ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.83 by root, Sun Apr 11 00:34:05 2010 UTC vs.
Revision 1.102 by root, Wed Jun 26 06:52:41 2019 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
49 * Basically, for the use/nonuse, the code does something like: 50 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s 51 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */ 52 */
52// see include/object.h 53// see include/object.h
53Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 54Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 55# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 56# include "slotinc.h"
56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 57# undef def
57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
68/*{"body_dragon_torso", "your body", "a dragon's body"} */
69}; 58};
70 59
71static char numbers_10[10][20] = { 60static char numbers_10[10][20] = {
72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 61 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
73 "eighty", "ninety" 62 "eighty", "ninety"
86}; 75};
87 76
88/* The following is a large table of item types, the fields are: 77/* The following is a large table of item types, the fields are:
89 * item number, item name, item name (plural), and two numbers that are the skills 78 * item number, item name, item name (plural), and two numbers that are the skills
90 * used to identify them. Anytime a new item type is added or removed, this list 79 * used to identify them. Anytime a new item type is added or removed, this list
91 * should be altered to reflect that. The defines for the numerical values are in 80 * should be altered to reflect that. The defines for the numerical values are in
92 * define.h 81 * define.h
93 */ 82 */
94static const typedata item_types[] = { 83static const typedata item_types[] = {
95 {PLAYER, "player", "players", 0, 0}, 84 {PLAYER, "player", "players", 0, 0},
96 {ROD, "rod", "rods", SK_THAUMATURGY, 0}, 85 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
97 {TREASURE, "treasure", "treasure", 0, 0}, 86 {TREASURE, "treasure", "treasure", 0, 0},
158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 147 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 148 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
160 {LIGHTER, "lighter", "lighters", 0, 0}, 149 {LIGHTER, "lighter", "lighters", 0, 0},
161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 150 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 151 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
152 {TORCH, "torch", "torches", 0, 0},
163 {LAMP, "lamp", "lamps", 0, 0}, 153 {LAMP, "lamp", "lamps", 0, 0},
164 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 154 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 155 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 156 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
167 {SPINNER, "spinner", "spinners", 0, 0}, 157 {SPINNER, "spinner", "spinners", 0, 0},
202 {BUILDER, "item builder", "item builders", 0, 0}, 192 {BUILDER, "item builder", "item builders", 0, 0},
203 {MATERIAL, "building material", "building materials", 0, 0}, 193 {MATERIAL, "building material", "building materials", 0, 0},
204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 194 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
205}; 195};
206 196
207static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 197static const int item_types_size = ecb_array_length (item_types);
208 198
209/* This curve may be too steep. But the point is that there should 199/* This curve may be too steep. But the point is that there should
210 * be tough choices - there is no real point to this if everyone can 200 * be tough choices - there is no real point to this if everyone can
211 * wear whatever they want with no worries. Perhaps having the steep 201 * wear whatever they want with no worries. Perhaps having the steep
212 * curve is good (maybe even steeper), but allowing players to 202 * curve is good (maybe even steeper), but allowing players to
214 * able to use 2-3 of the most powerful items. 204 * able to use 2-3 of the most powerful items.
215 * note that this table is only really used for program generated items - 205 * note that this table is only really used for program generated items -
216 * custom objects can use whatever they want. 206 * custom objects can use whatever they want.
