--- deliantra/server/common/item.C 2010/04/04 02:51:56 1.79 +++ deliantra/server/common/item.C 2012/10/29 23:55:52 1.96 @@ -1,24 +1,24 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen - * + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. - * + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * + * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ @@ -51,21 +51,9 @@ */ // see include/object.h Body_Locations body_locations[NUM_BODY_LOCATIONS] = { - {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, - {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, - {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, - {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, - {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, - {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, - {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, - {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, - {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , - {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, - {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, - {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, - {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, - {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, -/*{"body_dragon_torso", "your body", "a dragon's body"} */ +# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse }, +# include "slotinc.h" +# undef def }; static char numbers_10[10][20] = { @@ -73,14 +61,14 @@ "eighty", "ninety" }; -static char levelnumbers[21][20] = { +static char ordnumbers[21][20] = { "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", - "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", - "nineteen", "twentieth" + "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth", + "nineteenth", "twentieth" }; -static char levelnumbers_10[11][20] = { +static char ordnumbers_10[11][20] = { "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", "seventieth", "eightieth", "ninetieth" }; @@ -153,13 +141,14 @@ {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, {SHOP_MAT, "shop mat", "shop mats", 0, 0}, {RING, "ring", "rings", SK_JEWELER, 0}, - {FLOOR, "floor", "floors", 0, 0}, +// {FLOOR, "floor", "floors", 0, 0}, {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, {LIGHTER, "lighter", "lighters", 0, 0}, {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, + {TORCH, "torch", "torches", 0, 0}, {LAMP, "lamp", "lamps", 0, 0}, {DUPLICATOR, "duplicator", "duplicators", 0, 0}, {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, @@ -204,7 +193,7 @@ {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, }; -static const int item_types_size = sizeof (item_types) / sizeof (*item_types); +static const int item_types_size = array_length (item_types); /* This curve may be too steep. But the point is that there should * be tough choices - there is no real point to this if everyone can @@ -216,10 +205,11 @@ * custom objects can use whatever they want. */ static int enc_to_item_power[21] = { - 0, 0, 1, 2, 3, 4, /* 5 */ - 5, 7, 9, 11, 13, /* 10 */ - 15, 18, 21, 24, 27, /* 15 */ - 30, 35, 40, 45, 50 /* 20 */ + 0, + 0, 1, 2, 3, 4, // 5 + 5, 7, 9, 11, 13, // 10 + 15, 18, 21, 24, 27, // 15 + 30, 35, 40, 45, 50 // 20 }; int @@ -228,6 +218,51 @@ return enc_to_item_power [clamp (ench, 0, 20)]; } +static const struct need_identify_types : typeset +{ + need_identify_types () + { + set (RING); + set (WAND); + set (ROD); + set (HORN); + set (SCROLL); + set (SKILL); + set (SKILLSCROLL); + set (SPELLBOOK); + set (FOOD); + set (POTION); + set (BOW); + set (ARROW); + set (WEAPON); + set (ARMOUR); + set (SHIELD); + set (HELMET); + set (AMULET); + set (BOOTS); + set (GLOVES); + set (BRACERS); + set (GIRDLE); + set (CONTAINER); + set (DRINK); + set (FLESH); + set (INORGANIC); + set (CLOSE_CON); + set (CLOAK); + set (GEM); + set (POWER_CRYSTAL); + set (POISON); + set (BOOK); + set (SKILL_TOOL); + } +} need_identify_types; + +bool +object::need_identify () const +{ + return need_identify_types [type]; +} + /* This takes an object 'op' and figures out what its item_power * rating should be. This should only really be used by the treasure * generation code, and when loading legacy objects. It returns @@ -309,16 +344,28 @@ return get_power_from_ench (enc); } +static const struct get_typedata +{ + const typedata *data [NUM_TYPES]; + + get_typedata () + { + for (int i = 0; i < item_types_size; i++) + data [item_types[i].number] = &item_types [i]; + } + + const typedata *operator ()(int itemtype) const + { + return data [itemtype]; + } +} get_typedata_; + /* returns the typedata that has a number equal to itemtype, if there * isn't one, returns NULL */ const typedata * get_typedata (int itemtype) { - for (int i = 0; i < item_types_size; i++) - if (item_types[i].number == itemtype) - return &item_types[i]; - - return NULL; + return get_typedata_ (itemtype); } /* returns the typedata that has a name equal to itemtype, if there @@ -389,25 +436,29 @@ * the number requested (of the form first, second, third...) */ const char * -get_levelnumber (int i) +ordinal (int i) { - static char buf[MAX_BUF]; - - if (i > 99) - { - sprintf (buf, "%d.", i); - return buf; - } + if (i < 0) + return format ("minus %s", ordinal (-i)); if (i < 21) - return levelnumbers[i]; + return ordnumbers[i]; - if (!(i % 10)) - return levelnumbers_10[i / 10]; + int digit = i % 10; - strcpy (buf, numbers_10[i / 10]); - strcat (buf, levelnumbers[i % 10]); - return buf; + if (i >= 100) + return format ( + digit == 1 ? "%dst" + : digit == 2 ? "%dnd" + : digit == 3 ? "%drd" + : "%dth", + i + ); + + if (digit == 0) + return ordnumbers_10[i / 10]; + else + return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]); } /* @@ -427,15 +478,15 @@ ring_desc (const object *op) { static dynbuf_text buf; buf.clear (); - int attr, val, len; + int attr, val; - if (QUERY_FLAG (op, FLAG_IDENTIFIED)) + if (op->flag [FLAG_IDENTIFIED]) { for (attr = 0; attr < NUM_STATS; attr++) if ((val = op->stats.stat (attr))) buf.printf ("(%s%+d)", short_stat_name[attr], val); - if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); + if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp); if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); @@ -448,10 +499,10 @@ if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); - if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; - if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; - if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; - if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; + if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)"; + if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)"; + if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)"; + if (op->flag [FLAG_STEALTH]) buf << "(stealth)"; buf.add_paths ("Attuned" , op->path_attuned); buf.add_paths ("Repelled", op->path_repelled); @@ -487,7 +538,7 @@ buf << (op->nrof <= 1 ? op->name : op->name_pl); - if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) + if (op->title && op->flag [FLAG_IDENTIFIED]) buf << ' ' << op->title; switch (op->type) @@ -496,7 +547,7 @@ case SCROLL: case WAND: case ROD: - if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED]) { if (!op->title) buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); @@ -545,7 +596,9 @@ break; default: - if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) + if (op->magic + && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) + || op->flag [FLAG_IDENTIFIED])) buf.printf (" %+d", op->magic); } @@ -569,7 +622,6 @@ const char * query_name (const object *op) { - int len = 0; static dynbuf_text bufs[5]; static int use_buf = 0; @@ -586,16 +638,16 @@ buf << query_short_name (op); - if (QUERY_FLAG (op, FLAG_INV_LOCKED)) + if (op->flag [FLAG_INV_LOCKED]) buf << " *"; if (op->is_open_container ()) buf << " (open)"; - if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) + if (op->flag [FLAG_KNOWN_CURSED]) { - if (QUERY_FLAG (op, FLAG_DAMNED)) + if (op->flag [FLAG_DAMNED]) buf << " (damned)"; - else if (QUERY_FLAG (op, FLAG_CURSED)) + else if (op->flag [FLAG_CURSED]) buf << " (cursed)"; } @@ -608,7 +660,7 @@ * if it has been applied. Equipping an item does not tell full * abilities, especially for artifact items. */ - if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) + if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED]) buf << " (magic)"; #if 0 @@ -620,16 +672,15 @@ #endif - if (QUERY_FLAG (op, FLAG_APPLIED)) + if (op->flag [FLAG_APPLIED]) { switch (op->type) { + case RANGED: case BOW: case WAND: case ROD: case HORN: - buf << " (applied)"; - break; case WEAPON: buf << " (applied)"; break; @@ -673,7 +724,7 @@ break; } - if (QUERY_FLAG (op, FLAG_UNPAID)) + if (op->flag [FLAG_UNPAID]) buf << " (unpaid)"; return buf; @@ -712,7 +763,7 @@ buf << (plural ? op->name_pl : op->name); - if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) + if (op->title && op->flag [FLAG_IDENTIFIED]) buf << ' ' << op->title; switch (op->type) @@ -721,7 +772,7 @@ case SCROLL: case WAND: case ROD: - if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED]) { if (!op->title) buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); @@ -754,7 +805,9 @@ break; default: - if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) + if (op->magic + && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) + || op->flag [FLAG_IDENTIFIED])) buf.printf (" %+d", op->magic); } @@ -807,20 +860,20 @@ break; } - if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; - if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; - if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; - if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; - if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; - if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; - if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; - if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; - if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; - if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; - if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; - if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; - if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; - if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; + if (op->flag [FLAG_UNDEAD]) buf << "(undead)"; + if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)"; + if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)"; + if (op->flag [FLAG_USE_BOW]) buf << "(archer)"; + if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)"; + if (op->flag [FLAG_USE_RING]) buf << "(wear ring)"; + if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)"; + if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)"; + if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)"; + if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)"; + if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)"; + if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)"; + if (op->flag [FLAG_HITBACK]) buf << "(hitback)"; + if (op->flag [FLAG_STEALTH]) buf << "(stealthy)"; if (op->randomitems) { @@ -912,7 +965,7 @@ const char * describe_item (const object *op, object *owner) { - if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) + if (op->flag [FLAG_MONSTER] || op->type == PLAYER) return describe_monster (op); static dynbuf_text buf; buf.clear (); @@ -921,12 +974,13 @@ /* figure this out once, instead of making multiple calls to need_identify. * also makes the code easier to read. */ - identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); + identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED]; if (!identified) buf << "(unidentified)"; switch (op->type) { + case RANGED: case BOW: case ARROW: case WAND: @@ -1001,14 +1055,14 @@ case FOOD: case FLESH: case DRINK: - if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + if (identified || op->flag [FLAG_BEEN_APPLIED]) { buf.printf ("(food+%d)", op->stats.food); if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); - if (!QUERY_FLAG (op, FLAG_CURSED)) + if (!op->flag [FLAG_CURSED]) { if (op->stats.hp) buf << "(heals)"; if (op->stats.sp) buf << "(spellpoint regen)"; @@ -1039,12 +1093,10 @@ /* Down here, we more further describe equipment type items. * only describe them if they have been identified or the like. */ - if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + if (identified || op->flag [FLAG_BEEN_APPLIED]) { - int attr, val; - - for (attr = 0; attr < NUM_STATS; attr++) - if ((val = op->stats.stat (attr))) + for (int attr = 0; attr < NUM_STATS; attr++) + if (int val = op->stats.stat (attr)) buf.printf ("(%s%+d)", short_stat_name[attr], val); if (op->stats.exp) @@ -1052,6 +1104,7 @@ switch (op->type) { + case RANGED: case BOW: case ARROW: case GIRDLE: @@ -1080,8 +1133,8 @@ break; } - if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; - if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; + if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)"; + if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)"; /* levitate was what is was before, so we'll keep it */ if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; @@ -1104,6 +1157,7 @@ switch (op->type) { + case RANGED: case ROD: /* These use stats.sp for spell selection and stats.food */ case HORN: /* and stats.hp for spell-point regeneration... */ case BOW: @@ -1153,10 +1207,10 @@ if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); - if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; - if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; - if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; - if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; + if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)"; + if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)"; + if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)"; + if (op->flag [FLAG_STEALTH]) buf << "(stealth)"; if (op->slaying && op->type != FOOD) buf.printf ("(slay %s)", &op->slaying); @@ -1210,7 +1264,7 @@ { case SPELLBOOK: if (flag [FLAG_IDENTIFIED] && inv) - buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill); + buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill); break; case BOOK: @@ -1289,20 +1343,18 @@ { if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) { - buf << '\r'; - - /* This is just a hack so when identifying the items, we print - * out the extra message - */ - if (need_identify (this) && flag [FLAG_IDENTIFIED]) - buf << "The object has a story:\r"; - - buf << msg << '\n'; + if (!need_identify ()) + buf << '\r' << msg << '\n'; + else if (flag [FLAG_IDENTIFIED]) + buf << '\r' << "The object has a story:\r" << msg; } } - else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] + else if (inv + && inv->msg + && inv->type == SPELL + && flag [FLAG_IDENTIFIED] && (type == SPELLBOOK || type == ROD || type == WAND - || type == ROD || type == POTION || type == SCROLL)) + || type == POTION || type == SCROLL)) // for spellbooks and other stuff that contains spells, print the spell message, // unless the object has a custom message handled above. buf << '\r' << inv->msg << '\n'; @@ -1323,6 +1375,11 @@ TICK2TIME (change_ability_duration (spell, this))); } + // some help text for skill tools + if (type == SKILL_TOOL) + buf << "\nH"; + // Display a hint about inscribable items [empty books] // This includes the amount of text they can hold. if (type == INSCRIBABLE) @@ -1371,9 +1428,9 @@ static dynbuf_text buf; buf.clear (); for (object *tmp = inv; tmp; tmp = tmp->below) - if (who && QUERY_FLAG (who, FLAG_WIZ)) + if (who && who->flag [FLAG_WIZ]) buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); - else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) + else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED])) buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); if (buf.size ()) @@ -1396,7 +1453,7 @@ int i; /* living creatures are considered non magical */ - if (QUERY_FLAG (op, FLAG_ALIVE)) + if (op->flag [FLAG_ALIVE]) return 0; /* This is a test for it being an artifact, as artifacts have titles */ @@ -1412,15 +1469,15 @@ /* Check for stealty, speed, flying, or just plain magic in the boots */ /* Presume any boots that hvae a move_type are special. */ - if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) + if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp))) return 1; /* Take care of amulet/shield that reflects spells/missiles */ - if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) + if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE])) return 1; /* Take care of helmet of xrays */ - if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) + if (op->type == HELMET && op->flag [FLAG_XRAYS]) return 1; /* Potions & rods are always magical. Wands/staves are also magical, @@ -1459,75 +1516,21 @@ return 0; } -/* need_identify returns true if the item should be identified. This - * function really should not exist - by default, any item not identified - * should need it. - */ - -int -need_identify (const object *op) -{ - switch (op->type) - { - case RING: - case WAND: - case ROD: - case HORN: - case SCROLL: - case SKILL: - case SKILLSCROLL: - case SPELLBOOK: - case FOOD: - case POTION: - case BOW: - case ARROW: - case WEAPON: - case ARMOUR: - case SHIELD: - case HELMET: - case AMULET: - case BOOTS: - case GLOVES: - case BRACERS: - case GIRDLE: - case CONTAINER: - case DRINK: - case FLESH: - case INORGANIC: - case CLOSE_CON: - case CLOAK: - case GEM: - case POWER_CRYSTAL: - case POISON: - case BOOK: - case SKILL_TOOL: - return 1; - } - - /* Try to track down some stuff that may show up here. Thus, the - * archetype file can be updated, and this function removed. - */ -#if 0 - LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); -#endif - return 0; -} - /* * Supposed to fix face-values as well here, but later. */ void identify (object *op) { - SET_FLAG (op, FLAG_IDENTIFIED); - CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); - CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); + op->set_flag (FLAG_IDENTIFIED); + op->clr_flag (FLAG_KNOWN_MAGICAL); + op->clr_flag (FLAG_NO_SKILL_IDENT); /* * We want autojoining of equal objects: */ - if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) - SET_FLAG (op, FLAG_KNOWN_CURSED); + if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) + op->set_flag (FLAG_KNOWN_CURSED); if (op->type == POTION) {