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Comparing deliantra/server/common/item.C (file contents):
Revision 1.12 by elmex, Wed Dec 20 12:13:48 2006 UTC vs.
Revision 1.88 by root, Wed May 12 20:40:50 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
45 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
46 * may be better. 48 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 51 */
52// see include/object.h
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
64};
65
66static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69 "eighteen", "nineteen", "twenty"
70}; 69};
71 70
72static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 73 "eighty", "ninety"
75}; 74};
76 75
77static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
78 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
79 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
80 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
81 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
82}; 81};
83 82
84static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
85 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
86 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
87}; 86};
88 87
89/* The following is a large table of item types, the fields are: 88/* The following is a large table of item types, the fields are:
152 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
153 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
154 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
155 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
156 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
157 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
165 {MONSTER, "monster", "monsters", 0, 0},
166 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
167 {LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {TOOL, "tool", "tools", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {BUILDFAC, "building facility", "building facilities", 0, 0},
172 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
173 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
174 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
175 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
176 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
177 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
178 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
179 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
180 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
181 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
183 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
184 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
185 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
186 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
187 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
188 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
189 {FIREHOLES, "fireholes", "fireholes", 0, 0},
190 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
191 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
192 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
193 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
194 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
210 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
211 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
212 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
213}; 205};
214 206
215const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = array_length (item_types);
216
217materialtype_t *materialt;
218
219/*
220materialtype material[NROFMATERIALS] = {
221 * P M F E C C A D W G P S P T F C D D C C G H B I *
222 * H A I L O O C R E H O L A U E A E E H O O O L N *
223 * Y G R E L N I A A O I O R R A N P A A U D L I T *
224 * S I E C D F D I P S S W A N R C L T O N Y N R *
225 * I C T U N O T O L E E H S T P D N *
226 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
227 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
228 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
230 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
231 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
232 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
233 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
234 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
235 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
236 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
237 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
238 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
239};
240*/
241 208
242/* This curve may be too steep. But the point is that there should 209/* This curve may be too steep. But the point is that there should
243 * be tough choices - there is no real point to this if everyone can 210 * be tough choices - there is no real point to this if everyone can
244 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
245 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
247 * able to use 2-3 of the most powerful items. 214 * able to use 2-3 of the most powerful items.
248 * note that this table is only really used for program generated items - 215 * note that this table is only really used for program generated items -
249 * custom objects can use whatever they want. 216 * custom objects can use whatever they want.
250 */ 217 */
251static int enc_to_item_power[21] = { 218static int enc_to_item_power[21] = {
219 0,
252 0, 0, 1, 2, 3, 4, /* 5 */ 220 0, 1, 2, 3, 4, // 5
253 5, 7, 9, 11, 13, /* 10 */ 221 5, 7, 9, 11, 13, // 10
254 15, 18, 21, 24, 27, /* 15 */ 222 15, 18, 21, 24, 27, // 15
255 30, 35, 40, 45, 50 /* 20 */ 223 30, 35, 40, 45, 50 // 20
256}; 224};
257 225
258int 226int
259get_power_from_ench (int ench) 227get_power_from_ench (int ench)
260{ 228{
261 if (ench < 0)
262 ench = 0;
263 if (ench > 20)
264 ench = 20;
265 return enc_to_item_power[ench]; 229 return enc_to_item_power [clamp (ench, 0, 20)];
230}
231
232static const struct need_identify_types : typeset
233{
234 need_identify_types ()
235 {
236 set (RING);
237 set (WAND);
238 set (ROD);
239 set (HORN);
240 set (SCROLL);
241 set (SKILL);
242 set (SKILLSCROLL);
243 set (SPELLBOOK);
244 set (FOOD);
245 set (POTION);
246 set (BOW);
247 set (ARROW);
248 set (WEAPON);
249 set (ARMOUR);
250 set (SHIELD);
251 set (HELMET);
252 set (AMULET);
253 set (BOOTS);
254 set (GLOVES);
255 set (BRACERS);
256 set (GIRDLE);
257 set (CONTAINER);
258 set (DRINK);
259 set (FLESH);
260 set (INORGANIC);
261 set (CLOSE_CON);
262 set (CLOAK);
263 set (GEM);
264 set (POWER_CRYSTAL);
265 set (POISON);
266 set (BOOK);
267 set (SKILL_TOOL);
268 }
269} need_identify_types;
270
271bool
272object::need_identify () const
273{
274 return need_identify_types [type];
266} 275}
267 276
268/* This takes an object 'op' and figures out what its item_power 277/* This takes an object 'op' and figures out what its item_power
269 * rating should be. This should only really be used by the treasure 278 * rating should be. This should only really be used by the treasure
270 * generation code, and when loading legacy objects. It returns 279 * generation code, and when loading legacy objects. It returns
277{ 286{
278 int i, tmp, enc; 287 int i, tmp, enc;
279 288
280 enc = 0; 289 enc = 0;
281 for (i = 0; i < NUM_STATS; i++) 290 for (i = 0; i < NUM_STATS; i++)
282 enc += get_attr_value (&op->stats, i); 291 enc += op->stats.stat (i);
283 292
284 /* This protection logic is pretty flawed. 20% fire resistance 293 /* This protection logic is pretty flawed. 20% fire resistance
285 * is much more valuable than 20% confusion, or 20% slow, or 294 * is much more valuable than 20% confusion, or 20% slow, or
286 * several others. Start at 1 - ignore physical - all that normal 295 * several others. Start at 1 - ignore physical - all that normal
287 * armour shouldn't be counted against 296 * armour shouldn't be counted against
304 if (op->type == WEAPON) 313 if (op->type == WEAPON)
305 { 314 {
306 for (i = 1; i < NROFATTACKS; i++) 315 for (i = 1; i < NROFATTACKS; i++)
307 if (op->attacktype & (1 << i)) 316 if (op->attacktype & (1 << i))
308 enc++; 317 enc++;
318
309 if (op->slaying) 319 if (op->slaying)
310 enc += 2; /* What it slays is probably more relevent */ 320 enc += 2; /* What it slays is probably more relevent */
311 } 321 }
322
312 /* Items the player can equip */ 323 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 324 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 325 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 326 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 327 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
319 enc += op->stats.hp; /* hp regen */ 330 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 331 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 332 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 333 enc += op->stats.exp; /* speed bonus */
323 } 334 }
335
324 enc += op->stats.luck; 336 enc += op->stats.luck;
325 337
326 /* Do spell paths now */ 338 /* Do spell paths now */
327 for (i = 1; i < NRSPELLPATHS; i++) 339 for (i = 1; i < NRSPELLPATHS; i++)
328 {
329 if (op->path_attuned & (1 << i)) 340 if (op->path_attuned & (1 << i))
330 enc++; 341 enc++;
331 else if (op->path_denied & (1 << i)) 342 else if (op->path_denied & (1 << i))
332 enc -= 2; 343 enc -= 2;
333 else if (op->path_repelled & (1 << i)) 344 else if (op->path_repelled & (1 << i))
334 enc--; 345 enc--;
335 }
336 346
337 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 347 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
338 enc += 5; 348 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
339 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 349 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
340 enc += 3; 350 if (op->flag [FLAG_XRAYS ]) enc += 2;
341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 351 if (op->flag [FLAG_STEALTH ]) enc += 1;
342 enc += 2; 352 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
343 if (QUERY_FLAG (op, FLAG_STEALTH)) 353 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_XRAYS))
346 enc += 2;
347 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
348 enc += 1;
349 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
350 enc += 1;
351 354
352 return get_power_from_ench (enc); 355 return get_power_from_ench (enc);
353
354} 356}
357
358static const struct get_typedata
359{
360 const typedata *data [NUM_TYPES];
361
362 get_typedata ()
363 {
364 for (int i = 0; i < item_types_size; i++)
365 data [item_types[i].number] = &item_types [i];
366 }
367
368 const typedata *operator ()(int itemtype) const
369 {
370 return data [itemtype];
371 }
372} get_typedata_;
355 373
356/* returns the typedata that has a number equal to itemtype, if there 374/* returns the typedata that has a number equal to itemtype, if there
357 * isn't one, returns NULL */ 375 * isn't one, returns NULL */
358
359const typedata * 376const typedata *
360get_typedata (int itemtype) 377get_typedata (int itemtype)
361{ 378{
362 int i; 379 return get_typedata_ (itemtype);
363
364 for (i = 0; i < item_types_size; i++)
365 if (item_types[i].number == itemtype)
366 return &item_types[i];
367 return NULL;
368} 380}
369 381
370/* returns the typedata that has a name equal to itemtype, if there 382/* returns the typedata that has a name equal to itemtype, if there
371 * isn't one, return the plural name that matches, if there still isn't 383 * isn't one, return the plural name that matches, if there still isn't
372 * one return NULL */ 384 * one return NULL */
373
374const typedata * 385const typedata *
375get_typedata_by_name (const char *name) 386get_typedata_by_name (const char *name)
376{ 387{
377 int i;
378
379 for (i = 0; i < item_types_size; i++) 388 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name, name)) 389 if (!strcmp (item_types[i].name, name))
381 return &item_types[i]; 390 return &item_types[i];
391
382 for (i = 0; i < item_types_size; i++) 392 for (int i = 0; i < item_types_size; i++)
383 if (!strcmp (item_types[i].name_pl, name)) 393 if (!strcmp (item_types[i].name_pl, name))
384 { 394 {
385 LOG (llevInfo, 395 LOG (llevInfo,
386 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 396 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
387 return &item_types[i]; 397 return &item_types[i];
388 } 398 }
399
389 return NULL; 400 return 0;
390} 401}
391 402
392/* describe_resistance generates the visible naming for resistances. 403/* describe_resistance generates the visible naming for resistances.
393 * returns a static array of the description. This can return 404 * returns a static array of the description. This can return
394 * a big buffer. 405 * a big buffer.
395 * if newline is true, we don't put parens around the description 406 * if newline is true, we don't put parens around the description
396 * but do put a newline at the end. Useful when dumping to files 407 * but do put a newline at the end. Useful when dumping to files
397 */ 408 */
398char * 409const char *
399describe_resistance (const object *op, int newline) 410describe_resistance (const object *op, int newline)
400{ 411{
401 static char buf[VERY_BIG_BUF]; 412 static dynbuf_text buf; buf.clear ();
402 char buf1[VERY_BIG_BUF];
403 int tmpvar;
404 413
405 buf[0] = 0; 414 for (int i = 0; i < NROFATTACKS; i++)
406 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
407 {
408 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 415 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
409 { 416 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
410 if (!newline)
411 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
412 else
413 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
414 417
415 strcat (buf, buf1);
416 }
417 }
418 return buf; 418 return buf;
419} 419}
420
421 420
422/* 421/*
423 * query_weight(object) returns a character pointer to a static buffer 422 * query_weight(object) returns a character pointer to a static buffer
424 * containing the text-representation of the weight of the given object. 423 * containing the text-representation of the weight of the given object.
425 * The buffer will be overwritten by the next call to query_weight(). 424 * The buffer will be overwritten by the next call to query_weight().
426 */ 425 *
427 426 * Seems to be used only by unimportant stuff. Remove?
428char * 427 */
428const char *
429query_weight (const object *op) 429query_weight (const object *op)
430{ 430{
431 static char buf[10]; 431 static char buf[10];
432 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 432 sint32 i = op->total_weight ();
433 433
434 if (op->weight < 0) 434 if (op->weight < 0)
435 return " "; 435 return " ";
436
436 if (i % 1000) 437 if (i % 1000)
437 sprintf (buf, "%6.1f", i / 1000.0); 438 sprintf (buf, "%6.1f", i / 1000.0);
438 else 439 else
439 sprintf (buf, "%4d ", i / 1000); 440 sprintf (buf, "%4d ", i / 1000);
441
440 return buf; 442 return buf;
441} 443}
442 444
443/* 445/*
444 * Returns the pointer to a static buffer containing 446 * Returns the pointer to a static buffer containing
445 * the number requested (of the form first, second, third...) 447 * the number requested (of the form first, second, third...)
446 */ 448 */
447 449const char *
448char * 450ordinal (int i)
449get_levelnumber (int i)
450{ 451{
451 static char buf[MAX_BUF]; 452 if (i < 0)
453 return format ("minus %s", ordinal (-i));
452 454
453 if (i > 99)
454 {
455 sprintf (buf, "%d.", i);
456 return buf;
457 }
458 if (i < 21) 455 if (i < 21)
459 return levelnumbers[i];
460 if (!(i % 10))
461 return levelnumbers_10[i / 10];
462 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]);
464 return buf;
465}
466
467
468/*
469 * get_number(integer) returns the text-representation of the given number
470 * in a static buffer. The buffer might be overwritten at the next
471 * call to get_number().
472 * It is currently only used by the query_name() function.
473 */
474
475char *
476get_number (int i)
477{
478 if (i <= 20)
479 return numbers[i]; 456 return ordnumbers[i];
457
458 int digit = i % 10;
459
460 if (i >= 100)
461 return format (
462 digit == 1 ? "%dst"
463 : digit == 2 ? "%dnd"
464 : digit == 3 ? "%drd"
465 : "%dth",
466 i
467 );
468
469 if (digit == 0)
470 return ordnumbers_10[i / 10];
480 else 471 else
481 { 472 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
482 static char buf[MAX_BUF];
483
484 sprintf (buf, "%d", i);
485 return buf;
486 }
487} 473}
488 474
489/* 475/*
490 * Returns pointer to static buffer containing ring's or amulet's 476 * Returns pointer to static buffer containing ring's or amulet's
491 * abilities 477 * abilities
497 */ 483 */
498 484
499/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 485/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
500 * from stats.sp - b.t. 486 * from stats.sp - b.t.
501 */ 487 */
502char * 488static const char *
503ring_desc (const object *op) 489ring_desc (const object *op)
504{ 490{
505 static char buf[VERY_BIG_BUF]; 491 static dynbuf_text buf; buf.clear ();
506 int attr, val, len; 492 int attr, val, len;
507 493
508 buf[0] = 0; 494 if (op->flag [FLAG_IDENTIFIED])
509 495 {
510 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
511 return buf;
512
513 for (attr = 0; attr < NUM_STATS; attr++) 496 for (attr = 0; attr < NUM_STATS; attr++)
514 { 497 if ((val = op->stats.stat (attr)))
515 if ((val = get_attr_value (&(op->stats), attr)) != 0)
516 {
517 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 498 buf.printf ("(%s%+d)", short_stat_name[attr], val);
518 }
519 }
520 if (op->stats.exp)
521 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
522 if (op->stats.wc)
523 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
524 if (op->stats.dam)
525 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
526 if (op->stats.ac)
527 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
528 499
500 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
501 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
502 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
503 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
504
529 strcat (buf, describe_resistance (op, 0)); 505 buf << describe_resistance (op, 0);
530 506
531 if (op->stats.food != 0) 507 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
532 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 508 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
533 /* else if (op->stats.food < 0) 509 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
534 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 510 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
535 if (op->stats.grace) 511 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
536 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
537 if (op->stats.sp && op->type != SKILL)
538 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
539 if (op->stats.hp)
540 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
541 if (op->stats.luck)
542 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
543 if (QUERY_FLAG (op, FLAG_LIFESAVE))
544 strcat (buf, "(lifesaving)");
545 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
546 strcat (buf, "(reflect spells)");
547 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
548 strcat (buf, "(reflect missiles)");
549 if (QUERY_FLAG (op, FLAG_STEALTH))
550 strcat (buf, "(stealth)");
551 /* Shorten some of the names, so they appear better in the windows */
552 len = strlen (buf);
553 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
554 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
556 512
557 /* if(op->item_power) 513 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
558 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 514 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
559 */ 515 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
560 if (buf[0] == 0 && op->type != SKILL) 516 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
561 strcpy (buf, "of adornment");
562 517
518 buf.add_paths ("Attuned" , op->path_attuned);
519 buf.add_paths ("Repelled", op->path_repelled);
520 buf.add_paths ("Denied" , op->path_denied);
521
522 if (buf.empty ())
523 buf << "of adornment";
524 }
563 525
564 return buf; 526 return buf;
565} 527}
566 528
567/* 529/*
568 * query_short_name(object) is similar to query_name, but doesn't 530 * query_short_name(object) is similar to query_name, but doesn't
569 * contain any information about object status (worn/cursed/etc.) 531 * contain any information about object status (worn/cursed/etc.)
532 *
533 * It is sometimes used when printing messages, so should fit well into a sentence.
570 */ 534 */
571const char * 535const char *
572query_short_name (const object *op) 536query_short_name (const object *op)
573{ 537{
574 static char buf[HUGE_BUF];
575 char buf2[HUGE_BUF];
576 int len = 0;
577
578 if (op->name == NULL) 538 if (!op->name)
579 return "(null)"; 539 return "(null)";
580 540
581 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 541 if (!op->nrof
542 && !op->weight
543 && !op->title
544 && !is_magical (op)
545 && op->slaying != shstr_money)
582 return op->name; /* To speed things up (or make things slower?) */ 546 return op->name; /* To speed things up (or make things slower?) */
583 547
584 if (op->nrof <= 1) 548 static dynbuf_text buf; buf.clear ();
585 safe_strcat (buf, op->name, &len, HUGE_BUF);
586 else
587 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
588 549
550 buf << (op->nrof <= 1 ? op->name : op->name_pl);
551
589 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 552 if (op->title && op->flag [FLAG_IDENTIFIED])
590 { 553 buf << ' ' << op->title;
591 safe_strcat (buf, " ", &len, HUGE_BUF);
592 safe_strcat (buf, op->title, &len, HUGE_BUF);
593 }
594 554
595 switch (op->type) 555 switch (op->type)
596 { 556 {
597 case SPELLBOOK: 557 case SPELLBOOK:
598 case SCROLL: 558 case SCROLL:
599 case WAND: 559 case WAND:
600 case ROD: 560 case ROD:
601 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 561 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
602 { 562 {
603 if (!op->title) 563 if (!op->title)
604 { 564 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
605 safe_strcat (buf, " of ", &len, HUGE_BUF); 565
606 if (op->inv)
607 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
608 else
609 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
610 }
611 if (op->type != SPELLBOOK) 566 if (op->type != SPELLBOOK)
612 {
613 sprintf (buf2, " (lvl %d)", op->level); 567 buf.printf (" (lvl %d)", op->level);
614 safe_strcat (buf, buf2, &len, HUGE_BUF);
615 }
616 } 568 }
617 break; 569 break;
618 570
571 case ALTAR:
572 case TRIGGER_ALTAR:
573 case IDENTIFY_ALTAR:
574 case CONVERTER:
575 if (op->slaying == shstr_money)
576 {
577 bool wrap = !!buf.size ();
578
579 if (wrap) buf << " [";
580
581 archetype *coin = 0;
582
583 for (char const *const *c = coins; *coins; ++c)
584 if ((coin = archetype::find (*c)))
585 if (op->stats.food % coin->value == 0)
586 break;
587
588 sint32 coins = op->stats.food / coin->value;
589
590 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
591
592 if (wrap) buf << ']';
593 }
594 break;
595
619 case SKILL: 596 case SKILL:
620 case AMULET: 597 case AMULET:
621 case RING: 598 case RING:
622 if (!op->title) 599 if (!op->title)
623 { 600 {
624 /* If ring has a title, full description isn't so useful */ 601 /* If ring has a title, full description isn't so useful */
625 char *s = ring_desc (op); 602 const char *s = ring_desc (op);
626 603
627 if (s[0]) 604 if (s && *s)
628 { 605 buf << " " << s;
629 safe_strcat (buf, " ", &len, HUGE_BUF);
630 safe_strcat (buf, s, &len, HUGE_BUF);
631 }
632 } 606 }
633 break; 607 break;
608
634 default: 609 default:
635 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 610 if (op->magic
636 { 611 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
612 || op->flag [FLAG_IDENTIFIED]))
637 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
638 safe_strcat (buf, buf2, &len, HUGE_BUF);
639 }
640 } 614 }
615
641 return buf; 616 return buf;
642} 617}
643 618
644/* 619/*
645 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
649 * 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
650 * 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
651 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
652 * 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.)
653 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
631 * It is also used by examine/ex and similar functions.
654 */ 632 */
655char * 633const char *
656query_name (const object *op) 634query_name (const object *op)
657{ 635{
658 static char buf[5][HUGE_BUF]; 636 int len = 0;
637 static dynbuf_text bufs[5];
659 static int use_buf = 0; 638 static int use_buf = 0;
660 int len = 0;
661
662#ifdef NEW_MATERIAL_CODE
663 materialtype_t *mt;
664#endif
665 639
666 use_buf++; 640 use_buf++;
667 use_buf %= 5; 641 use_buf %= 5;
668 642
669#ifdef NEW_MATERIAL_CODE 643 dynbuf_text &buf = bufs [use_buf];
644 buf.clear ();
645
646#if 0
670 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 647 if ((op->is_armor () || op->is_weapon ()) && op->material)
671 { 648 buf << op->material->description << ' ';
672 mt = name_to_material (op->materialname);
673 if (mt)
674 {
675 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
676 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
677 }
678 }
679#endif 649#endif
680 650
681 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 651 buf << query_short_name (op);
682 652
683 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 653 if (op->flag [FLAG_INV_LOCKED])
684 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 654 buf << " *";
685 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 655 if (op->is_open_container ())
686 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 656 buf << " (open)";
687 657
688 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 658 if (op->flag [FLAG_KNOWN_CURSED])
689 {
690 if (QUERY_FLAG (op, FLAG_DAMNED))
691 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
692 else if (QUERY_FLAG (op, FLAG_CURSED))
693 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
694 } 659 {
660 if (op->flag [FLAG_DAMNED])
661 buf << " (damned)";
662 else if (op->flag [FLAG_CURSED])
663 buf << " (cursed)";
664 }
665
695 /* Basically, if the object is known magical (detect magic spell on it), 666 /* Basically, if the object is known magical (detect magic spell on it),
696 * and it isn't identified, print out the fact that 667 * and it isn't identified, print out the fact that
697 * it is magical. Assume that the detect magical spell will only set 668 * it is magical. Assume that the detect magical spell will only set
698 * KNOWN_MAGICAL if the item actually is magical. 669 * KNOWN_MAGICAL if the item actually is magical.
699 * 670 *
700 * Changed in V 0.91.4 - still print that the object is magical even 671 * Changed in V 0.91.4 - still print that the object is magical even
701 * if it has been applied. Equipping an item does not tell full 672 * if it has been applied. Equipping an item does not tell full
702 * abilities, especially for artifact items. 673 * abilities, especially for artifact items.
703 */ 674 */
704 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 675 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
705 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 676 buf << " (magic)";
706 677
707#if 0 678#if 0
708 /* item_power will be returned in desribe_item - it shouldn't really 679 /* item_power will be returned in describe_item - it shouldn't really
709 * be returned in the name. 680 * be returned in the name.
710 */ 681 */
711 if (op->item_power) 682 if (op->item_power)
712 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 683 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
713 684
714#endif 685#endif
715 686
716 if (QUERY_FLAG (op, FLAG_APPLIED)) 687 if (op->flag [FLAG_APPLIED])
717 { 688 {
718 switch (op->type) 689 switch (op->type)
719 { 690 {
720 case BOW: 691 case BOW:
721 case WAND: 692 case WAND:
722 case ROD: 693 case ROD:
723 case HORN: 694 case HORN:
724 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 695 buf << " (applied)";
725 break; 696 break;
726 case WEAPON: 697 case WEAPON:
727 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 698 buf << " (applied)";
728 break; 699 break;
729 case ARMOUR: 700 case ARMOUR:
730 case HELMET: 701 case HELMET:
731 case SHIELD: 702 case SHIELD:
732 case RING: 703 case RING:
733 case BOOTS: 704 case BOOTS:
734 case GLOVES: 705 case GLOVES:
735 case AMULET: 706 case AMULET:
736 case GIRDLE: 707 case GIRDLE:
737 case BRACERS: 708 case BRACERS:
738 case CLOAK: 709 case CLOAK:
739 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 710 buf << " (worn)";
740 break; 711 break;
741 case CONTAINER: 712 case CONTAINER:
742 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 713 buf << " (active)";
743 break; 714 break;
744 case SKILL: 715 case SKILL:
745 default: 716 default:
746 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 717 buf << " (applied)";
747 } 718 }
748 } 719 }
749 if (QUERY_FLAG (op, FLAG_UNPAID))
750 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
751 720
752 return buf[use_buf]; 721 switch (op->type)
722 {
723 case LAMP:
724 if (op->glow_radius)
725 buf << " (on)";
726 else if (op->stats.food <= 0)
727 buf << " (empty)";
728 else
729 buf << " (off)";
730 break;
731
732 case TORCH:
733 if (op->glow_radius)
734 buf << " (burning)";
735 else if (op->stats.food <= 0)
736 buf << " (burned out)";
737 break;
738 }
739
740 if (op->flag [FLAG_UNPAID])
741 buf << " (unpaid)";
742
743 return buf;
753} 744}
754 745
755/* 746/*
756 * query_base_name(object) returns a character pointer pointing to a static 747 * query_base_name(object) returns a character pointer pointing to a static
757 * buffer which contains a verbose textual representation of the name 748 * buffer which contains a verbose textual representation of the name
758 * of the given object. The buffer will be overwritten at the next 749 * of the given object. The buffer will be overwritten at the next
759 * call to query_base_name(). This is a lot like query_name, but we 750 * call to query_base_name(). This is a lot like query_name, but we
760 * don't include the item count or item status. Used for inventory sorting 751 * don't include the item count or item status. Used for inventory sorting
761 * and sending to client. 752 * and sending to client.
762 * If plural is set, we generate the plural name of this. 753 * If plural is set, we generate the plural name of this.
754 *
755 * It is sometimes used to display messages, and usually only used to match stuff,
756 * so maybe this function should be removed.
757 * It is also used for client-side inventory/item descriptions.
763 */ 758 */
764const char * 759const char *
765query_base_name (const object *op, int plural) 760query_base_name (const object *op, int plural)
766{ 761{
767 static char buf[MAX_BUF], buf2[MAX_BUF];
768 int len;
769 materialtype_t *mt;
770
771 if ((!plural && !op->name) || (plural && !op->name_pl)) 762 if ((!plural && !op->name) || (plural && !op->name_pl))
772 return "(null)"; 763 return "(null)";
773 764
774 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 765 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
766 && op->type != EXIT)
775 return op->name; /* To speed things up (or make things slower?) */ 767 return op->name; /* To speed things up (or make things slower?) */
776 768
769 static dynbuf_text buf; buf.clear ();
770
771#if 0
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 772 if ((op->is_armor () || op->is_weapon ()) && op->material)
778 mt = name_to_material (op->materialname); 773 if (op->arch->material != op->material)
779 774 buf << op->material->description << ' ';
780#ifdef NEW_MATERIAL_CODE
781 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
782 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
783 {
784 strcpy (buf, mt->description);
785 len = strlen (buf);
786 safe_strcat (buf, " ", &len, MAX_BUF);
787 if (!plural)
788 safe_strcat (buf, op->name, &len, MAX_BUF);
789 else
790 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
791 }
792 else
793 {
794#endif 775#endif
795 if (!plural)
796 strcpy (buf, op->name);
797 else
798 strcpy (buf, op->name_pl);
799 len = strlen (buf);
800#ifdef NEW_MATERIAL_CODE
801 }
802#endif
803 776
777 buf << (plural ? op->name_pl : op->name);
778
804 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 779 if (op->title && op->flag [FLAG_IDENTIFIED])
805 { 780 buf << ' ' << op->title;
806 safe_strcat (buf, " ", &len, MAX_BUF);
807 safe_strcat (buf, op->title, &len, MAX_BUF);
808 }
809 781
810 switch (op->type) 782 switch (op->type)
811 { 783 {
812 case SPELLBOOK: 784 case SPELLBOOK:
813 case SCROLL: 785 case SCROLL:
814 case WAND: 786 case WAND:
815 case ROD: 787 case ROD:
816 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 788 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
817 { 789 {
818 if (!op->title) 790 if (!op->title)
819 { 791 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
820 safe_strcat (buf, " of ", &len, MAX_BUF); 792
821 if (op->inv)
822 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
823 else
824 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
825 }
826 if (op->type != SPELLBOOK) 793 if (op->type != SPELLBOOK)
827 {
828 sprintf (buf2, " (lvl %d)", op->level); 794 buf.printf (" (lvl %d)", op->level);
829 safe_strcat (buf, buf2, &len, MAX_BUF);
830 }
831 } 795 }
832 break; 796 break;
833 797
834 798
835 case SKILL: 799 case SKILL:
836 case AMULET: 800 case AMULET:
837 case RING: 801 case RING:
838 if (!op->title) 802 if (!op->title)
839 { 803 {
840 /* If ring has a title, full description isn't so useful */ 804 /* If ring has a title, full description isn't so useful */
841 char *s = ring_desc (op); 805 const char *s = ring_desc (op);
842 806
843 if (s[0]) 807 if (s && *s)
844 { 808 buf << ' ' << s;
845 safe_strcat (buf, " ", &len, MAX_BUF);
846 safe_strcat (buf, s, &len, MAX_BUF);
847 }
848 } 809 }
849 break; 810 break;
811
812 case EXIT:
813 // random map exits "unfortunately" get patched, so this only works before entering
814 if (EXIT_PATH (op) == shstr_random_map_exit)
815 buf << " (random map)";
816 else if (!EXIT_PATH (op))
817 buf << " (closed)";
818 break;
819
850 default: 820 default:
851 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 821 if (op->magic
852 { 822 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
853 sprintf (buf + strlen (buf), " %+d", op->magic); 823 || op->flag [FLAG_IDENTIFIED]))
854 } 824 buf.printf (" %+d", op->magic);
855 } 825 }
826
856 return buf; 827 return buf;
857} 828}
858 829
859/* Break this off from describe_item - that function was way 830/* Break this off from describe_item - that function was way
860 * too long, making it difficult to read. This function deals 831 * too long, making it difficult to read. This function deals
861 * with describing the monsters & players abilities. It should only 832 * with describing the monsters & players abilities. It should only
862 * be called with monster & player objects. Returns a description 833 * be called with monster & player objects. Returns a description
863 * in a static buffer. 834 * in a static buffer.
864 */ 835 */
865
866static char * 836static const char *
867describe_monster (const object *op) 837describe_monster (const object *op)
868{ 838{
869 char buf[MAX_BUF]; 839 static dynbuf_text buf; buf.clear ();
870 static char retbuf[VERY_BIG_BUF];
871 int i;
872
873 retbuf[0] = '\0';
874 840
875 /* Note that the resolution this provides for players really isn't 841 /* Note that the resolution this provides for players really isn't
876 * very good. Any player with a speed greater than .67 will 842 * very good. Any player with a speed greater than .67 will
877 * fall into the 'lightning fast movement' category. 843 * fall into the 'lightning fast movement' category.
878 */ 844 */
879 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 845 if (op->has_active_speed ())
880 { 846 switch ((int)(op->speed * 15.))
881 switch ((int) ((FABS (op->speed)) * 15))
882 { 847 {
883 case 0: 848 case 0:
884 strcat (retbuf, "(very slow movement)"); 849 buf << "(very slow movement)";
885 break; 850 break;
886 case 1: 851 case 1:
887 strcat (retbuf, "(slow movement)"); 852 buf << "(slow movement)";
888 break; 853 break;
889 case 2: 854 case 2:
890 strcat (retbuf, "(normal movement)"); 855 buf << "(normal movement)";
891 break; 856 break;
892 case 3: 857 case 3:
893 case 4: 858 case 4:
894 strcat (retbuf, "(fast movement)"); 859 buf << "(fast movement)";
895 break; 860 break;
896 case 5: 861 case 5:
897 case 6: 862 case 6:
898 strcat (retbuf, "(very fast movement)"); 863 buf << "(very fast movement)";
899 break; 864 break;
900 case 7: 865 case 7:
901 case 8: 866 case 8:
902 case 9: 867 case 9:
903 case 10: 868 case 10:
904 strcat (retbuf, "(extremely fast movement)"); 869 buf << "(extremely fast movement)";
905 break; 870 break;
906 default: 871 default:
907 strcat (retbuf, "(lightning fast movement)"); 872 buf << "(lightning fast movement)";
908 break; 873 break;
909 } 874 }
910 } 875
911 if (QUERY_FLAG (op, FLAG_UNDEAD)) 876 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
912 strcat (retbuf, "(undead)"); 877 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
913 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 878 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
914 strcat (retbuf, "(see invisible)"); 879 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
915 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 880 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
916 strcat (retbuf, "(wield weapon)"); 881 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
917 if (QUERY_FLAG (op, FLAG_USE_BOW)) 882 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
918 strcat (retbuf, "(archer)"); 883 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
919 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 884 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
920 strcat (retbuf, "(wear armour)"); 885 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
921 if (QUERY_FLAG (op, FLAG_USE_RING)) 886 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
922 strcat (retbuf, "(wear ring)"); 887 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
923 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 888 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
924 strcat (retbuf, "(read scroll)"); 889 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
925 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 890
926 strcat (retbuf, "(fires wand/rod/horn)");
927 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
928 strcat (retbuf, "(skill user)");
929 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
930 strcat (retbuf, "(spellcaster)");
931 if (QUERY_FLAG (op, FLAG_FRIENDLY))
932 strcat (retbuf, "(friendly)");
933 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
934 strcat (retbuf, "(unaggressive)");
935 if (QUERY_FLAG (op, FLAG_HITBACK))
936 strcat (retbuf, "(hitback)");
937 if (QUERY_FLAG (op, FLAG_STEALTH))
938 strcat (retbuf, "(stealthy)");
939 if (op->randomitems != NULL) 891 if (op->randomitems)
940 { 892 {
941 treasure *t;
942 int first = 1; 893 bool first = 1;
943 894
944 for (t = op->randomitems->items; t != NULL; t = t->next) 895 for (treasure *t = op->randomitems->items; t; t = t->next)
945 if (t->item && (t->item->clone.type == SPELL)) 896 if (t->item && t->item->type == SPELL)
946 { 897 {
947 if (first) 898 if (first)
948 { 899 buf << "(Spell abilities:)";
900
949 first = 0; 901 first = 0;
950 strcat (retbuf, "(Spell abilities:)"); 902
951 } 903 buf << '(' << t->item->object::name << ')';
952 strcat (retbuf, "(");
953 strcat (retbuf, t->item->clone.name);
954 strcat (retbuf, ")");
955 } 904 }
956 } 905 }
906
957 if (op->type == PLAYER) 907 if (op->type == PLAYER)
958 { 908 {
959 if (op->contr->digestion) 909 if (op->contr->digestion)
960 {
961 if (op->contr->digestion != 0)
962 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 910 buf.printf ("(sustenance%+d)", op->contr->digestion);
963 strcat (retbuf, buf); 911
964 }
965 if (op->contr->gen_grace) 912 if (op->contr->gen_grace)
966 {
967 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 913 buf.printf ("(grace%+d)", op->contr->gen_grace);
968 strcat (retbuf, buf); 914
969 }
970 if (op->contr->gen_sp) 915 if (op->contr->gen_sp)
971 {
972 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 916 buf.printf ("(magic%+d)", op->contr->gen_sp);
973 strcat (retbuf, buf); 917
974 }
975 if (op->contr->gen_hp) 918 if (op->contr->gen_hp)
976 {
977 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 919 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
978 strcat (retbuf, buf); 920
979 }
980 if (op->stats.luck) 921 if (op->stats.luck)
981 {
982 sprintf (buf, "(luck%+d)", op->stats.luck); 922 buf.printf ("(luck%+d)", op->stats.luck);
983 strcat (retbuf, buf);
984 }
985 } 923 }
986 924
987 /* describe attacktypes */ 925 /* describe attacktypes */
988 if (is_dragon_pl (op)) 926 if (op->is_dragon ())
989 { 927 {
990 /* for dragon players display the attacktypes from clawing skill 928 /* for dragon players display the attacktypes from clawing skill
991 * Break apart the for loop - move the comparison checking down - 929 * Break apart the for loop - move the comparison checking down -
992 * this makes it more readable. 930 * this makes it more readable.
993 */ 931 */
994 object *tmp; 932 object *tmp;
995 933
996 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 934 for (tmp = op->inv; tmp; tmp = tmp->below)
997 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 935 if (tmp->type == SKILL && tmp->name == shstr_clawing)
998 break; 936 break;
999 937
1000 if (tmp && tmp->attacktype != 0) 938 if (tmp && tmp->attacktype)
1001 { 939 buf.add_abilities ("Claws", tmp->attacktype);
1002 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1003 }
1004 else 940 else
1005 { 941 buf.add_abilities ("Attacks", op->attacktype);
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1007 }
1008 } 942 }
1009 else 943 else
1010 { 944 buf.add_abilities ("Attacks", op->attacktype);
1011 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 945
1012 } 946 buf.add_paths ("Attuned" , op->path_attuned);
1013 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 947 buf.add_paths ("Repelled", op->path_repelled);
1014 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 948 buf.add_paths ("Denied" , op->path_denied);
1015 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 949
1016 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
1017 {
1018 if (op->resist[i]) 951 if (op->resist[i])
1019 {
1020 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 952 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1021 strcat (retbuf, buf); 953
1022 }
1023 }
1024 return retbuf; 954 return buf;
1025} 955}
1026
1027 956
1028/* 957/*
1029 * Returns a pointer to a static buffer which contains a 958 * Returns a pointer to a static buffer which contains a
1030 * description of the given object. 959 * description of the given object.
1031 * If it is a monster, lots of information about its abilities 960 * If it is a monster, lots of information about its abilities
1040 * wouldn't need to use the SEE_INVISIBLE flag to know it is 969 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1041 * a dragon player examining food. Could have things like 970 * a dragon player examining food. Could have things like
1042 * a dwarven axe, in which the full abilities are only known to 971 * a dwarven axe, in which the full abilities are only known to
1043 * dwarves, etc. 972 * dwarves, etc.
1044 * 973 *
1045 * This function is really much more complicated than it should
1046 * be, because different objects have different meanings
1047 * for the same field (eg, wands use 'food' for charges). This
1048 * means these special cases need to be worked out.
1049 *
1050 * Add 'owner' who is the person examining this object. 974 * Add 'owner' who is the person examining this object.
1051 * owner can be null if no one is being associated with this 975 * owner can be null if no one is being associated with this
1052 * item (eg, debug dump or the like) 976 * item (eg, debug dump or the like)
1053 */ 977 */
1054 978const char *
1055char *
1056describe_item (const object *op, object *owner) 979describe_item (const object *op, object *owner)
1057{ 980{
1058 char buf[MAX_BUF]; 981 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1059 static char retbuf[VERY_BIG_BUF]; 982 return describe_monster (op);
983
984 static dynbuf_text buf; buf.clear ();
1060 int identified, i; 985 int identified, i;
1061 986
1062 retbuf[0] = '\0';
1063 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1064 {
1065 return describe_monster (op);
1066 }
1067 /* figure this out once, instead of making multiple calls to need_identify. 987 /* figure this out once, instead of making multiple calls to need_identify.
1068 * also makes the code easier to read. 988 * also makes the code easier to read.
1069 */ 989 */
1070 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 990 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
1071 identified = 1; 991 if (!identified)
1072 else 992 buf << "(unidentified)";
1073 { 993
1074 strcpy (retbuf, "(unidentified)");
1075 identified = 0;
1076 }
1077 switch (op->type) 994 switch (op->type)
1078 { 995 {
1079 case BOW: 996 case BOW:
1080 case ARROW: 997 case ARROW:
1081 case WAND: 998 case WAND:
1082 case ROD: 999 case ROD:
1083 case HORN: 1000 case HORN:
1084 case WEAPON: 1001 case WEAPON:
1085 case ARMOUR: 1002 case ARMOUR:
1086 case HELMET: 1003 case HELMET:
1087 case SHIELD: 1004 case SHIELD:
1088 case BOOTS: 1005 case BOOTS:
1089 case GLOVES: 1006 case GLOVES:
1090 case GIRDLE: 1007 case GIRDLE:
1091 case BRACERS: 1008 case BRACERS:
1092 case CLOAK: 1009 case CLOAK:
1093 case SKILL_TOOL: 1010 case SKILL_TOOL:
1094 break; /* We have more information to do below this switch */ 1011 break; /* We have more information to do below this switch */
1095 1012
1096 case POWER_CRYSTAL: 1013 case POWER_CRYSTAL:
1097 if (op->stats.maxsp > 1000) 1014 if (op->stats.maxsp > 1000)
1098 { /*higher capacity crystals */ 1015 { /*higher capacity crystals */
1099 i = (op->stats.maxsp % 100) / 10; 1016 i = (op->stats.maxsp % 1000) / 100;
1017
1100 if (i) 1018 if (i)
1101 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1019 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1102 else 1020 else
1103 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1021 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1104 } 1022 }
1105 else 1023 else
1106 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1024 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1107 strcat (retbuf, buf); 1025
1108 i = (op->stats.sp * 10) / op->stats.maxsp; 1026 i = (op->stats.sp * 10) / op->stats.maxsp;
1109 if (op->stats.sp == 0) 1027 if (op->stats.sp == 0)
1110 strcat (retbuf, "empty."); 1028 buf << "empty";
1111 else if (i == 0) 1029 else if (i == 0)
1112 strcat (retbuf, "almost empty."); 1030 buf << "almost empty";
1113 else if (i < 3) 1031 else if (i < 3)
1114 strcat (retbuf, "partially filled."); 1032 buf << "partially filled";
1115 else if (i < 6) 1033 else if (i < 6)
1116 strcat (retbuf, "half full."); 1034 buf << "half full";
1117 else if (i < 9) 1035 else if (i < 9)
1118 strcat (retbuf, "well charged."); 1036 buf << "well charged";
1119 else if (op->stats.sp == op->stats.maxsp) 1037 else if (op->stats.sp == op->stats.maxsp)
1120 strcat (retbuf, "fully charged."); 1038 buf << "fully charged";
1121 else 1039 else
1122 strcat (retbuf, "almost full."); 1040 buf << "almost full";
1041
1042 buf << ')';
1123 break; 1043 break;
1044
1045 case LAMP:
1046 {
1047 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1048 buf << "(fuel: ";
1049 if (percent == 0)
1050 buf << "empty";
1051 else if (percent < 10)
1052 buf << "very low";
1053 else if (percent < 25)
1054 buf << "low";
1055 else if (percent < 50)
1056 buf << "half empty";
1057 else if (percent < 75)
1058 buf << "half full";
1059 else if (percent < 95)
1060 buf << "well filled";
1061 else if (percent <= 100)
1062 buf << "full";
1063 buf << ")";
1064 }
1065 break;
1066
1124 case FOOD: 1067 case FOOD:
1125 case FLESH: 1068 case FLESH:
1126 case DRINK: 1069 case DRINK:
1127 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1070 if (identified || op->flag [FLAG_BEEN_APPLIED])
1128 { 1071 {
1129 sprintf (buf, "(food+%d)", op->stats.food); 1072 buf.printf ("(food+%d)", op->stats.food);
1130 strcat (retbuf, buf);
1131 1073
1132 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1074 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1075 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1076
1077 if (!op->flag [FLAG_CURSED])
1133 { 1078 {
1134 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1079 if (op->stats.hp) buf << "(heals)";
1135 strcat (retbuf, buf); 1080 if (op->stats.sp) buf << "(spellpoint regen)";
1136 } 1081 }
1137
1138 if (!QUERY_FLAG (op, FLAG_CURSED))
1139 {
1140 if (op->stats.hp)
1141 strcat (retbuf, "(heals)");
1142 if (op->stats.sp)
1143 strcat (retbuf, "(spellpoint regen)");
1144 }
1145 else 1082 else
1146 { 1083 {
1147 if (op->stats.hp) 1084 if (op->stats.hp) buf << "(damages)";
1148 strcat (retbuf, "(damages)");
1149 if (op->stats.sp)
1150 strcat (retbuf, "(spellpoint depletion)"); 1085 if (op->stats.sp) buf << "(spellpoint depletion)";
1151 } 1086 }
1152 } 1087 }
1153 break; 1088 break;
1154 1089
1155
1156 case SKILL: 1090 case SKILL:
1157 case RING: 1091 case RING:
1158 case AMULET: 1092 case AMULET:
1159 if (op->item_power) 1093 if (op->item_power)
1160 {
1161 sprintf (buf, "(item_power %+d)", op->item_power); 1094 buf.printf ("(item_power %+d)", op->item_power);
1162 strcat (retbuf, buf); 1095
1163 }
1164 if (op->title) 1096 if (op->title)
1165 strcat (retbuf, ring_desc (op)); 1097 buf << ring_desc (op);
1098
1166 return retbuf; 1099 return buf;
1167 1100
1168 default: 1101 default:
1169 return retbuf; 1102 return buf;
1170 } 1103 }
1171 1104
1172 /* Down here, we more further describe equipment type items. 1105 /* Down here, we more further describe equipment type items.
1173 * only describe them if they have been identified or the like. 1106 * only describe them if they have been identified or the like.
1174 */ 1107 */
1175 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1108 if (identified || op->flag [FLAG_BEEN_APPLIED])
1176 { 1109 {
1177 int attr, val; 1110 int attr, val;
1178 1111
1179 for (attr = 0; attr < NUM_STATS; attr++) 1112 for (attr = 0; attr < NUM_STATS; attr++)
1180 { 1113 if ((val = op->stats.stat (attr)))
1181 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1182 {
1183 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1114 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1184 strcat (retbuf, buf);
1185 }
1186 }
1187 1115
1188 if (op->stats.exp) 1116 if (op->stats.exp)
1189 {
1190 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1117 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1191 strcat (retbuf, buf);
1192 }
1193
1194 1118
1195 switch (op->type) 1119 switch (op->type)
1196 { 1120 {
1197 case BOW: 1121 case BOW:
1198 case ARROW: 1122 case ARROW:
1199 case GIRDLE: 1123 case GIRDLE:
1200 case HELMET: 1124 case HELMET:
1201 case SHIELD: 1125 case SHIELD:
1202 case BOOTS: 1126 case BOOTS:
1203 case GLOVES: 1127 case GLOVES:
1204 case WEAPON: 1128 case WEAPON:
1205 case SKILL: 1129 case SKILL:
1206 case RING: 1130 case RING:
1207 case AMULET: 1131 case AMULET:
1208 case ARMOUR: 1132 case ARMOUR:
1209 case BRACERS: 1133 case BRACERS:
1210 case FORCE: 1134 case FORCE:
1211 case CLOAK: 1135 case CLOAK:
1212 if (op->stats.wc) 1136 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1213 { 1137 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1214 sprintf (buf, "(wc%+d)", op->stats.wc); 1138 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf); 1139
1216 }
1217 if (op->stats.dam)
1218 {
1219 sprintf (buf, "(dam%+d)", op->stats.dam);
1220 strcat (retbuf, buf);
1221 }
1222 if (op->stats.ac)
1223 {
1224 sprintf (buf, "(ac%+d)", op->stats.ac);
1225 strcat (retbuf, buf);
1226 }
1227 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1140 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1228 {
1229 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1141 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1230 strcat (retbuf, buf); 1142
1231 }
1232 break; 1143 break;
1233 1144
1234 default: 1145 default:
1235 break; 1146 break;
1236 } 1147 }
1237 if (QUERY_FLAG (op, FLAG_XRAYS)) 1148
1238 strcat (retbuf, "(xray-vision)"); 1149 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1239 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1150 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1240 strcat (retbuf, "(infravision)");
1241 1151
1242 /* levitate was what is was before, so we'll keep it */ 1152 /* levitate was what is was before, so we'll keep it */
1243 if (op->move_type & MOVE_FLY_LOW) 1153 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1244 strcat (retbuf, "(levitate)");
1245
1246 if (op->move_type & MOVE_FLY_HIGH) 1154 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1247 strcat (retbuf, "(fly)");
1248
1249 if (op->move_type & MOVE_SWIM) 1155 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1250 strcat (retbuf, "(swim)");
1251 1156
1252 /* walking is presumed as 'normal', so doesn't need mentioning */ 1157 /* walking is presumed as 'normal', so doesn't need mentioning */
1253 1158
1254 if (op->item_power) 1159 if (op->item_power)
1255 {
1256 sprintf (buf, "(item_power %+d)", op->item_power); 1160 buf.printf ("(item_power %+d)", op->item_power);
1257 strcat (retbuf, buf);
1258 }
1259 } /* End if identified or applied */ 1161 } /* End if identified or applied */
1260 1162
1261 /* This blocks only deals with fully identified object. 1163 /* This blocks only deals with fully identified object.
1262 * it is intentional that this is not an 'else' from a above - 1164 * it is intentional that this is not an 'else' from a above -
1263 * in this way, information is added. 1165 * in this way, information is added.
1266 { 1168 {
1267 int more_info = 0; 1169 int more_info = 0;
1268 1170
1269 switch (op->type) 1171 switch (op->type)
1270 { 1172 {
1271 case ROD: /* These use stats.sp for spell selection and stats.food */ 1173 case ROD: /* These use stats.sp for spell selection and stats.food */
1272 case HORN: /* and stats.hp for spell-point regeneration... */ 1174 case HORN: /* and stats.hp for spell-point regeneration... */
1273 case BOW: 1175 case BOW:
1274 case ARROW: 1176 case ARROW:
1275 case WAND: 1177 case WAND:
1276 case FOOD: 1178 case FOOD:
1277 case FLESH: 1179 case FLESH:
1278 case DRINK: 1180 case DRINK:
1279 more_info = 0; 1181 more_info = 0;
1280 break; 1182 break;
1281 1183
1282 /* Armor type objects */ 1184 /* Armor type objects */
1283 case ARMOUR: 1185 case ARMOUR:
1284 case HELMET: 1186 case HELMET:
1285 case SHIELD: 1187 case SHIELD:
1286 case BOOTS: 1188 case BOOTS:
1287 case GLOVES: 1189 case GLOVES:
1288 case GIRDLE: 1190 case GIRDLE:
1289 case BRACERS: 1191 case BRACERS:
1290 case CLOAK: 1192 case CLOAK:
1291 if (ARMOUR_SPEED (op)) 1193 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1292 { 1194 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1293 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1294 strcat (retbuf, buf);
1295 }
1296 if (ARMOUR_SPELLS (op))
1297 {
1298 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1299 strcat (retbuf, buf);
1300 }
1301 more_info = 1; 1195 more_info = 1;
1302 break; 1196 break;
1303 1197
1304 case WEAPON: 1198 case WEAPON:
1305 /* Calculate it the same way fix_player does so the results 1199 /* Calculate it the same way fix_player does so the results
1306 * make sense. 1200 * make sense.
1307 */ 1201 */
1308 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1202 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1309 if (i < 0) 1203 if (i < 0)
1310 i = 0; 1204 i = 0;
1311 1205
1312 sprintf (buf, "(weapon speed %d)", i); 1206 buf.printf ("(weapon speed %d)", i);
1313 strcat (retbuf, buf);
1314 more_info = 1; 1207 more_info = 1;
1315 break; 1208 break;
1316
1317 } 1209 }
1210
1318 if (more_info) 1211 if (more_info)
1319 { 1212 {
1320 if (op->stats.food)
1321 {
1322 if (op->stats.food != 0)
1323 sprintf (buf, "(sustenance%+d)", op->stats.food); 1213 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1324 strcat (retbuf, buf);
1325 }
1326 if (op->stats.grace)
1327 {
1328 sprintf (buf, "(grace%+d)", op->stats.grace); 1214 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1329 strcat (retbuf, buf); 1215 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1330 }
1331 if (op->stats.sp)
1332 {
1333 sprintf (buf, "(magic%+d)", op->stats.sp);
1334 strcat (retbuf, buf);
1335 }
1336 if (op->stats.hp)
1337 {
1338 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1216 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1339 strcat (retbuf, buf);
1340 }
1341 } 1217 }
1342 1218
1343 if (op->stats.luck) 1219 if (op->stats.luck)
1344 {
1345 sprintf (buf, "(luck%+d)", op->stats.luck); 1220 buf.printf ("(luck%+d)", op->stats.luck);
1346 strcat (retbuf, buf); 1221
1347 } 1222 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1348 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1223 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1349 strcat (retbuf, "(lifesaving)"); 1224 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1225 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1351 strcat (retbuf, "(reflect spells)"); 1226
1352 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1353 strcat (retbuf, "(reflect missiles)");
1354 if (QUERY_FLAG (op, FLAG_STEALTH))
1355 strcat (retbuf, "(stealth)");
1356 if (op->slaying != NULL && op->type != FOOD) 1227 if (op->slaying && op->type != FOOD)
1357 {
1358 sprintf (buf, "(slay %s)", &op->slaying); 1228 buf.printf ("(slay %s)", &op->slaying);
1359 strcat (retbuf, buf); 1229
1360 } 1230 if (op->type == SKILL_TOOL && op->skill)
1361 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1231 buf.printf ("(%s)", &op->skill);
1232
1233 buf.add_abilities ("Attacks", op->attacktype);
1362 /* resistance on flesh is only visible for quetzals. If 1234 /* resistance on flesh is only visible for quetzals. If
1363 * non flesh, everyone can see its resistances 1235 * non flesh, everyone can see its resistances
1364 */ 1236 */
1365 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1237 if (op->type != FLESH || (owner && owner->is_dragon ()))
1366 strcat (retbuf, describe_resistance (op, 0)); 1238 buf << describe_resistance (op, 0);
1367 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1368 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1369 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1370 }
1371 1239
1240 buf.add_paths ("Attuned", op->path_attuned);
1241 buf.add_paths ("Repelled", op->path_repelled);
1242 buf.add_paths ("Denied", op->path_denied);
1243 }
1244
1372 return retbuf; 1245 return buf;
1246}
1247
1248std::string
1249object::describe_item (object *who)
1250{
1251 return std::string (::describe_item (this, who));
1252}
1253
1254static void
1255describe_dump_object (dynbuf &buf, object *ob)
1256{
1257 char *txt = dump_object (ob);
1258 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1259 buf << "\n" << txt << "\n";
1260
1261 if (!ob->is_arch ())
1262 describe_dump_object (buf, ob->arch);
1263}
1264
1265std::string
1266object::describe (object *who)
1267{
1268 dynbuf_text buf (1024, 1024);
1269
1270 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1271
1272 if (custom_name)
1273 buf.printf ("You call it %s.\r", &custom_name);
1274
1275 switch (type)
1276 {
1277 case SPELLBOOK:
1278 if (flag [FLAG_IDENTIFIED] && inv)
1279 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1280 break;
1281
1282 case BOOK:
1283 if (msg)
1284 buf << "Something is written in it.\r";
1285 break;
1286
1287 case CONTAINER:
1288 if (race)
1289 {
1290 if (weight_limit && stats.Str < 100)
1291 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1292 &race, weight_limit / (10.0 * (100 - stats.Str)));
1293 else
1294 buf.printf ("It can hold only %s.\r", &race);
1295 }
1296 else if (weight_limit && stats.Str < 100)
1297 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1298 break;
1299
1300 case WAND:
1301 if (flag [FLAG_IDENTIFIED])
1302 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1303 break;
1304 }
1305
1306 if (material != MATERIAL_NULL && !msg)
1307 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1308 << material->description
1309 << ".\r";
1310
1311 if (who)
1312 /* Where to wear this item */
1313 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1314 if (slot[i].info)
1315 {
1316 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1317
1318 if (slot[i].info < -1 && who->slot[i].info)
1319 buf.printf ("(%d)", -slot[i].info);
1320
1321 buf << ".\r";
1322 }
1323
1324 if (weight)
1325 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1326
1327 if (flag [FLAG_STARTEQUIP])
1328 buf << (nrof > 1 ? "They were" : "It was")
1329 << " given by a god and will vanish when dropped.\r";
1330
1331 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1332 {
1333 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1334
1335 if (who->is_in_shop ())
1336 {
1337 if (flag [FLAG_UNPAID])
1338 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1339 else
1340 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1341 }
1342 }
1343
1344 if (flag [FLAG_MONSTER])
1345 buf << describe_monster (who);
1346
1347 /* Is this item buildable? */
1348 if (flag [FLAG_IS_BUILDABLE])
1349 buf << "This is a buildable item.\r";
1350
1351 /* Does the object have a message? Don't show message for all object
1352 * types - especially if the first entry is a match
1353 */
1354 if (msg)
1355 {
1356 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1357 {
1358 if (!need_identify ())
1359 buf << '\r' << msg << '\n';
1360 else if (flag [FLAG_IDENTIFIED])
1361 buf << '\r' << "The object has a story:\r" << msg;
1362 }
1363 }
1364 else if (inv
1365 && inv->msg
1366 && inv->type == SPELL
1367 && flag [FLAG_IDENTIFIED]
1368 && (type == SPELLBOOK || type == ROD || type == WAND
1369 || type == ROD || type == POTION || type == SCROLL))
1370 // for spellbooks and other stuff that contains spells, print the spell message,
1371 // unless the object has a custom message handled above.
1372 buf << '\r' << inv->msg << '\n';
1373
1374 // try to display the duration for some potions and scrolls
1375 // this includes change ability potions and group spells,
1376 // but does not handle protection potions
1377 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1378 && (type == POTION || type == SCROLL))
1379 {
1380 object *spell = inv;
1381
1382 if (spell->subtype == SP_PARTY_SPELL)
1383 spell = spell->other_arch;
1384
1385 if (spell->subtype == SP_CHANGE_ABILITY)
1386 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1387 TICK2TIME (change_ability_duration (spell, this)));
1388 }
1389
1390 // some help text for skill tools
1391 if (type == SKILL_TOOL)
1392 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1393 "you can use the " << &skill << " skill as if you had learned it.>";
1394
1395 // Display a hint about inscribable items [empty books]
1396 // This includes the amount of text they can hold.
1397 if (type == INSCRIBABLE)
1398 {
1399 if (other_arch && other_arch->type == SCROLL)
1400 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1401 else
1402 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1403 weight_limit);
1404 }
1405
1406 buf << '\n';
1407
1408 // the dungeon master additionally gets a complete dump
1409 if (who && who->flag [FLAG_WIZLOOK])
1410 {
1411 buf << "\nT<Object>\n";
1412 describe_dump_object (buf, this);
1413
1414 if (inv)
1415 {
1416 buf << "\nT<Top Inventory>\n";
1417 describe_dump_object (buf, inv);
1418 }
1419 }
1420
1421 return std::string (buf.linearise (), buf.size ());
1422}
1423
1424void
1425examine (object *op, object *tmp)
1426{
1427 std::string info = tmp->describe (op);
1428
1429 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1430}
1431
1432/*
1433 * inventory prints object's inventory. If inv==NULL then print player's
1434 * inventory.
1435 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1436 */
1437const char *
1438object::query_inventory (object *who, const char *indent)
1439{
1440 static dynbuf_text buf; buf.clear ();
1441
1442 for (object *tmp = inv; tmp; tmp = tmp->below)
1443 if (who && who->flag [FLAG_WIZ])
1444 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1445 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1446 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1447
1448 if (buf.size ())
1449 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1450 else
1451 buf.printf ("%s(empty)\n", indent);
1452
1453 return buf;
1373} 1454}
1374 1455
1375/* Return true if the item is magical. A magical item is one that 1456/* Return true if the item is magical. A magical item is one that
1376 * increases/decreases any abilities, provides a resistance, 1457 * increases/decreases any abilities, provides a resistance,
1377 * has a generic magical bonus, or is an artifact. 1458 * has a generic magical bonus, or is an artifact.
1378 * This function is used by detect_magic to determine if an item 1459 * This function is used by detect_magic to determine if an item
1379 * should be marked as magical. 1460 * should be marked as magical.
1380 */ 1461 */
1381
1382int 1462int
1383is_magical (const object *op) 1463is_magical (const object *op)
1384{ 1464{
1385 int i; 1465 int i;
1386 1466
1387 /* living creatures are considered non magical */ 1467 /* living creatures are considered non magical */
1388 if (QUERY_FLAG (op, FLAG_ALIVE)) 1468 if (op->flag [FLAG_ALIVE])
1389 return 0; 1469 return 0;
1390 1470
1391 /* This is a test for it being an artifact, as artifacts have titles */ 1471 /* This is a test for it being an artifact, as artifacts have titles */
1392 if (op->title != NULL) 1472 if (op->title != NULL)
1393 return 1; 1473 return 1;
1399 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1479 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1400 return 1; 1480 return 1;
1401 1481
1402 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1482 /* Check for stealty, speed, flying, or just plain magic in the boots */
1403 /* Presume any boots that hvae a move_type are special. */ 1483 /* Presume any boots that hvae a move_type are special. */
1404 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1484 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1405 return 1; 1485 return 1;
1406 1486
1407 /* Take care of amulet/shield that reflects spells/missiles */ 1487 /* Take care of amulet/shield that reflects spells/missiles */
1408 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1488 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1409 return 1; 1489 return 1;
1410 1490
1411 /* Take care of helmet of xrays */ 1491 /* Take care of helmet of xrays */
1412 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1492 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1413 return 1; 1493 return 1;
1414 1494
1415 /* Potions & rods are always magical. Wands/staves are also magical, 1495 /* Potions & rods are always magical. Wands/staves are also magical,
1416 * assuming they still have any charges left. 1496 * assuming they still have any charges left.
1417 */ 1497 */
1437 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1517 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1438 return 1; 1518 return 1;
1439 1519
1440 /* Check to see if it increases/decreases any stats */ 1520 /* Check to see if it increases/decreases any stats */
1441 for (i = 0; i < NUM_STATS; i++) 1521 for (i = 0; i < NUM_STATS; i++)
1442 if (get_attr_value (&(op->stats), i) != 0) 1522 if (op->stats.stat (i))
1443 return 1; 1523 return 1;
1444 1524
1445 /* If it doesn't fall into any of the above categories, must 1525 /* If it doesn't fall into any of the above categories, must
1446 * be non magical. 1526 * be non magical.
1447 */ 1527 */
1448 return 0; 1528 return 0;
1449} 1529}
1450 1530
1451/* need_identify returns true if the item should be identified. This
1452 * function really should not exist - by default, any item not identified
1453 * should need it.
1454 */
1455
1456int
1457need_identify (const object *op)
1458{
1459 switch (op->type)
1460 {
1461 case RING:
1462 case WAND:
1463 case ROD:
1464 case HORN:
1465 case SCROLL:
1466 case SKILL:
1467 case SKILLSCROLL:
1468 case SPELLBOOK:
1469 case FOOD:
1470 case POTION:
1471 case BOW:
1472 case ARROW:
1473 case WEAPON:
1474 case ARMOUR:
1475 case SHIELD:
1476 case HELMET:
1477 case AMULET:
1478 case BOOTS:
1479 case GLOVES:
1480 case BRACERS:
1481 case GIRDLE:
1482 case CONTAINER:
1483 case DRINK:
1484 case FLESH:
1485 case INORGANIC:
1486 case CLOSE_CON:
1487 case CLOAK:
1488 case GEM:
1489 case POWER_CRYSTAL:
1490 case POISON:
1491 case BOOK:
1492 case SKILL_TOOL:
1493 return 1;
1494 }
1495 /* Try to track down some stuff that may show up here. Thus, the
1496 * archetype file can be updated, and this function removed.
1497 */
1498#if 0
1499 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1500#endif
1501 return 0;
1502}
1503
1504/* 1531/*
1505 * Supposed to fix face-values as well here, but later. 1532 * Supposed to fix face-values as well here, but later.
1506 */ 1533 */
1507void 1534void
1508identify (object *op) 1535identify (object *op)
1509{ 1536{
1510 object *pl; 1537 op->set_flag (FLAG_IDENTIFIED);
1511 1538 op->clr_flag (FLAG_KNOWN_MAGICAL);
1512 SET_FLAG (op, FLAG_IDENTIFIED); 1539 op->clr_flag (FLAG_NO_SKILL_IDENT);
1513 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1514 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1515 1540
1516 /* 1541 /*
1517 * We want autojoining of equal objects: 1542 * We want autojoining of equal objects:
1518 */ 1543 */
1519 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1544 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1520 SET_FLAG (op, FLAG_KNOWN_CURSED); 1545 op->set_flag (FLAG_KNOWN_CURSED);
1521 1546
1522 if (op->type == POTION) 1547 if (op->type == POTION)
1523 { 1548 {
1524 if (op->inv && op->randomitems) 1549 if (op->inv && op->randomitems)
1525 op->title = op->inv->name; 1550 op->title = op->inv->name;
1526 else if (op->arch) 1551 else if (op->arch)
1527 { 1552 {
1528 op->name = op->arch->clone.name; 1553 op->name = op->arch->object::name;
1529 op->name_pl = op->arch->clone.name_pl; 1554 op->name_pl = op->arch->object::name_pl;
1530 } 1555 }
1531 } 1556 }
1532 1557
1533 /* If the object is on a map, make sure we update its face */ 1558 /* If the object is on a map, make sure we update its face */
1534 if (op->map) 1559 if (op->map)
1535 update_object (op, UP_OBJ_FACE); 1560 update_object (op, UP_OBJ_CHANGE);
1536 else 1561
1537 { 1562 if (object *pl = op->visible_to ())
1538 pl = op->in_player ();
1539 if (pl)
1540 /* A lot of the values can change from an update - might as well send 1563 /* A lot of the values can change from an update - might as well send
1541 * it all. 1564 * it all.
1542 */ 1565 */
1543 esrv_send_item (pl, op); 1566 esrv_send_item (pl, op);
1544 }
1545} 1567}
1546 1568

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