2 * @brief 武器/防具/アクセサリアイテムにおける、耐性やスレイ等の表記
7 #include "flavor/flavor-describer.h"
8 #include "cmd-item/cmd-smith.h"
9 #include "combat/shoot.h"
10 #include "flavor/flag-inscriptions-table.h"
11 #include "flavor/flavor-util.h"
12 #include "flavor/named-item-describer.h"
13 #include "flavor/object-flavor-types.h"
14 #include "game-option/text-display-options.h"
15 #include "grid/trap.h"
16 #include "inventory/inventory-slot-types.h"
17 #include "mind/mind-sniper.h"
18 #include "mind/mind-weaponsmith.h"
19 #include "object-enchant/object-ego.h"
20 #include "object-enchant/special-object-flags.h"
21 #include "object-enchant/tr-types.h"
22 #include "object-enchant/trg-types.h"
23 #include "object-hook/hook-checker.h"
24 #include "object-hook/hook-enchant.h"
25 #include "object-hook/hook-quest.h"
26 #include "object/object-kind.h"
27 #include "perception/object-perception.h"
28 #include "player/player-status-table.h"
29 #include "sv-definition/sv-lite-types.h"
30 #include "util/bit-flags-calculator.h"
31 #include "util/string-processor.h"
32 #include "window/display-sub-window-items.h"
34 static void describe_chest_trap(flavor_type *flavor_ptr)
36 switch (chest_traps[flavor_ptr->o_ptr->pval]) {
38 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(施錠)", " (Locked)"));
41 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
44 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
47 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
50 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
53 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(爆発装置)", " (Explosion Device)"));
56 case CHEST_BIRD_STORM:
59 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(召喚のルーン)", " (Summoning Runes)"));
61 case CHEST_RUNES_OF_EVIL:
62 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(邪悪なルーン)", " (Gleaming Black Runes)"));
65 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(警報装置)", " (Alarm)"));
68 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(マルチ・トラップ)", " (Multiple Traps)"));
73 static void describe_chest(flavor_type *flavor_ptr)
75 if (flavor_ptr->o_ptr->tval != TV_CHEST)
78 if (!flavor_ptr->known)
81 if (!flavor_ptr->o_ptr->pval) {
82 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(空)", " (empty)"));
86 if (flavor_ptr->o_ptr->pval < 0) {
87 if (chest_traps[0 - flavor_ptr->o_ptr->pval])
88 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(解除済)", " (disarmed)"));
90 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(非施錠)", " (unlocked)"));
95 describe_chest_trap(flavor_ptr);
98 static void decide_tval_show(player_type *player_ptr, flavor_type *flavor_ptr)
100 if (has_flag(flavor_ptr->tr_flags, TR_SHOW_MODS))
101 flavor_ptr->show_weapon = TRUE;
103 if (object_is_smith(player_ptr, flavor_ptr->o_ptr) && (flavor_ptr->o_ptr->xtra3 == 1 + ESSENCE_SLAY_GLOVE))
104 flavor_ptr->show_weapon = TRUE;
106 if (flavor_ptr->o_ptr->to_h && flavor_ptr->o_ptr->to_d)
107 flavor_ptr->show_weapon = TRUE;
109 if (flavor_ptr->o_ptr->ac)
110 flavor_ptr->show_armour = TRUE;
113 static void describe_digging(player_type *player_ptr, flavor_type *flavor_ptr)
115 if (object_is_quest_target(player_ptr, flavor_ptr->o_ptr) && !flavor_ptr->known)
118 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
119 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
120 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->dd);
121 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'd');
122 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ds);
123 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
126 static void describe_bow(player_type *player_ptr, flavor_type *flavor_ptr)
128 flavor_ptr->power = bow_tmul(flavor_ptr->o_ptr->sval);
129 if (has_flag(flavor_ptr->tr_flags, TR_XTRA_MIGHT))
132 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
133 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
134 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'x');
135 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
136 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
137 flavor_ptr->fire_rate = calc_num_fire(player_ptr, flavor_ptr->o_ptr);
138 if ((flavor_ptr->fire_rate == 0) || (flavor_ptr->power <= 0) || !flavor_ptr->known)
141 flavor_ptr->fire_rate = bow_energy(flavor_ptr->o_ptr->sval) / flavor_ptr->fire_rate;
142 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
143 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
144 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate / 100);
145 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
146 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate % 100);
147 flavor_ptr->t = object_desc_str(flavor_ptr->t, "turn");
148 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
151 static void describe_tval(player_type *player_ptr, flavor_type *flavor_ptr)
153 switch (flavor_ptr->o_ptr->tval) {
161 describe_digging(player_ptr, flavor_ptr);
164 describe_bow(player_ptr, flavor_ptr);
169 static void describe_named_item_tval(flavor_type *flavor_ptr)
171 if (!flavor_ptr->known)
174 if (flavor_ptr->show_weapon) {
175 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
176 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
177 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_h);
178 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
179 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
180 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
184 if (flavor_ptr->o_ptr->to_h != 0) {
185 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
186 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
187 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_h);
188 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
192 if (flavor_ptr->o_ptr->to_d != 0) {
193 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
194 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
195 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
196 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
200 static void describe_fire_energy(player_type *player_ptr, flavor_type *flavor_ptr)
202 ENERGY energy_fire = bow_energy(flavor_ptr->bow_ptr->sval);
203 if (player_ptr->num_fire == 0) {
204 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
208 flavor_ptr->avgdam *= (player_ptr->num_fire * 100);
209 flavor_ptr->avgdam /= energy_fire;
210 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
211 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/turn" : "");
212 if (!show_ammo_crit_ratio)
215 int percent = calc_crit_ratio_shot(player_ptr, flavor_ptr->known ? flavor_ptr->o_ptr->to_h : 0, flavor_ptr->known ? flavor_ptr->bow_ptr->to_h : 0);
216 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
217 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent / 100);
218 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
219 if (percent % 100 < 10)
220 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
222 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent % 100);
223 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "% crit" : "%");
226 static void describe_bow_power(player_type *player_ptr, flavor_type *flavor_ptr)
228 flavor_ptr->avgdam = flavor_ptr->o_ptr->dd * (flavor_ptr->o_ptr->ds + 1) * 10 / 2;
229 int tmul = bow_tmul(flavor_ptr->bow_ptr->sval);
230 if (object_is_known(flavor_ptr->bow_ptr))
231 flavor_ptr->avgdam += (flavor_ptr->bow_ptr->to_d * 10);
233 if (flavor_ptr->known)
234 flavor_ptr->avgdam += (flavor_ptr->o_ptr->to_d * 10);
236 if (player_ptr->xtra_might)
239 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_ind[A_STR]]) - 128);
240 flavor_ptr->avgdam *= tmul;
241 flavor_ptr->avgdam /= (100 * 10);
242 if (player_ptr->concent)
243 flavor_ptr->avgdam = boost_concentration_damage(player_ptr, flavor_ptr->avgdam);
245 if (flavor_ptr->avgdam < 0)
246 flavor_ptr->avgdam = 0;
248 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
249 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
250 if (show_ammo_no_crit) {
251 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
252 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
255 flavor_ptr->avgdam = calc_expect_crit_shot(player_ptr, flavor_ptr->o_ptr->weight, flavor_ptr->o_ptr->to_h, flavor_ptr->bow_ptr->to_h, flavor_ptr->avgdam);
256 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
257 flavor_ptr->t = show_ammo_no_crit ? object_desc_str(flavor_ptr->t, show_ammo_detail ? "/crit " : "/")
258 : object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
259 describe_fire_energy(player_ptr, flavor_ptr);
260 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
263 static void describe_spike_power(player_type *player_ptr, flavor_type *flavor_ptr)
265 int avgdam = player_ptr->mighty_throw ? (1 + 3) : 1;
266 s16b energy_fire = 100 - player_ptr->lev;
267 avgdam += ((player_ptr->lev + 30) * (player_ptr->lev + 30) - 900) / 55;
268 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
269 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
270 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
271 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
272 avgdam = 100 * avgdam / energy_fire;
273 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
274 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
277 static void describe_known_item_ac(flavor_type *flavor_ptr)
279 if (flavor_ptr->show_armour) {
280 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
281 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
282 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
283 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
284 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
285 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
289 if (flavor_ptr->o_ptr->to_a == 0)
292 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
293 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
294 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
295 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
298 static void describe_ac(flavor_type *flavor_ptr)
300 if (flavor_ptr->known) {
301 describe_known_item_ac(flavor_ptr);
305 if (!flavor_ptr->show_armour)
308 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
309 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
310 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
311 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
314 static void describe_charges_staff_wand(flavor_type *flavor_ptr)
316 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
317 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
318 if ((flavor_ptr->o_ptr->tval == TV_STAFF) && (flavor_ptr->o_ptr->number > 1)) {
319 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->number);
320 flavor_ptr->t = object_desc_str(flavor_ptr->t, "x ");
323 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->pval);
324 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("回分", " charge"));
327 if (flavor_ptr->o_ptr->pval != 1)
328 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
331 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
334 static void describe_charges_rod(flavor_type *flavor_ptr)
336 if (flavor_ptr->o_ptr->timeout == 0)
339 if (flavor_ptr->o_ptr->number <= 1) {
340 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
344 if (flavor_ptr->k_ptr->pval == 0)
345 flavor_ptr->k_ptr->pval = 1;
347 flavor_ptr->power = (flavor_ptr->o_ptr->timeout + (flavor_ptr->k_ptr->pval - 1)) / flavor_ptr->k_ptr->pval;
348 if (flavor_ptr->power > flavor_ptr->o_ptr->number)
349 flavor_ptr->power = flavor_ptr->o_ptr->number;
351 flavor_ptr->t = object_desc_str(flavor_ptr->t, " (");
352 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
353 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("本 充填中)", " charging)"));
356 static void describe_specific_pval(flavor_type *flavor_ptr)
358 if (has_flag(flavor_ptr->tr_flags, TR_SPEED)) {
359 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("加速", " to speed"));
363 if (has_flag(flavor_ptr->tr_flags, TR_BLOWS)) {
364 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("攻撃", " attack"));
367 if (ABS(flavor_ptr->o_ptr->pval) != 1)
368 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
372 if (has_flag(flavor_ptr->tr_flags, TR_STEALTH)) {
373 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("隠密", " to stealth"));
377 if (has_flag(flavor_ptr->tr_flags, TR_SEARCH)) {
378 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("探索", " to searching"));
382 if (has_flag(flavor_ptr->tr_flags, TR_INFRA))
383 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("赤外線視力", " to infravision"));
386 static void describe_pval(flavor_type *flavor_ptr)
388 if (!have_pval_flags(flavor_ptr->tr_flags))
391 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
392 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
393 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->pval);
394 if (has_flag(flavor_ptr->tr_flags, TR_HIDE_TYPE)) {
395 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
399 describe_specific_pval(flavor_ptr);
400 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
403 static void describe_lamp_life(flavor_type *flavor_ptr)
405 if ((flavor_ptr->o_ptr->tval != TV_LITE) || ((object_is_fixed_artifact(flavor_ptr->o_ptr) && (flavor_ptr->o_ptr->sval != SV_LITE_FEANOR))))
408 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(", " (with "));
409 if (flavor_ptr->o_ptr->name2 == EGO_LITE_LONG)
410 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4 * 2);
412 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4);
414 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("ターンの寿命)", " turns of light)"));
418 * @brief 杖や光源等、寿命のあるアイテムの残り回数やターン表記
419 * @param アイテム表記への参照ポインタ
422 static void describe_remaining(flavor_type *flavor_ptr)
424 if (!flavor_ptr->known)
427 if (((flavor_ptr->o_ptr->tval == TV_STAFF) || (flavor_ptr->o_ptr->tval == TV_WAND)))
428 describe_charges_staff_wand(flavor_ptr);
429 else if (flavor_ptr->o_ptr->tval == TV_ROD)
430 describe_charges_rod(flavor_ptr);
432 describe_pval(flavor_ptr);
433 describe_lamp_life(flavor_ptr);
434 if (flavor_ptr->o_ptr->timeout && (flavor_ptr->o_ptr->tval != TV_ROD))
435 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
438 static void decide_item_feeling(flavor_type *flavor_ptr)
440 flavor_ptr->fake_insc_buf[0] = '\0';
441 if (flavor_ptr->o_ptr->feeling) {
442 strcpy(flavor_ptr->fake_insc_buf, game_inscriptions[flavor_ptr->o_ptr->feeling]);
446 if (object_is_cursed(flavor_ptr->o_ptr) && (flavor_ptr->known || (flavor_ptr->o_ptr->ident & IDENT_SENSE))) {
447 strcpy(flavor_ptr->fake_insc_buf, _("呪われている", "cursed"));
451 if (((flavor_ptr->o_ptr->tval == TV_RING) || (flavor_ptr->o_ptr->tval == TV_AMULET) || (flavor_ptr->o_ptr->tval == TV_LITE)
452 || (flavor_ptr->o_ptr->tval == TV_FIGURINE))
453 && flavor_ptr->aware && !flavor_ptr->known && !(flavor_ptr->o_ptr->ident & IDENT_SENSE)) {
454 strcpy(flavor_ptr->fake_insc_buf, _("未鑑定", "unidentified"));
458 if (!flavor_ptr->known && (flavor_ptr->o_ptr->ident & IDENT_EMPTY)) {
459 strcpy(flavor_ptr->fake_insc_buf, _("空", "empty"));
463 if (!flavor_ptr->aware && object_is_tried(flavor_ptr->o_ptr))
464 strcpy(flavor_ptr->fake_insc_buf, _("未判明", "tried"));
468 * @brief オブジェクトの各表記を返すメイン関数 / Creates a description of the item "o_ptr", and stores it in "out_val".
469 * @param player_ptr プレーヤーへの参照ポインタ
470 * @param buf 表記を返すための文字列参照ポインタ
471 * @param o_ptr 特性短縮表記を得たいオブジェクト構造体の参照ポインタ
472 * @param mode 表記に関するオプション指定
473 * @return 現在クエスト達成目的のアイテムならばTRUEを返す
475 void describe_flavor(player_type *player_ptr, char *buf, object_type *o_ptr, BIT_FLAGS mode)
477 flavor_type tmp_flavor;
478 flavor_type *flavor_ptr = initialize_flavor_type(&tmp_flavor, buf, o_ptr, mode);
479 describe_named_item(player_ptr, flavor_ptr);
480 if (flavor_ptr->mode & OD_NAME_ONLY) {
481 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
485 describe_chest(flavor_ptr);
486 decide_tval_show(player_ptr, flavor_ptr);
487 describe_tval(player_ptr, flavor_ptr);
488 describe_named_item_tval(flavor_ptr);
489 flavor_ptr->bow_ptr = &player_ptr->inventory_list[INVEN_BOW];
490 if ((flavor_ptr->bow_ptr->k_idx != 0) && (flavor_ptr->o_ptr->tval == player_ptr->tval_ammo))
491 describe_bow_power(player_ptr, flavor_ptr);
492 else if ((player_ptr->pclass == CLASS_NINJA) && (flavor_ptr->o_ptr->tval == TV_SPIKE))
493 describe_spike_power(player_ptr, flavor_ptr);
495 describe_ac(flavor_ptr);
496 if (flavor_ptr->mode & OD_NAME_AND_ENCHANT) {
497 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
501 describe_remaining(flavor_ptr);
502 if (flavor_ptr->mode & OD_OMIT_INSCRIPTION) {
503 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
507 display_short_flavors(player_ptr, flavor_ptr);
508 decide_item_feeling(flavor_ptr);
509 display_item_discount(flavor_ptr);
510 display_item_fake_inscription(flavor_ptr);
511 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);