/* NetHack 3.6	invent.c	$NHDT-Date: 1447576348 2015/11/15 08:32:28 $  $NHDT-Branch: master $:$NHDT-Revision: 1.179 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

/* JNetHack Copyright */
/* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000  */
/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2016            */
/* JNetHack may be freely redistributed.  See license for details. */

#include "hack.h"

#define NOINVSYM '#'
#define CONTAINED_SYM '>' /* designator for inside a container */

STATIC_DCL int FDECL(CFDECLSPEC sortloot_cmp, (struct obj *, struct obj *));
STATIC_DCL void NDECL(reorder_invent);
STATIC_DCL boolean FDECL(mergable, (struct obj *, struct obj *));
STATIC_DCL void FDECL(noarmor, (BOOLEAN_P));
STATIC_DCL void FDECL(invdisp_nothing, (const char *, const char *));
STATIC_DCL boolean FDECL(worn_wield_only, (struct obj *));
STATIC_DCL boolean FDECL(only_here, (struct obj *));
STATIC_DCL void FDECL(compactify, (char *));
STATIC_DCL boolean FDECL(splittable, (struct obj *));
STATIC_DCL boolean FDECL(taking_off, (const char *));
STATIC_DCL boolean FDECL(putting_on, (const char *));
STATIC_PTR int FDECL(ckunpaid, (struct obj *));
STATIC_PTR int FDECL(ckvalidcat, (struct obj *));
STATIC_PTR char *FDECL(safeq_xprname, (struct obj *));
STATIC_PTR char *FDECL(safeq_shortxprname, (struct obj *));
STATIC_DCL char FDECL(display_pickinv, (const char *, BOOLEAN_P, long *));
STATIC_DCL char FDECL(display_used_invlets, (CHAR_P));
STATIC_DCL void FDECL(tally_BUCX,
                      (struct obj *, int *, int *, int *, int *, int *));
STATIC_DCL boolean FDECL(this_type_only, (struct obj *));
STATIC_DCL void NDECL(dounpaid);
STATIC_DCL struct obj *FDECL(find_unpaid, (struct obj *, struct obj **));
STATIC_DCL void FDECL(menu_identify, (int));
STATIC_DCL boolean FDECL(tool_in_use, (struct obj *));
STATIC_DCL char FDECL(obj_to_let, (struct obj *));

static int lastinvnr = 51; /* 0 ... 51 (never saved&restored) */

/* wizards can wish for venom, which will become an invisible inventory
 * item without this.  putting it in inv_order would mean venom would
 * suddenly become a choice for all the inventory-class commands, which
 * would probably cause mass confusion.  the test for inventory venom
 * is only WIZARD and not wizard because the wizard can leave venom lying
 * around on a bones level for normal players to find.  [Note to the
 * confused:  'WIZARD' used to be a compile-time conditional so this was
 * guarded by #ifdef WIZARD/.../#endif.]
 */
static char venom_inv[] = { VENOM_CLASS, 0 }; /* (constant) */

STATIC_OVL int CFDECLSPEC
sortloot_cmp(obj1, obj2)
struct obj *obj1;
struct obj *obj2;
{
    int val1 = 0;
    int val2 = 0;

    /* Sort object names in lexicographical order, ignoring quantity. */
    int name_cmp = strcmpi(cxname_singular(obj1), cxname_singular(obj2));

    if (name_cmp != 0) {
        return name_cmp;
    }

    /* Sort by BUC. Map blessed to 4, uncursed to 2, cursed to 1, and unknown
     * to 0. */
    val1 = obj1->bknown
               ? (obj1->blessed << 2)
                     + ((!obj1->blessed && !obj1->cursed) << 1) + obj1->cursed
               : 0;
    val2 = obj2->bknown
               ? (obj2->blessed << 2)
                     + ((!obj2->blessed && !obj2->cursed) << 1) + obj2->cursed
               : 0;
    if (val1 != val2) {
        return val2 - val1; /* Because bigger is better. */
    }

    /* Sort by greasing. This will put the objects in degreasing order. */
    val1 = obj1->greased;
    val2 = obj2->greased;
    if (val1 != val2) {
        return val2 - val1; /* Because bigger is better. */
    }

    /* Sort by erosion. The effective amount is what matters. */
    val1 = greatest_erosion(obj1);
    val2 = greatest_erosion(obj2);
    if (val1 != val2) {
        return val1 - val2; /* Because bigger is WORSE. */
    }

    /* Sort by erodeproofing. Map known-invulnerable to 1, and both
     * known-vulnerable and unknown-vulnerability to 0, because that's how
     * they're displayed. */
    val1 = obj1->rknown && obj1->oerodeproof;
    val2 = obj2->rknown && obj2->oerodeproof;
    if (val1 != val2) {
        return val2 - val1; /* Because bigger is better. */
    }

    /* Sort by enchantment. Map unknown to -1000, which is comfortably below
     * the range of ->spe. */
    val1 = obj1->known ? obj1->spe : -1000;
    val2 = obj2->known ? obj2->spe : -1000;
    if (val1 != val2) {
        return val2 - val1; /* Because bigger is better. */
    }

    /* They're identical, as far as we're concerned,
       but we want to force a determistic order between them. */
    return (obj1->o_id > obj2->o_id) ? 1 : -1;
}

struct obj **
objarr_init(n)
int n;
{
    return (struct obj **) alloc(n * sizeof(struct obj *));
}

void
objarr_set(otmp, idx, oarray, dosort)
struct obj *otmp;
int idx;
struct obj **oarray;
boolean dosort;
{
    if (dosort) {
        int j;
        for (j = idx; j; j--) {
            if (sortloot_cmp(otmp, oarray[j - 1]) > 0)
                break;
            oarray[j] = oarray[j - 1];
        }
        oarray[j] = otmp;
    } else {
        oarray[idx] = otmp;
    }
}

void
assigninvlet(otmp)
register struct obj *otmp;
{
    boolean inuse[52];
    register int i;
    register struct obj *obj;

    /* there should be at most one of these in inventory... */
    if (otmp->oclass == COIN_CLASS) {
        otmp->invlet = GOLD_SYM;
        return;
    }

    for (i = 0; i < 52; i++)
        inuse[i] = FALSE;
    for (obj = invent; obj; obj = obj->nobj)
        if (obj != otmp) {
            i = obj->invlet;
            if ('a' <= i && i <= 'z')
                inuse[i - 'a'] = TRUE;
            else if ('A' <= i && i <= 'Z')
                inuse[i - 'A' + 26] = TRUE;
            if (i == otmp->invlet)
                otmp->invlet = 0;
        }
    if ((i = otmp->invlet)
        && (('a' <= i && i <= 'z') || ('A' <= i && i <= 'Z')))
        return;
    for (i = lastinvnr + 1; i != lastinvnr; i++) {
        if (i == 52) {
            i = -1;
            continue;
        }
        if (!inuse[i])
            break;
    }
    otmp->invlet =
        (inuse[i] ? NOINVSYM : (i < 26) ? ('a' + i) : ('A' + i - 26));
    lastinvnr = i;
}

/* note: assumes ASCII; toggling a bit puts lowercase in front of uppercase */
#define inv_rank(o) ((o)->invlet ^ 040)

/* sort the inventory; used by addinv() and doorganize() */
STATIC_OVL void
reorder_invent()
{
    struct obj *otmp, *prev, *next;
    boolean need_more_sorting;

    do {
        /*
         * We expect at most one item to be out of order, so this
         * isn't nearly as inefficient as it may first appear.
         */
        need_more_sorting = FALSE;
        for (otmp = invent, prev = 0; otmp;) {
            next = otmp->nobj;
            if (next && inv_rank(next) < inv_rank(otmp)) {
                need_more_sorting = TRUE;
                if (prev)
                    prev->nobj = next;
                else
                    invent = next;
                otmp->nobj = next->nobj;
                next->nobj = otmp;
                prev = next;
            } else {
                prev = otmp;
                otmp = next;
            }
        }
    } while (need_more_sorting);
}

#undef inv_rank

/* scan a list of objects to see whether another object will merge with
   one of them; used in pickup.c when all 52 inventory slots are in use,
   to figure out whether another object could still be picked up */
struct obj *
merge_choice(objlist, obj)
struct obj *objlist, *obj;
{
    struct monst *shkp;
    int save_nocharge;

    if (obj->otyp == SCR_SCARE_MONSTER) /* punt on these */
        return (struct obj *) 0;
    /* if this is an item on the shop floor, the attributes it will
       have when carried are different from what they are now; prevent
       that from eliciting an incorrect result from mergable() */
    save_nocharge = obj->no_charge;
    if (objlist == invent && obj->where == OBJ_FLOOR
        && (shkp = shop_keeper(inside_shop(obj->ox, obj->oy))) != 0) {
        if (obj->no_charge)
            obj->no_charge = 0;
        /* A billable object won't have its `unpaid' bit set, so would
           erroneously seem to be a candidate to merge with a similar
           ordinary object.  That's no good, because once it's really
           picked up, it won't merge after all.  It might merge with
           another unpaid object, but we can't check that here (depends
           too much upon shk's bill) and if it doesn't merge it would
           end up in the '#' overflow inventory slot, so reject it now. */
        else if (inhishop(shkp))
            return (struct obj *) 0;
    }
    while (objlist) {
        if (mergable(objlist, obj))
            break;
        objlist = objlist->nobj;
    }
    obj->no_charge = save_nocharge;
    return objlist;
}

/* merge obj with otmp and delete obj if types agree */
int
merged(potmp, pobj)
struct obj **potmp, **pobj;
{
    register struct obj *otmp = *potmp, *obj = *pobj;

    if (mergable(otmp, obj)) {
        /* Approximate age: we do it this way because if we were to
         * do it "accurately" (merge only when ages are identical)
         * we'd wind up never merging any corpses.
         * otmp->age = otmp->age*(1-proportion) + obj->age*proportion;
         *
         * Don't do the age manipulation if lit.  We would need
         * to stop the burn on both items, then merge the age,
         * then restart the burn.
         */
        if (!obj->lamplit)
            otmp->age = ((otmp->age * otmp->quan) + (obj->age * obj->quan))
                        / (otmp->quan + obj->quan);

        otmp->quan += obj->quan;
        /* temporary special case for gold objects!!!! */
        if (otmp->oclass == COIN_CLASS)
            otmp->owt = weight(otmp);
        /* and puddings!!!1!!one! */
        else if (!Is_pudding(otmp))
            otmp->owt += obj->owt;
        if (!has_oname(otmp) && has_oname(obj))
            otmp = *potmp = oname(otmp, ONAME(obj));
        obj_extract_self(obj);

        /* really should merge the timeouts */
        if (obj->lamplit)
            obj_merge_light_sources(obj, otmp);
        if (obj->timed)
            obj_stop_timers(obj); /* follows lights */

        /* fixup for `#adjust' merging wielded darts, daggers, &c */
        if (obj->owornmask && carried(otmp)) {
            long wmask = otmp->owornmask | obj->owornmask;

            /* Both the items might be worn in competing slots;
               merger preference (regardless of which is which):
             primary weapon + alternate weapon -> primary weapon;
             primary weapon + quiver -> primary weapon;
             alternate weapon + quiver -> alternate weapon.
               (Prior to 3.3.0, it was not possible for the two
               stacks to be worn in different slots and `obj'
               didn't need to be unworn when merging.) */
            if (wmask & W_WEP)
                wmask = W_WEP;
            else if (wmask & W_SWAPWEP)
                wmask = W_SWAPWEP;
            else if (wmask & W_QUIVER)
                wmask = W_QUIVER;
            else {
                impossible("merging strangely worn items (%lx)", wmask);
                wmask = otmp->owornmask;
            }
            if ((otmp->owornmask & ~wmask) != 0L)
                setnotworn(otmp);
            setworn(otmp, wmask);
            setnotworn(obj);
#if 0
        /* (this should not be necessary, since items
            already in a monster's inventory don't ever get
            merged into other objects [only vice versa]) */
        } else if (obj->owornmask && mcarried(otmp)) {
            if (obj == MON_WEP(otmp->ocarry)) {
                MON_WEP(otmp->ocarry) = otmp;
                otmp->owornmask = W_WEP;
            }
#endif /*0*/
        }

        /* handle puddings a bit differently; absorption will
         * free the other object automatically so we can just
         * return out from here.  */
        if (Is_pudding(obj)) {
            pudding_merge_message(otmp, obj);
            obj_absorb(potmp, pobj);
            return 1;
        }

        obfree(obj, otmp); /* free(obj), bill->otmp */
        return 1;
    }
    return 0;
}

/*
 * Adjust hero intrinsics as if this object was being added to the hero's
 * inventory.  Called _before_ the object has been added to the hero's
 * inventory.
 *
 * This is called when adding objects to the hero's inventory normally (via
 * addinv) or when an object in the hero's inventory has been polymorphed
 * in-place.
 *
 * It may be valid to merge this code with with addinv_core2().
 */
void
addinv_core1(obj)
struct obj *obj;
{
    if (obj->oclass == COIN_CLASS) {
        context.botl = 1;
    } else if (obj->otyp == AMULET_OF_YENDOR) {
        if (u.uhave.amulet)
            impossible("already have amulet?");
        u.uhave.amulet = 1;
        u.uachieve.amulet = 1;
    } else if (obj->otyp == CANDELABRUM_OF_INVOCATION) {
        if (u.uhave.menorah)
            impossible("already have candelabrum?");
        u.uhave.menorah = 1;
        u.uachieve.menorah = 1;
    } else if (obj->otyp == BELL_OF_OPENING) {
        if (u.uhave.bell)
            impossible("already have silver bell?");
        u.uhave.bell = 1;
        u.uachieve.bell = 1;
    } else if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
        if (u.uhave.book)
            impossible("already have the book?");
        u.uhave.book = 1;
        u.uachieve.book = 1;
    } else if (obj->oartifact) {
        if (is_quest_artifact(obj)) {
            if (u.uhave.questart)
                impossible("already have quest artifact?");
            u.uhave.questart = 1;
            artitouch(obj);
        }
        set_artifact_intrinsic(obj, 1, W_ART);
    }
    if (obj->otyp == LUCKSTONE && obj->record_achieve_special) {
        u.uachieve.mines_luckstone = 1;
        obj->record_achieve_special = 0;
    } else if ((obj->otyp == AMULET_OF_REFLECTION
                || obj->otyp == BAG_OF_HOLDING)
               && obj->record_achieve_special) {
        u.uachieve.finish_sokoban = 1;
        obj->record_achieve_special = 0;
    }
}

/*
 * Adjust hero intrinsics as if this object was being added to the hero's
 * inventory.  Called _after_ the object has been added to the hero's
 * inventory.
 *
 * This is called when adding objects to the hero's inventory normally (via
 * addinv) or when an object in the hero's inventory has been polymorphed
 * in-place.
 */
void
addinv_core2(obj)
struct obj *obj;
{
    if (confers_luck(obj)) {
        /* new luckstone must be in inventory by this point
         * for correct calculation */
        set_moreluck();
    }
}

/*
 * Add obj to the hero's inventory.  Make sure the object is "free".
 * Adjust hero attributes as necessary.
 */
struct obj *
addinv(obj)
struct obj *obj;
{
    struct obj *otmp, *prev;
    int saved_otyp = (int) obj->otyp; /* for panic */

    if (obj->where != OBJ_FREE)
        panic("addinv: obj not free");
    /* normally addtobill() clears no_charge when items in a shop are
       picked up, but won't do so if the shop has become untended */
    obj->no_charge = 0; /* should not be set in hero's invent */
    if (Has_contents(obj))
        picked_container(obj); /* clear no_charge */
    obj->was_thrown = 0;       /* not meaningful for invent */

    addinv_core1(obj);

    /* merge with quiver in preference to any other inventory slot
       in case quiver and wielded weapon are both eligible; adding
       extra to quivered stack is more useful than to wielded one */
    if (uquiver && merged(&uquiver, &obj)) {
        obj = uquiver;
        if (!obj)
            panic("addinv: null obj after quiver merge otyp=%d", saved_otyp);
        goto added;
    }
    /* merge if possible; find end of chain in the process */
    for (prev = 0, otmp = invent; otmp; prev = otmp, otmp = otmp->nobj)
        if (merged(&otmp, &obj)) {
            obj = otmp;
            if (!obj)
                panic("addinv: null obj after merge otyp=%d", saved_otyp);
            goto added;
        }
    /* didn't merge, so insert into chain */
    assigninvlet(obj);
    if (flags.invlet_constant || !prev) {
        obj->nobj = invent; /* insert at beginning */
        invent = obj;
        if (flags.invlet_constant)
            reorder_invent();
    } else {
        prev->nobj = obj; /* insert at end */
        obj->nobj = 0;
    }
    obj->where = OBJ_INVENT;

added:
    addinv_core2(obj);
    carry_obj_effects(obj); /* carrying affects the obj */
    update_inventory();
    return obj;
}

/*
 * Some objects are affected by being carried.
 * Make those adjustments here. Called _after_ the object
 * has been added to the hero's or monster's inventory,
 * and after hero's intrinsics have been updated.
 */
void
carry_obj_effects(obj)
struct obj *obj;
{
    /* Cursed figurines can spontaneously transform
       when carried. */
    if (obj->otyp == FIGURINE) {
        if (obj->cursed && obj->corpsenm != NON_PM
            && !dead_species(obj->corpsenm, TRUE)) {
            attach_fig_transform_timeout(obj);
        }
    }
}

/* Add an item to the inventory unless we're fumbling or it refuses to be
 * held (via touch_artifact), and give a message.
 * If there aren't any free inventory slots, we'll drop it instead.
 * If both success and failure messages are NULL, then we're just doing the
 * fumbling/slot-limit checking for a silent grab.  In any case,
 * touch_artifact will print its own messages if they are warranted.
 */
struct obj *
hold_another_object(obj, drop_fmt, drop_arg, hold_msg)
struct obj *obj;
const char *drop_fmt, *drop_arg, *hold_msg;
{
    char buf[BUFSZ];

    if (!Blind)
        obj->dknown = 1; /* maximize mergibility */
    if (obj->oartifact) {
        /* place_object may change these */
        boolean crysknife = (obj->otyp == CRYSKNIFE);
        int oerode = obj->oerodeproof;
        boolean wasUpolyd = Upolyd;

        /* in case touching this object turns out to be fatal */
        place_object(obj, u.ux, u.uy);

        if (!touch_artifact(obj, &youmonst)) {
            obj_extract_self(obj); /* remove it from the floor */
            dropy(obj);            /* now put it back again :-) */
            return obj;
        } else if (wasUpolyd && !Upolyd) {
            /* loose your grip if you revert your form */
            if (drop_fmt)
                pline(drop_fmt, drop_arg);
            obj_extract_self(obj);
            dropy(obj);
            return obj;
        }
        obj_extract_self(obj);
        if (crysknife) {
            obj->otyp = CRYSKNIFE;
            obj->oerodeproof = oerode;
        }
    }
    if (Fumbling) {
        if (drop_fmt)
            pline(drop_fmt, drop_arg);
        dropy(obj);
    } else {
        long oquan = obj->quan;
        int prev_encumbr = near_capacity(); /* before addinv() */

        /* encumbrance only matters if it would now become worse
           than max( current_value, stressed ) */
        if (prev_encumbr < MOD_ENCUMBER)
            prev_encumbr = MOD_ENCUMBER;
        /* addinv() may redraw the entire inventory, overwriting
           drop_arg when it comes from something like doname() */
        if (drop_arg)
            drop_arg = strcpy(buf, drop_arg);

        obj = addinv(obj);
        if (inv_cnt(FALSE) > 52 || ((obj->otyp != LOADSTONE || !obj->cursed)
                                    && near_capacity() > prev_encumbr)) {
            if (drop_fmt)
                pline(drop_fmt, drop_arg);
            /* undo any merge which took place */
            if (obj->quan > oquan)
                obj = splitobj(obj, oquan);
            dropx(obj);
        } else {
            if (flags.autoquiver && !uquiver && !obj->owornmask
                && (is_missile(obj) || ammo_and_launcher(obj, uwep)
                    || ammo_and_launcher(obj, uswapwep)))
                setuqwep(obj);
            if (hold_msg || drop_fmt)
                prinv(hold_msg, obj, oquan);
        }
    }
    return obj;
}

/* useup() all of an item regardless of its quantity */
void
useupall(obj)
struct obj *obj;
{
    setnotworn(obj);
    freeinv(obj);
    obfree(obj, (struct obj *) 0); /* deletes contents also */
}

void
useup(obj)
register struct obj *obj;
{
    /* Note:  This works correctly for containers because they (containers)
       don't merge. */
    if (obj->quan > 1L) {
        obj->in_use = FALSE; /* no longer in use */
        obj->quan--;
        obj->owt = weight(obj);
        update_inventory();
    } else {
        useupall(obj);
    }
}

/* use one charge from an item and possibly incur shop debt for it */
void
consume_obj_charge(obj, maybe_unpaid)
struct obj *obj;
boolean maybe_unpaid; /* false if caller handles shop billing */
{
    if (maybe_unpaid)
        check_unpaid(obj);
    obj->spe -= 1;
    if (obj->known)
        update_inventory();
}

/*
 * Adjust hero's attributes as if this object was being removed from the
 * hero's inventory.  This should only be called from freeinv() and
 * where we are polymorphing an object already in the hero's inventory.
 *
 * Should think of a better name...
 */
void
freeinv_core(obj)
struct obj *obj;
{
    if (obj->oclass == COIN_CLASS) {
        context.botl = 1;
        return;
    } else if (obj->otyp == AMULET_OF_YENDOR) {
        if (!u.uhave.amulet)
            impossible("don't have amulet?");
        u.uhave.amulet = 0;
    } else if (obj->otyp == CANDELABRUM_OF_INVOCATION) {
        if (!u.uhave.menorah)
            impossible("don't have candelabrum?");
        u.uhave.menorah = 0;
    } else if (obj->otyp == BELL_OF_OPENING) {
        if (!u.uhave.bell)
            impossible("don't have silver bell?");
        u.uhave.bell = 0;
    } else if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
        if (!u.uhave.book)
            impossible("don't have the book?");
        u.uhave.book = 0;
    } else if (obj->oartifact) {
        if (is_quest_artifact(obj)) {
            if (!u.uhave.questart)
                impossible("don't have quest artifact?");
            u.uhave.questart = 0;
        }
        set_artifact_intrinsic(obj, 0, W_ART);
    }

    if (obj->otyp == LOADSTONE) {
        curse(obj);
    } else if (confers_luck(obj)) {
        set_moreluck();
        context.botl = 1;
    } else if (obj->otyp == FIGURINE && obj->timed) {
        (void) stop_timer(FIG_TRANSFORM, obj_to_any(obj));
    }
}

/* remove an object from the hero's inventory */
void
freeinv(obj)
register struct obj *obj;
{
    extract_nobj(obj, &invent);
    freeinv_core(obj);
    update_inventory();
}

void
delallobj(x, y)
int x, y;
{
    struct obj *otmp, *otmp2;

    for (otmp = level.objects[x][y]; otmp; otmp = otmp2) {
        if (otmp == uball)
            unpunish();
        /* after unpunish(), or might get deallocated chain */
        otmp2 = otmp->nexthere;
        if (otmp == uchain)
            continue;
        delobj(otmp);
    }
}

/* destroy object in fobj chain (if unpaid, it remains on the bill) */
void
delobj(obj)
register struct obj *obj;
{
    boolean update_map;

    if (obj->otyp == AMULET_OF_YENDOR
        || obj->otyp == CANDELABRUM_OF_INVOCATION
        || obj->otyp == BELL_OF_OPENING
        || obj->otyp == SPE_BOOK_OF_THE_DEAD) {
        /* player might be doing something stupid, but we
         * can't guarantee that.  assume special artifacts
         * are indestructible via drawbridges, and exploding
         * chests, and golem creation, and ...
         */
        return;
    }
    update_map = (obj->where == OBJ_FLOOR);
    obj_extract_self(obj);
    if (update_map)
        newsym(obj->ox, obj->oy);
    obfree(obj, (struct obj *) 0); /* frees contents also */
}

/* try to find a particular type of object at designated map location */
struct obj *
sobj_at(otyp, x, y)
int otyp;
int x, y;
{
    register struct obj *otmp;

    for (otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
        if (otmp->otyp == otyp)
            break;

    return otmp;
}

/* sobj_at(&c) traversal -- find next object of specified type */
struct obj *
nxtobj(obj, type, by_nexthere)
struct obj *obj;
int type;
boolean by_nexthere;
{
    register struct obj *otmp;

    otmp = obj; /* start with the object after this one */
    do {
        otmp = !by_nexthere ? otmp->nobj : otmp->nexthere;
        if (!otmp)
            break;
    } while (otmp->otyp != type);

    return otmp;
}

struct obj *
carrying(type)
register int type;
{
    register struct obj *otmp;

    for (otmp = invent; otmp; otmp = otmp->nobj)
        if (otmp->otyp == type)
            return  otmp;
    return (struct obj *) 0;
}

/* Fictional and not-so-fictional currencies.
 * http://concord.wikia.com/wiki/List_of_Fictional_Currencies
 */
static const char *const currencies[] = {
#if 0 /*JP*/
    "Altarian Dollar",       /* The Hitchhiker's Guide to the Galaxy */
    "Ankh-Morpork Dollar",   /* Discworld */
    "auric",                 /* The Domination of Draka */
    "buckazoid",             /* Space Quest */
    "cirbozoid",             /* Starslip */
    "credit chit",           /* Deus Ex */
    "cubit",                 /* Battlestar Galactica */
    "Flanian Pobble Bead",   /* The Hitchhiker's Guide to the Galaxy */
    "fretzer",               /* Jules Verne */
    "imperial credit",       /* Star Wars */
    "Hong Kong Luna Dollar", /* The Moon is a Harsh Mistress */
    "kongbuck",              /* Snow Crash */
    "nanite",                /* System Shock 2 */
    "quatloo",               /* Star Trek, Sim City */
    "simoleon",              /* Sim City */
    "solari",                /* Spaceballs */
    "spacebuck",             /* Spaceballs */
    "sporebuck",             /* Spore */
    "Triganic Pu",           /* The Hitchhiker's Guide to the Galaxy */
    "woolong",               /* Cowboy Bebop */
    "zorkmid",               /* Zork, NetHack */
#else
    "アルタイル・ドル",      /* The Hitchhiker's Guide to the Galaxy */
    "アンクモルポーク・ドル", /* Discworld */
    "ユーリック",            /* The Domination of Draka */
    "バッカゾイド",          /* Space Quest */
    "サーボゾイド",          /* Starslip */
    "クレジット・チット",    /* Deus Ex */
    "キュービット",          /* Battlestar Galactica */
    "フレニアン・ピッブル・ビード", /* The Hitchhiker's Guide to the Galaxy */
    "フレッツァ",            /* Jules Verne */
    "帝国クレジット",        /* Star Wars */
    "香港月ドル",            /* The Moon is a Harsh Mistress */
    "コンバック",            /* Snow Crash */
    "ナーナイト",            /* System Shock 2 */
    "クァトロ",              /* Star Trek, Sim City */
    "シモレオン",            /* Sim City */
    "ソラリ",                /* Spaceballs */
    "スペースバック",        /* Spaceballs */
    "スポアバック",          /* Spore */
    "トライガニック・プー",  /* The Hitchhiker's Guide to the Galaxy */
    "ウーロン",              /* Cowboy Bebop */
    "ゴールド",              /* Zork, NetHack */
#endif
};

const char *
currency(amount)
long amount;
{
    const char *res;

#if 0 /*JP*/
    res = Hallucination ? currencies[rn2(SIZE(currencies))] : "zorkmid";
    if (amount != 1L)
        res = makeplural(res);
#else
    res = Hallucination ? currencies[rn2(SIZE(currencies))] : "ゴールド";
#endif
    return res;
}

boolean
have_lizard()
{
    register struct obj *otmp;

    for (otmp = invent; otmp; otmp = otmp->nobj)
        if (otmp->otyp == CORPSE && otmp->corpsenm == PM_LIZARD)
            return  TRUE;
    return FALSE;
}

/* 3.6.0 tribute */
struct obj *
u_have_novel()
{
    register struct obj *otmp;

    for (otmp = invent; otmp; otmp = otmp->nobj)
        if (otmp->otyp == SPE_NOVEL)
            return otmp;
    return (struct obj *) 0;
}

struct obj *
o_on(id, objchn)
unsigned int id;
register struct obj *objchn;
{
    struct obj *temp;

    while (objchn) {
        if (objchn->o_id == id)
            return objchn;
        if (Has_contents(objchn) && (temp = o_on(id, objchn->cobj)))
            return temp;
        objchn = objchn->nobj;
    }
    return (struct obj *) 0;
}

boolean
obj_here(obj, x, y)
register struct obj *obj;
int x, y;
{
    register struct obj *otmp;

    for (otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
        if (obj == otmp)
            return TRUE;
    return FALSE;
}

struct obj *
g_at(x, y)
register int x, y;
{
    register struct obj *obj = level.objects[x][y];

    while (obj) {
        if (obj->oclass == COIN_CLASS)
            return obj;
        obj = obj->nexthere;
    }
    return (struct obj *) 0;
}

/* compact a string of inventory letters by dashing runs of letters */
STATIC_OVL void
compactify(buf)
register char *buf;
{
    register int i1 = 1, i2 = 1;
    register char ilet, ilet1, ilet2;

    ilet2 = buf[0];
    ilet1 = buf[1];
    buf[++i2] = buf[++i1];
    ilet = buf[i1];
    while (ilet) {
        if (ilet == ilet1 + 1) {
            if (ilet1 == ilet2 + 1)
                buf[i2 - 1] = ilet1 = '-';
            else if (ilet2 == '-') {
                buf[i2 - 1] = ++ilet1;
                buf[i2] = buf[++i1];
                ilet = buf[i1];
                continue;
            }
        } else if (ilet == NOINVSYM) {
            /* compact three or more consecutive '#'
               characters into "#-#" */
            if (i2 >= 2 && buf[i2 - 2] == NOINVSYM && buf[i2 - 1] == NOINVSYM)
                buf[i2 - 1] = '-';
            else if (i2 >= 3 && buf[i2 - 3] == NOINVSYM && buf[i2 - 2] == '-'
                     && buf[i2 - 1] == NOINVSYM)
                --i2;
        }
        ilet2 = ilet1;
        ilet1 = ilet;
        buf[++i2] = buf[++i1];
        ilet = buf[i1];
    }
}

/* some objects shouldn't be split when count given to getobj or askchain */
STATIC_OVL boolean
splittable(obj)
struct obj *obj;
{
    return !((obj->otyp == LOADSTONE && obj->cursed)
             || (obj == uwep && welded(uwep)));
}

/* match the prompt for either 'T' or 'R' command */
STATIC_OVL boolean
taking_off(action)
const char *action;
{
    return !strcmp(action, "take off") || !strcmp(action, "remove");
}

/* match the prompt for either 'W' or 'P' command */
STATIC_OVL boolean
putting_on(action)
const char *action;
{
    return !strcmp(action, "wear") || !strcmp(action, "put on");
}

/*
 * getobj returns:
 *      struct obj *xxx:        object to do something with.
 *      (struct obj *) 0        error return: no object.
 *      &zeroobj                explicitly no object (as in w-).
!!!! test if gold can be used in unusual ways (eaten etc.)
!!!! may be able to remove "usegold"
 */
/*JP
** word には英語で動詞が入る．
**
** 日本語では，「どれを書きますか」より「どれに書きますか」の方が自然なので，
** 最初の一文字に「に」や「の」を指定した場合は助詞を変更する．
**
*/
struct obj *
getobj(let, word)
register const char *let, *word;
{
    register struct obj *otmp;
    register char ilet;
    char buf[BUFSZ], qbuf[QBUFSZ];
    char lets[BUFSZ], altlets[BUFSZ], *ap;
    register int foo = 0;
    register char *bp = buf;
    xchar allowcnt = 0; /* 0, 1 or 2 */
    struct obj *firstobj = invent;
    boolean usegold = FALSE; /* can't use gold because its illegal */
    boolean allowall = FALSE;
    boolean allownone = FALSE;
    boolean useboulder = FALSE;
    xchar foox = 0;
    long cnt, prevcnt;
    boolean prezero;
    long dummymask;

#if 1 /*JP*/
    const char *jword;
    const char *joshi;
    const char *what;

    struct trans_verb *tv = trans_verb(word);

    jword = tv->jp;
    what = tv->what;
    joshi = tv->particle;
#endif
    if (*let == ALLOW_COUNT)
        let++, allowcnt = 1;
    if (*let == COIN_CLASS)
        let++, usegold = TRUE;

    /* Equivalent of an "ugly check" for gold */
    if (usegold && !strcmp(word, "eat")
        && (!metallivorous(youmonst.data)
            || youmonst.data == &mons[PM_RUST_MONSTER]))
        usegold = FALSE;

    if (*let == ALL_CLASSES)
        let++, allowall = TRUE;
    if (*let == ALLOW_NONE)
        let++, allownone = TRUE;
    /* "ugly check" for reading fortune cookies, part 1.
     * The normal 'ugly check' keeps the object on the inventory list.
     * We don't want to do that for shirts/cookies, so the check for
     * them is handled a bit differently (and also requires that we set
     * allowall in the caller).
     */
    if (allowall && !strcmp(word, "read"))
        allowall = FALSE;

    /* another ugly check: show boulders (not statues) */
    if (*let == WEAPON_CLASS && !strcmp(word, "throw")
        && throws_rocks(youmonst.data))
        useboulder = TRUE;

    if (allownone)
        *bp++ = '-';
    if (bp > buf && bp[-1] == '-')
        *bp++ = ' ';
    ap = altlets;

    if (!flags.invlet_constant)
        reassign();

    for (otmp = firstobj; otmp; otmp = otmp->nobj) {
        if (&bp[foo] == &buf[sizeof buf - 1]
            || ap == &altlets[sizeof altlets - 1]) {
            /* we must have a huge number of NOINVSYM items somehow */
            impossible("getobj: inventory overflow");
            break;
        }

        if (!*let || index(let, otmp->oclass)
            || (usegold && otmp->invlet == GOLD_SYM)
            || (useboulder && otmp->otyp == BOULDER)) {
            register int otyp = otmp->otyp;
            bp[foo++] = otmp->invlet;

/* clang-format off */
/* *INDENT-OFF* */
            /* ugly check: remove inappropriate things */
            if (
                (taking_off(word) /* exclude if not worn */
                 && !(otmp->owornmask & (W_ARMOR | W_ACCESSORY)))
             || (putting_on(word) /* exclude if already worn */
                 && (otmp->owornmask & (W_ARMOR | W_ACCESSORY)))
#if 0 /* 3.4.1 -- include currently wielded weapon among 'wield' choices */
             || (!strcmp(word, "wield")
                 && (otmp->owornmask & W_WEP))
#endif
             || (!strcmp(word, "ready") /* exclude if wielded */
                 && (otmp == uwep || (otmp == uswapwep && u.twoweap)))
             || ((!strcmp(word, "dip") || !strcmp(word, "grease"))
                 && inaccessible_equipment(otmp, (const char *) 0, FALSE))
             ) {
                foo--;
                foox++;
            }
            /* Second ugly check; unlike the first it won't trigger an
             * "else" in "you don't have anything else to ___".
             */
            else if (
                (putting_on(word)
                 && ((otmp->oclass == FOOD_CLASS && otmp->otyp != MEAT_RING)
                     || (otmp->oclass == TOOL_CLASS && otyp != BLINDFOLD
                         && otyp != TOWEL && otyp != LENSES)))
             || (!strcmp(word, "wield")
                 && (otmp->oclass == TOOL_CLASS && !is_weptool(otmp)))
             || (!strcmp(word, "eat") && !is_edible(otmp))
             || (!strcmp(word, "sacrifice")
                 && (otyp != CORPSE && otyp != AMULET_OF_YENDOR
                     && otyp != FAKE_AMULET_OF_YENDOR))
             || (!strcmp(word, "write with")
                 && (otmp->oclass == TOOL_CLASS
                     && otyp != MAGIC_MARKER && otyp != TOWEL))
             || (!strcmp(word, "tin")
                 && (otyp != CORPSE || !tinnable(otmp)))
             || (!strcmp(word, "rub")
                 && ((otmp->oclass == TOOL_CLASS && otyp != OIL_LAMP
                      && otyp != MAGIC_LAMP && otyp != BRASS_LANTERN)
                     || (otmp->oclass == GEM_CLASS && !is_graystone(otmp))))
             || (!strcmp(word, "use or apply")
                 /* Picks, axes, pole-weapons, bullwhips */
                 && ((otmp->oclass == WEAPON_CLASS
                      && !is_pick(otmp) && !is_axe(otmp)
                      && !is_pole(otmp) && otyp != BULLWHIP)
                     || (otmp->oclass == POTION_CLASS
                         /* only applicable potion is oil, and it will only
                            be offered as a choice when already discovered */
                         && (otyp != POT_OIL || !otmp->dknown
                             || !objects[POT_OIL].oc_name_known))
                     || (otmp->oclass == FOOD_CLASS
                         && otyp != CREAM_PIE && otyp != EUCALYPTUS_LEAF)
                     || (otmp->oclass == GEM_CLASS && !is_graystone(otmp))))
             || (!strcmp(word, "invoke")
                 && !otmp->oartifact
                 && !objects[otyp].oc_unique
                 && (otyp != FAKE_AMULET_OF_YENDOR || otmp->known)
                 && otyp != CRYSTAL_BALL /* synonym for apply */
                 /* note: presenting the possibility of invoking non-artifact
                    mirrors and/or lamps is simply a cruel deception... */
                 && otyp != MIRROR
                 && otyp != MAGIC_LAMP
                 && (otyp != OIL_LAMP /* don't list known oil lamp */
                     || (otmp->dknown && objects[OIL_LAMP].oc_name_known)))
             || (!strcmp(word, "untrap with")
                 && ((otmp->oclass == TOOL_CLASS && otyp != CAN_OF_GREASE)
                     || (otmp->oclass == POTION_CLASS
                         /* only applicable potion is oil, and it will only
                            be offered as a choice when already discovered */
                         && (otyp != POT_OIL || !otmp->dknown
                             || !objects[POT_OIL].oc_name_known))))
             || (!strcmp(word, "tip") && !Is_container(otmp)
                 /* include horn of plenty if sufficiently discovered */
                 && (otmp->otyp != HORN_OF_PLENTY || !otmp->dknown
                     || !objects[HORN_OF_PLENTY].oc_name_known))
             || (!strcmp(word, "charge") && !is_chargeable(otmp))
             || (!strcmp(word, "call") && !objtyp_is_callable(otyp))
             ) {
                foo--;
            }
            /* Third ugly check:  acceptable but not listed as likely
             * candidates in the prompt or in the inventory subset if
             * player responds with '?'.
             */
            else if (
             /* ugly check for unworn armor that can't be worn */
                (putting_on(word) && *let == ARMOR_CLASS
                 && !canwearobj(otmp, &dummymask, FALSE))
             /* or armor with 'P' or 'R' or accessory with 'W' or 'T' */
             || ((putting_on(word) || taking_off(word))
                 && ((*let == ARMOR_CLASS) ^ (otmp->oclass == ARMOR_CLASS)))
             /* or unsuitable items rubbed on known touchstone */
             || (!strncmp(word, "rub on the stone", 16)
                 && *let == GEM_CLASS && otmp->dknown
                 && objects[otyp].oc_name_known)
             /* suppress corpses on astral, amulets elsewhere */
             || (!strcmp(word, "sacrifice")
                 /* (!astral && amulet) || (astral && !amulet) */
                 && (!Is_astralevel(&u.uz) ^ (otmp->oclass != AMULET_CLASS)))
             /* suppress container being stashed into */
             || (!strcmp(word, "stash") && !ck_bag(otmp))
             /* worn armor or accessory covered by cursed worn armor */
             || (taking_off(word)
                 && inaccessible_equipment(otmp, (const char *) 0, TRUE))
             ) {
                /* acceptable but not listed as likely candidate */
                foo--;
                allowall = TRUE;
                *ap++ = otmp->invlet;
            }
/* *INDENT-ON* */
/* clang-format on */
        } else {
            /* "ugly check" for reading fortune cookies, part 2 */
            if ((!strcmp(word, "read") && is_readable(otmp)))
                allowall = usegold = TRUE;
        }
    }

    bp[foo] = 0;
    if (foo == 0 && bp > buf && bp[-1] == ' ')
        *--bp = 0;
    Strcpy(lets, bp); /* necessary since we destroy buf */
    if (foo > 5)      /* compactify string */
        compactify(bp);
    *ap = '\0';

    if (!foo && !allowall && !allownone) {
/*JP
        You("don't have anything %sto %s.", foox ? "else " : "", word);
*/
        You("%s%sものを持っていない．", foox ? "他に" : "", jconj(jword, "れる"));
        return (struct obj *) 0;
    }
    for (;;) {
        cnt = 0;
        if (allowcnt == 2)
            allowcnt = 1; /* abort previous count */
        prezero = FALSE;
        if (!buf[0]) {
/*JP
            Sprintf(qbuf, "What do you want to %s? [*]", word);
*/
            Sprintf(qbuf, "%s%s%sか？[*]", what, joshi, jpolite(jword));
        } else {
/*JP
            Sprintf(qbuf, "What do you want to %s? [%s or ?*]", word, buf);
*/
            Sprintf(qbuf, "%s%s%sか？[%s or ?*]", what, joshi, jpolite(jword), buf);
        }
        if (in_doagain)
            ilet = readchar();
        else
            ilet = yn_function(qbuf, (char *) 0, '\0');
        if (digit(ilet) && !allowcnt) {
/*JP
            pline("No count allowed with this command.");
*/
            pline("このコマンドに数字はつかえない．");
            continue;
        }
        if (ilet == '0')
            prezero = TRUE;
        while (digit(ilet)) {
            if (ilet != '?' && ilet != '*')
                savech(ilet);
            /* accumulate unless cnt has overflowed */
            if (allowcnt < 3) {
                prevcnt = cnt;
                cnt = 10L * cnt + (long) (ilet - '0');
                /* signal presence of cnt */
                allowcnt = (cnt >= prevcnt) ? 2 : 3;
            }
            ilet = readchar();
        }
        if (allowcnt == 3) {
            /* overflow detected; force cnt to be invalid */
            cnt = -1L;
            allowcnt = 2;
        }
        if (index(quitchars, ilet)) {
            if (flags.verbose)
                pline1(Never_mind);
            return (struct obj *) 0;
        }
        if (ilet == '-') {
            if (!allownone) {
                char *suf = (char *) 0;

                strcpy(buf, word);
                if ((bp = strstr(buf, " on the ")) != 0) {
                    /* rub on the stone[s] */
                    *bp = '\0';
                    suf = (bp + 1);
                }
                if ((bp = strstr(buf, " or ")) != 0) {
                    *bp = '\0';
                    bp = (rn2(2) ? buf : (bp + 4));
                } else
                    bp = buf;
#if 0 /*JP*/
                You("mime %s something%s%s.", ing_suffix(bp), suf ? " " : "",
                    suf ? suf : "");
#else
                You("何かを%sふりをした．", bp);
#endif
            }
            return (allownone ? &zeroobj : (struct obj *) 0);
        }
        /* since gold is now kept in inventory, we need to do processing for
           select-from-invent before checking whether gold has been picked */
        if (ilet == '?' || ilet == '*') {
            char *allowed_choices = (ilet == '?') ? lets : (char *) 0;
            long ctmp = 0;

            if (ilet == '?' && !*lets && *altlets)
                allowed_choices = altlets;
            ilet = display_pickinv(allowed_choices, TRUE,
                                   allowcnt ? &ctmp : (long *) 0);
            if (!ilet)
                continue;
            if (allowcnt && ctmp >= 0) {
                cnt = ctmp;
                if (!cnt)
                    prezero = TRUE;
                allowcnt = 2;
            }
            if (ilet == '\033') {
                if (flags.verbose)
                    pline1(Never_mind);
                return (struct obj *) 0;
            }
            /* they typed a letter (not a space) at the prompt */
        }
        /* find the item which was picked */
        for (otmp = invent; otmp; otmp = otmp->nobj)
            if (otmp->invlet == ilet)
                break;
        /* some items have restrictions */
        if (ilet == def_oc_syms[COIN_CLASS].sym
            /* guard against the [hypothetical] chace of having more
               than one invent slot of gold and picking the non-'$' one */
            || (otmp && otmp->oclass == COIN_CLASS)) {
            if (!usegold) {
/*JP
                You("cannot %s gold.", word);
*/
                You("金貨%s%sことはできない．", joshi, jword);
                return (struct obj *) 0;
            }
            /* Historic note: early Nethack had a bug which was
             * first reported for Larn, where trying to drop 2^32-n
             * gold pieces was allowed, and did interesting things
             * to your money supply.  The LRS is the tax bureau
             * from Larn.
             */
            if (allowcnt == 2 && cnt <= 0) {
                if (cnt < 0 || !prezero)
                    pline_The(
/*JP
                  "LRS would be very interested to know you have that much.");
*/
                  "その技はとあるゲームのカジノで使えたけど，もはや使えないよ．");
                return (struct obj *) 0;
            }
        }
        if (allowcnt == 2 && !strcmp(word, "throw")) {
            /* permit counts for throwing gold, but don't accept
             * counts for other things since the throw code will
             * split off a single item anyway */
            if (ilet != def_oc_syms[COIN_CLASS].sym
                && !(otmp && otmp->oclass == COIN_CLASS))
                allowcnt = 1;
            if (cnt == 0 && prezero)
                return (struct obj *) 0;
            if (cnt > 1) {
/*JP
                You("can only throw one item at a time.");
*/
                You("同時にたくさんのものを投げられない．");
                continue;
            }
        }
        context.botl = 1; /* May have changed the amount of money */
        savech(ilet);
        /* [we used to set otmp (by finding ilet in invent) here, but
           that's been moved above so that otmp can be checked earlier] */
        /* verify the chosen object */
        if (!otmp) {
/*JP
            You("don't have that object.");
*/
            You("そんなものは持っていない．");
            if (in_doagain)
                return (struct obj *) 0;
            continue;
        } else if (cnt < 0 || otmp->quan < cnt) {
/*JP
            You("don't have that many!  You have only %ld.", otmp->quan);
*/
            pline("そんなにたくさんは持っていない！せいぜい%ld個ってとこだ．", otmp->quan);
            if (in_doagain)
                return (struct obj *) 0;
            continue;
        }
        break;
    }
    if (!allowall && let && !index(let, otmp->oclass)
        && !(usegold && otmp->oclass == COIN_CLASS)) {
#if 0 /*JP*/
        silly_thing(word, otmp);
#else
        silly_thing(jword, otmp);
#endif
        return (struct obj *) 0;
    }
    if (allowcnt == 2) { /* cnt given */
        if (cnt == 0)
            return (struct obj *) 0;
        if (cnt != otmp->quan) {
            /* don't split a stack of cursed loadstones */
            if (splittable(otmp))
                otmp = splitobj(otmp, cnt);
            else if (otmp->otyp == LOADSTONE && otmp->cursed)
                /* kludge for canletgo()'s can't-drop-this message */
                otmp->corpsenm = (int) cnt;
        }
    }
    return otmp;
}

void
silly_thing(word, otmp)
const char *word;
struct obj *otmp;
{
#if 1 /* 'P','R' vs 'W','T' handling is obsolete */
    nhUse(otmp);
#else
    const char *s1, *s2, *s3, *what;
    int ocls = otmp->oclass, otyp = otmp->otyp;

    s1 = s2 = s3 = 0;
    /* check for attempted use of accessory commands ('P','R') on armor
       and for corresponding armor commands ('W','T') on accessories */
    if (ocls == ARMOR_CLASS) {
#if 0 /*JP*/
        if (!strcmp(word, "put on"))
            s1 = "W", s2 = "wear", s3 = "";
        else if (!strcmp(word, "remove"))
            s1 = "T", s2 = "take", s3 = " off";
#else
        if (!strcmp(word, "身につける"))
            s1 = "W", s2 = "身につける", s3 = "";
        else if (!strcmp(word, "はずす"))
            s1 = "T", s2 = "はずす", s3 = "";
#endif
    } else if ((ocls == RING_CLASS || otyp == MEAT_RING)
               || ocls == AMULET_CLASS
               || (otyp == BLINDFOLD || otyp == TOWEL || otyp == LENSES)) {
#if 0 /*JP*/
        if (!strcmp(word, "wear"))
            s1 = "P", s2 = "put", s3 = " on";
        else if (!strcmp(word, "take off"))
            s1 = "R", s2 = "remove", s3 = "";
#else
        if (!strcmp(word, "身につける"))
          s1 = "P", s2 = "身につける", s3 = "";
        else if (!strcmp(word, "はずす"))
          s1 = "R", s2 = "はずす", s3 = "";
#endif
    }
    if (s1) {
#if 0 /*JP*/
        what = "that";
        /* quantity for armor and accessory objects is always 1,
           but some things should be referred to as plural */
        if (otyp == LENSES || is_gloves(otmp) || is_boots(otmp))
            what = "those";
#endif
/*JP
        pline("Use the '%s' command to %s %s%s.", s1, s2, what, s3);
*/
        pline("それを%sには'%s'コマンドを使うこと．", s2, s1);
    } else
#endif
        pline(silly_thing_to, word);
}

STATIC_PTR int
ckvalidcat(otmp)
struct obj *otmp;
{
    /* use allow_category() from pickup.c */
    return (int) allow_category(otmp);
}

STATIC_PTR int
ckunpaid(otmp)
struct obj *otmp;
{
    return (otmp->unpaid || (Has_contents(otmp) && count_unpaid(otmp->cobj)));
}

boolean
wearing_armor()
{
    return (boolean) (uarm || uarmc || uarmf || uarmg
                      || uarmh || uarms || uarmu);
}

boolean
is_worn(otmp)
struct obj *otmp;
{
    return (otmp->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE | W_WEAPON))
            ? TRUE
            : FALSE;
}

/* extra xprname() input that askchain() can't pass through safe_qbuf() */
STATIC_VAR struct xprnctx {
    char let;
    boolean dot;
} safeq_xprn_ctx;

/* safe_qbuf() -> short_oname() callback */
STATIC_PTR char *
safeq_xprname(obj)
struct obj *obj;
{
    return xprname(obj, (char *) 0, safeq_xprn_ctx.let, safeq_xprn_ctx.dot,
                   0L, 0L);
}

/* alternate safe_qbuf() -> short_oname() callback */
STATIC_PTR char *
safeq_shortxprname(obj)
struct obj *obj;
{
    return xprname(obj, ansimpleoname(obj), safeq_xprn_ctx.let,
                   safeq_xprn_ctx.dot, 0L, 0L);
}

static NEARDATA const char removeables[] = { ARMOR_CLASS, WEAPON_CLASS,
                                             RING_CLASS,  AMULET_CLASS,
                                             TOOL_CLASS,  0 };

/* interactive version of getobj - used for Drop, Identify and */
/* Takeoff (A). Return the number of times fn was called successfully */
/* If combo is TRUE, we just use this to get a category list */
/*JP CHECK: 3.6.0 の呼び出し元
do.c:962:        || (result = ggetobj("drop", drop, 0, FALSE, (unsigned *) 0)) < -1)
do.c:1009:        i = ggetobj("drop", drop, 0, TRUE, &ggoresults);
do_wear.c:2955:        || (result = ggetobj("take off", select_off, 0, FALSE,
do_wear.c:3007:        if (ggetobj("take off", select_off, 0, TRUE, (unsigned *) 0) == -2)
invent.c:2014:                n = ggetobj("identify", identify, id_limit, FALSE,
*/
int
ggetobj(word, fn, mx, combo, resultflags)
const char *word;
int FDECL((*fn), (OBJ_P)), mx;
boolean combo; /* combination menu flag */
unsigned *resultflags;
{
    int FDECL((*ckfn), (OBJ_P)) = (int FDECL((*), (OBJ_P))) 0;
    boolean FDECL((*filter), (OBJ_P)) = (boolean FDECL((*), (OBJ_P))) 0;
    boolean takeoff, ident, allflag, m_seen;
    int itemcount;
    int oletct, iletct, unpaid, oc_of_sym;
    char sym, *ip, olets[MAXOCLASSES + 5], ilets[MAXOCLASSES + 5];
    char extra_removeables[3 + 1]; /* uwep,uswapwep,uquiver */
    char buf[BUFSZ], qbuf[QBUFSZ];
#if 1 /*JP*/
    const char *joshi = "を";
    const char *jword;

    const struct trans_verb *tv = trans_verb(word);
    jword = tv->jp;
    joshi = tv->particle;
#endif

    if (resultflags)
        *resultflags = 0;
    takeoff = ident = allflag = m_seen = FALSE;
    if (!invent) {
/*JP
        You("have nothing to %s.", word);
*/
        You("%sものは持っていない．", jcan(jword));
        return 0;
    }
    add_valid_menu_class(0); /* reset */
    if (taking_off(word)) {
        takeoff = TRUE;
        filter = is_worn;
    } else if (!strcmp(word, "identify")) {
        ident = TRUE;
        filter = not_fully_identified;
    }

    iletct = collect_obj_classes(ilets, invent, FALSE, filter, &itemcount);
    unpaid = count_unpaid(invent);

    if (ident && !iletct) {
        return -1; /* no further identifications */
    } else if (!takeoff && (unpaid || invent)) {
        ilets[iletct++] = ' ';
        if (unpaid)
            ilets[iletct++] = 'u';
        if (count_buc(invent, BUC_BLESSED))
            ilets[iletct++] = 'B';
        if (count_buc(invent, BUC_UNCURSED))
            ilets[iletct++] = 'U';
        if (count_buc(invent, BUC_CURSED))
            ilets[iletct++] = 'C';
        if (count_buc(invent, BUC_UNKNOWN))
            ilets[iletct++] = 'X';
        if (invent)
            ilets[iletct++] = 'a';
    } else if (takeoff && invent) {
        ilets[iletct++] = ' ';
    }
    ilets[iletct++] = 'i';
    if (!combo)
        ilets[iletct++] = 'm'; /* allow menu presentation on request */
    ilets[iletct] = '\0';

    for (;;) {
#if 0 /*JP*/
        Sprintf(qbuf, "What kinds of thing do you want to %s? [%s]", word,
                ilets);
#else
        Sprintf(qbuf,"どの種類のもの%s%sか？[%s]", joshi,
                jpolite(jword), ilets);
#endif
        getlin(qbuf, buf);
        if (buf[0] == '\033')
            return 0;
        if (index(buf, 'i')) {
            if (display_inventory((char *) 0, TRUE) == '\033')
                return 0;
        } else
            break;
    }

    extra_removeables[0] = '\0';
    if (takeoff) {
        /* arbitrary types of items can be placed in the weapon slots
           [any duplicate entries in extra_removeables[] won't matter] */
        if (uwep)
            (void) strkitten(extra_removeables, uwep->oclass);
        if (uswapwep)
            (void) strkitten(extra_removeables, uswapwep->oclass);
        if (uquiver)
            (void) strkitten(extra_removeables, uquiver->oclass);
    }

    ip = buf;
    olets[oletct = 0] = '\0';
    while ((sym = *ip++) != '\0') {
        if (sym == ' ')
            continue;
        oc_of_sym = def_char_to_objclass(sym);
        if (takeoff && oc_of_sym != MAXOCLASSES) {
            if (index(extra_removeables, oc_of_sym)) {
                ; /* skip rest of takeoff checks */
            } else if (!index(removeables, oc_of_sym)) {
/*JP
                pline("Not applicable.");
*/
                pline("それはできない．");
                return 0;
            } else if (oc_of_sym == ARMOR_CLASS && !wearing_armor()) {
                noarmor(FALSE);
                return 0;
            } else if (oc_of_sym == WEAPON_CLASS && !uwep && !uswapwep
                       && !uquiver) {
/*JP
                You("are not wielding anything.");
*/
                You("何も装備していない．");
                return 0;
            } else if (oc_of_sym == RING_CLASS && !uright && !uleft) {
/*JP
                You("are not wearing rings.");
*/
                You("指輪を身につけていない．");
                return 0;
            } else if (oc_of_sym == AMULET_CLASS && !uamul) {
/*JP
                You("are not wearing an amulet.");
*/
                You("魔除けを身につけていない．");
                return 0;
            } else if (oc_of_sym == TOOL_CLASS && !ublindf) {
/*JP
                You("are not wearing a blindfold.");
*/
                You("目隠しをしていない．");
                return 0;
            }
        }

        if (oc_of_sym == COIN_CLASS && !combo) {
            context.botl = 1;
        } else if (sym == 'a') {
            allflag = TRUE;
        } else if (sym == 'A') {
            /* same as the default */;
        } else if (sym == 'u') {
            add_valid_menu_class('u');
            ckfn = ckunpaid;
        } else if (sym == 'B') {
            add_valid_menu_class('B');
            ckfn = ckvalidcat;
        } else if (sym == 'U') {
            add_valid_menu_class('U');
            ckfn = ckvalidcat;
        } else if (sym == 'C') {
            add_valid_menu_class('C');
            ckfn = ckvalidcat;
        } else if (sym == 'X') {
            add_valid_menu_class('X');
            ckfn = ckvalidcat;
        } else if (sym == 'm') {
            m_seen = TRUE;
        } else if (oc_of_sym == MAXOCLASSES) {
/*JP
            You("don't have any %c's.", sym);
*/
            You("%cに属する物を持っていない．", sym);
        } else if (oc_of_sym != VENOM_CLASS) { /* suppress venom */
            if (!index(olets, oc_of_sym)) {
                add_valid_menu_class(oc_of_sym);
                olets[oletct++] = oc_of_sym;
                olets[oletct] = 0;
            }
        }
    }

    if (m_seen) {
        return (allflag || (!oletct && ckfn != ckunpaid)) ? -2 : -3;
    } else if (flags.menu_style != MENU_TRADITIONAL && combo && !allflag) {
        return 0;
#if 0
    /* !!!! test gold dropping */
    } else if (allowgold == 2 && !oletct) {
        return 1; /* you dropped gold (or at least tried to)  */
#endif
    } else {
        int cnt = askchain(&invent, olets, allflag, fn, ckfn, mx, word);
        /*
         * askchain() has already finished the job in this case
         * so set a special flag to convey that back to the caller
         * so that it won't continue processing.
         * Fix for bug C331-1 reported by Irina Rempt-Drijfhout.
         */
        if (combo && allflag && resultflags)
            *resultflags |= ALL_FINISHED;
        return cnt;
    }
}

/*
 * Walk through the chain starting at objchn and ask for all objects
 * with olet in olets (if nonNULL) and satisfying ckfn (if nonnull)
 * whether the action in question (i.e., fn) has to be performed.
 * If allflag then no questions are asked. Max gives the max nr of
 * objects to be treated. Return the number of objects treated.
 */
/*JP CHECK: 3.6.0 での呼び出し元
invent.c:1728:        int cnt = askchain(&invent, olets, allflag, fn, ckfn, mx, word);
pickup.c:2882:        if (askchain(objlist, (one_by_one ? (char *) 0 : selection), allflag,
  wordには動詞が英語で入る。
*/
int
askchain(objchn, olets, allflag, fn, ckfn, mx, word)
struct obj **objchn;
register int allflag, mx;
register const char *olets, *word; /* olets is an Obj Class char array */
register int FDECL((*fn), (OBJ_P)), FDECL((*ckfn), (OBJ_P));
{
    struct obj *otmp, *otmpo;
    register char sym, ilet;
    register int cnt = 0, dud = 0, tmp;
    boolean takeoff, nodot, ident, take_out, put_in, first, ininv;
    char qbuf[QBUFSZ], qpfx[QBUFSZ];

    takeoff = taking_off(word);
    ident = !strcmp(word, "identify");
    take_out = !strcmp(word, "take out");
    put_in = !strcmp(word, "put in");
    nodot = (!strcmp(word, "nodot") || !strcmp(word, "drop") || ident
             || takeoff || take_out || put_in);
    ininv = (*objchn == invent);
    first = TRUE;
/* Changed so the askchain is interrogated in the order specified.
 * For example, if a person specifies =/ then first all rings will be
 * asked about followed by all wands -dgk
 */
nextclass:
    ilet = 'a' - 1;
    if (*objchn && (*objchn)->oclass == COIN_CLASS)
        ilet--;                     /* extra iteration */
    /*
     * Multiple Drop can change the invent chain while it operates
     * (dropping a burning potion of oil while levitating creates
     * an explosion which can destroy inventory items), so simple
     * list traversal
     *  for (otmp = *objchn; otmp; otmp = otmp2) {
     *      otmp2 = otmp->nobj;
     *      ...
     *  }
     * is inadequate here.  Use each object's bypass bit to keep
     * track of which list elements have already been processed.
     */
    bypass_objlist(*objchn, FALSE); /* clear chain's bypass bits */
    while ((otmp = nxt_unbypassed_obj(*objchn)) != 0) {
        if (ilet == 'z')
            ilet = 'A';
        else
            ilet++;
        if (olets && *olets && otmp->oclass != *olets)
            continue;
        if (takeoff && !is_worn(otmp))
            continue;
        if (ident && !not_fully_identified(otmp))
            continue;
        if (ckfn && !(*ckfn)(otmp))
            continue;
        if (!allflag) {
            safeq_xprn_ctx.let = ilet;
            safeq_xprn_ctx.dot = !nodot;
            *qpfx = '\0';
            if (first) {
                /* traditional_loot() skips prompting when only one
                   class of objects is involved, so prefix the first
                   object being queried here with an explanation why */
                if (take_out || put_in)
                    Sprintf(qpfx, "%s: ", word), *qpfx = highc(*qpfx);
                first = FALSE;
            }
#if 0 /*JP*/
            (void) safe_qbuf(
                qbuf, qpfx, "?", otmp, ininv ? safeq_xprname : doname,
                ininv ? safeq_shortxprname : ansimpleoname, "item");
#else
            (void) safe_qbuf(
                qbuf, qpfx, "？", otmp, ininv ? safeq_xprname : doname,
                ininv ? safeq_shortxprname : ansimpleoname, "アイテム");
#endif
            sym = (takeoff || ident || otmp->quan < 2L) ? nyaq(qbuf)
                                                        : nyNaq(qbuf);
        } else
            sym = 'y';

        otmpo = otmp;
        if (sym == '#') {
            /* Number was entered; split the object unless it corresponds
               to 'none' or 'all'.  2 special cases: cursed loadstones and
               welded weapons (eg, multiple daggers) will remain as merged
               unit; done to avoid splitting an object that won't be
               droppable (even if we're picking up rather than dropping).
             */
            if (!yn_number)
                sym = 'n';
            else {
                sym = 'y';
                if (yn_number < otmp->quan && splittable(otmp))
                    otmp = splitobj(otmp, yn_number);
            }
        }
        switch (sym) {
        case 'a':
            allflag = 1;
        case 'y':
            tmp = (*fn)(otmp);
            if (tmp < 0) {
                if (container_gone(fn)) {
                    /* otmp caused magic bag to explode;
                       both are now gone */
                    otmp = 0; /* and return */
                } else if (otmp && otmp != otmpo) {
                    /* split occurred, merge again */
                    (void) merged(&otmpo, &otmp);
                }
                goto ret;
            }
            cnt += tmp;
            if (--mx == 0)
                goto ret;
        case 'n':
            if (nodot)
                dud++;
        default:
            break;
        case 'q':
            /* special case for seffects() */
            if (ident)
                cnt = -1;
            goto ret;
        }
    }
    if (olets && *olets && *++olets)
        goto nextclass;
    if (!takeoff && (dud || cnt))
/*JP
        pline("That was all.");
*/
        pline("これで全部だ．");
    else if (!dud && !cnt)
/*JP
        pline("No applicable objects.");
*/
        pline("それはできない．");
ret:
    bypass_objlist(*objchn, FALSE);
    return cnt;
}

/*
 *      Object identification routines:
 */

/* make an object actually be identified; no display updating */
void
fully_identify_obj(otmp)
struct obj *otmp;
{
    makeknown(otmp->otyp);
    if (otmp->oartifact)
        discover_artifact((xchar) otmp->oartifact);
    otmp->known = otmp->dknown = otmp->bknown = otmp->rknown = 1;
    if (Is_container(otmp) || otmp->otyp == STATUE)
        otmp->cknown = otmp->lknown = 1;
    if (otmp->otyp == EGG && otmp->corpsenm != NON_PM)
        learn_egg_type(otmp->corpsenm);
}

/* ggetobj callback routine; identify an object and give immediate feedback */
int
identify(otmp)
struct obj *otmp;
{
    fully_identify_obj(otmp);
    prinv((char *) 0, otmp, 0L);
    return 1;
}

/* menu of unidentified objects; select and identify up to id_limit of them */
STATIC_OVL void
menu_identify(id_limit)
int id_limit;
{
    menu_item *pick_list;
    int n, i, first = 1, tryct = 5;
    char buf[BUFSZ];
    /* assumptions:  id_limit > 0 and at least one unID'd item is present */

    while (id_limit) {
#if 0 /*JP:T*/
        Sprintf(buf, "What would you like to identify %s?",
                first ? "first" : "next");
#else
        Sprintf(buf, "どれを%sに識別しますか？",
                first ? "最初" : "次");
#endif
        n = query_objlist(buf, invent, SIGNAL_NOMENU | SIGNAL_ESCAPE
                                           | USE_INVLET | INVORDER_SORT,
                          &pick_list, PICK_ANY, not_fully_identified);

        if (n > 0) {
            if (n > id_limit)
                n = id_limit;
            for (i = 0; i < n; i++, id_limit--)
                (void) identify(pick_list[i].item.a_obj);
            free((genericptr_t) pick_list);
            mark_synch(); /* Before we loop to pop open another menu */
            first = 0;
        } else if (n == -2) { /* player used ESC to quit menu */
            break;
        } else if (n == -1) { /* no eligible items found */
/*JP
            pline("That was all.");
*/
            pline("これで全部だ．");
            break;
        } else if (!--tryct) { /* stop re-prompting */
            pline1(thats_enough_tries);
            break;
        } else { /* try again */
/*JP
            pline("Choose an item; use ESC to decline.");
*/
            pline("アイテムを選んでください;やめるならESC．");
        }
    }
}

