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Comparing deliantra/server/common/item.C (file contents):
Revision 1.13 by elmex, Wed Dec 20 13:07:12 2006 UTC vs.
Revision 1.93 by root, Tue Jan 3 11:25:30 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
52 {"body_arm", "on your arm", "on a human's arm"}, 55# include "slotinc.h"
53 {"body_torso", "on your body", "on a human's torso"}, 56# undef def
54 {"body_head", "on your head", "on a human's head"},
55 {"body_neck", "around your neck", "around a humans neck"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"},
57 {"body_finger", "on your finger", "on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"},
60 {"body_hand", "on your hands", "on a human's hands"},
61 {"body_wrist", "around your wrists", "around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"},
63/*{"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}; 57};
71 58
72static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 61 "eighty", "ninety"
75}; 62};
76 63
77static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
78 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
79 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
80 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
81 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
82}; 69};
83 70
84static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
85 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
86 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
87}; 74};
88 75
89/* The following is a large table of item types, the fields are: 76/* The following is a large table of item types, the fields are:
152 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
153 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
154 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
155 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
156 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
157 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
151 {TORCH, "torch", "torches", 0, 0},
164 {LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
165 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
166 {TOOL, "tool", "tools", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {BUILDFAC, "building facility", "building facilities", 0, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 157 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 158 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 159 {T_HANDLE, "cf handle", "cf handles", 0, 0},
174 {HOLE, "hole", "holes", 0, 0}, 160 {HOLE, "hole", "holes", 0, 0},
175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 161 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176 {SIGN, "sign", "signs", 0, 0}, 162 {SIGN, "sign", "signs", 0, 0},
177 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 163 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 164 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 166 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
181 {CONVERTER, "converter", "converters", 0, 0}, 167 {CONVERTER, "converter", "converters", 0, 0},
182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 168 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
183 {POISONING, "poisoning", "poisonings", 0, 0}, 169 {POISONING, "poisoning", "poisonings", 0, 0},
184 {SAVEBED, "savebed", "savebeds", 0, 0}, 170 {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}, 171 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 172 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189 {DIRECTOR, "director", "directors", 0, 0}, 173 {DIRECTOR, "director", "directors", 0, 0},
190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 174 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191 {FORCE, "force", "forces", 0, 0}, 175 {FORCE, "force", "forces", 0, 0},
207 {BUILDER, "item builder", "item builders", 0, 0}, 191 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0}, 192 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 194};
211 195
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 196static const int item_types_size = array_length (item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}}
236};
237*/
238 197
239/* This curve may be too steep. But the point is that there should 198/* This curve may be too steep. But the point is that there should
240 * be tough choices - there is no real point to this if everyone can 199 * be tough choices - there is no real point to this if everyone can
241 * wear whatever they want with no worries. Perhaps having the steep 200 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 201 * curve is good (maybe even steeper), but allowing players to
244 * able to use 2-3 of the most powerful items. 203 * able to use 2-3 of the most powerful items.
245 * note that this table is only really used for program generated items - 204 * note that this table is only really used for program generated items -
246 * custom objects can use whatever they want. 205 * custom objects can use whatever they want.
247 */ 206 */
248static int enc_to_item_power[21] = { 207static int enc_to_item_power[21] = {
208 0,
249 0, 0, 1, 2, 3, 4, /* 5 */ 209 0, 1, 2, 3, 4, // 5
250 5, 7, 9, 11, 13, /* 10 */ 210 5, 7, 9, 11, 13, // 10
251 15, 18, 21, 24, 27, /* 15 */ 211 15, 18, 21, 24, 27, // 15
252 30, 35, 40, 45, 50 /* 20 */ 212 30, 35, 40, 45, 50 // 20
253}; 213};
254 214
255int 215int
256get_power_from_ench (int ench) 216get_power_from_ench (int ench)
257{ 217{
258 if (ench < 0)
259 ench = 0;
260 if (ench > 20)
261 ench = 20;
262 return enc_to_item_power[ench]; 218 return enc_to_item_power [clamp (ench, 0, 20)];
219}
220
221static const struct need_identify_types : typeset
222{
223 need_identify_types ()
224 {
225 set (RING);
226 set (WAND);
227 set (ROD);
228 set (HORN);
229 set (SCROLL);
230 set (SKILL);
231 set (SKILLSCROLL);
232 set (SPELLBOOK);
233 set (FOOD);
234 set (POTION);
235 set (BOW);
236 set (ARROW);
237 set (WEAPON);
238 set (ARMOUR);
239 set (SHIELD);
240 set (HELMET);
241 set (AMULET);
242 set (BOOTS);
243 set (GLOVES);
244 set (BRACERS);
245 set (GIRDLE);
246 set (CONTAINER);
247 set (DRINK);
248 set (FLESH);
249 set (INORGANIC);
250 set (CLOSE_CON);
251 set (CLOAK);
252 set (GEM);
253 set (POWER_CRYSTAL);
254 set (POISON);
255 set (BOOK);
256 set (SKILL_TOOL);
257 }
258} need_identify_types;
259
260bool
261object::need_identify () const
262{
263 return need_identify_types [type];
263} 264}
264 265
265/* This takes an object 'op' and figures out what its item_power 266/* 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 267 * rating should be. This should only really be used by the treasure
267 * generation code, and when loading legacy objects. It returns 268 * generation code, and when loading legacy objects. It returns
274{ 275{
275 int i, tmp, enc; 276 int i, tmp, enc;
276 277
277 enc = 0; 278 enc = 0;
278 for (i = 0; i < NUM_STATS; i++) 279 for (i = 0; i < NUM_STATS; i++)
279 enc += get_attr_value (&op->stats, i); 280 enc += op->stats.stat (i);
280 281
281 /* This protection logic is pretty flawed. 20% fire resistance 282 /* This protection logic is pretty flawed. 20% fire resistance
282 * is much more valuable than 20% confusion, or 20% slow, or 283 * is much more valuable than 20% confusion, or 20% slow, or
283 * several others. Start at 1 - ignore physical - all that normal 284 * several others. Start at 1 - ignore physical - all that normal
284 * armour shouldn't be counted against 285 * armour shouldn't be counted against
301 if (op->type == WEAPON) 302 if (op->type == WEAPON)
302 { 303 {
303 for (i = 1; i < NROFATTACKS; i++) 304 for (i = 1; i < NROFATTACKS; i++)
304 if (op->attacktype & (1 << i)) 305 if (op->attacktype & (1 << i))
305 enc++; 306 enc++;
307
306 if (op->slaying) 308 if (op->slaying)
307 enc += 2; /* What it slays is probably more relevent */ 309 enc += 2; /* What it slays is probably more relevent */
308 } 310 }
311
309 /* Items the player can equip */ 312 /* Items the player can equip */
310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
311 (op->type == SHIELD) || (op->type == RING) || 314 (op->type == SHIELD) || (op->type == RING) ||
312 (op->type == BOOTS) || (op->type == GLOVES) || 315 (op->type == BOOTS) || (op->type == GLOVES) ||
313 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
316 enc += op->stats.hp; /* hp regen */ 319 enc += op->stats.hp; /* hp regen */
317 enc += op->stats.sp; /* mana regen */ 320 enc += op->stats.sp; /* mana regen */
318 enc += op->stats.grace; /* grace regen */ 321 enc += op->stats.grace; /* grace regen */
319 enc += op->stats.exp; /* speed bonus */ 322 enc += op->stats.exp; /* speed bonus */
320 } 323 }
324
321 enc += op->stats.luck; 325 enc += op->stats.luck;
322 326
323 /* Do spell paths now */ 327 /* Do spell paths now */
324 for (i = 1; i < NRSPELLPATHS; i++) 328 for (i = 1; i < NRSPELLPATHS; i++)
325 {
326 if (op->path_attuned & (1 << i)) 329 if (op->path_attuned & (1 << i))
327 enc++; 330 enc++;
328 else if (op->path_denied & (1 << i)) 331 else if (op->path_denied & (1 << i))
329 enc -= 2; 332 enc -= 2;
330 else if (op->path_repelled & (1 << i)) 333 else if (op->path_repelled & (1 << i))
331 enc--; 334 enc--;
332 }
333 335
334 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 336 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
335 enc += 5; 337 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
336 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 338 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
337 enc += 3; 339 if (op->flag [FLAG_XRAYS ]) enc += 2;
338 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 340 if (op->flag [FLAG_STEALTH ]) enc += 1;
339 enc += 2; 341 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
340 if (QUERY_FLAG (op, FLAG_STEALTH)) 342 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
341 enc += 1;
342 if (QUERY_FLAG (op, FLAG_XRAYS))
343 enc += 2;
344 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
345 enc += 1;
346 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
347 enc += 1;
348 343
349 return get_power_from_ench (enc); 344 return get_power_from_ench (enc);
350
351} 345}
346
347static const struct get_typedata
348{
349 const typedata *data [NUM_TYPES];
350
351 get_typedata ()
352 {
353 for (int i = 0; i < item_types_size; i++)
354 data [item_types[i].number] = &item_types [i];
355 }
356
357 const typedata *operator ()(int itemtype) const
358 {
359 return data [itemtype];
360 }
361} get_typedata_;
352 362
353/* returns the typedata that has a number equal to itemtype, if there 363/* returns the typedata that has a number equal to itemtype, if there
354 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
355
356const typedata * 365const typedata *
357get_typedata (int itemtype) 366get_typedata (int itemtype)
358{ 367{
359 int i; 368 return get_typedata_ (itemtype);
360
361 for (i = 0; i < item_types_size; i++)
362 if (item_types[i].number == itemtype)
363 return &item_types[i];
364 return NULL;
365} 369}
366 370
367/* returns the typedata that has a name equal to itemtype, if there 371/* 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 372 * isn't one, return the plural name that matches, if there still isn't
369 * one return NULL */ 373 * one return NULL */
370
371const typedata * 374const typedata *
372get_typedata_by_name (const char *name) 375get_typedata_by_name (const char *name)
373{ 376{
374 int i;
375
376 for (i = 0; i < item_types_size; i++) 377 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name, name)) 378 if (!strcmp (item_types[i].name, name))
378 return &item_types[i]; 379 return &item_types[i];
380
379 for (i = 0; i < item_types_size; i++) 381 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name_pl, name)) 382 if (!strcmp (item_types[i].name_pl, name))
381 { 383 {
382 LOG (llevInfo, 384 LOG (llevInfo,
383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 385 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
384 return &item_types[i]; 386 return &item_types[i];
385 } 387 }
388
386 return NULL; 389 return 0;
387} 390}
388 391
389/* describe_resistance generates the visible naming for resistances. 392/* describe_resistance generates the visible naming for resistances.
390 * returns a static array of the description. This can return 393 * returns a static array of the description. This can return
391 * a big buffer. 394 * a big buffer.
392 * if newline is true, we don't put parens around the description 395 * 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 396 * but do put a newline at the end. Useful when dumping to files
394 */ 397 */
395char * 398const char *
396describe_resistance (const object *op, int newline) 399describe_resistance (const object *op, int newline)
397{ 400{
398 static char buf[VERY_BIG_BUF]; 401 static dynbuf_text buf; buf.clear ();
399 char buf1[VERY_BIG_BUF];
400 int tmpvar;
401 402
402 buf[0] = 0; 403 for (int i = 0; i < NROFATTACKS; i++)
403 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
404 {
405 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 404 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
406 { 405 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
407 if (!newline)
408 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
409 else
410 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
411 406
412 strcat (buf, buf1);
413 }
414 }
415 return buf; 407 return buf;
416} 408}
417
418 409
419/* 410/*
420 * query_weight(object) returns a character pointer to a static buffer 411 * query_weight(object) returns a character pointer to a static buffer
421 * containing the text-representation of the weight of the given object. 412 * containing the text-representation of the weight of the given object.
422 * The buffer will be overwritten by the next call to query_weight(). 413 * The buffer will be overwritten by the next call to query_weight().
423 */ 414 *
424 415 * Seems to be used only by unimportant stuff. Remove?
425char * 416 */
417const char *
426query_weight (const object *op) 418query_weight (const object *op)
427{ 419{
428 static char buf[10]; 420 static char buf[10];
429 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 421 sint32 i = op->total_weight ();
430 422
431 if (op->weight < 0) 423 if (op->weight < 0)
432 return " "; 424 return " ";
425
433 if (i % 1000) 426 if (i % 1000)
434 sprintf (buf, "%6.1f", i / 1000.0); 427 sprintf (buf, "%6.1f", i / 1000.0);
435 else 428 else
436 sprintf (buf, "%4d ", i / 1000); 429 sprintf (buf, "%4d ", i / 1000);
430
437 return buf; 431 return buf;
438} 432}
439 433
440/* 434/*
441 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
442 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
443 */ 437 */
444 438const char *
445char * 439ordinal (int i)
446get_levelnumber (int i)
447{ 440{
448 static char buf[MAX_BUF]; 441 if (i < 0)
442 return format ("minus %s", ordinal (-i));
449 443
450 if (i > 99)
451 {
452 sprintf (buf, "%d.", i);
453 return buf;
454 }
455 if (i < 21) 444 if (i < 21)
456 return levelnumbers[i];
457 if (!(i % 10))
458 return levelnumbers_10[i / 10];
459 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]);
461 return buf;
462}
463
464
465/*
466 * get_number(integer) returns the text-representation of the given number
467 * in a static buffer. The buffer might be overwritten at the next
468 * call to get_number().
469 * It is currently only used by the query_name() function.
470 */
471
472char *
473get_number (int i)
474{
475 if (i <= 20)
476 return numbers[i]; 445 return ordnumbers[i];
446
447 int digit = i % 10;
448
449 if (i >= 100)
450 return format (
451 digit == 1 ? "%dst"
452 : digit == 2 ? "%dnd"
453 : digit == 3 ? "%drd"
454 : "%dth",
455 i
456 );
457
458 if (digit == 0)
459 return ordnumbers_10[i / 10];
477 else 460 else
478 { 461 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
479 static char buf[MAX_BUF];
480
481 sprintf (buf, "%d", i);
482 return buf;
483 }
484} 462}
485 463
486/* 464/*
487 * Returns pointer to static buffer containing ring's or amulet's 465 * Returns pointer to static buffer containing ring's or amulet's
488 * abilities 466 * abilities
494 */ 472 */
495 473
496/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 474/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
497 * from stats.sp - b.t. 475 * from stats.sp - b.t.
498 */ 476 */
499char * 477static const char *
500ring_desc (const object *op) 478ring_desc (const object *op)
501{ 479{
502 static char buf[VERY_BIG_BUF]; 480 static dynbuf_text buf; buf.clear ();
503 int attr, val, len; 481 int attr, val, len;
504 482
505 buf[0] = 0; 483 if (op->flag [FLAG_IDENTIFIED])
506 484 {
507 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
508 return buf;
509
510 for (attr = 0; attr < NUM_STATS; attr++) 485 for (attr = 0; attr < NUM_STATS; attr++)
511 { 486 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); 487 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);
525 488
489 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
490 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
491 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
492 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
493
526 strcat (buf, describe_resistance (op, 0)); 494 buf << describe_resistance (op, 0);
527 495
528 if (op->stats.food != 0) 496 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
529 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
530 /* else if (op->stats.food < 0) 498 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
531 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
532 if (op->stats.grace) 500 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);
553 501
554 /* if(op->item_power) 502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
555 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
556 */ 504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
557 if (buf[0] == 0 && op->type != SKILL) 505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
558 strcpy (buf, "of adornment");
559 506
507 buf.add_paths ("Attuned" , op->path_attuned);
508 buf.add_paths ("Repelled", op->path_repelled);
509 buf.add_paths ("Denied" , op->path_denied);
510
511 if (buf.empty ())
512 buf << "of adornment";
513 }
560 514
561 return buf; 515 return buf;
562} 516}
563 517
564/* 518/*
565 * query_short_name(object) is similar to query_name, but doesn't 519 * query_short_name(object) is similar to query_name, but doesn't
566 * contain any information about object status (worn/cursed/etc.) 520 * contain any information about object status (worn/cursed/etc.)
521 *
522 * It is sometimes used when printing messages, so should fit well into a sentence.
567 */ 523 */
568const char * 524const char *
569query_short_name (const object *op) 525query_short_name (const object *op)
570{ 526{
571 static char buf[HUGE_BUF];
572 char buf2[HUGE_BUF];
573 int len = 0;
574
575 if (op->name == NULL) 527 if (!op->name)
576 return "(null)"; 528 return "(null)";
577 529
578 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 530 if (!op->nrof
531 && !op->weight
532 && !op->title
533 && !is_magical (op)
534 && op->slaying != shstr_money)
579 return op->name; /* To speed things up (or make things slower?) */ 535 return op->name; /* To speed things up (or make things slower?) */
580 536
581 if (op->nrof <= 1) 537 static dynbuf_text buf; buf.clear ();
582 safe_strcat (buf, op->name, &len, HUGE_BUF);
583 else
584 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
585 538
539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
540
586 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 541 if (op->title && op->flag [FLAG_IDENTIFIED])
587 { 542 buf << ' ' << op->title;
588 safe_strcat (buf, " ", &len, HUGE_BUF);
589 safe_strcat (buf, op->title, &len, HUGE_BUF);
590 }
591 543
592 switch (op->type) 544 switch (op->type)
593 { 545 {
594 case SPELLBOOK: 546 case SPELLBOOK:
595 case SCROLL: 547 case SCROLL:
596 case WAND: 548 case WAND:
597 case ROD: 549 case ROD:
598 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
599 { 551 {
600 if (!op->title) 552 if (!op->title)
601 { 553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
602 safe_strcat (buf, " of ", &len, HUGE_BUF); 554
603 if (op->inv)
604 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
605 else
606 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
607 }
608 if (op->type != SPELLBOOK) 555 if (op->type != SPELLBOOK)
609 {
610 sprintf (buf2, " (lvl %d)", op->level); 556 buf.printf (" (lvl %d)", op->level);
611 safe_strcat (buf, buf2, &len, HUGE_BUF);
612 }
613 } 557 }
614 break; 558 break;
615 559
560 case ALTAR:
561 case TRIGGER_ALTAR:
562 case IDENTIFY_ALTAR:
563 case CONVERTER:
564 if (op->slaying == shstr_money)
565 {
566 bool wrap = !!buf.size ();
567
568 if (wrap) buf << " [";
569
570 archetype *coin = 0;
571
572 for (char const *const *c = coins; *coins; ++c)
573 if ((coin = archetype::find (*c)))
574 if (op->stats.food % coin->value == 0)
575 break;
576
577 sint32 coins = op->stats.food / coin->value;
578
579 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
580
581 if (wrap) buf << ']';
582 }
583 break;
584
616 case SKILL: 585 case SKILL:
617 case AMULET: 586 case AMULET:
618 case RING: 587 case RING:
619 if (!op->title) 588 if (!op->title)
620 { 589 {
621 /* If ring has a title, full description isn't so useful */ 590 /* If ring has a title, full description isn't so useful */
622 char *s = ring_desc (op); 591 const char *s = ring_desc (op);
623 592
624 if (s[0]) 593 if (s && *s)
625 { 594 buf << " " << s;
626 safe_strcat (buf, " ", &len, HUGE_BUF);
627 safe_strcat (buf, s, &len, HUGE_BUF);
628 }
629 } 595 }
630 break; 596 break;
597
631 default: 598 default:
632 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 599 if (op->magic
633 { 600 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
601 || op->flag [FLAG_IDENTIFIED]))
634 sprintf (buf2, " %+d", op->magic); 602 buf.printf (" %+d", op->magic);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 } 603 }
604
638 return buf; 605 return buf;
639} 606}
640 607
641/* 608/*
642 * query_name(object) returns a character pointer pointing to a static 609 * query_name(object) returns a character pointer pointing to a static
646 * you can make several calls to query_name before the bufs start getting 613 * you can make several calls to query_name before the bufs start getting
647 * overwritten. This may be a bad thing (it may be easier to assume the value 614 * 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 615 * 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.) 616 * use several names much easier (don't need to store them to temp variables.)
650 * 617 *
618 * It is used extensively within messages, so should return only a prose
619 * and short description of the item.
620 * It is also used by examine/ex and similar functions.
651 */ 621 */
652char * 622const char *
653query_name (const object *op) 623query_name (const object *op)
654{ 624{
655 static char buf[5][HUGE_BUF]; 625 int len = 0;
626 static dynbuf_text bufs[5];
656 static int use_buf = 0; 627 static int use_buf = 0;
657 int len = 0;
658
659#ifdef NEW_MATERIAL_CODE
660 materialtype_t *mt;
661#endif
662 628
663 use_buf++; 629 use_buf++;
664 use_buf %= 5; 630 use_buf %= 5;
665 631
666#ifdef NEW_MATERIAL_CODE 632 dynbuf_text &buf = bufs [use_buf];
633 buf.clear ();
634
635#if 0
667 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 636 if ((op->is_armor () || op->is_weapon ()) && op->material)
668 { 637 buf << op->material->description << ' ';
669 mt = name_to_material (op->materialname);
670 if (mt)
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 638#endif
677 639
678 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 640 buf << query_short_name (op);
679 641
680 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 642 if (op->flag [FLAG_INV_LOCKED])
681 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 643 buf << " *";
682 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 644 if (op->is_open_container ())
683 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 645 buf << " (open)";
684 646
685 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 647 if (op->flag [FLAG_KNOWN_CURSED])
686 {
687 if (QUERY_FLAG (op, FLAG_DAMNED))
688 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
689 else if (QUERY_FLAG (op, FLAG_CURSED))
690 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
691 } 648 {
649 if (op->flag [FLAG_DAMNED])
650 buf << " (damned)";
651 else if (op->flag [FLAG_CURSED])
652 buf << " (cursed)";
653 }
654
692 /* Basically, if the object is known magical (detect magic spell on it), 655 /* Basically, if the object is known magical (detect magic spell on it),
693 * and it isn't identified, print out the fact that 656 * and it isn't identified, print out the fact that
694 * it is magical. Assume that the detect magical spell will only set 657 * it is magical. Assume that the detect magical spell will only set
695 * KNOWN_MAGICAL if the item actually is magical. 658 * KNOWN_MAGICAL if the item actually is magical.
696 * 659 *
697 * Changed in V 0.91.4 - still print that the object is magical even 660 * 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 661 * if it has been applied. Equipping an item does not tell full
699 * abilities, especially for artifact items. 662 * abilities, especially for artifact items.
700 */ 663 */
701 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 664 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
702 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 665 buf << " (magic)";
703 666
704#if 0 667#if 0
705 /* item_power will be returned in desribe_item - it shouldn't really 668 /* item_power will be returned in describe_item - it shouldn't really
706 * be returned in the name. 669 * be returned in the name.
707 */ 670 */
708 if (op->item_power) 671 if (op->item_power)
709 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 672 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
710 673
711#endif 674#endif
712 675
713 if (QUERY_FLAG (op, FLAG_APPLIED)) 676 if (op->flag [FLAG_APPLIED])
714 { 677 {
715 switch (op->type) 678 switch (op->type)
716 { 679 {
680 case RANGED:
717 case BOW: 681 case BOW:
718 case WAND: 682 case WAND:
719 case ROD: 683 case ROD:
720 case HORN: 684 case HORN:
721 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
722 break;
723 case WEAPON: 685 case WEAPON:
724 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 686 buf << " (applied)";
725 break; 687 break;
726 case ARMOUR: 688 case ARMOUR:
727 case HELMET: 689 case HELMET:
728 case SHIELD: 690 case SHIELD:
729 case RING: 691 case RING:
730 case BOOTS: 692 case BOOTS:
731 case GLOVES: 693 case GLOVES:
732 case AMULET: 694 case AMULET:
733 case GIRDLE: 695 case GIRDLE:
734 case BRACERS: 696 case BRACERS:
735 case CLOAK: 697 case CLOAK:
736 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 698 buf << " (worn)";
737 break; 699 break;
738 case CONTAINER: 700 case CONTAINER:
739 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 701 buf << " (active)";
740 break; 702 break;
741 case SKILL: 703 case SKILL:
742 default: 704 default:
743 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 705 buf << " (applied)";
744 } 706 }
745 } 707 }
746 if (QUERY_FLAG (op, FLAG_UNPAID))
747 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
748 708
749 return buf[use_buf]; 709 switch (op->type)
710 {
711 case LAMP:
712 if (op->glow_radius)
713 buf << " (on)";
714 else if (op->stats.food <= 0)
715 buf << " (empty)";
716 else
717 buf << " (off)";
718 break;
719
720 case TORCH:
721 if (op->glow_radius)
722 buf << " (burning)";
723 else if (op->stats.food <= 0)
724 buf << " (burned out)";
725 break;
726 }
727
728 if (op->flag [FLAG_UNPAID])
729 buf << " (unpaid)";
730
731 return buf;
750} 732}
751 733
752/* 734/*
753 * query_base_name(object) returns a character pointer pointing to a static 735 * query_base_name(object) returns a character pointer pointing to a static
754 * buffer which contains a verbose textual representation of the name 736 * buffer which contains a verbose textual representation of the name
755 * of the given object. The buffer will be overwritten at the next 737 * of the given object. The buffer will be overwritten at the next
756 * call to query_base_name(). This is a lot like query_name, but we 738 * call to query_base_name(). This is a lot like query_name, but we
757 * don't include the item count or item status. Used for inventory sorting 739 * don't include the item count or item status. Used for inventory sorting
758 * and sending to client. 740 * and sending to client.
759 * If plural is set, we generate the plural name of this. 741 * If plural is set, we generate the plural name of this.
742 *
743 * It is sometimes used to display messages, and usually only used to match stuff,
744 * so maybe this function should be removed.
745 * It is also used for client-side inventory/item descriptions.
760 */ 746 */
761const char * 747const char *
762query_base_name (const object *op, int plural) 748query_base_name (const object *op, int plural)
763{ 749{
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)) 750 if ((!plural && !op->name) || (plural && !op->name_pl))
769 return "(null)"; 751 return "(null)";
770 752
771 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 753 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
754 && op->type != EXIT)
772 return op->name; /* To speed things up (or make things slower?) */ 755 return op->name; /* To speed things up (or make things slower?) */
773 756
757 static dynbuf_text buf; buf.clear ();
758
759#if 0
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 760 if ((op->is_armor () || op->is_weapon ()) && op->material)
775 mt = name_to_material (op->materialname); 761 if (op->arch->material != op->material)
776 762 buf << op->material->description << ' ';
777#ifdef NEW_MATERIAL_CODE
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 763#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
800 764
765 buf << (plural ? op->name_pl : op->name);
766
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
802 { 768 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 769
807 switch (op->type) 770 switch (op->type)
808 { 771 {
809 case SPELLBOOK: 772 case SPELLBOOK:
810 case SCROLL: 773 case SCROLL:
811 case WAND: 774 case WAND:
812 case ROD: 775 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
814 { 777 {
815 if (!op->title) 778 if (!op->title)
816 { 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 780
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) 781 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 782 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 783 }
829 break; 784 break;
830 785
831 786
832 case SKILL: 787 case SKILL:
833 case AMULET: 788 case AMULET:
834 case RING: 789 case RING:
835 if (!op->title) 790 if (!op->title)
836 { 791 {
837 /* If ring has a title, full description isn't so useful */ 792 /* If ring has a title, full description isn't so useful */
838 char *s = ring_desc (op); 793 const char *s = ring_desc (op);
839 794
840 if (s[0]) 795 if (s && *s)
841 { 796 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 797 }
846 break; 798 break;
799
800 case EXIT:
801 // random map exits "unfortunately" get patched, so this only works before entering
802 if (EXIT_PATH (op) == shstr_random_map_exit)
803 buf << " (random map)";
804 else if (!EXIT_PATH (op))
805 buf << " (closed)";
806 break;
807
847 default: 808 default:
848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic
849 { 810 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
850 sprintf (buf + strlen (buf), " %+d", op->magic); 811 || op->flag [FLAG_IDENTIFIED]))
851 } 812 buf.printf (" %+d", op->magic);
852 } 813 }
814
853 return buf; 815 return buf;
854} 816}
855 817
856/* Break this off from describe_item - that function was way 818/* Break this off from describe_item - that function was way
857 * too long, making it difficult to read. This function deals 819 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 820 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 821 * be called with monster & player objects. Returns a description
860 * in a static buffer. 822 * in a static buffer.
861 */ 823 */
862
863static char * 824static const char *
864describe_monster (const object *op) 825describe_monster (const object *op)
865{ 826{
866 char buf[MAX_BUF]; 827 static dynbuf_text buf; buf.clear ();
867 static char retbuf[VERY_BIG_BUF];
868 int i;
869
870 retbuf[0] = '\0';
871 828
872 /* Note that the resolution this provides for players really isn't 829 /* Note that the resolution this provides for players really isn't
873 * very good. Any player with a speed greater than .67 will 830 * very good. Any player with a speed greater than .67 will
874 * fall into the 'lightning fast movement' category. 831 * fall into the 'lightning fast movement' category.
875 */ 832 */
876 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 833 if (op->has_active_speed ())
877 { 834 switch ((int)(op->speed * 15.))
878 switch ((int) ((FABS (op->speed)) * 15))
879 { 835 {
880 case 0: 836 case 0:
881 strcat (retbuf, "(very slow movement)"); 837 buf << "(very slow movement)";
882 break; 838 break;
883 case 1: 839 case 1:
884 strcat (retbuf, "(slow movement)"); 840 buf << "(slow movement)";
885 break; 841 break;
886 case 2: 842 case 2:
887 strcat (retbuf, "(normal movement)"); 843 buf << "(normal movement)";
888 break; 844 break;
889 case 3: 845 case 3:
890 case 4: 846 case 4:
891 strcat (retbuf, "(fast movement)"); 847 buf << "(fast movement)";
892 break; 848 break;
893 case 5: 849 case 5:
894 case 6: 850 case 6:
895 strcat (retbuf, "(very fast movement)"); 851 buf << "(very fast movement)";
896 break; 852 break;
897 case 7: 853 case 7:
898 case 8: 854 case 8:
899 case 9: 855 case 9:
900 case 10: 856 case 10:
901 strcat (retbuf, "(extremely fast movement)"); 857 buf << "(extremely fast movement)";
902 break; 858 break;
903 default: 859 default:
904 strcat (retbuf, "(lightning fast movement)"); 860 buf << "(lightning fast movement)";
905 break; 861 break;
906 } 862 }
907 } 863
908 if (QUERY_FLAG (op, FLAG_UNDEAD)) 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
909 strcat (retbuf, "(undead)"); 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
911 strcat (retbuf, "(see invisible)"); 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
912 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
913 strcat (retbuf, "(wield weapon)"); 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
914 if (QUERY_FLAG (op, FLAG_USE_BOW)) 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
915 strcat (retbuf, "(archer)"); 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
917 strcat (retbuf, "(wear armour)"); 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
918 if (QUERY_FLAG (op, FLAG_USE_RING)) 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
919 strcat (retbuf, "(wear ring)"); 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
920 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
921 strcat (retbuf, "(read scroll)"); 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
922 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 878
923 strcat (retbuf, "(fires wand/rod/horn)");
924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
925 strcat (retbuf, "(skill user)");
926 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
927 strcat (retbuf, "(spellcaster)");
928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
929 strcat (retbuf, "(friendly)");
930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
931 strcat (retbuf, "(unaggressive)");
932 if (QUERY_FLAG (op, FLAG_HITBACK))
933 strcat (retbuf, "(hitback)");
934 if (QUERY_FLAG (op, FLAG_STEALTH))
935 strcat (retbuf, "(stealthy)");
936 if (op->randomitems != NULL) 879 if (op->randomitems)
937 { 880 {
938 treasure *t;
939 int first = 1; 881 bool first = 1;
940 882
941 for (t = op->randomitems->items; t != NULL; t = t->next) 883 for (treasure *t = op->randomitems->items; t; t = t->next)
942 if (t->item && (t->item->clone.type == SPELL)) 884 if (t->item && t->item->type == SPELL)
943 { 885 {
944 if (first) 886 if (first)
945 { 887 buf << "(Spell abilities:)";
888
946 first = 0; 889 first = 0;
947 strcat (retbuf, "(Spell abilities:)"); 890
948 } 891 buf << '(' << t->item->object::name << ')';
949 strcat (retbuf, "(");
950 strcat (retbuf, t->item->clone.name);
951 strcat (retbuf, ")");
952 } 892 }
953 } 893 }
894
954 if (op->type == PLAYER) 895 if (op->type == PLAYER)
955 { 896 {
956 if (op->contr->digestion) 897 if (op->contr->digestion)
957 {
958 if (op->contr->digestion != 0)
959 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 898 buf.printf ("(sustenance%+d)", op->contr->digestion);
960 strcat (retbuf, buf); 899
961 }
962 if (op->contr->gen_grace) 900 if (op->contr->gen_grace)
963 {
964 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 901 buf.printf ("(grace%+d)", op->contr->gen_grace);
965 strcat (retbuf, buf); 902
966 }
967 if (op->contr->gen_sp) 903 if (op->contr->gen_sp)
968 {
969 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 904 buf.printf ("(magic%+d)", op->contr->gen_sp);
970 strcat (retbuf, buf); 905
971 }
972 if (op->contr->gen_hp) 906 if (op->contr->gen_hp)
973 {
974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 907 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
975 strcat (retbuf, buf); 908
976 }
977 if (op->stats.luck) 909 if (op->stats.luck)
978 {
979 sprintf (buf, "(luck%+d)", op->stats.luck); 910 buf.printf ("(luck%+d)", op->stats.luck);
980 strcat (retbuf, buf);
981 }
982 } 911 }
983 912
984 /* describe attacktypes */ 913 /* describe attacktypes */
985 if (is_dragon_pl (op)) 914 if (op->is_dragon ())
986 { 915 {
987 /* for dragon players display the attacktypes from clawing skill 916 /* for dragon players display the attacktypes from clawing skill
988 * Break apart the for loop - move the comparison checking down - 917 * Break apart the for loop - move the comparison checking down -
989 * this makes it more readable. 918 * this makes it more readable.
990 */ 919 */
991 object *tmp; 920 object *tmp;
992 921
993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 922 for (tmp = op->inv; tmp; tmp = tmp->below)
994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 923 if (tmp->type == SKILL && tmp->name == shstr_clawing)
995 break; 924 break;
996 925
997 if (tmp && tmp->attacktype != 0) 926 if (tmp && tmp->attacktype)
998 { 927 buf.add_abilities ("Claws", tmp->attacktype);
999 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1000 }
1001 else 928 else
1002 { 929 buf.add_abilities ("Attacks", op->attacktype);
1003 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1004 }
1005 } 930 }
1006 else 931 else
1007 { 932 buf.add_abilities ("Attacks", op->attacktype);
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 933
1009 } 934 buf.add_paths ("Attuned" , op->path_attuned);
1010 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 935 buf.add_paths ("Repelled", op->path_repelled);
1011 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 936 buf.add_paths ("Denied" , op->path_denied);
1012 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 937
1013 for (i = 0; i < NROFATTACKS; i++) 938 for (int i = 0; i < NROFATTACKS; i++)
1014 {
1015 if (op->resist[i]) 939 if (op->resist[i])
1016 {
1017 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 940 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1018 strcat (retbuf, buf); 941
1019 }
1020 }
1021 return retbuf; 942 return buf;
1022} 943}
1023
1024 944
1025/* 945/*
1026 * Returns a pointer to a static buffer which contains a 946 * Returns a pointer to a static buffer which contains a
1027 * description of the given object. 947 * description of the given object.
1028 * If it is a monster, lots of information about its abilities 948 * If it is a monster, lots of information about its abilities
1037 * wouldn't need to use the SEE_INVISIBLE flag to know it is 957 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1038 * a dragon player examining food. Could have things like 958 * a dragon player examining food. Could have things like
1039 * a dwarven axe, in which the full abilities are only known to 959 * a dwarven axe, in which the full abilities are only known to
1040 * dwarves, etc. 960 * dwarves, etc.
1041 * 961 *
1042 * This function is really much more complicated than it should
1043 * be, because different objects have different meanings
1044 * for the same field (eg, wands use 'food' for charges). This
1045 * means these special cases need to be worked out.
1046 *
1047 * Add 'owner' who is the person examining this object. 962 * Add 'owner' who is the person examining this object.
1048 * owner can be null if no one is being associated with this 963 * owner can be null if no one is being associated with this
1049 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
1050 */ 965 */
1051 966const char *
1052char *
1053describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
1054{ 968{
1055 char buf[MAX_BUF]; 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1056 static char retbuf[VERY_BIG_BUF]; 970 return describe_monster (op);
971
972 static dynbuf_text buf; buf.clear ();
1057 int identified, i; 973 int identified, i;
1058 974
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. 975 /* figure this out once, instead of making multiple calls to need_identify.
1065 * also makes the code easier to read. 976 * also makes the code easier to read.
1066 */ 977 */
1067 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
1068 identified = 1; 979 if (!identified)
1069 else 980 buf << "(unidentified)";
1070 { 981
1071 strcpy (retbuf, "(unidentified)");
1072 identified = 0;
1073 }
1074 switch (op->type) 982 switch (op->type)
1075 { 983 {
984 case RANGED:
1076 case BOW: 985 case BOW:
1077 case ARROW: 986 case ARROW:
1078 case WAND: 987 case WAND:
1079 case ROD: 988 case ROD:
1080 case HORN: 989 case HORN:
1081 case WEAPON: 990 case WEAPON:
1082 case ARMOUR: 991 case ARMOUR:
1083 case HELMET: 992 case HELMET:
1084 case SHIELD: 993 case SHIELD:
1085 case BOOTS: 994 case BOOTS:
1086 case GLOVES: 995 case GLOVES:
1087 case GIRDLE: 996 case GIRDLE:
1088 case BRACERS: 997 case BRACERS:
1089 case CLOAK: 998 case CLOAK:
1090 case SKILL_TOOL: 999 case SKILL_TOOL:
1091 break; /* We have more information to do below this switch */ 1000 break; /* We have more information to do below this switch */
1092 1001
1093 case POWER_CRYSTAL: 1002 case POWER_CRYSTAL:
1094 if (op->stats.maxsp > 1000) 1003 if (op->stats.maxsp > 1000)
1095 { /*higher capacity crystals */ 1004 { /*higher capacity crystals */
1096 i = (op->stats.maxsp % 100) / 10; 1005 i = (op->stats.maxsp % 1000) / 100;
1006
1097 if (i) 1007 if (i)
1098 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1008 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1099 else 1009 else
1100 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1010 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1101 } 1011 }
1102 else 1012 else
1103 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1013 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1104 strcat (retbuf, buf); 1014
1105 i = (op->stats.sp * 10) / op->stats.maxsp; 1015 i = (op->stats.sp * 10) / op->stats.maxsp;
1106 if (op->stats.sp == 0) 1016 if (op->stats.sp == 0)
1107 strcat (retbuf, "empty."); 1017 buf << "empty";
1108 else if (i == 0) 1018 else if (i == 0)
1109 strcat (retbuf, "almost empty."); 1019 buf << "almost empty";
1110 else if (i < 3) 1020 else if (i < 3)
1111 strcat (retbuf, "partially filled."); 1021 buf << "partially filled";
1112 else if (i < 6) 1022 else if (i < 6)
1113 strcat (retbuf, "half full."); 1023 buf << "half full";
1114 else if (i < 9) 1024 else if (i < 9)
1115 strcat (retbuf, "well charged."); 1025 buf << "well charged";
1116 else if (op->stats.sp == op->stats.maxsp) 1026 else if (op->stats.sp == op->stats.maxsp)
1117 strcat (retbuf, "fully charged."); 1027 buf << "fully charged";
1118 else 1028 else
1119 strcat (retbuf, "almost full."); 1029 buf << "almost full";
1030
1031 buf << ')';
1120 break; 1032 break;
1033
1034 case LAMP:
1035 {
1036 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1037 buf << "(fuel: ";
1038 if (percent == 0)
1039 buf << "empty";
1040 else if (percent < 10)
1041 buf << "very low";
1042 else if (percent < 25)
1043 buf << "low";
1044 else if (percent < 50)
1045 buf << "half empty";
1046 else if (percent < 75)
1047 buf << "half full";
1048 else if (percent < 95)
1049 buf << "well filled";
1050 else if (percent <= 100)
1051 buf << "full";
1052 buf << ")";
1053 }
1054 break;
1055
1121 case FOOD: 1056 case FOOD:
1122 case FLESH: 1057 case FLESH:
1123 case DRINK: 1058 case DRINK:
1124 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1059 if (identified || op->flag [FLAG_BEEN_APPLIED])
1125 { 1060 {
1126 sprintf (buf, "(food+%d)", op->stats.food); 1061 buf.printf ("(food+%d)", op->stats.food);
1127 strcat (retbuf, buf);
1128 1062
1129 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1063 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1064 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1065
1066 if (!op->flag [FLAG_CURSED])
1130 { 1067 {
1131 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1068 if (op->stats.hp) buf << "(heals)";
1132 strcat (retbuf, buf); 1069 if (op->stats.sp) buf << "(spellpoint regen)";
1133 } 1070 }
1134
1135 if (!QUERY_FLAG (op, FLAG_CURSED))
1136 {
1137 if (op->stats.hp)
1138 strcat (retbuf, "(heals)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint regen)");
1141 }
1142 else 1071 else
1143 { 1072 {
1144 if (op->stats.hp) 1073 if (op->stats.hp) buf << "(damages)";
1145 strcat (retbuf, "(damages)");
1146 if (op->stats.sp)
1147 strcat (retbuf, "(spellpoint depletion)"); 1074 if (op->stats.sp) buf << "(spellpoint depletion)";
1148 } 1075 }
1149 } 1076 }
1150 break; 1077 break;
1151 1078
1152
1153 case SKILL: 1079 case SKILL:
1154 case RING: 1080 case RING:
1155 case AMULET: 1081 case AMULET:
1156 if (op->item_power) 1082 if (op->item_power)
1157 {
1158 sprintf (buf, "(item_power %+d)", op->item_power); 1083 buf.printf ("(item_power %+d)", op->item_power);
1159 strcat (retbuf, buf); 1084
1160 }
1161 if (op->title) 1085 if (op->title)
1162 strcat (retbuf, ring_desc (op)); 1086 buf << ring_desc (op);
1087
1163 return retbuf; 1088 return buf;
1164 1089
1165 default: 1090 default:
1166 return retbuf; 1091 return buf;
1167 } 1092 }
1168 1093
1169 /* Down here, we more further describe equipment type items. 1094 /* Down here, we more further describe equipment type items.
1170 * only describe them if they have been identified or the like. 1095 * only describe them if they have been identified or the like.
1171 */ 1096 */
1172 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1097 if (identified || op->flag [FLAG_BEEN_APPLIED])
1173 { 1098 {
1174 int attr, val;
1175
1176 for (attr = 0; attr < NUM_STATS; attr++) 1099 for (int attr = 0; attr < NUM_STATS; attr++)
1177 { 1100 if (int 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); 1101 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1181 strcat (retbuf, buf);
1182 }
1183 }
1184 1102
1185 if (op->stats.exp) 1103 if (op->stats.exp)
1186 {
1187 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1104 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1188 strcat (retbuf, buf);
1189 }
1190
1191 1105
1192 switch (op->type) 1106 switch (op->type)
1193 { 1107 {
1108 case RANGED:
1194 case BOW: 1109 case BOW:
1195 case ARROW: 1110 case ARROW:
1196 case GIRDLE: 1111 case GIRDLE:
1197 case HELMET: 1112 case HELMET:
1198 case SHIELD: 1113 case SHIELD:
1199 case BOOTS: 1114 case BOOTS:
1200 case GLOVES: 1115 case GLOVES:
1201 case WEAPON: 1116 case WEAPON:
1202 case SKILL: 1117 case SKILL:
1203 case RING: 1118 case RING:
1204 case AMULET: 1119 case AMULET:
1205 case ARMOUR: 1120 case ARMOUR:
1206 case BRACERS: 1121 case BRACERS:
1207 case FORCE: 1122 case FORCE:
1208 case CLOAK: 1123 case CLOAK:
1209 if (op->stats.wc) 1124 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1210 { 1125 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1211 sprintf (buf, "(wc%+d)", op->stats.wc); 1126 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1212 strcat (retbuf, buf); 1127
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) 1128 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1225 {
1226 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1129 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1227 strcat (retbuf, buf); 1130
1228 }
1229 break; 1131 break;
1230 1132
1231 default: 1133 default:
1232 break; 1134 break;
1233 } 1135 }
1234 if (QUERY_FLAG (op, FLAG_XRAYS)) 1136
1235 strcat (retbuf, "(xray-vision)"); 1137 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1236 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1138 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1237 strcat (retbuf, "(infravision)");
1238 1139
1239 /* levitate was what is was before, so we'll keep it */ 1140 /* levitate was what is was before, so we'll keep it */
1240 if (op->move_type & MOVE_FLY_LOW) 1141 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1241 strcat (retbuf, "(levitate)");
1242
1243 if (op->move_type & MOVE_FLY_HIGH) 1142 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1244 strcat (retbuf, "(fly)");
1245
1246 if (op->move_type & MOVE_SWIM) 1143 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1247 strcat (retbuf, "(swim)");
1248 1144
1249 /* walking is presumed as 'normal', so doesn't need mentioning */ 1145 /* walking is presumed as 'normal', so doesn't need mentioning */
1250 1146
1251 if (op->item_power) 1147 if (op->item_power)
1252 {
1253 sprintf (buf, "(item_power %+d)", op->item_power); 1148 buf.printf ("(item_power %+d)", op->item_power);
1254 strcat (retbuf, buf);
1255 }
1256 } /* End if identified or applied */ 1149 } /* End if identified or applied */
1257 1150
1258 /* This blocks only deals with fully identified object. 1151 /* This blocks only deals with fully identified object.
1259 * it is intentional that this is not an 'else' from a above - 1152 * it is intentional that this is not an 'else' from a above -
1260 * in this way, information is added. 1153 * in this way, information is added.
1263 { 1156 {
1264 int more_info = 0; 1157 int more_info = 0;
1265 1158
1266 switch (op->type) 1159 switch (op->type)
1267 { 1160 {
1161 case RANGED:
1268 case ROD: /* These use stats.sp for spell selection and stats.food */ 1162 case ROD: /* These use stats.sp for spell selection and stats.food */
1269 case HORN: /* and stats.hp for spell-point regeneration... */ 1163 case HORN: /* and stats.hp for spell-point regeneration... */
1270 case BOW: 1164 case BOW:
1271 case ARROW: 1165 case ARROW:
1272 case WAND: 1166 case WAND:
1273 case FOOD: 1167 case FOOD:
1274 case FLESH: 1168 case FLESH:
1275 case DRINK: 1169 case DRINK:
1276 more_info = 0; 1170 more_info = 0;
1277 break; 1171 break;
1278 1172
1279 /* Armor type objects */ 1173 /* Armor type objects */
1280 case ARMOUR: 1174 case ARMOUR:
1281 case HELMET: 1175 case HELMET:
1282 case SHIELD: 1176 case SHIELD:
1283 case BOOTS: 1177 case BOOTS:
1284 case GLOVES: 1178 case GLOVES:
1285 case GIRDLE: 1179 case GIRDLE:
1286 case BRACERS: 1180 case BRACERS:
1287 case CLOAK: 1181 case CLOAK:
1288 if (ARMOUR_SPEED (op)) 1182 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1289 { 1183 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; 1184 more_info = 1;
1299 break; 1185 break;
1300 1186
1301 case WEAPON: 1187 case WEAPON:
1302 /* Calculate it the same way fix_player does so the results 1188 /* Calculate it the same way fix_player does so the results
1303 * make sense. 1189 * make sense.
1304 */ 1190 */
1305 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1191 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1306 if (i < 0) 1192 if (i < 0)
1307 i = 0; 1193 i = 0;
1308 1194
1309 sprintf (buf, "(weapon speed %d)", i); 1195 buf.printf ("(weapon speed %d)", i);
1310 strcat (retbuf, buf);
1311 more_info = 1; 1196 more_info = 1;
1312 break; 1197 break;
1313
1314 } 1198 }
1199
1315 if (more_info) 1200 if (more_info)
1316 { 1201 {
1317 if (op->stats.food)
1318 {
1319 if (op->stats.food != 0)
1320 sprintf (buf, "(sustenance%+d)", op->stats.food); 1202 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); 1203 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1326 strcat (retbuf, buf); 1204 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); 1205 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1336 strcat (retbuf, buf);
1337 }
1338 } 1206 }
1339 1207
1340 if (op->stats.luck) 1208 if (op->stats.luck)
1341 {
1342 sprintf (buf, "(luck%+d)", op->stats.luck); 1209 buf.printf ("(luck%+d)", op->stats.luck);
1343 strcat (retbuf, buf); 1210
1344 } 1211 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1345 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1212 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1346 strcat (retbuf, "(lifesaving)"); 1213 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1347 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1214 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1348 strcat (retbuf, "(reflect spells)"); 1215
1349 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1350 strcat (retbuf, "(reflect missiles)");
1351 if (QUERY_FLAG (op, FLAG_STEALTH))
1352 strcat (retbuf, "(stealth)");
1353 if (op->slaying != NULL && op->type != FOOD) 1216 if (op->slaying && op->type != FOOD)
1354 {
1355 sprintf (buf, "(slay %s)", &op->slaying); 1217 buf.printf ("(slay %s)", &op->slaying);
1356 strcat (retbuf, buf); 1218
1357 } 1219 if (op->type == SKILL_TOOL && op->skill)
1358 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1220 buf.printf ("(%s)", &op->skill);
1221
1222 buf.add_abilities ("Attacks", op->attacktype);
1359 /* resistance on flesh is only visible for quetzals. If 1223 /* resistance on flesh is only visible for quetzals. If
1360 * non flesh, everyone can see its resistances 1224 * non flesh, everyone can see its resistances
1361 */ 1225 */
1362 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1226 if (op->type != FLESH || (owner && owner->is_dragon ()))
1363 strcat (retbuf, describe_resistance (op, 0)); 1227 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 1228
1229 buf.add_paths ("Attuned", op->path_attuned);
1230 buf.add_paths ("Repelled", op->path_repelled);
1231 buf.add_paths ("Denied", op->path_denied);
1232 }
1233
1369 return retbuf; 1234 return buf;
1235}
1236
1237std::string
1238object::describe_item (object *who)
1239{
1240 return std::string (::describe_item (this, who));
1241}
1242
1243static void
1244describe_dump_object (dynbuf &buf, object *ob)
1245{
1246 char *txt = dump_object (ob);
1247 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1248 buf << "\n" << txt << "\n";
1249
1250 if (!ob->is_arch ())
1251 describe_dump_object (buf, ob->arch);
1252}
1253
1254std::string
1255object::describe (object *who)
1256{
1257 dynbuf_text buf (1024, 1024);
1258
1259 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1260
1261 if (custom_name)
1262 buf.printf ("You call it %s.\r", &custom_name);
1263
1264 switch (type)
1265 {
1266 case SPELLBOOK:
1267 if (flag [FLAG_IDENTIFIED] && inv)
1268 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1269 break;
1270
1271 case BOOK:
1272 if (msg)
1273 buf << "Something is written in it.\r";
1274 break;
1275
1276 case CONTAINER:
1277 if (race)
1278 {
1279 if (weight_limit && stats.Str < 100)
1280 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1281 &race, weight_limit / (10.0 * (100 - stats.Str)));
1282 else
1283 buf.printf ("It can hold only %s.\r", &race);
1284 }
1285 else if (weight_limit && stats.Str < 100)
1286 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1287 break;
1288
1289 case WAND:
1290 if (flag [FLAG_IDENTIFIED])
1291 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1292 break;
1293 }
1294
1295 if (material != MATERIAL_NULL && !msg)
1296 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1297 << material->description
1298 << ".\r";
1299
1300 if (who)
1301 /* Where to wear this item */
1302 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1303 if (slot[i].info)
1304 {
1305 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1306
1307 if (slot[i].info < -1 && who->slot[i].info)
1308 buf.printf ("(%d)", -slot[i].info);
1309
1310 buf << ".\r";
1311 }
1312
1313 if (weight)
1314 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1315
1316 if (flag [FLAG_STARTEQUIP])
1317 buf << (nrof > 1 ? "They were" : "It was")
1318 << " given by a god and will vanish when dropped.\r";
1319
1320 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1321 {
1322 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1323
1324 if (who->is_in_shop ())
1325 {
1326 if (flag [FLAG_UNPAID])
1327 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1328 else
1329 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1330 }
1331 }
1332
1333 if (flag [FLAG_MONSTER])
1334 buf << describe_monster (who);
1335
1336 /* Is this item buildable? */
1337 if (flag [FLAG_IS_BUILDABLE])
1338 buf << "This is a buildable item.\r";
1339
1340 /* Does the object have a message? Don't show message for all object
1341 * types - especially if the first entry is a match
1342 */
1343 if (msg)
1344 {
1345 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1346 {
1347 if (!need_identify ())
1348 buf << '\r' << msg << '\n';
1349 else if (flag [FLAG_IDENTIFIED])
1350 buf << '\r' << "The object has a story:\r" << msg;
1351 }
1352 }
1353 else if (inv
1354 && inv->msg
1355 && inv->type == SPELL
1356 && flag [FLAG_IDENTIFIED]
1357 && (type == SPELLBOOK || type == ROD || type == WAND
1358 || type == ROD || type == POTION || type == SCROLL))
1359 // for spellbooks and other stuff that contains spells, print the spell message,
1360 // unless the object has a custom message handled above.
1361 buf << '\r' << inv->msg << '\n';
1362
1363 // try to display the duration for some potions and scrolls
1364 // this includes change ability potions and group spells,
1365 // but does not handle protection potions
1366 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1367 && (type == POTION || type == SCROLL))
1368 {
1369 object *spell = inv;
1370
1371 if (spell->subtype == SP_PARTY_SPELL)
1372 spell = spell->other_arch;
1373
1374 if (spell->subtype == SP_CHANGE_ABILITY)
1375 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1376 TICK2TIME (change_ability_duration (spell, this)));
1377 }
1378
1379 // some help text for skill tools
1380 if (type == SKILL_TOOL)
1381 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1382 "you can use the " << &skill << " skill as if you had learned it.>";
1383
1384 // Display a hint about inscribable items [empty books]
1385 // This includes the amount of text they can hold.
1386 if (type == INSCRIBABLE)
1387 {
1388 if (other_arch && other_arch->type == SCROLL)
1389 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1390 else
1391 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1392 weight_limit);
1393 }
1394
1395 buf << '\n';
1396
1397 // the dungeon master additionally gets a complete dump
1398 if (who && who->flag [FLAG_WIZLOOK])
1399 {
1400 buf << "\nT<Object>\n";
1401 describe_dump_object (buf, this);
1402
1403 if (inv)
1404 {
1405 buf << "\nT<Top Inventory>\n";
1406 describe_dump_object (buf, inv);
1407 }
1408 }
1409
1410 return std::string (buf.linearise (), buf.size ());
1411}
1412
1413void
1414examine (object *op, object *tmp)
1415{
1416 std::string info = tmp->describe (op);
1417
1418 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1419}
1420
1421/*
1422 * inventory prints object's inventory. If inv==NULL then print player's
1423 * inventory.
1424 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1425 */
1426const char *
1427object::query_inventory (object *who, const char *indent)
1428{
1429 static dynbuf_text buf; buf.clear ();
1430
1431 for (object *tmp = inv; tmp; tmp = tmp->below)
1432 if (who && who->flag [FLAG_WIZ])
1433 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1434 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1435 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1436
1437 if (buf.size ())
1438 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1439 else
1440 buf.printf ("%s(empty)\n", indent);
1441
1442 return buf;
1370} 1443}
1371 1444
1372/* Return true if the item is magical. A magical item is one that 1445/* Return true if the item is magical. A magical item is one that
1373 * increases/decreases any abilities, provides a resistance, 1446 * increases/decreases any abilities, provides a resistance,
1374 * has a generic magical bonus, or is an artifact. 1447 * has a generic magical bonus, or is an artifact.
1375 * This function is used by detect_magic to determine if an item 1448 * This function is used by detect_magic to determine if an item
1376 * should be marked as magical. 1449 * should be marked as magical.
1377 */ 1450 */
1378
1379int 1451int
1380is_magical (const object *op) 1452is_magical (const object *op)
1381{ 1453{
1382 int i; 1454 int i;
1383 1455
1384 /* living creatures are considered non magical */ 1456 /* living creatures are considered non magical */
1385 if (QUERY_FLAG (op, FLAG_ALIVE)) 1457 if (op->flag [FLAG_ALIVE])
1386 return 0; 1458 return 0;
1387 1459
1388 /* This is a test for it being an artifact, as artifacts have titles */ 1460 /* This is a test for it being an artifact, as artifacts have titles */
1389 if (op->title != NULL) 1461 if (op->title != NULL)
1390 return 1; 1462 return 1;
1396 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1468 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1397 return 1; 1469 return 1;
1398 1470
1399 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1471 /* Check for stealty, speed, flying, or just plain magic in the boots */
1400 /* Presume any boots that hvae a move_type are special. */ 1472 /* Presume any boots that hvae a move_type are special. */
1401 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1473 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1402 return 1; 1474 return 1;
1403 1475
1404 /* Take care of amulet/shield that reflects spells/missiles */ 1476 /* Take care of amulet/shield that reflects spells/missiles */
1405 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1477 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1406 return 1; 1478 return 1;
1407 1479
1408 /* Take care of helmet of xrays */ 1480 /* Take care of helmet of xrays */
1409 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1481 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1410 return 1; 1482 return 1;
1411 1483
1412 /* Potions & rods are always magical. Wands/staves are also magical, 1484 /* Potions & rods are always magical. Wands/staves are also magical,
1413 * assuming they still have any charges left. 1485 * assuming they still have any charges left.
1414 */ 1486 */
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1506 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1; 1507 return 1;
1436 1508
1437 /* Check to see if it increases/decreases any stats */ 1509 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++) 1510 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0) 1511 if (op->stats.stat (i))
1440 return 1; 1512 return 1;
1441 1513
1442 /* If it doesn't fall into any of the above categories, must 1514 /* If it doesn't fall into any of the above categories, must
1443 * be non magical. 1515 * be non magical.
1444 */ 1516 */
1445 return 0; 1517 return 0;
1446} 1518}
1447 1519
1448/* need_identify returns true if the item should be identified. This
1449 * function really should not exist - by default, any item not identified
1450 * should need it.
1451 */
1452
1453int
1454need_identify (const object *op)
1455{
1456 switch (op->type)
1457 {
1458 case RING:
1459 case WAND:
1460 case ROD:
1461 case HORN:
1462 case SCROLL:
1463 case SKILL:
1464 case SKILLSCROLL:
1465 case SPELLBOOK:
1466 case FOOD:
1467 case POTION:
1468 case BOW:
1469 case ARROW:
1470 case WEAPON:
1471 case ARMOUR:
1472 case SHIELD:
1473 case HELMET:
1474 case AMULET:
1475 case BOOTS:
1476 case GLOVES:
1477 case BRACERS:
1478 case GIRDLE:
1479 case CONTAINER:
1480 case DRINK:
1481 case FLESH:
1482 case INORGANIC:
1483 case CLOSE_CON:
1484 case CLOAK:
1485 case GEM:
1486 case POWER_CRYSTAL:
1487 case POISON:
1488 case BOOK:
1489 case SKILL_TOOL:
1490 return 1;
1491 }
1492 /* Try to track down some stuff that may show up here. Thus, the
1493 * archetype file can be updated, and this function removed.
1494 */
1495#if 0
1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1497#endif
1498 return 0;
1499}
1500
1501/* 1520/*
1502 * Supposed to fix face-values as well here, but later. 1521 * Supposed to fix face-values as well here, but later.
1503 */ 1522 */
1504void 1523void
1505identify (object *op) 1524identify (object *op)
1506{ 1525{
1507 object *pl; 1526 op->set_flag (FLAG_IDENTIFIED);
1508 1527 op->clr_flag (FLAG_KNOWN_MAGICAL);
1509 SET_FLAG (op, FLAG_IDENTIFIED); 1528 op->clr_flag (FLAG_NO_SKILL_IDENT);
1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512 1529
1513 /* 1530 /*
1514 * We want autojoining of equal objects: 1531 * We want autojoining of equal objects:
1515 */ 1532 */
1516 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1533 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1517 SET_FLAG (op, FLAG_KNOWN_CURSED); 1534 op->set_flag (FLAG_KNOWN_CURSED);
1518 1535
1519 if (op->type == POTION) 1536 if (op->type == POTION)
1520 { 1537 {
1521 if (op->inv && op->randomitems) 1538 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1539 op->title = op->inv->name;
1523 else if (op->arch) 1540 else if (op->arch)
1524 { 1541 {
1525 op->name = op->arch->clone.name; 1542 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1543 op->name_pl = op->arch->object::name_pl;
1527 } 1544 }
1528 } 1545 }
1529 1546
1530 /* If the object is on a map, make sure we update its face */ 1547 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1548 if (op->map)
1532 update_object (op, UP_OBJ_FACE); 1549 update_object (op, UP_OBJ_CHANGE);
1533 else 1550
1534 { 1551 if (object *pl = op->visible_to ())
1535 pl = op->in_player ();
1536 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1552 /* A lot of the values can change from an update - might as well send
1538 * it all. 1553 * it all.
1539 */ 1554 */
1540 esrv_send_item (pl, op); 1555 esrv_send_item (pl, op);
1541 }
1542} 1556}
1543 1557

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