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 "specific-object/bow.h"
30 #include "sv-definition/sv-lite-types.h"
31 #include "util/bit-flags-calculator.h"
32 #include "util/string-processor.h"
33 #include "window/display-sub-window-items.h"
35 static void describe_chest_trap(flavor_type *flavor_ptr)
37 switch (chest_traps[flavor_ptr->o_ptr->pval]) {
39 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(施錠)", " (Locked)"));
42 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
45 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
48 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
51 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
54 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(爆発装置)", " (Explosion Device)"));
57 case CHEST_BIRD_STORM:
60 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(召喚のルーン)", " (Summoning Runes)"));
62 case CHEST_RUNES_OF_EVIL:
63 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(邪悪なルーン)", " (Gleaming Black Runes)"));
66 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(警報装置)", " (Alarm)"));
69 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(マルチ・トラップ)", " (Multiple Traps)"));
74 static void describe_chest(flavor_type *flavor_ptr)
76 if (flavor_ptr->o_ptr->tval != TV_CHEST)
79 if (!flavor_ptr->known)
82 if (!flavor_ptr->o_ptr->pval) {
83 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(空)", " (empty)"));
87 if (flavor_ptr->o_ptr->pval < 0) {
88 if (chest_traps[0 - flavor_ptr->o_ptr->pval])
89 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(解除済)", " (disarmed)"));
91 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(非施錠)", " (unlocked)"));
96 describe_chest_trap(flavor_ptr);
99 static void decide_tval_show(player_type *player_ptr, flavor_type *flavor_ptr)
101 if (has_flag(flavor_ptr->tr_flags, TR_SHOW_MODS))
102 flavor_ptr->show_weapon = TRUE;
104 if (object_is_smith(player_ptr, flavor_ptr->o_ptr) && (flavor_ptr->o_ptr->xtra3 == 1 + ESSENCE_SLAY_GLOVE))
105 flavor_ptr->show_weapon = TRUE;
107 if (flavor_ptr->o_ptr->to_h && flavor_ptr->o_ptr->to_d)
108 flavor_ptr->show_weapon = TRUE;
110 if (flavor_ptr->o_ptr->ac)
111 flavor_ptr->show_armour = TRUE;
114 static void describe_digging(player_type *player_ptr, flavor_type *flavor_ptr)
116 if (object_is_quest_target(player_ptr, flavor_ptr->o_ptr) && !flavor_ptr->known)
119 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
120 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
121 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->dd);
122 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'd');
123 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ds);
124 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
127 static void describe_bow(player_type *player_ptr, flavor_type *flavor_ptr)
129 flavor_ptr->power = bow_tmul(flavor_ptr->o_ptr->sval);
130 if (has_flag(flavor_ptr->tr_flags, TR_XTRA_MIGHT))
133 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
134 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
135 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'x');
136 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
137 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
138 flavor_ptr->fire_rate = calc_num_fire(player_ptr, flavor_ptr->o_ptr);
139 if ((flavor_ptr->fire_rate == 0) || (flavor_ptr->power <= 0) || !flavor_ptr->known)
142 flavor_ptr->fire_rate = bow_energy(flavor_ptr->o_ptr->sval) / flavor_ptr->fire_rate;
143 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
144 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
145 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate / 100);
146 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
147 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate % 100);
148 flavor_ptr->t = object_desc_str(flavor_ptr->t, "turn");
149 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
152 static void describe_tval(player_type *player_ptr, flavor_type *flavor_ptr)
154 switch (flavor_ptr->o_ptr->tval) {
162 describe_digging(player_ptr, flavor_ptr);
165 describe_bow(player_ptr, flavor_ptr);
170 static void describe_named_item_tval(flavor_type *flavor_ptr)
172 if (!flavor_ptr->known)
175 if (flavor_ptr->show_weapon) {
176 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
177 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
178 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_h);
179 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
180 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
181 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
185 if (flavor_ptr->o_ptr->to_h != 0) {
186 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
187 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
188 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_h);
189 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
193 if (flavor_ptr->o_ptr->to_d != 0) {
194 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
195 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
196 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
197 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
201 static void describe_fire_energy(player_type *player_ptr, flavor_type *flavor_ptr)
203 ENERGY energy_fire = bow_energy(flavor_ptr->bow_ptr->sval);
204 if (player_ptr->num_fire == 0) {
205 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
209 flavor_ptr->avgdam *= (player_ptr->num_fire * 100);
210 flavor_ptr->avgdam /= energy_fire;
211 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
212 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/turn" : "");
213 if (!show_ammo_crit_ratio)
216 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);
217 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
218 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent / 100);
219 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
220 if (percent % 100 < 10)
221 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
223 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent % 100);
224 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "% crit" : "%");
227 static void describe_bow_power(player_type *player_ptr, flavor_type *flavor_ptr)
229 flavor_ptr->avgdam = flavor_ptr->o_ptr->dd * (flavor_ptr->o_ptr->ds + 1) * 10 / 2;
230 int tmul = bow_tmul(flavor_ptr->bow_ptr->sval);
231 if (object_is_known(flavor_ptr->bow_ptr))
232 flavor_ptr->avgdam += (flavor_ptr->bow_ptr->to_d * 10);
234 if (flavor_ptr->known)
235 flavor_ptr->avgdam += (flavor_ptr->o_ptr->to_d * 10);
237 if (player_ptr->xtra_might)
240 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_ind[A_STR]]) - 128);
241 flavor_ptr->avgdam *= tmul;
242 flavor_ptr->avgdam /= (100 * 10);
243 if (player_ptr->concent)
244 flavor_ptr->avgdam = boost_concentration_damage(player_ptr, flavor_ptr->avgdam);
246 if (flavor_ptr->avgdam < 0)
247 flavor_ptr->avgdam = 0;
249 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
250 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
251 if (show_ammo_no_crit) {
252 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
253 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
256 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);
257 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
258 flavor_ptr->t = show_ammo_no_crit ? object_desc_str(flavor_ptr->t, show_ammo_detail ? "/crit " : "/")
259 : object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
260 describe_fire_energy(player_ptr, flavor_ptr);
261 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
264 static void describe_spike_power(player_type *player_ptr, flavor_type *flavor_ptr)
266 int avgdam = player_ptr->mighty_throw ? (1 + 3) : 1;
267 s16b energy_fire = 100 - player_ptr->lev;
268 avgdam += ((player_ptr->lev + 30) * (player_ptr->lev + 30) - 900) / 55;
269 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
270 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
271 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
272 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
273 avgdam = 100 * avgdam / energy_fire;
274 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
275 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
278 static void describe_known_item_ac(flavor_type *flavor_ptr)
280 if (flavor_ptr->show_armour) {
281 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
282 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
283 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
284 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
285 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
286 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
290 if (flavor_ptr->o_ptr->to_a == 0)
293 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
294 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
295 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
296 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
299 static void describe_ac(flavor_type *flavor_ptr)
301 if (flavor_ptr->known) {
302 describe_known_item_ac(flavor_ptr);
306 if (!flavor_ptr->show_armour)
309 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
310 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
311 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
312 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
315 static void describe_charges_staff_wand(flavor_type *flavor_ptr)
317 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
318 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
319 if ((flavor_ptr->o_ptr->tval == TV_STAFF) && (flavor_ptr->o_ptr->number > 1)) {
320 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->number);
321 flavor_ptr->t = object_desc_str(flavor_ptr->t, "x ");
324 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->pval);
325 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("回分", " charge"));
328 if (flavor_ptr->o_ptr->pval != 1)
329 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
332 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
335 static void describe_charges_rod(flavor_type *flavor_ptr)
337 if (flavor_ptr->o_ptr->timeout == 0)
340 if (flavor_ptr->o_ptr->number <= 1) {
341 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
345 if (flavor_ptr->k_ptr->pval == 0)
346 flavor_ptr->k_ptr->pval = 1;
348 flavor_ptr->power = (flavor_ptr->o_ptr->timeout + (flavor_ptr->k_ptr->pval - 1)) / flavor_ptr->k_ptr->pval;
349 if (flavor_ptr->power > flavor_ptr->o_ptr->number)
350 flavor_ptr->power = flavor_ptr->o_ptr->number;
352 flavor_ptr->t = object_desc_str(flavor_ptr->t, " (");
353 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
354 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("本 充填中)", " charging)"));
357 static void describe_specific_pval(flavor_type *flavor_ptr)
359 if (has_flag(flavor_ptr->tr_flags, TR_SPEED)) {
360 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("加速", " to speed"));
364 if (has_flag(flavor_ptr->tr_flags, TR_BLOWS)) {
365 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("攻撃", " attack"));
368 if (ABS(flavor_ptr->o_ptr->pval) != 1)
369 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
375 if (has_flag(flavor_ptr->tr_flags, TR_STEALTH)) {
376 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("隠密", " to stealth"));
380 if (has_flag(flavor_ptr->tr_flags, TR_SEARCH)) {
381 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("探索", " to searching"));
385 if (has_flag(flavor_ptr->tr_flags, TR_INFRA))
386 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("赤外線視力", " to infravision"));
389 static void describe_pval(flavor_type *flavor_ptr)
391 if (!has_pval_flags(flavor_ptr->tr_flags))
394 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
395 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
396 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->pval);
397 if (has_flag(flavor_ptr->tr_flags, TR_HIDE_TYPE)) {
398 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
402 describe_specific_pval(flavor_ptr);
403 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
406 static void describe_lamp_life(flavor_type *flavor_ptr)
408 if ((flavor_ptr->o_ptr->tval != TV_LITE) || (object_is_fixed_artifact(flavor_ptr->o_ptr) || (flavor_ptr->o_ptr->sval == SV_LITE_FEANOR)))
411 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(", " (with "));
412 if (flavor_ptr->o_ptr->name2 == EGO_LITE_LONG)
413 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4 * 2);
415 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4);
417 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("ターンの寿命)", " turns of light)"));
421 * @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
422 * @param アイテム表記への参照ポインタ
425 static void describe_remaining(flavor_type *flavor_ptr)
427 if (!flavor_ptr->known)
430 if (((flavor_ptr->o_ptr->tval == TV_STAFF) || (flavor_ptr->o_ptr->tval == TV_WAND)))
431 describe_charges_staff_wand(flavor_ptr);
432 else if (flavor_ptr->o_ptr->tval == TV_ROD)
433 describe_charges_rod(flavor_ptr);
435 describe_pval(flavor_ptr);
436 describe_lamp_life(flavor_ptr);
437 if (flavor_ptr->o_ptr->timeout && (flavor_ptr->o_ptr->tval != TV_ROD))
438 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
441 static void decide_item_feeling(flavor_type *flavor_ptr)
443 flavor_ptr->fake_insc_buf[0] = '\0';
444 if (flavor_ptr->o_ptr->feeling) {
445 strcpy(flavor_ptr->fake_insc_buf, game_inscriptions[flavor_ptr->o_ptr->feeling]);
449 if (object_is_cursed(flavor_ptr->o_ptr) && (flavor_ptr->known || (flavor_ptr->o_ptr->ident & IDENT_SENSE))) {
450 strcpy(flavor_ptr->fake_insc_buf, _("呪われている", "cursed"));
454 if (((flavor_ptr->o_ptr->tval == TV_RING) || (flavor_ptr->o_ptr->tval == TV_AMULET) || (flavor_ptr->o_ptr->tval == TV_LITE)
455 || (flavor_ptr->o_ptr->tval == TV_FIGURINE))
456 && flavor_ptr->aware && !flavor_ptr->known && !(flavor_ptr->o_ptr->ident & IDENT_SENSE)) {
457 strcpy(flavor_ptr->fake_insc_buf, _("未鑑定", "unidentified"));
461 if (!flavor_ptr->known && (flavor_ptr->o_ptr->ident & IDENT_EMPTY)) {
462 strcpy(flavor_ptr->fake_insc_buf, _("空", "empty"));
466 if (!flavor_ptr->aware && object_is_tried(flavor_ptr->o_ptr))
467 strcpy(flavor_ptr->fake_insc_buf, _("未判明", "tried"));
471 * @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".
472 * @param player_ptr プレーヤーへの参照ポインタ
473 * @param buf 表記を返すための文字列参照ポインタ
474 * @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
475 * @param mode 表記に関するオプション指定
476 * @return 現在クエスト達成目的のアイテムならばTRUEを返す
478 void describe_flavor(player_type *player_ptr, char *buf, object_type *o_ptr, BIT_FLAGS mode)
480 flavor_type tmp_flavor;
481 flavor_type *flavor_ptr = initialize_flavor_type(&tmp_flavor, buf, o_ptr, mode);
482 describe_named_item(player_ptr, flavor_ptr);
483 if (flavor_ptr->mode & OD_NAME_ONLY) {
484 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
488 describe_chest(flavor_ptr);
489 decide_tval_show(player_ptr, flavor_ptr);
490 describe_tval(player_ptr, flavor_ptr);
491 describe_named_item_tval(flavor_ptr);
492 flavor_ptr->bow_ptr = &player_ptr->inventory_list[INVEN_BOW];
493 if ((flavor_ptr->bow_ptr->k_idx != 0) && (flavor_ptr->o_ptr->tval == bow_tval_ammo(flavor_ptr->bow_ptr)))
494 describe_bow_power(player_ptr, flavor_ptr);
495 else if ((player_ptr->pclass == CLASS_NINJA) && (flavor_ptr->o_ptr->tval == TV_SPIKE))
496 describe_spike_power(player_ptr, flavor_ptr);
498 describe_ac(flavor_ptr);
499 if (flavor_ptr->mode & OD_NAME_AND_ENCHANT) {
500 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
504 describe_remaining(flavor_ptr);
505 if (flavor_ptr->mode & OD_OMIT_INSCRIPTION) {
506 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
510 display_short_flavors(player_ptr, flavor_ptr);
511 decide_item_feeling(flavor_ptr);
512 display_item_discount(flavor_ptr);
513 display_item_fake_inscription(flavor_ptr);
514 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);