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

Comparing deliantra/server/common/item.C (file contents):
Revision 1.26 by root, Mon Apr 23 18:09:57 2007 UTC vs.
Revision 1.58 by root, Mon Oct 12 14:00:57 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
28#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 30
30/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * 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 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 51 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"body_arm", "on your arm", "on a human's arm"}, 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {"body_torso", "on your body", "on a human's torso"}, 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_head", "on your head", "on a human's head"}, 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"body_neck", "around your neck", "around a humans neck"}, 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"}, 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {"body_finger", "on your finger", "on a human's finger"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
61 {"body_hand", "on your hands", "on a human's hands"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
62 {"body_wrist", "around your wrists", "around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 68};
66 69
67static char numbers[21][20] = { 70static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
250}; 253};
251 254
252int 255int
253get_power_from_ench (int ench) 256get_power_from_ench (int ench)
254{ 257{
255 if (ench < 0)
256 ench = 0;
257 if (ench > 20)
258 ench = 20;
259 return enc_to_item_power[ench]; 258 return enc_to_item_power [clamp (ench, 0, 20)];
260} 259}
261 260
262/* This takes an object 'op' and figures out what its item_power 261/* 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 262 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 263 * generation code, and when loading legacy objects. It returns
271{ 270{
272 int i, tmp, enc; 271 int i, tmp, enc;
273 272
274 enc = 0; 273 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 274 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 275 enc += op->stats.stat (i);
277 276
278 /* This protection logic is pretty flawed. 20% fire resistance 277 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 278 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 279 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 280 * armour shouldn't be counted against
298 if (op->type == WEAPON) 297 if (op->type == WEAPON)
299 { 298 {
300 for (i = 1; i < NROFATTACKS; i++) 299 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 300 if (op->attacktype & (1 << i))
302 enc++; 301 enc++;
302
303 if (op->slaying) 303 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
305 } 305 }
306
306 /* Items the player can equip */ 307 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 309 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 310 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 314 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 315 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 316 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 317 enc += op->stats.exp; /* speed bonus */
317 } 318 }
319
318 enc += op->stats.luck; 320 enc += op->stats.luck;
319 321
320 /* Do spell paths now */ 322 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 323 for (i = 1; i < NRSPELLPATHS; i++)
322 { 324 {
326 enc -= 2; 328 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 329 else if (op->path_repelled & (1 << i))
328 enc--; 330 enc--;
329 } 331 }
330 332
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 333 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 336 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 337 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 338 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 339 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
338 enc += 1;
339 if (QUERY_FLAG (op, FLAG_XRAYS))
340 enc += 2;
341 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1;
345 340
346 return get_power_from_ench (enc); 341 return get_power_from_ench (enc);
347
348} 342}
349 343
350/* returns the typedata that has a number equal to itemtype, if there 344/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 345 * isn't one, returns NULL */
352
353const typedata * 346const typedata *
354get_typedata (int itemtype) 347get_typedata (int itemtype)
355{ 348{
356 int i;
357
358 for (i = 0; i < item_types_size; i++) 349 for (int i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 350 if (item_types[i].number == itemtype)
360 return &item_types[i]; 351 return &item_types[i];
352
361 return NULL; 353 return NULL;
362} 354}
363 355
364/* returns the typedata that has a name equal to itemtype, if there 356/* 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 357 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 358 * one return NULL */
367
368const typedata * 359const typedata *
369get_typedata_by_name (const char *name) 360get_typedata_by_name (const char *name)
370{ 361{
371 int i;
372
373 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name, name)) 363 if (!strcmp (item_types[i].name, name))
375 return &item_types[i]; 364 return &item_types[i];
365
376 for (i = 0; i < item_types_size; i++) 366 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 367 if (!strcmp (item_types[i].name_pl, name))
378 { 368 {
379 LOG (llevInfo, 369 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); 370 "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]; 371 return &item_types[i];
382 } 372 }
373
383 return NULL; 374 return 0;
384} 375}
385 376
386/* describe_resistance generates the visible naming for resistances. 377/* describe_resistance generates the visible naming for resistances.
387 * returns a static array of the description. This can return 378 * returns a static array of the description. This can return
388 * a big buffer. 379 * a big buffer.
407 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 398 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
408 399
409 strcat (buf, buf1); 400 strcat (buf, buf1);
410 } 401 }
411 } 402 }
403
412 return buf; 404 return buf;
413} 405}
414 406
415 407
416/* 408/*
417 * query_weight(object) returns a character pointer to a static buffer 409 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 410 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight(). 411 * The buffer will be overwritten by the next call to query_weight().
412 *
413 * Seems to be used only by unimportant stuff. Remove?
420 */ 414 */
421const char * 415const char *
422query_weight (const object *op) 416query_weight (const object *op)
423{ 417{
424 static char buf[10]; 418 static char buf[10];
425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 419 sint32 i = op->total_weight ();
426 420
427 if (op->weight < 0) 421 if (op->weight < 0)
428 return " "; 422 return " ";
429 423
430 if (i % 1000) 424 if (i % 1000)
450 return buf; 444 return buf;
451 } 445 }
452 446
453 if (i < 21) 447 if (i < 21)
454 return levelnumbers[i]; 448 return levelnumbers[i];
449
455 if (!(i % 10)) 450 if (!(i % 10))
456 return levelnumbers_10[i / 10]; 451 return levelnumbers_10[i / 10];
457 452
458 strcpy (buf, numbers_10[i / 10]); 453 strcpy (buf, numbers_10[i / 10]);
459 strcat (buf, levelnumbers[i % 10]); 454 strcat (buf, levelnumbers[i % 10]);
494 * from stats.sp - b.t. 489 * from stats.sp - b.t.
495 */ 490 */
496const char * 491const char *
497ring_desc (const object *op) 492ring_desc (const object *op)
498{ 493{
499 static char buf[VERY_BIG_BUF]; 494 static dynbuf_text buf; buf.clear ();
500 int attr, val, len; 495 int attr, val, len;
501 496
502 buf[0] = 0;
503
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 497 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf; 498 {
506
507 for (attr = 0; attr < NUM_STATS; attr++) 499 for (attr = 0; attr < NUM_STATS; attr++)
508 { 500 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); 501 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);
522 502
503 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
504 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
505 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
506 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
507
523 strcat (buf, describe_resistance (op, 0)); 508 buf << describe_resistance (op, 0);
524 509
525 if (op->stats.food != 0) 510 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
526 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 511 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
527 /* else if (op->stats.food < 0) 512 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
528 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 513 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
529 if (op->stats.grace) 514 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);
550 515
551 /* if(op->item_power) 516 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 517 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
553 */ 518 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
554 if (buf[0] == 0 && op->type != SKILL) 519 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
555 strcpy (buf, "of adornment");
556 520
521 buf.add_paths ("Attuned" , op->path_attuned);
522 buf.add_paths ("Repelled", op->path_repelled);
523 buf.add_paths ("Denied" , op->path_denied);
524
525 if (buf.empty ())
526 buf << "of adornment";
527 }
557 528
558 return buf; 529 return buf;
559} 530}
560 531
561/* 532/*
562 * query_short_name(object) is similar to query_name, but doesn't 533 * query_short_name(object) is similar to query_name, but doesn't
563 * contain any information about object status (worn/cursed/etc.) 534 * contain any information about object status (worn/cursed/etc.)
535 *
536 * It is sometimes used when printing messages, so should fit well into a sentence.
564 */ 537 */
565const char * 538const char *
566query_short_name (const object *op) 539query_short_name (const object *op)
567{ 540{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 541 if (!op->name)
573 return "(null)"; 542 return "(null)";
574 543
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 544 if (!op->nrof
545 && !op->weight
546 && !op->title
547 && !is_magical (op)
548 && op->slaying != shstr_money)
576 return op->name; /* To speed things up (or make things slower?) */ 549 return op->name; /* To speed things up (or make things slower?) */
577 550
578 if (op->nrof <= 1) 551 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF); 552
580 else 553 buf << (op->nrof <= 1 ? op->name : op->name_pl);
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 554
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 555 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 556 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 557
589 switch (op->type) 558 switch (op->type)
590 { 559 {
591 case SPELLBOOK: 560 case SPELLBOOK:
592 case SCROLL: 561 case SCROLL:
593 case WAND: 562 case WAND:
594 case ROD: 563 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 564 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 { 565 {
597 if (!op->title) 566 if (!op->title)
598 { 567 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 568
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) 569 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 570 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 571 }
611 break; 572 break;
612 573
574 case ALTAR:
575 case TRIGGER_ALTAR:
576 case IDENTIFY_ALTAR:
577 case CONVERTER:
578 if (op->slaying == shstr_money)
579 {
580 bool wrap = !!buf.size ();
581
582 if (wrap) buf << " [";
583
584 archetype *coin = 0;
585
586 for (char const *const *c = coins; *coins; ++c)
587 if ((coin = archetype::find (*c)))
588 if (op->stats.food % coin->value == 0)
589 break;
590
591 sint32 coins = op->stats.food / coin->value;
592
593 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
594
595 if (wrap) buf << ']';
596 }
597 break;
598
613 case SKILL: 599 case SKILL:
614 case AMULET: 600 case AMULET:
615 case RING: 601 case RING:
616 if (!op->title) 602 if (!op->title)
617 { 603 {
618 /* If ring has a title, full description isn't so useful */ 604 /* If ring has a title, full description isn't so useful */
619 const char *s = ring_desc (op); 605 const char *s = ring_desc (op);
620 606
621 if (s[0]) 607 if (s && *s)
622 { 608 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 609 }
627 break; 610 break;
611
628 default: 612 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 613 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic); 614 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 615 }
616
635 return buf; 617 return buf;
636} 618}
637 619
638/* 620/*
639 * query_name(object) returns a character pointer pointing to a static 621 * query_name(object) returns a character pointer pointing to a static
643 * you can make several calls to query_name before the bufs start getting 625 * you can make several calls to query_name before the bufs start getting
644 * overwritten. This may be a bad thing (it may be easier to assume the value 626 * 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 627 * 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.) 628 * use several names much easier (don't need to store them to temp variables.)
647 * 629 *
630 * It is used extensively within messages, so should return only a prose
631 * and short description of the item.
648 */ 632 */
649const char * 633const char *
650query_name (const object *op) 634query_name (const object *op)
651{ 635{
652 static char buf[5][HUGE_BUF]; // OMFG 636 int len = 0;
637 static dynbuf_text bufs[5];
653 static int use_buf = 0; 638 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 639
660 use_buf++; 640 use_buf++;
661 use_buf %= 5; 641 use_buf %= 5;
662 642
663#ifdef NEW_MATERIAL_CODE 643 dynbuf_text &buf = bufs [use_buf];
644 buf.clear ();
645
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 646 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname); 647 if (materialtype_t *mt = name_to_material (op->materialname))
667 if (mt) 648 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
674 649
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 650 buf << query_short_name (op);
676 651
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 652 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 653 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 655 buf << " (open)";
681 656
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 658 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 659 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 660 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 661 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 662 buf << " (cursed)";
688 } 663 }
689 664
690 /* Basically, if the object is known magical (detect magic spell on it), 665 /* Basically, if the object is known magical (detect magic spell on it),
691 * and it isn't identified, print out the fact that 666 * and it isn't identified, print out the fact that
692 * it is magical. Assume that the detect magical spell will only set 667 * it is magical. Assume that the detect magical spell will only set
695 * Changed in V 0.91.4 - still print that the object is magical even 670 * Changed in V 0.91.4 - still print that the object is magical even
696 * if it has been applied. Equipping an item does not tell full 671 * if it has been applied. Equipping an item does not tell full
697 * abilities, especially for artifact items. 672 * abilities, especially for artifact items.
698 */ 673 */
699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 675 buf << " (magic)";
701 676
702#if 0 677#if 0
703 /* item_power will be returned in desribe_item - it shouldn't really 678 /* item_power will be returned in describe_item - it shouldn't really
704 * be returned in the name. 679 * be returned in the name.
705 */ 680 */
706 if (op->item_power) 681 if (op->item_power)
707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708 683
714 { 689 {
715 case BOW: 690 case BOW:
716 case WAND: 691 case WAND:
717 case ROD: 692 case ROD:
718 case HORN: 693 case HORN:
719 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
720 break; 695 break;
721 case WEAPON: 696 case WEAPON:
722 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
723 break; 698 break;
724 case ARMOUR: 699 case ARMOUR:
725 case HELMET: 700 case HELMET:
726 case SHIELD: 701 case SHIELD:
727 case RING: 702 case RING:
729 case GLOVES: 704 case GLOVES:
730 case AMULET: 705 case AMULET:
731 case GIRDLE: 706 case GIRDLE:
732 case BRACERS: 707 case BRACERS:
733 case CLOAK: 708 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 709 buf << " (worn)";
735 break; 710 break;
736 case CONTAINER: 711 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 712 buf << " (active)";
738 break; 713 break;
739 case SKILL: 714 case SKILL:
740 default: 715 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 716 buf << " (applied)";
742 } 717 }
743 } 718 }
744 719
720 switch (op->type)
721 {
722 case LAMP:
723 if (op->glow_radius)
724 buf << " (on)";
725 else if (op->stats.food <= 0)
726 buf << " (empty)";
727 else
728 buf << " (off)";
729 break;
730
731 case TORCH:
732 if (op->glow_radius)
733 buf << " (burning)";
734 else if (op->stats.food <= 0)
735 buf << " (burned out)";
736 break;
737 }
738
745 if (QUERY_FLAG (op, FLAG_UNPAID)) 739 if (QUERY_FLAG (op, FLAG_UNPAID))
746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 740 buf << " (unpaid)";
747 741
748 return buf [use_buf]; 742 return buf;
749} 743}
750 744
751/* 745/*
752 * query_base_name(object) returns a character pointer pointing to a static 746 * query_base_name(object) returns a character pointer pointing to a static
753 * buffer which contains a verbose textual representation of the name 747 * buffer which contains a verbose textual representation of the name
754 * of the given object. The buffer will be overwritten at the next 748 * of the given object. The buffer will be overwritten at the next
755 * call to query_base_name(). This is a lot like query_name, but we 749 * call to query_base_name(). This is a lot like query_name, but we
756 * don't include the item count or item status. Used for inventory sorting 750 * don't include the item count or item status. Used for inventory sorting
757 * and sending to client. 751 * and sending to client.
758 * If plural is set, we generate the plural name of this. 752 * If plural is set, we generate the plural name of this.
753 *
754 * It is sometimes used to display messages, and usually only used to match stuff,
755 * so maybe this function should be removed.
759 */ 756 */
760const char * 757const char *
761query_base_name (const object *op, int plural) 758query_base_name (const object *op, int plural)
762{ 759{
763 static char buf[MAX_BUF], buf2[MAX_BUF];
764 int len;
765 materialtype_t *mt;
766
767 if ((!plural && !op->name) || (plural && !op->name_pl)) 760 if ((!plural && !op->name) || (plural && !op->name_pl))
768 return "(null)"; 761 return "(null)";
769 762
770 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 763 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
771 return op->name; /* To speed things up (or make things slower?) */ 764 return op->name; /* To speed things up (or make things slower?) */
772 765
766 static dynbuf_text buf; buf.clear ();
767
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 768 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
774 mt = name_to_material (op->materialname); 769 if (materialtype_t *mt = name_to_material (op->materialname))
770 if (op->arch->materialname != mt->name)
771 buf << mt->description << ' ';
775 772
776#ifdef NEW_MATERIAL_CODE 773 buf << (plural ? op->name_pl : op->name);
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
779 {
780 strcpy (buf, mt->description);
781 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural)
784 safe_strcat (buf, op->name, &len, MAX_BUF);
785 else
786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
787 }
788 else
789 {
790#endif
791 if (!plural)
792 assign (buf, op->name);
793 else
794 assign (buf, op->name_pl);
795
796 len = strlen (buf);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 774
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 775 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 776 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 777
807 switch (op->type) 778 switch (op->type)
808 { 779 {
809 case SPELLBOOK: 780 case SPELLBOOK:
810 case SCROLL: 781 case SCROLL:
811 case WAND: 782 case WAND:
812 case ROD: 783 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 784 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 { 785 {
815 if (!op->title) 786 if (!op->title)
816 { 787 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 788
818 if (op->inv)
819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820 else
821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822 }
823 if (op->type != SPELLBOOK) 789 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 790 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 791 }
829 break; 792 break;
830 793
831 794
832 case SKILL: 795 case SKILL:
835 if (!op->title) 798 if (!op->title)
836 { 799 {
837 /* If ring has a title, full description isn't so useful */ 800 /* If ring has a title, full description isn't so useful */
838 const char *s = ring_desc (op); 801 const char *s = ring_desc (op);
839 802
840 if (s[0]) 803 if (s && *s)
841 { 804 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 805 }
846 break; 806 break;
807
847 default: 808 default:
848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
849 { 810 buf.printf (" %+d", op->magic);
850 sprintf (buf + strlen (buf), " %+d", op->magic);
851 }
852 } 811 }
853 812
854 return buf; 813 return buf;
855} 814}
856 815
858 * too long, making it difficult to read. This function deals 817 * too long, making it difficult to read. This function deals
859 * with describing the monsters & players abilities. It should only 818 * with describing the monsters & players abilities. It should only
860 * be called with monster & player objects. Returns a description 819 * be called with monster & player objects. Returns a description
861 * in a static buffer. 820 * in a static buffer.
862 */ 821 */
863static char * 822static const char *
864describe_monster (const object *op) 823describe_monster (const object *op)
865{ 824{
866 char buf[MAX_BUF]; 825 static dynbuf_text buf; buf.clear ();
867 static char retbuf[VERY_BIG_BUF];
868 int i;
869
870 retbuf[0] = '\0';
871 826
872 /* Note that the resolution this provides for players really isn't 827 /* Note that the resolution this provides for players really isn't
873 * very good. Any player with a speed greater than .67 will 828 * very good. Any player with a speed greater than .67 will
874 * fall into the 'lightning fast movement' category. 829 * fall into the 'lightning fast movement' category.
875 */ 830 */
876 if (op->has_active_speed ()) 831 if (op->has_active_speed ())
877 {
878 switch ((int) ((FABS (op->speed)) * 15)) 832 switch ((int) ((FABS (op->speed)) * 15))
879 { 833 {
880 case 0: 834 case 0:
881 strcat (retbuf, "(very slow movement)"); 835 buf << "(very slow movement)";
882 break; 836 break;
883 case 1: 837 case 1:
884 strcat (retbuf, "(slow movement)"); 838 buf << "(slow movement)";
885 break; 839 break;
886 case 2: 840 case 2:
887 strcat (retbuf, "(normal movement)"); 841 buf << "(normal movement)";
888 break; 842 break;
889 case 3: 843 case 3:
890 case 4: 844 case 4:
891 strcat (retbuf, "(fast movement)"); 845 buf << "(fast movement)";
892 break; 846 break;
893 case 5: 847 case 5:
894 case 6: 848 case 6:
895 strcat (retbuf, "(very fast movement)"); 849 buf << "(very fast movement)";
896 break; 850 break;
897 case 7: 851 case 7:
898 case 8: 852 case 8:
899 case 9: 853 case 9:
900 case 10: 854 case 10:
901 strcat (retbuf, "(extremely fast movement)"); 855 buf << "(extremely fast movement)";
902 break; 856 break;
903 default: 857 default:
904 strcat (retbuf, "(lightning fast movement)"); 858 buf << "(lightning fast movement)";
905 break; 859 break;
906 } 860 }
907 } 861
908 if (QUERY_FLAG (op, FLAG_UNDEAD)) 862 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
909 strcat (retbuf, "(undead)");
910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 863 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
911 strcat (retbuf, "(see invisible)"); 864 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
912 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 865 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
913 strcat (retbuf, "(wield weapon)"); 866 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
914 if (QUERY_FLAG (op, FLAG_USE_BOW)) 867 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
915 strcat (retbuf, "(archer)"); 868 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 869 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
917 strcat (retbuf, "(wear armour)");
918 if (QUERY_FLAG (op, FLAG_USE_RING))
919 strcat (retbuf, "(wear ring)");
920 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
921 strcat (retbuf, "(read scroll)");
922 if (QUERY_FLAG (op, FLAG_USE_RANGE))
923 strcat (retbuf, "(fires wand/rod/horn)");
924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 870 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
925 strcat (retbuf, "(skill user)"); 871 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
926 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 872 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
927 strcat (retbuf, "(spellcaster)");
928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
929 strcat (retbuf, "(friendly)");
930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 873 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
931 strcat (retbuf, "(unaggressive)"); 874 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
932 if (QUERY_FLAG (op, FLAG_HITBACK)) 875 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
933 strcat (retbuf, "(hitback)"); 876
934 if (QUERY_FLAG (op, FLAG_STEALTH))
935 strcat (retbuf, "(stealthy)");
936 if (op->randomitems != NULL) 877 if (op->randomitems)
937 { 878 {
938 treasure *t;
939 int first = 1; 879 bool first = 1;
940 880
941 for (t = op->randomitems->items; t != NULL; t = t->next) 881 for (treasure *t = op->randomitems->items; t; t = t->next)
942 if (t->item && t->item->clone.type == SPELL) 882 if (t->item && t->item->type == SPELL)
943 { 883 {
944 if (first) 884 if (first)
945 { 885 buf << "(Spell abilities:)";
886
946 first = 0; 887 first = 0;
947 strcat (retbuf, "(Spell abilities:)"); 888
948 } 889 buf << '(' << t->item->object::name << ')';
949 strcat (retbuf, "(");
950 strcat (retbuf, t->item->clone.name);
951 strcat (retbuf, ")");
952 } 890 }
953 } 891 }
892
954 if (op->type == PLAYER) 893 if (op->type == PLAYER)
955 { 894 {
956 if (op->contr->digestion) 895 if (op->contr->digestion)
957 {
958 if (op->contr->digestion != 0)
959 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 896 buf.printf ("(sustenance%+d)", op->contr->digestion);
960 strcat (retbuf, buf); 897
961 }
962 if (op->contr->gen_grace) 898 if (op->contr->gen_grace)
963 {
964 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 899 buf.printf ("(grace%+d)", op->contr->gen_grace);
965 strcat (retbuf, buf); 900
966 }
967 if (op->contr->gen_sp) 901 if (op->contr->gen_sp)
968 {
969 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 902 buf.printf ("(magic%+d)", op->contr->gen_sp);
970 strcat (retbuf, buf); 903
971 }
972 if (op->contr->gen_hp) 904 if (op->contr->gen_hp)
973 {
974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 905 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
975 strcat (retbuf, buf); 906
976 }
977 if (op->stats.luck) 907 if (op->stats.luck)
978 {
979 sprintf (buf, "(luck%+d)", op->stats.luck); 908 buf.printf ("(luck%+d)", op->stats.luck);
980 strcat (retbuf, buf);
981 }
982 } 909 }
983 910
984 /* describe attacktypes */ 911 /* describe attacktypes */
985 if (is_dragon_pl (op)) 912 if (is_dragon_pl (op))
986 { 913 {
988 * Break apart the for loop - move the comparison checking down - 915 * Break apart the for loop - move the comparison checking down -
989 * this makes it more readable. 916 * this makes it more readable.
990 */ 917 */
991 object *tmp; 918 object *tmp;
992 919
993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 920 for (tmp = op->inv; tmp; tmp = tmp->below)
994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 921 if (tmp->type == SKILL && tmp->name == shstr_clawing)
995 break; 922 break;
996 923
997 if (tmp && tmp->attacktype != 0) 924 if (tmp && tmp->attacktype)
998 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 925 buf.add_abilities ("Claws", tmp->attacktype);
999 else 926 else
1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 927 buf.add_abilities ("Attacks", op->attacktype);
1001 } 928 }
1002 else 929 else
1003 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 930 buf.add_abilities ("Attacks", op->attacktype);
1004 931
1005 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 932 buf.add_paths ("Attuned" , op->path_attuned);
1006 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 933 buf.add_paths ("Repelled", op->path_repelled);
1007 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 934 buf.add_paths ("Denied" , op->path_denied);
1008 935
1009 for (i = 0; i < NROFATTACKS; i++) 936 for (int i = 0; i < NROFATTACKS; i++)
1010 if (op->resist[i]) 937 if (op->resist[i])
1011 {
1012 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 938 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1013 strcat (retbuf, buf);
1014 }
1015 939
1016 return retbuf; 940 return buf;
1017} 941}
1018
1019 942
1020/* 943/*
1021 * Returns a pointer to a static buffer which contains a 944 * Returns a pointer to a static buffer which contains a
1022 * description of the given object. 945 * description of the given object.
1023 * If it is a monster, lots of information about its abilities 946 * If it is a monster, lots of information about its abilities
1032 * wouldn't need to use the SEE_INVISIBLE flag to know it is 955 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1033 * a dragon player examining food. Could have things like 956 * a dragon player examining food. Could have things like
1034 * a dwarven axe, in which the full abilities are only known to 957 * a dwarven axe, in which the full abilities are only known to
1035 * dwarves, etc. 958 * dwarves, etc.
1036 * 959 *
1037 * This function is really much more complicated than it should
1038 * be, because different objects have different meanings
1039 * for the same field (eg, wands use 'food' for charges). This
1040 * means these special cases need to be worked out.
1041 *
1042 * Add 'owner' who is the person examining this object. 960 * Add 'owner' who is the person examining this object.
1043 * owner can be null if no one is being associated with this 961 * owner can be null if no one is being associated with this
1044 * item (eg, debug dump or the like) 962 * item (eg, debug dump or the like)
1045 */ 963 */
1046const char * 964const char *
1047describe_item (const object *op, object *owner) 965describe_item (const object *op, object *owner)
1048{ 966{
1049 char buf[MAX_BUF]; 967 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1050 static char retbuf[VERY_BIG_BUF]; 968 return describe_monster (op);
969
970 static dynbuf_text buf; buf.clear ();
1051 int identified, i; 971 int identified, i;
1052 972
1053 retbuf[0] = '\0';
1054 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1055 {
1056 return describe_monster (op);
1057 }
1058 /* figure this out once, instead of making multiple calls to need_identify. 973 /* figure this out once, instead of making multiple calls to need_identify.
1059 * also makes the code easier to read. 974 * also makes the code easier to read.
1060 */ 975 */
1061 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 976 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1062 identified = 1; 977 if (!identified)
1063 else 978 buf << "(unidentified)";
1064 { 979
1065 strcpy (retbuf, "(unidentified)");
1066 identified = 0;
1067 }
1068 switch (op->type) 980 switch (op->type)
1069 { 981 {
1070 case BOW: 982 case BOW:
1071 case ARROW: 983 case ARROW:
1072 case WAND: 984 case WAND:
1073 case ROD: 985 case ROD:
1074 case HORN: 986 case HORN:
1075 case WEAPON: 987 case WEAPON:
1076 case ARMOUR: 988 case ARMOUR:
1077 case HELMET: 989 case HELMET:
1078 case SHIELD: 990 case SHIELD:
1079 case BOOTS: 991 case BOOTS:
1080 case GLOVES: 992 case GLOVES:
1081 case GIRDLE: 993 case GIRDLE:
1082 case BRACERS: 994 case BRACERS:
1083 case CLOAK: 995 case CLOAK:
1084 case SKILL_TOOL: 996 case SKILL_TOOL:
1085 break; /* We have more information to do below this switch */ 997 break; /* We have more information to do below this switch */
1086 998
1087 case POWER_CRYSTAL: 999 case POWER_CRYSTAL:
1088 if (op->stats.maxsp > 1000) 1000 if (op->stats.maxsp > 1000)
1089 { /*higher capacity crystals */ 1001 { /*higher capacity crystals */
1090 i = (op->stats.maxsp % 100) / 10; 1002 i = (op->stats.maxsp % 1000) / 100;
1003
1091 if (i) 1004 if (i)
1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1005 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1093 else 1006 else
1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1007 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1095 } 1008 }
1096 else 1009 else
1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1010 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1098 strcat (retbuf, buf); 1011
1099 i = (op->stats.sp * 10) / op->stats.maxsp; 1012 i = (op->stats.sp * 10) / op->stats.maxsp;
1100 if (op->stats.sp == 0) 1013 if (op->stats.sp == 0)
1101 strcat (retbuf, "empty."); 1014 buf << "empty.";
1102 else if (i == 0) 1015 else if (i == 0)
1103 strcat (retbuf, "almost empty."); 1016 buf << "almost empty.";
1104 else if (i < 3) 1017 else if (i < 3)
1105 strcat (retbuf, "partially filled."); 1018 buf << "partially filled.";
1106 else if (i < 6) 1019 else if (i < 6)
1107 strcat (retbuf, "half full."); 1020 buf << "half full.";
1108 else if (i < 9) 1021 else if (i < 9)
1109 strcat (retbuf, "well charged."); 1022 buf << "well charged.";
1110 else if (op->stats.sp == op->stats.maxsp) 1023 else if (op->stats.sp == op->stats.maxsp)
1111 strcat (retbuf, "fully charged."); 1024 buf << "fully charged.";
1112 else 1025 else
1113 strcat (retbuf, "almost full."); 1026 buf << "almost full.";
1114 break; 1027 break;
1028
1029 case LAMP:
1030 {
1031 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1032 buf << "(fuel: ";
1033 if (percent == 0)
1034 buf << "empty";
1035 else if (percent < 10)
1036 buf << "very low";
1037 else if (percent < 25)
1038 buf << "low";
1039 else if (percent < 50)
1040 buf << "half empty";
1041 else if (percent < 75)
1042 buf << "half full";
1043 else if (percent < 95)
1044 buf << "well filled";
1045 else if (percent <= 100)
1046 buf << "full";
1047 buf << ")";
1048 }
1049 break;
1050
1115 case FOOD: 1051 case FOOD:
1116 case FLESH: 1052 case FLESH:
1117 case DRINK: 1053 case DRINK:
1118 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1054 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1119 { 1055 {
1120 sprintf (buf, "(food+%d)", op->stats.food); 1056 buf.printf ("(food+%d)", op->stats.food);
1121 strcat (retbuf, buf);
1122 1057
1123 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1058 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1124 {
1125 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1059 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1126 strcat (retbuf, buf);
1127 }
1128 1060
1129 if (!QUERY_FLAG (op, FLAG_CURSED)) 1061 if (!QUERY_FLAG (op, FLAG_CURSED))
1130 { 1062 {
1131 if (op->stats.hp) 1063 if (op->stats.hp) buf << "(heals)";
1132 strcat (retbuf, "(heals)");
1133 if (op->stats.sp)
1134 strcat (retbuf, "(spellpoint regen)"); 1064 if (op->stats.sp) buf << "(spellpoint regen)";
1135 } 1065 }
1136 else 1066 else
1137 { 1067 {
1138 if (op->stats.hp) 1068 if (op->stats.hp) buf << "(damages)";
1139 strcat (retbuf, "(damages)");
1140 if (op->stats.sp)
1141 strcat (retbuf, "(spellpoint depletion)"); 1069 if (op->stats.sp) buf << "(spellpoint depletion)";
1142 } 1070 }
1143 } 1071 }
1144 break; 1072 break;
1145 1073
1146
1147 case SKILL: 1074 case SKILL:
1148 case RING: 1075 case RING:
1149 case AMULET: 1076 case AMULET:
1150 if (op->item_power) 1077 if (op->item_power)
1151 {
1152 sprintf (buf, "(item_power %+d)", op->item_power); 1078 buf.printf ("(item_power %+d)", op->item_power);
1153 strcat (retbuf, buf); 1079
1154 }
1155 if (op->title) 1080 if (op->title)
1156 strcat (retbuf, ring_desc (op)); 1081 buf << ring_desc (op);
1082
1157 return retbuf; 1083 return buf;
1158 1084
1159 default: 1085 default:
1160 return retbuf; 1086 return buf;
1161 } 1087 }
1162 1088
1163 /* Down here, we more further describe equipment type items. 1089 /* Down here, we more further describe equipment type items.
1164 * only describe them if they have been identified or the like. 1090 * only describe them if they have been identified or the like.
1165 */ 1091 */
1166 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1092 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1167 { 1093 {
1168 int attr, val; 1094 int attr, val;
1169 1095
1170 for (attr = 0; attr < NUM_STATS; attr++) 1096 for (attr = 0; attr < NUM_STATS; attr++)
1171 { 1097 if ((val = op->stats.stat (attr)))
1172 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1173 {
1174 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1098 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1175 strcat (retbuf, buf);
1176 }
1177 }
1178 1099
1179 if (op->stats.exp) 1100 if (op->stats.exp)
1180 {
1181 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1101 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1182 strcat (retbuf, buf);
1183 }
1184
1185 1102
1186 switch (op->type) 1103 switch (op->type)
1187 { 1104 {
1188 case BOW: 1105 case BOW:
1189 case ARROW: 1106 case ARROW:
1190 case GIRDLE: 1107 case GIRDLE:
1191 case HELMET: 1108 case HELMET:
1192 case SHIELD: 1109 case SHIELD:
1193 case BOOTS: 1110 case BOOTS:
1194 case GLOVES: 1111 case GLOVES:
1195 case WEAPON: 1112 case WEAPON:
1196 case SKILL: 1113 case SKILL:
1197 case RING: 1114 case RING:
1198 case AMULET: 1115 case AMULET:
1199 case ARMOUR: 1116 case ARMOUR:
1200 case BRACERS: 1117 case BRACERS:
1201 case FORCE: 1118 case FORCE:
1202 case CLOAK: 1119 case CLOAK:
1203 if (op->stats.wc) 1120 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1204 { 1121 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1205 sprintf (buf, "(wc%+d)", op->stats.wc); 1122 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1206 strcat (retbuf, buf); 1123
1207 }
1208 if (op->stats.dam)
1209 {
1210 sprintf (buf, "(dam%+d)", op->stats.dam);
1211 strcat (retbuf, buf);
1212 }
1213 if (op->stats.ac)
1214 {
1215 sprintf (buf, "(ac%+d)", op->stats.ac);
1216 strcat (retbuf, buf);
1217 }
1218 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1124 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1219 {
1220 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1125 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1221 strcat (retbuf, buf); 1126
1222 }
1223 break; 1127 break;
1224 1128
1225 default: 1129 default:
1226 break; 1130 break;
1227 } 1131 }
1228 if (QUERY_FLAG (op, FLAG_XRAYS)) 1132
1229 strcat (retbuf, "(xray-vision)"); 1133 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1230 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1134 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1231 strcat (retbuf, "(infravision)");
1232 1135
1233 /* levitate was what is was before, so we'll keep it */ 1136 /* levitate was what is was before, so we'll keep it */
1234 if (op->move_type & MOVE_FLY_LOW) 1137 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1235 strcat (retbuf, "(levitate)");
1236
1237 if (op->move_type & MOVE_FLY_HIGH) 1138 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1238 strcat (retbuf, "(fly)");
1239
1240 if (op->move_type & MOVE_SWIM) 1139 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1241 strcat (retbuf, "(swim)");
1242 1140
1243 /* walking is presumed as 'normal', so doesn't need mentioning */ 1141 /* walking is presumed as 'normal', so doesn't need mentioning */
1244 1142
1245 if (op->item_power) 1143 if (op->item_power)
1246 {
1247 sprintf (buf, "(item_power %+d)", op->item_power); 1144 buf.printf ("(item_power %+d)", op->item_power);
1248 strcat (retbuf, buf);
1249 }
1250 } /* End if identified or applied */ 1145 } /* End if identified or applied */
1251 1146
1252 /* This blocks only deals with fully identified object. 1147 /* This blocks only deals with fully identified object.
1253 * it is intentional that this is not an 'else' from a above - 1148 * it is intentional that this is not an 'else' from a above -
1254 * in this way, information is added. 1149 * in this way, information is added.
1257 { 1152 {
1258 int more_info = 0; 1153 int more_info = 0;
1259 1154
1260 switch (op->type) 1155 switch (op->type)
1261 { 1156 {
1262 case ROD: /* These use stats.sp for spell selection and stats.food */ 1157 case ROD: /* These use stats.sp for spell selection and stats.food */
1263 case HORN: /* and stats.hp for spell-point regeneration... */ 1158 case HORN: /* and stats.hp for spell-point regeneration... */
1264 case BOW: 1159 case BOW:
1265 case ARROW: 1160 case ARROW:
1266 case WAND: 1161 case WAND:
1267 case FOOD: 1162 case FOOD:
1268 case FLESH: 1163 case FLESH:
1269 case DRINK: 1164 case DRINK:
1270 more_info = 0; 1165 more_info = 0;
1271 break; 1166 break;
1272 1167
1273 /* Armor type objects */ 1168 /* Armor type objects */
1274 case ARMOUR: 1169 case ARMOUR:
1275 case HELMET: 1170 case HELMET:
1276 case SHIELD: 1171 case SHIELD:
1277 case BOOTS: 1172 case BOOTS:
1278 case GLOVES: 1173 case GLOVES:
1279 case GIRDLE: 1174 case GIRDLE:
1280 case BRACERS: 1175 case BRACERS:
1281 case CLOAK: 1176 case CLOAK:
1282 if (ARMOUR_SPEED (op)) 1177 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1283 { 1178 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1284 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1285 strcat (retbuf, buf);
1286 }
1287 if (ARMOUR_SPELLS (op))
1288 {
1289 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1290 strcat (retbuf, buf);
1291 }
1292 more_info = 1; 1179 more_info = 1;
1293 break; 1180 break;
1294 1181
1295 case WEAPON: 1182 case WEAPON:
1296 /* Calculate it the same way fix_player does so the results 1183 /* Calculate it the same way fix_player does so the results
1297 * make sense. 1184 * make sense.
1298 */ 1185 */
1299 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1186 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1300 if (i < 0) 1187 if (i < 0)
1301 i = 0; 1188 i = 0;
1302 1189
1303 sprintf (buf, "(weapon speed %d)", i); 1190 buf.printf ("(weapon speed %d)", i);
1304 strcat (retbuf, buf);
1305 more_info = 1; 1191 more_info = 1;
1306 break; 1192 break;
1307
1308 } 1193 }
1194
1309 if (more_info) 1195 if (more_info)
1310 { 1196 {
1311 if (op->stats.food)
1312 {
1313 if (op->stats.food != 0)
1314 sprintf (buf, "(sustenance%+d)", op->stats.food); 1197 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1315 strcat (retbuf, buf);
1316 }
1317 if (op->stats.grace)
1318 {
1319 sprintf (buf, "(grace%+d)", op->stats.grace); 1198 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1320 strcat (retbuf, buf); 1199 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1321 }
1322 if (op->stats.sp)
1323 {
1324 sprintf (buf, "(magic%+d)", op->stats.sp);
1325 strcat (retbuf, buf);
1326 }
1327 if (op->stats.hp)
1328 {
1329 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1200 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1330 strcat (retbuf, buf);
1331 }
1332 } 1201 }
1333 1202
1334 if (op->stats.luck) 1203 if (op->stats.luck)
1335 {
1336 sprintf (buf, "(luck%+d)", op->stats.luck); 1204 buf.printf ("(luck%+d)", op->stats.luck);
1337 strcat (retbuf, buf); 1205
1338 }
1339 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1206 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1340 strcat (retbuf, "(lifesaving)"); 1207 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1341 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1342 strcat (retbuf, "(reflect spells)");
1343 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1208 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1344 strcat (retbuf, "(reflect missiles)");
1345 if (QUERY_FLAG (op, FLAG_STEALTH)) 1209 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1346 strcat (retbuf, "(stealth)"); 1210
1347 if (op->slaying != NULL && op->type != FOOD) 1211 if (op->slaying && op->type != FOOD)
1348 {
1349 sprintf (buf, "(slay %s)", &op->slaying); 1212 buf.printf ("(slay %s)", &op->slaying);
1350 strcat (retbuf, buf); 1213
1351 } 1214 if (op->type == SKILL_TOOL && op->skill)
1352 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1215 buf.printf ("(%s)", &op->skill);
1216
1217 buf.add_abilities ("Attacks", op->attacktype);
1353 /* resistance on flesh is only visible for quetzals. If 1218 /* resistance on flesh is only visible for quetzals. If
1354 * non flesh, everyone can see its resistances 1219 * non flesh, everyone can see its resistances
1355 */ 1220 */
1356 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1221 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1357 strcat (retbuf, describe_resistance (op, 0)); 1222 buf << describe_resistance (op, 0);
1358 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1359 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1360 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1361 }
1362 1223
1224 buf.add_paths ("Attuned", op->path_attuned);
1225 buf.add_paths ("Repelled", op->path_repelled);
1226 buf.add_paths ("Denied", op->path_denied);
1227 }
1228
1363 return retbuf; 1229 return buf;
1364} 1230}
1365 1231
1366std::string 1232std::string
1367object::describe_item (object *who) 1233object::describe_item (object *who)
1368{ 1234{
1369 return std::string (::describe_item (this, who)); 1235 return std::string (::describe_item (this, who));
1236}
1237
1238void
1239examine (object *op, object *tmp)
1240{
1241 std::string info = tmp->describe (op);
1242
1243 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1244}
1245
1246/*
1247 * inventory prints object's inventory. If inv==NULL then print player's
1248 * inventory.
1249 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1250 */
1251const char *
1252object::query_inventory (object *who, const char *indent)
1253{
1254 static dynbuf_text buf; buf.clear ();
1255
1256 for (object *tmp = inv; tmp; tmp = tmp->below)
1257 if (who && QUERY_FLAG (who, FLAG_WIZ))
1258 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1259 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1260 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1261
1262 if (buf.size ())
1263 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1264 else
1265 buf.printf ("%s(empty)\n", indent);
1266
1267 return buf;
1370} 1268}
1371 1269
1372/* Return true if the item is magical. A magical item is one that 1270/* Return true if the item is magical. A magical item is one that
1373 * increases/decreases any abilities, provides a resistance, 1271 * increases/decreases any abilities, provides a resistance,
1374 * has a generic magical bonus, or is an artifact. 1272 * has a generic magical bonus, or is an artifact.
1375 * This function is used by detect_magic to determine if an item 1273 * This function is used by detect_magic to determine if an item
1376 * should be marked as magical. 1274 * should be marked as magical.
1377 */ 1275 */
1378
1379int 1276int
1380is_magical (const object *op) 1277is_magical (const object *op)
1381{ 1278{
1382 int i; 1279 int i;
1383 1280
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1331 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1; 1332 return 1;
1436 1333
1437 /* Check to see if it increases/decreases any stats */ 1334 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++) 1335 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0) 1336 if (op->stats.stat (i))
1440 return 1; 1337 return 1;
1441 1338
1442 /* If it doesn't fall into any of the above categories, must 1339 /* If it doesn't fall into any of the above categories, must
1443 * be non magical. 1340 * be non magical.
1444 */ 1341 */
1453int 1350int
1454need_identify (const object *op) 1351need_identify (const object *op)
1455{ 1352{
1456 switch (op->type) 1353 switch (op->type)
1457 { 1354 {
1458 case RING: 1355 case RING:
1459 case WAND: 1356 case WAND:
1460 case ROD: 1357 case ROD:
1461 case HORN: 1358 case HORN:
1462 case SCROLL: 1359 case SCROLL:
1463 case SKILL: 1360 case SKILL:
1464 case SKILLSCROLL: 1361 case SKILLSCROLL:
1465 case SPELLBOOK: 1362 case SPELLBOOK:
1466 case FOOD: 1363 case FOOD:
1467 case POTION: 1364 case POTION:
1468 case BOW: 1365 case BOW:
1469 case ARROW: 1366 case ARROW:
1470 case WEAPON: 1367 case WEAPON:
1471 case ARMOUR: 1368 case ARMOUR:
1472 case SHIELD: 1369 case SHIELD:
1473 case HELMET: 1370 case HELMET:
1474 case AMULET: 1371 case AMULET:
1475 case BOOTS: 1372 case BOOTS:
1476 case GLOVES: 1373 case GLOVES:
1477 case BRACERS: 1374 case BRACERS:
1478 case GIRDLE: 1375 case GIRDLE:
1479 case CONTAINER: 1376 case CONTAINER:
1480 case DRINK: 1377 case DRINK:
1481 case FLESH: 1378 case FLESH:
1482 case INORGANIC: 1379 case INORGANIC:
1483 case CLOSE_CON: 1380 case CLOSE_CON:
1484 case CLOAK: 1381 case CLOAK:
1485 case GEM: 1382 case GEM:
1486 case POWER_CRYSTAL: 1383 case POWER_CRYSTAL:
1487 case POISON: 1384 case POISON:
1488 case BOOK: 1385 case BOOK:
1489 case SKILL_TOOL: 1386 case SKILL_TOOL:
1490 return 1; 1387 return 1;
1491 } 1388 }
1389
1492 /* Try to track down some stuff that may show up here. Thus, the 1390 /* Try to track down some stuff that may show up here. Thus, the
1493 * archetype file can be updated, and this function removed. 1391 * archetype file can be updated, and this function removed.
1494 */ 1392 */
1495#if 0 1393#if 0
1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1394 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1502 * Supposed to fix face-values as well here, but later. 1400 * Supposed to fix face-values as well here, but later.
1503 */ 1401 */
1504void 1402void
1505identify (object *op) 1403identify (object *op)
1506{ 1404{
1507 object *pl;
1508
1509 SET_FLAG (op, FLAG_IDENTIFIED); 1405 SET_FLAG (op, FLAG_IDENTIFIED);
1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1406 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1407 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512 1408
1513 /* 1409 /*
1520 { 1416 {
1521 if (op->inv && op->randomitems) 1417 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1418 op->title = op->inv->name;
1523 else if (op->arch) 1419 else if (op->arch)
1524 { 1420 {
1525 op->name = op->arch->clone.name; 1421 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1422 op->name_pl = op->arch->object::name_pl;
1527 } 1423 }
1528 } 1424 }
1529 1425
1530 /* If the object is on a map, make sure we update its face */ 1426 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1427 if (op->map)
1532 update_object (op, UP_OBJ_CHANGE); 1428 update_object (op, UP_OBJ_CHANGE);
1533 else 1429
1534 { 1430 if (object *pl = op->visible_to ())
1535 pl = op->in_player ();
1536 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1431 /* A lot of the values can change from an update - might as well send
1538 * it all. 1432 * it all.
1539 */ 1433 */
1540 esrv_send_item (pl, op); 1434 esrv_send_item (pl, op);
1541 }
1542} 1435}
1543 1436

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines