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Comparing deliantra/server/common/item.C (file contents):
Revision 1.32 by root, Fri May 11 08:08:02 2007 UTC vs.
Revision 1.57 by root, Mon Oct 12 04:03:41 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" , "You can use it as your range weapon" , "It is used as a range weapon"},
53 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head" , "You can wear it on your head" , "It goes on a human's head"}, 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"}, 59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"},
60 {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} , 60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
61 {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
62 {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
63 {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
64 {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
65 {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
67}; 67};
68 68
69static char numbers[21][20] = { 69static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
252}; 252};
253 253
254int 254int
255get_power_from_ench (int ench) 255get_power_from_ench (int ench)
256{ 256{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
261} 258}
262 259
263/* 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
264 * 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
265 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
272{ 269{
273 int i, tmp, enc; 270 int i, tmp, enc;
274 271
275 enc = 0; 272 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
278 275
279 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 279 * armour shouldn't be counted against
299 if (op->type == WEAPON) 296 if (op->type == WEAPON)
300 { 297 {
301 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
303 enc++; 300 enc++;
301
304 if (op->slaying) 302 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
306 } 304 }
305
307 /* Items the player can equip */ 306 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (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))
314 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
318 } 317 }
318
319 enc += op->stats.luck; 319 enc += op->stats.luck;
320 320
321 /* Do spell paths now */ 321 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
323 { 323 {
327 enc -= 2; 327 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
329 enc--; 329 enc--;
330 } 330 }
331 331
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346 339
347 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
348} 341}
349 342
350/* 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
351 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
352const typedata * 345const typedata *
353get_typedata (int itemtype) 346get_typedata (int itemtype)
354{ 347{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
359 return &item_types[i]; 350 return &item_types[i];
351
360 return NULL; 352 return NULL;
361} 353}
362 354
363/* 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
364 * 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
365 * one return NULL */ 357 * one return NULL */
366const typedata * 358const typedata *
367get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
368{ 360{
369 int i;
370
371 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
373 return &item_types[i]; 363 return &item_types[i];
364
374 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
376 { 367 {
377 LOG (llevInfo, 368 LOG (llevInfo,
378 "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);
379 return &item_types[i]; 370 return &item_types[i];
380 } 371 }
372
381 return NULL; 373 return 0;
382} 374}
383 375
384/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
386 * a big buffer. 378 * a big buffer.
405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406 398
407 strcat (buf, buf1); 399 strcat (buf, buf1);
408 } 400 }
409 } 401 }
402
410 return buf; 403 return buf;
411} 404}
412 405
413 406
414/* 407/*
415 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
417 * 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?
418 */ 413 */
419const char * 414const char *
420query_weight (const object *op) 415query_weight (const object *op)
421{ 416{
422 static char buf[10]; 417 static char buf[10];
423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
424 419
425 if (op->weight < 0) 420 if (op->weight < 0)
426 return " "; 421 return " ";
427 422
428 if (i % 1000) 423 if (i % 1000)
448 return buf; 443 return buf;
449 } 444 }
450 445
451 if (i < 21) 446 if (i < 21)
452 return levelnumbers[i]; 447 return levelnumbers[i];
448
453 if (!(i % 10)) 449 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
455 451
456 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
492 * from stats.sp - b.t. 488 * from stats.sp - b.t.
493 */ 489 */
494const char * 490const char *
495ring_desc (const object *op) 491ring_desc (const object *op)
496{ 492{
497 static char buf[VERY_BIG_BUF]; 493 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 494 int attr, val, len;
499 495
500 buf[0] = 0;
501
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 496 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf; 497 {
504
505 for (attr = 0; attr < NUM_STATS; attr++) 498 for (attr = 0; attr < NUM_STATS; attr++)
506 { 499 if ((val = op->stats.stat (attr)))
507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
508 {
509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 500 buf.printf ("(%s%+d)", short_stat_name[attr], val);
510 }
511 }
512 501
513 if (op->stats.exp) 502 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 503 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
515 if (op->stats.wc) 504 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 505 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521 506
522 strcat (buf, describe_resistance (op, 0)); 507 buf << describe_resistance (op, 0);
523 508
524 if (op->stats.food != 0) 509 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
526 /* else if (op->stats.food < 0) 511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
528 if (op->stats.grace) 513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544 514
545 /* Shorten some of the names, so they appear better in the windows */ 515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
546 len = strlen (buf); 516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550 519
551 /* if(op->item_power) 520 buf.add_paths ("Attuned" , op->path_attuned);
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 521 buf.add_paths ("Repelled", op->path_repelled);
553 */ 522 buf.add_paths ("Denied" , op->path_denied);
554 if (buf[0] == 0 && op->type != SKILL)
555 strcpy (buf, "of adornment");
556 523
524 if (buf.empty ())
525 buf << "of adornment";
526 }
557 527
558 return buf; 528 return buf;
559} 529}
560 530
561/* 531/*
562 * 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
563 * 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.