217 */ 207 */
218static int enc_to_item_power[21] = { 208static int enc_to_item_power[21] = {
209 0,
219 0, 0, 1, 2, 3, 4, /* 5 */ 210 0, 1, 2, 3, 4, // 5
220 5, 7, 9, 11, 13, /* 10 */ 211 5, 7, 9, 11, 13, // 10
221 15, 18, 21, 24, 27, /* 15 */ 212 15, 18, 21, 24, 27, // 15
222 30, 35, 40, 45, 50 /* 20 */ 213 30, 35, 40, 45, 50 // 20
223}; 214};
224 215
225int 216int
226get_power_from_ench (int ench) 217get_power_from_ench (int ench)
227{ 218{
228 return enc_to_item_power [clamp (ench, 0, 20)]; 219 return enc_to_item_power [clamp (ench, 0, 20)];
220}
221
222static const struct need_identify_types : typeset
223{
224 need_identify_types ()
225 {
226 set (RING);
227 set (WAND);
228 set (ROD);
229 set (HORN);
230 set (SCROLL);
231 set (SKILL);
232 set (SKILLSCROLL);
233 set (SPELLBOOK);
234 set (FOOD);
235 set (POTION);
236 set (BOW);
237 set (ARROW);
238 set (WEAPON);
239 set (ARMOUR);
240 set (SHIELD);
241 set (HELMET);
242 set (AMULET);
243 set (BOOTS);
244 set (GLOVES);
245 set (BRACERS);
246 set (GIRDLE);
247 set (CONTAINER);
248 set (DRINK);
249 set (FLESH);
250 set (INORGANIC);
251 set (CLOSE_CON);
252 set (CLOAK);
253 set (GEM);
254 set (POWER_CRYSTAL);
255 set (POISON);
256 set (BOOK);
257 set (SKILL_TOOL);
258 }
259} need_identify_types;
260
261bool
262object::need_identify () const
263{
264 return need_identify_types [type];
229} 265}
230 266
231/* This takes an object 'op' and figures out what its item_power 267/* This takes an object 'op' and figures out what its item_power
232 * rating should be. This should only really be used by the treasure 268 * rating should be. This should only really be used by the treasure
233 * generation code, and when loading legacy objects. It returns 269 * generation code, and when loading legacy objects. It returns
245 enc += op->stats.stat (i); 281 enc += op->stats.stat (i);
246 282
247 /* This protection logic is pretty flawed. 20% fire resistance 283 /* This protection logic is pretty flawed. 20% fire resistance
248 * is much more valuable than 20% confusion, or 20% slow, or 284 * is much more valuable than 20% confusion, or 20% slow, or
249 * several others. Start at 1 - ignore physical - all that normal 285 * several others. Start at 1 - ignore physical - all that normal
250 * armour shouldn't be counted against 286 * armour shouldn't be counted against
251 */ 287 */
252 tmp = 0; 288 tmp = 0;
253 for (i = 1; i < NROFATTACKS; i++) 289 for (i = 1; i < NROFATTACKS; i++)
254 tmp += op->resist[i]; 290 tmp += op->resist[i];
255 291
307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 343 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
308 344
309 return get_power_from_ench (enc); 345 return get_power_from_ench (enc);
310} 346}
311 347
348static const struct get_typedata
349{
350 const typedata *data [NUM_TYPES];
351
352 get_typedata ()
353 {
354 for (int i = 0; i < item_types_size; i++)
355 data [item_types[i].number] = &item_types [i];
356 }
357
358 const typedata *operator ()(int itemtype) const
359 {
360 return data [itemtype];
361 }
362} get_typedata_;
363
312/* returns the typedata that has a number equal to itemtype, if there 364/* returns the typedata that has a number equal to itemtype, if there
313 * isn't one, returns NULL */ 365 * isn't one, returns NULL */
314const typedata * 366const typedata *
315get_typedata (int itemtype) 367get_typedata (int itemtype)
316{ 368{
317 for (int i = 0; i < item_types_size; i++) 369 return get_typedata_ (itemtype);
318 if (item_types[i].number == itemtype)
319 return &item_types[i];
320
321 return NULL;
322} 370}
323 371
324/* returns the typedata that has a name equal to itemtype, if there 372/* returns the typedata that has a name equal to itemtype, if there
325 * isn't one, return the plural name that matches, if there still isn't 373 * isn't one, return the plural name that matches, if there still isn't
326 * one return NULL */ 374 * one return NULL */
327const typedata * 375const typedata *
328get_typedata_by_name (const char *name) 376get_typedata_by_name (const char *name)
329{ 377{
368 * Seems to be used only by unimportant stuff. Remove? 416 * Seems to be used only by unimportant stuff. Remove?