/* dialog with user to identify a given number of items; 0 means all */
void
identify_pack(id_limit, learning_id)
int id_limit;
boolean learning_id; /* true if we just read unknown identify scroll */
{
    struct obj *obj, *the_obj;
    int n, unid_cnt;

    unid_cnt = 0;
    the_obj = 0; /* if unid_cnt ends up 1, this will be it */
    for (obj = invent; obj; obj = obj->nobj)
        if (not_fully_identified(obj))
            ++unid_cnt, the_obj = obj;

    if (!unid_cnt) {
#if 0 /*JP:T*/
        You("have already identified all %sof your possessions.",
            learning_id ? "the rest " : "");
#else
        You("%s全ての所有物を識別してしまっている．",
            learning_id ? "残り" : "");
#endif
    } else if (!id_limit || id_limit >= unid_cnt) {
        /* identify everything */
        if (unid_cnt == 1) {
            (void) identify(the_obj);
        } else {
            /* TODO:  use fully_identify_obj and cornline/menu/whatever here
             */
            for (obj = invent; obj; obj = obj->nobj)
                if (not_fully_identified(obj))
                    (void) identify(obj);
        }
    } else {
        /* identify up to `id_limit' items */
        n = 0;
        if (flags.menu_style == MENU_TRADITIONAL)
            do {
                n = ggetobj("identify", identify, id_limit, FALSE,
                            (unsigned *) 0);
                if (n < 0)
                    break; /* quit or no eligible items */
            } while ((id_limit -= n) > 0);
        if (n == 0 || n < -1)
            menu_identify(id_limit);
    }
    update_inventory();
}

/* called when regaining sight; mark inventory objects which were picked
   up while blind as now having been seen */
void
learn_unseen_invent()
{
    struct obj *otmp;

    if (Blind)
        return; /* sanity check */

    for (otmp = invent; otmp; otmp = otmp->nobj) {
        if (otmp->dknown)
            continue; /* already seen */
        /* set dknown, perhaps bknown (for priest[ess]) */
        (void) xname(otmp);
        /*
         * If object->eknown gets implemented (see learnwand(zap.c)),
         * handle deferred discovery here.
         */
    }
    update_inventory();
}

/* should of course only be called for things in invent */
STATIC_OVL char
obj_to_let(obj)
struct obj *obj;
{
    if (!flags.invlet_constant) {
        obj->invlet = NOINVSYM;
        reassign();
    }
    return obj->invlet;
}

/*
 * Print the indicated quantity of the given object.  If quan == 0L then use
 * the current quantity.
 */
void
prinv(prefix, obj, quan)
const char *prefix;
struct obj *obj;
long quan;
{
    if (!prefix)
        prefix = "";
#if 0 /*JP*/
    pline("%s%s%s", prefix, *prefix ? " " : "",
          xprname(obj, (char *) 0, obj_to_let(obj), TRUE, 0L, quan));
#else
    pline("%s%s",
          xprname(obj, (char *)0, obj_to_let(obj), *prefix ? FALSE : TRUE, 0L, quan),
          prefix);
#endif
}

char *
xprname(obj, txt, let, dot, cost, quan)
struct obj *obj;
const char *txt; /* text to print instead of obj */
char let;        /* inventory letter */
boolean dot;     /* append period; (dot && cost => Iu) */
long cost;       /* cost (for inventory of unpaid or expended items) */
long quan;       /* if non-0, print this quantity, not obj->quan */
{
#ifdef LINT /* handle static char li[BUFSZ]; */
    char li[BUFSZ];
#else
    static char li[BUFSZ];
#endif
    boolean use_invlet = flags.invlet_constant && let != CONTAINED_SYM;
    long savequan = 0;

    if (quan && obj) {
        savequan = obj->quan;
        obj->quan = quan;
    }

    /*
     * If let is:
     *  *  Then obj == null and we are printing a total amount.
     *  >  Then the object is contained and doesn't have an inventory letter.
     */
    if (cost != 0 || let == '*') {
        /* if dot is true, we're doing Iu, otherwise Ix */
#if 0 /*JP*/
        Sprintf(li, "%c - %-45s %6ld %s",
#else
        Sprintf(li, "%c - %-45s %6ld%s",
#endif
                (dot && use_invlet ? obj->invlet : let),
                (txt ? txt : doname(obj)), cost, currency(cost));
    } else {
        /* ordinary inventory display or pickup message */
        Sprintf(li, "%c - %s%s", (use_invlet ? obj->invlet : let),
/*JP
                (txt ? txt : doname(obj)), (dot ? "." : ""));
*/
                (txt ? txt : doname(obj)), (dot ? "．" : ""));
    }
    if (savequan)
        obj->quan = savequan;

    return li;
}

/* the 'i' command */
int
ddoinv()
{
    (void) display_inventory((char *) 0, FALSE);
    return 0;
}

/*
 * find_unpaid()
 *
 * Scan the given list of objects.  If last_found is NULL, return the first
 * unpaid object found.  If last_found is not NULL, then skip over unpaid
 * objects until last_found is reached, then set last_found to NULL so the
 * next unpaid object is returned.  This routine recursively follows
 * containers.
 */
STATIC_OVL struct obj *
find_unpaid(list, last_found)
struct obj *list, **last_found;
{
    struct obj *obj;

    while (list) {
        if (list->unpaid) {
            if (*last_found) {
                /* still looking for previous unpaid object */
                if (list == *last_found)
                    *last_found = (struct obj *) 0;
            } else
                return ((*last_found = list));
        }
        if (Has_contents(list)) {
            if ((obj = find_unpaid(list->cobj, last_found)) != 0)
                return obj;
        }
        list = list->nobj;
    }
    return (struct obj *) 0;
}

/* for perm_invent when operating on a partial inventory display, so that
   the persistent one doesn't get shrunk during filtering for item selection
   then regrown to full inventory, possibly being resized in the process */
static winid cached_pickinv_win = WIN_ERR;

void
free_pickinv_cache()
{
    if (cached_pickinv_win != WIN_ERR) {
        destroy_nhwindow(cached_pickinv_win);
        cached_pickinv_win = WIN_ERR;
    }
}

/*
 * Internal function used by display_inventory and getobj that can display
 * inventory and return a count as well as a letter. If out_cnt is not null,
 * any count returned from the menu selection is placed here.
 */
STATIC_OVL char
display_pickinv(lets, want_reply, out_cnt)
register const char *lets;
boolean want_reply;
long *out_cnt;
{
    struct obj *otmp;
    char ilet, ret;
    char *invlet = flags.inv_order;
    int i, n, classcount;
    winid win;                        /* windows being used */
    anything any;
    menu_item *selected;
    struct obj **oarray;

    if (flags.perm_invent && lets && *lets) {
        /* partial inventory in perm_invent setting; don't operate on
           full inventory window, use an alternate one instead; create
           the first time needed and keep it for re-use as needed later */
        if (cached_pickinv_win == WIN_ERR)
            cached_pickinv_win = create_nhwindow(NHW_MENU);
        win = cached_pickinv_win;
    } else
        win = WIN_INVEN;

    /*
     * Exit early if no inventory -- but keep going if we are doing
     * a permanent inventory update.  We need to keep going so the
     * permanent inventory window updates itself to remove the last
     * item(s) dropped.  One down side:  the addition of the exception
     * for permanent inventory window updates _can_ pop the window
     * up when it's not displayed -- even if it's empty -- because we
     * don't know at this level if its up or not.  This may not be
     * an issue if empty checks are done before hand and the call
     * to here is short circuited away.
     */
    if (!invent && !(flags.perm_invent && !lets && !want_reply)) {
/*JP
        pline("Not carrying anything.");
*/
        pline("何も持っていない．");
        return 0;
    }

    /* oxymoron? temporarily assign permanent inventory letters */
    if (!flags.invlet_constant)
        reassign();

    if (lets && strlen(lets) == 1 && !iflags.override_ID) {
        /* when only one item of interest, use pline instead of menus;
           we actually use a fake message-line menu in order to allow
           the user to perform selection at the --More-- prompt for tty */
        ret = '\0';
        for (otmp = invent; otmp; otmp = otmp->nobj) {
            if (otmp->invlet == lets[0]) {
                ret = message_menu(
                    lets[0], want_reply ? PICK_ONE : PICK_NONE,
                    xprname(otmp, (char *) 0, lets[0], TRUE, 0L, 0L));
                if (out_cnt)
                    *out_cnt = -1L; /* select all */
                break;
            }
        }
        return ret;
    }

    /* count the number of items */
    for (n = 0, otmp = invent; otmp; otmp = otmp->nobj)
        if (!lets || !*lets || index(lets, otmp->invlet))
            n++;

    oarray = objarr_init(n);

    /* Add objects to the array */
    i = 0;
    for (otmp = invent; otmp; otmp = otmp->nobj)
        if (!lets || !*lets || index(lets, otmp->invlet)) {
            objarr_set(otmp, i++, oarray, (flags.sortloot == 'f'));
        }

    start_menu(win);
    any = zeroany;
    if (wizard && iflags.override_ID) {
        char prompt[BUFSZ];
        any.a_char = -1;
        /* wiz_identify stuffed the wiz_identify cmd character
           into iflags.override_ID */
        Sprintf(prompt, "Debug Identify (%s to permanently identify)",
                visctrl(iflags.override_ID));
        add_menu(win, NO_GLYPH, &any, '_', iflags.override_ID, ATR_NONE,
                 prompt, MENU_UNSELECTED);
    }
nextclass:
    classcount = 0;
    any = zeroany; /* set all bits to zero */
    for (i = 0; i < n; i++) {
        otmp = oarray[i];
        ilet = otmp->invlet;
        any = zeroany; /* zero */
        if (!flags.sortpack || otmp->oclass == *invlet) {
            if (flags.sortpack && !classcount) {
                add_menu(win, NO_GLYPH, &any, 0, 0, iflags.menu_headings,
                         let_to_name(*invlet, FALSE,
                                     (want_reply && iflags.menu_head_objsym)),
                         MENU_UNSELECTED);
                classcount++;
            }
            any.a_char = ilet;
            add_menu(win, obj_to_glyph(otmp), &any, ilet, 0, ATR_NONE,
                     doname(otmp), MENU_UNSELECTED);
        }
    }
    if (flags.sortpack) {
        if (*++invlet)
            goto nextclass;
        if (--invlet != venom_inv) {
            invlet = venom_inv;
            goto nextclass;
        }
    }
    free(oarray);
    end_menu(win, (char *) 0);

    n = select_menu(win, want_reply ? PICK_ONE : PICK_NONE, &selected);
    if (n > 0) {
        ret = selected[0].item.a_char;
        if (out_cnt)
            *out_cnt = selected[0].count;
        free((genericptr_t) selected);
    } else
        ret = !n ? '\0' : '\033'; /* cancelled */

    return ret;
}

/*
 * If lets == NULL or "", list all objects in the inventory.  Otherwise,
 * list all objects with object classes that match the order in lets.
 *
 * Returns the letter identifier of a selected item, or 0 if nothing
 * was selected.
 */
char
display_inventory(lets, want_reply)
const char *lets;
boolean want_reply;
{
    return display_pickinv(lets, want_reply, (long *) 0);
}

/*
 * Show what is current using inventory letters.
 *
 */
STATIC_OVL char
display_used_invlets(avoidlet)
char avoidlet;
{
    struct obj *otmp;
    char ilet, ret = 0;
    char *invlet = flags.inv_order;
    int n, classcount, invdone = 0;
    winid win;
    anything any;
    menu_item *selected;

    if (invent) {
        win = create_nhwindow(NHW_MENU);
        start_menu(win);
        while (!invdone) {
            any = zeroany; /* set all bits to zero */
            classcount = 0;
            for (otmp = invent; otmp; otmp = otmp->nobj) {
                ilet = otmp->invlet;
                if (ilet == avoidlet)
                    continue;
                if (!flags.sortpack || otmp->oclass == *invlet) {
                    if (flags.sortpack && !classcount) {
                        any = zeroany; /* zero */
                        add_menu(win, NO_GLYPH, &any, 0, 0,
                                 iflags.menu_headings,
                                 let_to_name(*invlet, FALSE, FALSE),
                                 MENU_UNSELECTED);
                        classcount++;
                    }
                    any.a_char = ilet;
                    add_menu(win, obj_to_glyph(otmp), &any, ilet, 0, ATR_NONE,
                             doname(otmp), MENU_UNSELECTED);
                }
            }
            if (flags.sortpack && *++invlet)
                continue;
            invdone = 1;
        }
        end_menu(win, "Inventory letters used:");

        n = select_menu(win, PICK_NONE, &selected);
        if (n > 0) {
            ret = selected[0].item.a_char;
            free((genericptr_t) selected);
        } else
            ret = !n ? '\0' : '\033'; /* cancelled */
        destroy_nhwindow(win);
    }
    return ret;
}

/*
 * Returns the number of unpaid items within the given list.  This includes
 * contained objects.
 */
int
count_unpaid(list)
struct obj *list;
{
    int count = 0;

    while (list) {
        if (list->unpaid)
            count++;
        if (Has_contents(list))
            count += count_unpaid(list->cobj);
        list = list->nobj;
    }
    return count;
}

/*
 * Returns the number of items with b/u/c/unknown within the given list.
 * This does NOT include contained objects.
 *
 * Assumes that the hero sees or touches or otherwise senses the objects
 * at some point:  bknown is forced for priest[ess], like in xname().
 */
int
count_buc(list, type)
struct obj *list;
int type;
{
    int count = 0;

    for (; list; list = list->nobj) {
        /* coins are "none of the above" as far as BUCX filtering goes */
        if (list->oclass == COIN_CLASS)
            continue;
        /* priests always know bless/curse state */
        if (Role_if(PM_PRIEST))
            list->bknown = 1;

        /* check whether this object matches the requested type */
        if (!list->bknown
                ? (type == BUC_UNKNOWN)
                : list->blessed ? (type == BUC_BLESSED)
                                : list->cursed ? (type == BUC_CURSED)
                                               : (type == BUC_UNCURSED))
            ++count;
    }
    return count;
}

/* similar to count_buc(), but tallies all states at once
   rather than looking for a specific type */
STATIC_OVL void
tally_BUCX(list, bcp, ucp, ccp, xcp, ocp)
struct obj *list;
int *bcp, *ucp, *ccp, *xcp, *ocp;
{
    *bcp = *ucp = *ccp = *xcp = *ocp = 0;
    for (; list; list = list->nobj) {
        if (list->oclass == COIN_CLASS) {
            ++(*ocp); /* "other" */
            continue;
        }
        /* priests always know bless/curse state */
        if (Role_if(PM_PRIEST))
            list->bknown = 1;

        if (!list->bknown)
            ++(*xcp);
        else if (list->blessed)
            ++(*bcp);
        else if (list->cursed)
            ++(*ccp);
        else /* neither blessed nor cursed => uncursed */
            ++(*ucp);
    }
}

long
count_contents(container, nested, quantity, everything)
struct obj *container;
boolean nested, /* include contents of any nested containers */
    quantity,   /* count all vs count separate stacks */
    everything; /* all objects vs only unpaid objects */
{
    struct obj *otmp;
    long count = 0L;

    for (otmp = container->cobj; otmp; otmp = otmp->nobj) {
        if (nested && Has_contents(otmp))
            count += count_contents(otmp, nested, quantity, everything);
        if (everything || otmp->unpaid)
            count += quantity ? otmp->quan : 1L;
    }
    return count;
}

STATIC_OVL void
dounpaid()
{
    winid win;
    struct obj *otmp, *marker;
    register char ilet;
    char *invlet = flags.inv_order;
    int classcount, count, num_so_far;
    long cost, totcost;

    count = count_unpaid(invent);

    if (count == 1) {
        marker = (struct obj *) 0;
        otmp = find_unpaid(invent, &marker);
        cost = unpaid_cost(otmp, FALSE);
        iflags.suppress_price++; /* suppress "(unpaid)" suffix */
        pline1(xprname(otmp, distant_name(otmp, doname),
                       carried(otmp) ? otmp->invlet : CONTAINED_SYM, TRUE,
                       cost, 0L));
        iflags.suppress_price--;
        return;
    }

    win = create_nhwindow(NHW_MENU);
    cost = totcost = 0;
    num_so_far = 0; /* count of # printed so far */
    if (!flags.invlet_constant)
        reassign();

    do {
        classcount = 0;
        for (otmp = invent; otmp; otmp = otmp->nobj) {
            ilet = otmp->invlet;
            if (otmp->unpaid) {
                if (!flags.sortpack || otmp->oclass == *invlet) {
                    if (flags.sortpack && !classcount) {
                        putstr(win, 0, let_to_name(*invlet, TRUE, FALSE));
                        classcount++;
                    }

                    totcost += cost = unpaid_cost(otmp, FALSE);
                    iflags.suppress_price++; /* suppress "(unpaid)" suffix */
                    putstr(win, 0, xprname(otmp, distant_name(otmp, doname),
                                           ilet, TRUE, cost, 0L));
                    iflags.suppress_price--;
                    num_so_far++;
                }
            }
        }
    } while (flags.sortpack && (*++invlet));

    if (count > num_so_far) {
        /* something unpaid is contained */
        if (flags.sortpack)
            putstr(win, 0, let_to_name(CONTAINED_SYM, TRUE, FALSE));
        /*
         * Search through the container objects in the inventory for
         * unpaid items.  The top level inventory items have already
         * been listed.
         */
        for (otmp = invent; otmp; otmp = otmp->nobj) {
            if (Has_contents(otmp)) {
                long contcost = 0L;

                marker = (struct obj *) 0; /* haven't found any */
                while (find_unpaid(otmp->cobj, &marker)) {
                    totcost += cost = unpaid_cost(marker, FALSE);
                    contcost += cost;
                    if (otmp->cknown) {
                        iflags.suppress_price++; /* suppress "(unpaid)" sfx */
                        putstr(win, 0,
                               xprname(marker, distant_name(marker, doname),
                                       CONTAINED_SYM, TRUE, cost, 0L));
                        iflags.suppress_price--;
                    }
                }
                if (!otmp->cknown) {
                    char contbuf[BUFSZ];

                    /* Shopkeeper knows what to charge for contents */
                    Sprintf(contbuf, "%s contents", s_suffix(xname(otmp)));
                    putstr(win, 0,
                           xprname((struct obj *) 0, contbuf, CONTAINED_SYM,
                                   TRUE, contcost, 0L));
                }
            }
        }
    }

    putstr(win, 0, "");
#if 0 /*JP*/
    putstr(win, 0,
           xprname((struct obj *) 0, "Total:", '*', FALSE, totcost, 0L));
#else
    putstr(win, 0,
           xprname((struct obj *) 0, "合計：", '*', FALSE, totcost, 0L));
#endif
    display_nhwindow(win, FALSE);
    destroy_nhwindow(win);
}

/* query objlist callback: return TRUE if obj type matches "this_type" */
static int this_type;

STATIC_OVL boolean
this_type_only(obj)
struct obj *obj;
{
    boolean res = (obj->oclass == this_type);

    if (obj->oclass != COIN_CLASS) {
        switch (this_type) {
        case 'B':
            res = (obj->bknown && obj->blessed);
            break;
        case 'U':
            res = (obj->bknown && !(obj->blessed || obj->cursed));
            break;
        case 'C':
            res = (obj->bknown && obj->cursed);
            break;
        case 'X':
            res = !obj->bknown;
            break;
        default:
            break; /* use 'res' as-is */
        }
    }
    return res;
}

/* the 'I' command */
int
dotypeinv()
{
    char c = '\0';
    int n, i = 0;
    char *extra_types, types[BUFSZ];
    int class_count, oclass, unpaid_count, itemcount;
    int bcnt, ccnt, ucnt, xcnt, ocnt;
    boolean billx = *u.ushops && doinvbill(0);
    menu_item *pick_list;
    boolean traditional = TRUE;
/*JP
    const char *prompt = "What type of object do you want an inventory of?";
*/
    const char *prompt = "どの種類の持ち物を見ますか？";

    if (!invent && !billx) {
/*JP
        You("aren't carrying anything.");
*/
        You("その種類の物は何も持っていない．");
        return 0;
    }
    unpaid_count = count_unpaid(invent);
    tally_BUCX(invent, &bcnt, &ucnt, &ccnt, &xcnt, &ocnt);

    if (flags.menu_style != MENU_TRADITIONAL) {
        if (flags.menu_style == MENU_FULL
            || flags.menu_style == MENU_PARTIAL) {
            traditional = FALSE;
            i = UNPAID_TYPES;
            if (billx)
                i |= BILLED_TYPES;
            if (bcnt)
                i |= BUC_BLESSED;
            if (ucnt)
                i |= BUC_UNCURSED;
            if (ccnt)
                i |= BUC_CURSED;
            if (xcnt)
                i |= BUC_UNKNOWN;
            n = query_category(prompt, invent, i, &pick_list, PICK_ONE);
            if (!n)
                return 0;
            this_type = c = pick_list[0].item.a_int;
            free((genericptr_t) pick_list);
        }
    }
    if (traditional) {
        /* collect a list of classes of objects carried, for use as a prompt
         */
        types[0] = 0;
        class_count =
            collect_obj_classes(types, invent, FALSE,
                                (boolean FDECL((*), (OBJ_P))) 0, &itemcount);
        if (unpaid_count || billx || (bcnt + ccnt + ucnt + xcnt) != 0)
            types[class_count++] = ' ';
        if (unpaid_count)
            types[class_count++] = 'u';
        if (billx)
            types[class_count++] = 'x';
        if (bcnt)
            types[class_count++] = 'B';
        if (ucnt)
            types[class_count++] = 'U';
        if (ccnt)
            types[class_count++] = 'C';
        if (xcnt)
            types[class_count++] = 'X';
        types[class_count] = '\0';
        /* add everything not already included; user won't see these */
        extra_types = eos(types);
        *extra_types++ = '\033';
        if (!unpaid_count)
            *extra_types++ = 'u';
        if (!billx)
            *extra_types++ = 'x';
        if (!bcnt)
            *extra_types++ = 'B';
        if (!ucnt)
            *extra_types++ = 'U';
        if (!ccnt)
            *extra_types++ = 'C';
        if (!xcnt)
            *extra_types++ = 'X';
        *extra_types = '\0'; /* for index() */
        for (i = 0; i < MAXOCLASSES; i++)
            if (!index(types, def_oc_syms[i].sym)) {
                *extra_types++ = def_oc_syms[i].sym;
                *extra_types = '\0';
            }

        if (class_count > 1) {
            c = yn_function(prompt, types, '\0');
            savech(c);
            if (c == '\0') {
                clear_nhwindow(WIN_MESSAGE);
                return 0;
            }
        } else {
            /* only one thing to itemize */
            if (unpaid_count)
                c = 'u';
            else if (billx)
                c = 'x';
            else
                c = types[0];
        }
    }
    if (c == 'x' || (c == 'X' && billx && !xcnt)) {
        if (billx)
            (void) doinvbill(1);
        else
#if 0 /*JP*/
            pline("No used-up objects%s.",
                  unpaid_count ? " on your shopping bill" : "");
#else
          pline("使ってしまった物は%sない．",
                  unpaid_count ? "商店の請求書には" : "");
#endif
        return 0;
    }
    if (c == 'u' || (c == 'U' && unpaid_count && !ucnt)) {
        if (unpaid_count)
            dounpaid();
        else
/*JP
            You("are not carrying any unpaid objects.");
*/
            You("未払いのアイテムを持っていない．");
        return 0;
    }
    if (traditional) {
        if (index("BUCX", c))
            oclass = c; /* not a class but understood by this_type_only() */
        else
            oclass = def_char_to_objclass(c); /* change to object class */

        if (oclass == COIN_CLASS)
            return doprgold();
        if (index(types, c) > index(types, '\033')) {
            /* '> ESC' => hidden choice, something known not to be carried */
            const char *which = 0;

            switch (c) {
            case 'B':
/*JP
                which = "known to be blessed";
*/
                which = "祝福されているとわかっている";
                break;
            case 'U':
/*JP
                which = "known to be uncursed";
*/
                which = "呪われていないとわかっている";
                break;
            case 'C':
/*JP
                which = "known to be cursed";
*/
                which = "呪われているとわかっている";
                break;
            case 'X':
#if 0 /*JP*/
                You(
          "have no objects whose blessed/uncursed/cursed status is unknown.");
#else
                You("祝福／呪いがわからないものは何ももっていない．");
#endif
                break; /* better phrasing is desirable */
            default:
/*JP
                which = "such";
*/
                which = "そのような";
                break;
            }
            if (which)
/*JP
                You("have no %s objects.", which);
*/
                You("%sものは何も持っていない．", which);
            return 0;
        }
        this_type = oclass;
    }
    if (query_objlist((char *) 0, invent,
                      (flags.invlet_constant ? USE_INVLET : 0)
                          | INVORDER_SORT,
                      &pick_list, PICK_NONE, this_type_only) > 0)
        free((genericptr_t) pick_list);
    return 0;
}

/* return a string describing the dungeon feature at <x,y> if there
   is one worth mentioning at that location; otherwise null */
const char *
dfeature_at(x, y, buf)
int x, y;
char *buf;
{
    struct rm *lev = &levl[x][y];
    int ltyp = lev->typ, cmap = -1;
    const char *dfeature = 0;
    static char altbuf[BUFSZ];

    if (IS_DOOR(ltyp)) {
        switch (lev->doormask) {
        case D_NODOOR:
            cmap = S_ndoor;
            break; /* "doorway" */
        case D_ISOPEN:
            cmap = S_vodoor;
            break; /* "open door" */
        case D_BROKEN:
/*JP
            dfeature = "broken door";
*/
            dfeature = "壊れた扉";
            break;
        default:
            cmap = S_vcdoor;
            break; /* "closed door" */
        }
        /* override door description for open drawbridge */
        if (is_drawbridge_wall(x, y) >= 0)
/*JP
            dfeature = "open drawbridge portcullis", cmap = -1;
*/
            dfeature = "降りている跳ね橋", cmap = -1;
    } else if (IS_FOUNTAIN(ltyp))
        cmap = S_fountain; /* "fountain" */
    else if (IS_THRONE(ltyp))
        cmap = S_throne; /* "opulent throne" */
    else if (is_lava(x, y))
        cmap = S_lava; /* "molten lava" */
    else if (is_ice(x, y))
        cmap = S_ice; /* "ice" */
    else if (is_pool(x, y))
/*JP
        dfeature = "pool of water";
*/
        dfeature = "水たまり";
    else if (IS_SINK(ltyp))
        cmap = S_sink; /* "sink" */
    else if (IS_ALTAR(ltyp)) {
#if 0 /*JP*/
        Sprintf(altbuf, "%saltar to %s (%s)",
                ((lev->altarmask & AM_SHRINE)
                 && (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)))
                    ? "high "
                    : "",
                a_gname(),
                align_str(Amask2align(lev->altarmask & ~AM_SHRINE)));
#else
        Sprintf(altbuf, "%s%sの祭壇(%s)",
                ((lev->altarmask & AM_SHRINE)
                 && (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)))
                    ? "高位の"
                    : "",
                a_gname(),
                align_str(Amask2align(lev->altarmask & ~AM_SHRINE)));
#endif
        dfeature = altbuf;
    } else if ((x == xupstair && y == yupstair)
               || (x == sstairs.sx && y == sstairs.sy && sstairs.up))
        cmap = S_upstair; /* "staircase up" */
    else if ((x == xdnstair && y == ydnstair)
             || (x == sstairs.sx && y == sstairs.sy && !sstairs.up))
        cmap = S_dnstair; /* "staircase down" */
    else if (x == xupladder && y == yupladder)
        cmap = S_upladder; /* "ladder up" */
    else if (x == xdnladder && y == ydnladder)
        cmap = S_dnladder; /* "ladder down" */
    else if (ltyp == DRAWBRIDGE_DOWN)
        cmap = S_vodbridge; /* "lowered drawbridge" */
    else if (ltyp == DBWALL)
        cmap = S_vcdbridge; /* "raised drawbridge" */
    else if (IS_GRAVE(ltyp))
        cmap = S_grave; /* "grave" */
    else if (ltyp == TREE)
        cmap = S_tree; /* "tree" */
    else if (ltyp == IRONBARS)
/*JP
        dfeature = "set of iron bars";
*/
        dfeature = "鉄の棒";

    if (cmap >= 0)
        dfeature = defsyms[cmap].explanation;
    if (dfeature)
        Strcpy(buf, dfeature);
    return dfeature;
}

/* look at what is here; if there are many objects (pile_limit or more),
   don't show them unless obj_cnt is 0 */
int
look_here(obj_cnt, picked_some)
int obj_cnt; /* obj_cnt > 0 implies that autopickup is in progress */
boolean picked_some;
{
    struct obj *otmp;
    struct trap *trap;
#if 0 /*JP:C*/
    const char *verb = Blind ? "feel" : "see";
#else
    const char *verb = Blind ? "があるような気がした" : "をみつけた";
#endif
    const char *dfeature = (char *) 0;
    char fbuf[BUFSZ], fbuf2[BUFSZ];
    winid tmpwin;
    boolean skip_objects, felt_cockatrice = FALSE;

    /* default pile_limit is 5; a value of 0 means "never skip"
       (and 1 effectively forces "always skip") */
    skip_objects = (flags.pile_limit > 0 && obj_cnt >= flags.pile_limit);
    if (u.uswallow && u.ustuck) {
        struct monst *mtmp = u.ustuck;
#if 0 /*JP:T*/
        Sprintf(fbuf, "Contents of %s %s", s_suffix(mon_nam(mtmp)),
                mbodypart(mtmp, STOMACH));
#else
        Sprintf(fbuf, "%sの%sの中身", mon_nam(mtmp),
                mbodypart(mtmp, STOMACH));
#endif
#if 0 /*JP*//*語順が違うので素直に*/
        /* Skip "Contents of " by using fbuf index 12 */
        You("%s to %s what is lying in %s.", Blind ? "try" : "look around",
            verb, &fbuf[12]);
#else
        You("%sの%sに何があるか%s．",
            mon_nam(mtmp), mbodypart(mtmp, STOMACH),
            Blind ? "さぐった" : "見回した");
#endif
        otmp = mtmp->minvent;
        if (otmp) {
            for (; otmp; otmp = otmp->nobj) {
                /* If swallower is an animal, it should have become stone
                 * but... */
                if (otmp->otyp == CORPSE)
                    feel_cockatrice(otmp, FALSE);
            }
#if 0 /*JP*/
            if (Blind)
                Strcpy(fbuf, "You feel");
            Strcat(fbuf, ":");
#else
            Sprintf(fbuf, "ここにある%sものは：", Blind ? "らしい" : "");
#endif
            (void) display_minventory(mtmp, MINV_ALL, fbuf);
        } else {
#if 0 /*JP:C*/
            You("%s no objects here.", verb);
#else
            pline(Blind ? "あなたは何もないような気がした．"
                  : "あなたは何もみつけられなかった．");
#endif
        }
        return !!Blind;
    }
    if (!skip_objects && (trap = t_at(u.ux, u.uy)) && trap->tseen)
/*JP
        There("is %s here.",
*/
        pline("ここには%sがある．",
              an(defsyms[trap_to_defsym(trap->ttyp)].explanation));

    otmp = level.objects[u.ux][u.uy];
    dfeature = dfeature_at(u.ux, u.uy, fbuf2);
/*JP
    if (dfeature && !strcmp(dfeature, "pool of water") && Underwater)
*/
    if (dfeature && !strcmp(dfeature, "水たまり") && Underwater)
        dfeature = 0;

    if (Blind) {
        boolean drift = Is_airlevel(&u.uz) || Is_waterlevel(&u.uz);

/*JP
        if (dfeature && !strncmp(dfeature, "altar ", 6)) {
*/
        if (dfeature && !strncmp(dfeature, "祭壇", 4)) {
            /* don't say "altar" twice, dfeature has more info */
/*JP
            You("try to feel what is here.");
*/
            You("ここに何があるのか調べようとした．");
        } else {
#if 0 /*JP*/
            const char *where = (Blind && !can_reach_floor(TRUE))
                                    ? "lying beneath you"
                                    : "lying here on the ",
                       *onwhat = (Blind && !can_reach_floor(TRUE))
                                     ? ""
                                     : surface(u.ux, u.uy);