564 */ 536 */
565const char * 537const char *
566query_short_name (const object *op) 538query_short_name (const object *op)
567{ 539{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 540 if (!op->name)
573 return "(null)"; 541 return "(null)";
574 542
575 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)
576 return op->name; /* To speed things up (or make things slower?) */ 548 return op->name; /* To speed things up (or make things slower?) */
577 549
578 if (op->nrof <= 1) 550 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF); 551
580 else 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 553
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 555 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 556
589 switch (op->type) 557 switch (op->type)
590 { 558 {
591 case SPELLBOOK: 559 case SPELLBOOK:
592 case SCROLL: 560 case SCROLL:
593 case WAND: 561 case WAND:
594 case ROD: 562 case ROD:
595 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))
596 { 564 {
597 if (!op->title) 565 if (!op->title)
598 { 566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 567
600 if (op->inv)
601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
602 else
603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
604 }
605 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 570 }
611 break; 571 break;
612 572
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
613 case SKILL: 598 case SKILL:
614 case AMULET: 599 case AMULET:
615 case RING: 600 case RING:
616 if (!op->title) 601 if (!op->title)
617 { 602 {
618 /* If ring has a title, full description isn't so useful */ 603 /* If ring has a title, full description isn't so useful */
619 const char *s = ring_desc (op); 604 const char *s = ring_desc (op);
620 605
621 if (s[0]) 606 if (s && *s)
622 { 607 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 608 }
627 break; 609 break;
610
628 default: 611 default:
629 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)))
630 {
631 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 614 }
615
635 return buf; 616 return buf;
636} 617}
637 618
638/* 619/*
639 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
643 * 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
644 * 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
645 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
646 * 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.)
647 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
648 */ 631 */
649const char * 632const char *
650query_name (const object *op) 633query_name (const object *op)
651{ 634{
652 static char buf[5][HUGE_BUF]; // OMFG 635 int len = 0;
636 static dynbuf_text bufs[5];
653 static int use_buf = 0; 637 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 638
660 use_buf++; 639 use_buf++;
661 use_buf %= 5; 640 use_buf %= 5;
662 641
663#ifdef NEW_MATERIAL_CODE 642 dynbuf_text &buf = bufs [use_buf];
643 buf.clear ();
644
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname); 646 if (materialtype_t *mt = name_to_material (op->materialname))
667 if (mt) 647 buf << mt->description << ' ';
668 {
669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 }
672 }
673#endif
674 648
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 649 buf << query_short_name (op);
676 650
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 652 buf << " *";
679 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))))
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 654 buf << " (open)";
681 655
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 657 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 658 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 659 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 660 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 661 buf << " (cursed)";
688 } 662 }
689 663
690 /* 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),
691 * and it isn't identified, print out the fact that 665 * and it isn't identified, print out the fact that
692 * 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
695 * 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
696 * 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
697 * abilities, especially for artifact items. 671 * abilities, especially for artifact items.
698 */ 672 */
699 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))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 674 buf << " (magic)";
701 675
702#if 0 676#if 0
703 /* 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
704 * be returned in the name. 678 * be returned in the name.
705 */ 679 */
706 if (op->item_power) 680 if (op->item_power)
707 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);
708 682
714 { 688 {
715 case BOW: 689 case BOW:
716 case WAND: 690 case WAND:
717 case ROD: 691 case ROD:
718 case HORN: 692 case HORN:
719 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)");
720 break; 694 break;
721 case WEAPON: 695 case WEAPON:
722 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)");
723 break; 697 break;
724 case ARMOUR: 698 case ARMOUR:
725 case HELMET: 699 case HELMET:
726 case SHIELD: 700 case SHIELD:
727 case RING: 701 case RING:
729 case GLOVES: 703 case GLOVES:
730 case AMULET: 704 case AMULET:
731 case GIRDLE: 705 case GIRDLE:
732 case BRACERS: 706 case BRACERS:
733 case CLOAK: 707 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 708 buf << " (worn)";
735 break; 709 break;
736 case CONTAINER: 710 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 711 buf << " (active)";
738 break; 712 break;
739 case SKILL: 713 case SKILL:
740 default: 714 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 715 buf << " (applied)";
742 } 716 }
743 } 717 }
744 718
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
745 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 739 buf << " (unpaid)";
747 740
748 return buf [use_buf]; 741 return buf;
749} 742}
750 743
751/* 744/*
752 * 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
753 * buffer which contains a verbose textual representation of the name 746 * buffer which contains a verbose textual representation of the name
754 * 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
755 * 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
756 * 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
757 * and sending to client. 750 * and sending to client.
758 * 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.