369 */ 417 */
370const char * 418const char *
371query_weight (const object *op) 419query_weight (const object *op)
372{ 420{
373 static char buf[10]; 421 static char buf[32];
374 sint32 i = op->total_weight (); 422 sint32 i = op->total_weight ();
375 423
376 if (op->weight < 0) 424 if (op->weight < 0)
377 return " "; 425 return " ";
378 426
429 */ 477 */
430static const char * 478static const char *
431ring_desc (const object *op) 479ring_desc (const object *op)
432{ 480{
433 static dynbuf_text buf; buf.clear (); 481 static dynbuf_text buf; buf.clear ();
434 int attr, val, len; 482 int attr, val;
435 483
436 if (op->flag [FLAG_IDENTIFIED]) 484 if (op->flag [FLAG_IDENTIFIED])
437 { 485 {
438 for (attr = 0; attr < NUM_STATS; attr++) 486 for (attr = 0; attr < NUM_STATS; attr++)
439 if ((val = op->stats.stat (attr))) 487 if ((val = op->stats.stat (attr)))
440 buf.printf ("(%s%+d)", short_stat_name[attr], val); 488 buf.printf ("(%s%+d)", short_stat_name[attr], val);
441 489
442 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 490 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
443 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 491 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
444 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 492 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
445 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 493 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
446 494
447 buf << describe_resistance (op, 0); 495 buf << describe_resistance (op, 0);
467 515
468 return buf; 516 return buf;
469} 517}
470 518
471/* 519/*
472 * query_short_name(object) is similar to query_name, but doesn't 520 * query_short_name(object) is similar to query_name, but doesn't
473 * contain any information about object status (worn/cursed/etc.) 521 * contain any information about object status (worn/cursed/etc.)
474 * 522 *
475 * It is sometimes used when printing messages, so should fit well into a sentence. 523 * It is sometimes used when printing messages, so should fit well into a sentence.
476 */ 524 */
477const char * 525const char *
547 buf << " " << s; 595 buf << " " << s;
548 } 596 }
549 break; 597 break;
550 598
551 default: 599 default:
552 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED])) 600 if (op->magic
601 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
602 || op->flag [FLAG_IDENTIFIED]))
553 buf.printf (" %+d", op->magic); 603 buf.printf (" %+d", op->magic);
554 } 604 }
555 605
556 return buf; 606 return buf;
557} 607}
571 * It is also used by examine/ex and similar functions. 621 * It is also used by examine/ex and similar functions.
572 */ 622 */
573const char * 623const char *
574query_name (const object *op) 624query_name (const object *op)
575{ 625{
576 int len = 0;
577 static dynbuf_text bufs[5]; 626 static dynbuf_text bufs[5];
578 static int use_buf = 0; 627 static int use_buf = 0;
579 628
580 use_buf++; 629 use_buf++;
581 use_buf %= 5; 630 use_buf %= 5;
626 675
627 if (op->flag [FLAG_APPLIED]) 676 if (op->flag [FLAG_APPLIED])
628 { 677 {
629 switch (op->type) 678 switch (op->type)
630 { 679 {
680 case RANGED:
631 case BOW: 681 case BOW:
632 case WAND: 682 case WAND:
633 case ROD: 683 case ROD:
634 case HORN: 684 case HORN:
635 buf << " (applied)";
636 break;
637 case WEAPON: 685 case WEAPON:
638 buf << " (applied)"; 686 buf << " (applied)";
639 break; 687 break;
640 case ARMOUR: 688 case ARMOUR:
641 case HELMET: 689 case HELMET:
756 else if (!EXIT_PATH (op)) 804 else if (!EXIT_PATH (op))
757 buf << " (closed)"; 805 buf << " (closed)";
758 break; 806 break;
759 807
760 default: 808 default:
761 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED])) 809 if (op->magic
810 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
811 || op->flag [FLAG_IDENTIFIED]))
762 buf.printf (" %+d", op->magic); 812 buf.printf (" %+d", op->magic);
763 } 813 }
764 814
765 return buf; 815 return buf;
766} 816}
923 int identified, i; 973 int identified, i;
924 974
925 /* figure this out once, instead of making multiple calls to need_identify. 975 /* figure this out once, instead of making multiple calls to need_identify.
926 * also makes the code easier to read. 976 * also makes the code easier to read.
927 */ 977 */
928 identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED]; 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
929 if (!identified) 979 if (!identified)
930 buf << "(unidentified)"; 980 buf << "(unidentified)";
931 981
932 switch (op->type) 982 switch (op->type)
933 { 983 {
984 case RANGED:
934 case BOW: 985 case BOW:
935 case ARROW: 986 case ARROW:
936 case WAND: 987 case WAND:
937 case ROD: 988 case ROD:
938 case HORN: 989 case HORN:
959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); 1010 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
960 } 1011 }
961 else 1012 else
962 buf.printf ("(capacity %d; it is ", op->stats.maxsp); 1013 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
963 1014
964 i = (op->stats.sp * 10) / op->stats.maxsp; 1015 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
965 if (op->stats.sp == 0) 1016
966 buf << "empty"; 1017 if (op->stats.sp == 0) buf << "empty";
967 else if (i == 0) 1018 else if (i <= 0) buf << "almost empty";
968 buf << "almost empty"; 1019 else if (i <= 2) buf << "partially filled";
969 else if (i < 3) 1020 else if (i <= 5) buf << "half full";
970 buf << "partially filled"; 1021 else if (i <= 8) buf << "well charged";
971 else if (i < 6)
972 buf << "half full";
973 else if (i < 9)
974 buf << "well charged";
975 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
976 buf << "fully charged"; 1023 else buf << "fully charged";
977 else
978 buf << "almost full";
979 1024
980 buf << ')'; 1025 buf << ')';
981 break; 1026 break;
982 1027
983 case LAMP: 1028 case LAMP:
1043 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1044 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1045 */ 1090 */
1046 if (identified || op->flag [FLAG_BEEN_APPLIED]) 1091 if (identified || op->flag [FLAG_BEEN_APPLIED])
1047 { 1092 {
1048 int attr, val;
1049
1050 for (attr = 0; attr < NUM_STATS; attr++) 1093 for (int attr = 0; attr < NUM_STATS; attr++)
1051 if ((val = op->stats.stat (attr))) 1094 if (int val = op->stats.stat (attr))
1052 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1095 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1053 1096
1054 if (op->stats.exp) 1097 if (op->stats.exp)
1055 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1098 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1056 1099
1057 switch (op->type) 1100 switch (op->type)
1058 { 1101 {
1102 case RANGED:
1059 case BOW: 1103 case BOW:
1060 case ARROW: 1104 case ARROW:
1061 case GIRDLE: 1105 case GIRDLE:
1062 case HELMET: 1106 case HELMET:
1063 case SHIELD: 1107 case SHIELD:
1106 { 1150 {
1107 int more_info = 0; 1151 int more_info = 0;
1108 1152
1109 switch (op->type) 1153 switch (op->type)
1110 { 1154 {
1155 case RANGED:
1111 case ROD: /* These use stats.sp for spell selection and stats.food */ 1156 case ROD: /* These use stats.sp for spell selection and stats.food */
1112 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1113 case BOW: 1158 case BOW:
1114 case ARROW: 1159 case ARROW:
1115 case WAND: 1160 case WAND:
1148 1193
1149 if (more_info) 1194 if (more_info)
1150 { 1195 {
1151 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1152 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1153 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1154 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1155 } 1200 }
1156 1201
1157 if (op->stats.luck) 1202 if (op->stats.luck)
1158 buf.printf ("(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1291 */ 1336 */
1292 if (msg) 1337 if (msg)
