… | |
… | |
668 | |
668 | |
669 | use_buf++; |
669 | use_buf++; |
670 | use_buf %= 5; |
670 | use_buf %= 5; |
671 | |
671 | |
672 | #ifdef NEW_MATERIAL_CODE |
672 | #ifdef NEW_MATERIAL_CODE |
673 | if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) |
673 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
674 | { |
674 | { |
675 | mt = name_to_material (op->materialname); |
675 | mt = name_to_material (op->materialname); |
676 | if (mt) |
676 | if (mt) |
677 | { |
677 | { |
678 | safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); |
678 | safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); |
… | |
… | |
775 | return "(null)"; |
775 | return "(null)"; |
776 | |
776 | |
777 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
777 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
778 | return op->name; /* To speed things up (or make things slower?) */ |
778 | return op->name; /* To speed things up (or make things slower?) */ |
779 | |
779 | |
780 | if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) |
780 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
781 | mt = name_to_material (op->materialname); |
781 | mt = name_to_material (op->materialname); |
782 | |
782 | |
783 | #ifdef NEW_MATERIAL_CODE |
783 | #ifdef NEW_MATERIAL_CODE |
784 | if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && |
784 | if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && |
785 | op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) |
785 | op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) |
786 | { |
786 | { |
787 | strcpy (buf, mt->description); |
787 | strcpy (buf, mt->description); |
788 | len = strlen (buf); |
788 | len = strlen (buf); |
789 | safe_strcat (buf, " ", &len, MAX_BUF); |
789 | safe_strcat (buf, " ", &len, MAX_BUF); |
… | |
… | |
1502 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1502 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1503 | #endif |
1503 | #endif |
1504 | return 0; |
1504 | return 0; |
1505 | } |
1505 | } |
1506 | |
1506 | |
1507 | |
|
|
1508 | /* |
1507 | /* |
1509 | * Supposed to fix face-values as well here, but later. |
1508 | * Supposed to fix face-values as well here, but later. |
1510 | */ |
1509 | */ |
1511 | |
|
|
1512 | void |
1510 | void |
1513 | identify (object *op) |
1511 | identify (object *op) |
1514 | { |
1512 | { |
1515 | object *pl; |
1513 | object *pl; |
1516 | |
1514 | |
… | |
… | |
1538 | /* If the object is on a map, make sure we update its face */ |
1536 | /* If the object is on a map, make sure we update its face */ |
1539 | if (op->map) |
1537 | if (op->map) |
1540 | update_object (op, UP_OBJ_FACE); |
1538 | update_object (op, UP_OBJ_FACE); |
1541 | else |
1539 | else |
1542 | { |
1540 | { |
1543 | pl = is_player_inv (op->env); |
1541 | pl = op->in_player (); |
1544 | if (pl) |
1542 | if (pl) |
1545 | /* A lot of the values can change from an update - might as well send |
1543 | /* A lot of the values can change from an update - might as well send |
1546 | * it all. |
1544 | * it all. |
1547 | */ |
1545 | */ |
1548 | esrv_send_item (pl, op); |
1546 | esrv_send_item (pl, op); |
1549 | } |
1547 | } |
1550 | } |
1548 | } |
|
|
1549 | |