            You("try to feel what is %s%s.", drift ? "floating here" : where,
                drift ? "" : onwhat);
#else
            if (drift) {
                You("何が浮いているのか調べようとした．");
            } else if (Blind && !can_reach_floor(TRUE)) {
                You("何が足下にあるのか調べようとした．");
            } else {
                You("何が%sの上にあるのか調べようとした．", surface(u.ux, u.uy));
            }
#endif
        }
        if (dfeature && !drift && !strcmp(dfeature, surface(u.ux, u.uy)))
            dfeature = 0; /* ice already identified */
        if (!can_reach_floor(TRUE)) {
/*JP
            pline("But you can't reach it!");
*/
            pline("しかし届かない！");
            return 0;
        }
    }

    if (dfeature)
/*JP
        Sprintf(fbuf, "There is %s here.", an(dfeature));
*/
        Sprintf(fbuf, "ここには%sがある．", an(dfeature));

    if (!otmp || is_lava(u.ux, u.uy)
        || (is_pool(u.ux, u.uy) && !Underwater)) {
        if (dfeature)
            pline1(fbuf);
        read_engr_at(u.ux, u.uy); /* Eric Backus */
        if (!skip_objects && (Blind || !dfeature))
#if 0 /*JP:C*/
            You("%s no objects here.", verb);
#else
          pline(Blind ?
                "なにもないような気がする．" :
                "なにもみつけられなかった．");
#endif
        return !!Blind;
    }
    /* we know there is something here */

    if (skip_objects) {
        if (dfeature)
            pline1(fbuf);
        read_engr_at(u.ux, u.uy); /* Eric Backus */
        if (obj_cnt == 1 && otmp->quan == 1L)
/*JP
            There("is %s object here.", picked_some ? "another" : "an");
*/
            There("ここには%s一つものがある．", picked_some ? "もう" : "");
        else
#if 0 /*JP*/
            There("are %s%s objects here.",
                  (obj_cnt < 5)
                      ? "a few"
                      : (obj_cnt < 10)
                          ? "several"
                          : "many",
                  picked_some ? " more" : "");
#else
            pline("ここには%s%sものがある．",
                  picked_some ? "さらに" : "",
                  (obj_cnt < 10)
                      ? "いくつかの"
                      : "たくさんの");
#endif
        for (; otmp; otmp = otmp->nexthere)
            if (otmp->otyp == CORPSE && will_feel_cockatrice(otmp, FALSE)) {
#if 0 /*JP*//*"It's (corpse_name), unfortunately"*/
                pline("%s %s%s.",
                      (obj_cnt > 1)
                          ? "Including"
                          : (otmp->quan > 1L)
                              ? "They're"
                              : "It's",
                      corpse_xname(otmp, (const char *) 0, CXN_ARTICLE),
                      poly_when_stoned(youmonst.data)
                          ? ""
                          : ", unfortunately");
#else
                pline("%s%s%s．",
                      poly_when_stoned(youmonst.data)
                          ? ""
                          : "残念ながら",
                      corpse_xname(otmp, (const char *) 0, CXN_ARTICLE),
                      (obj_cnt > 1)
                          ? "を含んでいる"
                          : "だ");
#endif
                feel_cockatrice(otmp, FALSE);
                break;
            }
    } else if (!otmp->nexthere) {
        /* only one object */
        if (dfeature)
            pline1(fbuf);
        read_engr_at(u.ux, u.uy); /* Eric Backus */
/*JP
        You("%s here %s.", verb, doname_with_price(otmp));
*/
        pline("%s%s．", doname_with_price(otmp), verb);
        iflags.last_msg = PLNMSG_ONE_ITEM_HERE;
        if (otmp->otyp == CORPSE)
            feel_cockatrice(otmp, FALSE);
    } else {
        char buf[BUFSZ];

        display_nhwindow(WIN_MESSAGE, FALSE);
        tmpwin = create_nhwindow(NHW_MENU);
        if (dfeature) {
            putstr(tmpwin, 0, fbuf);
            putstr(tmpwin, 0, "");
        }
#if 0 /*JP*/
        Sprintf(buf, "%s that %s here:",
                picked_some ? "Other things" : "Things",
                Blind ? "you feel" : "are");
#else
        Sprintf(buf, "%sここにある%sものは：",
                picked_some ? "他に" : "",
                Blind ? "らしい" : "");
#endif
        putstr(tmpwin, 0, buf);
        for (; otmp; otmp = otmp->nexthere) {
            if (otmp->otyp == CORPSE && will_feel_cockatrice(otmp, FALSE)) {
                felt_cockatrice = TRUE;
/*JP
                Sprintf(buf, "%s...", doname(otmp));
*/
                Sprintf(buf, "%s．．．", doname(otmp));
                putstr(tmpwin, 0, buf);
                break;
            }
            putstr(tmpwin, 0, doname_with_price(otmp));
        }
        display_nhwindow(tmpwin, TRUE);
        destroy_nhwindow(tmpwin);
        if (felt_cockatrice)
            feel_cockatrice(otmp, FALSE);
        read_engr_at(u.ux, u.uy); /* Eric Backus */
    }
    return !!Blind;
}

/* the ':' command - explicitly look at what is here, including all objects */
int
dolook()
{
    return look_here(0, FALSE);
}

boolean
will_feel_cockatrice(otmp, force_touch)
struct obj *otmp;
boolean force_touch;
{
    if ((Blind || force_touch) && !uarmg && !Stone_resistance
        && (otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm])))
        return TRUE;
    return FALSE;
}

void
feel_cockatrice(otmp, force_touch)
struct obj *otmp;
boolean force_touch;
{
    char kbuf[BUFSZ];

    if (will_feel_cockatrice(otmp, force_touch)) {
        /* "the <cockatrice> corpse" */
        Strcpy(kbuf, corpse_xname(otmp, (const char *) 0, CXN_PFX_THE));

        if (poly_when_stoned(youmonst.data))
#if 0 /*JP*/
            You("touched %s with your bare %s.", kbuf,
                makeplural(body_part(HAND)));
#else
            You("%sの死体に素%sで触った．", kbuf,
                body_part(HAND));
#endif
        else
/*JP
            pline("Touching %s is a fatal mistake...", kbuf);
*/
            pline("%sの死体に触れるのは致命的な間違いだ．．．", kbuf);
        /* normalize body shape here; hand, not body_part(HAND) */
/*JP
        Sprintf(kbuf, "touching %s bare-handed", killer_xname(otmp));
*/
        Sprintf(kbuf, "%sの死体に触れて", killer_xname(otmp));
        /* will call polymon() for the poly_when_stoned() case */
        instapetrify(kbuf);
    }
}

void
stackobj(obj)
struct obj *obj;
{
    struct obj *otmp;

    for (otmp = level.objects[obj->ox][obj->oy]; otmp; otmp = otmp->nexthere)
        if (otmp != obj && merged(&obj, &otmp))
            break;
    return;
}

/* returns TRUE if obj  & otmp can be merged */
STATIC_OVL boolean
mergable(otmp, obj)
register struct obj *otmp, *obj;
{
    int objnamelth = 0, otmpnamelth = 0;
    if (obj == otmp)
        return FALSE; /* already the same object */
    if (obj->otyp != otmp->otyp)
        return FALSE;
    /* coins of the same kind will always merge */
    if (obj->oclass == COIN_CLASS)
        return TRUE;
    if (obj->unpaid != otmp->unpaid || obj->spe != otmp->spe
        || obj->dknown != otmp->dknown
        || (obj->bknown != otmp->bknown && !Role_if(PM_PRIEST))
        || obj->cursed != otmp->cursed || obj->blessed != otmp->blessed
        || obj->no_charge != otmp->no_charge || obj->obroken != otmp->obroken
        || obj->otrapped != otmp->otrapped || obj->lamplit != otmp->lamplit
        || obj->greased != otmp->greased || obj->oeroded != otmp->oeroded
        || obj->oeroded2 != otmp->oeroded2 || obj->bypass != otmp->bypass)
        return FALSE;

    if (obj->nomerge) /* explicitly marked to prevent merge */
        return FALSE;

    if ((obj->oclass == WEAPON_CLASS || obj->oclass == ARMOR_CLASS)
        && (obj->oerodeproof != otmp->oerodeproof
            || obj->rknown != otmp->rknown))
        return FALSE;

    if (obj->oclass == FOOD_CLASS
        && (obj->oeaten != otmp->oeaten || obj->orotten != otmp->orotten))
        return FALSE;

    if (obj->otyp == CORPSE || obj->otyp == EGG || obj->otyp == TIN) {
        if (obj->corpsenm != otmp->corpsenm)
            return FALSE;
    }

    /* hatching eggs don't merge; ditto for revivable corpses */
    if ((obj->otyp == EGG && (obj->timed || otmp->timed))
        || (obj->otyp == CORPSE && otmp->corpsenm >= LOW_PM
            && is_reviver(&mons[otmp->corpsenm])))
        return FALSE;

    /* allow candle merging only if their ages are close */
    /* see begin_burn() for a reference for the magic "25" */
    if (Is_candle(obj) && obj->age / 25 != otmp->age / 25)
        return FALSE;

    /* burning potions of oil never merge */
    if (obj->otyp == POT_OIL && obj->lamplit)
        return FALSE;

    /* don't merge surcharged item with base-cost item */
    if (obj->unpaid && !same_price(obj, otmp))
        return FALSE;

    /* if they have names, make sure they're the same */
    objnamelth = strlen(safe_oname(obj));
    otmpnamelth = strlen(safe_oname(otmp));
    if ((objnamelth != otmpnamelth
         && ((objnamelth && otmpnamelth) || obj->otyp == CORPSE))
        || (objnamelth && otmpnamelth
            && strncmp(ONAME(obj), ONAME(otmp), objnamelth)))
        return FALSE;

    /* for the moment, any additional information is incompatible */
    if (has_omonst(obj) || has_omid(obj) || has_olong(obj) || has_omonst(otmp)
        || has_omid(otmp) || has_olong(otmp))
        return FALSE;

    if (obj->oartifact != otmp->oartifact)
        return FALSE;

    if (obj->known == otmp->known || !objects[otmp->otyp].oc_uses_known) {
        return (boolean) objects[obj->otyp].oc_merge;
    } else
        return FALSE;
}

/* the '$' command */
int
doprgold()
{
    /* the messages used to refer to "carrying gold", but that didn't
       take containers into account */
    long umoney = money_cnt(invent);
    if (!umoney)
/*JP
        Your("wallet is empty.");
*/
        Your("財布は空っぽだ．");
    else
/*JP
        Your("wallet contains %ld %s.", umoney, currency(umoney));
*/
        Your("財布には%ld%s入っている．", umoney, currency(umoney));
    shopper_financial_report();
    return 0;
}

/* the ')' command */
int
doprwep()
{
    if (!uwep) {
/*JP
        You("are empty %s.", body_part(HANDED));
*/
        if(!uwep) You("%sに武器をもっていない．", body_part(HAND));
    } else {
        prinv((char *) 0, uwep, 0L);
        if (u.twoweap)
            prinv((char *) 0, uswapwep, 0L);
    }
    return 0;
}

/* caller is responsible for checking !wearing_armor() */
STATIC_OVL void
noarmor(report_uskin)
boolean report_uskin;
{
    if (!uskin || !report_uskin) {
/*JP
        You("are not wearing any armor.");
*/
        You("鎧を着ていない．");
    } else {
        char *p, *uskinname, buf[BUFSZ];

        uskinname = strcpy(buf, simpleonames(uskin));
#if 0 /*JP*/
        /* shorten "set of <color> dragon scales" to "<color> scales"
           and "<color> dragon scale mail" to "<color> scale mail" */
        if (!strncmpi(uskinname, "set of ", 7))
            uskinname += 7;
        if ((p = strstri(uskinname, " dragon ")) != 0)
            while ((p[1] = p[8]) != '\0')
                ++p;
#else /*「<色>ドラゴンの鱗」を「<色>の鱗」にする*/
        if ((p = strstri(uskinname, "ドラゴンの鱗")) != 0)
            strcpy(p, "鱗");
#endif

/*JP
        You("are not wearing armor but have %s embedded in your skin.",
*/
        You("は鎧を着ていないが，%sが肌に埋め込まれている．",
            uskinname);
    }
}

/* the '[' command */
int
doprarm()
{
    char lets[8];
    register int ct = 0;
    /*
     * Note:  players sometimes get here by pressing a function key which
     * transmits ''ESC [ <something>'' rather than by pressing '[';
     * there's nothing we can--or should-do about that here.
     */

    if (!wearing_armor()) {
        noarmor(TRUE);
    } else {
        if (uarmu)
            lets[ct++] = obj_to_let(uarmu);
        if (uarm)
            lets[ct++] = obj_to_let(uarm);
        if (uarmc)
            lets[ct++] = obj_to_let(uarmc);
        if (uarmh)
            lets[ct++] = obj_to_let(uarmh);
        if (uarms)
            lets[ct++] = obj_to_let(uarms);
        if (uarmg)
            lets[ct++] = obj_to_let(uarmg);
        if (uarmf)
            lets[ct++] = obj_to_let(uarmf);
        lets[ct] = 0;
        (void) display_inventory(lets, FALSE);
    }
    return 0;
}

/* the '=' command */
int
doprring()
{
    if (!uleft && !uright)
/*JP
        You("are not wearing any rings.");
*/
        You("指輪を身につけていない．");
    else {
        char lets[3];
        register int ct = 0;

        if (uleft)
            lets[ct++] = obj_to_let(uleft);
        if (uright)
            lets[ct++] = obj_to_let(uright);
        lets[ct] = 0;
        (void) display_inventory(lets, FALSE);
    }
    return 0;
}

/* the '"' command */
int
dopramulet()
{
    if (!uamul)
/*JP
        You("are not wearing an amulet.");
*/
        You("魔除けを身につけていない．");
    else
        prinv((char *) 0, uamul, 0L);
    return 0;
}

STATIC_OVL boolean
tool_in_use(obj)
struct obj *obj;
{
    if ((obj->owornmask & (W_TOOL | W_SADDLE)) != 0L)
        return TRUE;
    if (obj->oclass != TOOL_CLASS)
        return FALSE;
    return (boolean) (obj == uwep || obj->lamplit
                      || (obj->otyp == LEASH && obj->leashmon));
}

/* the '(' command */
int
doprtool()
{
    struct obj *otmp;
    int ct = 0;
    char lets[52 + 1];

    for (otmp = invent; otmp; otmp = otmp->nobj)
        if (tool_in_use(otmp))
            lets[ct++] = obj_to_let(otmp);
    lets[ct] = '\0';
    if (!ct)
/*JP
        You("are not using any tools.");
*/
        You("使える道具をもっていない．");
    else
        (void) display_inventory(lets, FALSE);
    return 0;
}

/* '*' command; combines the ')' + '[' + '=' + '"' + '(' commands;
   show inventory of all currently wielded, worn, or used objects */
int
doprinuse()
{
    struct obj *otmp;
    int ct = 0;
    char lets[52 + 1];

    for (otmp = invent; otmp; otmp = otmp->nobj)
        if (is_worn(otmp) || tool_in_use(otmp))
            lets[ct++] = obj_to_let(otmp);
    lets[ct] = '\0';
    if (!ct)
/*JP
        You("are not wearing or wielding anything.");
*/
        You("何も着ていないし，装備していない．");
    else
        (void) display_inventory(lets, FALSE);
    return 0;
}

/*
 * uses up an object that's on the floor, charging for it as necessary
 */
void
useupf(obj, numused)
register struct obj *obj;
long numused;
{
    register struct obj *otmp;
    boolean at_u = (obj->ox == u.ux && obj->oy == u.uy);

    /* burn_floor_objects() keeps an object pointer that it tries to
     * useupf() multiple times, so obj must survive if plural */
    if (obj->quan > numused)
        otmp = splitobj(obj, numused);
    else
        otmp = obj;
    if (costly_spot(otmp->ox, otmp->oy)) {
        if (index(u.urooms, *in_rooms(otmp->ox, otmp->oy, 0)))
            addtobill(otmp, FALSE, FALSE, FALSE);
        else
            (void) stolen_value(otmp, otmp->ox, otmp->oy, FALSE, FALSE);
    }
    delobj(otmp);
    if (at_u && u.uundetected && hides_under(youmonst.data))
        (void) hideunder(&youmonst);
}

/*
 * Conversion from a class to a string for printing.
 * This must match the object class order.
 */
STATIC_VAR NEARDATA const char *names[] = {
#if 0 /*JP*/
    0, "Illegal objects", "Weapons", "Armor", "Rings", "Amulets", "Tools",
    "Comestibles", "Potions", "Scrolls", "Spellbooks", "Wands", "Coins",
    "Gems/Stones", "Boulders/Statues", "Iron balls", "Chains", "Venoms"
#else
    0, "妙な物体", "武器", "鎧", "指輪", "魔除け", "道具",
    "食料", "薬", "巻物", "魔法書", "杖", "金貨",
    "宝石", "岩または彫像", "鉄球", "鎖", "毒"
#endif
};

static NEARDATA const char oth_symbols[] = { CONTAINED_SYM, '\0' };

/*JP
static NEARDATA const char *oth_names[] = { "Bagged/Boxed items" };
*/
static NEARDATA const char *oth_names[] = { "詰められた道具" };

static NEARDATA char *invbuf = (char *) 0;
static NEARDATA unsigned invbufsiz = 0;

char *
let_to_name(let, unpaid, showsym)
char let;
boolean unpaid, showsym;
{
    const char *ocsymfmt = "  ('%c')";
    const int invbuf_sympadding = 8; /* arbitrary */
    const char *class_name;
    const char *pos;
    int oclass = (let >= 1 && let < MAXOCLASSES) ? let : 0;
    unsigned len;

    if (oclass)
        class_name = names[oclass];
    else if ((pos = index(oth_symbols, let)) != 0)
        class_name = oth_names[pos - oth_symbols];
    else
        class_name = names[0];

/*JP
    len = strlen(class_name) + (unpaid ? sizeof "unpaid_" : sizeof "")
*/
    len = strlen(class_name) + (unpaid ? sizeof "未払いの" : sizeof "")
          + (oclass ? (strlen(ocsymfmt) + invbuf_sympadding) : 0);
    if (len > invbufsiz) {
        if (invbuf)
            free((genericptr_t) invbuf);
        invbufsiz = len + 10; /* add slop to reduce incremental realloc */
        invbuf = (char *) alloc(invbufsiz);
    }
    if (unpaid)
/*JP
        Strcat(strcpy(invbuf, "Unpaid "), class_name);
*/
        Strcat(strcpy(invbuf, "未払いの"), class_name);
    else
        Strcpy(invbuf, class_name);
    if ((oclass != 0) && showsym) {
        char *bp = eos(invbuf);
        int mlen = invbuf_sympadding - strlen(class_name);
        while (--mlen > 0) {
            *bp = ' ';
            bp++;
        }
        *bp = '\0';
        Sprintf(eos(invbuf), ocsymfmt, def_oc_syms[oclass].sym);
    }
    return invbuf;
}

/* release the static buffer used by let_to_name() */
void
free_invbuf()
{
    if (invbuf)
        free((genericptr_t) invbuf), invbuf = (char *) 0;
    invbufsiz = 0;
}

/* give consecutive letters to every item in inventory (for !fixinv mode);
   gold is always forced to '$' slot at head of list */
void
reassign()
{
    int i;
    struct obj *obj, *prevobj, *goldobj;

    /* first, remove [first instance of] gold from invent, if present */
    prevobj = goldobj = 0;
    for (obj = invent; obj; prevobj = obj, obj = obj->nobj)
        if (obj->oclass == COIN_CLASS) {
            goldobj = obj;
            if (prevobj)
                prevobj->nobj = goldobj->nobj;
            else
                invent = goldobj->nobj;
            break;
        }
    /* second, re-letter the rest of the list */
    for (obj = invent, i = 0; obj; obj = obj->nobj, i++)
        obj->invlet =
            (i < 26) ? ('a' + i) : (i < 52) ? ('A' + i - 26) : NOINVSYM;
    /* third, assign gold the "letter" '$' and re-insert it at head */
    if (goldobj) {
        goldobj->invlet = GOLD_SYM;
        goldobj->nobj = invent;
        invent = goldobj;
    }
    if (i >= 52)
        i = 52 - 1;
    lastinvnr = i;
}

/* #adjust command
 *
 *      User specifies a 'from' slot for inventory stack to move,
 *      then a 'to' slot for its destination.  Open slots and those
 *      filled by compatible stacks are listed as likely candidates
 *      but user can pick any inventory letter (including 'from').
 *      All compatible items found are gathered into the 'from'
 *      stack as it is moved.  If the 'to' slot isn't empty and
 *      doesn't merge, then its stack is swapped to the 'from' slot.
 *
 *      If the user specifies a count when choosing the 'from' slot,
 *      and that count is less than the full size of the stack,
 *      then the stack will be split.  The 'count' portion is moved
 *      to the destination, and the only candidate for merging with
 *      it is the stack already at the 'to' slot, if any.  When the
 *      destination is non-empty but won't merge, whatever is there
 *      will be moved to an open slot; if there isn't any open slot
 *      available, the adjustment attempt fails.
 *
 *      Splitting has one special case:  if 'to' slot is non-empty
 *      and is compatible with 'from' in all respects except for
 *      user-assigned names, the 'count' portion being moved is
 *      effectively renamed so that it will merge with 'to' stack.
 */
int
doorganize() /* inventory organizer by Del Lamb */
{
    struct obj *obj, *otmp, *splitting, *bumped;
    int ix, cur, trycnt;
    char let;
    char alphabet[52 + 1], buf[52 + 1];
    char qbuf[QBUFSZ];
    char allowall[3]; /* { ALLOW_COUNT, ALL_CLASSES, 0 } */
    const char *adj_type;

    if (!invent) {
/*JP
        You("aren't carrying anything to adjust.");
*/
        You("順序を変えるものを何も持っていない．");
        return 0;
    }

    if (!flags.invlet_constant)
        reassign();
    /* get object the user wants to organize (the 'from' slot) */
    allowall[0] = ALLOW_COUNT;
    allowall[1] = ALL_CLASSES;
    allowall[2] = '\0';
    if (!(obj = getobj(allowall, "adjust")))
        return 0;

    /* figure out whether user gave a split count to getobj() */
    splitting = bumped = 0;
    for (otmp = invent; otmp; otmp = otmp->nobj)
        if (otmp->nobj == obj) { /* knowledge of splitobj() operation */
            if (otmp->invlet == obj->invlet)
                splitting = otmp;
            break;
        }

    /* initialize the list with all lower and upper case letters */
    for (ix = 0, let = 'a'; let <= 'z';)
        alphabet[ix++] = let++;
    for (let = 'A'; let <= 'Z';)
        alphabet[ix++] = let++;
    alphabet[ix] = '\0';
    /* for floating inv letters, truncate list after the first open slot */
    if (!flags.invlet_constant && (ix = inv_cnt(FALSE)) < 52)
        alphabet[ix + (splitting ? 0 : 1)] = '\0';

    /* blank out all the letters currently in use in the inventory */
    /* except those that will be merged with the selected object   */
    for (otmp = invent; otmp; otmp = otmp->nobj)
        if (otmp != obj && !mergable(otmp, obj)) {
            let = otmp->invlet;
            if (let >= 'a' && let <= 'z')
                alphabet[let - 'a'] = ' ';
            else if (let >= 'A' && let <= 'Z')
                alphabet[let - 'A' + 26] = ' ';
        }

    /* compact the list by removing all the blanks */
    for (ix = cur = 0; alphabet[ix]; ix++)
        if (alphabet[ix] != ' ')
            buf[cur++] = alphabet[ix];
    if (!cur && obj->invlet == NOINVSYM)
        buf[cur++] = NOINVSYM;
    buf[cur] = '\0';
    /* and by dashing runs of letters */
    if (cur > 5)
        compactify(buf);

    /* get 'to' slot to use as destination */
#if 0 /*JP:T*/
    Sprintf(qbuf, "Adjust letter to what [%s]%s?", buf,
            invent ? " (? see used letters)" : "");
#else
    Sprintf(qbuf, "どの文字に調整しますか[%s]%s？", buf,
            invent ? " (? で使っている文字を表示)" : "");
#endif
    for (trycnt = 1; ; ++trycnt) {
        let = yn_function(qbuf, (char *) 0, '\0');
        if (let == '?' || let == '*') {
            let = display_used_invlets(splitting ? obj->invlet : 0);
            if (!let)
                continue;
            if (let == '\033')
                goto noadjust;
        }
        if (index(quitchars, let)
            /* adjusting to same slot is meaningful since all
               compatible stacks get collected along the way,
               but splitting to same slot is not */
            || (splitting && let == obj->invlet)) {
        noadjust:
            if (splitting)
                (void) merged(&splitting, &obj);
            pline1(Never_mind);
            return 0;
        }
        if ((letter(let) && let != '@') || index(buf, let))
            break; /* got one */
        if (trycnt == 5)
            goto noadjust;
#if 0 /*JP*/
        pline("Select an inventory slot letter."); /* else try again */
#else
        pline("持ち物の文字を選んでください．");
#endif
    }

    /* change the inventory and print the resulting item */
/*JP
    adj_type = !splitting ? "Moving:" : "Splitting:";
*/
    adj_type = !splitting ? "を移動した．" : "を分割した．";

    /*
     * don't use freeinv/addinv to avoid double-touching artifacts,
     * dousing lamps, losing luck, cursing loadstone, etc.
     */
    extract_nobj(obj, &invent);

    for (otmp = invent; otmp;) {
        if (!splitting) {
            if (merged(&otmp, &obj)) {
/*JP
                adj_type = "Merging:";
*/
                adj_type = "を合わせた．";
                obj = otmp;
                otmp = otmp->nobj;
                extract_nobj(obj, &invent);
                continue; /* otmp has already been updated */
            } else if (otmp->invlet == let) {
/*JP
                adj_type = "Swapping:";
*/
                adj_type = "を交換した．";
                otmp->invlet = obj->invlet;
            }
        } else {
            /* splitting: don't merge extra compatible stacks;
               if destination is compatible, do merge with it,
               otherwise bump whatever is there to an open slot */
            if (otmp->invlet == let) {
                int olth = 0;

                if (has_oname(obj))
                    olth = strlen(ONAME(obj));
                /* ugly hack:  if these objects aren't going to merge
                   solely because they have conflicting user-assigned
                   names, strip off the name of the one being moved */
                if (olth && !obj->oartifact && !mergable(otmp, obj)) {
                    char *holdname = ONAME(obj);
                    ONAME(obj) = (char *) 0;
                    /* restore name iff merging is still not possible */
                    if (!mergable(otmp, obj)) {
                        ONAME(obj) = holdname;
                        holdname = (char *) 0;
                    } else
                        free((genericptr_t) holdname);
                }

                if (merged(&otmp, &obj)) {
                    obj = otmp;
                    extract_nobj(obj, &invent);
                } else if (inv_cnt(FALSE) >= 52) {
                    (void) merged(&splitting, &obj); /* undo split */
                    /* "knapsack cannot accommodate any more items" */
/*JP
                    Your("pack is too full.");
*/
                    Your("持ち物は一杯だ．");
                    return 0;
                } else {
                    bumped = otmp;
                    extract_nobj(bumped, &invent);
                }
                break;
            } /* found 'to' slot */
        }     /* splitting */
        otmp = otmp->nobj;
    }

    /* inline addinv; insert loose object at beginning of inventory */
    obj->invlet = let;
    obj->nobj = invent;
    obj->where = OBJ_INVENT;
    invent = obj;
    reorder_invent();
    if (bumped) {
        /* splitting the 'from' stack is causing an incompatible
           stack in the 'to' slot to be moved into an open one;
           we need to do another inline insertion to inventory */
        assigninvlet(bumped);
        bumped->nobj = invent;
        bumped->where = OBJ_INVENT;
        invent = bumped;
        reorder_invent();
    }

    /* messages deferred until inventory has been fully reestablished */
    prinv(adj_type, obj, 0L);
    if (bumped)
/*JP
        prinv("Moving:", bumped, 0L);
*/
        prinv("移動:", bumped, 0L);
    if (splitting)
        clear_splitobjs(); /* reset splitobj context */
    update_inventory();
    return 0;
}

/* common to display_minventory and display_cinventory */
STATIC_OVL void
invdisp_nothing(hdr, txt)
const char *hdr, *txt;
{
    winid win;
    anything any;
    menu_item *selected;

    any = zeroany;
    win = create_nhwindow(NHW_MENU);
    start_menu(win);
    add_menu(win, NO_GLYPH, &any, 0, 0, iflags.menu_headings, hdr,
             MENU_UNSELECTED);
    add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, "", MENU_UNSELECTED);
    add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, txt, MENU_UNSELECTED);
    end_menu(win, (char *) 0);
    if (select_menu(win, PICK_NONE, &selected) > 0)
        free((genericptr_t) selected);
    destroy_nhwindow(win);
    return;
}

/* query_objlist callback: return things that are worn or wielded */
STATIC_OVL boolean
worn_wield_only(obj)
struct obj *obj;
{
#if 1
    /* check for things that *are* worn or wielded (only used for monsters,
       so we don't worry about excluding W_CHAIN, W_ARTI and the like) */
    return (boolean) (obj->owornmask != 0L);
#else
    /* this used to check for things that *might* be worn or wielded,
       but that's not particularly interesting */
    if (is_weptool(obj) || is_wet_towel(obj) || obj->otyp == MEAT_RING)
        return TRUE;
    return (boolean) (obj->oclass == WEAPON_CLASS
                      || obj->oclass == ARMOR_CLASS
                      || obj->oclass == AMULET_CLASS
                      || obj->oclass == RING_CLASS);
#endif
}

/*
 * Display a monster's inventory.
 * Returns a pointer to the object from the monster's inventory selected
 * or NULL if nothing was selected.
 *
 * By default, only worn and wielded items are displayed.  The caller
 * can pick one.  Modifier flags are:
 *
 *      MINV_NOLET      - nothing selectable
 *      MINV_ALL        - display all inventory
 */
struct obj *
display_minventory(mon, dflags, title)
register struct monst *mon;
int dflags;
char *title;
{
    struct obj *ret;
    char tmp[QBUFSZ];
    int n;
    menu_item *selected = 0;
    int do_all = (dflags & MINV_ALL) != 0,
        incl_hero = (do_all && u.uswallow && mon == u.ustuck),
        have_inv = (mon->minvent != 0), have_any = (have_inv || incl_hero);

#if 0 /*JP*/
    Sprintf(tmp, "%s %s:", s_suffix(noit_Monnam(mon)),
            do_all ? "possessions" : "armament");
#else
    Sprintf(tmp, "%sの%s：", Monnam(mon),
            do_all ? "持ち物" : "装備");
#endif

    if (do_all ? have_any : (mon->misc_worn_check || MON_WEP(mon))) {
        /* Fool the 'weapon in hand' routine into
         * displaying 'weapon in claw', etc. properly.
         */
        youmonst.data = mon->data;

        n = query_objlist(title ? title : tmp, mon->minvent,
                          INVORDER_SORT | (incl_hero ? INCLUDE_HERO : 0),
                          &selected,
                          (dflags & MINV_NOLET) ? PICK_NONE : PICK_ONE,
                          do_all ? allow_all : worn_wield_only);

        set_uasmon();
    } else {
/*JP
        invdisp_nothing(title ? title : tmp, "(none)");
*/
        invdisp_nothing(title ? title : tmp, "(何もない)");
        n = 0;
    }

    if (n > 0) {
        ret = selected[0].item.a_obj;
        free((genericptr_t) selected);
    } else
        ret = (struct obj *) 0;
    return ret;
}

/*
 * Display the contents of a container in inventory style.
 * Currently, this is only used for statues, via wand of probing.
 */
struct obj *
display_cinventory(obj)
register struct obj *obj;
{
    struct obj *ret;
    char qbuf[QBUFSZ];
    int n;
    menu_item *selected = 0;

#if 0 /*JP*/
    (void) safe_qbuf(qbuf, "Contents of ", ":", obj, doname, ansimpleoname,
                     "that");
#else
    (void) safe_qbuf(qbuf, "", "の中身：", obj, doname, ansimpleoname,
                     "そ");
#endif

    if (obj->cobj) {
        n = query_objlist(qbuf, obj->cobj, INVORDER_SORT, &selected,
                          PICK_NONE, allow_all);
    } else {
/*JP
        invdisp_nothing(qbuf, "(empty)");
*/
        invdisp_nothing(qbuf, "(空っぽ)");
        n = 0;
    }
    if (n > 0) {
        ret = selected[0].item.a_obj;
        free((genericptr_t) selected);
    } else
        ret = (struct obj *) 0;
    obj->cknown = 1;
    return ret;
}

/* query objlist callback: return TRUE if obj is at given location */
static coord only;

STATIC_OVL boolean
only_here(obj)
struct obj *obj;
{
    return (obj->ox == only.x && obj->oy == only.y);
}

/*
 * Display a list of buried items in inventory style.  Return a non-zero
 * value if there were items at that spot.
 *
 * Currently, this is only used with a wand of probing zapped downwards.
 */
int
display_binventory(x, y, as_if_seen)
int x, y;
boolean as_if_seen;
{
    struct obj *obj;
    menu_item *selected = 0;
    int n;

    /* count # of objects here */
    for (n = 0, obj = level.buriedobjlist; obj; obj = obj->nobj)
        if (obj->ox == x && obj->oy == y) {
            if (as_if_seen)
                obj->dknown = 1;
            n++;
        }

    if (n) {
        only.x = x;
        only.y = y;
/*JP
        if (query_objlist("Things that are buried here:", level.buriedobjlist,
*/
        if (query_objlist("ここに埋められているもの：", level.buriedobjlist,
                          INVORDER_SORT, &selected, PICK_NONE, only_here) > 0)
            free((genericptr_t) selected);
        only.x = only.y = 0;
    }
    return n;
}

/*invent.c*/