759 */ 755 */
760const char * 756const char *
761query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
762{ 758{
763 static char buf[MAX_BUF], buf2[MAX_BUF];
764 int len;
765 materialtype_t *mt;
766
767 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
768 return "(null)"; 760 return "(null)";
769 761
770 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 762 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
771 return op->name; /* To speed things up (or make things slower?) */ 763 return op->name; /* To speed things up (or make things slower?) */
772 764
765 static dynbuf_text buf; buf.clear ();
766
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 767 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
774 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 << ' ';
775 771
776#ifdef NEW_MATERIAL_CODE 772 buf << (plural ? op->name_pl : op->name);
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
779 {
780 strcpy (buf, mt->description);
781 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural)
784 safe_strcat (buf, op->name, &len, MAX_BUF);
785 else
786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
787 }
788 else
789 {
790#endif
791 if (!plural)
792 assign (buf, op->name);
793 else
794 assign (buf, op->name_pl);
795
796 len = strlen (buf);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 773
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 775 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 776
807 switch (op->type) 777 switch (op->type)
808 { 778 {
809 case SPELLBOOK: 779 case SPELLBOOK:
810 case SCROLL: 780 case SCROLL:
811 case WAND: 781 case WAND:
812 case ROD: 782 case ROD:
813 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))
814 { 784 {
815 if (!op->title) 785 if (!op->title)
816 { 786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 787
818 if (op->inv)
819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820 else
821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822 }
823 if (op->type != SPELLBOOK) 788 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 789 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 790 }
829 break; 791 break;
830 792
831 793
832 case SKILL: 794 case SKILL:
835 if (!op->title) 797 if (!op->title)
836 { 798 {
837 /* If ring has a title, full description isn't so useful */ 799 /* If ring has a title, full description isn't so useful */
838 const char *s = ring_desc (op); 800 const char *s = ring_desc (op);
839 801
840 if (s[0]) 802 if (s && *s)
841 { 803 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 804 }
846 break; 805 break;
847 806
848 default: 807 default:
849 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)))
850 sprintf (buf + strlen (buf), " %+d", op->magic); 809 buf.printf (" %+d", op->magic);
851 } 810 }
852 811
853 return buf; 812 return buf;
854} 813}
855 814
857 * too long, making it difficult to read. This function deals 816 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 817 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 818 * be called with monster & player objects. Returns a description
860 * in a static buffer. 819 * in a static buffer.
861 */ 820 */
862static char * 821static const char *
863describe_monster (const object *op) 822describe_monster (const object *op)
864{ 823{
865 char buf[MAX_BUF]; 824 static dynbuf_text buf; buf.clear ();
866 static char retbuf[VERY_BIG_BUF];
867 int i;
868
869 retbuf[0] = '\0';
870 825
871 /* Note that the resolution this provides for players really isn't 826 /* Note that the resolution this provides for players really isn't
872 * very good. Any player with a speed greater than .67 will 827 * very good. Any player with a speed greater than .67 will
873 * fall into the 'lightning fast movement' category. 828 * fall into the 'lightning fast movement' category.
874 */ 829 */
875 if (op->has_active_speed ()) 830 if (op->has_active_speed ())
876 {
877 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
878 { 832 {
879 case 0: 833 case 0:
880 strcat (retbuf, "(very slow movement)"); 834 buf << "(very slow movement)";
881 break; 835 break;
882 case 1: 836 case 1:
883 strcat (retbuf, "(slow movement)"); 837 buf << "(slow movement)";
884 break; 838 break;
885 case 2: 839 case 2:
886 strcat (retbuf, "(normal movement)"); 840 buf << "(normal movement)";
887 break; 841 break;
888 case 3: 842 case 3:
889 case 4: 843 case 4:
890 strcat (retbuf, "(fast movement)"); 844 buf << "(fast movement)";
891 break; 845 break;
892 case 5: 846 case 5:
893 case 6: 847 case 6:
894 strcat (retbuf, "(very fast movement)"); 848 buf << "(very fast movement)";
895 break; 849 break;
896 case 7: 850 case 7:
897 case 8: 851 case 8:
898 case 9: 852 case 9:
899 case 10: 853 case 10:
900 strcat (retbuf, "(extremely fast movement)"); 854 buf << "(extremely fast movement)";
901 break; 855 break;
902 default: 856 default:
903 strcat (retbuf, "(lightning fast movement)"); 857 buf << "(lightning fast movement)";
904 break; 858 break;
905 } 859 }
906 } 860
907 if (QUERY_FLAG (op, FLAG_UNDEAD)) 861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
908 strcat (retbuf, "(undead)");
909 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
910 strcat (retbuf, "(see invisible)"); 863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
911 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
912 strcat (retbuf, "(wield weapon)"); 865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
913 if (QUERY_FLAG (op, FLAG_USE_BOW)) 866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
914 strcat (retbuf, "(archer)"); 867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
915 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
916 strcat (retbuf, "(wear armour)");
917 if (QUERY_FLAG (op, FLAG_USE_RING))
918 strcat (retbuf, "(wear ring)");
919 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
920 strcat (retbuf, "(read scroll)");
921 if (QUERY_FLAG (op, FLAG_USE_RANGE))
922 strcat (retbuf, "(fires wand/rod/horn)");
923 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
924 strcat (retbuf, "(skill user)"); 870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
925 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
926 strcat (retbuf, "(spellcaster)");
927 if (QUERY_FLAG (op, FLAG_FRIENDLY))
928 strcat (retbuf, "(friendly)");
929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
930 strcat (retbuf, "(unaggressive)"); 873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
931 if (QUERY_FLAG (op, FLAG_HITBACK)) 874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
932 strcat (retbuf, "(hitback)"); 875
933 if (QUERY_FLAG (op, FLAG_STEALTH))
934 strcat (retbuf, "(stealthy)");
935 if (op->randomitems != NULL) 876 if (op->randomitems)
936 { 877 {
937 treasure *t;
938 int first = 1; 878 bool first = 1;
939 879
940 for (t = op->randomitems->items; t != NULL; t = t->next) 880 for (treasure *t = op->randomitems->items; t; t = t->next)
941 if (t->item && t->item->clone.type == SPELL) 881 if (t->item && t->item->type == SPELL)
942 { 882 {
943 if (first) 883 if (first)
944 { 884 buf << "(Spell abilities:)";
885
945 first = 0; 886 first = 0;
946 strcat (retbuf, "(Spell abilities:)"); 887
947 } 888 buf << '(' << t->item->object::name << ')';
948 strcat (retbuf, "(");
949 strcat (retbuf, t->item->clone.name);
950 strcat (retbuf, ")");
951 } 889 }
952 } 890 }
891
953 if (op->type == PLAYER) 892 if (op->type == PLAYER)
954 { 893 {
955 if (op->contr->digestion) 894 if (op->contr->digestion)
956 {
957 if (op->contr->digestion != 0)
958 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 895 buf.printf ("(sustenance%+d)", op->contr->digestion);
959 strcat (retbuf, buf); 896
960 }
961 if (op->contr->gen_grace) 897 if (op->contr->gen_grace)
962 {
963 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 898 buf.printf ("(grace%+d)", op->contr->gen_grace);
964 strcat (retbuf, buf); 899
965 }
966 if (op->contr->gen_sp) 900 if (op->contr->gen_sp)
967 {
968 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 901 buf.printf ("(magic%+d)", op->contr->gen_sp);
969 strcat (retbuf, buf); 902
970 }
971 if (op->contr->gen_hp) 903 if (op->contr->gen_hp)
972 {
973 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 904 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
974 strcat (retbuf, buf); 905
975 }
976 if (op->stats.luck) 906 if (op->stats.luck)
977 {
978 sprintf (buf, "(luck%+d)", op->stats.luck); 907 buf.printf ("(luck%+d)", op->stats.luck);
979 strcat (retbuf, buf);
980 }
981 } 908 }
982 909
983 /* describe attacktypes */ 910 /* describe attacktypes */
984 if (is_dragon_pl (op)) 911 if (is_dragon_pl (op))
985 { 912 {
987 * Break apart the for loop - move the comparison checking down - 914 * Break apart the for loop - move the comparison checking down -
988 * this makes it more readable. 915 * this makes it more readable.
989 */ 916 */
990 object *tmp; 917 object *tmp;
991 918
992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 919 for (tmp = op->inv; tmp; tmp = tmp->below)
993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 920 if (tmp->type == SKILL && tmp->name == shstr_clawing)
994 break; 921 break;
995 922
996 if (tmp && tmp->attacktype != 0) 923 if (tmp && tmp->attacktype)
997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 924 buf.add_abilities ("Claws", tmp->attacktype);
998 else 925 else
999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 926 buf.add_abilities ("Attacks", op->attacktype);
1000 } 927 }
1001 else 928 else
1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 929 buf.add_abilities ("Attacks", op->attacktype);
1003 930
1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 931 buf.add_paths ("Attuned" , op->path_attuned);
1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 932 buf.add_paths ("Repelled", op->path_repelled);
1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 933 buf.add_paths ("Denied" , op->path_denied);
1007 934
1008 for (i = 0; i < NROFATTACKS; i++) 935 for (int i = 0; i < NROFATTACKS; i++)
1009 if (op->resist[i]) 936 if (op->resist[i])
1010 {
1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 937 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1012 strcat (retbuf, buf);
1013 }
1014 938
1015 return retbuf; 939 return buf;
1016} 940}
1017
1018 941
1019/* 942/*
1020 * Returns a pointer to a static buffer which contains a 943 * Returns a pointer to a static buffer which contains a
1021 * description of the given object. 944 * description of the given object.
1022 * If it is a monster, lots of information about its abilities 945 * If it is a monster, lots of information about its abilities
1031 * 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
1032 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
1033 * 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
1034 * dwarves, etc. 957 * dwarves, etc.
1035 * 958 *
1036 * This function is really much more complicated than it should
1037 * be, because different objects have different meanings
1038 * for the same field (eg, wands use 'food' for charges). This
1039 * means these special cases need to be worked out.
1040 *
1041 * Add 'owner' who is the person examining this object. 959 * Add 'owner' who is the person examining this object.
1042 * 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
1043 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
1044 */ 962 */
1045const char * 963const char *
1046describe_item (const object *op, object *owner) 964describe_item (const object *op, object *owner)
1047{ 965{
1048 char buf[MAX_BUF]; 966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1049 static char retbuf[VERY_BIG_BUF]; 967 return describe_monster (op);
968
969 static dynbuf_text buf; buf.clear ();
1050 int identified, i; 970 int identified, i;
1051 971
1052 retbuf[0] = '\0';
1053 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 {
1055 return describe_monster (op);
1056 }
1057 /* 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.
1058 * also makes the code easier to read. 973 * also makes the code easier to read.
1059 */ 974 */
1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1061 identified = 1; 976 if (!identified)
1062 else 977 buf << "(unidentified)";
1063 { 978
1064 strcpy (retbuf, "(unidentified)");
1065 identified = 0;
1066 }
1067 switch (op->type) 979 switch (op->type)
1068 { 980 {
1069 case BOW: 981 case BOW:
1070 case ARROW: 982 case ARROW:
1071 case WAND: 983 case WAND:
1072 case ROD: 984 case ROD:
1073 case HORN: 985 case HORN:
1074 case WEAPON: 986 case WEAPON:
1075 case ARMOUR: 987 case ARMOUR:
1076 case HELMET: 988 case HELMET:
1077 case SHIELD: 989 case SHIELD:
1078 case BOOTS: 990 case BOOTS:
1079 case GLOVES: 991 case GLOVES:
1080 case GIRDLE: 992 case GIRDLE:
1081 case BRACERS: 993 case BRACERS:
1082 case CLOAK: 994 case CLOAK:
1083 case SKILL_TOOL: 995 case SKILL_TOOL:
1084 break; /* We have more information to do below this switch */ 996 break; /* We have more information to do below this switch */
1085 997
1086 case POWER_CRYSTAL: 998 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 999 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 1000 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 1000) / 100; 1001 i = (op->stats.maxsp % 1000) / 100;
1090 1002
1091 if (i) 1003 if (i)
1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1093 else 1005 else
1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000); 1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1095 } 1007 }
1096 else 1008 else
1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1098 1010
1099 strcat (retbuf, buf);
1100 i = (op->stats.sp * 10) / op->stats.maxsp; 1011 i = (op->stats.sp * 10) / op->stats.maxsp;
1101 if (op->stats.sp == 0) 1012 if (op->stats.sp == 0)
1102 strcat (retbuf, "empty."); 1013 buf << "empty.";
1103 else if (i == 0) 1014 else if (i == 0)
1104 strcat (retbuf, "almost empty."); 1015 buf << "almost empty.";
1105 else if (i < 3) 1016 else if (i < 3)
1106 strcat (retbuf, "partially filled."); 1017 buf << "partially filled.";
1107 else if (i < 6) 1018 else if (i < 6)
1108 strcat (retbuf, "half full."); 1019 buf << "half full.";
1109 else if (i < 9) 1020 else if (i < 9)
1110 strcat (retbuf, "well charged."); 1021 buf << "well charged.";
1111 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1112 strcat (retbuf, "fully charged."); 1023 buf << "fully charged.";
1113 else 1024 else
1114 strcat (retbuf, "almost full."); 1025 buf << "almost full.";
1115 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
1116 case FOOD: 1050 case FOOD:
1117 case FLESH: 1051 case FLESH:
1118 case DRINK: 1052 case DRINK:
1119 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1120 { 1054 {
1121 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1122 strcat (retbuf, buf);
1123 1056
1124 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))
1125 {
1126 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1127 strcat (retbuf, buf);
1128 }
1129 1059
1130 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!QUERY_FLAG (op, FLAG_CURSED))
1131 { 1061 {
1132 if (op->stats.hp) 1062 if (op->stats.hp) buf << "(heals)";
1133 strcat (retbuf, "(heals)");
1134 if (op->stats.sp)
1135 strcat (retbuf, "(spellpoint regen)"); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1136 } 1064 }
1137 else 1065 else
1138 { 1066 {
1139 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1140 strcat (retbuf, "(damages)");
1141 if (op->stats.sp)
1142 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1143 } 1069 }
1144 } 1070 }
1145 break; 1071 break;
1146 1072
1147
1148 case SKILL: 1073 case SKILL:
1149 case RING: 1074 case RING:
1150 case AMULET: 1075 case AMULET:
1151 if (op->item_power) 1076 if (op->item_power)
1152 {
1153 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1154 strcat (retbuf, buf); 1078
1155 }
1156 if (op->title) 1079 if (op->title)
1157 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1158 return retbuf; 1082 return buf;
1159 1083
1160 default: 1084 default:
1161 return retbuf; 1085 return buf;
1162 } 1086 }
1163 1087
1164 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1165 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1166 */ 1090 */
1167 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1168 { 1092 {
1169 int attr, val; 1093 int attr, val;
1170 1094
1171 for (attr = 0; attr < NUM_STATS; attr++) 1095 for (attr = 0; attr < NUM_STATS; attr++)
1172 { 1096 if ((val = op->stats.stat (attr)))
1173 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1174 {
1175 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1097 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1176 strcat (retbuf, buf);
1177 }
1178 }
1179 1098
1180 if (op->stats.exp) 1099 if (op->stats.exp)
1181 {
1182 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1183 strcat (retbuf, buf);
1184 }
1185
1186 1101
1187 switch (op->type) 1102 switch (op->type)
1188 { 1103 {
1189 case BOW: 1104 case BOW:
1190 case ARROW: 1105 case ARROW:
1191 case GIRDLE: 1106 case GIRDLE:
1192 case HELMET: 1107 case HELMET:
1193 case SHIELD: 1108 case SHIELD:
1194 case BOOTS: 1109 case BOOTS:
1195 case GLOVES: 1110 case GLOVES:
1196 case WEAPON: 1111 case WEAPON:
1197 case SKILL: 1112 case SKILL:
1198 case RING: 1113 case RING:
1199 case AMULET: 1114 case AMULET:
1200 case ARMOUR: 1115 case ARMOUR:
1201 case BRACERS: 1116 case BRACERS:
1202 case FORCE: 1117 case FORCE:
1203 case CLOAK: 1118 case CLOAK:
1204 if (op->stats.wc) 1119 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1205 { 1120 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1206 sprintf (buf, "(wc%+d)", op->stats.wc); 1121 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1207 strcat (retbuf, buf); 1122
1208 }
1209 if (op->stats.dam)
1210 {
1211 sprintf (buf, "(dam%+d)", op->stats.dam);
1212 strcat (retbuf, buf);
1213 }
1214 if (op->stats.ac)
1215 {
1216 sprintf (buf, "(ac%+d)", op->stats.ac);
1217 strcat (retbuf, buf);
1218 }
1219 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1123 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1220 {
1221 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1124 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1222 strcat (retbuf, buf); 1125
1223 }
1224 break; 1126 break;
1225 1127
1226 default: 1128 default:
1227 break; 1129 break;
1228 } 1130 }
1229 if (QUERY_FLAG (op, FLAG_XRAYS)) 1131
1230 strcat (retbuf, "(xray-vision)"); 1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1231 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1232 strcat (retbuf, "(infravision)");
1233 1134
1234 /* levitate was what is was before, so we'll keep it */ 1135 /* levitate was what is was before, so we'll keep it */
1235 if (op->move_type & MOVE_FLY_LOW) 1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1236 strcat (retbuf, "(levitate)");
1237
1238 if (op->move_type & MOVE_FLY_HIGH) 1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1239 strcat (retbuf, "(fly)");
1240
1241 if (op->move_type & MOVE_SWIM) 1138 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1242 strcat (retbuf, "(swim)");
1243 1139
1244 /* walking is presumed as 'normal', so doesn't need mentioning */ 1140 /* walking is presumed as 'normal', so doesn't need mentioning */
1245 1141
1246 if (op->item_power) 1142 if (op->item_power)
1247 {
1248 sprintf (buf, "(item_power %+d)", op->item_power); 1143 buf.printf ("(item_power %+d)", op->item_power);
1249 strcat (retbuf, buf);
1250 }
1251 } /* End if identified or applied */ 1144 } /* End if identified or applied */
1252 1145
1253 /* This blocks only deals with fully identified object. 1146 /* This blocks only deals with fully identified object.
1254 * 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 -
1255 * in this way, information is added. 1148 * in this way, information is added.
1258 { 1151 {
1259 int more_info = 0; 1152 int more_info = 0;
1260 1153
1261 switch (op->type) 1154 switch (op->type)
1262 { 1155 {
1263 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 */
1264 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1265 case BOW: 1158 case BOW:
1266 case ARROW: 1159 case ARROW:
1267 case WAND: 1160 case WAND:
1268 case FOOD: 1161 case FOOD:
1269 case FLESH: 1162 case FLESH:
1270 case DRINK: 1163 case DRINK:
1271 more_info = 0; 1164 more_info = 0;
1272 break; 1165 break;
1273 1166
1274 /* Armor type objects */ 1167 /* Armor type objects */
1275 case ARMOUR: 1168 case ARMOUR:
1276 case HELMET: 1169 case HELMET:
1277 case SHIELD: 1170 case SHIELD:
1278 case BOOTS: 1171 case BOOTS:
1279 case GLOVES: 1172 case GLOVES:
1280 case GIRDLE: 1173 case GIRDLE:
1281 case BRACERS: 1174 case BRACERS:
1282 case CLOAK: 1175 case CLOAK:
1283 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284 { 1177 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1285 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1286 strcat (retbuf, buf);
1287 }
1288 if (ARMOUR_SPELLS (op))
1289 {
1290 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1291 strcat (retbuf, buf);
1292 }
1293 more_info = 1; 1178 more_info = 1;
1294 break; 1179 break;
1295 1180
1296 case WEAPON: 1181 case WEAPON:
1297 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1298 * make sense. 1183 * make sense.
1299 */ 1184 */
1300 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1301 if (i < 0) 1186 if (i < 0)
1302 i = 0; 1187 i = 0;
1303 1188
1304 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1305 strcat (retbuf, buf);
1306 more_info = 1; 1190 more_info = 1;
1307 break; 1191 break;
1308
1309 } 1192 }
1193
1310 if (more_info) 1194 if (more_info)
1311 { 1195 {
1312 if (op->stats.food)
1313 {
1314 if (op->stats.food != 0)
1315 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1316 strcat (retbuf, buf);
1317 }
1318 if (op->stats.grace)
1319 {
1320 sprintf (buf, "(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1321 strcat (retbuf, buf); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1322 }
1323 if (op->stats.sp)
1324 {
1325 sprintf (buf, "(magic%+d)", op->stats.sp);
1326 strcat (retbuf, buf);
1327 }
1328 if (op->stats.hp)
1329 {
1330 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1331 strcat (retbuf, buf);
1332 }
1333 } 1200 }
1334 1201
1335 if (op->stats.luck) 1202 if (op->stats.luck)
1336 {
1337 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1338 strcat (retbuf, buf); 1204
1339 }
1340 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1341 strcat (retbuf, "(lifesaving)"); 1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1342 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1343 strcat (retbuf, "(reflect spells)");
1344 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1345 strcat (retbuf, "(reflect missiles)");
1346 if (QUERY_FLAG (op, FLAG_STEALTH)) 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1347 strcat (retbuf, "(stealth)"); 1209
1348 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1349 {
1350 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1351 strcat (retbuf, buf); 1212
1352 } 1213 if (op->type == SKILL_TOOL && op->skill)
1353 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1214 buf.printf ("(%s)", &op->skill);
1215
1216 buf.add_abilities ("Attacks", op->attacktype);
1354 /* resistance on flesh is only visible for quetzals. If 1217 /* resistance on flesh is only visible for quetzals. If
1355 * non flesh, everyone can see its resistances 1218 * non flesh, everyone can see its resistances
1356 */ 1219 */
1357 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1220 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1358 strcat (retbuf, describe_resistance (op, 0)); 1221 buf << describe_resistance (op, 0);
1359 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1360 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1361 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1362 }
1363 1222
1223 buf.add_paths ("Attuned", op->path_attuned);
1224 buf.add_paths ("Repelled", op->path_repelled);
1225 buf.add_paths ("Denied", op->path_denied);
1226 }
1227
1364 return retbuf; 1228 return buf;
1365} 1229}
1366 1230
1367std::string 1231std::string
1368object::describe_item (object *who) 1232object::describe_item (object *who)
1369{ 1233{
1370 return std::string (::describe_item (this, who)); 1234 return std::string (::describe_item (this, who));
1235}
1236
1237void
1238examine (object *op, object *tmp)
1239{
1240 std::string info = tmp->describe (op);
1241
1242 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1243}
1244
1245/*
1246 * inventory prints object's inventory. If inv==NULL then print player's
1247 * inventory.
1248 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1249 */
1250const char *
1251object::query_inventory (object *who, const char *indent)
1252{
1253 static dynbuf_text buf; buf.clear ();
1254
1255 for (object *tmp = inv; tmp; tmp = tmp->below)
1256 if (who && QUERY_FLAG (who, FLAG_WIZ))
1257 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1258 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1259 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1260
1261 if (buf.size ())
1262 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1263 else
1264 buf.printf ("%s(empty)\n", indent);
1265
1266 return buf;
1371} 1267}
1372 1268
1373/* Return true if the item is magical. A magical item is one that 1269/* Return true if the item is magical. A magical item is one that
1374 * increases/decreases any abilities, provides a resistance, 1270 * increases/decreases any abilities, provides a resistance,
1375 * has a generic magical bonus, or is an artifact. 1271 * has a generic magical bonus, or is an artifact.
1376 * This function is used by detect_magic to determine if an item 1272 * This function is used by detect_magic to determine if an item
1377 * should be marked as magical. 1273 * should be marked as magical.
1378 */ 1274 */
1379
1380int 1275int
1381is_magical (const object *op) 1276is_magical (const object *op)
1382{ 1277{
1383 int i; 1278 int i;
1384 1279
1435 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1330 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1436 return 1; 1331 return 1;
1437 1332
1438 /* Check to see if it increases/decreases any stats */ 1333 /* Check to see if it increases/decreases any stats */
1439 for (i = 0; i < NUM_STATS; i++) 1334 for (i = 0; i < NUM_STATS; i++)
1440 if (get_attr_value (&(op->stats), i) != 0) 1335 if (op->stats.stat (i))
1441 return 1; 1336 return 1;
1442 1337
1443 /* If it doesn't fall into any of the above categories, must 1338 /* If it doesn't fall into any of the above categories, must
1444 * be non magical. 1339 * be non magical.
1445 */ 1340 */
1454int 1349int
1455need_identify (const object *op) 1350need_identify (const object *op)
1456{ 1351{
1457 switch (op->type) 1352 switch (op->type)
1458 { 1353 {
1459 case RING: 1354 case RING:
1460 case WAND: 1355 case WAND:
1461 case ROD: 1356 case ROD:
1462 case HORN: 1357 case HORN:
1463 case SCROLL: 1358 case SCROLL:
1464 case SKILL: 1359 case SKILL:
1465 case SKILLSCROLL: 1360 case SKILLSCROLL:
1466 case SPELLBOOK: 1361 case SPELLBOOK:
1467 case FOOD: 1362 case FOOD:
1468 case POTION: 1363 case POTION:
1469 case BOW: 1364 case BOW:
1470 case ARROW: 1365 case ARROW:
1471 case WEAPON: 1366 case WEAPON:
1472 case ARMOUR: 1367 case ARMOUR:
1473 case SHIELD: 1368 case SHIELD:
1474 case HELMET: 1369 case HELMET:
1475 case AMULET: 1370 case AMULET:
1476 case BOOTS: 1371 case BOOTS:
1477 case GLOVES: 1372 case GLOVES:
1478 case BRACERS: 1373 case BRACERS:
1479 case GIRDLE: 1374 case GIRDLE:
1480 case CONTAINER: 1375 case CONTAINER:
1481 case DRINK: 1376 case DRINK:
1482 case FLESH: 1377 case FLESH:
1483 case INORGANIC: 1378 case INORGANIC:
1484 case CLOSE_CON: 1379 case CLOSE_CON:
1485 case CLOAK: 1380 case CLOAK:
1486 case GEM: 1381 case GEM:
1487 case POWER_CRYSTAL: 1382 case POWER_CRYSTAL:
1488 case POISON: 1383 case POISON:
1489 case BOOK: 1384 case BOOK:
1490 case SKILL_TOOL: 1385 case SKILL_TOOL:
1491 return 1; 1386 return 1;
1492 } 1387 }
1388
1493 /* Try to track down some stuff that may show up here. Thus, the 1389 /* Try to track down some stuff that may show up here. Thus, the
1494 * archetype file can be updated, and this function removed. 1390 * archetype file can be updated, and this function removed.
1495 */ 1391 */
1496#if 0 1392#if 0
1497 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1393 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1503 * Supposed to fix face-values as well here, but later. 1399 * Supposed to fix face-values as well here, but later.
1504 */ 1400 */
1505void 1401void
1506identify (object *op) 1402identify (object *op)
1507{ 1403{
1508 object *pl;
1509
1510 SET_FLAG (op, FLAG_IDENTIFIED); 1404 SET_FLAG (op, FLAG_IDENTIFIED);
1511 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1405 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1512 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1406 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1513 1407
1514 /* 1408 /*
1521 { 1415 {
1522 if (op->inv && op->randomitems) 1416 if (op->inv && op->randomitems)
1523 op->title = op->inv->name; 1417 op->title = op->inv->name;
1524 else if (op->arch) 1418 else if (op->arch)
1525 { 1419 {
1526 op->name = op->arch->clone.name; 1420 op->name = op->arch->object::name;
1527 op->name_pl = op->arch->clone.name_pl; 1421 op->name_pl = op->arch->object::name_pl;
1528 } 1422 }
1529 } 1423 }
1530 1424
1531 /* If the object is on a map, make sure we update its face */ 1425 /* If the object is on a map, make sure we update its face */
1532 if (op->map) 1426 if (op->map)
1533 update_object (op, UP_OBJ_CHANGE); 1427 update_object (op, UP_OBJ_CHANGE);
1534 else 1428
1535 { 1429 if (object *pl = op->visible_to ())
1536 pl = op->in_player ();
1537 if (pl)
1538 /* A lot of the values can change from an update - might as well send 1430 /* A lot of the values can change from an update - might as well send
1539 * it all. 1431 * it all.
1540 */ 1432 */
1541 esrv_send_item (pl, op); 1433 esrv_send_item (pl, op);
1542 }
1543} 1434}
1544 1435

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