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Comparing deliantra/server/common/item.C (file contents):
Revision 1.24 by root, Wed Mar 14 04:12:27 2007 UTC vs.
Revision 1.38 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
47 * may be better. 46 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 47 * 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 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 49 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 51 {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"}, 52 {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"}, 53 {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"}, 54 {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"}, 55 {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"}, 56 {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"} , 57 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {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"}, 60 {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"}, 61 {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"}, 62 {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"}, 63 {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"}, 64 {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"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 66};
66 67
67static char numbers[21][20] = { 68static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
250}; 251};
251 252
252int 253int
253get_power_from_ench (int ench) 254get_power_from_ench (int ench)
254{ 255{
255 if (ench < 0) 256 if (ench < 0) ench = 0;
256 ench = 0; 257 if (ench > 20) ench = 20;
257 if (ench > 20) 258
258 ench = 20;
259 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
260} 260}
261 261
262/* This takes an object 'op' and figures out what its item_power 262/* 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 263 * rating should be. This should only really be used by the treasure
271{ 271{
272 int i, tmp, enc; 272 int i, tmp, enc;
273 273
274 enc = 0; 274 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
277 277
278 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 281 * armour shouldn't be counted against
342 enc += 1; 342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1; 344 enc += 1;
345 345
346 return get_power_from_ench (enc); 346 return get_power_from_ench (enc);
347
348} 347}
349 348
350/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
352
353const typedata * 351const typedata *
354get_typedata (int itemtype) 352get_typedata (int itemtype)
355{ 353{
356 int i; 354 int i;
357 355
362} 360}
363 361
364/* returns the typedata that has a name equal to itemtype, if there 362/* 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 363 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 364 * one return NULL */
367
368const typedata * 365const typedata *
369get_typedata_by_name (const char *name) 366get_typedata_by_name (const char *name)
370{ 367{
371 int i; 368 int i;
372 369
387 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
388 * a big buffer. 385 * a big buffer.
389 * if newline is true, we don't put parens around the description 386 * 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 387 * but do put a newline at the end. Useful when dumping to files
391 */ 388 */
392char * 389const char *
393describe_resistance (const object *op, int newline) 390describe_resistance (const object *op, int newline)
394{ 391{
395 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
396 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
397 int tmpvar; 394 int tmpvar;
416/* 413/*
417 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight(). 416 * The buffer will be overwritten by the next call to query_weight().
420 */ 417 */
421 418const char *
422char *
423query_weight (const object *op) 419query_weight (const object *op)
424{ 420{
425 static char buf[10]; 421 static char buf[10];
426 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
427 423
428 if (op->weight < 0) 424 if (op->weight < 0)
429 return " "; 425 return " ";
426
430 if (i % 1000) 427 if (i % 1000)
431 sprintf (buf, "%6.1f", i / 1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
432 else 429 else
433 sprintf (buf, "%4d ", i / 1000); 430 sprintf (buf, "%4d ", i / 1000);
431
434 return buf; 432 return buf;
435} 433}
436 434
437/* 435/*
438 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
440 */ 438 */
441 439const char *
442char *
443get_levelnumber (int i) 440get_levelnumber (int i)
444{ 441{
445 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
446 443
447 if (i > 99) 444 if (i > 99)
448 { 445 {
449 sprintf (buf, "%d.", i); 446 sprintf (buf, "%d.", i);
450 return buf; 447 return buf;
451 } 448 }
449
452 if (i < 21) 450 if (i < 21)
453 return levelnumbers[i]; 451 return levelnumbers[i];
454 if (!(i % 10)) 452 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 453 return levelnumbers_10[i / 10];
454
456 strcpy (buf, numbers_10[i / 10]); 455 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 456 strcat (buf, levelnumbers[i % 10]);
458 return buf; 457 return buf;
459} 458}
460 459
462 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next 462 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number(). 463 * call to get_number().
465 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
466 */ 465 */
467char * 466const char *
468get_number (int i) 467get_number (int i)
469{ 468{
470 if (i <= 20) 469 if (i <= 20)
471 return numbers[i]; 470 return numbers[i];
472 else 471 else
489 */ 488 */
490 489
491/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
492 * from stats.sp - b.t. 491 * from stats.sp - b.t.
493 */ 492 */
494char * 493const char *
495ring_desc (const object *op) 494ring_desc (const object *op)
496{ 495{
497 static char buf[VERY_BIG_BUF]; 496 static char buf[VERY_BIG_BUF];
498 int attr, val, len; 497 int attr, val, len;
499 498
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf; 502 return buf;
504 503
505 for (attr = 0; attr < NUM_STATS; attr++) 504 for (attr = 0; attr < NUM_STATS; attr++)
506 { 505 {
507 if ((val = get_attr_value (&(op->stats), attr)) != 0) 506 if ((val = op->stats.stat (attr)))
508 {
509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
510 }
511 } 508 }
509
512 if (op->stats.exp) 510 if (op->stats.exp)
513 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 511 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
514 if (op->stats.wc) 512 if (op->stats.wc)
515 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 513 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
516 if (op->stats.dam) 514 if (op->stats.dam)
538 strcat (buf, "(reflect spells)"); 536 strcat (buf, "(reflect spells)");
539 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 537 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
540 strcat (buf, "(reflect missiles)"); 538 strcat (buf, "(reflect missiles)");
541 if (QUERY_FLAG (op, FLAG_STEALTH)) 539 if (QUERY_FLAG (op, FLAG_STEALTH))
542 strcat (buf, "(stealth)"); 540 strcat (buf, "(stealth)");
541
543 /* Shorten some of the names, so they appear better in the windows */ 542 /* Shorten some of the names, so they appear better in the windows */
544 len = strlen (buf); 543 len = strlen (buf);
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 544 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 545 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 546 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
612 case AMULET: 611 case AMULET:
613 case RING: 612 case RING:
614 if (!op->title) 613 if (!op->title)
615 { 614 {
616 /* If ring has a title, full description isn't so useful */ 615 /* If ring has a title, full description isn't so useful */
617 char *s = ring_desc (op); 616 const char *s = ring_desc (op);
618 617
619 if (s[0]) 618 if (s[0])
620 { 619 {
621 safe_strcat (buf, " ", &len, HUGE_BUF); 620 safe_strcat (buf, " ", &len, HUGE_BUF);
622 safe_strcat (buf, s, &len, HUGE_BUF); 621 safe_strcat (buf, s, &len, HUGE_BUF);
642 * overwritten. This may be a bad thing (it may be easier to assume the value 641 * overwritten. This may be a bad thing (it may be easier to assume the value
643 * returned is good forever.) However, it makes printing statements that 642 * returned is good forever.) However, it makes printing statements that
644 * use several names much easier (don't need to store them to temp variables.) 643 * use several names much easier (don't need to store them to temp variables.)
645 * 644 *
646 */ 645 */
647char * 646const char *
648query_name (const object *op) 647query_name (const object *op)
649{ 648{
650 static char buf[5][HUGE_BUF]; // OMFG 649 static char buf[5][HUGE_BUF]; // OMFG
651 static int use_buf = 0; 650 static int use_buf = 0;
652 int len = 0; 651 int len = 0;
712 { 711 {
713 case BOW: 712 case BOW:
714 case WAND: 713 case WAND:
715 case ROD: 714 case ROD:
716 case HORN: 715 case HORN:
717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 716 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
718 break; 717 break;
719 case WEAPON: 718 case WEAPON:
720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
721 break; 720 break;
722 case ARMOUR: 721 case ARMOUR:
723 case HELMET: 722 case HELMET:
724 case SHIELD: 723 case SHIELD:
725 case RING: 724 case RING:
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 771 mt = name_to_material (op->materialname);
773 772
774#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
777 { 776 {
778 strcpy (buf, mt->description); 777 strcpy (buf, mt->description);
779 len = strlen (buf); 778 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural) 780 if (!plural)
831 case AMULET: 830 case AMULET:
832 case RING: 831 case RING:
833 if (!op->title) 832 if (!op->title)
834 { 833 {
835 /* If ring has a title, full description isn't so useful */ 834 /* If ring has a title, full description isn't so useful */
836 char *s = ring_desc (op); 835 const char *s = ring_desc (op);
837 836
838 if (s[0]) 837 if (s[0])
839 { 838 {
840 safe_strcat (buf, " ", &len, MAX_BUF); 839 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF); 840 safe_strcat (buf, s, &len, MAX_BUF);
842 } 841 }
843 } 842 }
844 break; 843 break;
844
845 default: 845 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 {
848 sprintf (buf + strlen (buf), " %+d", op->magic); 847 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 848 }
851 849
852 return buf; 850 return buf;
853} 851}
854 852
935 { 933 {
936 treasure *t; 934 treasure *t;
937 int first = 1; 935 int first = 1;
938 936
939 for (t = op->randomitems->items; t != NULL; t = t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
940 if (t->item && t->item->clone.type == SPELL) 938 if (t->item && t->item->type == SPELL)
941 { 939 {
942 if (first) 940 if (first)
943 { 941 {
944 first = 0; 942 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
946 } 944 }
947 strcat (retbuf, "("); 945 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
949 strcat (retbuf, ")"); 947 strcat (retbuf, ")");
950 } 948 }
951 } 949 }
952 if (op->type == PLAYER) 950 if (op->type == PLAYER)
953 { 951 {
1039 * 1037 *
1040 * Add 'owner' who is the person examining this object. 1038 * Add 'owner' who is the person examining this object.
1041 * owner can be null if no one is being associated with this 1039 * owner can be null if no one is being associated with this
1042 * item (eg, debug dump or the like) 1040 * item (eg, debug dump or the like)
1043 */ 1041 */
1044 1042const char *
1045char *
1046describe_item (const object *op, object *owner) 1043describe_item (const object *op, object *owner)
1047{ 1044{
1048 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
1049 static char retbuf[VERY_BIG_BUF]; 1046 static char retbuf[VERY_BIG_BUF];
1050 int identified, i; 1047 int identified, i;
1084 break; /* We have more information to do below this switch */ 1081 break; /* We have more information to do below this switch */
1085 1082
1086 case POWER_CRYSTAL: 1083 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 1084 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 1085 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 100) / 10; 1086 i = (op->stats.maxsp % 1000) / 100;
1087
1090 if (i) 1088 if (i)
1091 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1089 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1092 else 1090 else
1093 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1091 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1094 } 1092 }
1095 else 1093 else
1096 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1095
1097 strcat (retbuf, buf); 1096 strcat (retbuf, buf);
1098 i = (op->stats.sp * 10) / op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1099 if (op->stats.sp == 0) 1098 if (op->stats.sp == 0)
1100 strcat (retbuf, "empty."); 1099 strcat (retbuf, "empty.");
1101 else if (i == 0) 1100 else if (i == 0)
1166 { 1165 {
1167 int attr, val; 1166 int attr, val;
1168 1167
1169 for (attr = 0; attr < NUM_STATS; attr++) 1168 for (attr = 0; attr < NUM_STATS; attr++)
1170 { 1169 {
1171 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1170 if ((val = op->stats.stat (attr)))
1172 { 1171 {
1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1174 strcat (retbuf, buf); 1173 strcat (retbuf, buf);
1175 } 1174 }
1176 } 1175 }
1360 } 1359 }
1361 1360
1362 return retbuf; 1361 return retbuf;
1363} 1362}
1364 1363
1364std::string
1365object::describe_item (object *who)
1366{
1367 return std::string (::describe_item (this, who));
1368}
1369
1365/* Return true if the item is magical. A magical item is one that 1370/* Return true if the item is magical. A magical item is one that
1366 * increases/decreases any abilities, provides a resistance, 1371 * increases/decreases any abilities, provides a resistance,
1367 * has a generic magical bonus, or is an artifact. 1372 * has a generic magical bonus, or is an artifact.
1368 * This function is used by detect_magic to determine if an item 1373 * This function is used by detect_magic to determine if an item
1369 * should be marked as magical. 1374 * should be marked as magical.
1427 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1428 return 1; 1433 return 1;
1429 1434
1430 /* Check to see if it increases/decreases any stats */ 1435 /* Check to see if it increases/decreases any stats */
1431 for (i = 0; i < NUM_STATS; i++) 1436 for (i = 0; i < NUM_STATS; i++)
1432 if (get_attr_value (&(op->stats), i) != 0) 1437 if (op->stats.stat (i))
1433 return 1; 1438 return 1;
1434 1439
1435 /* If it doesn't fall into any of the above categories, must 1440 /* If it doesn't fall into any of the above categories, must
1436 * be non magical. 1441 * be non magical.
1437 */ 1442 */
1446int 1451int
1447need_identify (const object *op) 1452need_identify (const object *op)
1448{ 1453{
1449 switch (op->type) 1454 switch (op->type)
1450 { 1455 {
1451 case RING: 1456 case RING:
1452 case WAND: 1457 case WAND:
1453 case ROD: 1458 case ROD:
1454 case HORN: 1459 case HORN:
1455 case SCROLL: 1460 case SCROLL:
1456 case SKILL: 1461 case SKILL:
1457 case SKILLSCROLL: 1462 case SKILLSCROLL:
1458 case SPELLBOOK: 1463 case SPELLBOOK:
1459 case FOOD: 1464 case FOOD:
1460 case POTION: 1465 case POTION:
1461 case BOW: 1466 case BOW:
1462 case ARROW: 1467 case ARROW:
1463 case WEAPON: 1468 case WEAPON:
1464 case ARMOUR: 1469 case ARMOUR:
1465 case SHIELD: 1470 case SHIELD:
1466 case HELMET: 1471 case HELMET:
1467 case AMULET: 1472 case AMULET:
1468 case BOOTS: 1473 case BOOTS:
1469 case GLOVES: 1474 case GLOVES:
1470 case BRACERS: 1475 case BRACERS:
1471 case GIRDLE: 1476 case GIRDLE:
1472 case CONTAINER: 1477 case CONTAINER:
1473 case DRINK: 1478 case DRINK:
1474 case FLESH: 1479 case FLESH:
1475 case INORGANIC: 1480 case INORGANIC:
1476 case CLOSE_CON: 1481 case CLOSE_CON:
1477 case CLOAK: 1482 case CLOAK:
1478 case GEM: 1483 case GEM:
1479 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1480 case POISON: 1485 case POISON:
1481 case BOOK: 1486 case BOOK:
1482 case SKILL_TOOL: 1487 case SKILL_TOOL:
1483 return 1; 1488 return 1;
1484 } 1489 }
1490
1485 /* Try to track down some stuff that may show up here. Thus, the 1491 /* Try to track down some stuff that may show up here. Thus, the
1486 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1487 */ 1493 */
1488#if 0 1494#if 0
1489 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1513 { 1519 {
1514 if (op->inv && op->randomitems) 1520 if (op->inv && op->randomitems)
1515 op->title = op->inv->name; 1521 op->title = op->inv->name;
1516 else if (op->arch) 1522 else if (op->arch)
1517 { 1523 {
1518 op->name = op->arch->clone.name; 1524 op->name = op->arch->object::name;
1519 op->name_pl = op->arch->clone.name_pl; 1525 op->name_pl = op->arch->object::name_pl;
1520 } 1526 }
1521 } 1527 }
1522 1528
1523 /* If the object is on a map, make sure we update its face */ 1529 /* If the object is on a map, make sure we update its face */
1524 if (op->map) 1530 if (op->map)

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