#include "object-hook/hook-quest.h"
#include "object/object-kind.h"
#include "perception/object-perception.h"
+#include "player/player-status-table.h"
+#include "specific-object/bow.h"
#include "sv-definition/sv-lite-types.h"
#include "util/bit-flags-calculator.h"
-#include "util/quarks.h"
#include "util/string-processor.h"
+#include "window/display-sub-window-items.h"
static void describe_chest_trap(flavor_type *flavor_ptr)
{
if (!flavor_ptr->known)
return;
-
+
if (!flavor_ptr->o_ptr->pval) {
flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(空)", " (empty)"));
return;
}
-
+
if (flavor_ptr->o_ptr->pval < 0) {
if (chest_traps[0 - flavor_ptr->o_ptr->pval])
flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(解除済)", " (disarmed)"));
describe_chest_trap(flavor_ptr);
}
-static decide_tval_show(player_type *player_ptr, flavor_type *flavor_ptr)
+static void decide_tval_show(player_type *player_ptr, flavor_type *flavor_ptr)
{
- if (have_flag(flavor_ptr->flags, TR_SHOW_MODS))
+ if (has_flag(flavor_ptr->tr_flags, TR_SHOW_MODS))
flavor_ptr->show_weapon = TRUE;
if (object_is_smith(player_ptr, flavor_ptr->o_ptr) && (flavor_ptr->o_ptr->xtra3 == 1 + ESSENCE_SLAY_GLOVE))
static void describe_bow(player_type *player_ptr, flavor_type *flavor_ptr)
{
flavor_ptr->power = bow_tmul(flavor_ptr->o_ptr->sval);
- if (have_flag(flavor_ptr->flags, TR_XTRA_MIGHT))
+ if (has_flag(flavor_ptr->tr_flags, TR_XTRA_MIGHT))
flavor_ptr->power++;
flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
return;
}
-
+
if (flavor_ptr->o_ptr->to_h != 0) {
flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
return;
}
-
+
if (flavor_ptr->o_ptr->to_d != 0) {
flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
}
}
-/*!
- * @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".
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param buf 表記を返すための文字列参照ポインタ
- * @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
- * @param mode 表記に関するオプション指定
- * @return 現在クエスト達成目的のアイテムならばTRUEを返す
- */
-void describe_flavor(player_type *player_ptr, char *buf, object_type *o_ptr, BIT_FLAGS mode)
+static void describe_fire_energy(player_type *player_ptr, flavor_type *flavor_ptr)
{
- flavor_type tmp_flavor;
- flavor_type *flavor_ptr = initialize_flavor_type(&tmp_flavor, buf, o_ptr, mode);
- describe_named_item(player_ptr, flavor_ptr);
- if (flavor_ptr->mode & OD_NAME_ONLY) {
- angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
+ ENERGY energy_fire = bow_energy(flavor_ptr->bow_ptr->sval);
+ if (player_ptr->num_fire == 0) {
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
return;
}
- describe_chest(flavor_ptr);
- decide_tval_show(player_ptr, flavor_ptr);
- describe_tval(player_ptr, flavor_ptr);
- describe_named_item_tval(flavor_ptr);
- flavor_ptr->bow_ptr = &player_ptr->inventory_list[INVEN_BOW];
- if (flavor_ptr->bow_ptr->k_idx && (flavor_ptr->o_ptr->tval == player_ptr->tval_ammo)) {
- int avgdam = flavor_ptr->o_ptr->dd * (flavor_ptr->o_ptr->ds + 1) * 10 / 2;
- int tmul = bow_tmul(flavor_ptr->bow_ptr->sval);
- ENERGY energy_fire = bow_energy(flavor_ptr->bow_ptr->sval);
- if (object_is_known(flavor_ptr->bow_ptr))
- avgdam += (flavor_ptr->bow_ptr->to_d * 10);
+ flavor_ptr->avgdam *= (player_ptr->num_fire * 100);
+ flavor_ptr->avgdam /= energy_fire;
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/turn" : "");
+ if (!show_ammo_crit_ratio)
+ return;
- if (flavor_ptr->known)
- avgdam += (flavor_ptr->o_ptr->to_d * 10);
+ 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);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, percent / 100);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
+ if (percent % 100 < 10)
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
- if (player_ptr->xtra_might)
- tmul++;
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, percent % 100);
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "% crit" : "%");
+}
- tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_ind[A_STR]]) - 128);
- avgdam *= tmul;
- avgdam /= (100 * 10);
- if (player_ptr->concent)
- avgdam = boost_concentration_damage(player_ptr, avgdam);
+static void describe_bow_power(player_type *player_ptr, flavor_type *flavor_ptr)
+{