1293 { 1338 {
1294 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) 1339 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1295 { 1340 {
1296 buf << '\r'; 1341 if (!need_identify ())
1297 1342 buf << '\r' << msg << '\n';
1298 /* This is just a hack so when identifying the items, we print 1343 else if (flag [FLAG_IDENTIFIED])
1299 * out the extra message
1300 */
1301 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1302 buf << "The object has a story:\r"; 1344 buf << '\r' << "The object has a story:\r" << msg;
1303
1304 buf << msg << '\n';
1305 } 1345 }
1306 } 1346 }
1307 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] 1347 else if (inv
1348 && inv->msg
1349 && inv->type == SPELL
1350 && flag [FLAG_IDENTIFIED]
1308 && (type == SPELLBOOK || type == ROD || type == WAND 1351 && (type == SPELLBOOK || type == ROD || type == WAND
1309 || type == ROD || type == POTION || type == SCROLL)) 1352 || type == POTION || type == SCROLL))
1310 // for spellbooks and other stuff that contains spells, print the spell message, 1353 // for spellbooks and other stuff that contains spells, print the spell message,
1311 // unless the object has a custom message handled above. 1354 // unless the object has a custom message handled above.
1312 buf << '\r' << inv->msg << '\n'; 1355 buf << '\r' << inv->msg << '\n';
1313 1356
1314 // try to display the duration for some potions and scrolls 1357 // try to display the duration for some potions and scrolls
1369 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1412 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1370} 1413}
1371 1414
1372/* 1415/*
1373 * inventory prints object's inventory. If inv==NULL then print player's 1416 * inventory prints object's inventory. If inv==NULL then print player's
1374 * inventory. 1417 * inventory.
1375 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] 1418 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1376 */ 1419 */
1377const char * 1420const char *
1378object::query_inventory (object *who, const char *indent) 1421object::query_inventory (object *who, const char *indent)
1379{ 1422{
1466 * be non magical. 1509 * be non magical.
1467 */ 1510 */
1468 return 0; 1511 return 0;
1469} 1512}
1470 1513
1471/* need_identify returns true if the item should be identified. This
1472 * function really should not exist - by default, any item not identified
1473 * should need it.
1474 */
1475
1476int
1477need_identify (const object *op)
1478{
1479 switch (op->type)
1480 {
1481 case RING:
1482 case WAND:
1483 case ROD:
1484 case HORN:
1485 case SCROLL:
1486 case SKILL:
1487 case SKILLSCROLL:
1488 case SPELLBOOK:
1489 case FOOD:
1490 case POTION:
1491 case BOW:
1492 case ARROW:
1493 case WEAPON:
1494 case ARMOUR:
1495 case SHIELD:
1496 case HELMET:
1497 case AMULET:
1498 case BOOTS:
1499 case GLOVES:
1500 case BRACERS:
1501 case GIRDLE:
1502 case CONTAINER:
1503 case DRINK:
1504 case FLESH:
1505 case INORGANIC:
1506 case CLOSE_CON:
1507 case CLOAK:
1508 case GEM:
1509 case POWER_CRYSTAL:
1510 case POISON:
1511 case BOOK:
1512 case SKILL_TOOL:
1513 return 1;
1514 }
1515
1516 /* Try to track down some stuff that may show up here. Thus, the
1517 * archetype file can be updated, and this function removed.
1518 */
1519#if 0
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif
1522 return 0;
1523}
1524
1525/* 1514/*
1526 * Supposed to fix face-values as well here, but later. 1515 * Supposed to fix face-values as well here, but later.
1527 */ 1516 */
1528void 1517void
1529identify (object *op) 1518identify (object *op)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines