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