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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 1.59 by root, Mon Oct 12 21:27:54 2009 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * 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
31 * 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
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {T_HANDLE, "cf handle", "cf handles", 0, 0},
174 {HOLE, "hole", "holes", 0, 0}, 176 {HOLE, "hole", "holes", 0, 0},
175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176 {SIGN, "sign", "signs", 0, 0}, 178 {SIGN, "sign", "signs", 0, 0},
177 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 179 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
251}; 253};
252 254
253int 255int
254get_power_from_ench (int ench) 256get_power_from_ench (int ench)
255{ 257{
256 if (ench < 0) ench = 0;
257 if (ench > 20) ench = 20;
258
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
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} 342}
348 343
349/* 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
350 * isn't one, returns NULL */ 345 * isn't one, returns NULL */
351const typedata * 346const typedata *
352get_typedata (int itemtype) 347get_typedata (int itemtype)
353{ 348{
354 int i;
355
356 for (i = 0; i < item_types_size; i++) 349 for (int i = 0; i < item_types_size; i++)
357 if (item_types[i].number == itemtype) 350 if (item_types[i].number == itemtype)
358 return &item_types[i]; 351 return &item_types[i];
352
359 return NULL; 353 return NULL;
360} 354}
361 355
362/* 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
363 * 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
364 * one return NULL */ 358 * one return NULL */
365const typedata * 359const typedata *
366get_typedata_by_name (const char *name) 360get_typedata_by_name (const char *name)
367{ 361{
368 int i;
369
370 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
371 if (!strcmp (item_types[i].name, name)) 363 if (!strcmp (item_types[i].name, name))
372 return &item_types[i]; 364 return &item_types[i];
365
373 for (i = 0; i < item_types_size; i++) 366 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name_pl, name)) 367 if (!strcmp (item_types[i].name_pl, name))
375 { 368 {
376 LOG (llevInfo, 369 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); 370 "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]; 371 return &item_types[i];
379 } 372 }
373
380 return NULL; 374 return 0;
381} 375}
382 376
383/* describe_resistance generates the visible naming for resistances. 377/* describe_resistance generates the visible naming for resistances.
384 * returns a static array of the description. This can return 378 * returns a static array of the description. This can return
385 * a big buffer. 379 * a big buffer.
404 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 398 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
405 399
406 strcat (buf, buf1); 400 strcat (buf, buf1);
407 } 401 }
408 } 402 }
403
409 return buf; 404 return buf;
410} 405}
411 406
412 407
413/* 408/*
414 * query_weight(object) returns a character pointer to a static buffer 409 * query_weight(object) returns a character pointer to a static buffer
415 * containing the text-representation of the weight of the given object. 410 * containing the text-representation of the weight of the given object.
416 * 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?
417 */ 414 */
418const char * 415const char *
419query_weight (const object *op) 416query_weight (const object *op)
420{ 417{
421 static char buf[10]; 418 static char buf[10];
422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 419 sint32 i = op->total_weight ();
423 420
424 if (op->weight < 0) 421 if (op->weight < 0)
425 return " "; 422 return " ";
426 423
427 if (i % 1000) 424 if (i % 1000)
447 return buf; 444 return buf;
448 } 445 }
449 446
450 if (i < 21) 447 if (i < 21)
451 return levelnumbers[i]; 448 return levelnumbers[i];
449
452 if (!(i % 10)) 450 if (!(i % 10))
453 return levelnumbers_10[i / 10]; 451 return levelnumbers_10[i / 10];
454 452
455 strcpy (buf, numbers_10[i / 10]); 453 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 454 strcat (buf, levelnumbers[i % 10]);
532} 530}
533 531
534/* 532/*
535 * 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
536 * 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.
537 */ 537 */
538const char * 538const char *
539query_short_name (const object *op) 539query_short_name (const object *op)
540{ 540{
541 if (!op->name)
542 return "(null)";
543
544 if (!op->nrof
545 && !op->weight
546 && !op->title
547 && !is_magical (op)
548 && op->slaying != shstr_money)
549 return op->name; /* To speed things up (or make things slower?) */
550
541 static dynbuf_text buf; buf.clear (); 551 static dynbuf_text buf; buf.clear ();
542
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?) */
548 552
549 buf << (op->nrof <= 1 ? op->name : op->name_pl); 553 buf << (op->nrof <= 1 ? op->name : op->name_pl);
550 554
551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 555 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
552 buf << ' ' << op->title; 556 buf << ' ' << op->title;
565 if (op->type != SPELLBOOK) 569 if (op->type != SPELLBOOK)
566 buf.printf (" (lvl %d)", op->level); 570 buf.printf (" (lvl %d)", op->level);
567 } 571 }
568 break; 572 break;
569 573
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
570 case SKILL: 599 case SKILL:
571 case AMULET: 600 case AMULET:
572 case RING: 601 case RING:
573 if (!op->title) 602 if (!op->title)
574 { 603 {
577 606
578 if (s && *s) 607 if (s && *s)
579 buf << " " << s; 608 buf << " " << s;
580 } 609 }
581 break; 610 break;
611
582 default: 612 default:
583 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)))
584 buf.printf (" %+d", op->magic); 614 buf.printf (" %+d", op->magic);
585 } 615 }
586 616
595 * 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
596 * 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
597 * returned is good forever.) However, it makes printing statements that 627 * 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.) 628 * use several names much easier (don't need to store them to temp variables.)
599 * 629 *
630 * It is used extensively within messages, so should return only a prose
631 * and short description of the item.
600 */ 632 */
601const char * 633const char *
602query_name (const object *op) 634query_name (const object *op)
603{ 635{
604 int len = 0; 636 int len = 0;
641 */ 673 */
642 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))
643 buf << " (magic)"; 675 buf << " (magic)";
644 676
645#if 0 677#if 0
646 /* 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
647 * be returned in the name. 679 * be returned in the name.
648 */ 680 */
649 if (op->item_power) 681 if (op->item_power)
650 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);
651 683
683 default: 715 default:
684 buf << " (applied)"; 716 buf << " (applied)";
685 } 717 }
686 } 718 }
687 719
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
688 if (QUERY_FLAG (op, FLAG_UNPAID)) 739 if (QUERY_FLAG (op, FLAG_UNPAID))
689 buf << " (unpaid)"; 740 buf << " (unpaid)";
690 741
691 return buf; 742 return buf;
692} 743}
697 * 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
698 * 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
699 * 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
700 * and sending to client. 751 * and sending to client.
701 * 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.
702 */ 756 */
703const char * 757const char *
704query_base_name (const object *op, int plural) 758query_base_name (const object *op, int plural)
705{ 759{
706 if ((!plural && !op->name) || (plural && !op->name_pl)) 760 if ((!plural && !op->name) || (plural && !op->name_pl))
776 */ 830 */
777 if (op->has_active_speed ()) 831 if (op->has_active_speed ())
778 switch ((int) ((FABS (op->speed)) * 15)) 832 switch ((int) ((FABS (op->speed)) * 15))
779 { 833 {
780 case 0: 834 case 0:
781 buf << "(very slow movement"; 835 buf << "(very slow movement)";
782 break; 836 break;
783 case 1: 837 case 1:
784 buf << "(slow movement)"; 838 buf << "(slow movement)";
785 break; 839 break;
786 case 2: 840 case 2:
901 * 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
902 * a dragon player examining food. Could have things like 956 * a dragon player examining food. Could have things like
903 * 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
904 * dwarves, etc. 958 * dwarves, etc.
905 * 959 *
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. 960 * Add 'owner' who is the person examining this object.
912 * 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
913 * item (eg, debug dump or the like) 962 * item (eg, debug dump or the like)
914 */ 963 */
915const char * 964const char *
973 buf << "well charged."; 1022 buf << "well charged.";
974 else if (op->stats.sp == op->stats.maxsp) 1023 else if (op->stats.sp == op->stats.maxsp)
975 buf << "fully charged."; 1024 buf << "fully charged.";
976 else 1025 else
977 buf << "almost full."; 1026 buf << "almost full.";
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 }
978 break; 1049 break;
979 1050
980 case FOOD: 1051 case FOOD:
981 case FLESH: 1052 case FLESH:
982 case DRINK: 1053 case DRINK:
1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1209 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1139 1210
1140 if (op->slaying && op->type != FOOD) 1211 if (op->slaying && op->type != FOOD)
1141 buf.printf ("(slay %s)", &op->slaying); 1212 buf.printf ("(slay %s)", &op->slaying);
1142 1213
1214 if (op->type == SKILL_TOOL && op->skill)
1215 buf.printf ("(%s)", &op->skill);
1216
1143 buf.add_abilities ("Attacks", op->attacktype); 1217 buf.add_abilities ("Attacks", op->attacktype);
1144 /* resistance on flesh is only visible for quetzals. If 1218 /* resistance on flesh is only visible for quetzals. If
1145 * non flesh, everyone can see its resistances 1219 * non flesh, everyone can see its resistances
1146 */ 1220 */
1147 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1221 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1157 1231
1158std::string 1232std::string
1159object::describe_item (object *who) 1233object::describe_item (object *who)
1160{ 1234{
1161 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;
1162} 1268}
1163 1269
1164/* 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
1165 * increases/decreases any abilities, provides a resistance, 1271 * increases/decreases any abilities, provides a resistance,
1166 * has a generic magical bonus, or is an artifact. 1272 * has a generic magical bonus, or is an artifact.
1294 * Supposed to fix face-values as well here, but later. 1400 * Supposed to fix face-values as well here, but later.
1295 */ 1401 */
1296void 1402void
1297identify (object *op) 1403identify (object *op)
1298{ 1404{
1299 object *pl;
1300
1301 SET_FLAG (op, FLAG_IDENTIFIED); 1405 SET_FLAG (op, FLAG_IDENTIFIED);
1302 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1406 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1303 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1407 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1304 1408
1305 /* 1409 /*
1312 { 1416 {
1313 if (op->inv && op->randomitems) 1417 if (op->inv && op->randomitems)
1314 op->title = op->inv->name; 1418 op->title = op->inv->name;
1315 else if (op->arch) 1419 else if (op->arch)
1316 { 1420 {
1317 op->name = op->arch->object::name; 1421 op->name = op->arch->object::name;
1318 op->name_pl = op->arch->object::name_pl; 1422 op->name_pl = op->arch->object::name_pl;
1319 } 1423 }
1320 } 1424 }
1321 1425
1322 /* 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 */
1323 if (op->map) 1427 if (op->map)
1324 update_object (op, UP_OBJ_CHANGE); 1428 update_object (op, UP_OBJ_CHANGE);
1325 else 1429
1326 { 1430 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 1431 /* A lot of the values can change from an update - might as well send
1330 * it all. 1432 * it all.
1331 */ 1433 */
1332 esrv_send_item (pl, op); 1434 esrv_send_item (pl, op);
1333 }
1334} 1435}
1335 1436

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