then only gold will be picked up
7783  *
7784  * This is called by py_pickup() when easy_floor is TRUE.
7785  */
7786 void py_pickup_floor(bool pickup)
7787 {
7788         s16b this_o_idx, next_o_idx = 0;
7789
7790         char o_name[MAX_NLEN];
7791         object_type *o_ptr;
7792
7793         int floor_num = 0, floor_list[23], floor_o_idx = 0;
7794
7795         int can_pickup = 0;
7796
7797         /* Scan the pile of objects */
7798         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
7799         {
7800                 object_type *o_ptr;
7801
7802                 /* Access the object */
7803                 o_ptr = &o_list[this_o_idx];
7804
7805                 /* Describe the object */
7806                 object_desc(o_name, o_ptr, 0);
7807
7808                 /* Access the next object */
7809                 next_o_idx = o_ptr->next_o_idx;
7810
7811                 /* Hack -- disturb */
7812                 disturb(0, 0);
7813
7814                 /* Pick up gold */
7815                 if (o_ptr->tval == TV_GOLD)
7816                 {
7817                         /* Message */
7818 #ifdef JP
7819                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
7820                            (long)o_ptr->pval, o_name);
7821 #else
7822                         msg_format("You have found %ld gold pieces worth of %s.",
7823                                 (long) o_ptr->pval, o_name);
7824 #endif
7825
7826
7827                         /* Collect the gold */
7828                         p_ptr->au += o_ptr->pval;
7829
7830                         /* Redraw gold */
7831                         p_ptr->redraw |= (PR_GOLD);
7832
7833                         /* Window stuff */
7834                         p_ptr->window |= (PW_PLAYER);
7835
7836                         /* Delete the gold */
7837                         delete_object_idx(this_o_idx);
7838
7839                         /* Check the next object */
7840                         continue;
7841                 }
7842                 else if (o_ptr->marked & OM_NOMSG)
7843                 {
7844                         /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
7845                          * ignored. Otherwise, they are included in the prompt. */
7846                         o_ptr->marked &= ~(OM_NOMSG);
7847                         continue;
7848                 }
7849
7850                 /* Count non-gold objects that can be picked up. */
7851                 if (inven_carry_okay(o_ptr))
7852                 {
7853                         can_pickup++;
7854                 }
7855
7856                 /* Remember this object index */
7857                 if (floor_num < 23)
7858                         floor_list[floor_num] = this_o_idx;
7859
7860                 /* Count non-gold objects */
7861                 floor_num++;
7862
7863                 /* Remember this index */
7864                 floor_o_idx = this_o_idx;
7865         }
7866
7867         /* There are no non-gold objects */
7868         if (!floor_num)
7869                 return;
7870
7871         /* Mention the number of objects */
7872         if (!pickup)
7873         {
7874                 /* One object */
7875                 if (floor_num == 1)
7876                 {
7877                         /* Access the object */
7878                         o_ptr = &o_list[floor_o_idx];
7879
7880 #ifdef ALLOW_EASY_SENSE
7881
7882                         /* Option: Make object sensing easy */
7883                         if (easy_sense)
7884                         {
7885                                 /* Sense the object */
7886                                 (void) sense_object(o_ptr);
7887                         }
7888
7889 #endif /* ALLOW_EASY_SENSE */
7890
7891                         /* Describe the object */
7892                         object_desc(o_name, o_ptr, 0);
7893
7894                         /* Message */
7895 #ifdef JP
7896                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
7897 #else
7898                         msg_format("You see %s.", o_name);
7899 #endif
7900
7901                 }
7902
7903                 /* Multiple objects */
7904                 else
7905                 {
7906                         /* Message */
7907 #ifdef JP
7908                         msg_format("%d ¸Ä¤Î¥¢¥¤¥Æ¥à¤Î»³¤¬¤¢¤ë¡£", floor_num);
7909 #else
7910                         msg_format("You see a pile of %d items.", floor_num);
7911 #endif
7912
7913                 }
7914
7915                 /* Done */
7916                 return;
7917         }
7918
7919         /* The player has no room for anything on the floor. */
7920         if (!can_pickup)
7921         {
7922                 /* One object */
7923                 if (floor_num == 1)
7924                 {
7925                         /* Access the object */
7926                         o_ptr = &o_list[floor_o_idx];
7927
7928 #ifdef ALLOW_EASY_SENSE
7929
7930                         /* Option: Make object sensing easy */
7931                         if (easy_sense)
7932                         {
7933                                 /* Sense the object */
7934                                 (void) sense_object(o_ptr);
7935                         }
7936
7937 #endif /* ALLOW_EASY_SENSE */
7938
7939                         /* Describe the object */
7940                         object_desc(o_name, o_ptr, 0);
7941
7942                         /* Message */
7943 #ifdef JP
7944                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
7945 #else
7946                         msg_format("You have no room for %s.", o_name);
7947 #endif
7948
7949                 }
7950
7951                 /* Multiple objects */
7952                 else
7953                 {
7954                         /* Message */
7955 #ifdef JP
7956                         msg_format("¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£", o_name);
7957 #else
7958                         msg_print("You have no room for any of the objects on the floor.");
7959 #endif
7960
7961                 }
7962
7963                 /* Done */
7964                 return;
7965         }
7966
7967         /* One object */
7968         if (floor_num == 1)
7969         {
7970                 /* Hack -- query every object */
7971                 if (carry_query_flag)
7972                 {
7973                         char out_val[MAX_NLEN+20];
7974
7975                         /* Access the object */
7976                         o_ptr = &o_list[floor_o_idx];
7977
7978 #ifdef ALLOW_EASY_SENSE
7979
7980                         /* Option: Make object sensing easy */
7981                         if (easy_sense)
7982                         {
7983                                 /* Sense the object */
7984                                 (void) sense_object(o_ptr);
7985                         }
7986
7987 #endif /* ALLOW_EASY_SENSE */
7988
7989                         /* Describe the object */
7990                         object_desc(o_name, o_ptr, 0);
7991
7992                         /* Build a prompt */
7993 #ifdef JP
7994                         (void) sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
7995 #else
7996                         (void) sprintf(out_val, "Pick up %s? ", o_name);
7997 #endif
7998
7999
8000                         /* Ask the user to confirm */
8001                         if (!get_check(out_val))
8002                         {
8003                                 /* Done */
8004                                 return;
8005                         }
8006                 }
8007
8008                 /* Access the object */
8009                 o_ptr = &o_list[floor_o_idx];
8010
8011 #ifdef ALLOW_EASY_SENSE
8012
8013                 /* Option: Make object sensing easy */
8014                 if (easy_sense)
8015                 {
8016                         /* Sense the object */
8017                         (void) sense_object(o_ptr);
8018                 }
8019
8020 #endif /* ALLOW_EASY_SENSE */
8021
8022                 /* Pick up the object */
8023                 py_pickup_aux(floor_o_idx);
8024         }
8025
8026         /* Allow the user to choose an object */
8027         else
8028         {
8029                 while (can_pickup--)
8030                 {
8031                         if (!py_pickup_floor_aux()) break;
8032                 }
8033         }
8034 }
8035
8036 #endif /* ALLOW_EASY_FLOOR */