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Comparing deliantra/server/common/item.C (file contents):
Revision 1.22 by root, Mon Feb 5 01:42:22 2007 UTC vs.
Revision 1.53 by root, Sun Jan 11 06:08:40 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 25#include <living.h>
28#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 29
30/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
47 * may be better. 47 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 50 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "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)
256 ench = 0;
257 if (ench > 20)
258 ench = 20;
259 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
260} 258}
261 259
262/* This takes an object 'op' and figures out what its item_power 260/* This takes an object 'op' and figures out what its item_power
263 * rating should be. This should only really be used by the treasure 261 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
271{ 269{
272 int i, tmp, enc; 270 int i, tmp, enc;
273 271
274 enc = 0; 272 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
277 275
278 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 279 * armour shouldn't be counted against
298 if (op->type == WEAPON) 296 if (op->type == WEAPON)
299 { 297 {
300 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
302 enc++; 300 enc++;
301
303 if (op->slaying) 302 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
305 } 304 }
305
306 /* Items the player can equip */ 306 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
317 } 317 }
318
318 enc += op->stats.luck; 319 enc += op->stats.luck;
319 320
320 /* Do spell paths now */ 321 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
322 { 323 {
342 enc += 1; 343 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1; 345 enc += 1;
345 346
346 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
347
348} 348}
349 349
350/* returns the typedata that has a number equal to itemtype, if there 350/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
352
353const typedata * 352const typedata *
354get_typedata (int itemtype) 353get_typedata (int itemtype)
355{ 354{
356 int i; 355 int i;
357 356
358 for (i = 0; i < item_types_size; i++) 357 for (i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 358 if (item_types[i].number == itemtype)
360 return &item_types[i]; 359 return &item_types[i];
360
361 return NULL; 361 return NULL;
362} 362}
363 363
364/* returns the typedata that has a name equal to itemtype, if there 364/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 365 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 366 * one return NULL */
367
368const typedata * 367const typedata *
369get_typedata_by_name (const char *name) 368get_typedata_by_name (const char *name)
370{ 369{
371 int i; 370 int i;
372 371
373 for (i = 0; i < item_types_size; i++) 372 for (i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name, name)) 373 if (!strcmp (item_types[i].name, name))
375 return &item_types[i]; 374 return &item_types[i];
375
376 for (i = 0; i < item_types_size; i++) 376 for (i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 377 if (!strcmp (item_types[i].name_pl, name))
378 { 378 {
379 LOG (llevInfo, 379 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); 380 "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]; 381 return &item_types[i];
382 } 382 }
383
383 return NULL; 384 return NULL;
384} 385}
385 386
386/* describe_resistance generates the visible naming for resistances. 387/* describe_resistance generates the visible naming for resistances.
387 * returns a static array of the description. This can return 388 * returns a static array of the description. This can return
388 * a big buffer. 389 * a big buffer.
389 * if newline is true, we don't put parens around the description 390 * 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 391 * but do put a newline at the end. Useful when dumping to files
391 */ 392 */
392char * 393const char *
393describe_resistance (const object *op, int newline) 394describe_resistance (const object *op, int newline)
394{ 395{
395 static char buf[VERY_BIG_BUF]; 396 static char buf[VERY_BIG_BUF];
396 char buf1[VERY_BIG_BUF]; 397 char buf1[VERY_BIG_BUF];
397 int tmpvar; 398 int tmpvar;
416/* 417/*
417 * query_weight(object) returns a character pointer to a static buffer 418 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 419 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight(). 420 * The buffer will be overwritten by the next call to query_weight().
420 */ 421 */
421 422const char *
422char *
423query_weight (const object *op) 423query_weight (const object *op)
424{ 424{
425 static char buf[10]; 425 static char buf[10];
426 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 426 sint32 i = op->total_weight ();
427 427
428 if (op->weight < 0) 428 if (op->weight < 0)
429 return " "; 429 return " ";
430
430 if (i % 1000) 431 if (i % 1000)
431 sprintf (buf, "%6.1f", i / 1000.0); 432 sprintf (buf, "%6.1f", i / 1000.0);
432 else 433 else
433 sprintf (buf, "%4d ", i / 1000); 434 sprintf (buf, "%4d ", i / 1000);
435
434 return buf; 436 return buf;
435} 437}
436 438
437/* 439/*
438 * Returns the pointer to a static buffer containing 440 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 441 * the number requested (of the form first, second, third...)
440 */ 442 */
441 443const char *
442char *
443get_levelnumber (int i) 444get_levelnumber (int i)
444{ 445{
445 static char buf[MAX_BUF]; 446 static char buf[MAX_BUF];
446 447
447 if (i > 99) 448 if (i > 99)
448 { 449 {
449 sprintf (buf, "%d.", i); 450 sprintf (buf, "%d.", i);
450 return buf; 451 return buf;
451 } 452 }
453
452 if (i < 21) 454 if (i < 21)
453 return levelnumbers[i]; 455 return levelnumbers[i];
454 if (!(i % 10)) 456 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 457 return levelnumbers_10[i / 10];
458
456 strcpy (buf, numbers_10[i / 10]); 459 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 460 strcat (buf, levelnumbers[i % 10]);
458 return buf; 461 return buf;
459} 462}
460
461 463
462/* 464/*
463 * get_number(integer) returns the text-representation of the given number 465 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next 466 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number(). 467 * call to get_number().
466 * It is currently only used by the query_name() function. 468 * It is currently only used by the query_name() function.
467 */ 469 */
468 470const char *
469char *
470get_number (int i) 471get_number (int i)
471{ 472{
472 if (i <= 20) 473 if (i <= 20)
473 return numbers[i]; 474 return numbers[i];
474 else 475 else
491 */ 492 */
492 493
493/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 494/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
494 * from stats.sp - b.t. 495 * from stats.sp - b.t.
495 */ 496 */
496char * 497const char *
497ring_desc (const object *op) 498ring_desc (const object *op)
498{ 499{
499 static char buf[VERY_BIG_BUF]; 500 static dynbuf_text buf; buf.clear ();
500 int attr, val, len; 501 int attr, val, len;
501 502
502 buf[0] = 0;
503
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 503 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf; 504 {
506
507 for (attr = 0; attr < NUM_STATS; attr++) 505 for (attr = 0; attr < NUM_STATS; attr++)
508 { 506 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); 507 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);
522 508
509 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
510 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
511 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
512 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
513
523 strcat (buf, describe_resistance (op, 0)); 514 buf << describe_resistance (op, 0);
524 515
525 if (op->stats.food != 0) 516 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
526 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 517 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
527 /* else if (op->stats.food < 0) 518 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
528 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 519 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
529 if (op->stats.grace) 520 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);
550 521
551 /* if(op->item_power) 522 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 523 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
553 */ 524 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
554 if (buf[0] == 0 && op->type != SKILL) 525 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
555 strcpy (buf, "of adornment");
556 526
527 buf.add_paths ("Attuned" , op->path_attuned);
528 buf.add_paths ("Repelled", op->path_repelled);
529 buf.add_paths ("Denied" , op->path_denied);
530
531 if (buf.empty ())
532 buf << "of adornment";
533 }
557 534
558 return buf; 535 return buf;
559} 536}
560 537
561/* 538/*
563 * contain any information about object status (worn/cursed/etc.) 540 * contain any information about object status (worn/cursed/etc.)
564 */ 541 */
565const char * 542const char *
566query_short_name (const object *op) 543query_short_name (const object *op)
567{ 544{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 545 if (!op->name)
573 return "(null)"; 546 return "(null)";
574 547
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 548 if (!op->nrof
549 && !op->weight
550 && !op->title
551 && !is_magical (op)
552 && op->slaying != shstr_money)
576 return op->name; /* To speed things up (or make things slower?) */ 553 return op->name; /* To speed things up (or make things slower?) */
577 554
578 if (op->nrof <= 1) 555 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF); 556
580 else 557 buf << (op->nrof <= 1 ? op->name : op->name_pl);
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 558
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 559 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 560 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 561
589 switch (op->type) 562 switch (op->type)
590 { 563 {
591 case SPELLBOOK: 564 case SPELLBOOK:
592 case SCROLL: 565 case SCROLL:
593 case WAND: 566 case WAND:
594 case ROD: 567 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 568 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 { 569 {
597 if (!op->title) 570 if (!op->title)
598 { 571 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 572
600 if (op->inv)
601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
602 else
603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
604 }
605 if (op->type != SPELLBOOK) 573 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 574 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 575 }
611 break; 576 break;
612 577
578 case ALTAR:
579 case TRIGGER_ALTAR:
580 case IDENTIFY_ALTAR:
581 case CONVERTER:
582 if (op->slaying == shstr_money)
583 {
584 bool wrap = !!buf.size ();
585
586 if (wrap) buf << " [";
587
588 archetype *coin = 0;
589
590 for (char const *const *c = coins; *coins; ++c)
591 if ((coin = archetype::find (*c)))
592 if (op->stats.food % coin->value == 0)
593 break;
594
595 sint32 coins = op->stats.food / coin->value;
596
597 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
598
599 if (wrap) buf << ']';
600 }
601 break;
602
613 case SKILL: 603 case SKILL:
614 case AMULET: 604 case AMULET:
615 case RING: 605 case RING:
616 if (!op->title) 606 if (!op->title)
617 { 607 {
618 /* If ring has a title, full description isn't so useful */ 608 /* If ring has a title, full description isn't so useful */
619 char *s = ring_desc (op); 609 const char *s = ring_desc (op);
620 610
621 if (s[0]) 611 if (s && *s)
622 { 612 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 613 }
627 break; 614 break;
615
628 default: 616 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 617 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic); 618 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 619 }
620
635 return buf; 621 return buf;
636} 622}
637 623
638/* 624/*
639 * query_name(object) returns a character pointer pointing to a static 625 * 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 630 * 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 631 * 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.) 632 * use several names much easier (don't need to store them to temp variables.)
647 * 633 *
648 */ 634 */
649char * 635const char *
650query_name (const object *op) 636query_name (const object *op)
651{ 637{
652 static char buf[5][HUGE_BUF]; 638 int len = 0;
639 static dynbuf_text bufs[5];
653 static int use_buf = 0; 640 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 641
660 use_buf++; 642 use_buf++;
661 use_buf %= 5; 643 use_buf %= 5;
662 644
663#ifdef NEW_MATERIAL_CODE 645 dynbuf_text &buf = bufs [use_buf];
646 buf.clear ();
647
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 648 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname); 649 if (materialtype_t *mt = name_to_material (op->materialname))
667 if (mt) 650 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
674 651
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 652 buf << query_short_name (op);
676 653
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 654 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 655 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 656 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); 657 buf << " (open)";
681 658
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 659 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 660 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 661 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 662 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 663 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 664 buf << " (cursed)";
688 } 665 }
666
689 /* Basically, if the object is known magical (detect magic spell on it), 667 /* Basically, if the object is known magical (detect magic spell on it),
690 * and it isn't identified, print out the fact that 668 * and it isn't identified, print out the fact that
691 * it is magical. Assume that the detect magical spell will only set 669 * it is magical. Assume that the detect magical spell will only set
692 * KNOWN_MAGICAL if the item actually is magical. 670 * KNOWN_MAGICAL if the item actually is magical.
693 * 671 *
694 * Changed in V 0.91.4 - still print that the object is magical even 672 * 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 673 * if it has been applied. Equipping an item does not tell full
696 * abilities, especially for artifact items. 674 * abilities, especially for artifact items.
697 */ 675 */
698 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 676 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
699 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 677 buf << " (magic)";
700 678
701#if 0 679#if 0
702 /* item_power will be returned in desribe_item - it shouldn't really 680 /* item_power will be returned in desribe_item - it shouldn't really
703 * be returned in the name. 681 * be returned in the name.
704 */ 682 */
709 687
710 if (QUERY_FLAG (op, FLAG_APPLIED)) 688 if (QUERY_FLAG (op, FLAG_APPLIED))
711 { 689 {
712 switch (op->type) 690 switch (op->type)
713 { 691 {
714 case BOW: 692 case BOW:
715 case WAND: 693 case WAND:
716 case ROD: 694 case ROD:
717 case HORN: 695 case HORN:
718 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
719 break; 697 break;
720 case WEAPON: 698 case WEAPON:
721 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 699 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
722 break; 700 break;
723 case ARMOUR: 701 case ARMOUR:
724 case HELMET: 702 case HELMET:
725 case SHIELD: 703 case SHIELD:
726 case RING: 704 case RING:
727 case BOOTS: 705 case BOOTS:
728 case GLOVES: 706 case GLOVES:
729 case AMULET: 707 case AMULET:
730 case GIRDLE: 708 case GIRDLE:
731 case BRACERS: 709 case BRACERS:
732 case CLOAK: 710 case CLOAK:
733 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 711 buf << " (worn)";
734 break; 712 break;
735 case CONTAINER: 713 case CONTAINER:
736 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 714 buf << " (active)";
737 break; 715 break;
738 case SKILL: 716 case SKILL:
739 default: 717 default:
740 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 718 buf << " (applied)";
741 } 719 }
742 } 720 }
721
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 722 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 723 buf << " (unpaid)";
745 724
746 return buf[use_buf]; 725 return buf;
747} 726}
748 727
749/* 728/*
750 * query_base_name(object) returns a character pointer pointing to a static 729 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 730 * buffer which contains a verbose textual representation of the name
756 * If plural is set, we generate the plural name of this. 735 * If plural is set, we generate the plural name of this.
757 */ 736 */
758const char * 737const char *
759query_base_name (const object *op, int plural) 738query_base_name (const object *op, int plural)
760{ 739{
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)) 740 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 741 return "(null)";
767 742
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 743 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 744 return op->name; /* To speed things up (or make things slower?) */
770 745
746 static dynbuf_text buf; buf.clear ();
747
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 748 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 749 if (materialtype_t *mt = name_to_material (op->materialname))
750 if (op->arch->materialname != mt->name)
751 buf << mt->description << ' ';
773 752
774#ifdef NEW_MATERIAL_CODE 753 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 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793
794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 754
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 755 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 756 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 757
805 switch (op->type) 758 switch (op->type)
806 { 759 {
807 case SPELLBOOK: 760 case SPELLBOOK:
808 case SCROLL: 761 case SCROLL:
809 case WAND: 762 case WAND:
810 case ROD: 763 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 764 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 765 {
813 if (!op->title) 766 if (!op->title)
814 { 767 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 768
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 769 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 770 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 771 }
827 break; 772 break;
828 773
829 774
830 case SKILL: 775 case SKILL:
831 case AMULET: 776 case AMULET:
832 case RING: 777 case RING:
833 if (!op->title) 778 if (!op->title)
834 { 779 {
835 /* If ring has a title, full description isn't so useful */ 780 /* If ring has a title, full description isn't so useful */
836 char *s = ring_desc (op); 781 const char *s = ring_desc (op);
837 782
838 if (s[0]) 783 if (s && *s)
839 { 784 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 785 }
844 break; 786 break;
787
845 default: 788 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 789 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 { 790 buf.printf (" %+d", op->magic);
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 791 }
851 792
852 return buf; 793 return buf;
853} 794}
854 795
856 * too long, making it difficult to read. This function deals 797 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only 798 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description 799 * be called with monster & player objects. Returns a description
859 * in a static buffer. 800 * in a static buffer.
860 */ 801 */
861static char * 802static const char *
862describe_monster (const object *op) 803describe_monster (const object *op)
863{ 804{
864 char buf[MAX_BUF]; 805 static dynbuf_text buf; buf.clear ();
865 static char retbuf[VERY_BIG_BUF];
866 int i;
867
868 retbuf[0] = '\0';
869 806
870 /* Note that the resolution this provides for players really isn't 807 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 808 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 809 * fall into the 'lightning fast movement' category.
873 */ 810 */
874 if (op->has_active_speed ()) 811 if (op->has_active_speed ())
875 {
876 switch ((int) ((FABS (op->speed)) * 15)) 812 switch ((int) ((FABS (op->speed)) * 15))
877 { 813 {
878 case 0: 814 case 0:
879 strcat (retbuf, "(very slow movement)"); 815 buf << "(very slow movement)";
880 break; 816 break;
881 case 1: 817 case 1:
882 strcat (retbuf, "(slow movement)"); 818 buf << "(slow movement)";
883 break; 819 break;
884 case 2: 820 case 2:
885 strcat (retbuf, "(normal movement)"); 821 buf << "(normal movement)";
886 break; 822 break;
887 case 3: 823 case 3:
888 case 4: 824 case 4:
889 strcat (retbuf, "(fast movement)"); 825 buf << "(fast movement)";
890 break; 826 break;
891 case 5: 827 case 5:
892 case 6: 828 case 6:
893 strcat (retbuf, "(very fast movement)"); 829 buf << "(very fast movement)";
894 break; 830 break;
895 case 7: 831 case 7:
896 case 8: 832 case 8:
897 case 9: 833 case 9:
898 case 10: 834 case 10:
899 strcat (retbuf, "(extremely fast movement)"); 835 buf << "(extremely fast movement)";
900 break; 836 break;
901 default: 837 default:
902 strcat (retbuf, "(lightning fast movement)"); 838 buf << "(lightning fast movement)";
903 break; 839 break;
904 } 840 }
905 } 841
906 if (QUERY_FLAG (op, FLAG_UNDEAD)) 842 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
907 strcat (retbuf, "(undead)");
908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 843 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
909 strcat (retbuf, "(see invisible)"); 844 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
910 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 845 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
911 strcat (retbuf, "(wield weapon)"); 846 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
912 if (QUERY_FLAG (op, FLAG_USE_BOW)) 847 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
913 strcat (retbuf, "(archer)"); 848 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 849 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
915 strcat (retbuf, "(wear armour)");
916 if (QUERY_FLAG (op, FLAG_USE_RING))
917 strcat (retbuf, "(wear ring)");
918 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
919 strcat (retbuf, "(read scroll)");
920 if (QUERY_FLAG (op, FLAG_USE_RANGE))
921 strcat (retbuf, "(fires wand/rod/horn)");
922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 850 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
923 strcat (retbuf, "(skill user)"); 851 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
924 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 852 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
925 strcat (retbuf, "(spellcaster)");
926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
927 strcat (retbuf, "(friendly)");
928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 853 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
929 strcat (retbuf, "(unaggressive)"); 854 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
930 if (QUERY_FLAG (op, FLAG_HITBACK)) 855 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
931 strcat (retbuf, "(hitback)"); 856
932 if (QUERY_FLAG (op, FLAG_STEALTH))
933 strcat (retbuf, "(stealthy)");
934 if (op->randomitems != NULL) 857 if (op->randomitems)
935 { 858 {
936 treasure *t;
937 int first = 1; 859 bool first = 1;
938 860
939 for (t = op->randomitems->items; t != NULL; t = t->next) 861 for (treasure *t = op->randomitems->items; t; t = t->next)
940 if (t->item && t->item->clone.type == SPELL) 862 if (t->item && t->item->type == SPELL)
941 { 863 {
942 if (first) 864 if (first)
943 { 865 buf << "(Spell abilities:)";
866
944 first = 0; 867 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 868
946 } 869 buf << '(' << t->item->object::name << ')';
947 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name);
949 strcat (retbuf, ")");
950 } 870 }
951 } 871 }
872
952 if (op->type == PLAYER) 873 if (op->type == PLAYER)
953 { 874 {
954 if (op->contr->digestion) 875 if (op->contr->digestion)
955 {
956 if (op->contr->digestion != 0)
957 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 876 buf.printf ("(sustenance%+d)", op->contr->digestion);
958 strcat (retbuf, buf); 877
959 }
960 if (op->contr->gen_grace) 878 if (op->contr->gen_grace)
961 {
962 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 879 buf.printf ("(grace%+d)", op->contr->gen_grace);
963 strcat (retbuf, buf); 880
964 }
965 if (op->contr->gen_sp) 881 if (op->contr->gen_sp)
966 {
967 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 882 buf.printf ("(magic%+d)", op->contr->gen_sp);
968 strcat (retbuf, buf); 883
969 }
970 if (op->contr->gen_hp) 884 if (op->contr->gen_hp)
971 {
972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 885 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
973 strcat (retbuf, buf); 886
974 }
975 if (op->stats.luck) 887 if (op->stats.luck)
976 {
977 sprintf (buf, "(luck%+d)", op->stats.luck); 888 buf.printf ("(luck%+d)", op->stats.luck);
978 strcat (retbuf, buf);
979 }
980 } 889 }
981 890
982 /* describe attacktypes */ 891 /* describe attacktypes */
983 if (is_dragon_pl (op)) 892 if (is_dragon_pl (op))
984 { 893 {
986 * Break apart the for loop - move the comparison checking down - 895 * Break apart the for loop - move the comparison checking down -
987 * this makes it more readable. 896 * this makes it more readable.
988 */ 897 */
989 object *tmp; 898 object *tmp;
990 899
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 900 for (tmp = op->inv; tmp; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 901 if (tmp->type == SKILL && tmp->name == shstr_clawing)
993 break; 902 break;
994 903
995 if (tmp && tmp->attacktype != 0) 904 if (tmp && tmp->attacktype)
996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 905 buf.add_abilities ("Claws", tmp->attacktype);
997 else 906 else
998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 907 buf.add_abilities ("Attacks", op->attacktype);
999 } 908 }
1000 else 909 else
1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 910 buf.add_abilities ("Attacks", op->attacktype);
1002 911
1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 912 buf.add_paths ("Attuned" , op->path_attuned);
1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 913 buf.add_paths ("Repelled", op->path_repelled);
1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 914 buf.add_paths ("Denied" , op->path_denied);
1006 915
1007 for (i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
1008 if (op->resist[i]) 917 if (op->resist[i])
1009 {
1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 918 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1011 strcat (retbuf, buf);
1012 }
1013 919
1014 return retbuf; 920 return buf;
1015} 921}
1016
1017 922
1018/* 923/*
1019 * Returns a pointer to a static buffer which contains a 924 * Returns a pointer to a static buffer which contains a
1020 * description of the given object. 925 * description of the given object.
1021 * If it is a monster, lots of information about its abilities 926 * If it is a monster, lots of information about its abilities
1039 * 944 *
1040 * Add 'owner' who is the person examining this object. 945 * Add 'owner' who is the person examining this object.
1041 * owner can be null if no one is being associated with this 946 * owner can be null if no one is being associated with this
1042 * item (eg, debug dump or the like) 947 * item (eg, debug dump or the like)
1043 */ 948 */
1044 949const char *
1045char *
1046describe_item (const object *op, object *owner) 950describe_item (const object *op, object *owner)
1047{ 951{
1048 char buf[MAX_BUF]; 952 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1049 static char retbuf[VERY_BIG_BUF]; 953 return describe_monster (op);
954
955 static dynbuf_text buf; buf.clear ();
1050 int identified, i; 956 int identified, i;
1051 957
1052 retbuf[0] = '\0';
1053 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 {
1055 return describe_monster (op);
1056 }
1057 /* figure this out once, instead of making multiple calls to need_identify. 958 /* figure this out once, instead of making multiple calls to need_identify.
1058 * also makes the code easier to read. 959 * also makes the code easier to read.
1059 */ 960 */
1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 961 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1061 identified = 1; 962 if (!identified)
1062 else 963 buf << "(unidentified)";
1063 { 964
1064 strcpy (retbuf, "(unidentified)");
1065 identified = 0;
1066 }
1067 switch (op->type) 965 switch (op->type)
1068 { 966 {
1069 case BOW: 967 case BOW:
1070 case ARROW: 968 case ARROW:
1071 case WAND: 969 case WAND:
1072 case ROD: 970 case ROD:
1073 case HORN: 971 case HORN:
1074 case WEAPON: 972 case WEAPON:
1075 case ARMOUR: 973 case ARMOUR:
1076 case HELMET: 974 case HELMET:
1077 case SHIELD: 975 case SHIELD:
1078 case BOOTS: 976 case BOOTS:
1079 case GLOVES: 977 case GLOVES:
1080 case GIRDLE: 978 case GIRDLE:
1081 case BRACERS: 979 case BRACERS:
1082 case CLOAK: 980 case CLOAK:
1083 case SKILL_TOOL: 981 case SKILL_TOOL:
1084 break; /* We have more information to do below this switch */ 982 break; /* We have more information to do below this switch */
1085 983
1086 case POWER_CRYSTAL: 984 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 985 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 986 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 100) / 10; 987 i = (op->stats.maxsp % 1000) / 100;
988
1090 if (i) 989 if (i)
1091 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 990 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1092 else 991 else
1093 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 992 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1094 } 993 }
1095 else 994 else
1096 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 995 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1097 strcat (retbuf, buf); 996
1098 i = (op->stats.sp * 10) / op->stats.maxsp; 997 i = (op->stats.sp * 10) / op->stats.maxsp;
1099 if (op->stats.sp == 0) 998 if (op->stats.sp == 0)
1100 strcat (retbuf, "empty."); 999 buf << "empty.";
1101 else if (i == 0) 1000 else if (i == 0)
1102 strcat (retbuf, "almost empty."); 1001 buf << "almost empty.";
1103 else if (i < 3) 1002 else if (i < 3)
1104 strcat (retbuf, "partially filled."); 1003 buf << "partially filled.";
1105 else if (i < 6) 1004 else if (i < 6)
1106 strcat (retbuf, "half full."); 1005 buf << "half full.";
1107 else if (i < 9) 1006 else if (i < 9)
1108 strcat (retbuf, "well charged."); 1007 buf << "well charged.";
1109 else if (op->stats.sp == op->stats.maxsp) 1008 else if (op->stats.sp == op->stats.maxsp)
1110 strcat (retbuf, "fully charged."); 1009 buf << "fully charged.";
1111 else 1010 else
1112 strcat (retbuf, "almost full."); 1011 buf << "almost full.";
1113 break; 1012 break;
1013
1114 case FOOD: 1014 case FOOD:
1115 case FLESH: 1015 case FLESH:
1116 case DRINK: 1016 case DRINK:
1117 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1017 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1118 { 1018 {
1119 sprintf (buf, "(food+%d)", op->stats.food); 1019 buf.printf ("(food+%d)", op->stats.food);
1120 strcat (retbuf, buf);
1121 1020
1122 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1021 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1123 {
1124 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1022 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1125 strcat (retbuf, buf);
1126 }
1127 1023
1128 if (!QUERY_FLAG (op, FLAG_CURSED)) 1024 if (!QUERY_FLAG (op, FLAG_CURSED))
1129 { 1025 {
1130 if (op->stats.hp) 1026 if (op->stats.hp) buf << "(heals)";
1131 strcat (retbuf, "(heals)");
1132 if (op->stats.sp)
1133 strcat (retbuf, "(spellpoint regen)"); 1027 if (op->stats.sp) buf << "(spellpoint regen)";
1134 } 1028 }
1135 else 1029 else
1136 { 1030 {
1137 if (op->stats.hp) 1031 if (op->stats.hp) buf << "(damages)";
1138 strcat (retbuf, "(damages)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint depletion)"); 1032 if (op->stats.sp) buf << "(spellpoint depletion)";
1141 } 1033 }
1142 } 1034 }
1143 break; 1035 break;
1144 1036
1145
1146 case SKILL: 1037 case SKILL:
1147 case RING: 1038 case RING:
1148 case AMULET: 1039 case AMULET:
1149 if (op->item_power) 1040 if (op->item_power)
1150 {
1151 sprintf (buf, "(item_power %+d)", op->item_power); 1041 buf.printf ("(item_power %+d)", op->item_power);
1152 strcat (retbuf, buf); 1042
1153 }
1154 if (op->title) 1043 if (op->title)
1155 strcat (retbuf, ring_desc (op)); 1044 buf << ring_desc (op);
1045
1156 return retbuf; 1046 return buf;
1157 1047
1158 default: 1048 default:
1159 return retbuf; 1049 return buf;
1160 } 1050 }
1161 1051
1162 /* Down here, we more further describe equipment type items. 1052 /* Down here, we more further describe equipment type items.
1163 * only describe them if they have been identified or the like. 1053 * only describe them if they have been identified or the like.
1164 */ 1054 */
1165 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1055 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1166 { 1056 {
1167 int attr, val; 1057 int attr, val;
1168 1058
1169 for (attr = 0; attr < NUM_STATS; attr++) 1059 for (attr = 0; attr < NUM_STATS; attr++)
1170 { 1060 if ((val = op->stats.stat (attr)))
1171 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1172 {
1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1061 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1174 strcat (retbuf, buf);
1175 }
1176 }
1177 1062
1178 if (op->stats.exp) 1063 if (op->stats.exp)
1179 {
1180 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1064 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1181 strcat (retbuf, buf);
1182 }
1183
1184 1065
1185 switch (op->type) 1066 switch (op->type)
1186 { 1067 {
1187 case BOW: 1068 case BOW:
1188 case ARROW: 1069 case ARROW:
1189 case GIRDLE: 1070 case GIRDLE:
1190 case HELMET: 1071 case HELMET:
1191 case SHIELD: 1072 case SHIELD:
1192 case BOOTS: 1073 case BOOTS:
1193 case GLOVES: 1074 case GLOVES:
1194 case WEAPON: 1075 case WEAPON:
1195 case SKILL: 1076 case SKILL:
1196 case RING: 1077 case RING:
1197 case AMULET: 1078 case AMULET:
1198 case ARMOUR: 1079 case ARMOUR:
1199 case BRACERS: 1080 case BRACERS:
1200 case FORCE: 1081 case FORCE:
1201 case CLOAK: 1082 case CLOAK:
1202 if (op->stats.wc) 1083 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1203 { 1084 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1204 sprintf (buf, "(wc%+d)", op->stats.wc); 1085 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1205 strcat (retbuf, buf); 1086
1206 }
1207 if (op->stats.dam)
1208 {
1209 sprintf (buf, "(dam%+d)", op->stats.dam);
1210 strcat (retbuf, buf);
1211 }
1212 if (op->stats.ac)
1213 {
1214 sprintf (buf, "(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf);
1216 }
1217 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1087 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1218 {
1219 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1088 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1220 strcat (retbuf, buf); 1089
1221 }
1222 break; 1090 break;
1223 1091
1224 default: 1092 default:
1225 break; 1093 break;
1226 } 1094 }
1227 if (QUERY_FLAG (op, FLAG_XRAYS)) 1095
1228 strcat (retbuf, "(xray-vision)"); 1096 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1229 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1097 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1230 strcat (retbuf, "(infravision)");
1231 1098
1232 /* levitate was what is was before, so we'll keep it */ 1099 /* levitate was what is was before, so we'll keep it */
1233 if (op->move_type & MOVE_FLY_LOW) 1100 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1234 strcat (retbuf, "(levitate)");
1235
1236 if (op->move_type & MOVE_FLY_HIGH) 1101 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1237 strcat (retbuf, "(fly)");
1238
1239 if (op->move_type & MOVE_SWIM) 1102 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1240 strcat (retbuf, "(swim)");
1241 1103
1242 /* walking is presumed as 'normal', so doesn't need mentioning */ 1104 /* walking is presumed as 'normal', so doesn't need mentioning */
1243 1105
1244 if (op->item_power) 1106 if (op->item_power)
1245 {
1246 sprintf (buf, "(item_power %+d)", op->item_power); 1107 buf.printf ("(item_power %+d)", op->item_power);
1247 strcat (retbuf, buf);
1248 }
1249 } /* End if identified or applied */ 1108 } /* End if identified or applied */
1250 1109
1251 /* This blocks only deals with fully identified object. 1110 /* This blocks only deals with fully identified object.
1252 * it is intentional that this is not an 'else' from a above - 1111 * it is intentional that this is not an 'else' from a above -
1253 * in this way, information is added. 1112 * in this way, information is added.
1256 { 1115 {
1257 int more_info = 0; 1116 int more_info = 0;
1258 1117
1259 switch (op->type) 1118 switch (op->type)
1260 { 1119 {
1261 case ROD: /* These use stats.sp for spell selection and stats.food */ 1120 case ROD: /* These use stats.sp for spell selection and stats.food */
1262 case HORN: /* and stats.hp for spell-point regeneration... */ 1121 case HORN: /* and stats.hp for spell-point regeneration... */
1263 case BOW: 1122 case BOW:
1264 case ARROW: 1123 case ARROW:
1265 case WAND: 1124 case WAND:
1266 case FOOD: 1125 case FOOD:
1267 case FLESH: 1126 case FLESH:
1268 case DRINK: 1127 case DRINK:
1269 more_info = 0; 1128 more_info = 0;
1270 break; 1129 break;
1271 1130
1272 /* Armor type objects */ 1131 /* Armor type objects */
1273 case ARMOUR: 1132 case ARMOUR:
1274 case HELMET: 1133 case HELMET:
1275 case SHIELD: 1134 case SHIELD:
1276 case BOOTS: 1135 case BOOTS:
1277 case GLOVES: 1136 case GLOVES:
1278 case GIRDLE: 1137 case GIRDLE:
1279 case BRACERS: 1138 case BRACERS:
1280 case CLOAK: 1139 case CLOAK:
1281 if (ARMOUR_SPEED (op)) 1140 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1282 { 1141 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1283 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284 strcat (retbuf, buf);
1285 }
1286 if (ARMOUR_SPELLS (op))
1287 {
1288 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1289 strcat (retbuf, buf);
1290 }
1291 more_info = 1; 1142 more_info = 1;
1292 break; 1143 break;
1293 1144
1294 case WEAPON: 1145 case WEAPON:
1295 /* Calculate it the same way fix_player does so the results 1146 /* Calculate it the same way fix_player does so the results
1296 * make sense. 1147 * make sense.
1297 */ 1148 */
1298 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1149 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1299 if (i < 0) 1150 if (i < 0)
1300 i = 0; 1151 i = 0;
1301 1152
1302 sprintf (buf, "(weapon speed %d)", i); 1153 buf.printf ("(weapon speed %d)", i);
1303 strcat (retbuf, buf);
1304 more_info = 1; 1154 more_info = 1;
1305 break; 1155 break;
1306
1307 } 1156 }
1157
1308 if (more_info) 1158 if (more_info)
1309 { 1159 {
1310 if (op->stats.food)
1311 {
1312 if (op->stats.food != 0)
1313 sprintf (buf, "(sustenance%+d)", op->stats.food); 1160 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1314 strcat (retbuf, buf);
1315 }
1316 if (op->stats.grace)
1317 {
1318 sprintf (buf, "(grace%+d)", op->stats.grace); 1161 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1319 strcat (retbuf, buf); 1162 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1320 }
1321 if (op->stats.sp)
1322 {
1323 sprintf (buf, "(magic%+d)", op->stats.sp);
1324 strcat (retbuf, buf);
1325 }
1326 if (op->stats.hp)
1327 {
1328 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1163 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1329 strcat (retbuf, buf);
1330 }
1331 } 1164 }
1332 1165
1333 if (op->stats.luck) 1166 if (op->stats.luck)
1334 {
1335 sprintf (buf, "(luck%+d)", op->stats.luck); 1167 buf.printf ("(luck%+d)", op->stats.luck);
1336 strcat (retbuf, buf); 1168
1337 }
1338 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1169 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1339 strcat (retbuf, "(lifesaving)"); 1170 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1340 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1341 strcat (retbuf, "(reflect spells)");
1342 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1171 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1343 strcat (retbuf, "(reflect missiles)");
1344 if (QUERY_FLAG (op, FLAG_STEALTH)) 1172 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1345 strcat (retbuf, "(stealth)"); 1173
1346 if (op->slaying != NULL && op->type != FOOD) 1174 if (op->slaying && op->type != FOOD)
1347 {
1348 sprintf (buf, "(slay %s)", &op->slaying); 1175 buf.printf ("(slay %s)", &op->slaying);
1349 strcat (retbuf, buf); 1176
1350 } 1177 buf.add_abilities ("Attacks", op->attacktype);
1351 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1352 /* resistance on flesh is only visible for quetzals. If 1178 /* resistance on flesh is only visible for quetzals. If
1353 * non flesh, everyone can see its resistances 1179 * non flesh, everyone can see its resistances
1354 */ 1180 */
1355 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1181 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1356 strcat (retbuf, describe_resistance (op, 0)); 1182 buf << describe_resistance (op, 0);
1357 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1358 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1359 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1360 }
1361 1183
1184 buf.add_paths ("Attuned", op->path_attuned);
1185 buf.add_paths ("Repelled", op->path_repelled);
1186 buf.add_paths ("Denied", op->path_denied);
1187 }
1188
1362 return retbuf; 1189 return buf;
1190}
1191
1192std::string
1193object::describe_item (object *who)
1194{
1195 return std::string (::describe_item (this, who));
1196}
1197
1198void
1199examine (object *op, object *tmp)
1200{
1201 std::string info = tmp->describe (op);
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203}
1204
1205/*
1206 * inventory prints object's inventory. If inv==NULL then print player's
1207 * inventory.
1208 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209 */
1210const char *
1211object::query_inventory (object *who, const char *indent)
1212{
1213 static dynbuf_text buf; buf.clear ();
1214
1215 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ))
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220
1221 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else
1224 buf.printf ("%s(empty)\n", indent);
1225
1226 return buf;
1363} 1227}
1364 1228
1365/* Return true if the item is magical. A magical item is one that 1229/* Return true if the item is magical. A magical item is one that
1366 * increases/decreases any abilities, provides a resistance, 1230 * increases/decreases any abilities, provides a resistance,
1367 * has a generic magical bonus, or is an artifact. 1231 * has a generic magical bonus, or is an artifact.
1368 * This function is used by detect_magic to determine if an item 1232 * This function is used by detect_magic to determine if an item
1369 * should be marked as magical. 1233 * should be marked as magical.
1370 */ 1234 */
1371
1372int 1235int
1373is_magical (const object *op) 1236is_magical (const object *op)
1374{ 1237{
1375 int i; 1238 int i;
1376 1239
1427 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1290 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1428 return 1; 1291 return 1;
1429 1292
1430 /* Check to see if it increases/decreases any stats */ 1293 /* Check to see if it increases/decreases any stats */
1431 for (i = 0; i < NUM_STATS; i++) 1294 for (i = 0; i < NUM_STATS; i++)
1432 if (get_attr_value (&(op->stats), i) != 0) 1295 if (op->stats.stat (i))
1433 return 1; 1296 return 1;
1434 1297
1435 /* If it doesn't fall into any of the above categories, must 1298 /* If it doesn't fall into any of the above categories, must
1436 * be non magical. 1299 * be non magical.
1437 */ 1300 */
1446int 1309int
1447need_identify (const object *op) 1310need_identify (const object *op)
1448{ 1311{
1449 switch (op->type) 1312 switch (op->type)
1450 { 1313 {
1451 case RING: 1314 case RING:
1452 case WAND: 1315 case WAND:
1453 case ROD: 1316 case ROD:
1454 case HORN: 1317 case HORN:
1455 case SCROLL: 1318 case SCROLL:
1456 case SKILL: 1319 case SKILL:
1457 case SKILLSCROLL: 1320 case SKILLSCROLL:
1458 case SPELLBOOK: 1321 case SPELLBOOK:
1459 case FOOD: 1322 case FOOD:
1460 case POTION: 1323 case POTION:
1461 case BOW: 1324 case BOW:
1462 case ARROW: 1325 case ARROW:
1463 case WEAPON: 1326 case WEAPON:
1464 case ARMOUR: 1327 case ARMOUR:
1465 case SHIELD: 1328 case SHIELD:
1466 case HELMET: 1329 case HELMET:
1467 case AMULET: 1330 case AMULET:
1468 case BOOTS: 1331 case BOOTS:
1469 case GLOVES: 1332 case GLOVES:
1470 case BRACERS: 1333 case BRACERS:
1471 case GIRDLE: 1334 case GIRDLE:
1472 case CONTAINER: 1335 case CONTAINER:
1473 case DRINK: 1336 case DRINK:
1474 case FLESH: 1337 case FLESH:
1475 case INORGANIC: 1338 case INORGANIC:
1476 case CLOSE_CON: 1339 case CLOSE_CON:
1477 case CLOAK: 1340 case CLOAK:
1478 case GEM: 1341 case GEM:
1479 case POWER_CRYSTAL: 1342 case POWER_CRYSTAL:
1480 case POISON: 1343 case POISON:
1481 case BOOK: 1344 case BOOK:
1482 case SKILL_TOOL: 1345 case SKILL_TOOL:
1483 return 1; 1346 return 1;
1484 } 1347 }
1348
1485 /* Try to track down some stuff that may show up here. Thus, the 1349 /* Try to track down some stuff that may show up here. Thus, the
1486 * archetype file can be updated, and this function removed. 1350 * archetype file can be updated, and this function removed.
1487 */ 1351 */
1488#if 0 1352#if 0
1489 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1353 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1495 * Supposed to fix face-values as well here, but later. 1359 * Supposed to fix face-values as well here, but later.
1496 */ 1360 */
1497void 1361void
1498identify (object *op) 1362identify (object *op)
1499{ 1363{
1500 object *pl;
1501
1502 SET_FLAG (op, FLAG_IDENTIFIED); 1364 SET_FLAG (op, FLAG_IDENTIFIED);
1503 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1504 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1505 1367
1506 /* 1368 /*
1513 { 1375 {
1514 if (op->inv && op->randomitems) 1376 if (op->inv && op->randomitems)
1515 op->title = op->inv->name; 1377 op->title = op->inv->name;
1516 else if (op->arch) 1378 else if (op->arch)
1517 { 1379 {
1518 op->name = op->arch->clone.name; 1380 op->name = op->arch->object::name;
1519 op->name_pl = op->arch->clone.name_pl; 1381 op->name_pl = op->arch->object::name_pl;
1520 } 1382 }
1521 } 1383 }
1522 1384
1523 /* If the object is on a map, make sure we update its face */ 1385 /* If the object is on a map, make sure we update its face */
1524 if (op->map) 1386 if (op->map)
1525 update_object (op, UP_OBJ_FACE); 1387 update_object (op, UP_OBJ_CHANGE);
1526 else 1388
1527 { 1389 if (object *pl = op->visible_to ())
1528 pl = op->in_player ();
1529 if (pl)
1530 /* A lot of the values can change from an update - might as well send 1390 /* A lot of the values can change from an update - might as well send
1531 * it all. 1391 * it all.
1532 */ 1392 */
1533 esrv_send_item (pl, op); 1393 esrv_send_item (pl, op);
1534 }
1535} 1394}
1536 1395

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