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/special-object-flags.h"
20 #include "object-enchant/tr-types.h"
21 #include "object-enchant/trg-types.h"
22 #include "object-hook/hook-quest.h"
23 #include "object/object-flags.h"
24 #include "object/object-kind.h"
25 #include "perception/object-perception.h"
26 #include "player-base/player-class.h"
27 #include "player/player-status-table.h"
28 #include "player/player-status.h"
29 #include "smith/object-smith.h"
30 #include "smith/smith-types.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 auto trap_kinds = chest_traps[flavor_ptr->o_ptr->pval];
44 if (trap_kinds.count() >= 2) {
45 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(マルチ・トラップ)", " (Multiple Traps)"));
49 auto trap_kind = trap_kinds.first();
50 if (!trap_kind.has_value()) {
51 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(施錠)", " (Locked)"));
55 switch (trap_kind.value()) {
56 case ChestTrapType::LOSE_STR:
57 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
59 case ChestTrapType::LOSE_CON:
60 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(毒針)", " (Poison Needle)"));
62 case ChestTrapType::POISON:
63 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
65 case ChestTrapType::PARALYZE:
66 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(ガス・トラップ)", " (Gas Trap)"));
68 case ChestTrapType::EXPLODE:
69 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(爆発装置)", " (Explosive Device)"));
71 case ChestTrapType::SUMMON:
72 case ChestTrapType::BIRD_STORM:
73 case ChestTrapType::E_SUMMON:
74 case ChestTrapType::H_SUMMON:
75 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(召喚のルーン)", " (Summoning Runes)"));
77 case ChestTrapType::RUNES_OF_EVIL:
78 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(邪悪なルーン)", " (Gleaming Black Runes)"));
80 case ChestTrapType::ALARM:
81 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(警報装置)", " (Alarm)"));
83 case ChestTrapType::SCATTER:
84 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(アイテム散乱)", " (Scatter)"));
86 case ChestTrapType::MAX:
87 throw("Invalid chest trap type is specified!");
91 static void describe_chest(flavor_type *flavor_ptr)
93 if (flavor_ptr->o_ptr->tval != ItemKindType::CHEST)
96 if (!flavor_ptr->known)
99 if (!flavor_ptr->o_ptr->pval) {
100 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(空)", " (empty)"));
104 if (flavor_ptr->o_ptr->pval < 0) {
105 if (chest_traps[0 - flavor_ptr->o_ptr->pval].any())
106 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(解除済)", " (disarmed)"));
108 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(非施錠)", " (unlocked)"));
113 describe_chest_trap(flavor_ptr);
116 static void decide_tval_show(flavor_type *flavor_ptr)
118 if (flavor_ptr->tr_flags.has(TR_SHOW_MODS))
119 flavor_ptr->show_weapon = true;
121 if (flavor_ptr->o_ptr->is_smith() && (Smith::object_effect(flavor_ptr->o_ptr) == SmithEffectType::SLAY_GLOVE))
122 flavor_ptr->show_weapon = true;
124 if (flavor_ptr->o_ptr->to_h && flavor_ptr->o_ptr->to_d)
125 flavor_ptr->show_weapon = true;
127 if (flavor_ptr->o_ptr->ac)
128 flavor_ptr->show_armour = true;
131 static void describe_weapon_dice(PlayerType *player_ptr, flavor_type *flavor_ptr)
133 if (!flavor_ptr->known && object_is_quest_target(player_ptr->current_floor_ptr->quest_number, flavor_ptr->o_ptr))
136 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
137 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
138 auto is_bonus = (player_ptr->riding > 0) && flavor_ptr->o_ptr->is_lance();
139 auto bonus = is_bonus ? 2 : 0;
140 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->dd + bonus);
141 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'd');
142 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ds);
143 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
146 static void describe_bow(PlayerType *player_ptr, flavor_type *flavor_ptr)
148 flavor_ptr->power = bow_tmul(flavor_ptr->o_ptr->sval);
149 if (flavor_ptr->tr_flags.has(TR_XTRA_MIGHT))
152 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
153 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
154 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 'x');
155 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
156 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
159 if (!(flavor_ptr->mode & OD_DEBUG)) {
160 num_fire = calc_num_fire(player_ptr, flavor_ptr->o_ptr);
162 auto flgs = object_flags(flavor_ptr->o_ptr);
163 if (flgs.has(TR_XTRA_SHOTS))
166 if ((num_fire == 0) || (flavor_ptr->power <= 0) || !flavor_ptr->known)
169 flavor_ptr->fire_rate = bow_energy(flavor_ptr->o_ptr->sval) / num_fire;
170 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
171 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
172 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate / 100);
173 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
174 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->fire_rate % 100);
175 flavor_ptr->t = object_desc_str(flavor_ptr->t, "turn");
176 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
179 static void describe_tval(PlayerType *player_ptr, flavor_type *flavor_ptr)
181 switch (flavor_ptr->o_ptr->tval) {
182 case ItemKindType::SHOT:
183 case ItemKindType::BOLT:
184 case ItemKindType::ARROW:
185 case ItemKindType::HAFTED:
186 case ItemKindType::POLEARM:
187 case ItemKindType::SWORD:
188 case ItemKindType::DIGGING:
189 describe_weapon_dice(player_ptr, flavor_ptr);
191 case ItemKindType::BOW:
192 describe_bow(player_ptr, flavor_ptr);
200 static void describe_named_item_tval(flavor_type *flavor_ptr)
202 if (!flavor_ptr->known)
205 if (flavor_ptr->show_weapon) {
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, ',');
210 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
211 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
215 if (flavor_ptr->o_ptr->to_h != 0) {
216 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
217 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
218 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_h);
219 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
223 if (flavor_ptr->o_ptr->to_d != 0) {
224 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
225 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
226 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_d);
227 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
231 static void describe_fire_energy(PlayerType *player_ptr, flavor_type *flavor_ptr)
233 ENERGY energy_fire = bow_energy(flavor_ptr->bow_ptr->sval);
234 if (player_ptr->num_fire == 0) {
235 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
239 flavor_ptr->avgdam *= (player_ptr->num_fire * 100);
240 flavor_ptr->avgdam /= energy_fire;
241 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
242 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/turn" : "");
243 if (!show_ammo_crit_ratio)
246 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);
247 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
248 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent / 100);
249 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
250 if (percent % 100 < 10)
251 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
253 flavor_ptr->t = object_desc_num(flavor_ptr->t, percent % 100);
254 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "% crit" : "%");
257 static void describe_bow_power(PlayerType *player_ptr, flavor_type *flavor_ptr)
259 flavor_ptr->avgdam = flavor_ptr->o_ptr->dd * (flavor_ptr->o_ptr->ds + 1) * 10 / 2;
260 int tmul = bow_tmul(flavor_ptr->bow_ptr->sval);
261 if (flavor_ptr->bow_ptr->is_known())
262 flavor_ptr->avgdam += (flavor_ptr->bow_ptr->to_d * 10);
264 if (flavor_ptr->known)
265 flavor_ptr->avgdam += (flavor_ptr->o_ptr->to_d * 10);
267 if (player_ptr->xtra_might)
270 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
271 flavor_ptr->avgdam *= tmul;
272 flavor_ptr->avgdam /= (100 * 10);
273 flavor_ptr->avgdam = boost_concentration_damage(player_ptr, flavor_ptr->avgdam);
275 if (flavor_ptr->avgdam < 0)
276 flavor_ptr->avgdam = 0;
278 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
279 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
280 if (show_ammo_no_crit) {
281 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
282 flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
285 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);
286 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
287 flavor_ptr->t = show_ammo_no_crit ? object_desc_str(flavor_ptr->t, show_ammo_detail ? "/crit " : "/")
288 : object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
289 describe_fire_energy(player_ptr, flavor_ptr);
290 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
293 static void describe_spike_power(PlayerType *player_ptr, flavor_type *flavor_ptr)
295 int avgdam = player_ptr->mighty_throw ? (1 + 3) : 1;
296 int16_t energy_fire = 100 - player_ptr->lev;
297 avgdam += ((player_ptr->lev + 30) * (player_ptr->lev + 30) - 900) / 55;
298 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
299 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
300 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
301 flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
302 avgdam = 100 * avgdam / energy_fire;
303 flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
304 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
307 static void describe_known_item_ac(flavor_type *flavor_ptr)
309 if (flavor_ptr->show_armour) {
310 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
311 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
312 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
313 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
314 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
315 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
319 if (flavor_ptr->o_ptr->to_a == 0)
322 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
323 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
324 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
325 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
328 static void describe_ac(flavor_type *flavor_ptr)
330 if (flavor_ptr->known) {
331 describe_known_item_ac(flavor_ptr);
335 if (!flavor_ptr->show_armour)
338 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
339 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
340 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
341 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
344 static void describe_charges_staff_wand(flavor_type *flavor_ptr)
346 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
347 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
348 if ((flavor_ptr->o_ptr->tval == ItemKindType::STAFF) && (flavor_ptr->o_ptr->number > 1)) {
349 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->number);
350 flavor_ptr->t = object_desc_str(flavor_ptr->t, "x ");
353 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->pval);
354 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("回分", " charge"));
357 if (flavor_ptr->o_ptr->pval != 1)
358 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
361 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
364 static void describe_charges_rod(flavor_type *flavor_ptr)
366 if (flavor_ptr->o_ptr->timeout == 0)
369 if (flavor_ptr->o_ptr->number <= 1) {
370 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
374 if (flavor_ptr->k_ptr->pval == 0)
375 flavor_ptr->k_ptr->pval = 1;
377 flavor_ptr->power = (flavor_ptr->o_ptr->timeout + (flavor_ptr->k_ptr->pval - 1)) / flavor_ptr->k_ptr->pval;
378 if (flavor_ptr->power > flavor_ptr->o_ptr->number)
379 flavor_ptr->power = flavor_ptr->o_ptr->number;
381 flavor_ptr->t = object_desc_str(flavor_ptr->t, " (");
382 flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
383 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("本 充填中)", " charging)"));
386 static void describe_specific_pval(flavor_type *flavor_ptr)
388 if (flavor_ptr->tr_flags.has(TR_SPEED)) {
389 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("加速", " to speed"));
393 if (flavor_ptr->tr_flags.has(TR_BLOWS)) {
394 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("攻撃", " attack"));
397 if (std::abs(flavor_ptr->o_ptr->pval) != 1)
398 flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
404 if (flavor_ptr->tr_flags.has(TR_STEALTH)) {
405 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("隠密", " to stealth"));
409 if (flavor_ptr->tr_flags.has(TR_SEARCH)) {
410 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("探索", " to searching"));
414 if (flavor_ptr->tr_flags.has(TR_INFRA))
415 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("赤外線視力", " to infravision"));
418 static void describe_pval(flavor_type *flavor_ptr)
420 if (flavor_ptr->tr_flags.has_none_of(TR_PVAL_FLAG_MASK))
423 flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
424 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
425 flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->pval);
426 if (flavor_ptr->tr_flags.has(TR_HIDE_TYPE)) {
427 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
431 describe_specific_pval(flavor_ptr);
432 flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
435 static void describe_lamp_life(flavor_type *flavor_ptr)
437 if ((flavor_ptr->o_ptr->tval != ItemKindType::LITE) || (flavor_ptr->o_ptr->is_fixed_artifact() || (flavor_ptr->o_ptr->sval == SV_LITE_FEANOR)))
440 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(", " (with "));
441 auto fuel_magnification = flavor_ptr->o_ptr->name2 == EGO_LITE_LONG ? 2 : 1;
442 flavor_ptr->t = object_desc_num(flavor_ptr->t, fuel_magnification * flavor_ptr->o_ptr->fuel);
443 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("ターンの寿命)", " turns of light)"));
447 * @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
448 * @param アイテム表記への参照ポインタ
450 static void describe_remaining(flavor_type *flavor_ptr)
452 if (!flavor_ptr->known)
455 if (((flavor_ptr->o_ptr->tval == ItemKindType::STAFF) || (flavor_ptr->o_ptr->tval == ItemKindType::WAND)))
456 describe_charges_staff_wand(flavor_ptr);
457 else if (flavor_ptr->o_ptr->tval == ItemKindType::ROD)
458 describe_charges_rod(flavor_ptr);
460 describe_pval(flavor_ptr);
461 describe_lamp_life(flavor_ptr);
462 if (flavor_ptr->o_ptr->timeout && (flavor_ptr->o_ptr->tval != ItemKindType::ROD))
463 flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
466 static void decide_item_feeling(flavor_type *flavor_ptr)
468 flavor_ptr->fake_insc_buf[0] = '\0';
469 if (flavor_ptr->o_ptr->feeling) {
470 strcpy(flavor_ptr->fake_insc_buf, game_inscriptions[flavor_ptr->o_ptr->feeling]);
474 if (flavor_ptr->o_ptr->is_cursed() && (flavor_ptr->known || (flavor_ptr->o_ptr->ident & IDENT_SENSE))) {
475 strcpy(flavor_ptr->fake_insc_buf, _("呪われている", "cursed"));
479 if (((flavor_ptr->o_ptr->tval == ItemKindType::RING) || (flavor_ptr->o_ptr->tval == ItemKindType::AMULET) || (flavor_ptr->o_ptr->tval == ItemKindType::LITE) || (flavor_ptr->o_ptr->tval == ItemKindType::FIGURINE)) && flavor_ptr->aware && !flavor_ptr->known && !(flavor_ptr->o_ptr->ident & IDENT_SENSE)) {
480 strcpy(flavor_ptr->fake_insc_buf, _("未鑑定", "unidentified"));
484 if (!flavor_ptr->known && (flavor_ptr->o_ptr->ident & IDENT_EMPTY)) {
485 strcpy(flavor_ptr->fake_insc_buf, _("空", "empty"));
489 if (!flavor_ptr->aware && flavor_ptr->o_ptr->is_tried())
490 strcpy(flavor_ptr->fake_insc_buf, _("未判明", "tried"));
494 * @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".
495 * @param player_ptr プレイヤーへの参照ポインタ
496 * @param buf 表記を返すための文字列参照ポインタ
497 * @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
498 * @param mode 表記に関するオプション指定
499 * @return 現在クエスト達成目的のアイテムならばTRUEを返す
501 void describe_flavor(PlayerType *player_ptr, char *buf, ObjectType *o_ptr, BIT_FLAGS mode)
503 flavor_type tmp_flavor;
504 flavor_type *flavor_ptr = initialize_flavor_type(&tmp_flavor, buf, o_ptr, mode);
505 describe_named_item(player_ptr, flavor_ptr);
506 if (flavor_ptr->mode & OD_NAME_ONLY || o_ptr->k_idx == 0) {
507 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
511 describe_chest(flavor_ptr);
512 decide_tval_show(flavor_ptr);
513 describe_tval(player_ptr, flavor_ptr);
514 describe_named_item_tval(flavor_ptr);
515 if (!(mode & OD_DEBUG)) {
516 flavor_ptr->bow_ptr = &player_ptr->inventory_list[INVEN_BOW];
517 if ((flavor_ptr->bow_ptr->k_idx != 0) && (flavor_ptr->o_ptr->tval == bow_tval_ammo(flavor_ptr->bow_ptr)))
518 describe_bow_power(player_ptr, flavor_ptr);
519 else if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA) && (flavor_ptr->o_ptr->tval == ItemKindType::SPIKE))
520 describe_spike_power(player_ptr, flavor_ptr);
523 describe_ac(flavor_ptr);
524 if (flavor_ptr->mode & OD_NAME_AND_ENCHANT) {
525 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
529 describe_remaining(flavor_ptr);
530 if (flavor_ptr->mode & OD_OMIT_INSCRIPTION) {
531 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
535 display_short_flavors(flavor_ptr);
536 decide_item_feeling(flavor_ptr);
537 display_item_discount(flavor_ptr);
538 display_item_fake_inscription(flavor_ptr);
539 angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);