ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.13 by elmex, Wed Dec 20 13:07:12 2006 UTC vs.
Revision 1.44 by root, Sun Apr 13 21:22:47 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.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.
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 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 53 {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"}, 54 {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"}, 55 {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"}, 56 {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"}, 57 {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"}, 58 {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"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {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"}, 62 {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"}, 63 {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"}, 64 {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"}, 65 {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"}, 66 {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"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 68};
65 69
66static char numbers[21][20] = { 70static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
161 {LIGHTER, "lighter", "lighters", 0, 0}, 165 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
164 {LAMP, "lamp", "lamps", 0, 0}, 168 {LAMP, "lamp", "lamps", 0, 0},
165 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
166 {TOOL, "tool", "tools", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {BUILDFAC, "building facility", "building facilities", 0, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 182 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
181 {CONVERTER, "converter", "converters", 0, 0}, 183 {CONVERTER, "converter", "converters", 0, 0},
182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 184 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
183 {POISONING, "poisoning", "poisonings", 0, 0}, 185 {POISONING, "poisoning", "poisonings", 0, 0},
184 {SAVEBED, "savebed", "savebeds", 0, 0}, 186 {SAVEBED, "savebed", "savebeds", 0, 0},
185 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
186 {FIREHOLES, "fireholes", "fireholes", 0, 0},
187 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 187 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189 {DIRECTOR, "director", "directors", 0, 0}, 189 {DIRECTOR, "director", "directors", 0, 0},
190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191 {FORCE, "force", "forces", 0, 0}, 191 {FORCE, "force", "forces", 0, 0},
253}; 253};
254 254
255int 255int
256get_power_from_ench (int ench) 256get_power_from_ench (int ench)
257{ 257{
258 if (ench < 0) 258 if (ench < 0) ench = 0;
259 ench = 0; 259 if (ench > 20) ench = 20;
260 if (ench > 20) 260
261 ench = 20;
262 return enc_to_item_power[ench]; 261 return enc_to_item_power[ench];
263} 262}
264 263
265/* This takes an object 'op' and figures out what its item_power 264/* This takes an object 'op' and figures out what its item_power
266 * rating should be. This should only really be used by the treasure 265 * rating should be. This should only really be used by the treasure
274{ 273{
275 int i, tmp, enc; 274 int i, tmp, enc;
276 275
277 enc = 0; 276 enc = 0;
278 for (i = 0; i < NUM_STATS; i++) 277 for (i = 0; i < NUM_STATS; i++)
279 enc += get_attr_value (&op->stats, i); 278 enc += op->stats.stat (i);
280 279
281 /* This protection logic is pretty flawed. 20% fire resistance 280 /* This protection logic is pretty flawed. 20% fire resistance
282 * is much more valuable than 20% confusion, or 20% slow, or 281 * is much more valuable than 20% confusion, or 20% slow, or
283 * several others. Start at 1 - ignore physical - all that normal 282 * several others. Start at 1 - ignore physical - all that normal
284 * armour shouldn't be counted against 283 * armour shouldn't be counted against
345 enc += 1; 344 enc += 1;
346 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
347 enc += 1; 346 enc += 1;
348 347
349 return get_power_from_ench (enc); 348 return get_power_from_ench (enc);
350
351} 349}
352 350
353/* returns the typedata that has a number equal to itemtype, if there 351/* returns the typedata that has a number equal to itemtype, if there
354 * isn't one, returns NULL */ 352 * isn't one, returns NULL */
355
356const typedata * 353const typedata *
357get_typedata (int itemtype) 354get_typedata (int itemtype)
358{ 355{
359 int i; 356 int i;
360 357
365} 362}
366 363
367/* returns the typedata that has a name equal to itemtype, if there 364/* returns the typedata that has a name equal to itemtype, if there
368 * isn't one, return the plural name that matches, if there still isn't 365 * isn't one, return the plural name that matches, if there still isn't
369 * one return NULL */ 366 * one return NULL */
370
371const typedata * 367const typedata *
372get_typedata_by_name (const char *name) 368get_typedata_by_name (const char *name)
373{ 369{
374 int i; 370 int i;
375 371
390 * returns a static array of the description. This can return 386 * returns a static array of the description. This can return
391 * a big buffer. 387 * a big buffer.
392 * if newline is true, we don't put parens around the description 388 * if newline is true, we don't put parens around the description
393 * but do put a newline at the end. Useful when dumping to files 389 * but do put a newline at the end. Useful when dumping to files
394 */ 390 */
395char * 391const char *
396describe_resistance (const object *op, int newline) 392describe_resistance (const object *op, int newline)
397{ 393{
398 static char buf[VERY_BIG_BUF]; 394 static char buf[VERY_BIG_BUF];
399 char buf1[VERY_BIG_BUF]; 395 char buf1[VERY_BIG_BUF];
400 int tmpvar; 396 int tmpvar;
419/* 415/*
420 * query_weight(object) returns a character pointer to a static buffer 416 * query_weight(object) returns a character pointer to a static buffer
421 * containing the text-representation of the weight of the given object. 417 * containing the text-representation of the weight of the given object.
422 * The buffer will be overwritten by the next call to query_weight(). 418 * The buffer will be overwritten by the next call to query_weight().
423 */ 419 */
424 420const char *
425char *
426query_weight (const object *op) 421query_weight (const object *op)
427{ 422{
428 static char buf[10]; 423 static char buf[10];
429 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
430 425
431 if (op->weight < 0) 426 if (op->weight < 0)
432 return " "; 427 return " ";
428
433 if (i % 1000) 429 if (i % 1000)
434 sprintf (buf, "%6.1f", i / 1000.0); 430 sprintf (buf, "%6.1f", i / 1000.0);
435 else 431 else
436 sprintf (buf, "%4d ", i / 1000); 432 sprintf (buf, "%4d ", i / 1000);
433
437 return buf; 434 return buf;
438} 435}
439 436
440/* 437/*
441 * Returns the pointer to a static buffer containing 438 * Returns the pointer to a static buffer containing
442 * the number requested (of the form first, second, third...) 439 * the number requested (of the form first, second, third...)
443 */ 440 */
444 441const char *
445char *
446get_levelnumber (int i) 442get_levelnumber (int i)
447{ 443{
448 static char buf[MAX_BUF]; 444 static char buf[MAX_BUF];
449 445
450 if (i > 99) 446 if (i > 99)
451 { 447 {
452 sprintf (buf, "%d.", i); 448 sprintf (buf, "%d.", i);
453 return buf; 449 return buf;
454 } 450 }
451
455 if (i < 21) 452 if (i < 21)
456 return levelnumbers[i]; 453 return levelnumbers[i];
457 if (!(i % 10)) 454 if (!(i % 10))
458 return levelnumbers_10[i / 10]; 455 return levelnumbers_10[i / 10];
456
459 strcpy (buf, numbers_10[i / 10]); 457 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]); 458 strcat (buf, levelnumbers[i % 10]);
461 return buf; 459 return buf;
462} 460}
463
464 461
465/* 462/*
466 * get_number(integer) returns the text-representation of the given number 463 * get_number(integer) returns the text-representation of the given number
467 * in a static buffer. The buffer might be overwritten at the next 464 * in a static buffer. The buffer might be overwritten at the next
468 * call to get_number(). 465 * call to get_number().
469 * It is currently only used by the query_name() function. 466 * It is currently only used by the query_name() function.
470 */ 467 */
471 468const char *
472char *
473get_number (int i) 469get_number (int i)
474{ 470{
475 if (i <= 20) 471 if (i <= 20)
476 return numbers[i]; 472 return numbers[i];
477 else 473 else
494 */ 490 */
495 491
496/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 492/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
497 * from stats.sp - b.t. 493 * from stats.sp - b.t.
498 */ 494 */
499char * 495const char *
500ring_desc (const object *op) 496ring_desc (const object *op)
501{ 497{
502 static char buf[VERY_BIG_BUF]; 498 static dynbuf_text buf; buf.clear ();
503 int attr, val, len; 499 int attr, val, len;
504 500
505 buf[0] = 0;
506
507 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
508 return buf; 502 {
509
510 for (attr = 0; attr < NUM_STATS; attr++) 503 for (attr = 0; attr < NUM_STATS; attr++)
511 { 504 if ((val = op->stats.stat (attr)))
512 if ((val = get_attr_value (&(op->stats), attr)) != 0)
513 {
514 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 505 buf.printf ("(%s%+d)", short_stat_name[attr], val);
515 }
516 }
517 if (op->stats.exp)
518 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
519 if (op->stats.wc)
520 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
521 if (op->stats.dam)
522 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
523 if (op->stats.ac)
524 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
525 506
507 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
508 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
509 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
510 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
511
526 strcat (buf, describe_resistance (op, 0)); 512 buf << describe_resistance (op, 0);
527 513
528 if (op->stats.food != 0) 514 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
529 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 515 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
530 /* else if (op->stats.food < 0) 516 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
531 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 517 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
532 if (op->stats.grace) 518 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
533 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
534 if (op->stats.sp && op->type != SKILL)
535 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
536 if (op->stats.hp)
537 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
538 if (op->stats.luck)
539 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
540 if (QUERY_FLAG (op, FLAG_LIFESAVE))
541 strcat (buf, "(lifesaving)");
542 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
543 strcat (buf, "(reflect spells)");
544 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
545 strcat (buf, "(reflect missiles)");
546 if (QUERY_FLAG (op, FLAG_STEALTH))
547 strcat (buf, "(stealth)");
548 /* Shorten some of the names, so they appear better in the windows */
549 len = strlen (buf);
550 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
551 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
552 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
553 519
554 /* if(op->item_power) 520 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
555 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 521 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
556 */ 522 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
557 if (buf[0] == 0 && op->type != SKILL) 523 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
558 strcpy (buf, "of adornment");
559 524
525 buf.add_paths ("Attuned" , op->path_attuned);
526 buf.add_paths ("Repelled", op->path_repelled);
527 buf.add_paths ("Denied" , op->path_denied);
528
529 if (buf.empty ())
530 buf << "of adornment";
531 }
560 532
561 return buf; 533 return buf;
562} 534}
563 535
564/* 536/*
566 * contain any information about object status (worn/cursed/etc.) 538 * contain any information about object status (worn/cursed/etc.)
567 */ 539 */
568const char * 540const char *
569query_short_name (const object *op) 541query_short_name (const object *op)
570{ 542{
571 static char buf[HUGE_BUF];
572 char buf2[HUGE_BUF];
573 int len = 0;
574
575 if (op->name == NULL) 543 if (op->name == 0)
576 return "(null)"; 544 return "(null)";
577 545
578 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 546 if (!op->nrof
547 && !op->weight
548 && !op->title
549 && !is_magical (op)
550 && op->slaying != shstr_money)
579 return op->name; /* To speed things up (or make things slower?) */ 551 return op->name; /* To speed things up (or make things slower?) */
580 552
581 if (op->nrof <= 1) 553 static dynbuf_text buf; buf.clear ();
582 safe_strcat (buf, op->name, &len, HUGE_BUF); 554
583 else 555 buf << (op->nrof <= 1 ? op->name : op->name_pl);
584 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
585 556
586 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 557 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
587 { 558 buf << ' ' << op->title;
588 safe_strcat (buf, " ", &len, HUGE_BUF);
589 safe_strcat (buf, op->title, &len, HUGE_BUF);
590 }
591 559
592 switch (op->type) 560 switch (op->type)
593 { 561 {
594 case SPELLBOOK: 562 case SPELLBOOK:
595 case SCROLL: 563 case SCROLL:
596 case WAND: 564 case WAND:
597 case ROD: 565 case ROD:
598 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 566 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
567 {
568 if (!op->title)
569 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
570
571 if (op->type != SPELLBOOK)
572 buf.printf (" (lvl %d)", op->level);
573 }
574 break;
575
576 case ALTAR:
577 case TRIGGER_ALTAR:
578 case IDENTIFY_ALTAR:
579 case CONVERTER:
580 if (op->slaying == shstr_money)
599 { 581 {
600 if (!op->title) 582 bool wrap = !!buf.size ();
601 { 583
602 safe_strcat (buf, " of ", &len, HUGE_BUF); 584 if (wrap) buf << " [";
603 if (op->inv) 585
604 safe_strcat (buf, op->inv->name, &len, HUGE_BUF); 586 archetype *coin = 0;
587
588 for (char const *const *c = coins; *coins; ++c)
589 if ((coin = archetype::find (*c)))
590 if (op->stats.food % coin->value == 0)
605 else 591 break;
606 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 592
607 } 593 sint32 coins = op->stats.food / coin->value;
608 if (op->type != SPELLBOOK) 594
609 { 595 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
610 sprintf (buf2, " (lvl %d)", op->level); 596
611 safe_strcat (buf, buf2, &len, HUGE_BUF); 597 if (wrap) buf << ']';
612 }
613 } 598 }
614 break; 599 break;
615 600
616 case SKILL: 601 case SKILL:
617 case AMULET: 602 case AMULET:
618 case RING: 603 case RING:
619 if (!op->title) 604 if (!op->title)
620 { 605 {
621 /* If ring has a title, full description isn't so useful */ 606 /* If ring has a title, full description isn't so useful */
622 char *s = ring_desc (op); 607 const char *s = ring_desc (op);
623 608
624 if (s[0]) 609 if (s && *s)
625 { 610 buf << " " << s;
626 safe_strcat (buf, " ", &len, HUGE_BUF);
627 safe_strcat (buf, s, &len, HUGE_BUF);
628 }
629 } 611 }
630 break; 612 break;
613
631 default: 614 default:
632 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 615 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
633 {
634 sprintf (buf2, " %+d", op->magic); 616 buf.printf (" %+d", op->magic);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 } 617 }
618
638 return buf; 619 return buf;
639} 620}
640 621
641/* 622/*
642 * query_name(object) returns a character pointer pointing to a static 623 * query_name(object) returns a character pointer pointing to a static
647 * overwritten. This may be a bad thing (it may be easier to assume the value 628 * overwritten. This may be a bad thing (it may be easier to assume the value
648 * returned is good forever.) However, it makes printing statements that 629 * returned is good forever.) However, it makes printing statements that
649 * use several names much easier (don't need to store them to temp variables.) 630 * use several names much easier (don't need to store them to temp variables.)
650 * 631 *
651 */ 632 */
652char * 633const char *
653query_name (const object *op) 634query_name (const object *op)
654{ 635{
655 static char buf[5][HUGE_BUF]; 636 int len = 0;
637 static dynbuf_text bufs[5];
656 static int use_buf = 0; 638 static int use_buf = 0;
657 int len = 0;
658
659#ifdef NEW_MATERIAL_CODE
660 materialtype_t *mt;
661#endif
662 639
663 use_buf++; 640 use_buf++;
664 use_buf %= 5; 641 use_buf %= 5;
665 642
666#ifdef NEW_MATERIAL_CODE 643 dynbuf_text &buf = bufs [use_buf];
644 buf.clear ();
645
667 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 646 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
668 {
669 mt = name_to_material (op->materialname); 647 if (materialtype_t *mt = name_to_material (op->materialname))
670 if (mt) 648 buf << mt->description << ' ';
671 {
672 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
673 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
674 }
675 }
676#endif
677 649
678 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 650 buf << query_short_name (op);
679 651
680 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 652 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
681 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 653 buf << " *";
682 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
683 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 655 buf << " (open)";
684 656
685 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
686 { 658 {
687 if (QUERY_FLAG (op, FLAG_DAMNED)) 659 if (QUERY_FLAG (op, FLAG_DAMNED))
688 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 660 buf << " (damned)";
689 else if (QUERY_FLAG (op, FLAG_CURSED)) 661 else if (QUERY_FLAG (op, FLAG_CURSED))
690 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 662 buf << " (cursed)";
691 } 663 }
664
692 /* Basically, if the object is known magical (detect magic spell on it), 665 /* Basically, if the object is known magical (detect magic spell on it),
693 * and it isn't identified, print out the fact that 666 * and it isn't identified, print out the fact that
694 * it is magical. Assume that the detect magical spell will only set 667 * it is magical. Assume that the detect magical spell will only set
695 * KNOWN_MAGICAL if the item actually is magical. 668 * KNOWN_MAGICAL if the item actually is magical.
696 * 669 *
697 * Changed in V 0.91.4 - still print that the object is magical even 670 * Changed in V 0.91.4 - still print that the object is magical even
698 * if it has been applied. Equipping an item does not tell full 671 * if it has been applied. Equipping an item does not tell full
699 * abilities, especially for artifact items. 672 * abilities, especially for artifact items.
700 */ 673 */
701 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
702 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 675 buf << " (magic)";
703 676
704#if 0 677#if 0
705 /* item_power will be returned in desribe_item - it shouldn't really 678 /* item_power will be returned in desribe_item - it shouldn't really
706 * be returned in the name. 679 * be returned in the name.
707 */ 680 */
712 685
713 if (QUERY_FLAG (op, FLAG_APPLIED)) 686 if (QUERY_FLAG (op, FLAG_APPLIED))
714 { 687 {
715 switch (op->type) 688 switch (op->type)
716 { 689 {
717 case BOW: 690 case BOW:
718 case WAND: 691 case WAND:
719 case ROD: 692 case ROD:
720 case HORN: 693 case HORN:
721 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
722 break; 695 break;
723 case WEAPON: 696 case WEAPON:
724 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
725 break; 698 break;
726 case ARMOUR: 699 case ARMOUR:
727 case HELMET: 700 case HELMET:
728 case SHIELD: 701 case SHIELD:
729 case RING: 702 case RING:
730 case BOOTS: 703 case BOOTS:
731 case GLOVES: 704 case GLOVES:
732 case AMULET: 705 case AMULET:
733 case GIRDLE: 706 case GIRDLE:
734 case BRACERS: 707 case BRACERS:
735 case CLOAK: 708 case CLOAK:
736 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 709 buf << " (worn)";
737 break; 710 break;
738 case CONTAINER: 711 case CONTAINER:
739 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 712 buf << " (active)";
740 break; 713 break;
741 case SKILL: 714 case SKILL:
742 default: 715 default:
743 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 716 buf << " (applied)";
744 } 717 }
745 } 718 }
719
746 if (QUERY_FLAG (op, FLAG_UNPAID)) 720 if (QUERY_FLAG (op, FLAG_UNPAID))
747 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 721 buf << " (unpaid)";
748 722
749 return buf[use_buf]; 723 return buf;
750} 724}
751 725
752/* 726/*
753 * query_base_name(object) returns a character pointer pointing to a static 727 * query_base_name(object) returns a character pointer pointing to a static
754 * buffer which contains a verbose textual representation of the name 728 * buffer which contains a verbose textual representation of the name
759 * If plural is set, we generate the plural name of this. 733 * If plural is set, we generate the plural name of this.
760 */ 734 */
761const char * 735const char *
762query_base_name (const object *op, int plural) 736query_base_name (const object *op, int plural)
763{ 737{
764 static char buf[MAX_BUF], buf2[MAX_BUF];
765 int len;
766 materialtype_t *mt;
767
768 if ((!plural && !op->name) || (plural && !op->name_pl)) 738 if ((!plural && !op->name) || (plural && !op->name_pl))
769 return "(null)"; 739 return "(null)";
770 740
771 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 741 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
772 return op->name; /* To speed things up (or make things slower?) */ 742 return op->name; /* To speed things up (or make things slower?) */
773 743
744 static dynbuf_text buf; buf.clear ();
745
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 746 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
775 mt = name_to_material (op->materialname); 747 if (materialtype_t *mt = name_to_material (op->materialname))
748 if (op->arch->materialname != mt->name)
749 buf << mt->description << ' ';
776 750
777#ifdef NEW_MATERIAL_CODE 751 buf << (plural ? op->name_pl : op->name);
778 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
779 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
780 {
781 strcpy (buf, mt->description);
782 len = strlen (buf);
783 safe_strcat (buf, " ", &len, MAX_BUF);
784 if (!plural)
785 safe_strcat (buf, op->name, &len, MAX_BUF);
786 else
787 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
788 }
789 else
790 {
791#endif
792 if (!plural)
793 strcpy (buf, op->name);
794 else
795 strcpy (buf, op->name_pl);
796 len = strlen (buf);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 752
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 753 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 754 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 755
807 switch (op->type) 756 switch (op->type)
808 { 757 {
809 case SPELLBOOK: 758 case SPELLBOOK:
810 case SCROLL: 759 case SCROLL:
811 case WAND: 760 case WAND:
812 case ROD: 761 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 762 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 { 763 {
815 if (!op->title) 764 if (!op->title)
816 { 765 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 766
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) 767 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 768 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 769 }
829 break; 770 break;
830 771
831 772
832 case SKILL: 773 case SKILL:
833 case AMULET: 774 case AMULET:
834 case RING: 775 case RING:
835 if (!op->title) 776 if (!op->title)
836 { 777 {
837 /* If ring has a title, full description isn't so useful */ 778 /* If ring has a title, full description isn't so useful */
838 char *s = ring_desc (op); 779 const char *s = ring_desc (op);
839 780
840 if (s[0]) 781 if (s && *s)
841 { 782 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 783 }
846 break; 784 break;
785
847 default: 786 default:
848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 787 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
849 { 788 buf.printf (" %+d", op->magic);
850 sprintf (buf + strlen (buf), " %+d", op->magic);
851 }
852 } 789 }
790
853 return buf; 791 return buf;
854} 792}
855 793
856/* Break this off from describe_item - that function was way 794/* Break this off from describe_item - that function was way
857 * too long, making it difficult to read. This function deals 795 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 796 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 797 * be called with monster & player objects. Returns a description
860 * in a static buffer. 798 * in a static buffer.
861 */ 799 */
862
863static char * 800static const char *
864describe_monster (const object *op) 801describe_monster (const object *op)
865{ 802{
866 char buf[MAX_BUF]; 803 static dynbuf_text buf; buf.clear ();
867 static char retbuf[VERY_BIG_BUF];
868 int i;
869
870 retbuf[0] = '\0';
871 804
872 /* Note that the resolution this provides for players really isn't 805 /* Note that the resolution this provides for players really isn't
873 * very good. Any player with a speed greater than .67 will 806 * very good. Any player with a speed greater than .67 will
874 * fall into the 'lightning fast movement' category. 807 * fall into the 'lightning fast movement' category.
875 */ 808 */
876 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 809 if (op->has_active_speed ())
877 {
878 switch ((int) ((FABS (op->speed)) * 15)) 810 switch ((int) ((FABS (op->speed)) * 15))
879 { 811 {
880 case 0: 812 case 0:
881 strcat (retbuf, "(very slow movement)"); 813 buf << "(very slow movement";
882 break; 814 break;
883 case 1: 815 case 1:
884 strcat (retbuf, "(slow movement)"); 816 buf << "(slow movement)";
885 break; 817 break;
886 case 2: 818 case 2:
887 strcat (retbuf, "(normal movement)"); 819 buf << "(normal movement)";
888 break; 820 break;
889 case 3: 821 case 3:
890 case 4: 822 case 4:
891 strcat (retbuf, "(fast movement)"); 823 buf << "(fast movement)";
892 break; 824 break;
893 case 5: 825 case 5:
894 case 6: 826 case 6:
895 strcat (retbuf, "(very fast movement)"); 827 buf << "(very fast movement)";
896 break; 828 break;
897 case 7: 829 case 7:
898 case 8: 830 case 8:
899 case 9: 831 case 9:
900 case 10: 832 case 10:
901 strcat (retbuf, "(extremely fast movement)"); 833 buf << "(extremely fast movement)";
902 break; 834 break;
903 default: 835 default:
904 strcat (retbuf, "(lightning fast movement)"); 836 buf << "(lightning fast movement)";
905 break; 837 break;
906 } 838 }
907 } 839
908 if (QUERY_FLAG (op, FLAG_UNDEAD)) 840 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
909 strcat (retbuf, "(undead)");
910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 841 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
911 strcat (retbuf, "(see invisible)"); 842 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
912 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 843 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
913 strcat (retbuf, "(wield weapon)"); 844 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
914 if (QUERY_FLAG (op, FLAG_USE_BOW)) 845 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
915 strcat (retbuf, "(archer)"); 846 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 847 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
917 strcat (retbuf, "(wear armour)");
918 if (QUERY_FLAG (op, FLAG_USE_RING))
919 strcat (retbuf, "(wear ring)");
920 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
921 strcat (retbuf, "(read scroll)");
922 if (QUERY_FLAG (op, FLAG_USE_RANGE))
923 strcat (retbuf, "(fires wand/rod/horn)");
924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 848 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
925 strcat (retbuf, "(skill user)"); 849 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
926 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 850 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
927 strcat (retbuf, "(spellcaster)");
928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
929 strcat (retbuf, "(friendly)");
930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 851 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
931 strcat (retbuf, "(unaggressive)"); 852 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
932 if (QUERY_FLAG (op, FLAG_HITBACK)) 853 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
933 strcat (retbuf, "(hitback)"); 854
934 if (QUERY_FLAG (op, FLAG_STEALTH))
935 strcat (retbuf, "(stealthy)");
936 if (op->randomitems != NULL) 855 if (op->randomitems)
937 { 856 {
938 treasure *t;
939 int first = 1; 857 bool first = 1;
940 858
941 for (t = op->randomitems->items; t != NULL; t = t->next) 859 for (treasure *t = op->randomitems->items; t; t = t->next)
942 if (t->item && (t->item->clone.type == SPELL)) 860 if (t->item && t->item->type == SPELL)
943 { 861 {
944 if (first) 862 if (first)
945 { 863 buf << "(Spell abilities:)";
864
946 first = 0; 865 first = 0;
947 strcat (retbuf, "(Spell abilities:)"); 866
948 } 867 buf << '(' << t->item->object::name << ')';
949 strcat (retbuf, "(");
950 strcat (retbuf, t->item->clone.name);
951 strcat (retbuf, ")");
952 } 868 }
953 } 869 }
870
954 if (op->type == PLAYER) 871 if (op->type == PLAYER)
955 { 872 {
956 if (op->contr->digestion) 873 if (op->contr->digestion)
957 {
958 if (op->contr->digestion != 0)
959 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 874 buf.printf ("(sustenance%+d)", op->contr->digestion);
960 strcat (retbuf, buf); 875
961 }
962 if (op->contr->gen_grace) 876 if (op->contr->gen_grace)
963 {
964 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 877 buf.printf ("(grace%+d)", op->contr->gen_grace);
965 strcat (retbuf, buf); 878
966 }
967 if (op->contr->gen_sp) 879 if (op->contr->gen_sp)
968 {
969 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 880 buf.printf ("(magic%+d)", op->contr->gen_sp);
970 strcat (retbuf, buf); 881
971 }
972 if (op->contr->gen_hp) 882 if (op->contr->gen_hp)
973 {
974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 883 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
975 strcat (retbuf, buf); 884
976 }
977 if (op->stats.luck) 885 if (op->stats.luck)
978 {
979 sprintf (buf, "(luck%+d)", op->stats.luck); 886 buf.printf ("(luck%+d)", op->stats.luck);
980 strcat (retbuf, buf);
981 }
982 } 887 }
983 888
984 /* describe attacktypes */ 889 /* describe attacktypes */
985 if (is_dragon_pl (op)) 890 if (is_dragon_pl (op))
986 { 891 {
988 * Break apart the for loop - move the comparison checking down - 893 * Break apart the for loop - move the comparison checking down -
989 * this makes it more readable. 894 * this makes it more readable.
990 */ 895 */
991 object *tmp; 896 object *tmp;
992 897
993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 898 for (tmp = op->inv; tmp; tmp = tmp->below)
994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 899 if (tmp->type == SKILL && tmp->name == shstr_clawing)
995 break; 900 break;
996 901
997 if (tmp && tmp->attacktype != 0) 902 if (tmp && tmp->attacktype)
998 { 903 buf.add_abilities ("Claws", tmp->attacktype);
999 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1000 }
1001 else 904 else
1002 { 905 buf.add_abilities ("Attacks", op->attacktype);
1003 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1004 }
1005 } 906 }
1006 else 907 else
1007 { 908 buf.add_abilities ("Attacks", op->attacktype);
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 909
1009 } 910 buf.add_paths ("Attuned" , op->path_attuned);
1010 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 911 buf.add_paths ("Repelled", op->path_repelled);
1011 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 912 buf.add_paths ("Denied" , op->path_denied);
1012 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 913
1013 for (i = 0; i < NROFATTACKS; i++) 914 for (int i = 0; i < NROFATTACKS; i++)
1014 {
1015 if (op->resist[i]) 915 if (op->resist[i])
1016 {
1017 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 916 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1018 strcat (retbuf, buf); 917
1019 }
1020 }
1021 return retbuf; 918 return buf;
1022} 919}
1023
1024 920
1025/* 921/*
1026 * Returns a pointer to a static buffer which contains a 922 * Returns a pointer to a static buffer which contains a
1027 * description of the given object. 923 * description of the given object.
1028 * If it is a monster, lots of information about its abilities 924 * If it is a monster, lots of information about its abilities
1046 * 942 *
1047 * Add 'owner' who is the person examining this object. 943 * Add 'owner' who is the person examining this object.
1048 * owner can be null if no one is being associated with this 944 * owner can be null if no one is being associated with this
1049 * item (eg, debug dump or the like) 945 * item (eg, debug dump or the like)
1050 */ 946 */
1051 947const char *
1052char *
1053describe_item (const object *op, object *owner) 948describe_item (const object *op, object *owner)
1054{ 949{
1055 char buf[MAX_BUF]; 950 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1056 static char retbuf[VERY_BIG_BUF]; 951 return describe_monster (op);
952
953 static dynbuf_text buf; buf.clear ();
1057 int identified, i; 954 int identified, i;
1058 955
1059 retbuf[0] = '\0';
1060 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1061 {
1062 return describe_monster (op);
1063 }
1064 /* figure this out once, instead of making multiple calls to need_identify. 956 /* figure this out once, instead of making multiple calls to need_identify.
1065 * also makes the code easier to read. 957 * also makes the code easier to read.
1066 */ 958 */
1067 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 959 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1068 identified = 1; 960 if (!identified)
1069 else 961 buf << "(unidentified)";
1070 { 962
1071 strcpy (retbuf, "(unidentified)");
1072 identified = 0;
1073 }
1074 switch (op->type) 963 switch (op->type)
1075 { 964 {
1076 case BOW: 965 case BOW:
1077 case ARROW: 966 case ARROW:
1078 case WAND: 967 case WAND:
1079 case ROD: 968 case ROD:
1080 case HORN: 969 case HORN:
1081 case WEAPON: 970 case WEAPON:
1082 case ARMOUR: 971 case ARMOUR:
1083 case HELMET: 972 case HELMET:
1084 case SHIELD: 973 case SHIELD:
1085 case BOOTS: 974 case BOOTS:
1086 case GLOVES: 975 case GLOVES:
1087 case GIRDLE: 976 case GIRDLE:
1088 case BRACERS: 977 case BRACERS:
1089 case CLOAK: 978 case CLOAK:
1090 case SKILL_TOOL: 979 case SKILL_TOOL:
1091 break; /* We have more information to do below this switch */ 980 break; /* We have more information to do below this switch */
1092 981
1093 case POWER_CRYSTAL: 982 case POWER_CRYSTAL:
1094 if (op->stats.maxsp > 1000) 983 if (op->stats.maxsp > 1000)
1095 { /*higher capacity crystals */ 984 { /*higher capacity crystals */
1096 i = (op->stats.maxsp % 100) / 10; 985 i = (op->stats.maxsp % 1000) / 100;
986
1097 if (i) 987 if (i)
1098 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 988 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1099 else 989 else
1100 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 990 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1101 } 991 }
1102 else 992 else
1103 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 993 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1104 strcat (retbuf, buf); 994
1105 i = (op->stats.sp * 10) / op->stats.maxsp; 995 i = (op->stats.sp * 10) / op->stats.maxsp;
1106 if (op->stats.sp == 0) 996 if (op->stats.sp == 0)
1107 strcat (retbuf, "empty."); 997 buf << "empty.";
1108 else if (i == 0) 998 else if (i == 0)
1109 strcat (retbuf, "almost empty."); 999 buf << "almost empty.";
1110 else if (i < 3) 1000 else if (i < 3)
1111 strcat (retbuf, "partially filled."); 1001 buf << "partially filled.";
1112 else if (i < 6) 1002 else if (i < 6)
1113 strcat (retbuf, "half full."); 1003 buf << "half full.";
1114 else if (i < 9) 1004 else if (i < 9)
1115 strcat (retbuf, "well charged."); 1005 buf << "well charged.";
1116 else if (op->stats.sp == op->stats.maxsp) 1006 else if (op->stats.sp == op->stats.maxsp)
1117 strcat (retbuf, "fully charged."); 1007 buf << "fully charged.";
1118 else 1008 else
1119 strcat (retbuf, "almost full."); 1009 buf << "almost full.";
1120 break; 1010 break;
1011
1121 case FOOD: 1012 case FOOD:
1122 case FLESH: 1013 case FLESH:
1123 case DRINK: 1014 case DRINK:
1124 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1125 { 1016 {
1126 sprintf (buf, "(food+%d)", op->stats.food); 1017 buf.printf ("(food+%d)", op->stats.food);
1127 strcat (retbuf, buf);
1128 1018
1129 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1130 {
1131 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1132 strcat (retbuf, buf);
1133 }
1134 1021
1135 if (!QUERY_FLAG (op, FLAG_CURSED)) 1022 if (!QUERY_FLAG (op, FLAG_CURSED))
1136 { 1023 {
1137 if (op->stats.hp) 1024 if (op->stats.hp) buf << "(heals)";
1138 strcat (retbuf, "(heals)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint regen)"); 1025 if (op->stats.sp) buf << "(spellpoint regen)";
1141 } 1026 }
1142 else 1027 else
1143 { 1028 {
1144 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(damages)";
1145 strcat (retbuf, "(damages)");
1146 if (op->stats.sp)
1147 strcat (retbuf, "(spellpoint depletion)"); 1030 if (op->stats.sp) buf << "(spellpoint depletion)";
1148 } 1031 }
1149 } 1032 }
1150 break; 1033 break;
1151 1034
1152
1153 case SKILL: 1035 case SKILL:
1154 case RING: 1036 case RING:
1155 case AMULET: 1037 case AMULET:
1156 if (op->item_power) 1038 if (op->item_power)
1157 {
1158 sprintf (buf, "(item_power %+d)", op->item_power); 1039 buf.printf ("(item_power %+d)", op->item_power);
1159 strcat (retbuf, buf); 1040
1160 }
1161 if (op->title) 1041 if (op->title)
1162 strcat (retbuf, ring_desc (op)); 1042 buf << ring_desc (op);
1043
1163 return retbuf; 1044 return buf;
1164 1045
1165 default: 1046 default:
1166 return retbuf; 1047 return buf;
1167 } 1048 }
1168 1049
1169 /* Down here, we more further describe equipment type items. 1050 /* Down here, we more further describe equipment type items.
1170 * only describe them if they have been identified or the like. 1051 * only describe them if they have been identified or the like.
1171 */ 1052 */
1172 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1173 { 1054 {
1174 int attr, val; 1055 int attr, val;
1175 1056
1176 for (attr = 0; attr < NUM_STATS; attr++) 1057 for (attr = 0; attr < NUM_STATS; attr++)
1177 { 1058 if ((val = op->stats.stat (attr)))
1178 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1179 {
1180 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1059 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1181 strcat (retbuf, buf);
1182 }
1183 }
1184 1060
1185 if (op->stats.exp) 1061 if (op->stats.exp)
1186 {
1187 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1188 strcat (retbuf, buf);
1189 }
1190
1191 1063
1192 switch (op->type) 1064 switch (op->type)
1193 { 1065 {
1194 case BOW: 1066 case BOW:
1195 case ARROW: 1067 case ARROW:
1196 case GIRDLE: 1068 case GIRDLE:
1197 case HELMET: 1069 case HELMET:
1198 case SHIELD: 1070 case SHIELD:
1199 case BOOTS: 1071 case BOOTS:
1200 case GLOVES: 1072 case GLOVES:
1201 case WEAPON: 1073 case WEAPON:
1202 case SKILL: 1074 case SKILL:
1203 case RING: 1075 case RING:
1204 case AMULET: 1076 case AMULET:
1205 case ARMOUR: 1077 case ARMOUR:
1206 case BRACERS: 1078 case BRACERS:
1207 case FORCE: 1079 case FORCE:
1208 case CLOAK: 1080 case CLOAK:
1209 if (op->stats.wc) 1081 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1210 { 1082 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1211 sprintf (buf, "(wc%+d)", op->stats.wc); 1083 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1212 strcat (retbuf, buf); 1084
1213 }
1214 if (op->stats.dam)
1215 {
1216 sprintf (buf, "(dam%+d)", op->stats.dam);
1217 strcat (retbuf, buf);
1218 }
1219 if (op->stats.ac)
1220 {
1221 sprintf (buf, "(ac%+d)", op->stats.ac);
1222 strcat (retbuf, buf);
1223 }
1224 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1085 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1225 {
1226 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1086 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1227 strcat (retbuf, buf); 1087
1228 }
1229 break; 1088 break;
1230 1089
1231 default: 1090 default:
1232 break; 1091 break;
1233 } 1092 }
1234 if (QUERY_FLAG (op, FLAG_XRAYS)) 1093
1235 strcat (retbuf, "(xray-vision)"); 1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1236 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1237 strcat (retbuf, "(infravision)");
1238 1096
1239 /* levitate was what is was before, so we'll keep it */ 1097 /* levitate was what is was before, so we'll keep it */
1240 if (op->move_type & MOVE_FLY_LOW) 1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1241 strcat (retbuf, "(levitate)");
1242
1243 if (op->move_type & MOVE_FLY_HIGH) 1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1244 strcat (retbuf, "(fly)");
1245
1246 if (op->move_type & MOVE_SWIM) 1100 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1247 strcat (retbuf, "(swim)");
1248 1101
1249 /* walking is presumed as 'normal', so doesn't need mentioning */ 1102 /* walking is presumed as 'normal', so doesn't need mentioning */
1250 1103
1251 if (op->item_power) 1104 if (op->item_power)
1252 {
1253 sprintf (buf, "(item_power %+d)", op->item_power); 1105 buf.printf ("(item_power %+d)", op->item_power);
1254 strcat (retbuf, buf);
1255 }
1256 } /* End if identified or applied */ 1106 } /* End if identified or applied */
1257 1107
1258 /* This blocks only deals with fully identified object. 1108 /* This blocks only deals with fully identified object.
1259 * it is intentional that this is not an 'else' from a above - 1109 * it is intentional that this is not an 'else' from a above -
1260 * in this way, information is added. 1110 * in this way, information is added.
1263 { 1113 {
1264 int more_info = 0; 1114 int more_info = 0;
1265 1115
1266 switch (op->type) 1116 switch (op->type)
1267 { 1117 {
1268 case ROD: /* These use stats.sp for spell selection and stats.food */ 1118 case ROD: /* These use stats.sp for spell selection and stats.food */
1269 case HORN: /* and stats.hp for spell-point regeneration... */ 1119 case HORN: /* and stats.hp for spell-point regeneration... */
1270 case BOW: 1120 case BOW:
1271 case ARROW: 1121 case ARROW:
1272 case WAND: 1122 case WAND:
1273 case FOOD: 1123 case FOOD:
1274 case FLESH: 1124 case FLESH:
1275 case DRINK: 1125 case DRINK:
1276 more_info = 0; 1126 more_info = 0;
1277 break; 1127 break;
1278 1128
1279 /* Armor type objects */ 1129 /* Armor type objects */
1280 case ARMOUR: 1130 case ARMOUR:
1281 case HELMET: 1131 case HELMET:
1282 case SHIELD: 1132 case SHIELD:
1283 case BOOTS: 1133 case BOOTS:
1284 case GLOVES: 1134 case GLOVES:
1285 case GIRDLE: 1135 case GIRDLE:
1286 case BRACERS: 1136 case BRACERS:
1287 case CLOAK: 1137 case CLOAK:
1288 if (ARMOUR_SPEED (op)) 1138 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1289 { 1139 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1290 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1291 strcat (retbuf, buf);
1292 }
1293 if (ARMOUR_SPELLS (op))
1294 {
1295 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1296 strcat (retbuf, buf);
1297 }
1298 more_info = 1; 1140 more_info = 1;
1299 break; 1141 break;
1300 1142
1301 case WEAPON: 1143 case WEAPON:
1302 /* Calculate it the same way fix_player does so the results 1144 /* Calculate it the same way fix_player does so the results
1303 * make sense. 1145 * make sense.
1304 */ 1146 */
1305 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1147 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1306 if (i < 0) 1148 if (i < 0)
1307 i = 0; 1149 i = 0;
1308 1150
1309 sprintf (buf, "(weapon speed %d)", i); 1151 buf.printf ("(weapon speed %d)", i);
1310 strcat (retbuf, buf);
1311 more_info = 1; 1152 more_info = 1;
1312 break; 1153 break;
1313
1314 } 1154 }
1155
1315 if (more_info) 1156 if (more_info)
1316 { 1157 {
1317 if (op->stats.food)
1318 {
1319 if (op->stats.food != 0)
1320 sprintf (buf, "(sustenance%+d)", op->stats.food); 1158 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1321 strcat (retbuf, buf);
1322 }
1323 if (op->stats.grace)
1324 {
1325 sprintf (buf, "(grace%+d)", op->stats.grace); 1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1326 strcat (retbuf, buf); 1160 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1327 }
1328 if (op->stats.sp)
1329 {
1330 sprintf (buf, "(magic%+d)", op->stats.sp);
1331 strcat (retbuf, buf);
1332 }
1333 if (op->stats.hp)
1334 {
1335 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1336 strcat (retbuf, buf);
1337 }
1338 } 1162 }
1339 1163
1340 if (op->stats.luck) 1164 if (op->stats.luck)
1341 {
1342 sprintf (buf, "(luck%+d)", op->stats.luck); 1165 buf.printf ("(luck%+d)", op->stats.luck);
1343 strcat (retbuf, buf); 1166
1344 }
1345 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1346 strcat (retbuf, "(lifesaving)"); 1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1347 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1348 strcat (retbuf, "(reflect spells)");
1349 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1350 strcat (retbuf, "(reflect missiles)");
1351 if (QUERY_FLAG (op, FLAG_STEALTH)) 1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1352 strcat (retbuf, "(stealth)"); 1171
1353 if (op->slaying != NULL && op->type != FOOD) 1172 if (op->slaying && op->type != FOOD)
1354 {
1355 sprintf (buf, "(slay %s)", &op->slaying); 1173 buf.printf ("(slay %s)", &op->slaying);
1356 strcat (retbuf, buf); 1174
1357 } 1175 buf.add_abilities ("Attacks", op->attacktype);
1358 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1359 /* resistance on flesh is only visible for quetzals. If 1176 /* resistance on flesh is only visible for quetzals. If
1360 * non flesh, everyone can see its resistances 1177 * non flesh, everyone can see its resistances
1361 */ 1178 */
1362 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1179 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1363 strcat (retbuf, describe_resistance (op, 0)); 1180 buf << describe_resistance (op, 0);
1364 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1365 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1366 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1367 }
1368 1181
1182 buf.add_paths ("Attuned", op->path_attuned);
1183 buf.add_paths ("Repelled", op->path_repelled);
1184 buf.add_paths ("Denied", op->path_denied);
1185 }
1186
1369 return retbuf; 1187 return buf;
1188}
1189
1190std::string
1191object::describe_item (object *who)
1192{
1193 return std::string (::describe_item (this, who));
1194}
1195
1196void
1197examine (object *op, object *tmp)
1198{
1199 std::string s = tmp->describe (op);
1200
1201 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ());
1202}
1203
1204/*
1205 * inventory prints object's inventory. If inv==NULL then print player's
1206 * inventory.
1207 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1208 */
1209const char *
1210object::query_inventory (object *who, const char *indent)
1211{
1212 static dynbuf_text buf; buf.clear ();
1213
1214 for (object *tmp = inv; tmp; tmp = tmp->below)
1215 if (who && QUERY_FLAG (who, FLAG_WIZ))
1216 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1217 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1218 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1219
1220 if (buf.size ())
1221 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1222 else
1223 buf.printf ("%s(empty)\n", indent);
1224
1225 return buf;
1370} 1226}
1371 1227
1372/* Return true if the item is magical. A magical item is one that 1228/* Return true if the item is magical. A magical item is one that
1373 * increases/decreases any abilities, provides a resistance, 1229 * increases/decreases any abilities, provides a resistance,
1374 * has a generic magical bonus, or is an artifact. 1230 * has a generic magical bonus, or is an artifact.
1375 * This function is used by detect_magic to determine if an item 1231 * This function is used by detect_magic to determine if an item
1376 * should be marked as magical. 1232 * should be marked as magical.
1377 */ 1233 */
1378
1379int 1234int
1380is_magical (const object *op) 1235is_magical (const object *op)
1381{ 1236{
1382 int i; 1237 int i;
1383 1238
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1289 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1; 1290 return 1;
1436 1291
1437 /* Check to see if it increases/decreases any stats */ 1292 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++) 1293 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0) 1294 if (op->stats.stat (i))
1440 return 1; 1295 return 1;
1441 1296
1442 /* If it doesn't fall into any of the above categories, must 1297 /* If it doesn't fall into any of the above categories, must
1443 * be non magical. 1298 * be non magical.
1444 */ 1299 */
1453int 1308int
1454need_identify (const object *op) 1309need_identify (const object *op)
1455{ 1310{
1456 switch (op->type) 1311 switch (op->type)
1457 { 1312 {
1458 case RING: 1313 case RING:
1459 case WAND: 1314 case WAND:
1460 case ROD: 1315 case ROD:
1461 case HORN: 1316 case HORN:
1462 case SCROLL: 1317 case SCROLL:
1463 case SKILL: 1318 case SKILL:
1464 case SKILLSCROLL: 1319 case SKILLSCROLL:
1465 case SPELLBOOK: 1320 case SPELLBOOK:
1466 case FOOD: 1321 case FOOD:
1467 case POTION: 1322 case POTION:
1468 case BOW: 1323 case BOW:
1469 case ARROW: 1324 case ARROW:
1470 case WEAPON: 1325 case WEAPON:
1471 case ARMOUR: 1326 case ARMOUR:
1472 case SHIELD: 1327 case SHIELD:
1473 case HELMET: 1328 case HELMET:
1474 case AMULET: 1329 case AMULET:
1475 case BOOTS: 1330 case BOOTS:
1476 case GLOVES: 1331 case GLOVES:
1477 case BRACERS: 1332 case BRACERS:
1478 case GIRDLE: 1333 case GIRDLE:
1479 case CONTAINER: 1334 case CONTAINER:
1480 case DRINK: 1335 case DRINK:
1481 case FLESH: 1336 case FLESH:
1482 case INORGANIC: 1337 case INORGANIC:
1483 case CLOSE_CON: 1338 case CLOSE_CON:
1484 case CLOAK: 1339 case CLOAK:
1485 case GEM: 1340 case GEM:
1486 case POWER_CRYSTAL: 1341 case POWER_CRYSTAL:
1487 case POISON: 1342 case POISON:
1488 case BOOK: 1343 case BOOK:
1489 case SKILL_TOOL: 1344 case SKILL_TOOL:
1490 return 1; 1345 return 1;
1491 } 1346 }
1347
1492 /* Try to track down some stuff that may show up here. Thus, the 1348 /* Try to track down some stuff that may show up here. Thus, the
1493 * archetype file can be updated, and this function removed. 1349 * archetype file can be updated, and this function removed.
1494 */ 1350 */
1495#if 0 1351#if 0
1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1352 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1520 { 1376 {
1521 if (op->inv && op->randomitems) 1377 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1378 op->title = op->inv->name;
1523 else if (op->arch) 1379 else if (op->arch)
1524 { 1380 {
1525 op->name = op->arch->clone.name; 1381 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1382 op->name_pl = op->arch->object::name_pl;
1527 } 1383 }
1528 } 1384 }
1529 1385
1530 /* If the object is on a map, make sure we update its face */ 1386 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1387 if (op->map)
1532 update_object (op, UP_OBJ_FACE); 1388 update_object (op, UP_OBJ_CHANGE);
1533 else 1389 else
1534 { 1390 {
1535 pl = op->in_player (); 1391 pl = op->in_player ();
1536 if (pl) 1392 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1393 /* A lot of the values can change from an update - might as well send

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines