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 "combat/shoot.h"
9 #include "flavor/flag-inscriptions-table.h"
10 #include "flavor/flavor-util.h"
11 #include "flavor/named-item-describer.h"
12 #include "flavor/object-flavor-types.h"
13 #include "game-option/text-display-options.h"
14 #include "grid/trap.h"
15 #include "inventory/inventory-slot-types.h"
16 #include "mind/mind-sniper.h"
17 #include "mind/mind-weaponsmith.h"
18 #include "object-enchant/object-ego.h"
19 #include "object-enchant/object-smith.h"
20 #include "object-enchant/smith-types.h"
21 #include "object-enchant/special-object-flags.h"
22 #include "object-enchant/tr-types.h"
23 #include "object-enchant/trg-types.h"
24 #include "object-hook/hook-quest.h"
25 #include "object/object-flags.h"
26 #include "object/object-kind.h"
27 #include "perception/object-perception.h"
28 #include "player/player-status-table.h"
29 #include "player/player-status.h"
30 #include "specific-object/bow.h"
31 #include "sv-definition/sv-lite-types.h"
32 #include "sv-definition/sv-weapon-types.h"
33 #include "system/floor-type-definition.h"
34 #include "system/object-type-definition.h"
35 #include "system/player-type-definition.h"
36 #include "util/bit-flags-calculator.h"
37 #include "util/string-processor.h"
38 #include "window/display-sub-window-items.h"
40 static void describe_chest_trap(flavor_type *flavor_ptr)
42 switch (chest_traps[flavor_ptr->o_ptr->pval]) {
44 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(施錠)", " (Locked)"));
47 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
50 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
53 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
56 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
59 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(爆発装置)", " (Explosion Device)"));
62 case CHEST_BIRD_STORM:
65 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(召喚のルーン)", " (Summoning Runes)"));
67 case CHEST_RUNES_OF_EVIL:
68 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(邪悪なルーン)", " (Gleaming Black Runes)"));
71 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(警報装置)", " (Alarm)"));
74 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(マルチ・トラップ)", " (Multiple Traps)"));
79 static void describe_chest(flavor_type *flavor_ptr)
81 if (flavor_ptr->o_ptr->tval != TV_CHEST)
84 if (!flavor_ptr->known)
87 if (!flavor_ptr->o_ptr->pval) {
88 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(空)", " (empty)"));
92 if (flavor_ptr->o_ptr->pval < 0) {
93 if (chest_traps[0 - flavor_ptr->o_ptr->pval])
94 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(解除済)", " (disarmed)"));
96 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(非施錠)", " (unlocked)"));
101 describe_chest_trap(flavor_ptr);
104 static void decide_tval_show(flavor_type *flavor_ptr)
106 if (flavor_ptr->tr_flags.has(TR_SHOW_MODS))
107 flavor_ptr->show_weapon = true;
109 if (flavor_ptr->o_ptr->is_smith() && (Smith::object_effect(flavor_ptr->o_ptr) == SmithEffect::SLAY_GLOVE))
110 flavor_ptr->show_weapon = true;
112 if (flavor_ptr->o_ptr->to_h && flavor_ptr->o_ptr->to_d)
113 flavor_ptr->show_weapon = true;
115 if (flavor_ptr->o_ptr->ac)
116 flavor_ptr->show_armour = true;
119 static void describe_weapon_dice(player_type *player_ptr, flavor_type *flavor_ptr)
121 if (!flavor_ptr->known && object_is_quest_target(player_ptr->current_floor_ptr->inside_quest, flavor_ptr->o_ptr))
124 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
125 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
126 auto is_bonus = (player_ptr->riding > 0) && flavor_ptr->o_ptr->is_lance();
127 auto bonus = is_bonus ? 2 : 0;
128 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->dd + bonus);
129 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'd');
130 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ds);
131 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
134 static void describe_bow(player_type *player_ptr, flavor_type *flavor_ptr)
136 flavor_ptr->power = bow_tmul(flavor_ptr->o_ptr->sval);
137 if (flavor_ptr->tr_flags.has(TR_XTRA_MIGHT))
140 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
141 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
142 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'x');
143 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
144 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
147 if (!(flavor_ptr->mode & OD_DEBUG)) {
148 num_fire = calc_num_fire(player_ptr, flavor_ptr->o_ptr);
150 auto flgs = object_flags(flavor_ptr->o_ptr);
151 if (flgs.has(TR_XTRA_SHOTS))
154 if ((num_fire == 0) || (flavor_ptr->power <= 0) || !flavor_ptr->known)
157 flavor_ptr->fire_rate = bow_energy(flavor_ptr->o_ptr->sval) / num_fire;
158 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
159 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
160 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate / 100);
161 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
162 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate % 100);
163 flavor_ptr->t = object_desc_str(flavor_ptr->t, "turn");
164 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
167 static void describe_tval(player_type *player_ptr, flavor_type *flavor_ptr)
169 switch (flavor_ptr->o_ptr->tval) {
177 describe_weapon_dice(player_ptr, flavor_ptr);
180 describe_bow(player_ptr, flavor_ptr);
188 static void describe_named_item_tval(flavor_type *flavor_ptr)
190 if (!flavor_ptr->known)
193 if (flavor_ptr->show_weapon) {
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_h);
197 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
198 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
199 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
203 if (flavor_ptr->o_ptr->to_h != 0) {
204 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
205 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
206 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_h);
207 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
211 if (flavor_ptr->o_ptr->to_d != 0) {
212 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
213 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
214 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
215 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
219 static void describe_fire_energy(player_type *player_ptr, flavor_type *flavor_ptr)
221 ENERGY energy_fire = bow_energy(flavor_ptr->bow_ptr->sval);
222 if (player_ptr->num_fire == 0) {
223 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
227 flavor_ptr->avgdam *= (player_ptr->num_fire * 100);
228 flavor_ptr->avgdam /= energy_fire;
229 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
230 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/turn" : "");
231 if (!show_ammo_crit_ratio)
234 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);
235 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
236 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent / 100);
237 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
238 if (percent % 100 < 10)
239 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
241 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent % 100);
242 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "% crit" : "%");
245 static void describe_bow_power(player_type *player_ptr, flavor_type *flavor_ptr)
247 flavor_ptr->avgdam = flavor_ptr->o_ptr->dd * (flavor_ptr->o_ptr->ds + 1) * 10 / 2;
248 int tmul = bow_tmul(flavor_ptr->bow_ptr->sval);
249 if (flavor_ptr->bow_ptr->is_known())
250 flavor_ptr->avgdam += (flavor_ptr->bow_ptr->to_d * 10);
252 if (flavor_ptr->known)
253 flavor_ptr->avgdam += (flavor_ptr->o_ptr->to_d * 10);
255 if (player_ptr->xtra_might)
258 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
259 flavor_ptr->avgdam *= tmul;
260 flavor_ptr->avgdam /= (100 * 10);
261 if (player_ptr->concent)
262 flavor_ptr->avgdam = boost_concentration_damage(player_ptr, flavor_ptr->avgdam);
264 if (flavor_ptr->avgdam < 0)
265 flavor_ptr->avgdam = 0;
267 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
268 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
269 if (show_ammo_no_crit) {
270 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
271 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
274 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);
275 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
276 flavor_ptr->t = show_ammo_no_crit ? object_desc_str(flavor_ptr->t, show_ammo_detail ? "/crit " : "/")
277 : object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
278 describe_fire_energy(player_ptr, flavor_ptr);
279 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
282 static void describe_spike_power(player_type *player_ptr, flavor_type *flavor_ptr)
284 int avgdam = player_ptr->mighty_throw ? (1 + 3) : 1;
285 int16_t energy_fire = 100 - player_ptr->lev;
286 avgdam += ((player_ptr->lev + 30) * (player_ptr->lev + 30) - 900) / 55;
287 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
288 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
289 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
290 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
291 avgdam = 100 * avgdam / energy_fire;
292 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
293 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
296 static void describe_known_item_ac(flavor_type *flavor_ptr)
298 if (flavor_ptr->show_armour) {
299 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
300 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
301 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
302 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
303 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
304 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
308 if (flavor_ptr->o_ptr->to_a == 0)
311 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
312 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
313 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
314 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
317 static void describe_ac(flavor_type *flavor_ptr)
319 if (flavor_ptr->known) {
320 describe_known_item_ac(flavor_ptr);
324 if (!flavor_ptr->show_armour)
327 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
328 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
329 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
330 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
333 static void describe_charges_staff_wand(flavor_type *flavor_ptr)
335 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
336 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
337 if ((flavor_ptr->o_ptr->tval == TV_STAFF) && (flavor_ptr->o_ptr->number > 1)) {
338 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->number);
339 flavor_ptr->t = object_desc_str(flavor_ptr->t, "x ");
342 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->pval);
343 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("回分", " charge"));
346 if (flavor_ptr->o_ptr->pval != 1)
347 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
350 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
353 static void describe_charges_rod(flavor_type *flavor_ptr)
355 if (flavor_ptr->o_ptr->timeout == 0)
358 if (flavor_ptr->o_ptr->number <= 1) {
359 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
363 if (flavor_ptr->k_ptr->pval == 0)
364 flavor_ptr->k_ptr->pval = 1;
366 flavor_ptr->power = (flavor_ptr->o_ptr->timeout + (flavor_ptr->k_ptr->pval - 1)) / flavor_ptr->k_ptr->pval;
367 if (flavor_ptr->power > flavor_ptr->o_ptr->number)
368 flavor_ptr->power = flavor_ptr->o_ptr->number;
370 flavor_ptr->t = object_desc_str(flavor_ptr->t, " (");
371 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
372 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("本 充填中)", " charging)"));
375 static void describe_specific_pval(flavor_type *flavor_ptr)
377 if (flavor_ptr->tr_flags.has(TR_SPEED)) {
378 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("加速", " to speed"));
382 if (flavor_ptr->tr_flags.has(TR_BLOWS)) {
383 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("攻撃", " attack"));
386 if (ABS(flavor_ptr->o_ptr->pval) != 1)
387 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
393 if (flavor_ptr->tr_flags.has(TR_STEALTH)) {
394 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("隠密", " to stealth"));
398 if (flavor_ptr->tr_flags.has(TR_SEARCH)) {
399 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("探索", " to searching"));
403 if (flavor_ptr->tr_flags.has(TR_INFRA))
404 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("赤外線視力", " to infravision"));
407 static void describe_pval(flavor_type *flavor_ptr)
409 if (flavor_ptr->tr_flags.has_none_of(TR_PVAL_FLAG_MASK))
412 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
413 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
414 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->pval);
415 if (flavor_ptr->tr_flags.has(TR_HIDE_TYPE)) {
416 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
420 describe_specific_pval(flavor_ptr);
421 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
424 static void describe_lamp_life(flavor_type *flavor_ptr)
426 if ((flavor_ptr->o_ptr->tval != TV_LITE) || (flavor_ptr->o_ptr->is_fixed_artifact() || (flavor_ptr->o_ptr->sval == SV_LITE_FEANOR)))
429 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(", " (with "));
430 if (flavor_ptr->o_ptr->name2 == EGO_LITE_LONG)
431 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4 * 2);
433 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4);
435 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("ターンの寿命)", " turns of light)"));
439 * @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
440 * @param アイテム表記への参照ポインタ
442 static void describe_remaining(flavor_type *flavor_ptr)
444 if (!flavor_ptr->known)
447 if (((flavor_ptr->o_ptr->tval == TV_STAFF) || (flavor_ptr->o_ptr->tval == TV_WAND)))
448 describe_charges_staff_wand(flavor_ptr);
449 else if (flavor_ptr->o_ptr->tval == TV_ROD)
450 describe_charges_rod(flavor_ptr);
452 describe_pval(flavor_ptr);
453 describe_lamp_life(flavor_ptr);
454 if (flavor_ptr->o_ptr->timeout && (flavor_ptr->o_ptr->tval != TV_ROD))
455 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
458 static void decide_item_feeling(flavor_type *flavor_ptr)
460 flavor_ptr->fake_insc_buf[0] = '\0';
461 if (flavor_ptr->o_ptr->feeling) {
462 strcpy(flavor_ptr->fake_insc_buf, game_inscriptions[flavor_ptr->o_ptr->feeling]);
466 if (flavor_ptr->o_ptr->is_cursed() && (flavor_ptr->known || (flavor_ptr->o_ptr->ident & IDENT_SENSE))) {
467 strcpy(flavor_ptr->fake_insc_buf, _("呪われている", "cursed"));
471 if (((flavor_ptr->o_ptr->tval == TV_RING) || (flavor_ptr->o_ptr->tval == TV_AMULET) || (flavor_ptr->o_ptr->tval == TV_LITE)
472 || (flavor_ptr->o_ptr->tval == TV_FIGURINE))
473 && flavor_ptr->aware && !flavor_ptr->known && !(flavor_ptr->o_ptr->ident & IDENT_SENSE)) {
474 strcpy(flavor_ptr->fake_insc_buf, _("未鑑定", "unidentified"));
478 if (!flavor_ptr->known && (flavor_ptr->o_ptr->ident & IDENT_EMPTY)) {
479 strcpy(flavor_ptr->fake_insc_buf, _("空", "empty"));
483 if (!flavor_ptr->aware && flavor_ptr->o_ptr->is_tried())
484 strcpy(flavor_ptr->fake_insc_buf, _("未判明", "tried"));
488 * @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".
489 * @param player_ptr プレイヤーへの参照ポインタ
490 * @param buf 表記を返すための文字列参照ポインタ
491 * @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
492 * @param mode 表記に関するオプション指定
493 * @return 現在クエスト達成目的のアイテムならばTRUEを返す
495 void describe_flavor(player_type *player_ptr, char *buf, object_type *o_ptr, BIT_FLAGS mode)
497 flavor_type tmp_flavor;
498 flavor_type *flavor_ptr = initialize_flavor_type(&tmp_flavor, buf, o_ptr, mode);
499 describe_named_item(player_ptr, flavor_ptr);
500 if (flavor_ptr->mode & OD_NAME_ONLY || o_ptr->k_idx == 0) {
501 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
505 describe_chest(flavor_ptr);
506 decide_tval_show(flavor_ptr);
507 describe_tval(player_ptr, flavor_ptr);
508 describe_named_item_tval(flavor_ptr);
509 if (!(mode & OD_DEBUG)) {
510 flavor_ptr->bow_ptr = &player_ptr->inventory_list[INVEN_BOW];
511 if ((flavor_ptr->bow_ptr->k_idx != 0) && (flavor_ptr->o_ptr->tval == bow_tval_ammo(flavor_ptr->bow_ptr)))
512 describe_bow_power(player_ptr, flavor_ptr);
513 else if ((player_ptr->pclass == CLASS_NINJA) && (flavor_ptr->o_ptr->tval == TV_SPIKE))
514 describe_spike_power(player_ptr, flavor_ptr);
517 describe_ac(flavor_ptr);
518 if (flavor_ptr->mode & OD_NAME_AND_ENCHANT) {
519 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
523 describe_remaining(flavor_ptr);
524 if (flavor_ptr->mode & OD_OMIT_INSCRIPTION) {
525 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
529 display_short_flavors(flavor_ptr);
530 decide_item_feeling(flavor_ptr);
531 display_item_discount(flavor_ptr);
532 display_item_fake_inscription(flavor_ptr);
533 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);