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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * 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 |
9 | * 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 |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * 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 |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <living.h> |
26 | #include <living.h> |
… | |
… | |
47 | * Note that using the term 'human' may not be very accurate, humanoid |
47 | * Note that using the term 'human' may not be very accurate, humanoid |
48 | * may be better. |
48 | * may be better. |
49 | * Basically, for the use/nonuse, the code does something like: |
49 | * 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 |
50 | * "This item goes %s\n", with the use/nonuse values filling in the %s |
51 | */ |
51 | */ |
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52 | // see include/object.h |
52 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
53 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
53 | {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, |
54 | # define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse }, |
54 | {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
55 | # include "slotinc.h" |
55 | {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, |
56 | # undef def |
56 | {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, |
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57 | {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, |
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58 | {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, |
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59 | {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, |
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60 | {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
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61 | {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , |
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62 | {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
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63 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
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64 | {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
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65 | {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
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66 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
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67 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
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|
68 | }; |
57 | }; |
69 | |
58 | |
70 | static char numbers_10[10][20] = { |
59 | static char numbers_10[10][20] = { |
71 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
60 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
72 | "eighty", "ninety" |
61 | "eighty", "ninety" |
73 | }; |
62 | }; |
74 | |
63 | |
75 | static char levelnumbers[21][20] = { |
64 | static char ordnumbers[21][20] = { |
76 | "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", |
65 | "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", |
77 | "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", |
66 | "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", |
78 | "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", |
67 | "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth", |
79 | "nineteen", "twentieth" |
68 | "nineteenth", "twentieth" |
80 | }; |
69 | }; |
81 | |
70 | |
82 | static char levelnumbers_10[11][20] = { |
71 | static char ordnumbers_10[11][20] = { |
83 | "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", |
72 | "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", |
84 | "seventieth", "eightieth", "ninetieth" |
73 | "seventieth", "eightieth", "ninetieth" |
85 | }; |
74 | }; |
86 | |
75 | |
87 | /* The following is a large table of item types, the fields are: |
76 | /* The following is a large table of item types, the fields are: |
… | |
… | |
150 | {EXIT, "exit", "exits", 0, 0}, |
139 | {EXIT, "exit", "exits", 0, 0}, |
151 | {ENCOUNTER, "encounter", "encounters", 0, 0}, |
140 | {ENCOUNTER, "encounter", "encounters", 0, 0}, |
152 | {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, |
141 | {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, |
153 | {SHOP_MAT, "shop mat", "shop mats", 0, 0}, |
142 | {SHOP_MAT, "shop mat", "shop mats", 0, 0}, |
154 | {RING, "ring", "rings", SK_JEWELER, 0}, |
143 | {RING, "ring", "rings", SK_JEWELER, 0}, |
155 | {FLOOR, "floor", "floors", 0, 0}, |
144 | // {FLOOR, "floor", "floors", 0, 0}, |
156 | {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, |
145 | {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, |
157 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
146 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
158 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
147 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
159 | {LIGHTER, "lighter", "lighters", 0, 0}, |
148 | {LIGHTER, "lighter", "lighters", 0, 0}, |
160 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
149 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
161 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
150 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
|
|
151 | {TORCH, "torch", "torches", 0, 0}, |
162 | {LAMP, "lamp", "lamps", 0, 0}, |
152 | {LAMP, "lamp", "lamps", 0, 0}, |
163 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
153 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
164 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
154 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
165 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
155 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
166 | {SPINNER, "spinner", "spinners", 0, 0}, |
156 | {SPINNER, "spinner", "spinners", 0, 0}, |
… | |
… | |
201 | {BUILDER, "item builder", "item builders", 0, 0}, |
191 | {BUILDER, "item builder", "item builders", 0, 0}, |
202 | {MATERIAL, "building material", "building materials", 0, 0}, |
192 | {MATERIAL, "building material", "building materials", 0, 0}, |
203 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
193 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
204 | }; |
194 | }; |
205 | |
195 | |
206 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
196 | static const int item_types_size = array_length (item_types); |
207 | |
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208 | materialtype_t *materialt; |
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209 | |
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210 | /* |
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211 | materialtype material[NROFMATERIALS] = { |
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212 | * P M F E C C A D W G P S P T F C D D C C G H B I * |
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213 | * H A I L O O C R E H O L A U E A E E H O O O L N * |
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214 | * Y G R E L N I A A O I O R R A N P A A U D L I T * |
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215 | * S I E C D F D I P S S W A N R C L T O N Y N R * |
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216 | * I C T U N O T O L E E H S T P D N * |
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217 | {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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218 | {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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219 | {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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220 | {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, |
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221 | {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, |
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222 | {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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223 | {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, |
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224 | {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, |
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225 | {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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226 | {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}}, |
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227 | {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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228 | {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}}, |
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229 | {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}} |
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230 | }; |
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231 | */ |
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232 | |
197 | |
233 | /* This curve may be too steep. But the point is that there should |
198 | /* This curve may be too steep. But the point is that there should |
234 | * be tough choices - there is no real point to this if everyone can |
199 | * be tough choices - there is no real point to this if everyone can |
235 | * wear whatever they want with no worries. Perhaps having the steep |
200 | * wear whatever they want with no worries. Perhaps having the steep |
236 | * curve is good (maybe even steeper), but allowing players to |
201 | * curve is good (maybe even steeper), but allowing players to |
… | |
… | |
238 | * able to use 2-3 of the most powerful items. |
203 | * able to use 2-3 of the most powerful items. |
239 | * note that this table is only really used for program generated items - |
204 | * note that this table is only really used for program generated items - |
240 | * custom objects can use whatever they want. |
205 | * custom objects can use whatever they want. |
241 | */ |
206 | */ |
242 | static int enc_to_item_power[21] = { |
207 | static int enc_to_item_power[21] = { |
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208 | 0, |
243 | 0, 0, 1, 2, 3, 4, /* 5 */ |
209 | 0, 1, 2, 3, 4, // 5 |
244 | 5, 7, 9, 11, 13, /* 10 */ |
210 | 5, 7, 9, 11, 13, // 10 |
245 | 15, 18, 21, 24, 27, /* 15 */ |
211 | 15, 18, 21, 24, 27, // 15 |
246 | 30, 35, 40, 45, 50 /* 20 */ |
212 | 30, 35, 40, 45, 50 // 20 |
247 | }; |
213 | }; |
248 | |
214 | |
249 | int |
215 | int |
250 | get_power_from_ench (int ench) |
216 | get_power_from_ench (int ench) |
251 | { |
217 | { |
252 | return enc_to_item_power [clamp (ench, 0, 20)]; |
218 | return enc_to_item_power [clamp (ench, 0, 20)]; |
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219 | } |
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220 | |
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221 | static const struct need_identify_types : typeset |
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222 | { |
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223 | need_identify_types () |
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224 | { |
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225 | set (RING); |
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226 | set (WAND); |
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227 | set (ROD); |
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228 | set (HORN); |
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229 | set (SCROLL); |
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230 | set (SKILL); |
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231 | set (SKILLSCROLL); |
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232 | set (SPELLBOOK); |
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233 | set (FOOD); |
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234 | set (POTION); |
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235 | set (BOW); |
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236 | set (ARROW); |
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237 | set (WEAPON); |
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238 | set (ARMOUR); |
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239 | set (SHIELD); |
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240 | set (HELMET); |
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241 | set (AMULET); |
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242 | set (BOOTS); |
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243 | set (GLOVES); |
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244 | set (BRACERS); |
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245 | set (GIRDLE); |
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246 | set (CONTAINER); |
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247 | set (DRINK); |
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248 | set (FLESH); |
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249 | set (INORGANIC); |
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250 | set (CLOSE_CON); |
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251 | set (CLOAK); |
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252 | set (GEM); |
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253 | set (POWER_CRYSTAL); |
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254 | set (POISON); |
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255 | set (BOOK); |
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256 | set (SKILL_TOOL); |
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257 | } |
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258 | } need_identify_types; |
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259 | |
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260 | bool |
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261 | object::need_identify () const |
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262 | { |
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263 | return need_identify_types [type]; |
253 | } |
264 | } |
254 | |
265 | |
255 | /* This takes an object 'op' and figures out what its item_power |
266 | /* This takes an object 'op' and figures out what its item_power |
256 | * rating should be. This should only really be used by the treasure |
267 | * rating should be. This should only really be used by the treasure |
257 | * generation code, and when loading legacy objects. It returns |
268 | * generation code, and when loading legacy objects. It returns |
… | |
… | |
331 | if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; |
342 | if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; |
332 | |
343 | |
333 | return get_power_from_ench (enc); |
