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-flags.h"
27 #include "object/object-kind.h"
28 #include "perception/object-perception.h"
29 #include "player/player-status-table.h"
30 #include "player/player-status.h"
31 #include "specific-object/bow.h"
32 #include "sv-definition/sv-lite-types.h"
33 #include "sv-definition/sv-weapon-types.h"
34 #include "system/floor-type-definition.h"
35 #include "system/object-type-definition.h"
36 #include "system/player-type-definition.h"
37 #include "util/bit-flags-calculator.h"
38 #include "util/string-processor.h"
39 #include "window/display-sub-window-items.h"
41 static void describe_chest_trap(flavor_type *flavor_ptr)
43 switch (chest_traps[flavor_ptr->o_ptr->pval]) {
45 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(施錠)", " (Locked)"));
48 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
51 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
54 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
57 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
60 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(爆発装置)", " (Explosion Device)"));
63 case CHEST_BIRD_STORM:
66 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(召喚のルーン)", " (Summoning Runes)"));
68 case CHEST_RUNES_OF_EVIL:
69 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(邪悪なルーン)", " (Gleaming Black Runes)"));
72 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(警報装置)", " (Alarm)"));
75 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(マルチ・トラップ)", " (Multiple Traps)"));
80 static void describe_chest(flavor_type *flavor_ptr)
82 if (flavor_ptr->o_ptr->tval != TV_CHEST)
85 if (!flavor_ptr->known)
88 if (!flavor_ptr->o_ptr->pval) {
89 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(空)", " (empty)"));
93 if (flavor_ptr->o_ptr->pval < 0) {
94 if (chest_traps[0 - flavor_ptr->o_ptr->pval])
95 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(解除済)", " (disarmed)"));
97 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(非施錠)", " (unlocked)"));
102 describe_chest_trap(flavor_ptr);
105 static void decide_tval_show(flavor_type *flavor_ptr)
107 if (has_flag(flavor_ptr->tr_flags, TR_SHOW_MODS))
108 flavor_ptr->show_weapon = true;
110 if (flavor_ptr->o_ptr->is_smith() && (flavor_ptr->o_ptr->xtra3 == 1 + ESSENCE_SLAY_GLOVE))
111 flavor_ptr->show_weapon = true;
113 if (flavor_ptr->o_ptr->to_h && flavor_ptr->o_ptr->to_d)
114 flavor_ptr->show_weapon = true;
116 if (flavor_ptr->o_ptr->ac)
117 flavor_ptr->show_armour = true;
120 static void describe_weapon_dice(player_type *player_ptr, flavor_type *flavor_ptr)
122 if (!flavor_ptr->known && object_is_quest_target(player_ptr->current_floor_ptr->inside_quest, flavor_ptr->o_ptr))
125 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
126 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
127 auto is_bonus = (player_ptr->riding > 0) && flavor_ptr->o_ptr->is_lance();
128 auto bonus = is_bonus ? 2 : 0;
129 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->dd + bonus);
130 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'd');
131 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ds);
132 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
135 static void describe_bow(player_type *player_ptr, flavor_type *flavor_ptr)
137 flavor_ptr->power = bow_tmul(flavor_ptr->o_ptr->sval);
138 if (has_flag(flavor_ptr->tr_flags, TR_XTRA_MIGHT))
141 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
142 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
143 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'x');
144 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
145 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
148 if (!(flavor_ptr->mode & OD_DEBUG)) {
149 num_fire = calc_num_fire(player_ptr, flavor_ptr->o_ptr);
152 object_flags(flavor_ptr->o_ptr, flgs);
153 if (has_flag(flgs, TR_XTRA_SHOTS))
156 if ((num_fire == 0) || (flavor_ptr->power <= 0) || !flavor_ptr->known)
159 flavor_ptr->fire_rate = bow_energy(flavor_ptr->o_ptr->sval) / num_fire;
160 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
161 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
162 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate / 100);
163 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
164 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate % 100);
165 flavor_ptr->t = object_desc_str(flavor_ptr->t, "turn");
166 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
169 static void describe_tval(player_type *player_ptr, flavor_type *flavor_ptr)
171 switch (flavor_ptr->o_ptr->tval) {
179 describe_weapon_dice(player_ptr, flavor_ptr);
182 describe_bow(player_ptr, flavor_ptr);
190 static void describe_named_item_tval(flavor_type *flavor_ptr)
192 if (!flavor_ptr->known)
195 if (flavor_ptr->show_weapon) {
196 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
197 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
198 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_h);
199 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
200 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
201 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
205 if (flavor_ptr->o_ptr->to_h != 0) {
206 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
207 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
208 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_h);
209 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
213 if (flavor_ptr->o_ptr->to_d != 0) {
214 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
215 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
216 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
217 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
221 static void describe_fire_energy(player_type *player_ptr, flavor_type *flavor_ptr)
223 ENERGY energy_fire = bow_energy(flavor_ptr->bow_ptr->sval);
224 if (player_ptr->num_fire == 0) {
225 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
229 flavor_ptr->avgdam *= (player_ptr->num_fire * 100);
230 flavor_ptr->avgdam /= energy_fire;
231 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
232 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/turn" : "");
233 if (!show_ammo_crit_ratio)
236 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);
237 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
238 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent / 100);
239 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
240 if (percent % 100 < 10)
241 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
243 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent % 100);
244 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "% crit" : "%");
247 static void describe_bow_power(player_type *player_ptr, flavor_type *flavor_ptr)
249 flavor_ptr->avgdam = flavor_ptr->o_ptr->dd * (flavor_ptr->o_ptr->ds + 1) * 10 / 2;
250 int tmul = bow_tmul(flavor_ptr->bow_ptr->sval);
251 if (object_is_known(flavor_ptr->bow_ptr))
252 flavor_ptr->avgdam += (flavor_ptr->bow_ptr->to_d * 10);
254 if (flavor_ptr->known)
255 flavor_ptr->avgdam += (flavor_ptr->o_ptr->to_d * 10);
257 if (player_ptr->xtra_might)
260 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
261 flavor_ptr->avgdam *= tmul;
262 flavor_ptr->avgdam /= (100 * 10);
263 if (player_ptr->concent)
264 flavor_ptr->avgdam = boost_concentration_damage(player_ptr, flavor_ptr->avgdam);
266 if (flavor_ptr->avgdam < 0)
267 flavor_ptr->avgdam = 0;
269 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
270 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
271 if (show_ammo_no_crit) {
272 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
273 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
276 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);
277 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
278 flavor_ptr->t = show_ammo_no_crit ? object_desc_str(flavor_ptr->t, show_ammo_detail ? "/crit " : "/")
279 : object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
280 describe_fire_energy(player_ptr, flavor_ptr);
281 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
284 static void describe_spike_power(player_type *player_ptr, flavor_type *flavor_ptr)
286 int avgdam = player_ptr->mighty_throw ? (1 + 3) : 1;
287 int16_t energy_fire = 100 - player_ptr->lev;
288 avgdam += ((player_ptr->lev + 30) * (player_ptr->lev + 30) - 900) / 55;
289 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
290 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
291 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
292 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
293 avgdam = 100 * avgdam / energy_fire;
294 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
295 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
298 static void describe_known_item_ac(flavor_type *flavor_ptr)
300 if (flavor_ptr->show_armour) {
301 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
302 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
303 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
304 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
305 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
306 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
310 if (flavor_ptr->o_ptr->to_a == 0)
313 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
314 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
315 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
316 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
319 static void describe_ac(flavor_type *flavor_ptr)
321 if (flavor_ptr->known) {
322 describe_known_item_ac(flavor_ptr);
326 if (!flavor_ptr->show_armour)
329 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
330 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
331 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
332 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
335 static void describe_charges_staff_wand(flavor_type *flavor_ptr)
337 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
338 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
339 if ((flavor_ptr->o_ptr->tval == TV_STAFF) && (flavor_ptr->o_ptr->number > 1)) {
340 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->number);
341 flavor_ptr->t = object_desc_str(flavor_ptr->t, "x ");
344 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->pval);
345 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("回分", " charge"));
348 if (flavor_ptr->o_ptr->pval != 1)
349 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
352 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
355 static void describe_charges_rod(flavor_type *flavor_ptr)
357 if (flavor_ptr->o_ptr->timeout == 0)
360 if (flavor_ptr->o_ptr->number <= 1) {
361 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
365 if (flavor_ptr->k_ptr->pval == 0)
366 flavor_ptr->k_ptr->pval = 1;
368 flavor_ptr->power = (flavor_ptr->o_ptr->timeout + (flavor_ptr->k_ptr->pval - 1)) / flavor_ptr->k_ptr->pval;
369 if (flavor_ptr->power > flavor_ptr->o_ptr->number)
370 flavor_ptr->power = flavor_ptr->o_ptr->number;
372 flavor_ptr->t = object_desc_str(flavor_ptr->t, " (");
373 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
374 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("本 充填中)", " charging)"));
377 static void describe_specific_pval(flavor_type *flavor_ptr)
379 if (has_flag(flavor_ptr->tr_flags, TR_SPEED)) {
380 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("加速", " to speed"));
384 if (has_flag(flavor_ptr->tr_flags, TR_BLOWS)) {
385 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("攻撃", " attack"));
388 if (ABS(flavor_ptr->o_ptr->pval) != 1)
389 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
395 if (has_flag(flavor_ptr->tr_flags, TR_STEALTH)) {
396 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("隠密", " to stealth"));
400 if (has_flag(flavor_ptr->tr_flags, TR_SEARCH)) {
401 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("探索", " to searching"));
405 if (has_flag(flavor_ptr->tr_flags, TR_INFRA))
406 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("赤外線視力", " to infravision"));
409 static void describe_pval(flavor_type *flavor_ptr)
411 if (!has_pval_flags(flavor_ptr->tr_flags))
414 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
415 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
416 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->pval);
417 if (has_flag(flavor_ptr->tr_flags, TR_HIDE_TYPE)) {
418 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
422 describe_specific_pval(flavor_ptr);
423 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
426 static void describe_lamp_life(flavor_type *flavor_ptr)
428 if ((flavor_ptr->o_ptr->tval != TV_LITE) || (flavor_ptr->o_ptr->is_fixed_artifact() || (flavor_ptr->o_ptr->sval == SV_LITE_FEANOR)))
431 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(", " (with "));
432 if (flavor_ptr->o_ptr->name2 == EGO_LITE_LONG)
433 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4 * 2);
435 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4);
437 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("ターンの寿命)", " turns of light)"));
441 * @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
442 * @param アイテム表記への参照ポインタ
444 static void describe_remaining(flavor_type *flavor_ptr)
446 if (!flavor_ptr->known)
449 if (((flavor_ptr->o_ptr->tval == TV_STAFF) || (flavor_ptr->o_ptr->tval == TV_WAND)))
450 describe_charges_staff_wand(flavor_ptr);
451 else if (flavor_ptr->o_ptr->tval == TV_ROD)
452 describe_charges_rod(flavor_ptr);
454 describe_pval(flavor_ptr);
455 describe_lamp_life(flavor_ptr);
456 if (flavor_ptr->o_ptr->timeout && (flavor_ptr->o_ptr->tval != TV_ROD))
457 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
460 static void decide_item_feeling(flavor_type *flavor_ptr)
462 flavor_ptr->fake_insc_buf[0] = '\0';
463 if (flavor_ptr->o_ptr->feeling) {
464 strcpy(flavor_ptr->fake_insc_buf, game_inscriptions[flavor_ptr->o_ptr->feeling]);
468 if (object_is_cursed(flavor_ptr->o_ptr) && (flavor_ptr->known || (flavor_ptr->o_ptr->ident & IDENT_SENSE))) {
469 strcpy(flavor_ptr->fake_insc_buf, _("呪われている", "cursed"));
473 if (((flavor_ptr->o_ptr->tval == TV_RING) || (flavor_ptr->o_ptr->tval == TV_AMULET) || (flavor_ptr->o_ptr->tval == TV_LITE)
474 || (flavor_ptr->o_ptr->tval == TV_FIGURINE))
475 && flavor_ptr->aware && !flavor_ptr->known && !(flavor_ptr->o_ptr->ident & IDENT_SENSE)) {
476 strcpy(flavor_ptr->fake_insc_buf, _("未鑑定", "unidentified"));
480 if (!flavor_ptr->known && (flavor_ptr->o_ptr->ident & IDENT_EMPTY)) {
481 strcpy(flavor_ptr->fake_insc_buf, _("空", "empty"));
485 if (!flavor_ptr->aware && object_is_tried(flavor_ptr->o_ptr))
486 strcpy(flavor_ptr->fake_insc_buf, _("未判明", "tried"));
490 * @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".
491 * @param player_ptr プレーヤーへの参照ポインタ
492 * @param buf 表記を返すための文字列参照ポインタ
493 * @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
494 * @param mode 表記に関するオプション指定
495 * @return 現在クエスト達成目的のアイテムならばTRUEを返す
497 void describe_flavor(player_type *player_ptr, char *buf, object_type *o_ptr, BIT_FLAGS mode)
499 flavor_type tmp_flavor;
500 flavor_type *flavor_ptr = initialize_flavor_type(&tmp_flavor, buf, o_ptr, mode);
501 describe_named_item(player_ptr, flavor_ptr);
502 if (flavor_ptr->mode & OD_NAME_ONLY || o_ptr->k_idx == 0) {
503 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
507 describe_chest(flavor_ptr);
508 decide_tval_show(flavor_ptr);
509 describe_tval(player_ptr, flavor_ptr);
510 describe_named_item_tval(flavor_ptr);
511 if (!(mode & OD_DEBUG)) {
512 flavor_ptr->bow_ptr = &player_ptr->inventory_list[INVEN_BOW];
513 if ((flavor_ptr->bow_ptr->k_idx != 0) && (flavor_ptr->o_ptr->tval == bow_tval_ammo(flavor_ptr->bow_ptr)))
514 describe_bow_power(player_ptr, flavor_ptr);
515 else if ((player_ptr->pclass == CLASS_NINJA) && (flavor_ptr->o_ptr->tval == TV_SPIKE))
516 describe_spike_power(player_ptr, flavor_ptr);
519 describe_ac(flavor_ptr);
520 if (flavor_ptr->mode & OD_NAME_AND_ENCHANT) {
521 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
525 describe_remaining(flavor_ptr);
526 if (flavor_ptr->mode & OD_OMIT_INSCRIPTION) {
527 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
531 display_short_flavors(flavor_ptr);
532 decide_item_feeling(flavor_ptr);
533 display_item_discount(flavor_ptr);
534 display_item_fake_inscription(flavor_ptr);
535 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);