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Comparing deliantra/server/common/item.C (file contents):
Revision 1.28 by root, Wed May 2 05:59:06 2007 UTC vs.
Revision 1.56 by sf-marcmagus, Mon Oct 12 03:09:02 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 25#include <living.h>
28#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 29
30/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
47 * may be better. 47 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 50 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"body_arm", "on your arm", "on a human's arm"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {"body_torso", "on your body", "on a human's torso"}, 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_head", "on your head", "on a human's head"}, 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"body_neck", "around your neck", "around a humans neck"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {"body_finger", "on your finger", "on a human's finger"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
61 {"body_hand", "on your hands", "on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
62 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 67};
66 68
67static char numbers[21][20] = { 69static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
250}; 252};
251 253
252int 254int
253get_power_from_ench (int ench) 255get_power_from_ench (int ench)
254{ 256{
255 if (ench < 0) ench = 0;
256 if (ench > 20) ench = 20;
257
258 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
259} 258}
260 259
261/* This takes an object 'op' and figures out what its item_power 260/* This takes an object 'op' and figures out what its item_power
262 * rating should be. This should only really be used by the treasure 261 * rating should be. This should only really be used by the treasure
263 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
270{ 269{
271 int i, tmp, enc; 270 int i, tmp, enc;
272 271
273 enc = 0; 272 enc = 0;
274 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
275 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
276 275
277 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against 279 * armour shouldn't be counted against
297 if (op->type == WEAPON) 296 if (op->type == WEAPON)
298 { 297 {
299 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
300 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
301 enc++; 300 enc++;
301
302 if (op->slaying) 302 if (op->slaying)
303 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
304 } 304 }
305
305 /* Items the player can equip */ 306 /* Items the player can equip */
306 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
308 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
309 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
313 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
314 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
315 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
316 } 317 }
318
317 enc += op->stats.luck; 319 enc += op->stats.luck;
318 320
319 /* Do spell paths now */ 321 /* Do spell paths now */
320 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
321 { 323 {
325 enc -= 2; 327 enc -= 2;
326 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
327 enc--; 329 enc--;
328 } 330 }
329 331
330 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
331 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
332 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
333 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
334 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
335 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
336 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
337 enc += 1;
338 if (QUERY_FLAG (op, FLAG_XRAYS))
339 enc += 2;
340 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
341 enc += 1;
342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343 enc += 1;
344 339
345 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
346} 341}
347 342
348/* returns the typedata that has a number equal to itemtype, if there 343/* returns the typedata that has a number equal to itemtype, if there
349 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
350const typedata * 345const typedata *
351get_typedata (int itemtype) 346get_typedata (int itemtype)
352{ 347{
353 int i;
354
355 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
356 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
357 return &item_types[i]; 350 return &item_types[i];
351
358 return NULL; 352 return NULL;
359} 353}
360 354
361/* returns the typedata that has a name equal to itemtype, if there 355/* returns the typedata that has a name equal to itemtype, if there
362 * isn't one, return the plural name that matches, if there still isn't 356 * isn't one, return the plural name that matches, if there still isn't
363 * one return NULL */ 357 * one return NULL */
364const typedata * 358const typedata *
365get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
366{ 360{
367 int i;
368
369 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
370 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
371 return &item_types[i]; 363 return &item_types[i];
364
372 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
374 { 367 {
375 LOG (llevInfo, 368 LOG (llevInfo,
376 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 369 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
377 return &item_types[i]; 370 return &item_types[i];
378 } 371 }
372
379 return NULL; 373 return 0;
380} 374}
381 375
382/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
383 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
384 * a big buffer. 378 * a big buffer.
403 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
404 398
405 strcat (buf, buf1); 399 strcat (buf, buf1);
406 } 400 }
407 } 401 }
402
408 return buf; 403 return buf;
409} 404}
410 405
411 406
412/* 407/*
413 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
414 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
415 * The buffer will be overwritten by the next call to query_weight(). 410 * The buffer will be overwritten by the next call to query_weight().
411 *
412 * Seems to be used only by unimportant stuff. Remove?
416 */ 413 */
417const char * 414const char *
418query_weight (const object *op) 415query_weight (const object *op)
419{ 416{
420 static char buf[10]; 417 static char buf[10];
421 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
422 419
423 if (op->weight < 0) 420 if (op->weight < 0)
424 return " "; 421 return " ";
425 422
426 if (i % 1000) 423 if (i % 1000)
446 return buf; 443 return buf;
447 } 444 }
448 445
449 if (i < 21) 446 if (i < 21)
450 return levelnumbers[i]; 447 return levelnumbers[i];
448
451 if (!(i % 10)) 449 if (!(i % 10))
452 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
453 451
454 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
455 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
490 * from stats.sp - b.t. 488 * from stats.sp - b.t.
491 */ 489 */
492const char * 490const char *
493ring_desc (const object *op) 491ring_desc (const object *op)
494{ 492{
495 static char buf[VERY_BIG_BUF]; 493 static dynbuf_text buf; buf.clear ();
496 int attr, val, len; 494 int attr, val, len;
497 495
498 buf[0] = 0;
499
500 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 496 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
501 return buf; 497 {
502
503 for (attr = 0; attr < NUM_STATS; attr++) 498 for (attr = 0; attr < NUM_STATS; attr++)
504 { 499 if ((val = op->stats.stat (attr)))
505 if ((val = get_attr_value (&(op->stats), attr)) != 0)
506 {
507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 500 buf.printf ("(%s%+d)", short_stat_name[attr], val);
508 }
509 }
510 501
511 if (op->stats.exp) 502 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 503 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
513 if (op->stats.wc) 504 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 505 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
515 if (op->stats.dam)
516 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
517 if (op->stats.ac)
518 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
519 506
520 strcat (buf, describe_resistance (op, 0)); 507 buf << describe_resistance (op, 0);
521 508
522 if (op->stats.food != 0) 509 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
523 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
524 /* else if (op->stats.food < 0) 511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
525 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
526 if (op->stats.grace) 513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
527 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
528 if (op->stats.sp && op->type != SKILL)
529 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
530 if (op->stats.hp)
531 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
532 if (op->stats.luck)
533 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
534 if (QUERY_FLAG (op, FLAG_LIFESAVE))
535 strcat (buf, "(lifesaving)");
536 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
537 strcat (buf, "(reflect spells)");
538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
539 strcat (buf, "(reflect missiles)");
540 if (QUERY_FLAG (op, FLAG_STEALTH))
541 strcat (buf, "(stealth)");
542 514
543 /* Shorten some of the names, so they appear better in the windows */ 515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
544 len = strlen (buf); 516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548 519
549 /* if(op->item_power) 520 buf.add_paths ("Attuned" , op->path_attuned);
550 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 521 buf.add_paths ("Repelled", op->path_repelled);
551 */ 522 buf.add_paths ("Denied" , op->path_denied);
552 if (buf[0] == 0 && op->type != SKILL)
553 strcpy (buf, "of adornment");
554 523
524 if (buf.empty ())
525 buf << "of adornment";
526 }
555 527
556 return buf; 528 return buf;
557} 529}
558 530
559/* 531/*
560 * query_short_name(object) is similar to query_name, but doesn't 532 * query_short_name(object) is similar to query_name, but doesn't
561 * contain any information about object status (worn/cursed/etc.) 533 * contain any information about object status (worn/cursed/etc.)
534 *
535 * It is sometimes used when printing messages, so should fit well into a sentence.
562 */ 536 */
563const char * 537const char *
564query_short_name (const object *op) 538query_short_name (const object *op)
565{ 539{
566 static char buf[HUGE_BUF];
567 char buf2[HUGE_BUF];
568 int len = 0;
569
570 if (op->name == NULL) 540 if (!op->name)
571 return "(null)"; 541 return "(null)";
572 542
573 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 543 if (!op->nrof
544 && !op->weight
545 && !op->title
546 && !is_magical (op)
547 && op->slaying != shstr_money)
574 return op->name; /* To speed things up (or make things slower?) */ 548 return op->name; /* To speed things up (or make things slower?) */
575 549
576 if (op->nrof <= 1) 550 static dynbuf_text buf; buf.clear ();
577 safe_strcat (buf, op->name, &len, HUGE_BUF); 551
578 else 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
579 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
580 553
581 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
582 { 555 buf << ' ' << op->title;
583 safe_strcat (buf, " ", &len, HUGE_BUF);
584 safe_strcat (buf, op->title, &len, HUGE_BUF);
585 }
586 556
587 switch (op->type) 557 switch (op->type)
588 { 558 {
589 case SPELLBOOK: 559 case SPELLBOOK:
590 case SCROLL: 560 case SCROLL:
591 case WAND: 561 case WAND:
592 case ROD: 562 case ROD:
593 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 563 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
594 { 564 {
595 if (!op->title) 565 if (!op->title)
596 { 566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
597 safe_strcat (buf, " of ", &len, HUGE_BUF); 567
598 if (op->inv)
599 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
600 else
601 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
602 }
603 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
604 {
605 sprintf (buf2, " (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
606 safe_strcat (buf, buf2, &len, HUGE_BUF);
607 }
608 } 570 }
609 break; 571 break;
610 572
573 case ALTAR:
574 case TRIGGER_ALTAR:
575 case IDENTIFY_ALTAR:
576 case CONVERTER:
577 if (op->slaying == shstr_money)
578 {
579 bool wrap = !!buf.size ();
580
581 if (wrap) buf << " [";
582
583 archetype *coin = 0;
584
585 for (char const *const *c = coins; *coins; ++c)
586 if ((coin = archetype::find (*c)))
587 if (op->stats.food % coin->value == 0)
588 break;
589
590 sint32 coins = op->stats.food / coin->value;
591
592 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
593
594 if (wrap) buf << ']';
595 }
596 break;
597
611 case SKILL: 598 case SKILL:
612 case AMULET: 599 case AMULET:
613 case RING: 600 case RING:
614 if (!op->title) 601 if (!op->title)
615 { 602 {
616 /* If ring has a title, full description isn't so useful */ 603 /* If ring has a title, full description isn't so useful */
617 const char *s = ring_desc (op); 604 const char *s = ring_desc (op);
618 605
619 if (s[0]) 606 if (s && *s)
620 { 607 buf << " " << s;
621 safe_strcat (buf, " ", &len, HUGE_BUF);
622 safe_strcat (buf, s, &len, HUGE_BUF);
623 }
624 } 608 }
625 break; 609 break;
610
626 default: 611 default:
627 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
628 {
629 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 614 }
615
633 return buf; 616 return buf;
634} 617}
635 618
636/* 619/*
637 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
641 * you can make several calls to query_name before the bufs start getting 624 * you can make several calls to query_name before the bufs start getting
642 * overwritten. This may be a bad thing (it may be easier to assume the value 625 * overwritten. This may be a bad thing (it may be easier to assume the value
643 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
644 * use several names much easier (don't need to store them to temp variables.) 627 * use several names much easier (don't need to store them to temp variables.)
645 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
646 */ 631 */
647const char * 632const char *
648query_name (const object *op) 633query_name (const object *op)
649{ 634{
650 static char buf[5][HUGE_BUF]; // OMFG 635 int len = 0;
636 static dynbuf_text bufs[5];
651 static int use_buf = 0; 637 static int use_buf = 0;
652 int len = 0;
653
654#ifdef NEW_MATERIAL_CODE
655 materialtype_t *mt;
656#endif
657 638
658 use_buf++; 639 use_buf++;
659 use_buf %= 5; 640 use_buf %= 5;
660 641
661#ifdef NEW_MATERIAL_CODE 642 dynbuf_text &buf = bufs [use_buf];
643 buf.clear ();
644
662 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
663 {
664 mt = name_to_material (op->materialname); 646 if (materialtype_t *mt = name_to_material (op->materialname))
665 if (mt) 647 buf << mt->description << ' ';
666 {
667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
668 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
669 }
670 }
671#endif
672 648
673 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 649 buf << query_short_name (op);
674 650
675 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
676 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 652 buf << " *";
677 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
678 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 654 buf << " (open)";
679 655
680 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
681 { 657 {
682 if (QUERY_FLAG (op, FLAG_DAMNED)) 658 if (QUERY_FLAG (op, FLAG_DAMNED))
683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 659 buf << " (damned)";
684 else if (QUERY_FLAG (op, FLAG_CURSED)) 660 else if (QUERY_FLAG (op, FLAG_CURSED))
685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 661 buf << " (cursed)";
686 } 662 }
687 663
688 /* Basically, if the object is known magical (detect magic spell on it), 664 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 665 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 666 * it is magical. Assume that the detect magical spell will only set
693 * Changed in V 0.91.4 - still print that the object is magical even 669 * Changed in V 0.91.4 - still print that the object is magical even
694 * if it has been applied. Equipping an item does not tell full 670 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 671 * abilities, especially for artifact items.
696 */ 672 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 674 buf << " (magic)";
699 675
700#if 0 676#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 677 /* item_power will be returned in describe_item - it shouldn't really
702 * be returned in the name. 678 * be returned in the name.
703 */ 679 */
704 if (op->item_power) 680 if (op->item_power)
705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 682
712 { 688 {
713 case BOW: 689 case BOW:
714 case WAND: 690 case WAND:
715 case ROD: 691 case ROD:
716 case HORN: 692 case HORN:
717 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
718 break; 694 break;
719 case WEAPON: 695 case WEAPON:
720 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
721 break; 697 break;
722 case ARMOUR: 698 case ARMOUR:
723 case HELMET: 699 case HELMET:
724 case SHIELD: 700 case SHIELD:
725 case RING: 701 case RING:
727 case GLOVES: 703 case GLOVES:
728 case AMULET: 704 case AMULET:
729 case GIRDLE: 705 case GIRDLE:
730 case BRACERS: 706 case BRACERS:
731 case CLOAK: 707 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 708 buf << " (worn)";
733 break; 709 break;
734 case CONTAINER: 710 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 711 buf << " (active)";
736 break; 712 break;
737 case SKILL: 713 case SKILL:
738 default: 714 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 715 buf << " (applied)";
740 } 716 }
741 } 717 }
742 718
719 switch (op->type)
720 {
721 case LAMP:
722 if (op->glow_radius)
723 buf << " (on)";
724 else if (op->stats.food <= 0)
725 buf << " (empty)";
726 else
727 buf << " (off)";
728 break;
729
730 case TORCH:
731 if (op->glow_radius)
732 buf << " (burning)";
733 else if (op->stats.food <= 0)
734 buf << " (burned out)";
735 break;
736 }
737
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 739 buf << " (unpaid)";
745 740
746 return buf [use_buf]; 741 return buf;
747} 742}
748 743
749/* 744/*
750 * query_base_name(object) returns a character pointer pointing to a static 745 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 746 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next 747 * of the given object. The buffer will be overwritten at the next
753 * call to query_base_name(). This is a lot like query_name, but we 748 * call to query_base_name(). This is a lot like query_name, but we
754 * don't include the item count or item status. Used for inventory sorting 749 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client. 750 * and sending to client.
756 * If plural is set, we generate the plural name of this. 751 * If plural is set, we generate the plural name of this.
752 *
753 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed.
757 */ 755 */
758const char * 756const char *
759query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
760{ 758{
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 760 return "(null)";
767 761
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 762 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 763 return op->name; /* To speed things up (or make things slower?) */
770 764
765 static dynbuf_text buf; buf.clear ();
766
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 767 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 768 if (materialtype_t *mt = name_to_material (op->materialname))
769 if (op->arch->materialname != mt->name)
770 buf << mt->description << ' ';
773 771
774#ifdef NEW_MATERIAL_CODE 772 buf << (plural ? op->name_pl : op->name);
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788#endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793
794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 773
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 775 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 776
805 switch (op->type) 777 switch (op->type)
806 { 778 {
807 case SPELLBOOK: 779 case SPELLBOOK:
808 case SCROLL: 780 case SCROLL:
809 case WAND: 781 case WAND:
810 case ROD: 782 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 783 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 784 {
813 if (!op->title) 785 if (!op->title)
814 { 786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 787
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 788 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 789 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 790 }
827 break; 791 break;
828 792
829 793
830 case SKILL: 794 case SKILL:
833 if (!op->title) 797 if (!op->title)
834 { 798 {
835 /* If ring has a title, full description isn't so useful */ 799 /* If ring has a title, full description isn't so useful */
836 const char *s = ring_desc (op); 800 const char *s = ring_desc (op);
837 801
838 if (s[0]) 802 if (s && *s)
839 { 803 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 804 }
844 break; 805 break;
806
845 default: 807 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 { 809 buf.printf (" %+d", op->magic);
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 810 }
851 811
852 return buf; 812 return buf;
853} 813}
854 814
856 * too long, making it difficult to read. This function deals 816 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only 817 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description 818 * be called with monster & player objects. Returns a description
859 * in a static buffer. 819 * in a static buffer.
860 */ 820 */
861static char * 821static const char *
862describe_monster (const object *op) 822describe_monster (const object *op)
863{ 823{
864 char buf[MAX_BUF]; 824 static dynbuf_text buf; buf.clear ();
865 static char retbuf[VERY_BIG_BUF];
866 int i;
867
868 retbuf[0] = '\0';
869 825
870 /* Note that the resolution this provides for players really isn't 826 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 827 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 828 * fall into the 'lightning fast movement' category.
873 */ 829 */
874 if (op->has_active_speed ()) 830 if (op->has_active_speed ())
875 {
876 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
877 { 832 {
878 case 0: 833 case 0:
879 strcat (retbuf, "(very slow movement)"); 834 buf << "(very slow movement)";
880 break; 835 break;
881 case 1: 836 case 1:
882 strcat (retbuf, "(slow movement)"); 837 buf << "(slow movement)";
883 break; 838 break;
884 case 2: 839 case 2:
885 strcat (retbuf, "(normal movement)"); 840 buf << "(normal movement)";
886 break; 841 break;
887 case 3: 842 case 3:
888 case 4: 843 case 4:
889 strcat (retbuf, "(fast movement)"); 844 buf << "(fast movement)";
890 break; 845 break;
891 case 5: 846 case 5:
892 case 6: 847 case 6:
893 strcat (retbuf, "(very fast movement)"); 848 buf << "(very fast movement)";
894 break; 849 break;
895 case 7: 850 case 7:
896 case 8: 851 case 8:
897 case 9: 852 case 9:
898 case 10: 853 case 10:
899 strcat (retbuf, "(extremely fast movement)"); 854 buf << "(extremely fast movement)";
900 break; 855 break;
901 default: 856 default:
902 strcat (retbuf, "(lightning fast movement)"); 857 buf << "(lightning fast movement)";
903 break; 858 break;
904 } 859 }
905 } 860
906 if (QUERY_FLAG (op, FLAG_UNDEAD)) 861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
907 strcat (retbuf, "(undead)");
908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
909 strcat (retbuf, "(see invisible)"); 863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
910 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
911 strcat (retbuf, "(wield weapon)"); 865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
912 if (QUERY_FLAG (op, FLAG_USE_BOW)) 866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
913 strcat (retbuf, "(archer)"); 867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
915 strcat (retbuf, "(wear armour)");
916 if (QUERY_FLAG (op, FLAG_USE_RING))
917 strcat (retbuf, "(wear ring)");
918 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
919 strcat (retbuf, "(read scroll)");
920 if (QUERY_FLAG (op, FLAG_USE_RANGE))
921 strcat (retbuf, "(fires wand/rod/horn)");
922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
923 strcat (retbuf, "(skill user)"); 870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
924 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
925 strcat (retbuf, "(spellcaster)");
926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
927 strcat (retbuf, "(friendly)");
928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
929 strcat (retbuf, "(unaggressive)"); 873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
930 if (QUERY_FLAG (op, FLAG_HITBACK)) 874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
931 strcat (retbuf, "(hitback)"); 875
932 if (QUERY_FLAG (op, FLAG_STEALTH))
933 strcat (retbuf, "(stealthy)");
934 if (op->randomitems != NULL) 876 if (op->randomitems)
935 { 877 {
936 treasure *t;
937 int first = 1; 878 bool first = 1;
938 879
939 for (t = op->randomitems->items; t != NULL; t = t->next) 880 for (treasure *t = op->randomitems->items; t; t = t->next)
940 if (t->item && t->item->clone.type == SPELL) 881 if (t->item && t->item->type == SPELL)
941 { 882 {
942 if (first) 883 if (first)
943 { 884 buf << "(Spell abilities:)";
885
944 first = 0; 886 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 887
946 } 888 buf << '(' << t->item->object::name << ')';
947 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name);
949 strcat (retbuf, ")");
950 } 889 }
951 } 890 }
891
952 if (op->type == PLAYER) 892 if (op->type == PLAYER)
953 { 893 {
954 if (op->contr->digestion) 894 if (op->contr->digestion)
955 {
956 if (op->contr->digestion != 0)
957 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 895 buf.printf ("(sustenance%+d)", op->contr->digestion);
958 strcat (retbuf, buf); 896
959 }
960 if (op->contr->gen_grace) 897 if (op->contr->gen_grace)
961 {
962 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 898 buf.printf ("(grace%+d)", op->contr->gen_grace);
963 strcat (retbuf, buf); 899
964 }
965 if (op->contr->gen_sp) 900 if (op->contr->gen_sp)
966 {
967 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 901 buf.printf ("(magic%+d)", op->contr->gen_sp);
968 strcat (retbuf, buf); 902
969 }
970 if (op->contr->gen_hp) 903 if (op->contr->gen_hp)
971 {
972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 904 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
973 strcat (retbuf, buf); 905
974 }
975 if (op->stats.luck) 906 if (op->stats.luck)
976 {
977 sprintf (buf, "(luck%+d)", op->stats.luck); 907 buf.printf ("(luck%+d)", op->stats.luck);
978 strcat (retbuf, buf);
979 }
980 } 908 }
981 909
982 /* describe attacktypes */ 910 /* describe attacktypes */
983 if (is_dragon_pl (op)) 911 if (is_dragon_pl (op))
984 { 912 {
986 * Break apart the for loop - move the comparison checking down - 914 * Break apart the for loop - move the comparison checking down -
987 * this makes it more readable. 915 * this makes it more readable.
988 */ 916 */
989 object *tmp; 917 object *tmp;
990 918
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 919 for (tmp = op->inv; tmp; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 920 if (tmp->type == SKILL && tmp->name == shstr_clawing)
993 break; 921 break;
994 922
995 if (tmp && tmp->attacktype != 0) 923 if (tmp && tmp->attacktype)
996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 924 buf.add_abilities ("Claws", tmp->attacktype);
997 else 925 else
998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 926 buf.add_abilities ("Attacks", op->attacktype);
999 } 927 }
1000 else 928 else
1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 929 buf.add_abilities ("Attacks", op->attacktype);
1002 930
1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 931 buf.add_paths ("Attuned" , op->path_attuned);
1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 932 buf.add_paths ("Repelled", op->path_repelled);
1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 933 buf.add_paths ("Denied" , op->path_denied);
1006 934
1007 for (i = 0; i < NROFATTACKS; i++) 935 for (int i = 0; i < NROFATTACKS; i++)
1008 if (op->resist[i]) 936 if (op->resist[i])
1009 {
1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 937 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1011 strcat (retbuf, buf);
1012 }
1013 938
1014 return retbuf; 939 return buf;
1015} 940}
1016
1017 941
1018/* 942/*
1019 * Returns a pointer to a static buffer which contains a 943 * Returns a pointer to a static buffer which contains a
1020 * description of the given object. 944 * description of the given object.
1021 * If it is a monster, lots of information about its abilities 945 * If it is a monster, lots of information about its abilities
1030 * wouldn't need to use the SEE_INVISIBLE flag to know it is 954 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1031 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
1032 * a dwarven axe, in which the full abilities are only known to 956 * a dwarven axe, in which the full abilities are only known to
1033 * dwarves, etc. 957 * dwarves, etc.
1034 * 958 *
1035 * This function is really much more complicated than it should
1036 * be, because different objects have different meanings
1037 * for the same field (eg, wands use 'food' for charges). This
1038 * means these special cases need to be worked out.
1039 *
1040 * Add 'owner' who is the person examining this object. 959 * Add 'owner' who is the person examining this object.
1041 * owner can be null if no one is being associated with this 960 * owner can be null if no one is being associated with this
1042 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
1043 */ 962 */
1044const char * 963const char *
1045describe_item (const object *op, object *owner) 964describe_item (const object *op, object *owner)
1046{ 965{
1047 char buf[MAX_BUF]; 966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1048 static char retbuf[VERY_BIG_BUF]; 967 return describe_monster (op);
968
969 static dynbuf_text buf; buf.clear ();
1049 int identified, i; 970 int identified, i;
1050 971
1051 retbuf[0] = '\0';
1052 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1053 {
1054 return describe_monster (op);
1055 }
1056 /* figure this out once, instead of making multiple calls to need_identify. 972 /* figure this out once, instead of making multiple calls to need_identify.
1057 * also makes the code easier to read. 973 * also makes the code easier to read.
1058 */ 974 */
1059 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1060 identified = 1; 976 if (!identified)
1061 else 977 buf << "(unidentified)";
1062 { 978
1063 strcpy (retbuf, "(unidentified)");
1064 identified = 0;
1065 }
1066 switch (op->type) 979 switch (op->type)
1067 { 980 {
1068 case BOW: 981 case BOW:
1069 case ARROW: 982 case ARROW:
1070 case WAND: 983 case WAND:
1071 case ROD: 984 case ROD:
1072 case HORN: 985 case HORN:
1073 case WEAPON: 986 case WEAPON:
1074 case ARMOUR: 987 case ARMOUR:
1075 case HELMET: 988 case HELMET:
1076 case SHIELD: 989 case SHIELD:
1077 case BOOTS: 990 case BOOTS:
1078 case GLOVES: 991 case GLOVES:
1079 case GIRDLE: 992 case GIRDLE:
1080 case BRACERS: 993 case BRACERS:
1081 case CLOAK: 994 case CLOAK:
1082 case SKILL_TOOL: 995 case SKILL_TOOL:
1083 break; /* We have more information to do below this switch */ 996 break; /* We have more information to do below this switch */
1084 997
1085 case POWER_CRYSTAL: 998 case POWER_CRYSTAL:
1086 if (op->stats.maxsp > 1000) 999 if (op->stats.maxsp > 1000)
1087 { /*higher capacity crystals */ 1000 { /*higher capacity crystals */
1088 i = (op->stats.maxsp % 100) / 10; 1001 i = (op->stats.maxsp % 1000) / 100;
1002
1089 if (i) 1003 if (i)
1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1091 else 1005 else
1092 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1093 } 1007 }
1094 else 1008 else
1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1096 strcat (retbuf, buf); 1010
1097 i = (op->stats.sp * 10) / op->stats.maxsp; 1011 i = (op->stats.sp * 10) / op->stats.maxsp;
1098 if (op->stats.sp == 0) 1012 if (op->stats.sp == 0)
1099 strcat (retbuf, "empty."); 1013 buf << "empty.";
1100 else if (i == 0) 1014 else if (i == 0)
1101 strcat (retbuf, "almost empty."); 1015 buf << "almost empty.";
1102 else if (i < 3) 1016 else if (i < 3)
1103 strcat (retbuf, "partially filled."); 1017 buf << "partially filled.";
1104 else if (i < 6) 1018 else if (i < 6)
1105 strcat (retbuf, "half full."); 1019 buf << "half full.";
1106 else if (i < 9) 1020 else if (i < 9)
1107 strcat (retbuf, "well charged."); 1021 buf << "well charged.";
1108 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1109 strcat (retbuf, "fully charged."); 1023 buf << "fully charged.";
1110 else 1024 else
1111 strcat (retbuf, "almost full."); 1025 buf << "almost full.";
1112 break; 1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
1033 buf << "empty";
1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
1039 buf << "half empty";
1040 else if (percent < 75)
1041 buf << "half full";
1042 else if (percent < 95)
1043 buf << "well filled";
1044 else if (percent <= 100)
1045 buf << "full";
1046 buf << ")";
1047 }
1048 break;
1049
1113 case FOOD: 1050 case FOOD:
1114 case FLESH: 1051 case FLESH:
1115 case DRINK: 1052 case DRINK:
1116 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1117 { 1054 {
1118 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1119 strcat (retbuf, buf);
1120 1056
1121 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1122 {
1123 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1124 strcat (retbuf, buf);
1125 }
1126 1059
1127 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!QUERY_FLAG (op, FLAG_CURSED))
1128 { 1061 {
1129 if (op->stats.hp) 1062 if (op->stats.hp) buf << "(heals)";
1130 strcat (retbuf, "(heals)");
1131 if (op->stats.sp)
1132 strcat (retbuf, "(spellpoint regen)"); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1133 } 1064 }
1134 else 1065 else
1135 { 1066 {
1136 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1137 strcat (retbuf, "(damages)");
1138 if (op->stats.sp)
1139 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1140 } 1069 }
1141 } 1070 }
1142 break; 1071 break;
1143 1072
1144
1145 case SKILL: 1073 case SKILL:
1146 case RING: 1074 case RING:
1147 case AMULET: 1075 case AMULET:
1148 if (op->item_power) 1076 if (op->item_power)
1149 {
1150 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1151 strcat (retbuf, buf); 1078
1152 }
1153 if (op->title) 1079 if (op->title)
1154 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1155 return retbuf; 1082 return buf;
1156 1083
1157 default: 1084 default:
1158 return retbuf; 1085 return buf;
1159 } 1086 }
1160 1087
1161 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1162 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1163 */ 1090 */
1164 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1165 { 1092 {
1166 int attr, val; 1093 int attr, val;
1167 1094
1168 for (attr = 0; attr < NUM_STATS; attr++) 1095 for (attr = 0; attr < NUM_STATS; attr++)
1169 { 1096 if ((val = op->stats.stat (attr)))
1170 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1171 {
1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1097 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1173 strcat (retbuf, buf);
1174 }
1175 }
1176 1098
1177 if (op->stats.exp) 1099 if (op->stats.exp)
1178 {
1179 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1180 strcat (retbuf, buf);
1181 }
1182
1183 1101
1184 switch (op->type) 1102 switch (op->type)
1185 { 1103 {
1186 case BOW: 1104 case BOW:
1187 case ARROW: 1105 case ARROW:
1188 case GIRDLE: 1106 case GIRDLE:
1189 case HELMET: 1107 case HELMET:
1190 case SHIELD: 1108 case SHIELD:
1191 case BOOTS: 1109 case BOOTS:
1192 case GLOVES: 1110 case GLOVES:
1193 case WEAPON: 1111 case WEAPON:
1194 case SKILL: 1112 case SKILL:
1195 case RING: 1113 case RING:
1196 case AMULET: 1114 case AMULET:
1197 case ARMOUR: 1115 case ARMOUR:
1198 case BRACERS: 1116 case BRACERS:
1199 case FORCE: 1117 case FORCE:
1200 case CLOAK: 1118 case CLOAK:
1201 if (op->stats.wc) 1119 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1202 { 1120 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1203 sprintf (buf, "(wc%+d)", op->stats.wc); 1121 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1204 strcat (retbuf, buf); 1122
1205 }
1206 if (op->stats.dam)
1207 {
1208 sprintf (buf, "(dam%+d)", op->stats.dam);
1209 strcat (retbuf, buf);
1210 }
1211 if (op->stats.ac)
1212 {
1213 sprintf (buf, "(ac%+d)", op->stats.ac);
1214 strcat (retbuf, buf);
1215 }
1216 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1123 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1217 {
1218 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1124 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1219 strcat (retbuf, buf); 1125
1220 }
1221 break; 1126 break;
1222 1127
1223 default: 1128 default:
1224 break; 1129 break;
1225 } 1130 }
1226 if (QUERY_FLAG (op, FLAG_XRAYS)) 1131
1227 strcat (retbuf, "(xray-vision)"); 1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1228 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1229 strcat (retbuf, "(infravision)");
1230 1134
1231 /* levitate was what is was before, so we'll keep it */ 1135 /* levitate was what is was before, so we'll keep it */
1232 if (op->move_type & MOVE_FLY_LOW) 1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1233 strcat (retbuf, "(levitate)");
1234
1235 if (op->move_type & MOVE_FLY_HIGH) 1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1236 strcat (retbuf, "(fly)");
1237
1238 if (op->move_type & MOVE_SWIM) 1138 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1239 strcat (retbuf, "(swim)");
1240 1139
1241 /* walking is presumed as 'normal', so doesn't need mentioning */ 1140 /* walking is presumed as 'normal', so doesn't need mentioning */
1242 1141
1243 if (op->item_power) 1142 if (op->item_power)
1244 {
1245 sprintf (buf, "(item_power %+d)", op->item_power); 1143 buf.printf ("(item_power %+d)", op->item_power);
1246 strcat (retbuf, buf);
1247 }
1248 } /* End if identified or applied */ 1144 } /* End if identified or applied */
1249 1145
1250 /* This blocks only deals with fully identified object. 1146 /* This blocks only deals with fully identified object.
1251 * it is intentional that this is not an 'else' from a above - 1147 * it is intentional that this is not an 'else' from a above -
1252 * in this way, information is added. 1148 * in this way, information is added.
1255 { 1151 {
1256 int more_info = 0; 1152 int more_info = 0;
1257 1153
1258 switch (op->type) 1154 switch (op->type)
1259 { 1155 {
1260 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 */
1261 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1262 case BOW: 1158 case BOW:
1263 case ARROW: 1159 case ARROW:
1264 case WAND: 1160 case WAND:
1265 case FOOD: 1161 case FOOD:
1266 case FLESH: 1162 case FLESH:
1267 case DRINK: 1163 case DRINK:
1268 more_info = 0; 1164 more_info = 0;
1269 break; 1165 break;
1270 1166
1271 /* Armor type objects */ 1167 /* Armor type objects */
1272 case ARMOUR: 1168 case ARMOUR:
1273 case HELMET: 1169 case HELMET:
1274 case SHIELD: 1170 case SHIELD:
1275 case BOOTS: 1171 case BOOTS:
1276 case GLOVES: 1172 case GLOVES:
1277 case GIRDLE: 1173 case GIRDLE:
1278 case BRACERS: 1174 case BRACERS:
1279 case CLOAK: 1175 case CLOAK:
1280 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1281 { 1177 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1282 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1283 strcat (retbuf, buf);
1284 }
1285 if (ARMOUR_SPELLS (op))
1286 {
1287 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1288 strcat (retbuf, buf);
1289 }
1290 more_info = 1; 1178 more_info = 1;
1291 break; 1179 break;
1292 1180
1293 case WEAPON: 1181 case WEAPON:
1294 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1295 * make sense. 1183 * make sense.
1296 */ 1184 */
1297 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1298 if (i < 0) 1186 if (i < 0)
1299 i = 0; 1187 i = 0;
1300 1188
1301 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1302 strcat (retbuf, buf);
1303 more_info = 1; 1190 more_info = 1;
1304 break; 1191 break;
1305
1306 } 1192 }
1193
1307 if (more_info) 1194 if (more_info)
1308 { 1195 {
1309 if (op->stats.food)
1310 {
1311 if (op->stats.food != 0)
1312 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1313 strcat (retbuf, buf);
1314 }
1315 if (op->stats.grace)
1316 {
1317 sprintf (buf, "(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1318 strcat (retbuf, buf); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1319 }
1320 if (op->stats.sp)
1321 {
1322 sprintf (buf, "(magic%+d)", op->stats.sp);
1323 strcat (retbuf, buf);
1324 }
1325 if (op->stats.hp)
1326 {
1327 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1328 strcat (retbuf, buf);
1329 }
1330 } 1200 }
1331 1201
1332 if (op->stats.luck) 1202 if (op->stats.luck)
1333 {
1334 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1335 strcat (retbuf, buf); 1204
1336 }
1337 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1338 strcat (retbuf, "(lifesaving)"); 1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1339 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1340 strcat (retbuf, "(reflect spells)");
1341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1342 strcat (retbuf, "(reflect missiles)");
1343 if (QUERY_FLAG (op, FLAG_STEALTH)) 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1344 strcat (retbuf, "(stealth)"); 1209
1345 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1346 {
1347 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1348 strcat (retbuf, buf); 1212
1349 } 1213 if (op->type == SKILL_TOOL && op->skill) buf.printf ("(%s)", &op->skill);
1350 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1214
1215 buf.add_abilities ("Attacks", op->attacktype);
1351 /* resistance on flesh is only visible for quetzals. If 1216 /* resistance on flesh is only visible for quetzals. If
1352 * non flesh, everyone can see its resistances 1217 * non flesh, everyone can see its resistances
1353 */ 1218 */
1354 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1219 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1355 strcat (retbuf, describe_resistance (op, 0)); 1220 buf << describe_resistance (op, 0);
1356 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1357 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1358 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1359 }
1360 1221
1222 buf.add_paths ("Attuned", op->path_attuned);
1223 buf.add_paths ("Repelled", op->path_repelled);
1224 buf.add_paths ("Denied", op->path_denied);
1225 }
1226
1361 return retbuf; 1227 return buf;
1362} 1228}
1363 1229
1364std::string 1230std::string
1365object::describe_item (object *who) 1231object::describe_item (object *who)
1366{ 1232{
1367 return std::string (::describe_item (this, who)); 1233 return std::string (::describe_item (this, who));
1234}
1235
1236void
1237examine (object *op, object *tmp)
1238{
1239 std::string info = tmp->describe (op);
1240
1241 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1242}
1243
1244/*
1245 * inventory prints object's inventory. If inv==NULL then print player's
1246 * inventory.
1247 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1248 */
1249const char *
1250object::query_inventory (object *who, const char *indent)
1251{
1252 static dynbuf_text buf; buf.clear ();
1253
1254 for (object *tmp = inv; tmp; tmp = tmp->below)
1255 if (who && QUERY_FLAG (who, FLAG_WIZ))
1256 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1257 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1258 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1259
1260 if (buf.size ())
1261 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1262 else
1263 buf.printf ("%s(empty)\n", indent);
1264
1265 return buf;
1368} 1266}
1369 1267
1370/* Return true if the item is magical. A magical item is one that 1268/* Return true if the item is magical. A magical item is one that
1371 * increases/decreases any abilities, provides a resistance, 1269 * increases/decreases any abilities, provides a resistance,
1372 * has a generic magical bonus, or is an artifact. 1270 * has a generic magical bonus, or is an artifact.
1373 * This function is used by detect_magic to determine if an item 1271 * This function is used by detect_magic to determine if an item
1374 * should be marked as magical. 1272 * should be marked as magical.
1375 */ 1273 */
1376
1377int 1274int
1378is_magical (const object *op) 1275is_magical (const object *op)
1379{ 1276{
1380 int i; 1277 int i;
1381 1278
1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1329 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433 return 1; 1330 return 1;
1434 1331
1435 /* Check to see if it increases/decreases any stats */ 1332 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++) 1333 for (i = 0; i < NUM_STATS; i++)
1437 if (get_attr_value (&(op->stats), i) != 0) 1334 if (op->stats.stat (i))
1438 return 1; 1335 return 1;
1439 1336
1440 /* If it doesn't fall into any of the above categories, must 1337 /* If it doesn't fall into any of the above categories, must
1441 * be non magical. 1338 * be non magical.
1442 */ 1339 */
1451int 1348int
1452need_identify (const object *op) 1349need_identify (const object *op)
1453{ 1350{
1454 switch (op->type) 1351 switch (op->type)
1455 { 1352 {
1456 case RING: 1353 case RING:
1457 case WAND: 1354 case WAND:
1458 case ROD: 1355 case ROD:
1459 case HORN: 1356 case HORN:
1460 case SCROLL: 1357 case SCROLL:
1461 case SKILL: 1358 case SKILL:
1462 case SKILLSCROLL: 1359 case SKILLSCROLL:
1463 case SPELLBOOK: 1360 case SPELLBOOK:
1464 case FOOD: 1361 case FOOD:
1465 case POTION: 1362 case POTION:
1466 case BOW: 1363 case BOW:
1467 case ARROW: 1364 case ARROW:
1468 case WEAPON: 1365 case WEAPON:
1469 case ARMOUR: 1366 case ARMOUR:
1470 case SHIELD: 1367 case SHIELD:
1471 case HELMET: 1368 case HELMET:
1472 case AMULET: 1369 case AMULET:
1473 case BOOTS: 1370 case BOOTS:
1474 case GLOVES: 1371 case GLOVES:
1475 case BRACERS: 1372 case BRACERS:
1476 case GIRDLE: 1373 case GIRDLE:
1477 case CONTAINER: 1374 case CONTAINER:
1478 case DRINK: 1375 case DRINK:
1479 case FLESH: 1376 case FLESH:
1480 case INORGANIC: 1377 case INORGANIC:
1481 case CLOSE_CON: 1378 case CLOSE_CON:
1482 case CLOAK: 1379 case CLOAK:
1483 case GEM: 1380 case GEM:
1484 case POWER_CRYSTAL: 1381 case POWER_CRYSTAL:
1485 case POISON: 1382 case POISON:
1486 case BOOK: 1383 case BOOK:
1487 case SKILL_TOOL: 1384 case SKILL_TOOL:
1488 return 1; 1385 return 1;
1489 } 1386 }
1387
1490 /* Try to track down some stuff that may show up here. Thus, the 1388 /* Try to track down some stuff that may show up here. Thus, the
1491 * archetype file can be updated, and this function removed. 1389 * archetype file can be updated, and this function removed.
1492 */ 1390 */
1493#if 0 1391#if 0
1494 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1392 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1500 * Supposed to fix face-values as well here, but later. 1398 * Supposed to fix face-values as well here, but later.
1501 */ 1399 */
1502void 1400void
1503identify (object *op) 1401identify (object *op)
1504{ 1402{
1505 object *pl;
1506
1507 SET_FLAG (op, FLAG_IDENTIFIED); 1403 SET_FLAG (op, FLAG_IDENTIFIED);
1508 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1404 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1509 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1405 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1510 1406
1511 /* 1407 /*
1518 { 1414 {
1519 if (op->inv && op->randomitems) 1415 if (op->inv && op->randomitems)
1520 op->title = op->inv->name; 1416 op->title = op->inv->name;
1521 else if (op->arch) 1417 else if (op->arch)
1522 { 1418 {
1523 op->name = op->arch->clone.name; 1419 op->name = op->arch->object::name;
1524 op->name_pl = op->arch->clone.name_pl; 1420 op->name_pl = op->arch->object::name_pl;
1525 } 1421 }
1526 } 1422 }
1527 1423
1528 /* If the object is on a map, make sure we update its face */ 1424 /* If the object is on a map, make sure we update its face */
1529 if (op->map) 1425 if (op->map)
1530 update_object (op, UP_OBJ_CHANGE); 1426 update_object (op, UP_OBJ_CHANGE);
1531 else 1427
1532 { 1428 if (object *pl = op->visible_to ())
1533 pl = op->in_player ();
1534 if (pl)
1535 /* A lot of the values can change from an update - might as well send 1429 /* A lot of the values can change from an update - might as well send
1536 * it all. 1430 * it all.
1537 */ 1431 */
1538 esrv_send_item (pl, op); 1432 esrv_send_item (pl, op);
1539 }
1540} 1433}
1541 1434

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