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Comparing deliantra/server/common/item.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.41 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: item.C,v 1.2 2006/08/29 08:01:35 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31#include <living.h> 26#include <living.h>
32#include <spells.h> 27#include <spells.h>
51 * may be better. 46 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
53 * "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
54 */ 49 */
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"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"},
57{"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"},
58{"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"},
59{"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"},
60{"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"},
61{"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"},
62{"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"} ,
63{"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"},
64{"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"},
65{"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"},
66{"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"},
67{"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"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 66};
71 67
72static char numbers[21][20] = { 68static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 70 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 71 "eighteen", "nineteen", "twenty"
76}; 72};
77 73
78static char numbers_10[10][20] = { 74static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 75 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 76 "eighty", "ninety"
81}; 77};
82 78
83static char levelnumbers[21][20] = { 79static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 80 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 81 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 82 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 83 "nineteen", "twentieth"
88}; 84};
89 85
90static char levelnumbers_10[11][20] = { 86static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 87 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 88 "seventieth", "eightieth", "ninetieth"
93}; 89};
94 90
95/* The following is a large table of item types, the fields are: 91/* The following is a large table of item types, the fields are:
96 * item number, item name, item name (plural), and two numbers that are the skills 92 * item number, item name, item name (plural), and two numbers that are the skills
97 * used to identify them. Anytime a new item type is added or removed, this list 93 * used to identify them. Anytime a new item type is added or removed, this list
98 * should be altered to reflect that. The defines for the numerical values are in 94 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 95 * define.h
100 */ 96 */
101static const typedata item_types[] = { 97static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 98 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 99 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 100 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 101 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 102 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 103 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 104 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 105 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 106 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 107 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 108 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 109 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 110 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 111 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 112 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 113 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 114 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 115 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 116 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 117 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 118 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 119 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 120 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 121 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 122 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 123 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 124 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 125 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 126 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 127 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 128 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 129 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 130 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 131 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 132 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 133 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 134 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 135 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 136 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 137 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 138 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 139 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 140 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 141 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 142 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 143 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 144 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 145 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 146 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 147 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 148 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 149 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 150 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 151 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 152 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 153 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 154 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 155 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 156 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 157 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 158 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 159 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 163 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 164 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
171{WALL, "wall", "walls", 0, 0},
172{LIGHT_SOURCE, "light source", "light sources", 0, 0},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 166 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 167 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 170 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 171 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 172 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 173 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 174 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 176 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 177 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 179 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 181 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 183 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 184 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 185 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 186 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 187 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 188 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 189 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 190 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 191 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 192 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 193 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 194 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 195 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 196 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 197 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 198 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 199 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 200 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 201 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 202 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 203 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 204 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 205 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 206 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 207 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 208};
223 209
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 210const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 211
226materialtype_t *materialt; 212materialtype_t *materialt;
227 213
228/* 214/*
229materialtype material[NROFMATERIALS] = { 215materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 242 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 243 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 244 * custom objects can use whatever they want.
259 */ 245 */
260static int enc_to_item_power[21] = { 246static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 247 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 248 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 249 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 250 30, 35, 40, 45, 50 /* 20 */
265}; 251};
266 252
253int
267int get_power_from_ench(int ench) 254get_power_from_ench (int ench)
268{ 255{
269 if (ench < 0) ench = 0; 256 if (ench < 0) ench = 0;
270 if (ench > 20) ench = 20; 257 if (ench > 20) ench = 20;
258
271 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
272} 260}
273 261
274/* 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
275 * 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
276 * generation code, and when loading legacy objects. It returns 264 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 265 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 266 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 267 * the power. This is used in the treasure code.
280 */ 268 */
269int
281int calc_item_power(const object *op, int flag) 270calc_item_power (const object *op, int flag)
282{ 271{
283 int i, tmp, enc; 272 int i, tmp, enc;
284 273
285 enc = 0; 274 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 276 enc += op->stats.stat (i);
288 277
289 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 281 * armour shouldn't be counted against
293 */ 282 */
294 tmp = 0; 283 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 284 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 285 tmp += op->resist[i];
297 286
298 /* Add/substract 10 so that the rounding works out right */ 287 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 288 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 289 enc += (tmp + 10) / 20;
290 else if (tmp < 0)
291 enc += (tmp - 10) / 20;
301 292
302 enc += op->magic; 293 enc += op->magic;
303 294
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 295 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 296 * physical doesn't count against total.
306 */ 297 */
307 if (op->type == WEAPON) { 298 if (op->type == WEAPON)
299 {
308 for (i=1; i<NROFATTACKS; i++) 300 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 301 if (op->attacktype & (1 << i))
302 enc++;
303 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
311 } 305 }
312 /* Items the player can equip */ 306 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 311 {
318 enc += op->stats.food; /* sustenance */ 312 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
323 } 317 }
324 enc += op->stats.luck; 318 enc += op->stats.luck;
325 319
326 /* Do spell paths now */ 320 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 321 for (i = 1; i < NRSPELLPATHS; i++)
322 {
328 if (op->path_attuned& (1 << i)) enc++; 323 if (op->path_attuned & (1 << i))
324 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 325 else if (op->path_denied & (1 << i))
326 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 327 else if (op->path_repelled & (1 << i))
328 enc--;
331 } 329 }
332 330
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 331 if (QUERY_FLAG (op, FLAG_LIFESAVE))
332 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 333 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
334 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
336 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 337 if (QUERY_FLAG (op, FLAG_STEALTH))
338 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 339 if (QUERY_FLAG (op, FLAG_XRAYS))
340 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 341 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1;
340 345
341 return get_power_from_ench(enc); 346 return get_power_from_ench (enc);
342
343} 347}
344 348
345/* 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
346 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
347 351const typedata *
348const typedata *get_typedata(int itemtype) { 352get_typedata (int itemtype)
353{
349 int i; 354 int i;
355
350 for (i=0;i<item_types_size;i++) 356 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 357 if (item_types[i].number == itemtype)
358 return &item_types[i];
352 return NULL; 359 return NULL;
353} 360}
354 361
355/* 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
356 * 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
357 * one return NULL */ 364 * one return NULL */
358 365const typedata *
359const typedata *get_typedata_by_name(const char *name) { 366get_typedata_by_name (const char *name)
367{
360 int i; 368 int i;
369
361 for (i=0;i<item_types_size;i++) 370 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 371 if (!strcmp (item_types[i].name, name))
372 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 373 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 374 if (!strcmp (item_types[i].name_pl, name))
375 {
365 LOG(llevInfo, 376 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 377 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
367 name, item_types[i].name);
368 return &item_types[i]; 378 return &item_types[i];
369 } 379 }
370 return NULL; 380 return NULL;
371} 381}
382
372/* describe_resistance generates the visible naming for resistances. 383/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
374 * a big buffer. 385 * a big buffer.
375 * 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
376 * 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
377 */ 388 */
389const char *
378char *describe_resistance(const object *op, int newline) 390describe_resistance (const object *op, int newline)
379{ 391{
380 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
382 int tmpvar; 394 int tmpvar;
383 395
384 buf[0]=0; 396 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 397 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
398 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 399 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
400 {
387 if (!newline) 401 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 402 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 403 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 404 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 405
392 strcat(buf, buf1); 406 strcat (buf, buf1);
393 } 407 }
394 } 408 }
395 return buf; 409 return buf;
396} 410}
397 411
398 412
399/* 413/*
400 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
402 * 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().
403 */ 417 */
404 418const char *
405char *query_weight(const object *op) { 419query_weight (const object *op)
420{
406 static char buf[10]; 421 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 423
409 if(op->weight<0) 424 if (op->weight < 0)
410 return " "; 425 return " ";
426
411 if(i%1000) 427 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
413 else 429 else
414 sprintf(buf,"%4d ",i/1000); 430 sprintf (buf, "%4d ", i / 1000);
431
415 return buf; 432 return buf;
416} 433}
417 434
418/* 435/*
419 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
421 */ 438 */
422 439const char *
423char *get_levelnumber(int i) { 440get_levelnumber (int i)
441{
424 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
443
425 if (i > 99) { 444 if (i > 99)
445 {
426 sprintf(buf, "%d.", i); 446 sprintf (buf, "%d.", i);
427 return buf; 447 return buf;
428 } 448 }
449
429 if(i < 21) 450 if (i < 21)
430 return levelnumbers[i]; 451 return levelnumbers[i];
431 if(!(i%10)) 452 if (!(i % 10))
432 return levelnumbers_10[i/10]; 453 return levelnumbers_10[i / 10];
454
433 strcpy(buf, numbers_10[i/10]); 455 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 456 strcat (buf, levelnumbers[i % 10]);
435 return buf; 457 return buf;
436} 458}
437
438 459
439/* 460/*
440 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
441 * 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
442 * call to get_number(). 463 * call to get_number().
443 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
444 */ 465 */
445 466const char *
446char *get_number(int i) { 467get_number (int i)
468{
447 if(i<=20) 469 if (i <= 20)
448 return numbers[i]; 470 return numbers[i];
449 else { 471 else
472 {
450 static char buf[MAX_BUF]; 473 static char buf[MAX_BUF];
474
451 sprintf(buf,"%d",i); 475 sprintf (buf, "%d", i);
452 return buf; 476 return buf;
453 } 477 }
454} 478}
455 479
456/* 480/*
457 * Returns pointer to static buffer containing ring's or amulet's 481 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 482 * abilities
460 * if describle_item() would be called to get this information and 484 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 485 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 486 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 487 * client handle names.
464 */ 488 */
489
465/* 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
466 * from stats.sp - b.t. 491 * from stats.sp - b.t.
467 */ 492 */
493const char *
468char *ring_desc (const object *op) 494ring_desc (const object *op)
469{ 495{
470 static char buf[VERY_BIG_BUF]; 496 static dynbuf_text buf; buf.clear ();
471 int attr, val,len; 497 int attr, val, len;
472
473 buf[0] = 0;
474 498
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
476 return buf; 500 {
477
478 for (attr=0; attr<NUM_STATS; attr++) { 501 for (attr = 0; attr < NUM_STATS; attr++)
479 if ((val=get_attr_value(&(op->stats),attr))!=0) { 502 if ((val = op->stats.stat (attr)))
480 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val); 503 buf.printf ("(%s%+d)", short_stat_name[attr], val);
481 }
482 }
483 if(op->stats.exp)
484 sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
485 if(op->stats.wc)
486 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 if(op->stats.dam)
488 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 if(op->stats.ac)
490 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491 504
505 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
506 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
507 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
508 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
509
492 strcat(buf,describe_resistance(op, 0)); 510 buf << describe_resistance (op, 0);
493 511
494 if (op->stats.food != 0) 512 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
495 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food); 513 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
496 /* else if (op->stats.food < 0) 514 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
497 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 515 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
498 if(op->stats.grace) 516 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
499 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 if(op->stats.sp && op->type!=SKILL)
501 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 if(op->stats.hp)
503 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 if(op->stats.luck)
505 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 strcat(buf,"(lifesaving)");
508 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 strcat(buf,"(reflect spells)");
510 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 strcat(buf,"(reflect missiles)");
512 if(QUERY_FLAG(op,FLAG_STEALTH))
513 strcat(buf,"(stealth)");
514 /* Shorten some of the names, so they appear better in the windows */
515 len=strlen(buf);
516 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519 517
520 /* if(op->item_power) 518 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
521 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 519 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
522 */ 520 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
523 if(buf[0] == 0 && op->type!=SKILL) 521 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
522
523 buf.add_paths ("Attuned" , op->path_attuned);
524 buf.add_paths ("Repelled", op->path_repelled);
525 buf.add_paths ("Denied" , op->path_denied);
526
527 if (buf.empty ())
524 strcpy(buf,"of adornment"); 528 buf << "of adornment";
529 }
525 530
526
527 return buf; 531 return buf;
528} 532}
529 533
530/* 534/*
531 * query_short_name(object) is similar to query_name, but doesn't 535 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 536 * contain any information about object status (worn/cursed/etc.)
533 */ 537 */
538const char *
534const char *query_short_name(const object *op) 539query_short_name (const object *op)
535{ 540{
536 static char buf[HUGE_BUF]; 541 static dynbuf_text buf; buf.clear ();
537 char buf2[HUGE_BUF];
538 int len=0;
539 542
540 if(op->name == NULL) 543 if (op->name == NULL)
541 return "(null)"; 544 return "(null)";
545
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 546 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 547 return op->name; /* To speed things up (or make things slower?) */
544 548
545 if (op->nrof <= 1) 549 buf << (op->nrof <= 1 ? op->name : op->name_pl);
546 safe_strcat(buf,op->name, &len, HUGE_BUF);
547 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF);
549 550
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
551 safe_strcat(buf, " ", &len, HUGE_BUF); 552 buf << ' ' << op->title;
552 safe_strcat(buf, op->title, &len, HUGE_BUF);
553 }
554 553
555 switch(op->type) { 554 switch (op->type)
555 {
556 case SPELLBOOK: 556 case SPELLBOOK:
557 case SCROLL: 557 case SCROLL:
558 case WAND: 558 case WAND:
559 case ROD: 559 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 560 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
561 {
561 if(!op->title) { 562 if (!op->title)
562 safe_strcat(buf," of ", &len, HUGE_BUF); 563 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
563 if (op->inv) 564
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
565 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
567 }
568 if(op->type != SPELLBOOK) { 565 if (op->type != SPELLBOOK)
569 sprintf(buf2, " (lvl %d)", op->level); 566 buf.printf (" (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF);
571 }
572 } 567 }
573 break; 568 break;
574 569
575 case SKILL: 570 case SKILL:
576 case AMULET: 571 case AMULET:
577 case RING: 572 case RING:
578 if (!op->title) { 573 if (!op->title)
574 {
579 /* If ring has a title, full description isn't so useful */ 575 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 576 const char *s = ring_desc (op);
577
581 if (s[0]) { 578 if (s && *s)
582 safe_strcat (buf, " ", &len, HUGE_BUF); 579 buf << " " << s;
583 safe_strcat(buf, s, &len, HUGE_BUF);
584 } 580 }
585 }
586 break; 581 break;
587 default: 582 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 583 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
589 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
590 sprintf(buf2, " %+d", op->magic); 584 buf.printf (" %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF);
592 }
593 } 585 }
586
594 return buf; 587 return buf;
595} 588}
596 589
597/* 590/*
598 * query_name(object) returns a character pointer pointing to a static 591 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 592 * buffer which contains a verbose textual representation of the name
603 * overwritten. This may be a bad thing (it may be easier to assume the value 596 * overwritten. This may be a bad thing (it may be easier to assume the value
604 * returned is good forever.) However, it makes printing statements that 597 * returned is good forever.) However, it makes printing statements that
605 * use several names much easier (don't need to store them to temp variables.) 598 * use several names much easier (don't need to store them to temp variables.)
606 * 599 *
607 */ 600 */
601const char *
608char *query_name(const object *op) { 602query_name (const object *op)
609 static char buf[5][HUGE_BUF]; 603{
604 int len = 0;
605 static dynbuf_text bufs[5];
610 static int use_buf=0; 606 static int use_buf = 0;
611 int len=0; 607
612#ifdef NEW_MATERIAL_CODE 608 use_buf++;
613 materialtype_t *mt; 609 use_buf %= 5;
610
611 dynbuf_text &buf = bufs [use_buf];
612 buf.clear ();
613
614 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
615 if (materialtype_t *mt = name_to_material (op->materialname))
616 buf << mt->description << ' ';
617
618 buf << query_short_name (op);
619
620 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
621 buf << " *";
622 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
623 buf << " (open)";
624
625 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
626 {
627 if (QUERY_FLAG (op, FLAG_DAMNED))
628 buf << " (damned)";
629 else if (QUERY_FLAG (op, FLAG_CURSED))
630 buf << " (cursed)";
631 }
632
633 /* Basically, if the object is known magical (detect magic spell on it),
634 * and it isn't identified, print out the fact that
635 * it is magical. Assume that the detect magical spell will only set
636 * KNOWN_MAGICAL if the item actually is magical.
637 *
638 * 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
640 * abilities, especially for artifact items.
641 */
642 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
643 buf << " (magic)";
644
645#if 0
646 /* item_power will be returned in desribe_item - it shouldn't really
647 * be returned in the name.
648 */
649 if (op->item_power)
650 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
651
614#endif 652#endif
615 653
616 use_buf++;
617 use_buf %=5;
618
619#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) {
621 mt = name_to_material(op->materialname);
622 if (mt) {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF);
625 }
626 }
627#endif
628
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF);
630
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
634 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
635 safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF);
636
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
638 if(QUERY_FLAG(op,FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 }
643 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical.
647 *
648 * Changed in V 0.91.4 - still print that the object is magical even
649 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items.
651 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF);
654
655#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name.
658 */
659 if(op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)",
661 op->item_power);
662
663#endif
664
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 654 if (QUERY_FLAG (op, FLAG_APPLIED))
655 {
666 switch(op->type) { 656 switch (op->type)
657 {
667 case BOW: 658 case BOW:
668 case WAND: 659 case WAND:
669 case ROD: 660 case ROD:
670 case HORN: 661 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 662 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
672 break; 663 break;
673 case WEAPON: 664 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 665 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
675 break; 666 break;
676 case ARMOUR: 667 case ARMOUR:
677 case HELMET: 668 case HELMET:
678 case SHIELD: 669 case SHIELD:
679 case RING: 670 case RING:
681 case GLOVES: 672 case GLOVES:
682 case AMULET: 673 case AMULET:
683 case GIRDLE: 674 case GIRDLE:
684 case BRACERS: 675 case BRACERS:
685 case CLOAK: 676 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 677 buf << " (worn)";
687 break; 678 break;
688 case CONTAINER: 679 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 680 buf << " (active)";
690 break; 681 break;
691 case SKILL: 682 case SKILL:
692 default: 683 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 684 buf << " (applied)";
694 } 685 }
695 } 686 }
687
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 688 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 689 buf << " (unpaid)";
698 690
699 return buf[use_buf]; 691 return buf;
700} 692}
701 693
702/* 694/*
703 * query_base_name(object) returns a character pointer pointing to a static 695 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 696 * buffer which contains a verbose textual representation of the name
706 * call to query_base_name(). This is a lot like query_name, but we 698 * call to query_base_name(). This is a lot like query_name, but we
707 * don't include the item count or item status. Used for inventory sorting 699 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 700 * and sending to client.
709 * If plural is set, we generate the plural name of this. 701 * If plural is set, we generate the plural name of this.
710 */ 702 */
703const char *
711const char *query_base_name(const object *op, int plural) { 704query_base_name (const object *op, int plural)
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 705{
713 int len;
714 materialtype_t *mt;
715
716 if((!plural && !op->name) || (plural && !op->name_pl)) 706 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 707 return "(null)";
718 708
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 709 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 710 return op->name; /* To speed things up (or make things slower?) */
721 711
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 712 static dynbuf_text buf; buf.clear ();
713
714 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 715 if (materialtype_t *mt = name_to_material (op->materialname))
724
725#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 716 if (op->arch->materialname != mt->name)
728 !(op->material & M_SPECIAL)) { 717 buf << mt->description << ' ';
729 strcpy(buf, mt->description);
730 len=strlen(buf);
731 safe_strcat(buf, " ", &len, MAX_BUF);
732 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF);
734 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF);
736 } else {
737#endif
738 if (!plural)
739 strcpy(buf, op->name);
740 else
741 strcpy(buf, op->name_pl);
742 len=strlen(buf);
743#ifdef NEW_MATERIAL_CODE
744 }
745#endif
746 718
719 buf << (plural ? op->name_pl : op->name);
720
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 721 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
748 safe_strcat(buf, " ", &len, MAX_BUF); 722 buf << ' ' << op->title;
749 safe_strcat(buf, op->title, &len, MAX_BUF);
750 }
751 723
752 switch(op->type) { 724 switch (op->type)
725 {
753 case SPELLBOOK: 726 case SPELLBOOK:
754 case SCROLL: 727 case SCROLL:
755 case WAND: 728 case WAND:
756 case ROD: 729 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 730 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
731 {
758 if(!op->title) { 732 if (!op->title)
759 safe_strcat(buf," of ", &len, MAX_BUF); 733 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
760 if (op->inv) 734
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF);
762 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
764 }
765 if(op->type != SPELLBOOK) { 735 if (op->type != SPELLBOOK)
766 sprintf(buf2, " (lvl %d)", op->level); 736 buf.printf (" (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF);
768 }
769 } 737 }
770 break; 738 break;
771 739
772 740
773 case SKILL: 741 case SKILL:
774 case AMULET: 742 case AMULET:
775 case RING: 743 case RING:
776 if (!op->title) { 744 if (!op->title)
745 {
777 /* If ring has a title, full description isn't so useful */ 746 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 747 const char *s = ring_desc (op);
748
779 if (s[0]) { 749 if (s && *s)
780 safe_strcat (buf, " ", &len, MAX_BUF); 750 buf << ' ' << s;
781 safe_strcat (buf, s, &len, MAX_BUF);
782 } 751 }
783 }
784 break; 752 break;
753
785 default: 754 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 755 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
787 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 756 buf.printf (" %+d", op->magic);
788 sprintf(buf + strlen(buf), " %+d", op->magic);
789 }
790 } 757 }
758
791 return buf; 759 return buf;
792} 760}
793 761
794/* Break this off from describe_item - that function was way 762/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 763 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 764 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 765 * be called with monster & player objects. Returns a description
798 * in a static buffer. 766 * in a static buffer.
799 */ 767 */
800 768static const char *
801static char *describe_monster(const object *op) { 769describe_monster (const object *op)
802 char buf[MAX_BUF]; 770{
803 static char retbuf[VERY_BIG_BUF]; 771 static dynbuf_text buf; buf.clear ();
804 int i;
805 772
806 retbuf[0]='\0';
807
808 /* Note that the resolution this provides for players really isn't 773 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 774 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 775 * fall into the 'lightning fast movement' category.
811 */ 776 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 777 if (op->has_active_speed ())
813 switch((int)((FABS(op->speed))*15)) { 778 switch ((int) ((FABS (op->speed)) * 15))
779 {
814 case 0: 780 case 0:
815 strcat(retbuf,"(very slow movement)"); 781 buf << "(very slow movement";
816 break; 782 break;
817 case 1: 783 case 1:
818 strcat(retbuf,"(slow movement)"); 784 buf << "(slow movement)";
819 break; 785 break;
820 case 2: 786 case 2:
821 strcat(retbuf,"(normal movement)"); 787 buf << "(normal movement)";
822 break; 788 break;
823 case 3: 789 case 3:
824 case 4: 790 case 4:
825 strcat(retbuf,"(fast movement)"); 791 buf << "(fast movement)";
826 break; 792 break;
827 case 5: 793 case 5:
828 case 6: 794 case 6:
829 strcat(retbuf,"(very fast movement)"); 795 buf << "(very fast movement)";
830 break; 796 break;
831 case 7: 797 case 7:
832 case 8: 798 case 8:
833 case 9: 799 case 9:
834 case 10: 800 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 801 buf << "(extremely fast movement)";
836 break; 802 break;
837 default: 803 default:
838 strcat(retbuf,"(lightning fast movement)"); 804 buf << "(lightning fast movement)";
839 break; 805 break;
840 } 806 }
807
808 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
809 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
810 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
811 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
812 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
813 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
814 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
815 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
816 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
817 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
818 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
819 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
820 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
821 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
822
823 if (op->randomitems)
841 } 824 {
842 if(QUERY_FLAG(op,FLAG_UNDEAD))
843 strcat(retbuf,"(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW))
849 strcat(retbuf,"(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK))
867 strcat(retbuf,"(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)");
870 if(op->randomitems != NULL) {
871 treasure *t;
872 int first = 1; 825 bool first = 1;
826
873 for(t=op->randomitems->items; t != NULL; t=t->next) 827 for (treasure *t = op->randomitems->items; t; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 828 if (t->item && t->item->type == SPELL)
829 {
875 if(first) { 830 if (first)
831 buf << "(Spell abilities:)";
832
876 first = 0; 833 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 834
878 } 835 buf << '(' << t->item->object::name << ')';
879 strcat(retbuf,"(");
880 strcat(retbuf,t->item->clone.name);
881 strcat(retbuf,")");
882 } 836 }
883 } 837 }
838
884 if (op->type == PLAYER) { 839 if (op->type == PLAYER)
840 {
885 if(op->contr->digestion) { 841 if (op->contr->digestion)
886 if(op->contr->digestion!=0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 842 buf.printf ("(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 843
889 }
890 if(op->contr->gen_grace) { 844 if (op->contr->gen_grace)
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 845 buf.printf ("(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 846
893 }
894 if(op->contr->gen_sp) { 847 if (op->contr->gen_sp)
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 848 buf.printf ("(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 849
897 }
898 if(op->contr->gen_hp) { 850 if (op->contr->gen_hp)
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 851 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 852
901 }
902 if(op->stats.luck) { 853 if (op->stats.luck)
903 sprintf(buf,"(luck%+d)",op->stats.luck); 854 buf.printf ("(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf);
905 }
906 } 855 }
907 856
908 /* describe attacktypes */ 857 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 858 if (is_dragon_pl (op))
859 {
910 /* for dragon players display the attacktypes from clawing skill 860 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 861 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 862 * this makes it more readable.
913 */ 863 */
914 object *tmp; 864 object *tmp;
915 865
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 866 for (tmp = op->inv; tmp; tmp = tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; 867 if (tmp->type == SKILL && tmp->name == shstr_clawing)
868 break;
918 869
919 if (tmp && tmp->attacktype!=0) { 870 if (tmp && tmp->attacktype)
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 871 buf.add_abilities ("Claws", tmp->attacktype);
921 }
922 else { 872 else
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 873 buf.add_abilities ("Attacks", op->attacktype);
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
927 } 874 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 875 else
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 876 buf.add_abilities ("Attacks", op->attacktype);
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 877
878 buf.add_paths ("Attuned" , op->path_attuned);
879 buf.add_paths ("Repelled", op->path_repelled);
880 buf.add_paths ("Denied" , op->path_denied);
881
931 for (i=0; i < NROFATTACKS; i++) { 882 for (int i = 0; i < NROFATTACKS; i++)
932 if (op->resist[i]) { 883 if (op->resist[i])
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 884 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 885
935 }
936 }
937 return retbuf; 886 return buf;
938} 887}
939
940 888
941/* 889/*
942 * Returns a pointer to a static buffer which contains a 890 * Returns a pointer to a static buffer which contains a
943 * description of the given object. 891 * description of the given object.
944 * If it is a monster, lots of information about its abilities 892 * If it is a monster, lots of information about its abilities
962 * 910 *
963 * Add 'owner' who is the person examining this object. 911 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 912 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 913 * item (eg, debug dump or the like)
966 */ 914 */
967 915const char *
968char *describe_item(const object *op, object *owner) { 916describe_item (const object *op, object *owner)
969 char buf[MAX_BUF]; 917{
970 static char retbuf[VERY_BIG_BUF];
971 int identified,i;
972
973 retbuf[0]='\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 918 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
975 return describe_monster(op); 919 return describe_monster (op);
976 } 920
921 static dynbuf_text buf; buf.clear ();
922 int identified, i;
923
977 /* figure this out once, instead of making multiple calls to need_identify. 924 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 925 * also makes the code easier to read.
979 */ 926 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 927 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
981 else { 928 if (!identified)
982 strcpy(retbuf,"(unidentified)"); 929 buf << "(unidentified)";
983 identified = 0; 930
984 }
985 switch(op->type) { 931 switch (op->type)
932 {
986 case BOW: 933 case BOW:
987 case ARROW: 934 case ARROW:
988 case WAND: 935 case WAND:
989 case ROD: 936 case ROD:
990 case HORN: 937 case HORN:
991 case WEAPON: 938 case WEAPON:
992 case ARMOUR: 939 case ARMOUR:
993 case HELMET: 940 case HELMET:
994 case SHIELD: 941 case SHIELD:
995 case BOOTS: 942 case BOOTS:
996 case GLOVES: 943 case GLOVES:
997 case GIRDLE: 944 case GIRDLE:
998 case BRACERS: 945 case BRACERS:
999 case CLOAK: 946 case CLOAK:
1000 case SKILL_TOOL: 947 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 948 break; /* We have more information to do below this switch */
1002 949
1003 case POWER_CRYSTAL: 950 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 951 if (op->stats.maxsp > 1000)
952 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 953 i = (op->stats.maxsp % 1000) / 100;
954
1006 if (i) 955 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 956 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1008 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100);
1010 }else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp);
1012 strcat(retbuf,buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp;
1014 if (op->stats.sp==0)
1015 strcat(retbuf,"empty.");
1016 else if (i==0)
1017 strcat(retbuf,"almost empty.");
1018 else if (i<3)
1019 strcat(retbuf,"partially filled.");
1020 else if (i<6)
1021 strcat(retbuf,"half full.");
1022 else if (i<9)
1023 strcat(retbuf,"well charged.");
1024 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged.");
1026 else 957 else
1027 strcat(retbuf,"almost full."); 958 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
959 }
960 else
961 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
962
963 i = (op->stats.sp * 10) / op->stats.maxsp;
964 if (op->stats.sp == 0)
965 buf << "empty.";
966 else if (i == 0)
967 buf << "almost empty.";
968 else if (i < 3)
969 buf << "partially filled.";
970 else if (i < 6)
971 buf << "half full.";
972 else if (i < 9)
973 buf << "well charged.";
974 else if (op->stats.sp == op->stats.maxsp)
975 buf << "fully charged.";
976 else
977 buf << "almost full.";
978 break;
979
980 case FOOD:
981 case FLESH:
982 case DRINK:
983 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
984 {
985 buf.printf ("(food+%d)", op->stats.food);
986
987 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]);
989
990 if (!QUERY_FLAG (op, FLAG_CURSED))
991 {
992 if (op->stats.hp) buf << "(heals)";
993 if (op->stats.sp) buf << "(spellpoint regen)";
994 }
995 else
996 {
997 if (op->stats.hp) buf << "(damages)";
998 if (op->stats.sp) buf << "(spellpoint depletion)";
999 }
1000 }
1001 break;
1002
1003 case SKILL:
1004 case RING:
1005 case AMULET:
1006 if (op->item_power)
1007 buf.printf ("(item_power %+d)", op->item_power);
1008
1009 if (op->title)
1010 buf << ring_desc (op);
1011
1012 return buf;
1013
1014 default:
1015 return buf;
1016 }
1017
1018 /* Down here, we more further describe equipment type items.
1019 * only describe them if they have been identified or the like.
1020 */
1021 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1022 {
1023 int attr, val;
1024
1025 for (attr = 0; attr < NUM_STATS; attr++)
1026 if ((val = op->stats.stat (attr)))
1027 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1028
1029 if (op->stats.exp)
1030 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1031
1032 switch (op->type)
1033 {
1034 case BOW:
1035 case ARROW:
1036 case GIRDLE:
1037 case HELMET:
1038 case SHIELD:
1039 case BOOTS:
1040 case GLOVES:
1041 case WEAPON:
1042 case SKILL:
1043 case RING:
1044 case AMULET:
1045 case ARMOUR:
1046 case BRACERS:
1047 case FORCE:
1048 case CLOAK:
1049 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1050 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1051 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1052
1053 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1054 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1055
1028 break; 1056 break;
1029 case FOOD: 1057
1030 case FLESH: 1058 default:
1031 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1033 sprintf(buf,"(food+%d)", op->stats.food);
1034 strcat(retbuf, buf);
1035
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf);
1039 }
1040
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) {
1042 if (op->stats.hp)
1043 strcat(retbuf,"(heals)");
1044 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)");
1046 }
1047 else {
1048 if (op->stats.hp)
1049 strcat(retbuf,"(damages)");
1050 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)");
1052 }
1053 }
1054 break; 1059 break;
1055
1056
1057 case SKILL:
1058 case RING:
1059 case AMULET:
1060 if(op->item_power) {
1061 sprintf(buf,"(item_power %+d)",op->item_power);
1062 strcat(retbuf,buf);
1063 }
1064 if (op->title)
1065 strcat (retbuf, ring_desc(op));
1066 return retbuf;
1067
1068 default:
1069 return retbuf;
1070 }
1071
1072 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like.
1074 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1076 int attr,val;
1077
1078 for (attr=0; attr<NUM_STATS; attr++) {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf);
1082 }
1083 } 1060 }
1084 1061
1085 if(op->stats.exp) { 1062 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1086 sprintf(buf,"(speed %+lld)",op->stats.exp); 1063 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1087 strcat(retbuf,buf); 1064
1065 /* levitate was what is was before, so we'll keep it */
1066 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1067 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1068 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1069
1070 /* walking is presumed as 'normal', so doesn't need mentioning */
1071
1072 if (op->item_power)
1073 buf.printf ("(item_power %+d)", op->item_power);
1074 } /* End if identified or applied */
1075
1076 /* This blocks only deals with fully identified object.
1077 * it is intentional that this is not an 'else' from a above -
1078 * in this way, information is added.
1079 */
1080 if (identified)
1081 {
1082 int more_info = 0;
1083
1084 switch (op->type)
1085 {
1086 case ROD: /* These use stats.sp for spell selection and stats.food */
1087 case HORN: /* and stats.hp for spell-point regeneration... */
1088 case BOW:
1089 case ARROW:
1090 case WAND:
1091 case FOOD:
1092 case FLESH:
1093 case DRINK:
1094 more_info = 0;
1095 break;
1096
1097 /* Armor type objects */
1098 case ARMOUR:
1099 case HELMET:
1100 case SHIELD:
1101 case BOOTS:
1102 case GLOVES:
1103 case GIRDLE:
1104 case BRACERS:
1105 case CLOAK:
1106 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1107 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1108 more_info = 1;
1109 break;
1110
1111 case WEAPON:
1112 /* Calculate it the same way fix_player does so the results
1113 * make sense.
1114 */
1115 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1116 if (i < 0)
1117 i = 0;
1118
1119 buf.printf ("(weapon speed %d)", i);
1120 more_info = 1;
1121 break;
1088 } 1122 }
1089 1123
1090 1124 if (more_info)
1091 switch(op->type) { 1125 {
1092 case BOW: 1126 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1093 case ARROW: 1127 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1094 case GIRDLE: 1128 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1095 case HELMET: 1129 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1096 case SHIELD:
1097 case BOOTS:
1098 case GLOVES:
1099 case WEAPON:
1100 case SKILL:
1101 case RING:
1102 case AMULET:
1103 case ARMOUR:
1104 case BRACERS:
1105 case FORCE:
1106 case CLOAK:
1107 if(op->stats.wc) {
1108 sprintf(buf,"(wc%+d)",op->stats.wc);
1109 strcat(retbuf,buf);
1110 }
1111 if(op->stats.dam) {
1112 sprintf(buf,"(dam%+d)",op->stats.dam);
1113 strcat(retbuf,buf);
1114 }
1115 if(op->stats.ac) {
1116 sprintf(buf,"(ac%+d)",op->stats.ac);
1117 strcat(retbuf,buf);
1118 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level);
1121 strcat(retbuf,buf);
1122 }
1123 break;
1124
1125 default:
1126 break;
1127 } 1130 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)");
1132 1131
1133 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)");
1136
1137 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)");
1139
1140 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)");
1142
1143 /* walking is presumed as 'normal', so doesn't need mentioning */
1144
1145 if(op->item_power) {
1146 sprintf(buf,"(item_power %+d)",op->item_power);
1147 strcat(retbuf,buf);
1148 }
1149 } /* End if identified or applied */
1150
1151 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added.
1154 */
1155 if(identified) {
1156 int more_info = 0;
1157
1158 switch(op->type) {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW:
1162 case ARROW:
1163 case WAND:
1164 case FOOD:
1165 case FLESH:
1166 case DRINK:
1167 more_info = 0;
1168 break;
1169
1170 /* Armor type objects */
1171 case ARMOUR:
1172 case HELMET:
1173 case SHIELD:
1174 case BOOTS:
1175 case GLOVES:
1176 case GIRDLE:
1177 case BRACERS:
1178 case CLOAK:
1179 if (ARMOUR_SPEED(op)) {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0);
1181 strcat(retbuf, buf);
1182 }
1183 if (ARMOUR_SPELLS(op)) {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op));
1185 strcat(retbuf, buf);
1186 }
1187 more_info=1;
1188 break;
1189
1190 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results
1192 * make sense.
1193 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2;
1195 if (i<0) i=0;
1196
1197 sprintf(buf,"(weapon speed %d)", i);
1198 strcat(retbuf, buf);
1199 more_info=1;
1200 break;
1201
1202 }
1203 if (more_info) {
1204 if(op->stats.food) {
1205 if(op->stats.food!=0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food);
1207 strcat(retbuf,buf);
1208 }
1209 if(op->stats.grace) {
1210 sprintf(buf,"(grace%+d)",op->stats.grace);
1211 strcat(retbuf,buf);
1212 }
1213 if(op->stats.sp) {
1214 sprintf(buf,"(magic%+d)",op->stats.sp);
1215 strcat(retbuf,buf);
1216 }
1217 if(op->stats.hp) {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp);
1219 strcat(retbuf,buf);
1220 }
1221 }
1222
1223 if(op->stats.luck) { 1132 if (op->stats.luck)
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1133 buf.printf ("(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1134
1226 } 1135 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1136 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1228 strcat(retbuf,"(lifesaving)"); 1137 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1230 strcat(retbuf,"(reflect spells)"); 1139
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1140 if (op->slaying && op->type != FOOD)
1236 sprintf(buf,"(slay %s)",op->slaying); 1141 buf.printf ("(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1142
1238 } 1143 buf.add_abilities ("Attacks", op->attacktype);
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1144 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1145 * non flesh, everyone can see its resistances
1242 */ 1146 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1147 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1148 buf << describe_resistance (op, 0);
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
1248 }
1249 1149
1150 buf.add_paths ("Attuned", op->path_attuned);
1151 buf.add_paths ("Repelled", op->path_repelled);
1152 buf.add_paths ("Denied", op->path_denied);
1153 }
1154
1250 return retbuf; 1155 return buf;
1156}
1157
1158std::string
1159object::describe_item (object *who)
1160{
1161 return std::string (::describe_item (this, who));
1162}
1163
1164void
1165examine (object *op, object *tmp)
1166{
1167 std::string s = tmp->describe (op);
1168
1169 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ());
1170}
1171
1172/*
1173 * inventory prints object's inventory. If inv==NULL then print player's
1174 * inventory.
1175 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1176 */
1177const char *
1178object::query_inventory (object *who, const char *indent)
1179{
1180 static dynbuf_text buf; buf.clear ();
1181
1182 for (object *tmp = inv; tmp; tmp = tmp->below)
1183 if (who && QUERY_FLAG (who, FLAG_WIZ))
1184 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1185 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1186 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1187
1188 if (buf.size ())
1189 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1190 else
1191 buf.printf ("%s(empty)\n", indent);
1192
1193 return buf;
1251} 1194}
1252 1195
1253/* Return true if the item is magical. A magical item is one that 1196/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1197 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1198 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1199 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1200 * should be marked as magical.
1258 */ 1201 */
1259 1202int
1260int is_magical(const object *op) { 1203is_magical (const object *op)
1204{
1261 int i; 1205 int i;
1262 1206
1263 /* living creatures are considered non magical */ 1207 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1208 if (QUERY_FLAG (op, FLAG_ALIVE))
1265
1266 /* This is a test for it being an artifact, as artifacts have titles */
1267 if (op->title!=NULL) return 1;
1268
1269 /* Handle rings and amulets specially. If they change any of these
1270 * values, it means they are magical.
1271 */
1272 if ((op->type==AMULET || op->type==RING) &&
1273 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1274 op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1275 return 1;
1276
1277 /* Check for stealty, speed, flying, or just plain magic in the boots */
1278 /* Presume any boots that hvae a move_type are special. */
1279 if (op->type== BOOTS &&
1280 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1281 return 1;
1282
1283 /* Take care of amulet/shield that reflects spells/missiles */
1284 if ((op->type==AMULET || op->type==SHIELD) &&
1285 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1286 return 1;
1287
1288 /* Take care of helmet of xrays */
1289 if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1290
1291 /* Potions & rods are always magical. Wands/staves are also magical,
1292 * assuming they still have any charges left.
1293 */
1294 if (op->type==POTION || op->type==ROD ||
1295 (op->type==WAND && op->stats.food))
1296 return 1;
1297
1298 /* if something gives a protection, either positive or negative, its magical */
1299 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1300 * so this always works out fine.
1301 */
1302 for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1303 if (op->resist[i]) return 1;
1304
1305 /* Physical protection is expected on some item types, so they should
1306 * not be considered magical.
1307 */
1308 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1309 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1310
1311 /* power crystal, spellbooks, and scrolls are always magical. */
1312 if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1313 op->type==SCROLL || op->type==GIRDLE)
1314 return 1;
1315
1316 /* Check to see if it increases/decreases any stats */
1317 for (i=0; i<NUM_STATS; i++)
1318 if (get_attr_value(&(op->stats),i)!=0) return 1;
1319
1320 /* If it doesn't fall into any of the above categories, must
1321 * be non magical.
1322 */
1323 return 0; 1209 return 0;
1210
1211 /* This is a test for it being an artifact, as artifacts have titles */
1212 if (op->title != NULL)
1213 return 1;
1214
1215 /* Handle rings and amulets specially. If they change any of these
1216 * values, it means they are magical.
1217 */
1218 if ((op->type == AMULET || op->type == RING) &&
1219 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1220 return 1;
1221
1222 /* Check for stealty, speed, flying, or just plain magic in the boots */
1223 /* Presume any boots that hvae a move_type are special. */
1224 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1225 return 1;
1226
1227 /* Take care of amulet/shield that reflects spells/missiles */
1228 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1229 return 1;
1230
1231 /* Take care of helmet of xrays */
1232 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1233 return 1;
1234
1235 /* Potions & rods are always magical. Wands/staves are also magical,
1236 * assuming they still have any charges left.
1237 */
1238 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1239 return 1;
1240
1241 /* if something gives a protection, either positive or negative, its magical */
1242 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1243 * so this always works out fine.
1244 */
1245 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1246 if (op->resist[i])
1247 return 1;
1248
1249 /* Physical protection is expected on some item types, so they should
1250 * not be considered magical.
1251 */
1252 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1253 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1254 return 1;
1255
1256 /* power crystal, spellbooks, and scrolls are always magical. */
1257 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1258 return 1;
1259
1260 /* Check to see if it increases/decreases any stats */
1261 for (i = 0; i < NUM_STATS; i++)
1262 if (op->stats.stat (i))
1263 return 1;
1264
1265 /* If it doesn't fall into any of the above categories, must
1266 * be non magical.
1267 */
1268 return 0;
1324} 1269}
1325 1270
1326/* need_identify returns true if the item should be identified. This 1271/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1272 * function really should not exist - by default, any item not identified
1328 * should need it. 1273 * should need it.
1329 */ 1274 */
1330 1275
1276int
1331int need_identify(const object *op) { 1277need_identify (const object *op)
1278{
1332 switch(op->type) { 1279 switch (op->type)
1280 {
1333 case RING: 1281 case RING:
1334 case WAND: 1282 case WAND:
1335 case ROD: 1283 case ROD:
1336 case HORN: 1284 case HORN:
1337 case SCROLL: 1285 case SCROLL:
1338 case SKILL: 1286 case SKILL:
1339 case SKILLSCROLL: 1287 case SKILLSCROLL:
1340 case SPELLBOOK: 1288 case SPELLBOOK:
1341 case FOOD: 1289 case FOOD:
1342 case POTION: 1290 case POTION:
1343 case BOW: 1291 case BOW:
1344 case ARROW: 1292 case ARROW:
1345 case WEAPON: 1293 case WEAPON:
1346 case ARMOUR: 1294 case ARMOUR:
1347 case SHIELD: 1295 case SHIELD:
1348 case HELMET: 1296 case HELMET:
1349 case AMULET: 1297 case AMULET:
1350 case BOOTS: 1298 case BOOTS:
1351 case GLOVES: 1299 case GLOVES:
1352 case BRACERS: 1300 case BRACERS:
1353 case GIRDLE: 1301 case GIRDLE:
1354 case CONTAINER: 1302 case CONTAINER:
1355 case DRINK: 1303 case DRINK:
1356 case FLESH: 1304 case FLESH:
1357 case INORGANIC: 1305 case INORGANIC:
1358 case CLOSE_CON: 1306 case CLOSE_CON:
1359 case CLOAK: 1307 case CLOAK:
1360 case GEM: 1308 case GEM:
1361 case POWER_CRYSTAL: 1309 case POWER_CRYSTAL:
1362 case POISON: 1310 case POISON:
1363 case BOOK: 1311 case BOOK:
1364 case SKILL_TOOL: 1312 case SKILL_TOOL:
1365 return 1; 1313 return 1;
1366 } 1314 }
1315
1367 /* Try to track down some stuff that may show up here. Thus, the 1316 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1317 * archetype file can be updated, and this function removed.
1369 */ 1318 */
1370#if 0 1319#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1320 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1321#endif
1373 return 0; 1322 return 0;
1374} 1323}
1375
1376 1324
1377/* 1325/*
1378 * Supposed to fix face-values as well here, but later. 1326 * Supposed to fix face-values as well here, but later.
1379 */ 1327 */
1380 1328void
1381void identify(object *op) { 1329identify (object *op)
1330{
1382 object *pl; 1331 object *pl;
1383 1332
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1333 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1334 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1335 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1336
1388 /* 1337 /*
1389 * We want autojoining of equal objects: 1338 * We want autojoining of equal objects:
1390 */ 1339 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1340 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1341 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1342
1394 if (op->type == POTION) { 1343 if (op->type == POTION)
1344 {
1395 if (op->inv && op->randomitems) { 1345 if (op->inv && op->randomitems)
1396 if (op->title) free_string(op->title);
1397 op->title = add_refcount(op->inv->name); 1346 op->title = op->inv->name;
1398 } else if (op->arch) { 1347 else if (op->arch)
1399 free_string(op->name); 1348 {
1400 op->name = add_refcount(op->arch->clone.name); 1349 op->name = op->arch->object::name;
1401 free_string(op->name_pl);
1402 op->name_pl = add_refcount(op->arch->clone.name_pl); 1350 op->name_pl = op->arch->object::name_pl;
1403 } 1351 }
1404 } 1352 }
1405 1353
1406 /* If the object is on a map, make sure we update its face */ 1354 /* If the object is on a map, make sure we update its face */
1407 if (op->map) 1355 if (op->map)
1408 update_object(op,UP_OBJ_FACE); 1356 update_object (op, UP_OBJ_CHANGE);
1409 else { 1357 else
1410 pl = is_player_inv(op->env); 1358 {
1359 pl = op->in_player ();
1411 if (pl) 1360 if (pl)
1412 /* A lot of the values can change from an update - might as well send 1361 /* A lot of the values can change from an update - might as well send
1413 * it all. 1362 * it all.
1414 */ 1363 */
1415 esrv_send_item(pl, op); 1364 esrv_send_item (pl, op);
1416 } 1365 }
1417} 1366}
1367

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