344 | return get_power_from_ench (enc); |
334 | } |
345 | } |
335 | |
346 | |
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347 | static const struct get_typedata |
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348 | { |
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349 | const typedata *data [NUM_TYPES]; |
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350 | |
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351 | get_typedata () |
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352 | { |
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353 | for (int i = 0; i < item_types_size; i++) |
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354 | data [item_types[i].number] = &item_types [i]; |
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355 | } |
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356 | |
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357 | const typedata *operator ()(int itemtype) const |
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358 | { |
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359 | return data [itemtype]; |
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360 | } |
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361 | } get_typedata_; |
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362 | |
336 | /* returns the typedata that has a number equal to itemtype, if there |
363 | /* returns the typedata that has a number equal to itemtype, if there |
337 | * isn't one, returns NULL */ |
364 | * isn't one, returns NULL */ |
338 | const typedata * |
365 | const typedata * |
339 | get_typedata (int itemtype) |
366 | get_typedata (int itemtype) |
340 | { |
367 | { |
341 | for (int i = 0; i < item_types_size; i++) |
368 | return get_typedata_ (itemtype); |
342 | if (item_types[i].number == itemtype) |
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343 | return &item_types[i]; |
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344 | |
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345 | return NULL; |
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346 | } |
369 | } |
347 | |
370 | |
348 | /* returns the typedata that has a name equal to itemtype, if there |
371 | /* returns the typedata that has a name equal to itemtype, if there |
349 | * isn't one, return the plural name that matches, if there still isn't |
372 | * isn't one, return the plural name that matches, if there still isn't |
350 | * one return NULL */ |
373 | * one return NULL */ |
… | |
… | |
411 | /* |
434 | /* |
412 | * Returns the pointer to a static buffer containing |
435 | * Returns the pointer to a static buffer containing |
413 | * the number requested (of the form first, second, third...) |
436 | * the number requested (of the form first, second, third...) |
414 | */ |
437 | */ |
415 | const char * |
438 | const char * |
416 | get_levelnumber (int i) |
439 | ordinal (int i) |
417 | { |
440 | { |
418 | static char buf[MAX_BUF]; |
441 | if (i < 0) |
419 | |
442 | return format ("minus %s", ordinal (-i)); |
420 | if (i > 99) |
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421 | { |
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422 | sprintf (buf, "%d.", i); |
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423 | return buf; |
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424 | } |
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425 | |
443 | |
426 | if (i < 21) |
444 | if (i < 21) |
427 | return levelnumbers[i]; |
445 | return ordnumbers[i]; |
428 | |
446 | |
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447 | int digit = i % 10; |
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448 | |
429 | if (!(i % 10)) |
449 | if (i >= 100) |
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450 | return format ( |
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451 | digit == 1 ? "%dst" |
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452 | : digit == 2 ? "%dnd" |
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453 | : digit == 3 ? "%drd" |
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454 | : "%dth", |
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455 | i |
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456 | ); |
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457 | |
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458 | if (digit == 0) |
430 | return levelnumbers_10[i / 10]; |
459 | return ordnumbers_10[i / 10]; |
431 | |
460 | else |
432 | strcpy (buf, numbers_10[i / 10]); |
461 | return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]); |
433 | strcat (buf, levelnumbers[i % 10]); |
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434 | return buf; |
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435 | } |
462 | } |
436 | |
463 | |
437 | /* |
464 | /* |
438 | * Returns pointer to static buffer containing ring's or amulet's |
465 | * Returns pointer to static buffer containing ring's or amulet's |
439 | * abilities |
466 | * abilities |
… | |
… | |
449 | */ |
476 | */ |
450 | static const char * |
477 | static const char * |
451 | ring_desc (const object *op) |
478 | ring_desc (const object *op) |
452 | { |
479 | { |
453 | static dynbuf_text buf; buf.clear (); |
480 | static dynbuf_text buf; buf.clear (); |
454 | int attr, val, len; |
481 | int attr, val; |
455 | |
482 | |
456 | if (QUERY_FLAG (op, FLAG_IDENTIFIED)) |
483 | if (op->flag [FLAG_IDENTIFIED]) |
457 | { |
484 | { |
458 | for (attr = 0; attr < NUM_STATS; attr++) |
485 | for (attr = 0; attr < NUM_STATS; attr++) |
459 | if ((val = op->stats.stat (attr))) |
486 | if ((val = op->stats.stat (attr))) |
460 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
487 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
461 | |
488 | |
462 | if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); |
489 | if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp); |
463 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
490 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
464 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
491 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
465 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
492 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
466 | |
493 | |
467 | buf << describe_resistance (op, 0); |
494 | buf << describe_resistance (op, 0); |
… | |
… | |
470 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
497 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
471 | if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); |
498 | if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); |
472 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
499 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
473 | if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); |
500 | if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); |
474 | |
501 | |
475 | if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
502 | if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)"; |
476 | if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
503 | if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)"; |
477 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
504 | if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)"; |
478 | if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
505 | if (op->flag [FLAG_STEALTH]) buf << "(stealth)"; |
