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Comparing deliantra/server/common/item.C (file contents):
Revision 1.39 by root, Tue Jul 10 05:51:37 2007 UTC vs.
Revision 1.100 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
29
30const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 31
29/* the ordering of this is actually doesn't make a difference 32/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 33 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 34 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 35 * being in the location 4 don't get confused.
45 * Note that using the term 'human' may not be very accurate, humanoid 48 * Note that using the term 'human' may not be very accurate, humanoid
46 * may be better. 49 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 50 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 51 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 52 */
53// see include/object.h
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 54Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 55# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 56# include "slotinc.h"
53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 57# undef def
54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
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"} ,
60 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
65/*{"body_dragon_torso", "your body", "a dragon's body"} */
66};
67
68static char numbers[21][20] = {
69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
70 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
71 "eighteen", "nineteen", "twenty"
72}; 58};
73 59
74static char numbers_10[10][20] = { 60static char numbers_10[10][20] = {
75 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 61 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
76 "eighty", "ninety" 62 "eighty", "ninety"
77}; 63};
78 64
79static char levelnumbers[21][20] = { 65static char ordnumbers[21][20] = {
80 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 66 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
81 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 67 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
82 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 68 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
83 "nineteen", "twentieth" 69 "nineteenth", "twentieth"
84}; 70};
85 71
86static char levelnumbers_10[11][20] = { 72static char ordnumbers_10[11][20] = {
87 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 73 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
88 "seventieth", "eightieth", "ninetieth" 74 "seventieth", "eightieth", "ninetieth"
89}; 75};
90 76
91/* The following is a large table of item types, the fields are: 77/* The following is a large table of item types, the fields are:
92 * item number, item name, item name (plural), and two numbers that are the skills 78 * item number, item name, item name (plural), and two numbers that are the skills
93 * used to identify them. Anytime a new item type is added or removed, this list 79 * used to identify them. Anytime a new item type is added or removed, this list
94 * should be altered to reflect that. The defines for the numerical values are in 80 * should be altered to reflect that. The defines for the numerical values are in
95 * define.h 81 * define.h
96 */ 82 */
97static const typedata item_types[] = { 83static const typedata item_types[] = {
98 {PLAYER, "player", "players", 0, 0}, 84 {PLAYER, "player", "players", 0, 0},
99 {ROD, "rod", "rods", SK_THAUMATURGY, 0}, 85 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
100 {TREASURE, "treasure", "treasure", 0, 0}, 86 {TREASURE, "treasure", "treasure", 0, 0},
154 {EXIT, "exit", "exits", 0, 0}, 140 {EXIT, "exit", "exits", 0, 0},
155 {ENCOUNTER, "encounter", "encounters", 0, 0}, 141 {ENCOUNTER, "encounter", "encounters", 0, 0},
156 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 142 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
157 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 143 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
158 {RING, "ring", "rings", SK_JEWELER, 0}, 144 {RING, "ring", "rings", SK_JEWELER, 0},
159 {FLOOR, "floor", "floors", 0, 0}, 145// {FLOOR, "floor", "floors", 0, 0},
160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 146 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 147 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 148 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163 {LIGHTER, "lighter", "lighters", 0, 0}, 149 {LIGHTER, "lighter", "lighters", 0, 0},
164 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 150 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 151 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
152 {TORCH, "torch", "torches", 0, 0},
166 {LAMP, "lamp", "lamps", 0, 0}, 153 {LAMP, "lamp", "lamps", 0, 0},
167 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 154 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 155 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 156 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 157 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 158 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 159 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 160 {T_HANDLE, "cf handle", "cf handles", 0, 0},
174 {HOLE, "hole", "holes", 0, 0}, 161 {HOLE, "hole", "holes", 0, 0},
175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 162 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176 {SIGN, "sign", "signs", 0, 0}, 163 {SIGN, "sign", "signs", 0, 0},
177 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 164 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 165 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {BUILDER, "item builder", "item builders", 0, 0}, 192 {BUILDER, "item builder", "item builders", 0, 0},
206 {MATERIAL, "building material", "building materials", 0, 0}, 193 {MATERIAL, "building material", "building materials", 0, 0},
207 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 194 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
208}; 195};
209 196
210const int item_types_size = sizeof (item_types) / sizeof (*item_types); 197static const int item_types_size = array_length (item_types);
211
212materialtype_t *materialt;
213
214/*
215materialtype material[NROFMATERIALS] = {
216 * P M F E C C A D W G P S P T F C D D C C G H B I *
217 * H A I L O O C R E H O L A U E A E E H O O O L N *
218 * Y G R E L N I A A O I O R R A N P A A U D L I T *
219 * S I E C D F D I P S S W A N R C L T O N Y N R *
220 * I C T U N O T O L E E H S T P D N *
221 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
222 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
223 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
224 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
225 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
226 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
227 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
228 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
229 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
230 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
231 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
232 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
233 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
234};
235*/
236 198
237/* This curve may be too steep. But the point is that there should 199/* This curve may be too steep. But the point is that there should
238 * be tough choices - there is no real point to this if everyone can 200 * be tough choices - there is no real point to this if everyone can
239 * wear whatever they want with no worries. Perhaps having the steep 201 * wear whatever they want with no worries. Perhaps having the steep
240 * curve is good (maybe even steeper), but allowing players to 202 * curve is good (maybe even steeper), but allowing players to
242 * able to use 2-3 of the most powerful items. 204 * able to use 2-3 of the most powerful items.
243 * note that this table is only really used for program generated items - 205 * note that this table is only really used for program generated items -
244 * custom objects can use whatever they want. 206 * custom objects can use whatever they want.
245 */ 207 */
246static int enc_to_item_power[21] = { 208static int enc_to_item_power[21] = {
209 0,
247 0, 0, 1, 2, 3, 4, /* 5 */ 210 0, 1, 2, 3, 4, // 5
248 5, 7, 9, 11, 13, /* 10 */ 211 5, 7, 9, 11, 13, // 10
249 15, 18, 21, 24, 27, /* 15 */ 212 15, 18, 21, 24, 27, // 15
250 30, 35, 40, 45, 50 /* 20 */ 213 30, 35, 40, 45, 50 // 20
251}; 214};
252 215
253int 216int
254get_power_from_ench (int ench) 217get_power_from_ench (int ench)
255{ 218{
256 if (ench < 0) ench = 0;
257 if (ench > 20) ench = 20;
258
259 return enc_to_item_power[ench]; 219 return enc_to_item_power [clamp (ench, 0, 20)];
220}
221
222static const struct need_identify_types : typeset
223{
224 need_identify_types ()
225 {
226 set (RING);
227 set (WAND);
228 set (ROD);
229 set (HORN);
230 set (SCROLL);
231 set (SKILL);
232 set (SKILLSCROLL);
233 set (SPELLBOOK);
234 set (FOOD);
235 set (POTION);
236 set (BOW);
237 set (ARROW);
238 set (WEAPON);
239 set (ARMOUR);
240 set (SHIELD);
241 set (HELMET);
242 set (AMULET);
243 set (BOOTS);
244 set (GLOVES);
245 set (BRACERS);
246 set (GIRDLE);
247 set (CONTAINER);
248 set (DRINK);
249 set (FLESH);
250 set (INORGANIC);
251 set (CLOSE_CON);
252 set (CLOAK);
253 set (GEM);
254 set (POWER_CRYSTAL);
255 set (POISON);
256 set (BOOK);
257 set (SKILL_TOOL);
258 }
259} need_identify_types;
260
261bool
262object::need_identify () const
263{
264 return need_identify_types [type];
260} 265}
261 266
262/* This takes an object 'op' and figures out what its item_power 267/* 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 268 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 269 * generation code, and when loading legacy objects. It returns
276 enc += op->stats.stat (i); 281 enc += op->stats.stat (i);
277 282
278 /* This protection logic is pretty flawed. 20% fire resistance 283 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 284 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 285 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 286 * armour shouldn't be counted against
282 */ 287 */
283 tmp = 0; 288 tmp = 0;
284 for (i = 1; i < NROFATTACKS; i++) 289 for (i = 1; i < NROFATTACKS; i++)
285 tmp += op->resist[i]; 290 tmp += op->resist[i];
286 291
298 if (op->type == WEAPON) 303 if (op->type == WEAPON)
299 { 304 {
300 for (i = 1; i < NROFATTACKS; i++) 305 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 306 if (op->attacktype & (1 << i))
302 enc++; 307 enc++;
308
303 if (op->slaying) 309 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 310 enc += 2; /* What it slays is probably more relevent */
305 } 311 }
312
306 /* Items the player can equip */ 313 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 314 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 315 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 316 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 317 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 320 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 321 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 322 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 323 enc += op->stats.exp; /* speed bonus */
317 } 324 }
325
318 enc += op->stats.luck; 326 enc += op->stats.luck;
319 327
320 /* Do spell paths now */ 328 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 329 for (i = 1; i < NRSPELLPATHS; i++)
322 {
323 if (op->path_attuned & (1 << i)) 330 if (op->path_attuned & (1 << i))
324 enc++; 331 enc++;
325 else if (op->path_denied & (1 << i)) 332 else if (op->path_denied & (1 << i))
326 enc -= 2; 333 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 334 else if (op->path_repelled & (1 << i))
328 enc--; 335 enc--;
329 }
330 336
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 337 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 338 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 339 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 340 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 341 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 342 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 343 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;
345 344
346 return get_power_from_ench (enc); 345 return get_power_from_ench (enc);
347} 346}
348 347
348static const struct get_typedata
349{
350 const typedata *data [NUM_TYPES];
351
352 get_typedata ()
353 {
354 for (int i = 0; i < item_types_size; i++)
355 data [item_types[i].number] = &item_types [i];
356 }
357
358 const typedata *operator ()(int itemtype) const
359 {
360 return data [itemtype];
361 }
362} get_typedata_;
363
349/* returns the typedata that has a number equal to itemtype, if there 364/* returns the typedata that has a number equal to itemtype, if there
350 * isn't one, returns NULL */ 365 * isn't one, returns NULL */
351const typedata * 366const typedata *
352get_typedata (int itemtype) 367get_typedata (int itemtype)
353{ 368{
354 int i; 369 return get_typedata_ (itemtype);
355
356 for (i = 0; i < item_types_size; i++)
357 if (item_types[i].number == itemtype)
358 return &item_types[i];
359 return NULL;
360} 370}
361 371
362/* returns the typedata that has a name equal to itemtype, if there 372/* returns the typedata that has a name equal to itemtype, if there
363 * isn't one, return the plural name that matches, if there still isn't 373 * isn't one, return the plural name that matches, if there still isn't
364 * one return NULL */ 374 * one return NULL */
365const typedata * 375const typedata *
366get_typedata_by_name (const char *name) 376get_typedata_by_name (const char *name)
367{ 377{
368 int i;
369
370 for (i = 0; i < item_types_size; i++) 378 for (int i = 0; i < item_types_size; i++)
371 if (!strcmp (item_types[i].name, name)) 379 if (!strcmp (item_types[i].name, name))
372 return &item_types[i]; 380 return &item_types[i];
381
373 for (i = 0; i < item_types_size; i++) 382 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name_pl, name)) 383 if (!strcmp (item_types[i].name_pl, name))
375 { 384 {
376 LOG (llevInfo, 385 LOG (llevInfo,
377 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 386 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
378 return &item_types[i]; 387 return &item_types[i];
379 } 388 }
389
380 return NULL; 390 return 0;
381} 391}
382 392
383/* describe_resistance generates the visible naming for resistances. 393/* describe_resistance generates the visible naming for resistances.
384 * returns a static array of the description. This can return 394 * returns a static array of the description. This can return
385 * a big buffer. 395 * a big buffer.
387 * but do put a newline at the end. Useful when dumping to files 397 * but do put a newline at the end. Useful when dumping to files
388 */ 398 */
389const char * 399const char *
390describe_resistance (const object *op, int newline) 400describe_resistance (const object *op, int newline)
391{ 401{
392 static char buf[VERY_BIG_BUF]; 402 static dynbuf_text buf; buf.clear ();
393 char buf1[VERY_BIG_BUF];
394 int tmpvar;
395 403
396 buf[0] = 0; 404 for (int i = 0; i < NROFATTACKS; i++)
397 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
398 {
399 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 405 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
400 { 406 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
401 if (!newline)
402 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
403 else
404 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
405 407
406 strcat (buf, buf1);
407 }
408 }
409 return buf; 408 return buf;
410} 409}
411
412 410
413/* 411/*
414 * query_weight(object) returns a character pointer to a static buffer 412 * query_weight(object) returns a character pointer to a static buffer
415 * containing the text-representation of the weight of the given object. 413 * containing the text-representation of the weight of the given object.
416 * The buffer will be overwritten by the next call to query_weight(). 414 * The buffer will be overwritten by the next call to query_weight().
415 *
416 * Seems to be used only by unimportant stuff. Remove?
417 */ 417 */
418const char * 418const char *
419query_weight (const object *op) 419query_weight (const object *op)
420{ 420{
421 static char buf[10]; 421 static char buf[10];
422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = op->total_weight ();
423 423
424 if (op->weight < 0) 424 if (op->weight < 0)
425 return " "; 425 return " ";
426 426
427 if (i % 1000) 427 if (i % 1000)
435/* 435/*
436 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
437 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
438 */ 438 */
439const char * 439const char *
440get_levelnumber (int i) 440ordinal (int i)
441{ 441{
442 static char buf[MAX_BUF]; 442 if (i < 0)
443 443 return format ("minus %s", ordinal (-i));
444 if (i > 99)
445 {
446 sprintf (buf, "%d.", i);
447 return buf;
448 }
449 444
450 if (i < 21) 445 if (i < 21)
451 return levelnumbers[i];
452 if (!(i % 10))
453 return levelnumbers_10[i / 10];
454
455 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]);
457 return buf;
458}
459
460/*
461 * get_number(integer) returns the text-representation of the given number
462 * in a static buffer. The buffer might be overwritten at the next
463 * call to get_number().
464 * It is currently only used by the query_name() function.
465 */
466const char *
467get_number (int i)
468{
469 if (i <= 20)
470 return numbers[i]; 446 return ordnumbers[i];
447
448 int digit = i % 10;
449
450 if (i >= 100)
451 return format (
452 digit == 1 ? "%dst"
453 : digit == 2 ? "%dnd"
454 : digit == 3 ? "%drd"
455 : "%dth",
456 i
457 );
458
459 if (digit == 0)
460 return ordnumbers_10[i / 10];
471 else 461 else
472 { 462 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
473 static char buf[MAX_BUF];
474
475 sprintf (buf, "%d", i);
476 return buf;
477 }
478} 463}
479 464
480/* 465/*
481 * Returns pointer to static buffer containing ring's or amulet's 466 * Returns pointer to static buffer containing ring's or amulet's
482 * abilities 467 * abilities
488 */ 473 */
489 474
490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 475/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
491 * from stats.sp - b.t. 476 * from stats.sp - b.t.
492 */ 477 */
493const char * 478static const char *
494ring_desc (const object *op) 479ring_desc (const object *op)
495{ 480{
496 static dynbuf_text buf; buf.clear (); 481 static dynbuf_text buf; buf.clear ();
497 int attr, val, len; 482 int attr, val;
498 483
499 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 484 if (op->flag [FLAG_IDENTIFIED])
500 { 485 {
501 for (attr = 0; attr < NUM_STATS; attr++) 486 for (attr = 0; attr < NUM_STATS; attr++)
502 if ((val = op->stats.stat (attr))) 487 if ((val = op->stats.stat (attr)))
503 buf.printf ("(%s%+d)", short_stat_name[attr], val); 488 buf.printf ("(%s%+d)", short_stat_name[attr], val);
504 489
505 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 490 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
506 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 491 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
507 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 492 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
508 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 493 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
509 494
510 buf << describe_resistance (op, 0); 495 buf << describe_resistance (op, 0);
513 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 498 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
514 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 499 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
515 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 500 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
516 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 501 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
517 502
518 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 503 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
519 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 504 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
520 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 505 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
521 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 506 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
522 507
523 buf.add_paths ("Attuned" , op->path_attuned); 508 buf.add_paths ("Attuned" , op->path_attuned);
524 buf.add_paths ("Repelled", op->path_repelled); 509 buf.add_paths ("Repelled", op->path_repelled);
525 buf.add_paths ("Denied" , op->path_denied); 510 buf.add_paths ("Denied" , op->path_denied);
526 511
530 515
531 return buf; 516 return buf;
532} 517}
533 518
534/* 519/*
535 * query_short_name(object) is similar to query_name, but doesn't 520 * query_short_name(object) is similar to query_name, but doesn't
536 * contain any information about object status (worn/cursed/etc.) 521 * contain any information about object status (worn/cursed/etc.)
522 *
523 * It is sometimes used when printing messages, so should fit well into a sentence.
537 */ 524 */
538const char * 525const char *
539query_short_name (const object *op) 526query_short_name (const object *op)
540{ 527{
528 if (!op->name)
529 return "(null)";
530
531 if (!op->nrof
532 && !op->weight
533 && !op->title
534 && !is_magical (op)
535 && op->slaying != shstr_money)
536 return op->name; /* To speed things up (or make things slower?) */
537
541 static dynbuf_text buf; buf.clear (); 538 static dynbuf_text buf; buf.clear ();
542 539
543 if (op->name == NULL)
544 return "(null)";
545
546 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
547 return op->name; /* To speed things up (or make things slower?) */
548
549 buf << (op->nrof <= 1 ? op->name : op->name_pl); 540 buf << (op->nrof <= 1 ? op->name : op->name_pl);
550 541
551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 542 if (op->title && op->flag [FLAG_IDENTIFIED])
552 buf << ' ' << op->title; 543 buf << ' ' << op->title;
553 544
554 switch (op->type) 545 switch (op->type)
555 { 546 {
556 case SPELLBOOK: 547 case SPELLBOOK:
557 case SCROLL: 548 case SCROLL:
558 case WAND: 549 case WAND:
559 case ROD: 550 case ROD:
560 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 551 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
561 { 552 {
562 if (!op->title) 553 if (!op->title)
563 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 554 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
564 555
565 if (op->type != SPELLBOOK) 556 if (op->type != SPELLBOOK)
566 buf.printf (" (lvl %d)", op->level); 557 buf.printf (" (lvl %d)", op->level);
558 }
559 break;
560
561 case ALTAR:
562 case TRIGGER_ALTAR:
563 case IDENTIFY_ALTAR:
564 case CONVERTER:
565 if (op->slaying == shstr_money)
566 {
567 bool wrap = !!buf.size ();
568
569 if (wrap) buf << " [";
570
571 archetype *coin = 0;
572
573 for (char const *const *c = coins; *coins; ++c)
574 if ((coin = archetype::find (*c)))
575 if (op->stats.food % coin->value == 0)
576 break;
577
578 sint32 coins = op->stats.food / coin->value;
579
580 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
581
582 if (wrap) buf << ']';
567 } 583 }
568 break; 584 break;
569 585
570 case SKILL: 586 case SKILL:
571 case AMULET: 587 case AMULET:
577 593
578 if (s && *s) 594 if (s && *s)
579 buf << " " << s; 595 buf << " " << s;
580 } 596 }
581 break; 597 break;
598
582 default: 599 default:
583 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 600 if (op->magic
601 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
602 || op->flag [FLAG_IDENTIFIED]))
584 buf.printf (" %+d", op->magic); 603 buf.printf (" %+d", op->magic);
585 } 604 }
586 605
587 return buf; 606 return buf;
588} 607}
595 * you can make several calls to query_name before the bufs start getting 614 * you can make several calls to query_name before the bufs start getting
596 * overwritten. This may be a bad thing (it may be easier to assume the value 615 * overwritten. This may be a bad thing (it may be easier to assume the value
597 * returned is good forever.) However, it makes printing statements that 616 * returned is good forever.) However, it makes printing statements that
598 * use several names much easier (don't need to store them to temp variables.) 617 * use several names much easier (don't need to store them to temp variables.)
599 * 618 *
619 * It is used extensively within messages, so should return only a prose
620 * and short description of the item.
621 * It is also used by examine/ex and similar functions.
600 */ 622 */
601const char * 623const char *
602query_name (const object *op) 624query_name (const object *op)
603{ 625{
604 int len = 0;
605 static dynbuf_text bufs[5]; 626 static dynbuf_text bufs[5];
606 static int use_buf = 0; 627 static int use_buf = 0;
607 628
608 use_buf++; 629 use_buf++;
609 use_buf %= 5; 630 use_buf %= 5;
610 631
611 dynbuf_text &buf = bufs [use_buf]; 632 dynbuf_text &buf = bufs [use_buf];
612 buf.clear (); 633 buf.clear ();
613 634
635#if 0
614 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 636 if ((op->is_armor () || op->is_weapon ()) && op->material)
615 if (materialtype_t *mt = name_to_material (op->materialname))
616 buf << mt->description << ' '; 637 buf << op->material->description << ' ';
638#endif
617 639
618 buf << query_short_name (op); 640 buf << query_short_name (op);
619 641
620 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 642 if (op->flag [FLAG_INV_LOCKED])
621 buf << " *"; 643 buf << " *";
622 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 644 if (op->is_open_container ())
623 buf << " (open)"; 645 buf << " (open)";
624 646
625 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 647 if (op->flag [FLAG_KNOWN_CURSED])
626 { 648 {
627 if (QUERY_FLAG (op, FLAG_DAMNED)) 649 if (op->flag [FLAG_DAMNED])
628 buf << " (damned)"; 650 buf << " (damned)";
629 else if (QUERY_FLAG (op, FLAG_CURSED)) 651 else if (op->flag [FLAG_CURSED])
630 buf << " (cursed)"; 652 buf << " (cursed)";
631 } 653 }
632 654
633 /* Basically, if the object is known magical (detect magic spell on it), 655 /* Basically, if the object is known magical (detect magic spell on it),
634 * and it isn't identified, print out the fact that 656 * and it isn't identified, print out the fact that
637 * 659 *
638 * Changed in V 0.91.4 - still print that the object is magical even 660 * Changed in V 0.91.4 - still print that the object is magical even
639 * if it has been applied. Equipping an item does not tell full 661 * if it has been applied. Equipping an item does not tell full
640 * abilities, especially for artifact items. 662 * abilities, especially for artifact items.
641 */ 663 */
642 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 664 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
643 buf << " (magic)"; 665 buf << " (magic)";
644 666
645#if 0 667#if 0
646 /* item_power will be returned in desribe_item - it shouldn't really 668 /* item_power will be returned in describe_item - it shouldn't really
647 * be returned in the name. 669 * be returned in the name.
648 */ 670 */
649 if (op->item_power) 671 if (op->item_power)
650 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 672 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
651 673
652#endif 674#endif
653 675
654 if (QUERY_FLAG (op, FLAG_APPLIED)) 676 if (op->flag [FLAG_APPLIED])
655 { 677 {
656 switch (op->type) 678 switch (op->type)
657 { 679 {
680 case RANGED:
658 case BOW: 681 case BOW:
659 case WAND: 682 case WAND:
660 case ROD: 683 case ROD:
661 case HORN: 684 case HORN:
662 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
663 break;
664 case WEAPON: 685 case WEAPON:
665 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 686 buf << " (applied)";
666 break; 687 break;
667 case ARMOUR: 688 case ARMOUR:
668 case HELMET: 689 case HELMET:
669 case SHIELD: 690 case SHIELD:
670 case RING: 691 case RING:
683 default: 704 default:
684 buf << " (applied)"; 705 buf << " (applied)";
685 } 706 }
686 } 707 }
687 708
688 if (QUERY_FLAG (op, FLAG_UNPAID)) 709 switch (op->type)
710 {
711 case LAMP:
712 if (op->glow_radius)
713 buf << " (on)";
714 else if (op->stats.food <= 0)
715 buf << " (empty)";
716 else
717 buf << " (off)";
718 break;
719
720 case TORCH:
721 if (op->glow_radius)
722 buf << " (burning)";
723 else if (op->stats.food <= 0)
724 buf << " (burned out)";
725 break;
726 }
727
728 if (op->flag [FLAG_UNPAID])
689 buf << " (unpaid)"; 729 buf << " (unpaid)";
690 730
691 return buf; 731 return buf;
692} 732}
693 733
697 * of the given object. The buffer will be overwritten at the next 737 * of the given object. The buffer will be overwritten at the next
698 * call to query_base_name(). This is a lot like query_name, but we 738 * call to query_base_name(). This is a lot like query_name, but we
699 * don't include the item count or item status. Used for inventory sorting 739 * don't include the item count or item status. Used for inventory sorting
700 * and sending to client. 740 * and sending to client.
701 * If plural is set, we generate the plural name of this. 741 * If plural is set, we generate the plural name of this.
742 *
743 * It is sometimes used to display messages, and usually only used to match stuff,
744 * so maybe this function should be removed.
745 * It is also used for client-side inventory/item descriptions.
702 */ 746 */
703const char * 747const char *
704query_base_name (const object *op, int plural) 748query_base_name (const object *op, int plural)
705{ 749{
706 if ((!plural && !op->name) || (plural && !op->name_pl)) 750 if ((!plural && !op->name) || (plural && !op->name_pl))
707 return "(null)"; 751 return "(null)";
708 752
709 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 753 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
754 && op->type != EXIT)
710 return op->name; /* To speed things up (or make things slower?) */ 755 return op->name; /* To speed things up (or make things slower?) */
711 756
712 static dynbuf_text buf; buf.clear (); 757 static dynbuf_text buf; buf.clear ();
713 758
759#if 0
714 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 760 if ((op->is_armor () || op->is_weapon ()) && op->material)
715 if (materialtype_t *mt = name_to_material (op->materialname))
716 if (op->arch->materialname != mt->name) 761 if (op->arch->material != op->material)
717 buf << mt->description << ' '; 762 buf << op->material->description << ' ';
763#endif
718 764
719 buf << (plural ? op->name_pl : op->name); 765 buf << (plural ? op->name_pl : op->name);
720 766
721 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
722 buf << ' ' << op->title; 768 buf << ' ' << op->title;
723 769
724 switch (op->type) 770 switch (op->type)
725 { 771 {
726 case SPELLBOOK: 772 case SPELLBOOK:
727 case SCROLL: 773 case SCROLL:
728 case WAND: 774 case WAND:
729 case ROD: 775 case ROD:
730 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
731 { 777 {
732 if (!op->title) 778 if (!op->title)
733 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
734 780
735 if (op->type != SPELLBOOK) 781 if (op->type != SPELLBOOK)
749 if (s && *s) 795 if (s && *s)
750 buf << ' ' << s; 796 buf << ' ' << s;
751 } 797 }
752 break; 798 break;
753 799
800 case EXIT:
801 // random map exits "unfortunately" get patched, so this only works before entering
802 if (EXIT_PATH (op) == shstr_random_map_exit)
803 buf << " (random map)";
804 else if (!EXIT_PATH (op))
805 buf << " (closed)";
806 break;
807
754 default: 808 default:
755 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic
810 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
811 || op->flag [FLAG_IDENTIFIED]))
756 buf.printf (" %+d", op->magic); 812 buf.printf (" %+d", op->magic);
757 } 813 }
758 814
759 return buf; 815 return buf;
760} 816}
773 /* Note that the resolution this provides for players really isn't 829 /* Note that the resolution this provides for players really isn't
774 * very good. Any player with a speed greater than .67 will 830 * very good. Any player with a speed greater than .67 will
775 * fall into the 'lightning fast movement' category. 831 * fall into the 'lightning fast movement' category.
776 */ 832 */
777 if (op->has_active_speed ()) 833 if (op->has_active_speed ())
778 switch ((int) ((FABS (op->speed)) * 15)) 834 switch ((int)(op->speed * 15.))
779 { 835 {
780 case 0: 836 case 0:
781 buf << "(very slow movement"; 837 buf << "(very slow movement)";
782 break; 838 break;
783 case 1: 839 case 1:
784 buf << "(slow movement)"; 840 buf << "(slow movement)";
785 break; 841 break;
786 case 2: 842 case 2:
803 default: 859 default:
804 buf << "(lightning fast movement)"; 860 buf << "(lightning fast movement)";
805 break; 861 break;
806 } 862 }
807 863
808 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
809 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
810 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
811 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
812 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
813 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
814 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
815 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
816 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
817 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
818 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
819 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
820 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
821 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
822 878
823 if (op->randomitems) 879 if (op->randomitems)
824 { 880 {
825 bool first = 1; 881 bool first = 1;
826 882
853 if (op->stats.luck) 909 if (op->stats.luck)
854 buf.printf ("(luck%+d)", op->stats.luck); 910 buf.printf ("(luck%+d)", op->stats.luck);
855 } 911 }
856 912
857 /* describe attacktypes */ 913 /* describe attacktypes */
858 if (is_dragon_pl (op)) 914 if (op->is_dragon ())
859 { 915 {
860 /* for dragon players display the attacktypes from clawing skill 916 /* for dragon players display the attacktypes from clawing skill
861 * Break apart the for loop - move the comparison checking down - 917 * Break apart the for loop - move the comparison checking down -
862 * this makes it more readable. 918 * this makes it more readable.
863 */ 919 */
901 * wouldn't need to use the SEE_INVISIBLE flag to know it is 957 * wouldn't need to use the SEE_INVISIBLE flag to know it is
902 * a dragon player examining food. Could have things like 958 * a dragon player examining food. Could have things like
903 * a dwarven axe, in which the full abilities are only known to 959 * a dwarven axe, in which the full abilities are only known to
904 * dwarves, etc. 960 * dwarves, etc.
905 * 961 *
906 * This function is really much more complicated than it should
907 * be, because different objects have different meanings
908 * for the same field (eg, wands use 'food' for charges). This
909 * means these special cases need to be worked out.
910 *
911 * Add 'owner' who is the person examining this object. 962 * Add 'owner' who is the person examining this object.
912 * owner can be null if no one is being associated with this 963 * owner can be null if no one is being associated with this
913 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
914 */ 965 */
915const char * 966const char *
916describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
917{ 968{
918 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
919 return describe_monster (op); 970 return describe_monster (op);
920 971
921 static dynbuf_text buf; buf.clear (); 972 static dynbuf_text buf; buf.clear ();
922 int identified, i; 973 int identified, i;
923 974
924 /* figure this out once, instead of making multiple calls to need_identify. 975 /* figure this out once, instead of making multiple calls to need_identify.
925 * also makes the code easier to read. 976 * also makes the code easier to read.
926 */ 977 */
927 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
928 if (!identified) 979 if (!identified)
929 buf << "(unidentified)"; 980 buf << "(unidentified)";
930 981
931 switch (op->type) 982 switch (op->type)
932 { 983 {
984 case RANGED:
933 case BOW: 985 case BOW:
934 case ARROW: 986 case ARROW:
935 case WAND: 987 case WAND:
936 case ROD: 988 case ROD:
937 case HORN: 989 case HORN:
951 if (op->stats.maxsp > 1000) 1003 if (op->stats.maxsp > 1000)
952 { /*higher capacity crystals */ 1004 { /*higher capacity crystals */
953 i = (op->stats.maxsp % 1000) / 100; 1005 i = (op->stats.maxsp % 1000) / 100;
954 1006
955 if (i) 1007 if (i)
956 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1008 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
957 else 1009 else
958 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1010 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
959 } 1011 }
960 else 1012 else
961 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1013 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
962 1014
963 i = (op->stats.sp * 10) / op->stats.maxsp; 1015 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
964 if (op->stats.sp == 0) 1016
1017 if (op->stats.sp == 0) buf << "empty";
1018 else if (i <= 0) buf << "almost empty";
1019 else if (i <= 2) buf << "partially filled";
1020 else if (i <= 5) buf << "half full";
1021 else if (i <= 8) buf << "well charged";
1022 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
1023 else buf << "fully charged";
1024
1025 buf << ')';
1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
965 buf << "empty."; 1033 buf << "empty";
966 else if (i == 0) 1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
967 buf << "almost empty."; 1039 buf << "half empty";
968 else if (i < 3) 1040 else if (percent < 75)
969 buf << "partially filled.";
970 else if (i < 6)
971 buf << "half full."; 1041 buf << "half full";
972 else if (i < 9) 1042 else if (percent < 95)
973 buf << "well charged."; 1043 buf << "well filled";
974 else if (op->stats.sp == op->stats.maxsp) 1044 else if (percent <= 100)
975 buf << "fully charged.";
976 else
977 buf << "almost full."; 1045 buf << "full";
1046 buf << ")";
1047 }
978 break; 1048 break;
979 1049
980 case FOOD: 1050 case FOOD:
981 case FLESH: 1051 case FLESH:
982 case DRINK: 1052 case DRINK:
983 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || op->flag [FLAG_BEEN_APPLIED])
984 { 1054 {
985 buf.printf ("(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
986 1056
987 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
988 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
989 1059
990 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!op->flag [FLAG_CURSED])
991 { 1061 {
992 if (op->stats.hp) buf << "(heals)"; 1062 if (op->stats.hp) buf << "(heals)";
993 if (op->stats.sp) buf << "(spellpoint regen)"; 1063 if (op->stats.sp) buf << "(spellpoint regen)";
994 } 1064 }
995 else 1065 else
1016 } 1086 }
1017 1087
1018 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1019 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1020 */ 1090 */
1021 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || op->flag [FLAG_BEEN_APPLIED])
1022 { 1092 {
1023 int attr, val;
1024
1025 for (attr = 0; attr < NUM_STATS; attr++) 1093 for (int attr = 0; attr < NUM_STATS; attr++)
1026 if ((val = op->stats.stat (attr))) 1094 if (int val = op->stats.stat (attr))
1027 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1095 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1028 1096
1029 if (op->stats.exp) 1097 if (op->stats.exp)
1030 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1098 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1031 1099
1032 switch (op->type) 1100 switch (op->type)
1033 { 1101 {
1102 case RANGED:
1034 case BOW: 1103 case BOW:
1035 case ARROW: 1104 case ARROW:
1036 case GIRDLE: 1105 case GIRDLE:
1037 case HELMET: 1106 case HELMET:
1038 case SHIELD: 1107 case SHIELD:
1057 1126
1058 default: 1127 default:
1059 break; 1128 break;
1060 } 1129 }
1061 1130
1062 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1131 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1063 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1132 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1064 1133
1065 /* levitate was what is was before, so we'll keep it */ 1134 /* levitate was what is was before, so we'll keep it */
1066 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1135 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1067 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1136 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1068 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1137 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1081 { 1150 {
1082 int more_info = 0; 1151 int more_info = 0;
1083 1152
1084 switch (op->type) 1153 switch (op->type)
1085 { 1154 {
1155 case RANGED:
1086 case ROD: /* These use stats.sp for spell selection and stats.food */ 1156 case ROD: /* These use stats.sp for spell selection and stats.food */
1087 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1088 case BOW: 1158 case BOW:
1089 case ARROW: 1159 case ARROW:
1090 case WAND: 1160 case WAND:
1123 1193
1124 if (more_info) 1194 if (more_info)
1125 { 1195 {
1126 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1127 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1128 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1129 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1130 } 1200 }
1131 1201
1132 if (op->stats.luck) 1202 if (op->stats.luck)
1133 buf.printf ("(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1134 1204
1135 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1205 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1136 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1206 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1137 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1207 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1208 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1139 1209
1140 if (op->slaying && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1141 buf.printf ("(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1212
1213 if (op->type == SKILL_TOOL && op->skill)
1214 buf.printf ("(%s)", &op->skill);
1142 1215
1143 buf.add_abilities ("Attacks", op->attacktype); 1216 buf.add_abilities ("Attacks", op->attacktype);
1144 /* resistance on flesh is only visible for quetzals. If 1217 /* resistance on flesh is only visible for quetzals. If
1145 * non flesh, everyone can see its resistances 1218 * non flesh, everyone can see its resistances
1146 */ 1219 */
1147 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1220 if (op->type != FLESH || (owner && owner->is_dragon ()))
1148 buf << describe_resistance (op, 0); 1221 buf << describe_resistance (op, 0);
1149 1222
1150 buf.add_paths ("Attuned", op->path_attuned); 1223 buf.add_paths ("Attuned", op->path_attuned);
1151 buf.add_paths ("Repelled", op->path_repelled); 1224 buf.add_paths ("Repelled", op->path_repelled);
1152 buf.add_paths ("Denied", op->path_denied); 1225 buf.add_paths ("Denied", op->path_denied);
1157 1230
1158std::string 1231std::string
1159object::describe_item (object *who) 1232object::describe_item (object *who)
1160{ 1233{
1161 return std::string (::describe_item (this, who)); 1234 return std::string (::describe_item (this, who));
1235}
1236
1237static void
1238describe_dump_object (dynbuf &buf, object *ob)
1239{
1240 char *txt = dump_object (ob);
1241 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1242 buf << "\n" << txt << "\n";
1243
1244 if (!ob->is_arch ())
1245 describe_dump_object (buf, ob->arch);
1246}
1247
1248std::string
1249object::describe (object *who)
1250{
1251 dynbuf_text buf (1024, 1024);
1252
1253 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1254
1255 if (custom_name)
1256 buf.printf ("You call it %s.\r", &custom_name);
1257
1258 switch (type)
1259 {
1260 case SPELLBOOK:
1261 if (flag [FLAG_IDENTIFIED] && inv)
1262 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1263 break;
1264
1265 case BOOK:
1266 if (msg)
1267 buf << "Something is written in it.\r";
1268 break;
1269
1270 case CONTAINER:
1271 if (race)
1272 {
1273 if (weight_limit && stats.Str < 100)
1274 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1275 &race, weight_limit / (10.0 * (100 - stats.Str)));
1276 else
1277 buf.printf ("It can hold only %s.\r", &race);
1278 }
1279 else if (weight_limit && stats.Str < 100)
1280 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1281 break;
1282
1283 case WAND:
1284 if (flag [FLAG_IDENTIFIED])
1285 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1286 break;
1287 }
1288
1289 if (material != MATERIAL_NULL && !msg)
1290 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1291 << material->description
1292 << ".\r";
1293
1294 if (who)
1295 /* Where to wear this item */
1296 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1297 if (slot[i].info)
1298 {
1299 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1300
1301 if (slot[i].info < -1 && who->slot[i].info)
1302 buf.printf ("(%d)", -slot[i].info);
1303
1304 buf << ".\r";
1305 }
1306
1307 if (weight)
1308 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1309
1310 if (flag [FLAG_STARTEQUIP])
1311 buf << (nrof > 1 ? "They were" : "It was")
1312 << " given by a god and will vanish when dropped.\r";
1313
1314 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1315 {
1316 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1317
1318 if (who->is_in_shop ())
1319 {
1320 if (flag [FLAG_UNPAID])
1321 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1322 else
1323 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1324 }
1325 }
1326
1327 if (flag [FLAG_MONSTER])
1328 buf << describe_monster (who);
1329
1330 /* Is this item buildable? */
1331 if (flag [FLAG_IS_BUILDABLE])
1332 buf << "This is a buildable item.\r";
1333
1334 /* Does the object have a message? Don't show message for all object
1335 * types - especially if the first entry is a match
1336 */
1337 if (msg)
1338 {
1339 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1340 {
1341 if (!need_identify ())
1342 buf << '\r' << msg << '\n';
1343 else if (flag [FLAG_IDENTIFIED])
1344 buf << '\r' << "The object has a story:\r" << msg;
1345 }
1346 }
1347 else if (inv
1348 && inv->msg
1349 && inv->type == SPELL
1350 && flag [FLAG_IDENTIFIED]
1351 && (type == SPELLBOOK || type == ROD || type == WAND
1352 || type == POTION || type == SCROLL))
1353 // for spellbooks and other stuff that contains spells, print the spell message,
1354 // unless the object has a custom message handled above.
1355 buf << '\r' << inv->msg << '\n';
1356
1357 // try to display the duration for some potions and scrolls
1358 // this includes change ability potions and group spells,
1359 // but does not handle protection potions
1360 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1361 && (type == POTION || type == SCROLL))
1362 {
1363 object *spell = inv;
1364
1365 if (spell->subtype == SP_PARTY_SPELL)
1366 spell = spell->other_arch;
1367
1368 if (spell->subtype == SP_CHANGE_ABILITY)
1369 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1370 TICK2TIME (change_ability_duration (spell, this)));
1371 }
1372
1373 // some help text for skill tools
1374 if (type == SKILL_TOOL)
1375 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1376 "you can use the " << &skill << " skill as if you had learned it.>";
1377
1378 // Display a hint about inscribable items [empty books]
1379 // This includes the amount of text they can hold.
1380 if (type == INSCRIBABLE)
1381 {
1382 if (other_arch && other_arch->type == SCROLL)
1383 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1384 else
1385 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1386 weight_limit);
1387 }
1388
1389 buf << '\n';
1390
1391 // the dungeon master additionally gets a complete dump
1392 if (who && who->flag [FLAG_WIZLOOK])
1393 {
1394 buf << "\nT<Object>\n";
1395 describe_dump_object (buf, this);
1396
1397 if (inv)
1398 {
1399 buf << "\nT<Top Inventory>\n";
1400 describe_dump_object (buf, inv);
1401 }
1402 }
1403
1404 return std::string (buf.linearise (), buf.size ());
1405}
1406
1407void
1408examine (object *op, object *tmp)
1409{
1410 std::string info = tmp->describe (op);
1411
1412 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1413}
1414
1415/*
1416 * inventory prints object's inventory. If inv==NULL then print player's
1417 * inventory.
1418 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1419 */
1420const char *
1421object::query_inventory (object *who, const char *indent)
1422{
1423 static dynbuf_text buf; buf.clear ();
1424
1425 for (object *tmp = inv; tmp; tmp = tmp->below)
1426 if (who && who->flag [FLAG_WIZ])
1427 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1428 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1429 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1430
1431 if (buf.size ())
1432 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1433 else
1434 buf.printf ("%s(empty)\n", indent);
1435
1436 return buf;
1162} 1437}
1163 1438
1164/* Return true if the item is magical. A magical item is one that 1439/* Return true if the item is magical. A magical item is one that
1165 * increases/decreases any abilities, provides a resistance, 1440 * increases/decreases any abilities, provides a resistance,
1166 * has a generic magical bonus, or is an artifact. 1441 * has a generic magical bonus, or is an artifact.
1171is_magical (const object *op) 1446is_magical (const object *op)
1172{ 1447{
1173 int i; 1448 int i;
1174 1449
1175 /* living creatures are considered non magical */ 1450 /* living creatures are considered non magical */
1176 if (QUERY_FLAG (op, FLAG_ALIVE)) 1451 if (op->flag [FLAG_ALIVE])
1177 return 0; 1452 return 0;
1178 1453
1179 /* This is a test for it being an artifact, as artifacts have titles */ 1454 /* This is a test for it being an artifact, as artifacts have titles */
1180 if (op->title != NULL) 1455 if (op->title != NULL)
1181 return 1; 1456 return 1;
1187 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1462 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1188 return 1; 1463 return 1;
1189 1464
1190 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1465 /* Check for stealty, speed, flying, or just plain magic in the boots */
1191 /* Presume any boots that hvae a move_type are special. */ 1466 /* Presume any boots that hvae a move_type are special. */
1192 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1467 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1193 return 1; 1468 return 1;
1194 1469
1195 /* Take care of amulet/shield that reflects spells/missiles */ 1470 /* Take care of amulet/shield that reflects spells/missiles */
1196 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1471 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1197 return 1; 1472 return 1;
1198 1473
1199 /* Take care of helmet of xrays */ 1474 /* Take care of helmet of xrays */
1200 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1475 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1201 return 1; 1476 return 1;
1202 1477
1203 /* Potions & rods are always magical. Wands/staves are also magical, 1478 /* Potions & rods are always magical. Wands/staves are also magical,
1204 * assuming they still have any charges left. 1479 * assuming they still have any charges left.
1205 */ 1480 */
1234 * be non magical. 1509 * be non magical.
1235 */ 1510 */
1236 return 0; 1511 return 0;
1237} 1512}
1238 1513
1239/* need_identify returns true if the item should be identified. This
1240 * function really should not exist - by default, any item not identified
1241 * should need it.
1242 */
1243
1244int
1245need_identify (const object *op)
1246{
1247 switch (op->type)
1248 {
1249 case RING:
1250 case WAND:
1251 case ROD:
1252 case HORN:
1253 case SCROLL:
1254 case SKILL:
1255 case SKILLSCROLL:
1256 case SPELLBOOK:
1257 case FOOD:
1258 case POTION:
1259 case BOW:
1260 case ARROW:
1261 case WEAPON:
1262 case ARMOUR:
1263 case SHIELD:
1264 case HELMET:
1265 case AMULET:
1266 case BOOTS:
1267 case GLOVES:
1268 case BRACERS:
1269 case GIRDLE:
1270 case CONTAINER:
1271 case DRINK:
1272 case FLESH:
1273 case INORGANIC:
1274 case CLOSE_CON:
1275 case CLOAK:
1276 case GEM:
1277 case POWER_CRYSTAL:
1278 case POISON:
1279 case BOOK:
1280 case SKILL_TOOL:
1281 return 1;
1282 }
1283
1284 /* Try to track down some stuff that may show up here. Thus, the
1285 * archetype file can be updated, and this function removed.
1286 */
1287#if 0
1288 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1289#endif
1290 return 0;
1291}
1292
1293/* 1514/*
1294 * Supposed to fix face-values as well here, but later. 1515 * Supposed to fix face-values as well here, but later.
1295 */ 1516 */
1296void 1517void
1297identify (object *op) 1518identify (object *op)
1298{ 1519{
1299 object *pl; 1520 op->set_flag (FLAG_IDENTIFIED);
1300 1521 op->clr_flag (FLAG_KNOWN_MAGICAL);
1301 SET_FLAG (op, FLAG_IDENTIFIED); 1522 op->clr_flag (FLAG_NO_SKILL_IDENT);
1302 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1303 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1304 1523
1305 /* 1524 /*
1306 * We want autojoining of equal objects: 1525 * We want autojoining of equal objects:
1307 */ 1526 */
1308 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1527 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1309 SET_FLAG (op, FLAG_KNOWN_CURSED); 1528 op->set_flag (FLAG_KNOWN_CURSED);
1310 1529
1311 if (op->type == POTION) 1530 if (op->type == POTION)
1312 { 1531 {
1313 if (op->inv && op->randomitems) 1532 if (op->inv && op->randomitems)
1314 op->title = op->inv->name; 1533 op->title = op->inv->name;
1315 else if (op->arch) 1534 else if (op->arch)
1316 { 1535 {
1317 op->name = op->arch->object::name; 1536 op->name = op->arch->object::name;
1318 op->name_pl = op->arch->object::name_pl; 1537 op->name_pl = op->arch->object::name_pl;
1319 } 1538 }
1320 } 1539 }
1321 1540
1322 /* If the object is on a map, make sure we update its face */ 1541 /* If the object is on a map, make sure we update its face */
1323 if (op->map) 1542 if (op->map)
1324 update_object (op, UP_OBJ_CHANGE); 1543 update_object (op, UP_OBJ_CHANGE);
1325 else 1544
1326 { 1545 if (object *pl = op->visible_to ())
1327 pl = op->in_player ();
1328 if (pl)
1329 /* A lot of the values can change from an update - might as well send 1546 /* A lot of the values can change from an update - might as well send
1330 * it all. 1547 * it all.
1331 */ 1548 */
1332 esrv_send_item (pl, op); 1549 esrv_send_item (pl, op);
1333 }
1334} 1550}
1335 1551

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