+ flavor_ptr->avgdam = flavor_ptr->o_ptr->dd * (flavor_ptr->o_ptr->ds + 1) * 10 / 2;
+ int tmul = bow_tmul(flavor_ptr->bow_ptr->sval);
+ if (object_is_known(flavor_ptr->bow_ptr))
+ flavor_ptr->avgdam += (flavor_ptr->bow_ptr->to_d * 10);
- if (avgdam < 0)
- avgdam = 0;
+ if (flavor_ptr->known)
+ flavor_ptr->avgdam += (flavor_ptr->o_ptr->to_d * 10);
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
- if (show_ammo_no_crit) {
- flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
- flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
- }
-
- avgdam = calc_expect_crit_shot(player_ptr, flavor_ptr->o_ptr->weight, flavor_ptr->o_ptr->to_h, flavor_ptr->bow_ptr->to_h, avgdam);
- flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
- flavor_ptr->t = show_ammo_no_crit ? object_desc_str(flavor_ptr->t, show_ammo_detail ? "/crit " : "/")
- : object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
- if (player_ptr->num_fire == 0)
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
- else {
- avgdam *= (player_ptr->num_fire * 100);
- avgdam /= energy_fire;
- flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
- flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/turn" : "");
- if (show_ammo_crit_ratio) {
- 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);
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
- flavor_ptr->t = object_desc_num(flavor_ptr->t, percent / 100);
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, '.');
- if (percent % 100 < 10)
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, '0');
-
- flavor_ptr->t = object_desc_num(flavor_ptr->t, percent % 100);
- flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "% crit" : "%");
- }
- }
+ if (player_ptr->xtra_might)
+ tmul++;
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
- } else if ((player_ptr->pclass == CLASS_NINJA) && (flavor_ptr->o_ptr->tval == TV_SPIKE)) {
- int avgdam = player_ptr->mighty_throw ? (1 + 3) : 1;
- s16b energy_fire = 100 - player_ptr->lev;
- avgdam += ((player_ptr->lev + 30) * (player_ptr->lev + 30) - 900) / 55;
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
- flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
- avgdam = 100 * avgdam / energy_fire;
- flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
+ tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_ind[A_STR]]) - 128);
+ flavor_ptr->avgdam *= tmul;
+ flavor_ptr->avgdam /= (100 * 10);
+ if (player_ptr->concent)
+ flavor_ptr->avgdam = boost_concentration_damage(player_ptr, flavor_ptr->avgdam);
+
+ if (flavor_ptr->avgdam < 0)
+ flavor_ptr->avgdam = 0;
+
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
+ if (show_ammo_no_crit) {
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
}
- if (flavor_ptr->known) {
- if (flavor_ptr->show_armour) {
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
- flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
- flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
- } else if (flavor_ptr->o_ptr->to_a) {
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
- flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
- }
- } else if (flavor_ptr->show_armour) {
+ 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);
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->avgdam);
+ flavor_ptr->t = show_ammo_no_crit ? object_desc_str(flavor_ptr->t, show_ammo_detail ? "/crit " : "/")
+ : object_desc_str(flavor_ptr->t, show_ammo_detail ? "/shot " : "/");
+ describe_fire_energy(player_ptr, flavor_ptr);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
+}
+
+static void describe_spike_power(player_type *player_ptr, flavor_type *flavor_ptr)
+{
+ int avgdam = player_ptr->mighty_throw ? (1 + 3) : 1;
+ s16b energy_fire = 100 - player_ptr->lev;
+ avgdam += ((player_ptr->lev + 30) * (player_ptr->lev + 30) - 900) / 55;
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, '/');
+ avgdam = 100 * avgdam / energy_fire;
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, avgdam);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
+}
+
+static void describe_known_item_ac(flavor_type *flavor_ptr)
+{
+ if (flavor_ptr->show_armour) {
flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
+ flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
+ return;
}
- if (flavor_ptr->mode & OD_NAME_AND_ENCHANT) {
- angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
+ if (flavor_ptr->o_ptr->to_a == 0)
return;
- }
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
+ flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->to_a);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
+}
+
+static void describe_ac(flavor_type *flavor_ptr)
+{
if (flavor_ptr->known) {
- if (((flavor_ptr->o_ptr->tval == TV_STAFF) || (flavor_ptr->o_ptr->tval == TV_WAND))) {
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
- if ((flavor_ptr->o_ptr->tval == TV_STAFF) && (flavor_ptr->o_ptr->number > 1)) {
- flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->number);
- flavor_ptr->t = object_desc_str(flavor_ptr->t, "x ");
- }
-
- flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->pval);
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("回分", " charge"));
+ describe_known_item_ac(flavor_ptr);
+ return;
+ }
+
+ if (!flavor_ptr->show_armour)
+ return;
+
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b1);
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->ac);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->b2);
+}
+
+static void describe_charges_staff_wand(flavor_type *flavor_ptr)
+{
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
+ if ((flavor_ptr->o_ptr->tval == TV_STAFF) && (flavor_ptr->o_ptr->number > 1)) {
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->number);
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, "x ");
+ }
+
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->pval);
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("回分", " charge"));
#ifdef JP
#else
- if (flavor_ptr->o_ptr->pval != 1)
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
+ if (flavor_ptr->o_ptr->pval != 1)
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
#endif
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
- } else if (flavor_ptr->o_ptr->tval == TV_ROD) {
- if (flavor_ptr->o_ptr->timeout) {
- if (flavor_ptr->o_ptr->number > 1) {
- if (flavor_ptr->k_ptr->pval == 0)
- flavor_ptr->k_ptr->pval = 1;
-
- flavor_ptr->power = (flavor_ptr->o_ptr->timeout + (flavor_ptr->k_ptr->pval - 1)) / flavor_ptr->k_ptr->pval;
- if (flavor_ptr->power > flavor_ptr->o_ptr->number)
- flavor_ptr->power = flavor_ptr->o_ptr->number;
-
- flavor_ptr->t = object_desc_str(flavor_ptr->t, " (");
- flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("本 充填中)", " charging)"));
- } else
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
- }
- }
-
- if (have_pval_flags(flavor_ptr->flags)) {
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
- flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->pval);
- if (have_flag(flavor_ptr->flags, TR_HIDE_TYPE)) {
- /* Nothing */
- } else if (have_flag(flavor_ptr->flags, TR_SPEED))
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("加速", " to speed"));
- else if (have_flag(flavor_ptr->flags, TR_BLOWS)) {
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("攻撃", " attack"));
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
+}
+
+static void describe_charges_rod(flavor_type *flavor_ptr)
+{
+ if (flavor_ptr->o_ptr->timeout == 0)
+ return;
+
+ if (flavor_ptr->o_ptr->number <= 1) {
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
+ return;
+ }
+
+ if (flavor_ptr->k_ptr->pval == 0)
+ flavor_ptr->k_ptr->pval = 1;
+
+ flavor_ptr->power = (flavor_ptr->o_ptr->timeout + (flavor_ptr->k_ptr->pval - 1)) / flavor_ptr->k_ptr->pval;
+ if (flavor_ptr->power > flavor_ptr->o_ptr->number)
+ flavor_ptr->power = flavor_ptr->o_ptr->number;
+
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, " (");
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->power);
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("本 充填中)", " charging)"));
+}
+
+static void describe_specific_pval(flavor_type *flavor_ptr)
+{
+ if (has_flag(flavor_ptr->tr_flags, TR_SPEED)) {
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("加速", " to speed"));
+ return;
+ }
+
+ if (has_flag(flavor_ptr->tr_flags, TR_BLOWS)) {
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("攻撃", " attack"));
#ifdef JP
#else
- if (ABS(flavor_ptr->o_ptr->pval) != 1)
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
+ if (ABS(flavor_ptr->o_ptr->pval) != 1)
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, 's');
#endif
- } else if (have_flag(flavor_ptr->flags, TR_STEALTH))
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("隠密", " to stealth"));
- else if (have_flag(flavor_ptr->flags, TR_SEARCH))
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("探索", " to searching"));
- else if (have_flag(flavor_ptr->flags, TR_INFRA))
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("赤外線視力", " to infravision"));
-
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
- }
-
- if ((flavor_ptr->o_ptr->tval == TV_LITE) && (!(object_is_fixed_artifact(flavor_ptr->o_ptr) || (flavor_ptr->o_ptr->sval == SV_LITE_FEANOR)))) {
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(", " (with "));
- if (flavor_ptr->o_ptr->name2 == EGO_LITE_LONG)
- flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4 * 2);
- else
- flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4);
-
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("ターンの寿命)", " turns of light)"));
- }
-
- if (flavor_ptr->o_ptr->timeout && (flavor_ptr->o_ptr->tval != TV_ROD))
- flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
+
+ return;
}
- if (flavor_ptr->mode & OD_OMIT_INSCRIPTION) {
- angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
+ if (has_flag(flavor_ptr->tr_flags, TR_STEALTH)) {
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("隠密", " to stealth"));
return;
}
- flavor_ptr->tmp_val2[0] = '\0';
- if ((abbrev_extra || abbrev_all) && object_is_fully_known(flavor_ptr->o_ptr)) {
- if (!flavor_ptr->o_ptr->inscription || !angband_strchr(quark_str(flavor_ptr->o_ptr->inscription), '%')) {
- bool kanji, all;
- kanji = _(TRUE, FALSE);
- all = abbrev_all;
- get_ability_abbreviation(player_ptr, flavor_ptr->tmp_val2, flavor_ptr->o_ptr, kanji, all);
- }
+ if (has_flag(flavor_ptr->tr_flags, TR_SEARCH)) {
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("探索", " to searching"));
+ return;
}
- if (flavor_ptr->o_ptr->inscription) {
- char buff[1024];
- if (flavor_ptr->tmp_val2[0])
- strcat(flavor_ptr->tmp_val2, ", ");
+ if (has_flag(flavor_ptr->tr_flags, TR_INFRA))
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("赤外線視力", " to infravision"));
+}
- get_inscription(player_ptr, buff, flavor_ptr->o_ptr);
- angband_strcat(flavor_ptr->tmp_val2, buff, sizeof(flavor_ptr->tmp_val2));
+static void describe_pval(flavor_type *flavor_ptr)
+{
+ if (!has_pval_flags(flavor_ptr->tr_flags))
+ return;
+
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p1);
+ flavor_ptr->t = object_desc_int(flavor_ptr->t, flavor_ptr->o_ptr->pval);
+ if (has_flag(flavor_ptr->tr_flags, TR_HIDE_TYPE)) {
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
+ return;
}
+ describe_specific_pval(flavor_ptr);
+ flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->p2);
+}
+
+static void describe_lamp_life(flavor_type *flavor_ptr)
+{
+ if ((flavor_ptr->o_ptr->tval != TV_LITE) || (object_is_fixed_artifact(flavor_ptr->o_ptr) || (flavor_ptr->o_ptr->sval == SV_LITE_FEANOR)))
+ return;
+
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(", " (with "));
+ if (flavor_ptr->o_ptr->name2 == EGO_LITE_LONG)
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4 * 2);
+ else
+ flavor_ptr->t = object_desc_num(flavor_ptr->t, flavor_ptr->o_ptr->xtra4);
+
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("ターンの寿命)", " turns of light)"));
+}
+
+/*!
+ * @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
+ * @param アイテム表記への参照ポインタ
+ * @return なし
+ */
+static void describe_remaining(flavor_type *flavor_ptr)
+{
+ if (!flavor_ptr->known)
+ return;
+
+ if (((flavor_ptr->o_ptr->tval == TV_STAFF) || (flavor_ptr->o_ptr->tval == TV_WAND)))
+ describe_charges_staff_wand(flavor_ptr);
+ else if (flavor_ptr->o_ptr->tval == TV_ROD)
+ describe_charges_rod(flavor_ptr);
+
+ describe_pval(flavor_ptr);
+ describe_lamp_life(flavor_ptr);
+ if (flavor_ptr->o_ptr->timeout && (flavor_ptr->o_ptr->tval != TV_ROD))
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, _("(充填中)", " (charging)"));
+}
+
+static void decide_item_feeling(flavor_type *flavor_ptr)
+{
flavor_ptr->fake_insc_buf[0] = '\0';
- if (flavor_ptr->o_ptr->feeling)
+ if (flavor_ptr->o_ptr->feeling) {
strcpy(flavor_ptr->fake_insc_buf, game_inscriptions[flavor_ptr->o_ptr->feeling]);
- else if (object_is_cursed(flavor_ptr->o_ptr) && (flavor_ptr->known || (flavor_ptr->o_ptr->ident & IDENT_SENSE)))
+ return;
+ }
+
+ if (object_is_cursed(flavor_ptr->o_ptr) && (flavor_ptr->known || (flavor_ptr->o_ptr->ident & IDENT_SENSE))) {
strcpy(flavor_ptr->fake_insc_buf, _("呪われている", "cursed"));
- else if (((flavor_ptr->o_ptr->tval == TV_RING) || (flavor_ptr->o_ptr->tval == TV_AMULET) || (flavor_ptr->o_ptr->tval == TV_LITE)
- || (flavor_ptr->o_ptr->tval == TV_FIGURINE))
- && flavor_ptr->aware && !flavor_ptr->known && !(flavor_ptr->o_ptr->ident & IDENT_SENSE))
+ return;
+ }
+
+ if (((flavor_ptr->o_ptr->tval == TV_RING) || (flavor_ptr->o_ptr->tval == TV_AMULET) || (flavor_ptr->o_ptr->tval == TV_LITE)
+ || (flavor_ptr->o_ptr->tval == TV_FIGURINE))
+ && flavor_ptr->aware && !flavor_ptr->known && !(flavor_ptr->o_ptr->ident & IDENT_SENSE)) {
strcpy(flavor_ptr->fake_insc_buf, _("未鑑定", "unidentified"));
- else if (!flavor_ptr->known && (flavor_ptr->o_ptr->ident & IDENT_EMPTY))
+ return;
+ }
+
+ if (!flavor_ptr->known && (flavor_ptr->o_ptr->ident & IDENT_EMPTY)) {
strcpy(flavor_ptr->fake_insc_buf, _("空", "empty"));
- else if (!flavor_ptr->aware && object_is_tried(flavor_ptr->o_ptr))
- strcpy(flavor_ptr->fake_insc_buf, _("未判明", "tried"));
+ return;
+ }
- if (flavor_ptr->o_ptr->discount) {
- if (!flavor_ptr->tmp_val2[0] || (flavor_ptr->o_ptr->ident & IDENT_STORE)) {
- char discount_num_buf[4];
- if (flavor_ptr->fake_insc_buf[0])
- strcat(flavor_ptr->fake_insc_buf, ", ");
+ if (!flavor_ptr->aware && object_is_tried(flavor_ptr->o_ptr))
+ strcpy(flavor_ptr->fake_insc_buf, _("未判明", "tried"));
+}
- (void)object_desc_num(discount_num_buf, flavor_ptr->o_ptr->discount);
- strcat(flavor_ptr->fake_insc_buf, discount_num_buf);
- strcat(flavor_ptr->fake_insc_buf, _("%引き", "% off"));
- }
+/*!
+ * @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".
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param buf 表記を返すための文字列参照ポインタ
+ * @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
+ * @param mode 表記に関するオプション指定
+ * @return 現在クエスト達成目的のアイテムならばTRUEを返す
+ */
+void describe_flavor(player_type *player_ptr, char *buf, object_type *o_ptr, BIT_FLAGS mode)
+{
+ flavor_type tmp_flavor;
+ flavor_type *flavor_ptr = initialize_flavor_type(&tmp_flavor, buf, o_ptr, mode);
+ describe_named_item(player_ptr, flavor_ptr);
+ if (flavor_ptr->mode & OD_NAME_ONLY) {
+ angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
+ return;
}
- if (flavor_ptr->fake_insc_buf[0] || flavor_ptr->tmp_val2[0]) {
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->c1);
- if (flavor_ptr->fake_insc_buf[0])
- flavor_ptr->t = object_desc_str(flavor_ptr->t, flavor_ptr->fake_insc_buf);
-
- if (flavor_ptr->fake_insc_buf[0] && flavor_ptr->tmp_val2[0]) {
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ',');
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, ' ');
- }
+ describe_chest(flavor_ptr);
+ decide_tval_show(player_ptr, flavor_ptr);
+ describe_tval(player_ptr, flavor_ptr);
+ describe_named_item_tval(flavor_ptr);
+ flavor_ptr->bow_ptr = &player_ptr->inventory_list[INVEN_BOW];
+ if ((flavor_ptr->bow_ptr->k_idx != 0) && (flavor_ptr->o_ptr->tval == bow_tval_ammo(flavor_ptr->bow_ptr)))
+ describe_bow_power(player_ptr, flavor_ptr);
+ else if ((player_ptr->pclass == CLASS_NINJA) && (flavor_ptr->o_ptr->tval == TV_SPIKE))
+ describe_spike_power(player_ptr, flavor_ptr);
- if (flavor_ptr->tmp_val2[0])
- flavor_ptr->t = object_desc_str(flavor_ptr->t, flavor_ptr->tmp_val2);
+ describe_ac(flavor_ptr);
+ if (flavor_ptr->mode & OD_NAME_AND_ENCHANT) {
+ angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
+ return;
+ }
- flavor_ptr->t = object_desc_chr(flavor_ptr->t, flavor_ptr->c2);
+ describe_remaining(flavor_ptr);
+ if (flavor_ptr->mode & OD_OMIT_INSCRIPTION) {
+ angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
+ return;
}
+ display_short_flavors(player_ptr, flavor_ptr);
+ decide_item_feeling(flavor_ptr);
+ display_item_discount(flavor_ptr);
+ display_item_fake_inscription(flavor_ptr);
angband_strcpy(flavor_ptr->buf, flavor_ptr->tmp_val, MAX_NLEN);
-}
+}
\ No newline at end of file