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Comparing deliantra/server/common/item.C (file contents):
Revision 1.19 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.52 by root, Thu Jan 1 11:41:17 2009 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 25#include <living.h>
28#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 29
30/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
47 * may be better. 47 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 50 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"body_arm", "on your arm", "on a human's arm"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {"body_torso", "on your body", "on a human's torso"}, 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_head", "on your head", "on a human's head"}, 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"body_neck", "around your neck", "around a humans neck"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {"body_finger", "on your finger", "on a human's finger"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
61 {"body_hand", "on your hands", "on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
62 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 67};
66 68
67static char numbers[21][20] = { 69static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
250}; 252};
251 253
252int 254int
253get_power_from_ench (int ench) 255get_power_from_ench (int ench)
254{ 256{
255 if (ench < 0) 257 if (ench < 0) ench = 0;
256 ench = 0; 258 if (ench > 20) ench = 20;
257 if (ench > 20) 259
258 ench = 20;
259 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
260} 261}
261 262
262/* This takes an object 'op' and figures out what its item_power 263/* This takes an object 'op' and figures out what its item_power
263 * rating should be. This should only really be used by the treasure 264 * rating should be. This should only really be used by the treasure
271{ 272{
272 int i, tmp, enc; 273 int i, tmp, enc;
273 274
274 enc = 0; 275 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
277 278
278 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 282 * armour shouldn't be counted against
298 if (op->type == WEAPON) 299 if (op->type == WEAPON)
299 { 300 {
300 for (i = 1; i < NROFATTACKS; i++) 301 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 302 if (op->attacktype & (1 << i))
302 enc++; 303 enc++;
304
303 if (op->slaying) 305 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 306 enc += 2; /* What it slays is probably more relevent */
305 } 307 }
308
306 /* Items the player can equip */ 309 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 311 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 312 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 313 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 316 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 317 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 318 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 319 enc += op->stats.exp; /* speed bonus */
317 } 320 }
321
318 enc += op->stats.luck; 322 enc += op->stats.luck;
319 323
320 /* Do spell paths now */ 324 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 325 for (i = 1; i < NRSPELLPATHS; i++)
322 { 326 {
342 enc += 1; 346 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 347 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1; 348 enc += 1;
345 349
346 return get_power_from_ench (enc); 350 return get_power_from_ench (enc);
347
348} 351}
349 352
350/* returns the typedata that has a number equal to itemtype, if there 353/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 354 * isn't one, returns NULL */
352
353const typedata * 355const typedata *
354get_typedata (int itemtype) 356get_typedata (int itemtype)
355{ 357{
356 int i; 358 int i;
357 359
358 for (i = 0; i < item_types_size; i++) 360 for (i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 361 if (item_types[i].number == itemtype)
360 return &item_types[i]; 362 return &item_types[i];
363
361 return NULL; 364 return NULL;
362} 365}
363 366
364/* returns the typedata that has a name equal to itemtype, if there 367/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 368 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 369 * one return NULL */
367
368const typedata * 370const typedata *
369get_typedata_by_name (const char *name) 371get_typedata_by_name (const char *name)
370{ 372{
371 int i; 373 int i;
372 374
373 for (i = 0; i < item_types_size; i++) 375 for (i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name, name)) 376 if (!strcmp (item_types[i].name, name))
375 return &item_types[i]; 377 return &item_types[i];
378
376 for (i = 0; i < item_types_size; i++) 379 for (i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 380 if (!strcmp (item_types[i].name_pl, name))
378 { 381 {
379 LOG (llevInfo, 382 LOG (llevInfo,
380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
381 return &item_types[i]; 384 return &item_types[i];
382 } 385 }
386
383 return NULL; 387 return NULL;
384} 388}
385 389
386/* describe_resistance generates the visible naming for resistances. 390/* describe_resistance generates the visible naming for resistances.
387 * returns a static array of the description. This can return 391 * returns a static array of the description. This can return
388 * a big buffer. 392 * a big buffer.
389 * if newline is true, we don't put parens around the description 393 * if newline is true, we don't put parens around the description
390 * but do put a newline at the end. Useful when dumping to files 394 * but do put a newline at the end. Useful when dumping to files
391 */ 395 */
392char * 396const char *
393describe_resistance (const object *op, int newline) 397describe_resistance (const object *op, int newline)
394{ 398{
395 static char buf[VERY_BIG_BUF]; 399 static char buf[VERY_BIG_BUF];
396 char buf1[VERY_BIG_BUF]; 400 char buf1[VERY_BIG_BUF];
397 int tmpvar; 401 int tmpvar;
416/* 420/*
417 * query_weight(object) returns a character pointer to a static buffer 421 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 422 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight(). 423 * The buffer will be overwritten by the next call to query_weight().
420 */ 424 */
421 425const char *
422char *
423query_weight (const object *op) 426query_weight (const object *op)
424{ 427{
425 static char buf[10]; 428 static char buf[10];
426 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 429 sint32 i = op->total_weight ();
427 430
428 if (op->weight < 0) 431 if (op->weight < 0)
429 return " "; 432 return " ";
433
430 if (i % 1000) 434 if (i % 1000)
431 sprintf (buf, "%6.1f", i / 1000.0); 435 sprintf (buf, "%6.1f", i / 1000.0);
432 else 436 else
433 sprintf (buf, "%4d ", i / 1000); 437 sprintf (buf, "%4d ", i / 1000);
438
434 return buf; 439 return buf;
435} 440}
436 441
437/* 442/*
438 * Returns the pointer to a static buffer containing 443 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 444 * the number requested (of the form first, second, third...)
440 */ 445 */
441 446const char *
442char *
443get_levelnumber (int i) 447get_levelnumber (int i)
444{ 448{
445 static char buf[MAX_BUF]; 449 static char buf[MAX_BUF];
446 450
447 if (i > 99) 451 if (i > 99)
448 { 452 {
449 sprintf (buf, "%d.", i); 453 sprintf (buf, "%d.", i);
450 return buf; 454 return buf;
451 } 455 }
456
452 if (i < 21) 457 if (i < 21)
453 return levelnumbers[i]; 458 return levelnumbers[i];
454 if (!(i % 10)) 459 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 460 return levelnumbers_10[i / 10];
461
456 strcpy (buf, numbers_10[i / 10]); 462 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 463 strcat (buf, levelnumbers[i % 10]);
458 return buf; 464 return buf;
459} 465}
460
461 466
462/* 467/*
463 * get_number(integer) returns the text-representation of the given number 468 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next 469 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number(). 470 * call to get_number().
466 * It is currently only used by the query_name() function. 471 * It is currently only used by the query_name() function.
467 */ 472 */
468 473const char *
469char *
470get_number (int i) 474get_number (int i)
471{ 475{
472 if (i <= 20) 476 if (i <= 20)
473 return numbers[i]; 477 return numbers[i];
474 else 478 else
491 */ 495 */
492 496
493/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 497/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
494 * from stats.sp - b.t. 498 * from stats.sp - b.t.
495 */ 499 */
496char * 500const char *
497ring_desc (const object *op) 501ring_desc (const object *op)
498{ 502{
499 static char buf[VERY_BIG_BUF]; 503 static dynbuf_text buf; buf.clear ();
500 int attr, val, len; 504 int attr, val, len;
501 505
502 buf[0] = 0;
503
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 506 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf; 507 {
506
507 for (attr = 0; attr < NUM_STATS; attr++) 508 for (attr = 0; attr < NUM_STATS; attr++)
508 { 509 if ((val = op->stats.stat (attr)))
509 if ((val = get_attr_value (&(op->stats), attr)) != 0)
510 {
511 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 510 buf.printf ("(%s%+d)", short_stat_name[attr], val);
512 }
513 }
514 if (op->stats.exp)
515 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
516 if (op->stats.wc)
517 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
518 if (op->stats.dam)
519 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
520 if (op->stats.ac)
521 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
522 511
512 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
513 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
514 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
515 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
516
523 strcat (buf, describe_resistance (op, 0)); 517 buf << describe_resistance (op, 0);
524 518
525 if (op->stats.food != 0) 519 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
526 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 520 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
527 /* else if (op->stats.food < 0) 521 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
528 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 522 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
529 if (op->stats.grace) 523 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
530 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
531 if (op->stats.sp && op->type != SKILL)
532 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
533 if (op->stats.hp)
534 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
535 if (op->stats.luck)
536 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
537 if (QUERY_FLAG (op, FLAG_LIFESAVE))
538 strcat (buf, "(lifesaving)");
539 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
540 strcat (buf, "(reflect spells)");
541 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
542 strcat (buf, "(reflect missiles)");
543 if (QUERY_FLAG (op, FLAG_STEALTH))
544 strcat (buf, "(stealth)");
545 /* Shorten some of the names, so they appear better in the windows */
546 len = strlen (buf);
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550 524
551 /* if(op->item_power) 525 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 526 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
553 */ 527 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
554 if (buf[0] == 0 && op->type != SKILL) 528 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
555 strcpy (buf, "of adornment");
556 529
530 buf.add_paths ("Attuned" , op->path_attuned);
531 buf.add_paths ("Repelled", op->path_repelled);
532 buf.add_paths ("Denied" , op->path_denied);
533
534 if (buf.empty ())
535 buf << "of adornment";
536 }
557 537
558 return buf; 538 return buf;
559} 539}
560 540
561/* 541/*
563 * contain any information about object status (worn/cursed/etc.) 543 * contain any information about object status (worn/cursed/etc.)
564 */ 544 */
565const char * 545const char *
566query_short_name (const object *op) 546query_short_name (const object *op)
567{ 547{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 548 if (!op->name)
573 return "(null)"; 549 return "(null)";
574 550
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 551 if (!op->nrof
552 && !op->weight
553 && !op->title
554 && !is_magical (op)
555 && op->slaying != shstr_money)
576 return op->name; /* To speed things up (or make things slower?) */ 556 return op->name; /* To speed things up (or make things slower?) */
577 557
578 if (op->nrof <= 1) 558 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF); 559
580 else 560 buf << (op->nrof <= 1 ? op->name : op->name_pl);
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 561
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 562 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 563 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 564
589 switch (op->type) 565 switch (op->type)
590 { 566 {
591 case SPELLBOOK: 567 case SPELLBOOK:
592 case SCROLL: 568 case SCROLL:
593 case WAND: 569 case WAND:
594 case ROD: 570 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 571 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
572 {
573 if (!op->title)
574 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
575
576 if (op->type != SPELLBOOK)
577 buf.printf (" (lvl %d)", op->level);
578 }
579 break;
580
581 case ALTAR:
582 case TRIGGER_ALTAR:
583 case IDENTIFY_ALTAR:
584 case CONVERTER:
585 if (op->slaying == shstr_money)
596 { 586 {
597 if (!op->title) 587 bool wrap = !!buf.size ();
598 { 588
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 589 if (wrap) buf << " [";
600 if (op->inv) 590
601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF); 591 archetype *coin = 0;
592
593 for (char const *const *c = coins; *coins; ++c)
594 if ((coin = archetype::find (*c)))
595 if (op->stats.food % coin->value == 0)
602 else 596 break;
603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 597
604 } 598 sint32 coins = op->stats.food / coin->value;
605 if (op->type != SPELLBOOK) 599
606 { 600 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
607 sprintf (buf2, " (lvl %d)", op->level); 601
608 safe_strcat (buf, buf2, &len, HUGE_BUF); 602 if (wrap) buf << ']';
609 }
610 } 603 }
611 break; 604 break;
612 605
613 case SKILL: 606 case SKILL:
614 case AMULET: 607 case AMULET:
615 case RING: 608 case RING:
616 if (!op->title) 609 if (!op->title)
617 { 610 {
618 /* If ring has a title, full description isn't so useful */ 611 /* If ring has a title, full description isn't so useful */
619 char *s = ring_desc (op); 612 const char *s = ring_desc (op);
620 613
621 if (s[0]) 614 if (s && *s)
622 { 615 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 616 }
627 break; 617 break;
618
628 default: 619 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 620 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic); 621 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 622 }
623
635 return buf; 624 return buf;
636} 625}
637 626
638/* 627/*
639 * query_name(object) returns a character pointer pointing to a static 628 * query_name(object) returns a character pointer pointing to a static
644 * overwritten. This may be a bad thing (it may be easier to assume the value 633 * overwritten. This may be a bad thing (it may be easier to assume the value
645 * returned is good forever.) However, it makes printing statements that 634 * returned is good forever.) However, it makes printing statements that
646 * use several names much easier (don't need to store them to temp variables.) 635 * use several names much easier (don't need to store them to temp variables.)
647 * 636 *
648 */ 637 */
649char * 638const char *
650query_name (const object *op) 639query_name (const object *op)
651{ 640{
652 static char buf[5][HUGE_BUF]; 641 int len = 0;
642 static dynbuf_text bufs[5];
653 static int use_buf = 0; 643 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 644
660 use_buf++; 645 use_buf++;
661 use_buf %= 5; 646 use_buf %= 5;
662 647
663#ifdef NEW_MATERIAL_CODE 648 dynbuf_text &buf = bufs [use_buf];
649 buf.clear ();
650
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 651 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname); 652 if (materialtype_t *mt = name_to_material (op->materialname))
667 if (mt) 653 buf << mt->description << ' ';
668 {
669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 }
672 }
673#endif
674 654
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 655 buf << query_short_name (op);
676 656
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 657 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 658 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 659 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 660 buf << " (open)";
681 661
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 662 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 663 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 664 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 665 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 666 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 667 buf << " (cursed)";
688 } 668 }
669
689 /* Basically, if the object is known magical (detect magic spell on it), 670 /* Basically, if the object is known magical (detect magic spell on it),
690 * and it isn't identified, print out the fact that 671 * and it isn't identified, print out the fact that
691 * it is magical. Assume that the detect magical spell will only set 672 * it is magical. Assume that the detect magical spell will only set
692 * KNOWN_MAGICAL if the item actually is magical. 673 * KNOWN_MAGICAL if the item actually is magical.
693 * 674 *
694 * Changed in V 0.91.4 - still print that the object is magical even 675 * Changed in V 0.91.4 - still print that the object is magical even
695 * if it has been applied. Equipping an item does not tell full 676 * if it has been applied. Equipping an item does not tell full
696 * abilities, especially for artifact items. 677 * abilities, especially for artifact items.
697 */ 678 */
698 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 679 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
699 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 680 buf << " (magic)";
700 681
701#if 0 682#if 0
702 /* item_power will be returned in desribe_item - it shouldn't really 683 /* item_power will be returned in desribe_item - it shouldn't really
703 * be returned in the name. 684 * be returned in the name.
704 */ 685 */
709 690
710 if (QUERY_FLAG (op, FLAG_APPLIED)) 691 if (QUERY_FLAG (op, FLAG_APPLIED))
711 { 692 {
712 switch (op->type) 693 switch (op->type)
713 { 694 {
714 case BOW: 695 case BOW:
715 case WAND: 696 case WAND:
716 case ROD: 697 case ROD:
717 case HORN: 698 case HORN:
718 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 699 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
719 break; 700 break;
720 case WEAPON: 701 case WEAPON:
721 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 702 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
722 break; 703 break;
723 case ARMOUR: 704 case ARMOUR:
724 case HELMET: 705 case HELMET:
725 case SHIELD: 706 case SHIELD:
726 case RING: 707 case RING:
727 case BOOTS: 708 case BOOTS:
728 case GLOVES: 709 case GLOVES:
729 case AMULET: 710 case AMULET:
730 case GIRDLE: 711 case GIRDLE:
731 case BRACERS: 712 case BRACERS:
732 case CLOAK: 713 case CLOAK:
733 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 714 buf << " (worn)";
734 break; 715 break;
735 case CONTAINER: 716 case CONTAINER:
736 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 717 buf << " (active)";
737 break; 718 break;
738 case SKILL: 719 case SKILL:
739 default: 720 default:
740 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 721 buf << " (applied)";
741 } 722 }
742 } 723 }
724
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 725 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 726 buf << " (unpaid)";
745 727
746 return buf[use_buf]; 728 return buf;
747} 729}
748 730
749/* 731/*
750 * query_base_name(object) returns a character pointer pointing to a static 732 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 733 * buffer which contains a verbose textual representation of the name
756 * If plural is set, we generate the plural name of this. 738 * If plural is set, we generate the plural name of this.
757 */ 739 */
758const char * 740const char *
759query_base_name (const object *op, int plural) 741query_base_name (const object *op, int plural)
760{ 742{
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl)) 743 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 744 return "(null)";
767 745
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 746 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 747 return op->name; /* To speed things up (or make things slower?) */
770 748
749 static dynbuf_text buf; buf.clear ();
750
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 751 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 752 if (materialtype_t *mt = name_to_material (op->materialname))
753 if (op->arch->materialname != mt->name)
754 buf << mt->description << ' ';
773 755
774#ifdef NEW_MATERIAL_CODE 756 buf << (plural ? op->name_pl : op->name);
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788#endif
789 if (!plural)
790 strcpy (buf, op->name);
791 else
792 strcpy (buf, op->name_pl);
793 len = strlen (buf);
794#ifdef NEW_MATERIAL_CODE
795 }
796#endif
797 757
798 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 758 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
799 { 759 buf << ' ' << op->title;
800 safe_strcat (buf, " ", &len, MAX_BUF);
801 safe_strcat (buf, op->title, &len, MAX_BUF);
802 }
803 760
804 switch (op->type) 761 switch (op->type)
805 { 762 {
806 case SPELLBOOK: 763 case SPELLBOOK:
807 case SCROLL: 764 case SCROLL:
808 case WAND: 765 case WAND:
809 case ROD: 766 case ROD:
810 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 767 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
811 { 768 {
812 if (!op->title) 769 if (!op->title)
813 { 770 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
814 safe_strcat (buf, " of ", &len, MAX_BUF); 771
815 if (op->inv)
816 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
817 else
818 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
819 }
820 if (op->type != SPELLBOOK) 772 if (op->type != SPELLBOOK)
821 {
822 sprintf (buf2, " (lvl %d)", op->level); 773 buf.printf (" (lvl %d)", op->level);
823 safe_strcat (buf, buf2, &len, MAX_BUF);
824 }
825 } 774 }
826 break; 775 break;
827 776
828 777
829 case SKILL: 778 case SKILL:
830 case AMULET: 779 case AMULET:
831 case RING: 780 case RING:
832 if (!op->title) 781 if (!op->title)
833 { 782 {
834 /* If ring has a title, full description isn't so useful */ 783 /* If ring has a title, full description isn't so useful */
835 char *s = ring_desc (op); 784 const char *s = ring_desc (op);
836 785
837 if (s[0]) 786 if (s && *s)
838 { 787 buf << ' ' << s;
839 safe_strcat (buf, " ", &len, MAX_BUF);
840 safe_strcat (buf, s, &len, MAX_BUF);
841 }
842 } 788 }
843 break; 789 break;
790
844 default: 791 default:
845 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 792 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
846 { 793 buf.printf (" %+d", op->magic);
847 sprintf (buf + strlen (buf), " %+d", op->magic);
848 }
849 } 794 }
795
850 return buf; 796 return buf;
851} 797}
852 798
853/* Break this off from describe_item - that function was way 799/* Break this off from describe_item - that function was way
854 * too long, making it difficult to read. This function deals 800 * too long, making it difficult to read. This function deals
855 * with describing the monsters & players abilities. It should only 801 * with describing the monsters & players abilities. It should only
856 * be called with monster & player objects. Returns a description 802 * be called with monster & player objects. Returns a description
857 * in a static buffer. 803 * in a static buffer.
858 */ 804 */
859
860static char * 805static const char *
861describe_monster (const object *op) 806describe_monster (const object *op)
862{ 807{
863 char buf[MAX_BUF]; 808 static dynbuf_text buf; buf.clear ();
864 static char retbuf[VERY_BIG_BUF];
865 int i;
866
867 retbuf[0] = '\0';
868 809
869 /* Note that the resolution this provides for players really isn't 810 /* Note that the resolution this provides for players really isn't
870 * very good. Any player with a speed greater than .67 will 811 * very good. Any player with a speed greater than .67 will
871 * fall into the 'lightning fast movement' category. 812 * fall into the 'lightning fast movement' category.
872 */ 813 */
873 if (op->has_active_speed ()) 814 if (op->has_active_speed ())
874 {
875 switch ((int) ((FABS (op->speed)) * 15)) 815 switch ((int) ((FABS (op->speed)) * 15))
876 { 816 {
877 case 0: 817 case 0:
878 strcat (retbuf, "(very slow movement)"); 818 buf << "(very slow movement)";
879 break; 819 break;
880 case 1: 820 case 1:
881 strcat (retbuf, "(slow movement)"); 821 buf << "(slow movement)";
882 break; 822 break;
883 case 2: 823 case 2:
884 strcat (retbuf, "(normal movement)"); 824 buf << "(normal movement)";
885 break; 825 break;
886 case 3: 826 case 3:
887 case 4: 827 case 4:
888 strcat (retbuf, "(fast movement)"); 828 buf << "(fast movement)";
889 break; 829 break;
890 case 5: 830 case 5:
891 case 6: 831 case 6:
892 strcat (retbuf, "(very fast movement)"); 832 buf << "(very fast movement)";
893 break; 833 break;
894 case 7: 834 case 7:
895 case 8: 835 case 8:
896 case 9: 836 case 9:
897 case 10: 837 case 10:
898 strcat (retbuf, "(extremely fast movement)"); 838 buf << "(extremely fast movement)";
899 break; 839 break;
900 default: 840 default:
901 strcat (retbuf, "(lightning fast movement)"); 841 buf << "(lightning fast movement)";
902 break; 842 break;
903 } 843 }
904 } 844
905 if (QUERY_FLAG (op, FLAG_UNDEAD)) 845 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
906 strcat (retbuf, "(undead)");
907 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 846 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
908 strcat (retbuf, "(see invisible)"); 847 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
909 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 848 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
910 strcat (retbuf, "(wield weapon)"); 849 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
911 if (QUERY_FLAG (op, FLAG_USE_BOW)) 850 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
912 strcat (retbuf, "(archer)"); 851 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
913 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 852 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
914 strcat (retbuf, "(wear armour)");
915 if (QUERY_FLAG (op, FLAG_USE_RING))
916 strcat (retbuf, "(wear ring)");
917 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
918 strcat (retbuf, "(read scroll)");
919 if (QUERY_FLAG (op, FLAG_USE_RANGE))
920 strcat (retbuf, "(fires wand/rod/horn)");
921 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 853 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
922 strcat (retbuf, "(skill user)"); 854 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
923 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 855 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
924 strcat (retbuf, "(spellcaster)");
925 if (QUERY_FLAG (op, FLAG_FRIENDLY))
926 strcat (retbuf, "(friendly)");
927 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 856 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
928 strcat (retbuf, "(unaggressive)"); 857 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
929 if (QUERY_FLAG (op, FLAG_HITBACK)) 858 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
930 strcat (retbuf, "(hitback)"); 859
931 if (QUERY_FLAG (op, FLAG_STEALTH))
932 strcat (retbuf, "(stealthy)");
933 if (op->randomitems != NULL) 860 if (op->randomitems)
934 { 861 {
935 treasure *t;
936 int first = 1; 862 bool first = 1;
937 863
938 for (t = op->randomitems->items; t != NULL; t = t->next) 864 for (treasure *t = op->randomitems->items; t; t = t->next)
939 if (t->item && t->item->clone.type == SPELL) 865 if (t->item && t->item->type == SPELL)
940 { 866 {
941 if (first) 867 if (first)
942 { 868 buf << "(Spell abilities:)";
869
943 first = 0; 870 first = 0;
944 strcat (retbuf, "(Spell abilities:)"); 871
945 } 872 buf << '(' << t->item->object::name << ')';
946 strcat (retbuf, "(");
947 strcat (retbuf, t->item->clone.name);
948 strcat (retbuf, ")");
949 } 873 }
950 } 874 }
875
951 if (op->type == PLAYER) 876 if (op->type == PLAYER)
952 { 877 {
953 if (op->contr->digestion) 878 if (op->contr->digestion)
954 {
955 if (op->contr->digestion != 0)
956 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 879 buf.printf ("(sustenance%+d)", op->contr->digestion);
957 strcat (retbuf, buf); 880
958 }
959 if (op->contr->gen_grace) 881 if (op->contr->gen_grace)
960 {
961 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 882 buf.printf ("(grace%+d)", op->contr->gen_grace);
962 strcat (retbuf, buf); 883
963 }
964 if (op->contr->gen_sp) 884 if (op->contr->gen_sp)
965 {
966 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 885 buf.printf ("(magic%+d)", op->contr->gen_sp);
967 strcat (retbuf, buf); 886
968 }
969 if (op->contr->gen_hp) 887 if (op->contr->gen_hp)
970 {
971 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 888 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
972 strcat (retbuf, buf); 889
973 }
974 if (op->stats.luck) 890 if (op->stats.luck)
975 {
976 sprintf (buf, "(luck%+d)", op->stats.luck); 891 buf.printf ("(luck%+d)", op->stats.luck);
977 strcat (retbuf, buf);
978 }
979 } 892 }
980 893
981 /* describe attacktypes */ 894 /* describe attacktypes */
982 if (is_dragon_pl (op)) 895 if (is_dragon_pl (op))
983 { 896 {
985 * Break apart the for loop - move the comparison checking down - 898 * Break apart the for loop - move the comparison checking down -
986 * this makes it more readable. 899 * this makes it more readable.
987 */ 900 */
988 object *tmp; 901 object *tmp;
989 902
990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 903 for (tmp = op->inv; tmp; tmp = tmp->below)
991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 904 if (tmp->type == SKILL && tmp->name == shstr_clawing)
992 break; 905 break;
993 906
994 if (tmp && tmp->attacktype != 0) 907 if (tmp && tmp->attacktype)
995 { 908 buf.add_abilities ("Claws", tmp->attacktype);
996 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
997 }
998 else 909 else
999 { 910 buf.add_abilities ("Attacks", op->attacktype);
1000 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1001 }
1002 } 911 }
1003 else 912 else
1004 { 913 buf.add_abilities ("Attacks", op->attacktype);
1005 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 914
1006 } 915 buf.add_paths ("Attuned" , op->path_attuned);
1007 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 916 buf.add_paths ("Repelled", op->path_repelled);
1008 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 917 buf.add_paths ("Denied" , op->path_denied);
1009 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 918
1010 for (i = 0; i < NROFATTACKS; i++) 919 for (int i = 0; i < NROFATTACKS; i++)
1011 {
1012 if (op->resist[i]) 920 if (op->resist[i])
1013 {
1014 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 921 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1015 strcat (retbuf, buf); 922
1016 }
1017 }
1018 return retbuf; 923 return buf;
1019} 924}
1020
1021 925
1022/* 926/*
1023 * Returns a pointer to a static buffer which contains a 927 * Returns a pointer to a static buffer which contains a
1024 * description of the given object. 928 * description of the given object.
1025 * If it is a monster, lots of information about its abilities 929 * If it is a monster, lots of information about its abilities
1043 * 947 *
1044 * Add 'owner' who is the person examining this object. 948 * Add 'owner' who is the person examining this object.
1045 * owner can be null if no one is being associated with this 949 * owner can be null if no one is being associated with this
1046 * item (eg, debug dump or the like) 950 * item (eg, debug dump or the like)
1047 */ 951 */
1048 952const char *
1049char *
1050describe_item (const object *op, object *owner) 953describe_item (const object *op, object *owner)
1051{ 954{
1052 char buf[MAX_BUF]; 955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1053 static char retbuf[VERY_BIG_BUF]; 956 return describe_monster (op);
957
958 static dynbuf_text buf; buf.clear ();
1054 int identified, i; 959 int identified, i;
1055 960
1056 retbuf[0] = '\0';
1057 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1058 {
1059 return describe_monster (op);
1060 }
1061 /* figure this out once, instead of making multiple calls to need_identify. 961 /* figure this out once, instead of making multiple calls to need_identify.
1062 * also makes the code easier to read. 962 * also makes the code easier to read.
1063 */ 963 */
1064 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1065 identified = 1; 965 if (!identified)
1066 else 966 buf << "(unidentified)";
1067 { 967
1068 strcpy (retbuf, "(unidentified)");
1069 identified = 0;
1070 }
1071 switch (op->type) 968 switch (op->type)
1072 { 969 {
1073 case BOW: 970 case BOW:
1074 case ARROW: 971 case ARROW:
1075 case WAND: 972 case WAND:
1076 case ROD: 973 case ROD:
1077 case HORN: 974 case HORN:
1078 case WEAPON: 975 case WEAPON:
1079 case ARMOUR: 976 case ARMOUR:
1080 case HELMET: 977 case HELMET:
1081 case SHIELD: 978 case SHIELD:
1082 case BOOTS: 979 case BOOTS:
1083 case GLOVES: 980 case GLOVES:
1084 case GIRDLE: 981 case GIRDLE:
1085 case BRACERS: 982 case BRACERS:
1086 case CLOAK: 983 case CLOAK:
1087 case SKILL_TOOL: 984 case SKILL_TOOL:
1088 break; /* We have more information to do below this switch */ 985 break; /* We have more information to do below this switch */
1089 986
1090 case POWER_CRYSTAL: 987 case POWER_CRYSTAL:
1091 if (op->stats.maxsp > 1000) 988 if (op->stats.maxsp > 1000)
1092 { /*higher capacity crystals */ 989 { /*higher capacity crystals */
1093 i = (op->stats.maxsp % 100) / 10; 990 i = (op->stats.maxsp % 1000) / 100;
991
1094 if (i) 992 if (i)
1095 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1096 else 994 else
1097 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1098 } 996 }
1099 else 997 else
1100 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 998 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1101 strcat (retbuf, buf); 999
1102 i = (op->stats.sp * 10) / op->stats.maxsp; 1000 i = (op->stats.sp * 10) / op->stats.maxsp;
1103 if (op->stats.sp == 0) 1001 if (op->stats.sp == 0)
1104 strcat (retbuf, "empty."); 1002 buf << "empty.";
1105 else if (i == 0) 1003 else if (i == 0)
1106 strcat (retbuf, "almost empty."); 1004 buf << "almost empty.";
1107 else if (i < 3) 1005 else if (i < 3)
1108 strcat (retbuf, "partially filled."); 1006 buf << "partially filled.";
1109 else if (i < 6) 1007 else if (i < 6)
1110 strcat (retbuf, "half full."); 1008 buf << "half full.";
1111 else if (i < 9) 1009 else if (i < 9)
1112 strcat (retbuf, "well charged."); 1010 buf << "well charged.";
1113 else if (op->stats.sp == op->stats.maxsp) 1011 else if (op->stats.sp == op->stats.maxsp)
1114 strcat (retbuf, "fully charged."); 1012 buf << "fully charged.";
1115 else 1013 else
1116 strcat (retbuf, "almost full."); 1014 buf << "almost full.";
1117 break; 1015 break;
1016
1118 case FOOD: 1017 case FOOD:
1119 case FLESH: 1018 case FLESH:
1120 case DRINK: 1019 case DRINK:
1121 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1020 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1122 { 1021 {
1123 sprintf (buf, "(food+%d)", op->stats.food); 1022 buf.printf ("(food+%d)", op->stats.food);
1124 strcat (retbuf, buf);
1125 1023
1126 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1024 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1127 {
1128 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1025 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1129 strcat (retbuf, buf);
1130 }
1131 1026
1132 if (!QUERY_FLAG (op, FLAG_CURSED)) 1027 if (!QUERY_FLAG (op, FLAG_CURSED))
1133 { 1028 {
1134 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(heals)";
1135 strcat (retbuf, "(heals)");
1136 if (op->stats.sp)
1137 strcat (retbuf, "(spellpoint regen)"); 1030 if (op->stats.sp) buf << "(spellpoint regen)";
1138 } 1031 }
1139 else 1032 else
1140 { 1033 {
1141 if (op->stats.hp) 1034 if (op->stats.hp) buf << "(damages)";
1142 strcat (retbuf, "(damages)");
1143 if (op->stats.sp)
1144 strcat (retbuf, "(spellpoint depletion)"); 1035 if (op->stats.sp) buf << "(spellpoint depletion)";
1145 } 1036 }
1146 } 1037 }
1147 break; 1038 break;
1148 1039
1149
1150 case SKILL: 1040 case SKILL:
1151 case RING: 1041 case RING:
1152 case AMULET: 1042 case AMULET:
1153 if (op->item_power) 1043 if (op->item_power)
1154 {
1155 sprintf (buf, "(item_power %+d)", op->item_power); 1044 buf.printf ("(item_power %+d)", op->item_power);
1156 strcat (retbuf, buf); 1045
1157 }
1158 if (op->title) 1046 if (op->title)
1159 strcat (retbuf, ring_desc (op)); 1047 buf << ring_desc (op);
1048
1160 return retbuf; 1049 return buf;
1161 1050
1162 default: 1051 default:
1163 return retbuf; 1052 return buf;
1164 } 1053 }
1165 1054
1166 /* Down here, we more further describe equipment type items. 1055 /* Down here, we more further describe equipment type items.
1167 * only describe them if they have been identified or the like. 1056 * only describe them if they have been identified or the like.
1168 */ 1057 */
1169 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1170 { 1059 {
1171 int attr, val; 1060 int attr, val;
1172 1061
1173 for (attr = 0; attr < NUM_STATS; attr++) 1062 for (attr = 0; attr < NUM_STATS; attr++)
1174 { 1063 if ((val = op->stats.stat (attr)))
1175 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1176 {
1177 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1064 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1178 strcat (retbuf, buf);
1179 }
1180 }
1181 1065
1182 if (op->stats.exp) 1066 if (op->stats.exp)
1183 {
1184 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1067 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1185 strcat (retbuf, buf);
1186 }
1187
1188 1068
1189 switch (op->type) 1069 switch (op->type)
1190 { 1070 {
1191 case BOW: 1071 case BOW:
1192 case ARROW: 1072 case ARROW:
1193 case GIRDLE: 1073 case GIRDLE:
1194 case HELMET: 1074 case HELMET:
1195 case SHIELD: 1075 case SHIELD:
1196 case BOOTS: 1076 case BOOTS:
1197 case GLOVES: 1077 case GLOVES:
1198 case WEAPON: 1078 case WEAPON:
1199 case SKILL: 1079 case SKILL:
1200 case RING: 1080 case RING:
1201 case AMULET: 1081 case AMULET:
1202 case ARMOUR: 1082 case ARMOUR:
1203 case BRACERS: 1083 case BRACERS:
1204 case FORCE: 1084 case FORCE:
1205 case CLOAK: 1085 case CLOAK:
1206 if (op->stats.wc) 1086 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1207 { 1087 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1208 sprintf (buf, "(wc%+d)", op->stats.wc); 1088 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1209 strcat (retbuf, buf); 1089
1210 }
1211 if (op->stats.dam)
1212 {
1213 sprintf (buf, "(dam%+d)", op->stats.dam);
1214 strcat (retbuf, buf);
1215 }
1216 if (op->stats.ac)
1217 {
1218 sprintf (buf, "(ac%+d)", op->stats.ac);
1219 strcat (retbuf, buf);
1220 }
1221 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1090 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1222 {
1223 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1091 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1224 strcat (retbuf, buf); 1092
1225 }
1226 break; 1093 break;
1227 1094
1228 default: 1095 default:
1229 break; 1096 break;
1230 } 1097 }
1231 if (QUERY_FLAG (op, FLAG_XRAYS)) 1098
1232 strcat (retbuf, "(xray-vision)"); 1099 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1233 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1100 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1234 strcat (retbuf, "(infravision)");
1235 1101
1236 /* levitate was what is was before, so we'll keep it */ 1102 /* levitate was what is was before, so we'll keep it */
1237 if (op->move_type & MOVE_FLY_LOW) 1103 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1238 strcat (retbuf, "(levitate)");
1239
1240 if (op->move_type & MOVE_FLY_HIGH) 1104 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1241 strcat (retbuf, "(fly)");
1242
1243 if (op->move_type & MOVE_SWIM) 1105 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1244 strcat (retbuf, "(swim)");
1245 1106
1246 /* walking is presumed as 'normal', so doesn't need mentioning */ 1107 /* walking is presumed as 'normal', so doesn't need mentioning */
1247 1108
1248 if (op->item_power) 1109 if (op->item_power)
1249 {
1250 sprintf (buf, "(item_power %+d)", op->item_power); 1110 buf.printf ("(item_power %+d)", op->item_power);
1251 strcat (retbuf, buf);
1252 }
1253 } /* End if identified or applied */ 1111 } /* End if identified or applied */
1254 1112
1255 /* This blocks only deals with fully identified object. 1113 /* This blocks only deals with fully identified object.
1256 * it is intentional that this is not an 'else' from a above - 1114 * it is intentional that this is not an 'else' from a above -
1257 * in this way, information is added. 1115 * in this way, information is added.
1260 { 1118 {
1261 int more_info = 0; 1119 int more_info = 0;
1262 1120
1263 switch (op->type) 1121 switch (op->type)
1264 { 1122 {
1265 case ROD: /* These use stats.sp for spell selection and stats.food */ 1123 case ROD: /* These use stats.sp for spell selection and stats.food */
1266 case HORN: /* and stats.hp for spell-point regeneration... */ 1124 case HORN: /* and stats.hp for spell-point regeneration... */
1267 case BOW: 1125 case BOW:
1268 case ARROW: 1126 case ARROW:
1269 case WAND: 1127 case WAND:
1270 case FOOD: 1128 case FOOD:
1271 case FLESH: 1129 case FLESH:
1272 case DRINK: 1130 case DRINK:
1273 more_info = 0; 1131 more_info = 0;
1274 break; 1132 break;
1275 1133
1276 /* Armor type objects */ 1134 /* Armor type objects */
1277 case ARMOUR: 1135 case ARMOUR:
1278 case HELMET: 1136 case HELMET:
1279 case SHIELD: 1137 case SHIELD:
1280 case BOOTS: 1138 case BOOTS:
1281 case GLOVES: 1139 case GLOVES:
1282 case GIRDLE: 1140 case GIRDLE:
1283 case BRACERS: 1141 case BRACERS:
1284 case CLOAK: 1142 case CLOAK:
1285 if (ARMOUR_SPEED (op)) 1143 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1286 { 1144 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1287 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1288 strcat (retbuf, buf);
1289 }
1290 if (ARMOUR_SPELLS (op))
1291 {
1292 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1293 strcat (retbuf, buf);
1294 }
1295 more_info = 1; 1145 more_info = 1;
1296 break; 1146 break;
1297 1147
1298 case WEAPON: 1148 case WEAPON:
1299 /* Calculate it the same way fix_player does so the results 1149 /* Calculate it the same way fix_player does so the results
1300 * make sense. 1150 * make sense.
1301 */ 1151 */
1302 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1152 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1303 if (i < 0) 1153 if (i < 0)
1304 i = 0; 1154 i = 0;
1305 1155
1306 sprintf (buf, "(weapon speed %d)", i); 1156 buf.printf ("(weapon speed %d)", i);
1307 strcat (retbuf, buf);
1308 more_info = 1; 1157 more_info = 1;
1309 break; 1158 break;
1310
1311 } 1159 }
1160
1312 if (more_info) 1161 if (more_info)
1313 { 1162 {
1314 if (op->stats.food)
1315 {
1316 if (op->stats.food != 0)
1317 sprintf (buf, "(sustenance%+d)", op->stats.food); 1163 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1318 strcat (retbuf, buf);
1319 }
1320 if (op->stats.grace)
1321 {
1322 sprintf (buf, "(grace%+d)", op->stats.grace); 1164 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1323 strcat (retbuf, buf); 1165 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1324 }
1325 if (op->stats.sp)
1326 {
1327 sprintf (buf, "(magic%+d)", op->stats.sp);
1328 strcat (retbuf, buf);
1329 }
1330 if (op->stats.hp)
1331 {
1332 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1166 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1333 strcat (retbuf, buf);
1334 }
1335 } 1167 }
1336 1168
1337 if (op->stats.luck) 1169 if (op->stats.luck)
1338 {
1339 sprintf (buf, "(luck%+d)", op->stats.luck); 1170 buf.printf ("(luck%+d)", op->stats.luck);
1340 strcat (retbuf, buf); 1171
1341 }
1342 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1172 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1343 strcat (retbuf, "(lifesaving)"); 1173 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1344 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1345 strcat (retbuf, "(reflect spells)");
1346 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1174 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1347 strcat (retbuf, "(reflect missiles)");
1348 if (QUERY_FLAG (op, FLAG_STEALTH)) 1175 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1349 strcat (retbuf, "(stealth)"); 1176
1350 if (op->slaying != NULL && op->type != FOOD) 1177 if (op->slaying && op->type != FOOD)
1351 {
1352 sprintf (buf, "(slay %s)", &op->slaying); 1178 buf.printf ("(slay %s)", &op->slaying);
1353 strcat (retbuf, buf); 1179
1354 } 1180 buf.add_abilities ("Attacks", op->attacktype);
1355 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1356 /* resistance on flesh is only visible for quetzals. If 1181 /* resistance on flesh is only visible for quetzals. If
1357 * non flesh, everyone can see its resistances 1182 * non flesh, everyone can see its resistances
1358 */ 1183 */
1359 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1184 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1360 strcat (retbuf, describe_resistance (op, 0)); 1185 buf << describe_resistance (op, 0);
1361 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1362 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1363 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1364 }
1365 1186
1187 buf.add_paths ("Attuned", op->path_attuned);
1188 buf.add_paths ("Repelled", op->path_repelled);
1189 buf.add_paths ("Denied", op->path_denied);
1190 }
1191
1366 return retbuf; 1192 return buf;
1193}
1194
1195std::string
1196object::describe_item (object *who)
1197{
1198 return std::string (::describe_item (this, who));
1199}
1200
1201void
1202examine (object *op, object *tmp)
1203{
1204 std::string info = tmp->describe (op);
1205 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1206}
1207
1208/*
1209 * inventory prints object's inventory. If inv==NULL then print player's
1210 * inventory.
1211 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1212 */
1213const char *
1214object::query_inventory (object *who, const char *indent)
1215{
1216 static dynbuf_text buf; buf.clear ();
1217
1218 for (object *tmp = inv; tmp; tmp = tmp->below)
1219 if (who && QUERY_FLAG (who, FLAG_WIZ))
1220 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1221 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1222 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1223
1224 if (buf.size ())
1225 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1226 else
1227 buf.printf ("%s(empty)\n", indent);
1228
1229 return buf;
1367} 1230}
1368 1231
1369/* Return true if the item is magical. A magical item is one that 1232/* Return true if the item is magical. A magical item is one that
1370 * increases/decreases any abilities, provides a resistance, 1233 * increases/decreases any abilities, provides a resistance,
1371 * has a generic magical bonus, or is an artifact. 1234 * has a generic magical bonus, or is an artifact.
1372 * This function is used by detect_magic to determine if an item 1235 * This function is used by detect_magic to determine if an item
1373 * should be marked as magical. 1236 * should be marked as magical.
1374 */ 1237 */
1375
1376int 1238int
1377is_magical (const object *op) 1239is_magical (const object *op)
1378{ 1240{
1379 int i; 1241 int i;
1380 1242
1431 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1293 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1432 return 1; 1294 return 1;
1433 1295
1434 /* Check to see if it increases/decreases any stats */ 1296 /* Check to see if it increases/decreases any stats */
1435 for (i = 0; i < NUM_STATS; i++) 1297 for (i = 0; i < NUM_STATS; i++)
1436 if (get_attr_value (&(op->stats), i) != 0) 1298 if (op->stats.stat (i))
1437 return 1; 1299 return 1;
1438 1300
1439 /* If it doesn't fall into any of the above categories, must 1301 /* If it doesn't fall into any of the above categories, must
1440 * be non magical. 1302 * be non magical.
1441 */ 1303 */
1450int 1312int
1451need_identify (const object *op) 1313need_identify (const object *op)
1452{ 1314{
1453 switch (op->type) 1315 switch (op->type)
1454 { 1316 {
1455 case RING: 1317 case RING:
1456 case WAND: 1318 case WAND:
1457 case ROD: 1319 case ROD:
1458 case HORN: 1320 case HORN:
1459 case SCROLL: 1321 case SCROLL:
1460 case SKILL: 1322 case SKILL:
1461 case SKILLSCROLL: 1323 case SKILLSCROLL:
1462 case SPELLBOOK: 1324 case SPELLBOOK:
1463 case FOOD: 1325 case FOOD:
1464 case POTION: 1326 case POTION:
1465 case BOW: 1327 case BOW:
1466 case ARROW: 1328 case ARROW:
1467 case WEAPON: 1329 case WEAPON:
1468 case ARMOUR: 1330 case ARMOUR:
1469 case SHIELD: 1331 case SHIELD:
1470 case HELMET: 1332 case HELMET:
1471 case AMULET: 1333 case AMULET:
1472 case BOOTS: 1334 case BOOTS:
1473 case GLOVES: 1335 case GLOVES:
1474 case BRACERS: 1336 case BRACERS:
1475 case GIRDLE: 1337 case GIRDLE:
1476 case CONTAINER: 1338 case CONTAINER:
1477 case DRINK: 1339 case DRINK:
1478 case FLESH: 1340 case FLESH:
1479 case INORGANIC: 1341 case INORGANIC:
1480 case CLOSE_CON: 1342 case CLOSE_CON:
1481 case CLOAK: 1343 case CLOAK:
1482 case GEM: 1344 case GEM:
1483 case POWER_CRYSTAL: 1345 case POWER_CRYSTAL:
1484 case POISON: 1346 case POISON:
1485 case BOOK: 1347 case BOOK:
1486 case SKILL_TOOL: 1348 case SKILL_TOOL:
1487 return 1; 1349 return 1;
1488 } 1350 }
1351
1489 /* Try to track down some stuff that may show up here. Thus, the 1352 /* Try to track down some stuff that may show up here. Thus, the
1490 * archetype file can be updated, and this function removed. 1353 * archetype file can be updated, and this function removed.
1491 */ 1354 */
1492#if 0 1355#if 0
1493 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1356 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1499 * Supposed to fix face-values as well here, but later. 1362 * Supposed to fix face-values as well here, but later.
1500 */ 1363 */
1501void 1364void
1502identify (object *op) 1365identify (object *op)
1503{ 1366{
1504 object *pl;
1505
1506 SET_FLAG (op, FLAG_IDENTIFIED); 1367 SET_FLAG (op, FLAG_IDENTIFIED);
1507 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1368 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1508 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1369 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1509 1370
1510 /* 1371 /*
1517 { 1378 {
1518 if (op->inv && op->randomitems) 1379 if (op->inv && op->randomitems)
1519 op->title = op->inv->name; 1380 op->title = op->inv->name;
1520 else if (op->arch) 1381 else if (op->arch)
1521 { 1382 {
1522 op->name = op->arch->clone.name; 1383 op->name = op->arch->object::name;
1523 op->name_pl = op->arch->clone.name_pl; 1384 op->name_pl = op->arch->object::name_pl;
1524 } 1385 }
1525 } 1386 }
1526 1387
1527 /* If the object is on a map, make sure we update its face */ 1388 /* If the object is on a map, make sure we update its face */
1528 if (op->map) 1389 if (op->map)
1529 update_object (op, UP_OBJ_FACE); 1390 update_object (op, UP_OBJ_CHANGE);
1530 else 1391
1531 { 1392 if (object *pl = op->visible_to ())
1532 pl = op->in_player ();
1533 if (pl)
1534 /* 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
1535 * it all. 1394 * it all.
1536 */ 1395 */
1537 esrv_send_item (pl, op); 1396 esrv_send_item (pl, op);
1538 }
1539} 1397}
1540 1398

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