479 | |
506 | |
480 | buf.add_paths ("Attuned" , op->path_attuned); |
507 | buf.add_paths ("Attuned" , op->path_attuned); |
481 | buf.add_paths ("Repelled", op->path_repelled); |
508 | buf.add_paths ("Repelled", op->path_repelled); |
482 | buf.add_paths ("Denied" , op->path_denied); |
509 | buf.add_paths ("Denied" , op->path_denied); |
483 | |
510 | |
… | |
… | |
509 | |
536 | |
510 | static dynbuf_text buf; buf.clear (); |
537 | static dynbuf_text buf; buf.clear (); |
511 | |
538 | |
512 | buf << (op->nrof <= 1 ? op->name : op->name_pl); |
539 | buf << (op->nrof <= 1 ? op->name : op->name_pl); |
513 | |
540 | |
514 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
541 | if (op->title && op->flag [FLAG_IDENTIFIED]) |
515 | buf << ' ' << op->title; |
542 | buf << ' ' << op->title; |
516 | |
543 | |
517 | switch (op->type) |
544 | switch (op->type) |
518 | { |
545 | { |
519 | case SPELLBOOK: |
546 | case SPELLBOOK: |
520 | case SCROLL: |
547 | case SCROLL: |
521 | case WAND: |
548 | case WAND: |
522 | case ROD: |
549 | case ROD: |
523 | if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
550 | if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED]) |
524 | { |
551 | { |
525 | if (!op->title) |
552 | if (!op->title) |
526 | buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
553 | buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
527 | |
554 | |
528 | if (op->type != SPELLBOOK) |
555 | if (op->type != SPELLBOOK) |
… | |
… | |
567 | buf << " " << s; |
594 | buf << " " << s; |
568 | } |
595 | } |
569 | break; |
596 | break; |
570 | |
597 | |
571 | default: |
598 | default: |
572 | if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
599 | if (op->magic |
|
|
600 | && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) |
|
|
601 | || op->flag [FLAG_IDENTIFIED])) |
573 | buf.printf (" %+d", op->magic); |
602 | buf.printf (" %+d", op->magic); |
574 | } |
603 | } |
575 | |
604 | |
576 | return buf; |
605 | return buf; |
577 | } |
606 | } |
… | |
… | |
586 | * returned is good forever.) However, it makes printing statements that |
615 | * returned is good forever.) However, it makes printing statements that |
587 | * use several names much easier (don't need to store them to temp variables.) |
616 | * use several names much easier (don't need to store them to temp variables.) |
588 | * |
617 | * |
589 | * It is used extensively within messages, so should return only a prose |
618 | * It is used extensively within messages, so should return only a prose |
590 | * and short description of the item. |
619 | * and short description of the item. |
|
|
620 | * It is also used by examine/ex and similar functions. |
591 | */ |
621 | */ |
592 | const char * |
622 | const char * |
593 | query_name (const object *op) |
623 | query_name (const object *op) |
594 | { |
624 | { |
595 | int len = 0; |
|
|
596 | static dynbuf_text bufs[5]; |
625 | static dynbuf_text bufs[5]; |
597 | static int use_buf = 0; |
626 | static int use_buf = 0; |
598 | |
627 | |
599 | use_buf++; |
628 | use_buf++; |
600 | use_buf %= 5; |
629 | use_buf %= 5; |
601 | |
630 | |
602 | dynbuf_text &buf = bufs [use_buf]; |
631 | dynbuf_text &buf = bufs [use_buf]; |
603 | buf.clear (); |
632 | buf.clear (); |
604 | |
633 | |
|
|
634 | #if 0 |
605 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
635 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
606 | if (materialtype_t *mt = name_to_material (op->materialname)) |
|
|
607 | buf << mt->description << ' '; |
636 | buf << op->material->description << ' '; |
|
|
637 | #endif |
608 | |
638 | |
609 | buf << query_short_name (op); |
639 | buf << query_short_name (op); |
610 | |
640 | |
611 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
641 | if (op->flag [FLAG_INV_LOCKED]) |
612 | buf << " *"; |
642 | buf << " *"; |
613 | if (op->is_open_container ()) |
643 | if (op->is_open_container ()) |
614 | buf << " (open)"; |
644 | buf << " (open)"; |
615 | |
645 | |
616 | if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
646 | if (op->flag [FLAG_KNOWN_CURSED]) |
617 | { |
647 | { |
618 | if (QUERY_FLAG (op, FLAG_DAMNED)) |
648 | if (op->flag [FLAG_DAMNED]) |
619 | buf << " (damned)"; |
649 | buf << " (damned)"; |
620 | else if (QUERY_FLAG (op, FLAG_CURSED)) |
650 | else if (op->flag [FLAG_CURSED]) |
621 | buf << " (cursed)"; |
651 | buf << " (cursed)"; |
622 | } |
652 | } |
623 | |
653 | |
624 | /* Basically, if the object is known magical (detect magic spell on it), |
654 | /* Basically, if the object is known magical (detect magic spell on it), |
625 | * and it isn't identified, print out the fact that |
655 | * and it isn't identified, print out the fact that |
… | |
… | |
628 | * |
658 | * |
629 | * Changed in V 0.91.4 - still print that the object is magical even |
659 | * Changed in V 0.91.4 - still print that the object is magical even |
630 | * if it has been applied. Equipping an item does not tell full |
660 | * if it has been applied. Equipping an item does not tell full |
631 | * abilities, especially for artifact items. |
661 | * abilities, especially for artifact items. |
632 | */ |
662 | */ |
633 | if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) |
663 | if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED]) |
634 | buf << " (magic)"; |
664 | buf << " (magic)"; |
635 | |
665 | |
636 | #if 0 |
666 | #if 0 |
637 | /* item_power will be returned in describe_item - it shouldn't really |
667 | /* item_power will be returned in describe_item - it shouldn't really |
638 | * be returned in the name. |
668 | * be returned in the name. |
… | |
… | |
640 | if (op->item_power) |
670 | if (op->item_power) |
641 | sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); |
671 | sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); |
642 | |
672 | |
643 | #endif |
673 | #endif |
644 | |
674 | |
645 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
675 | if (op->flag [FLAG_APPLIED]) |
646 | { |
676 | { |
647 | switch (op->type) |
677 | switch (op->type) |
648 | { |
678 | { |
|
|
679 | case RANGED: |
649 | case BOW: |
680 | case BOW: |
650 | case WAND: |
681 | case WAND: |
651 | case ROD: |
682 | case ROD: |
652 | case HORN: |
683 | case HORN: |
653 | buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); |
|
|
654 | break; |
|
|
655 | case WEAPON: |
684 | case WEAPON: |
656 | buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); |
685 | buf << " (applied)"; |
657 | break; |
686 | break; |
658 | case ARMOUR: |
687 | case ARMOUR: |
659 | case HELMET: |
688 | case HELMET: |
660 | case SHIELD: |
689 | case SHIELD: |
661 | case RING: |
690 | case RING: |
… | |
… | |
693 | else if (op->stats.food <= 0) |
722 | else if (op->stats.food <= 0) |
694 | buf << " (burned out)"; |
723 | buf << " (burned out)"; |
695 | break; |
724 | break; |
696 | } |
725 | } |
697 | |
726 | |
698 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
727 | if (op->flag [FLAG_UNPAID]) |
699 | buf << " (unpaid)"; |
728 | buf << " (unpaid)"; |
700 | |
729 | |
701 | return buf; |
730 | return buf; |
702 | } |
731 | } |
703 | |
732 | |
… | |
… | |
710 | * and sending to client. |
739 | * and sending to client. |
711 | * If plural is set, we generate the plural name of this. |
740 | * If plural is set, we generate the plural name of this. |
712 | * |
741 | * |
713 | * It is sometimes used to display messages, and usually only used to match stuff, |
742 | * It is sometimes used to display messages, and usually only used to match stuff, |
714 | * so maybe this function should be removed. |
743 | * so maybe this function should be removed. |
|
|
744 | * It is also used for client-side inventory/item descriptions. |
715 | */ |
745 | */ |
716 | const char * |
746 | const char * |
717 | query_base_name (const object *op, int plural) |
747 | query_base_name (const object *op, int plural) |
718 | { |
748 | { |
719 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
749 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
720 | return "(null)"; |
750 | return "(null)"; |
721 | |
751 | |
722 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
752 | if (!op->nrof && !op->weight && !op->title && !is_magical (op) |
|
|
753 | && op->type != EXIT) |
723 | return op->name; /* To speed things up (or make things slower?) */ |
754 | return op->name; /* To speed things up (or make things slower?) */ |
724 | |
755 | |
725 | static dynbuf_text buf; buf.clear (); |
756 | static dynbuf_text buf; buf.clear (); |
726 | |
757 | |
|
|
758 | #if 0 |
727 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
759 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
728 | if (materialtype_t *mt = name_to_material (op->materialname)) |
|
|
729 | if (op->arch->materialname != mt->name) |
760 | if (op->arch->material != op->material) |
730 | buf << mt->description << ' '; |
761 | buf << op->material->description << ' '; |
|
|
762 | #endif |
731 | |
763 | |
732 | buf << (plural ? op->name_pl : op->name); |
764 | buf << (plural ? op->name_pl : op->name); |
733 | |
765 | |
734 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
766 | if (op->title && op->flag [FLAG_IDENTIFIED]) |
735 | buf << ' ' << op->title; |
767 | buf << ' ' << op->title; |
736 | |
768 | |
737 | switch (op->type) |
769 | switch (op->type) |
738 | { |
770 | { |
739 | case SPELLBOOK: |
771 | case SPELLBOOK: |
740 | case SCROLL: |
772 | case SCROLL: |
741 | case WAND: |
773 | case WAND: |
742 | case ROD: |
774 | case ROD: |
743 | if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
775 | if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED]) |
744 | { |
776 | { |
745 | if (!op->title) |
777 | if (!op->title) |
746 | buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
778 | buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
747 | |
779 | |
748 | if (op->type != SPELLBOOK) |
780 | if (op->type != SPELLBOOK) |
… | |
… | |
762 | if (s && *s) |
794 | if (s && *s) |
763 | buf << ' ' << s; |
795 | buf << ' ' << s; |
764 | } |
796 | } |
765 | break; |
797 | break; |
766 | |
798 | |
|
|
799 | case EXIT: |
|
|
800 | // random map exits "unfortunately" get patched, so this only works before entering |
|
|
801 | if (EXIT_PATH (op) == shstr_random_map_exit) |
|
|
802 | buf << " (random map)"; |
|
|
803 | else if (!EXIT_PATH (op)) |
|
|
804 | buf << " (closed)"; |
|
|
805 | break; |
|
|
806 | |
767 | default: |
807 | default: |
768 | if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
808 | if (op->magic |
|
|
809 | && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) |
|
|
810 | || op->flag [FLAG_IDENTIFIED])) |
769 | buf.printf (" %+d", op->magic); |
811 | buf.printf (" %+d", op->magic); |
770 | } |
812 | } |
771 | |
813 | |
772 | return buf; |
814 | return buf; |
773 | } |
815 | } |
… | |
… | |
786 | /* Note that the resolution this provides for players really isn't |
828 | /* Note that the resolution this provides for players really isn't |
787 | * very good. Any player with a speed greater than .67 will |
829 | * very good. Any player with a speed greater than .67 will |
788 | * fall into the 'lightning fast movement' category. |
830 | * fall into the 'lightning fast movement' category. |
789 | */ |
831 | */ |
790 | if (op->has_active_speed ()) |
832 | if (op->has_active_speed ()) |
791 | switch ((int)((fabs (op->speed)) * 15.)) |
833 | switch ((int)(op->speed * 15.)) |
792 | { |
834 | { |
793 | case 0: |
835 | case 0: |
794 | buf << "(very slow movement)"; |
836 | buf << "(very slow movement)"; |
795 | break; |
837 | break; |
796 | case 1: |
838 | case 1: |
… | |
… | |
816 | default: |
858 | default: |
817 | buf << "(lightning fast movement)"; |
859 | buf << "(lightning fast movement)"; |
818 | break; |
860 | break; |
819 | } |
861 | } |
820 | |
862 | |
821 | if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; |
863 | if (op->flag [FLAG_UNDEAD]) buf << "(undead)"; |
822 | if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; |
864 | if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)"; |
823 | if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; |
865 | if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)"; |
824 | if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; |
866 | if (op->flag [FLAG_USE_BOW]) buf << "(archer)"; |
825 | if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; |
867 | if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)"; |
826 | if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; |
868 | if (op->flag [FLAG_USE_RING]) buf << "(wear ring)"; |
827 | if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; |
869 | if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)"; |
828 | if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; |
870 | if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)"; |
829 | if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; |
871 | if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)"; |
830 | if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; |
872 | if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)"; |
831 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; |
873 | if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)"; |
832 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; |
874 | if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)"; |
833 | if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; |
875 | if (op->flag [FLAG_HITBACK]) buf << "(hitback)"; |
834 | if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; |
876 | if (op->flag [FLAG_STEALTH]) buf << "(stealthy)"; |
835 | |
877 | |
836 | if (op->randomitems) |
878 | if (op->randomitems) |
837 | { |
879 | { |
838 | bool first = 1; |
880 | bool first = 1; |
839 | |
881 | |
… | |
… | |
866 | if (op->stats.luck) |
908 | if (op->stats.luck) |
867 | buf.printf ("(luck%+d)", op->stats.luck); |
909 | buf.printf ("(luck%+d)", op->stats.luck); |
868 | } |
910 | } |
869 | |
911 | |
870 | /* describe attacktypes */ |
912 | /* describe attacktypes */ |
871 | if (is_dragon_pl (op)) |
913 | if (op->is_dragon ()) |
872 | { |
914 | { |
873 | /* for dragon players display the attacktypes from clawing skill |
915 | /* for dragon players display the attacktypes from clawing skill |
874 | * Break apart the for loop - move the comparison checking down - |
916 | * Break apart the for loop - move the comparison checking down - |
875 | * this makes it more readable. |
917 | * this makes it more readable. |
876 | */ |
918 | */ |
… | |
… | |
921 | * item (eg, debug dump or the like) |
963 | * item (eg, debug dump or the like) |
922 | */ |
964 | */ |
923 | const char * |
965 | const char * |
924 | describe_item (const object *op, object *owner) |
966 | describe_item (const object *op, object *owner) |
925 | { |
967 | { |
926 | if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
968 | if (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
927 | return describe_monster (op); |
969 | return describe_monster (op); |
928 | |
970 | |
929 | static dynbuf_text buf; buf.clear (); |
971 | static dynbuf_text buf; buf.clear (); |
930 | int identified, i; |
972 | int identified, i; |
931 | |
973 | |
932 | /* figure this out once, instead of making multiple calls to need_identify. |
974 | /* figure this out once, instead of making multiple calls to need_identify. |
933 | * also makes the code easier to read. |
975 | * also makes the code easier to read. |
934 | */ |
976 | */ |
935 | identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); |
977 | identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED]; |
936 | if (!identified) |
978 | if (!identified) |
937 | buf << "(unidentified)"; |
979 | buf << "(unidentified)"; |
938 | |
980 | |
939 | switch (op->type) |
981 | switch (op->type) |
940 | { |
982 | { |
|
|
983 | case RANGED: |
941 | case BOW: |
984 | case BOW: |
942 | case ARROW: |
985 | case ARROW: |
943 | case WAND: |
986 | case WAND: |
944 | case ROD: |
987 | case ROD: |
945 | case HORN: |
988 | case HORN: |
… | |
… | |
959 | if (op->stats.maxsp > 1000) |
1002 | if (op->stats.maxsp > 1000) |
960 | { /*higher capacity crystals */ |
1003 | { /*higher capacity crystals */ |
961 | i = (op->stats.maxsp % 1000) / 100; |
1004 | i = (op->stats.maxsp % 1000) / 100; |
962 | |
1005 | |
963 | if (i) |
1006 | if (i) |
964 | buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); |
1007 | buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i); |
965 | else |
1008 | else |
966 | buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); |
1009 | buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); |
967 | } |
1010 | } |
968 | else |
1011 | else |
969 | buf.printf ("(capacity %d). It is ", op->stats.maxsp); |
1012 | buf.printf ("(capacity %d; it is ", op->stats.maxsp); |
970 | |
1013 | |
971 | i = (op->stats.sp * 10) / op->stats.maxsp; |
1014 | i = (op->stats.sp * 10) / op->stats.maxsp; |
972 | if (op->stats.sp == 0) |
1015 | if (op->stats.sp == 0) |
973 | buf << "empty."; |
1016 | buf << "empty"; |
974 | else if (i == 0) |
1017 | else if (i == 0) |
975 | buf << "almost empty."; |
1018 | buf << "almost empty"; |
976 | else if (i < 3) |
1019 | else if (i < 3) |
977 | buf << "partially filled."; |
1020 | buf << "partially filled"; |
978 | else if (i < 6) |
1021 | else if (i < 6) |
979 | buf << "half full."; |
1022 | buf << "half full"; |
980 | else if (i < 9) |
1023 | else if (i < 9) |
981 | buf << "well charged."; |
1024 | buf << "well charged"; |
982 | else if (op->stats.sp == op->stats.maxsp) |
1025 | else if (op->stats.sp == op->stats.maxsp) |
983 | buf << "fully charged."; |
1026 | buf << "fully charged"; |
984 | else |
1027 | else |
985 | buf << "almost full."; |
1028 | buf << "almost full"; |
|
|
1029 | |
|
|
1030 | buf << ')'; |
986 | break; |
1031 | break; |
987 | |
1032 | |
988 | case LAMP: |
1033 | case LAMP: |
989 | { |
1034 | { |
990 | int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; |
1035 | int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; |
… | |
… | |
1008 | break; |
1053 | break; |
1009 | |
1054 | |
1010 | case FOOD: |
1055 | case FOOD: |
1011 | case FLESH: |
1056 | case FLESH: |
1012 | case DRINK: |
1057 | case DRINK: |
1013 | if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1058 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1014 | { |
1059 | { |
1015 | buf.printf ("(food+%d)", op->stats.food); |
1060 | buf.printf ("(food+%d)", op->stats.food); |
1016 | |
1061 | |
1017 | if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) |
1062 | if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) |
1018 | buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); |
1063 | buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); |
1019 | |
1064 | |
1020 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
1065 | if (!op->flag [FLAG_CURSED]) |
1021 | { |
1066 | { |
1022 | if (op->stats.hp) buf << "(heals)"; |
1067 | if (op->stats.hp) buf << "(heals)"; |
1023 | if (op->stats.sp) buf << "(spellpoint regen)"; |
1068 | if (op->stats.sp) buf << "(spellpoint regen)"; |
1024 | } |
1069 | } |
1025 | else |
1070 | else |
… | |
… | |
1046 | } |
1091 | } |
1047 | |
1092 | |
1048 | /* Down here, we more further describe equipment type items. |
1093 | /* Down here, we more further describe equipment type items. |
1049 | * only describe them if they have been identified or the like. |
1094 | * only describe them if they have been identified or the like. |
1050 | */ |
1095 | */ |
1051 | if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1096 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1052 | { |
1097 | { |
1053 | int attr, val; |
|
|
1054 | |
|
|
1055 | for (attr = 0; attr < NUM_STATS; attr++) |
1098 | for (int attr = 0; attr < NUM_STATS; attr++) |
1056 | if ((val = op->stats.stat (attr))) |
1099 | if (int val = op->stats.stat (attr)) |
1057 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1100 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1058 | |
1101 | |
1059 | if (op->stats.exp) |
1102 | if (op->stats.exp) |
1060 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1103 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1061 | |
1104 | |
1062 | switch (op->type) |
1105 | switch (op->type) |
1063 | { |
1106 | { |
|
|
1107 | case RANGED: |
1064 | case BOW: |
1108 | case BOW: |
1065 | case ARROW: |
1109 | case ARROW: |
1066 | case GIRDLE: |
1110 | case GIRDLE: |
1067 | case HELMET: |
1111 | case HELMET: |
1068 | case SHIELD: |
1112 | case SHIELD: |
… | |
… | |
1087 | |
1131 | |
1088 | default: |
1132 | default: |
1089 | break; |
1133 | break; |
1090 | } |
1134 | } |
1091 | |
1135 | |
1092 | if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; |
1136 | if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)"; |
1093 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; |
1137 | if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)"; |
1094 | |
1138 | |
1095 | /* levitate was what is was before, so we'll keep it */ |
1139 | /* levitate was what is was before, so we'll keep it */ |
1096 | if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; |
1140 | if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; |
1097 | if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; |
1141 | if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; |
1098 | if (op->move_type & MOVE_SWIM) buf << "(swim)"; |
1142 | if (op->move_type & MOVE_SWIM) buf << "(swim)"; |
… | |
… | |
1111 | { |
1155 | { |
1112 | int more_info = 0; |
1156 | int more_info = 0; |
1113 | |
1157 | |
1114 | switch (op->type) |
1158 | switch (op->type) |
1115 | { |
1159 | { |
|
|
1160 | case RANGED: |
1116 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1161 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1117 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1162 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1118 | case BOW: |
1163 | case BOW: |
1119 | case ARROW: |
1164 | case ARROW: |
1120 | case WAND: |
1165 | case WAND: |
… | |
… | |
1160 | } |
1205 | } |
1161 | |
1206 | |
1162 | if (op->stats.luck) |
1207 | if (op->stats.luck) |
1163 | buf.printf ("(luck%+d)", op->stats.luck); |
1208 | buf.printf ("(luck%+d)", op->stats.luck); |
1164 | |
1209 | |
1165 | if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
1210 | if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)"; |
1166 | if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
1211 | if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)"; |
1167 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
1212 | if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)"; |
1168 | if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
1213 | if (op->flag [FLAG_STEALTH]) buf << "(stealth)"; |
1169 | |
1214 | |
1170 | if (op->slaying && op->type != FOOD) |
1215 | if (op->slaying && op->type != FOOD) |
1171 | buf.printf ("(slay %s)", &op->slaying); |
1216 | buf.printf ("(slay %s)", &op->slaying); |
1172 | |
1217 | |
1173 | if (op->type == SKILL_TOOL && op->skill) |
1218 | if (op->type == SKILL_TOOL && op->skill) |
… | |
… | |
1175 | |
1220 | |
1176 | buf.add_abilities ("Attacks", op->attacktype); |
1221 | buf.add_abilities ("Attacks", op->attacktype); |
1177 | /* resistance on flesh is only visible for quetzals. If |
1222 | /* resistance on flesh is only visible for quetzals. If |
1178 | * non flesh, everyone can see its resistances |
1223 | * non flesh, everyone can see its resistances |
1179 | */ |
1224 | */ |
1180 | if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1225 | if (op->type != FLESH || (owner && owner->is_dragon ())) |
1181 | buf << describe_resistance (op, 0); |
1226 | buf << describe_resistance (op, 0); |
1182 | |
1227 | |
1183 | buf.add_paths ("Attuned", op->path_attuned); |
1228 | buf.add_paths ("Attuned", op->path_attuned); |
1184 | buf.add_paths ("Repelled", op->path_repelled); |
1229 | buf.add_paths ("Repelled", op->path_repelled); |
1185 | buf.add_paths ("Denied", op->path_denied); |
1230 | buf.add_paths ("Denied", op->path_denied); |
… | |
… | |
1190 | |
1235 | |
1191 | std::string |
1236 | std::string |
1192 | object::describe_item (object *who) |
1237 | object::describe_item (object *who) |
1193 | { |
1238 | { |
1194 | return std::string (::describe_item (this, who)); |
1239 | return std::string (::describe_item (this, who)); |
|
|
1240 | } |
|
|
1241 | |
|
|
1242 | static void |
|
|
1243 | describe_dump_object (dynbuf &buf, object *ob) |
|
|
1244 | { |
|
|
1245 | char *txt = dump_object (ob); |
|
|
1246 | for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r'; |
|
|
1247 | buf << "\n" << txt << "\n"; |
|
|
1248 | |
|
|
1249 | if (!ob->is_arch ()) |
|
|
1250 | describe_dump_object (buf, ob->arch); |
|
|
1251 | } |
|
|
1252 | |
|
|
1253 | std::string |
|
|
1254 | object::describe (object *who) |
|
|
1255 | { |
|
|
1256 | dynbuf_text buf (1024, 1024); |
|
|
1257 | |
|
|
1258 | buf.printf ("That is: %s.\r", long_desc (who).c_str ()); |
|
|
1259 | |
|
|
1260 | if (custom_name) |
|
|
1261 | buf.printf ("You call it %s.\r", &custom_name); |
|
|
1262 | |
|
|
1263 | switch (type) |
|
|
1264 | { |
|
|
1265 | case SPELLBOOK: |
|
|
1266 | if (flag [FLAG_IDENTIFIED] && inv) |
|
|
1267 | buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill); |
|
|
1268 | break; |
|
|
1269 | |
|
|
1270 | case BOOK: |
|
|
1271 | if (msg) |
|
|
1272 | buf << "Something is written in it.\r"; |
|
|
1273 | break; |
|
|
1274 | |
|
|
1275 | case CONTAINER: |
|
|
1276 | if (race) |
|
|
1277 | { |
|
|
1278 | if (weight_limit && stats.Str < 100) |
|
|
1279 | buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r", |
|
|
1280 | &race, weight_limit / (10.0 * (100 - stats.Str))); |
|
|
1281 | else |
|
|
1282 | buf.printf ("It can hold only %s.\r", &race); |
|
|
1283 | } |
|
|
1284 | else if (weight_limit && stats.Str < 100) |
|
|
1285 | buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str))); |
|
|
1286 | break; |
|
|
1287 | |
|
|
1288 | case WAND: |
|
|
1289 | if (flag [FLAG_IDENTIFIED]) |
|
|
1290 | buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges"); |
|
|
1291 | break; |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | if (material != MATERIAL_NULL && !msg) |
|
|
1295 | buf << (nrof > 1 ? "They are made of " : "It is made of ") |
|
|
1296 | << material->description |
|
|
1297 | << ".\r"; |
|
|
1298 | |
|
|
1299 | if (who) |
|
|
1300 | /* Where to wear this item */ |
|
|
1301 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1302 | if (slot[i].info) |
|
|
1303 | { |
|
|
1304 | buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name); |
|
|
1305 | |
|
|
1306 | if (slot[i].info < -1 && who->slot[i].info) |
|
|
1307 | buf.printf ("(%d)", -slot[i].info); |
|
|
1308 | |
|
|
1309 | buf << ".\r"; |
|
|
1310 | } |
|
|
1311 | |
|
|
1312 | if (weight) |
|
|
1313 | buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0); |
|
|
1314 | |
|
|
1315 | if (flag [FLAG_STARTEQUIP]) |
|
|
1316 | buf << (nrof > 1 ? "They were" : "It was") |
|
|
1317 | << " given by a god and will vanish when dropped.\r"; |
|
|
1318 | |
|
|
1319 | if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who) |
|
|
1320 | { |
|
|
1321 | buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX)); |
|
|
1322 | |
|
|
1323 | if (who->is_in_shop ()) |
|
|
1324 | { |
|
|
1325 | if (flag [FLAG_UNPAID]) |
|
|
1326 | buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP)); |
|
|
1327 | else |
|
|
1328 | buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it"); |
|
|
1329 | } |
|
|
1330 | } |
|
|
1331 | |
|
|
1332 | if (flag [FLAG_MONSTER]) |
|
|
1333 | buf << describe_monster (who); |
|
|
1334 | |
|
|
1335 | /* Is this item buildable? */ |
|
|
1336 | if (flag [FLAG_IS_BUILDABLE]) |
|
|
1337 | buf << "This is a buildable item.\r"; |
|
|
1338 | |
|
|
1339 | /* Does the object have a message? Don't show message for all object |
|
|
1340 | * types - especially if the first entry is a match |
|
|
1341 | */ |
|
|
1342 | if (msg) |
|
|
1343 | { |
|
|
1344 | if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) |
|
|
1345 | { |
|
|
1346 | if (!need_identify ()) |
|
|
1347 | buf << '\r' << msg << '\n'; |
|
|
1348 | else if (flag [FLAG_IDENTIFIED]) |
|
|
1349 | buf << '\r' << "The object has a story:\r" << msg; |
|
|
1350 | } |
|
|
1351 | } |
|
|
1352 | else if (inv |
|
|
1353 | && inv->msg |
|
|
1354 | && inv->type == SPELL |
|
|
1355 | && flag [FLAG_IDENTIFIED] |
|
|
1356 | && (type == SPELLBOOK || type == ROD || type == WAND |
|
|
1357 | || type == POTION || type == SCROLL)) |
|
|
1358 | // for spellbooks and other stuff that contains spells, print the spell message, |
|
|
1359 | // unless the object has a custom message handled above. |
|
|
1360 | buf << '\r' << inv->msg << '\n'; |
|
|
1361 | |
|
|
1362 | // try to display the duration for some potions and scrolls |
|
|
1363 | // this includes change ability potions and group spells, |
|
|
1364 | // but does not handle protection potions |
|
|
1365 | if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] |
|
|
1366 | && (type == POTION || type == SCROLL)) |
|
|
1367 | { |
|
|
1368 | object *spell = inv; |
|
|
1369 | |
|
|
1370 | if (spell->subtype == SP_PARTY_SPELL) |
|
|
1371 | spell = spell->other_arch; |
|
|
1372 | |
|
|
1373 | if (spell->subtype == SP_CHANGE_ABILITY) |
|
|
1374 | buf.printf ("\nH<The effect will last about %.10g seconds.>", |
|
|
1375 | TICK2TIME (change_ability_duration (spell, this))); |
|
|
1376 | } |
|
|
1377 | |
|
|
1378 | // some help text for skill tools |
|
|
1379 | if (type == SKILL_TOOL) |
|
|
1380 | buf << "\nH<This item is a skill tool: as long as you have this item applied " |
|
|
1381 | "you can use the " << &skill << " skill as if you had learned it.>"; |
|
|
1382 | |
|
|
1383 | // Display a hint about inscribable items [empty books] |
|
|
1384 | // This includes the amount of text they can hold. |
|
|
1385 | if (type == INSCRIBABLE) |
|
|
1386 | { |
|
|
1387 | if (other_arch && other_arch->type == SCROLL) |
|
|
1388 | buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>"); |
|
|
1389 | else |
|
|
1390 | buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>", |
|
|
1391 | weight_limit); |
|
|
1392 | } |
|
|
1393 | |
|
|
1394 | buf << '\n'; |
|
|
1395 | |
|
|
1396 | // the dungeon master additionally gets a complete dump |
|
|
1397 | if (who && who->flag [FLAG_WIZLOOK]) |
|
|
1398 | { |
|
|
1399 | buf << "\nT<Object>\n"; |
|
|
1400 | describe_dump_object (buf, this); |
|
|
1401 | |
|
|
1402 | if (inv) |
|
|
1403 | { |
|
|
1404 | buf << "\nT<Top Inventory>\n"; |
|
|
1405 | describe_dump_object (buf, inv); |
|
|
1406 | } |
|
|
1407 | } |
|
|
1408 | |
|
|
1409 | return std::string (buf.linearise (), buf.size ()); |
1195 | } |
1410 | } |
1196 | |
1411 | |
1197 | void |
1412 | void |
1198 | examine (object *op, object *tmp) |
1413 | examine (object *op, object *tmp) |
1199 | { |
1414 | { |
… | |
… | |
1211 | object::query_inventory (object *who, const char *indent) |
1426 | object::query_inventory (object *who, const char *indent) |
1212 | { |
1427 | { |
1213 | static dynbuf_text buf; buf.clear (); |
1428 | static dynbuf_text buf; buf.clear (); |
1214 | |
1429 | |
1215 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1430 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1216 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1431 | if (who && who->flag [FLAG_WIZ]) |
1217 | buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); |
1432 | buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); |
1218 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1433 | else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED])) |
1219 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1434 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1220 | |
1435 | |
1221 | if (buf.size ()) |
1436 | if (buf.size ()) |
1222 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |
1437 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |
1223 | else |
1438 | else |
… | |
… | |
1236 | is_magical (const object *op) |
1451 | is_magical (const object *op) |
1237 | { |
1452 | { |
1238 | int i; |
1453 | int i; |
1239 | |
1454 | |
1240 | /* living creatures are considered non magical */ |
1455 | /* living creatures are considered non magical */ |
1241 | if (QUERY_FLAG (op, FLAG_ALIVE)) |
1456 | if (op->flag [FLAG_ALIVE]) |
1242 | return 0; |
1457 | return 0; |
1243 | |
1458 | |
1244 | /* This is a test for it being an artifact, as artifacts have titles */ |
1459 | /* This is a test for it being an artifact, as artifacts have titles */ |
1245 | if (op->title != NULL) |
1460 | if (op->title != NULL) |
1246 | return 1; |
1461 | return 1; |
… | |
… | |
1252 | (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1467 | (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1253 | return 1; |
1468 | return 1; |
1254 | |
1469 | |
1255 | /* Check for stealty, speed, flying, or just plain magic in the boots */ |
1470 | /* Check for stealty, speed, flying, or just plain magic in the boots */ |
1256 | /* Presume any boots that hvae a move_type are special. */ |
1471 | /* Presume any boots that hvae a move_type are special. */ |
1257 | if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) |
1472 | if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp))) |
1258 | return 1; |
1473 | return 1; |
1259 | |
1474 | |
1260 | /* Take care of amulet/shield that reflects spells/missiles */ |
1475 | /* Take care of amulet/shield that reflects spells/missiles */ |
1261 | if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) |
1476 | if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE])) |
1262 | return 1; |
1477 | return 1; |
1263 | |
1478 | |
1264 | /* Take care of helmet of xrays */ |
1479 | /* Take care of helmet of xrays */ |
1265 | if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) |
1480 | if (op->type == HELMET && op->flag [FLAG_XRAYS]) |
1266 | return 1; |
1481 | return 1; |
1267 | |
1482 | |
1268 | /* Potions & rods are always magical. Wands/staves are also magical, |
1483 | /* Potions & rods are always magical. Wands/staves are also magical, |
1269 | * assuming they still have any charges left. |
1484 | * assuming they still have any charges left. |
1270 | */ |
1485 | */ |
… | |
… | |
1299 | * be non magical. |
1514 | * be non magical. |
1300 | */ |
1515 | */ |
1301 | return 0; |
1516 | return 0; |
1302 | } |
1517 | } |
1303 | |
1518 | |
1304 | /* need_identify returns true if the item should be identified. This |
|
|
1305 | * function really should not exist - by default, any item not identified |
|
|
1306 | * should need it. |
|
|
1307 | */ |
|
|
1308 | |
|
|
1309 | int |
|
|
1310 | need_identify (const object *op) |
|
|
1311 | { |
|
|
1312 | switch (op->type) |
|
|
1313 | { |
|
|
1314 | case RING: |
|
|
1315 | case WAND: |
|
|
1316 | case ROD: |
|
|
1317 | case HORN: |
|
|
1318 | case SCROLL: |
|
|
1319 | case SKILL: |
|
|
1320 | case SKILLSCROLL: |
|
|
1321 | case SPELLBOOK: |
|
|
1322 | case FOOD: |
|
|
1323 | case POTION: |
|
|
1324 | case BOW: |
|
|
1325 | case ARROW: |
|
|
1326 | case WEAPON: |
|
|
1327 | case ARMOUR: |
|
|
1328 | case SHIELD: |
|
|
1329 | case HELMET: |
|
|
1330 | case AMULET: |
|
|
1331 | case BOOTS: |
|
|
1332 | case GLOVES: |
|
|
1333 | case BRACERS: |
|
|
1334 | case GIRDLE: |
|
|
1335 | case CONTAINER: |
|
|
1336 | case DRINK: |
|
|
1337 | case FLESH: |
|
|
1338 | case INORGANIC: |
|
|
1339 | case CLOSE_CON: |
|
|
1340 | case CLOAK: |
|
|
1341 | case GEM: |
|
|
1342 | case POWER_CRYSTAL: |
|
|
1343 | case POISON: |
|
|
1344 | case BOOK: |
|
|
1345 | case SKILL_TOOL: |
|
|
1346 | return 1; |
|
|
1347 | } |
|
|
1348 | |
|
|
1349 | /* Try to track down some stuff that may show up here. Thus, the |
|
|
1350 | * archetype file can be updated, and this function removed. |
|
|
1351 | */ |
|
|
1352 | #if 0 |
|
|
1353 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
|
|
1354 | #endif |
|
|
1355 | return 0; |
|
|
1356 | } |
|
|
1357 | |
|
|
1358 | /* |
1519 | /* |
1359 | * Supposed to fix face-values as well here, but later. |
1520 | * Supposed to fix face-values as well here, but later. |
1360 | */ |
1521 | */ |
1361 | void |
1522 | void |
1362 | identify (object *op) |
1523 | identify (object *op) |
1363 | { |
1524 | { |
1364 | SET_FLAG (op, FLAG_IDENTIFIED); |
1525 | op->set_flag (FLAG_IDENTIFIED); |
1365 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
1526 | op->clr_flag (FLAG_KNOWN_MAGICAL); |
1366 | CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); |
1527 | op->clr_flag (FLAG_NO_SKILL_IDENT); |
1367 | |
1528 | |
1368 | /* |
1529 | /* |
1369 | * We want autojoining of equal objects: |
1530 | * We want autojoining of equal objects: |
1370 | */ |
1531 | */ |
1371 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1532 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
1372 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1533 | op->set_flag (FLAG_KNOWN_CURSED); |
1373 | |
1534 | |
1374 | if (op->type == POTION) |
1535 | if (op->type == POTION) |
1375 | { |
1536 | { |
1376 | if (op->inv && op->randomitems) |
1537 | if (op->inv && op->randomitems) |
1377 | op->title = op->inv->name; |
1538 | op->title = op->inv->name; |