flavor_ptr->basenm = (flavor_ptr->known && (flavor_ptr->o_ptr->name1 != 0)) ? a_name + a_info[flavor_ptr->o_ptr->name1].name : flavor_ptr->kindname;
}
+#ifdef JP
+static void describe_prefix_ja(flavor_type *flavor_ptr)
+{
+ flavor_ptr->s = flavor_ptr->basenm[0] == '&' ? flavor_ptr->basenm : flavor_ptr->basenm + 2;
+ if (flavor_ptr->mode & OD_OMIT_PREFIX)
+ return;
+
+ if (flavor_ptr->o_ptr->number > 1) {
+ flavor_ptr->t = object_desc_count_japanese(flavor_ptr->t, flavor_ptr->o_ptr);
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, "の ");
+ }
+}
+
+/*!
+ * @brief アーティファクトの表記処理
+ * @param アイテム表記への参照ポインタ
+ * @return なし
+ * @details 英語の場合アーティファクトは The が付くので分かるが、日本語では分からないのでマークをつける.
+ */
+static void describe_artifact_ja(flavor_type *flavor_ptr)
+{
+ if (!flavor_ptr->known)
+ return;
+
+ if (object_is_fixed_artifact(flavor_ptr->o_ptr))
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, "★");
+ else if (flavor_ptr->o_ptr->art_name)
+ flavor_ptr->t = object_desc_str(flavor_ptr->t, "☆");
+}
+#else
+#endif
+
/*!
* @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
set_base_name(flavor_ptr);
flavor_ptr->t = flavor_ptr->tmp_val;
#ifdef JP
- if (flavor_ptr->basenm[0] == '&')
- flavor_ptr->s = flavor_ptr->basenm + 2;
- else
- flavor_ptr->s = flavor_ptr->basenm;
-
- /* No prefix */
- if (flavor_ptr->mode & OD_OMIT_PREFIX) {
- /* Nothing */
- } else if (flavor_ptr->o_ptr->number > 1) {
- flavor_ptr->t = object_desc_count_japanese(flavor_ptr->t, flavor_ptr->o_ptr);
- flavor_ptr->t = object_desc_str(flavor_ptr->t, "の ");
- }
-
- // 英語の場合アーティファクトは The が付くので分かるが、日本語では分からないのでマークをつける.
- if (flavor_ptr->known) {
- if (object_is_fixed_artifact(flavor_ptr->o_ptr))
- flavor_ptr->t = object_desc_str(flavor_ptr->t, "★");
- else if (flavor_ptr->o_ptr->art_name)
- flavor_ptr->t = object_desc_str(flavor_ptr->t, "☆");
- }
+ describe_prefix_ja(flavor_ptr);
+ describe_artifact_ja(flavor_ptr);
#else
if (flavor_ptr->basenm[0] == '&') {