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Comparing deliantra/server/common/item.C (file contents):
Revision 1.45 by root, Sun Apr 20 18:48:51 2008 UTC vs.
Revision 1.96 by root, Mon Oct 29 23:55:52 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 <support@deliantra.net> 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 28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; 29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30 30
47 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better. 48 * may be better.
49 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */ 51 */
52// see include/object.h
52Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67/*{"body_dragon_torso", "your body", "a dragon's body"} */
68};
69
70static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74}; 57};
75 58
76static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety" 61 "eighty", "ninety"
79}; 62};
80 63
81static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
82 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
83 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
84 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
85 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
86}; 69};
87 70
88static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
89 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
90 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
91}; 74};
92 75
93/* The following is a large table of item types, the fields are: 76/* The following is a large table of item types, the fields are:
156 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
157 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
158 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
159 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
160 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
161 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
165 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
151 {TORCH, "torch", "torches", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172 {SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
173 {GATE, "gate", "gates", 0, 0}, 157 {GATE, "gate", "gates", 0, 0},
174 {BUTTON, "button", "buttons", 0, 0}, 158 {BUTTON, "button", "buttons", 0, 0},
175 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 159 {T_HANDLE, "cf handle", "cf handles", 0, 0},
176 {HOLE, "hole", "holes", 0, 0}, 160 {HOLE, "hole", "holes", 0, 0},
177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 161 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
178 {SIGN, "sign", "signs", 0, 0}, 162 {SIGN, "sign", "signs", 0, 0},
179 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 163 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 164 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
207 {BUILDER, "item builder", "item builders", 0, 0}, 191 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0}, 192 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 194};
211 195
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 196static const int item_types_size = array_length (item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
224 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
225 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
226 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
227 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
228 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
230 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
231 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
232 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
233 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
234 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
235 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
236};
237*/
238 197
239/* This curve may be too steep. But the point is that there should 198/* This curve may be too steep. But the point is that there should
240 * be tough choices - there is no real point to this if everyone can 199 * be tough choices - there is no real point to this if everyone can
241 * wear whatever they want with no worries. Perhaps having the steep 200 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 201 * curve is good (maybe even steeper), but allowing players to
244 * able to use 2-3 of the most powerful items. 203 * able to use 2-3 of the most powerful items.
245 * note that this table is only really used for program generated items - 204 * note that this table is only really used for program generated items -
246 * custom objects can use whatever they want. 205 * custom objects can use whatever they want.
247 */ 206 */
248static int enc_to_item_power[21] = { 207static int enc_to_item_power[21] = {
208 0,
249 0, 0, 1, 2, 3, 4, /* 5 */ 209 0, 1, 2, 3, 4, // 5
250 5, 7, 9, 11, 13, /* 10 */ 210 5, 7, 9, 11, 13, // 10
251 15, 18, 21, 24, 27, /* 15 */ 211 15, 18, 21, 24, 27, // 15
252 30, 35, 40, 45, 50 /* 20 */ 212 30, 35, 40, 45, 50 // 20
253}; 213};
254 214
255int 215int
256get_power_from_ench (int ench) 216get_power_from_ench (int ench)
257{ 217{
258 if (ench < 0) ench = 0;
259 if (ench > 20) ench = 20;
260
261 return enc_to_item_power[ench]; 218 return enc_to_item_power [clamp (ench, 0, 20)];
219}
220
221static const struct need_identify_types : typeset
222{
223 need_identify_types ()
224 {
225 set (RING);
226 set (WAND);
227 set (ROD);
228 set (HORN);
229 set (SCROLL);
230 set (SKILL);
231 set (SKILLSCROLL);
232 set (SPELLBOOK);
233 set (FOOD);
234 set (POTION);
235 set (BOW);
236 set (ARROW);
237 set (WEAPON);
238 set (ARMOUR);
239 set (SHIELD);
240 set (HELMET);
241 set (AMULET);
242 set (BOOTS);
243 set (GLOVES);
244 set (BRACERS);
245 set (GIRDLE);
246 set (CONTAINER);
247 set (DRINK);
248 set (FLESH);
249 set (INORGANIC);
250 set (CLOSE_CON);
251 set (CLOAK);
252 set (GEM);
253 set (POWER_CRYSTAL);
254 set (POISON);
255 set (BOOK);
256 set (SKILL_TOOL);
257 }
258} need_identify_types;
259
260bool
261object::need_identify () const
262{
263 return need_identify_types [type];
262} 264}
263 265
264/* This takes an object 'op' and figures out what its item_power 266/* This takes an object 'op' and figures out what its item_power
265 * rating should be. This should only really be used by the treasure 267 * rating should be. This should only really be used by the treasure
266 * generation code, and when loading legacy objects. It returns 268 * generation code, and when loading legacy objects. It returns
300 if (op->type == WEAPON) 302 if (op->type == WEAPON)
301 { 303 {
302 for (i = 1; i < NROFATTACKS; i++) 304 for (i = 1; i < NROFATTACKS; i++)
303 if (op->attacktype & (1 << i)) 305 if (op->attacktype & (1 << i))
304 enc++; 306 enc++;
307
305 if (op->slaying) 308 if (op->slaying)
306 enc += 2; /* What it slays is probably more relevent */ 309 enc += 2; /* What it slays is probably more relevent */
307 } 310 }
311
308 /* Items the player can equip */ 312 /* Items the player can equip */
309 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
310 (op->type == SHIELD) || (op->type == RING) || 314 (op->type == SHIELD) || (op->type == RING) ||
311 (op->type == BOOTS) || (op->type == GLOVES) || 315 (op->type == BOOTS) || (op->type == GLOVES) ||
312 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
315 enc += op->stats.hp; /* hp regen */ 319 enc += op->stats.hp; /* hp regen */
316 enc += op->stats.sp; /* mana regen */ 320 enc += op->stats.sp; /* mana regen */
317 enc += op->stats.grace; /* grace regen */ 321 enc += op->stats.grace; /* grace regen */
318 enc += op->stats.exp; /* speed bonus */ 322 enc += op->stats.exp; /* speed bonus */
319 } 323 }
324
320 enc += op->stats.luck; 325 enc += op->stats.luck;
321 326
322 /* Do spell paths now */ 327 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++) 328 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i)) 329 if (op->path_attuned & (1 << i))
326 enc++; 330 enc++;
327 else if (op->path_denied & (1 << i)) 331 else if (op->path_denied & (1 << i))
328 enc -= 2; 332 enc -= 2;
329 else if (op->path_repelled & (1 << i)) 333 else if (op->path_repelled & (1 << i))
330 enc--; 334 enc--;
331 }
332 335
333 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 336 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 enc += 5; 337 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 338 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 enc += 3; 339 if (op->flag [FLAG_XRAYS ]) enc += 2;
337 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 340 if (op->flag [FLAG_STEALTH ]) enc += 1;
338 enc += 2; 341 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339 if (QUERY_FLAG (op, FLAG_STEALTH)) 342 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340 enc += 1;
341 if (QUERY_FLAG (op, FLAG_XRAYS))
342 enc += 2;
343 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
346 enc += 1;
347 343
348 return get_power_from_ench (enc); 344 return get_power_from_ench (enc);
349} 345}
346
347static const struct get_typedata
348{
349 const typedata *data [NUM_TYPES];
350
351 get_typedata ()
352 {
353 for (int i = 0; i < item_types_size; i++)
354 data [item_types[i].number] = &item_types [i];
355 }
356
357 const typedata *operator ()(int itemtype) const
358 {
359 return data [itemtype];
360 }
361} get_typedata_;
350 362
351/* returns the typedata that has a number equal to itemtype, if there 363/* returns the typedata that has a number equal to itemtype, if there
352 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
353const typedata * 365const typedata *
354get_typedata (int itemtype) 366get_typedata (int itemtype)
355{ 367{
356 int i; 368 return get_typedata_ (itemtype);
357
358 for (i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype)
360 return &item_types[i];
361 return NULL;
362} 369}
363 370
364/* returns the typedata that has a name equal to itemtype, if there 371/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 372 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 373 * one return NULL */
367const typedata * 374const typedata *
368get_typedata_by_name (const char *name) 375get_typedata_by_name (const char *name)
369{ 376{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 377 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 378 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 379 return &item_types[i];
380
375 for (i = 0; i < item_types_size; i++) 381 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name)) 382 if (!strcmp (item_types[i].name_pl, name))
377 { 383 {
378 LOG (llevInfo, 384 LOG (llevInfo,
379 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 385 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
380 return &item_types[i]; 386 return &item_types[i];
381 } 387 }
388
382 return NULL; 389 return 0;
383} 390}
384 391
385/* describe_resistance generates the visible naming for resistances. 392/* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return 393 * returns a static array of the description. This can return
387 * a big buffer. 394 * a big buffer.
389 * but do put a newline at the end. Useful when dumping to files 396 * but do put a newline at the end. Useful when dumping to files
390 */ 397 */
391const char * 398const char *
392describe_resistance (const object *op, int newline) 399describe_resistance (const object *op, int newline)
393{ 400{
394 static char buf[VERY_BIG_BUF]; 401 static dynbuf_text buf; buf.clear ();
395 char buf1[VERY_BIG_BUF];
396 int tmpvar;
397 402
398 buf[0] = 0; 403 for (int i = 0; i < NROFATTACKS; i++)
399 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400 {
401 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 404 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
402 { 405 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
403 if (!newline)
404 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
405 else
406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 406
408 strcat (buf, buf1);
409 }
410 }
411 return buf; 407 return buf;
412} 408}
413
414 409
415/* 410/*
416 * query_weight(object) returns a character pointer to a static buffer 411 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 412 * containing the text-representation of the weight of the given object.
418 * The buffer will be overwritten by the next call to query_weight(). 413 * The buffer will be overwritten by the next call to query_weight().
414 *
415 * Seems to be used only by unimportant stuff. Remove?
419 */ 416 */
420const char * 417const char *
421query_weight (const object *op) 418query_weight (const object *op)
422{ 419{
423 static char buf[10]; 420 static char buf[10];
424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 421 sint32 i = op->total_weight ();
425 422
426 if (op->weight < 0) 423 if (op->weight < 0)
427 return " "; 424 return " ";
428 425
429 if (i % 1000) 426 if (i % 1000)
437/* 434/*
438 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
440 */ 437 */
441const char * 438const char *
442get_levelnumber (int i) 439ordinal (int i)
443{ 440{
444 static char buf[MAX_BUF]; 441 if (i < 0)
445 442 return format ("minus %s", ordinal (-i));
446 if (i > 99)
447 {
448 sprintf (buf, "%d.", i);
449 return buf;
450 }
451 443
452 if (i < 21) 444 if (i < 21)
453 return levelnumbers[i];
454 if (!(i % 10))
455 return levelnumbers_10[i / 10];
456
457 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]);
459 return buf;
460}
461
462/*
463 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number().
466 * It is currently only used by the query_name() function.
467 */
468const char *
469get_number (int i)
470{
471 if (i <= 20)
472 return numbers[i]; 445 return ordnumbers[i];
446
447 int digit = i % 10;
448
449 if (i >= 100)
450 return format (
451 digit == 1 ? "%dst"
452 : digit == 2 ? "%dnd"
453 : digit == 3 ? "%drd"
454 : "%dth",
455 i
456 );
457
458 if (digit == 0)
459 return ordnumbers_10[i / 10];
473 else 460 else
474 { 461 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
475 static char buf[MAX_BUF];
476
477 sprintf (buf, "%d", i);
478 return buf;
479 }
480} 462}
481 463
482/* 464/*
483 * Returns pointer to static buffer containing ring's or amulet's 465 * Returns pointer to static buffer containing ring's or amulet's
484 * abilities 466 * abilities
490 */ 472 */
491 473
492/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 474/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
493 * from stats.sp - b.t. 475 * from stats.sp - b.t.
494 */ 476 */
495const char * 477static const char *
496ring_desc (const object *op) 478ring_desc (const object *op)
497{ 479{
498 static dynbuf_text buf; buf.clear (); 480 static dynbuf_text buf; buf.clear ();
499 int attr, val, len; 481 int attr, val;
500 482
501 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 483 if (op->flag [FLAG_IDENTIFIED])
502 { 484 {
503 for (attr = 0; attr < NUM_STATS; attr++) 485 for (attr = 0; attr < NUM_STATS; attr++)
504 if ((val = op->stats.stat (attr))) 486 if ((val = op->stats.stat (attr)))
505 buf.printf ("(%s%+d)", short_stat_name[attr], val); 487 buf.printf ("(%s%+d)", short_stat_name[attr], val);
506 488
507 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 489 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
508 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 490 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
509 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 491 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
510 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 492 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
511 493
512 buf << describe_resistance (op, 0); 494 buf << describe_resistance (op, 0);
515 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
516 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 498 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
517 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
518 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 500 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
519 501
520 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
521 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
522 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
523 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
524 506
525 buf.add_paths ("Attuned" , op->path_attuned); 507 buf.add_paths ("Attuned" , op->path_attuned);
526 buf.add_paths ("Repelled", op->path_repelled); 508 buf.add_paths ("Repelled", op->path_repelled);
527 buf.add_paths ("Denied" , op->path_denied); 509 buf.add_paths ("Denied" , op->path_denied);
528 510
534} 516}
535 517
536/* 518/*
537 * query_short_name(object) is similar to query_name, but doesn't 519 * query_short_name(object) is similar to query_name, but doesn't
538 * contain any information about object status (worn/cursed/etc.) 520 * contain any information about object status (worn/cursed/etc.)
521 *
522 * It is sometimes used when printing messages, so should fit well into a sentence.
539 */ 523 */
540const char * 524const char *
541query_short_name (const object *op) 525query_short_name (const object *op)
542{ 526{
543 if (op->name == 0) 527 if (!op->name)
544 return "(null)"; 528 return "(null)";
545 529
546 if (!op->nrof 530 if (!op->nrof
547 && !op->weight 531 && !op->weight
548 && !op->title 532 && !op->title
552 536
553 static dynbuf_text buf; buf.clear (); 537 static dynbuf_text buf; buf.clear ();
554 538
555 buf << (op->nrof <= 1 ? op->name : op->name_pl); 539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
556 540
557 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 541 if (op->title && op->flag [FLAG_IDENTIFIED])
558 buf << ' ' << op->title; 542 buf << ' ' << op->title;
559 543
560 switch (op->type) 544 switch (op->type)
561 { 545 {
562 case SPELLBOOK: 546 case SPELLBOOK:
563 case SCROLL: 547 case SCROLL:
564 case WAND: 548 case WAND:
565 case ROD: 549 case ROD:
566 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
567 { 551 {
568 if (!op->title) 552 if (!op->title)
569 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
570 554
571 if (op->type != SPELLBOOK) 555 if (op->type != SPELLBOOK)
572 buf.printf (" (lvl %d)", op->level); 556 buf.printf (" (lvl %d)", op->level);
573 } 557 }
574 break; 558 break;
575 559
576 case ALTAR: 560 case ALTAR:
577 case TRIGGER_ALTAR: 561 case TRIGGER_ALTAR:
578 case IDENTIFY_ALTAR: 562 case IDENTIFY_ALTAR:
579 case CONVERTER: 563 case CONVERTER:
580 if (op->slaying == shstr_money) 564 if (op->slaying == shstr_money)
581 { 565 {
582 bool wrap = !!buf.size (); 566 bool wrap = !!buf.size ();
583 567
584 if (wrap) buf << " ["; 568 if (wrap) buf << " [";
585 569
586 archetype *coin = 0; 570 archetype *coin = 0;
587 571
588 for (char const *const *c = coins; *coins; ++c) 572 for (char const *const *c = coins; *coins; ++c)
589 if ((coin = archetype::find (*c))) 573 if ((coin = archetype::find (*c)))
590 if (op->stats.food % coin->value == 0) 574 if (op->stats.food % coin->value == 0)
591 break; 575 break;
592 576
593 sint32 coins = op->stats.food / coin->value; 577 sint32 coins = op->stats.food / coin->value;
594 578
595 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); 579 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
596 580
597 if (wrap) buf << ']'; 581 if (wrap) buf << ']';
598 } 582 }
599 break; 583 break;
600 584
601 case SKILL: 585 case SKILL:
602 case AMULET: 586 case AMULET:
603 case RING: 587 case RING:
604 if (!op->title) 588 if (!op->title)
610 buf << " " << s; 594 buf << " " << s;
611 } 595 }
612 break; 596 break;
613 597
614 default: 598 default:
615 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 599 if (op->magic
600 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
601 || op->flag [FLAG_IDENTIFIED]))
616 buf.printf (" %+d", op->magic); 602 buf.printf (" %+d", op->magic);
617 } 603 }
618 604
619 return buf; 605 return buf;
620} 606}
627 * you can make several calls to query_name before the bufs start getting 613 * you can make several calls to query_name before the bufs start getting
628 * overwritten. This may be a bad thing (it may be easier to assume the value 614 * overwritten. This may be a bad thing (it may be easier to assume the value
629 * returned is good forever.) However, it makes printing statements that 615 * returned is good forever.) However, it makes printing statements that
630 * use several names much easier (don't need to store them to temp variables.) 616 * use several names much easier (don't need to store them to temp variables.)
631 * 617 *
618 * It is used extensively within messages, so should return only a prose
619 * and short description of the item.
620 * It is also used by examine/ex and similar functions.
632 */ 621 */
633const char * 622const char *
634query_name (const object *op) 623query_name (const object *op)
635{ 624{
636 int len = 0;
637 static dynbuf_text bufs[5]; 625 static dynbuf_text bufs[5];
638 static int use_buf = 0; 626 static int use_buf = 0;
639 627
640 use_buf++; 628 use_buf++;
641 use_buf %= 5; 629 use_buf %= 5;
642 630
643 dynbuf_text &buf = bufs [use_buf]; 631 dynbuf_text &buf = bufs [use_buf];
644 buf.clear (); 632 buf.clear ();
645 633
634#if 0
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 635 if ((op->is_armor () || op->is_weapon ()) && op->material)
647 if (materialtype_t *mt = name_to_material (op->materialname))
648 buf << mt->description << ' '; 636 buf << op->material->description << ' ';
637#endif
649 638
650 buf << query_short_name (op); 639 buf << query_short_name (op);
651 640
652 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 641 if (op->flag [FLAG_INV_LOCKED])
653 buf << " *"; 642 buf << " *";
654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 643 if (op->is_open_container ())
655 buf << " (open)"; 644 buf << " (open)";
656 645
657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 646 if (op->flag [FLAG_KNOWN_CURSED])
658 { 647 {
659 if (QUERY_FLAG (op, FLAG_DAMNED)) 648 if (op->flag [FLAG_DAMNED])
660 buf << " (damned)"; 649 buf << " (damned)";
661 else if (QUERY_FLAG (op, FLAG_CURSED)) 650 else if (op->flag [FLAG_CURSED])
662 buf << " (cursed)"; 651 buf << " (cursed)";
663 } 652 }
664 653
665 /* Basically, if the object is known magical (detect magic spell on it), 654 /* Basically, if the object is known magical (detect magic spell on it),
666 * and it isn't identified, print out the fact that 655 * and it isn't identified, print out the fact that
669 * 658 *
670 * Changed in V 0.91.4 - still print that the object is magical even 659 * Changed in V 0.91.4 - still print that the object is magical even
671 * if it has been applied. Equipping an item does not tell full 660 * if it has been applied. Equipping an item does not tell full
672 * abilities, especially for artifact items. 661 * abilities, especially for artifact items.
673 */ 662 */
674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
675 buf << " (magic)"; 664 buf << " (magic)";
676 665
677#if 0 666#if 0
678 /* item_power will be returned in desribe_item - it shouldn't really 667 /* item_power will be returned in describe_item - it shouldn't really
679 * be returned in the name. 668 * be returned in the name.
680 */ 669 */
681 if (op->item_power) 670 if (op->item_power)
682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 671 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
683 672
684#endif 673#endif
685 674
686 if (QUERY_FLAG (op, FLAG_APPLIED)) 675 if (op->flag [FLAG_APPLIED])
687 { 676 {
688 switch (op->type) 677 switch (op->type)
689 { 678 {
679 case RANGED:
690 case BOW: 680 case BOW:
691 case WAND: 681 case WAND:
692 case ROD: 682 case ROD:
693 case HORN: 683 case HORN:
694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
695 break;
696 case WEAPON: 684 case WEAPON:
697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 685 buf << " (applied)";
698 break; 686 break;
699 case ARMOUR: 687 case ARMOUR:
700 case HELMET: 688 case HELMET:
701 case SHIELD: 689 case SHIELD:
702 case RING: 690 case RING:
715 default: 703 default:
716 buf << " (applied)"; 704 buf << " (applied)";
717 } 705 }
718 } 706 }
719 707
720 if (QUERY_FLAG (op, FLAG_UNPAID)) 708 switch (op->type)
709 {
710 case LAMP:
711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
718
719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
727 if (op->flag [FLAG_UNPAID])
721 buf << " (unpaid)"; 728 buf << " (unpaid)";
722 729
723 return buf; 730 return buf;
724} 731}
725 732
729 * of the given object. The buffer will be overwritten at the next 736 * of the given object. The buffer will be overwritten at the next
730 * call to query_base_name(). This is a lot like query_name, but we 737 * call to query_base_name(). This is a lot like query_name, but we
731 * don't include the item count or item status. Used for inventory sorting 738 * don't include the item count or item status. Used for inventory sorting
732 * and sending to client. 739 * and sending to client.
733 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
734 */ 745 */
735const char * 746const char *
736query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
737{ 748{
738 if ((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
739 return "(null)"; 750 return "(null)";
740 751
741 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 752 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
753 && op->type != EXIT)
742 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
743 755
744 static dynbuf_text buf; buf.clear (); 756 static dynbuf_text buf; buf.clear ();
745 757
758#if 0
746 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 759 if ((op->is_armor () || op->is_weapon ()) && op->material)
747 if (materialtype_t *mt = name_to_material (op->materialname))
748 if (op->arch->materialname != mt->name) 760 if (op->arch->material != op->material)
749 buf << mt->description << ' '; 761 buf << op->material->description << ' ';
762#endif
750 763
751 buf << (plural ? op->name_pl : op->name); 764 buf << (plural ? op->name_pl : op->name);
752 765
753 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
754 buf << ' ' << op->title; 767 buf << ' ' << op->title;
755 768
756 switch (op->type) 769 switch (op->type)
757 { 770 {
758 case SPELLBOOK: 771 case SPELLBOOK:
759 case SCROLL: 772 case SCROLL:
760 case WAND: 773 case WAND:
761 case ROD: 774 case ROD:
762 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
763 { 776 {
764 if (!op->title) 777 if (!op->title)
765 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
766 779
767 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
781 if (s && *s) 794 if (s && *s)
782 buf << ' ' << s; 795 buf << ' ' << s;
783 } 796 }
784 break; 797 break;
785 798
799 case EXIT:
800 // random map exits "unfortunately" get patched, so this only works before entering
801 if (EXIT_PATH (op) == shstr_random_map_exit)
802 buf << " (random map)";
803 else if (!EXIT_PATH (op))
804 buf << " (closed)";
805 break;
806
786 default: 807 default:
787 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
788 buf.printf (" %+d", op->magic); 811 buf.printf (" %+d", op->magic);
789 } 812 }
790 813
791 return buf; 814 return buf;
792} 815}
805 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
806 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
807 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
808 */ 831 */
809 if (op->has_active_speed ()) 832 if (op->has_active_speed ())
810 switch ((int) ((FABS (op->speed)) * 15)) 833 switch ((int)(op->speed * 15.))
811 { 834 {
812 case 0: 835 case 0:
813 buf << "(very slow movement"; 836 buf << "(very slow movement)";
814 break; 837 break;
815 case 1: 838 case 1:
816 buf << "(slow movement)"; 839 buf << "(slow movement)";
817 break; 840 break;
818 case 2: 841 case 2:
835 default: 858 default:
836 buf << "(lightning fast movement)"; 859 buf << "(lightning fast movement)";
837 break; 860 break;
838 } 861 }
839 862
840 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
841 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
842 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
843 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
844 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
845 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
846 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
847 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
848 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
849 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
850 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
851 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
852 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
853 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
854 877
855 if (op->randomitems) 878 if (op->randomitems)
856 { 879 {
857 bool first = 1; 880 bool first = 1;
858 881
885 if (op->stats.luck) 908 if (op->stats.luck)
886 buf.printf ("(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
887 } 910 }
888 911
889 /* describe attacktypes */ 912 /* describe attacktypes */
890 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
891 { 914 {
892 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
893 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
894 * this makes it more readable. 917 * this makes it more readable.
895 */ 918 */
933 * wouldn't need to use the SEE_INVISIBLE flag to know it is 956 * wouldn't need to use the SEE_INVISIBLE flag to know it is
934 * a dragon player examining food. Could have things like 957 * a dragon player examining food. Could have things like
935 * a dwarven axe, in which the full abilities are only known to 958 * a dwarven axe, in which the full abilities are only known to
936 * dwarves, etc. 959 * dwarves, etc.
937 * 960 *
938 * This function is really much more complicated than it should
939 * be, because different objects have different meanings
940 * for the same field (eg, wands use 'food' for charges). This
941 * means these special cases need to be worked out.
942 *
943 * Add 'owner' who is the person examining this object. 961 * Add 'owner' who is the person examining this object.
944 * owner can be null if no one is being associated with this 962 * owner can be null if no one is being associated with this
945 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
946 */ 964 */
947const char * 965const char *
948describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
949{ 967{
950 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
951 return describe_monster (op); 969 return describe_monster (op);
952 970
953 static dynbuf_text buf; buf.clear (); 971 static dynbuf_text buf; buf.clear ();
954 int identified, i; 972 int identified, i;
955 973
956 /* figure this out once, instead of making multiple calls to need_identify. 974 /* figure this out once, instead of making multiple calls to need_identify.
957 * also makes the code easier to read. 975 * also makes the code easier to read.
958 */ 976 */
959 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
960 if (!identified) 978 if (!identified)
961 buf << "(unidentified)"; 979 buf << "(unidentified)";
962 980
963 switch (op->type) 981 switch (op->type)
964 { 982 {
983 case RANGED:
965 case BOW: 984 case BOW:
966 case ARROW: 985 case ARROW:
967 case WAND: 986 case WAND:
968 case ROD: 987 case ROD:
969 case HORN: 988 case HORN:
983 if (op->stats.maxsp > 1000) 1002 if (op->stats.maxsp > 1000)
984 { /*higher capacity crystals */ 1003 { /*higher capacity crystals */
985 i = (op->stats.maxsp % 1000) / 100; 1004 i = (op->stats.maxsp % 1000) / 100;
986 1005
987 if (i) 1006 if (i)
988 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1007 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
989 else 1008 else
990 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
991 } 1010 }
992 else 1011 else
993 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
994 1013
995 i = (op->stats.sp * 10) / op->stats.maxsp; 1014 i = (op->stats.sp * 10) / op->stats.maxsp;
996 if (op->stats.sp == 0) 1015 if (op->stats.sp == 0)
997 buf << "empty."; 1016 buf << "empty";
998 else if (i == 0) 1017 else if (i == 0)
999 buf << "almost empty."; 1018 buf << "almost empty";
1000 else if (i < 3) 1019 else if (i < 3)
1001 buf << "partially filled."; 1020 buf << "partially filled";
1002 else if (i < 6) 1021 else if (i < 6)
1003 buf << "half full."; 1022 buf << "half full";
1004 else if (i < 9) 1023 else if (i < 9)
1005 buf << "well charged."; 1024 buf << "well charged";
1006 else if (op->stats.sp == op->stats.maxsp) 1025 else if (op->stats.sp == op->stats.maxsp)
1007 buf << "fully charged."; 1026 buf << "fully charged";
1008 else 1027 else
1009 buf << "almost full."; 1028 buf << "almost full";
1029
1030 buf << ')';
1031 break;
1032
1033 case LAMP:
1034 {
1035 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1036 buf << "(fuel: ";
1037 if (percent == 0)
1038 buf << "empty";
1039 else if (percent < 10)
1040 buf << "very low";
1041 else if (percent < 25)
1042 buf << "low";
1043 else if (percent < 50)
1044 buf << "half empty";
1045 else if (percent < 75)
1046 buf << "half full";
1047 else if (percent < 95)
1048 buf << "well filled";
1049 else if (percent <= 100)
1050 buf << "full";
1051 buf << ")";
1052 }
1010 break; 1053 break;
1011 1054
1012 case FOOD: 1055 case FOOD:
1013 case FLESH: 1056 case FLESH:
1014 case DRINK: 1057 case DRINK:
1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || op->flag [FLAG_BEEN_APPLIED])
1016 { 1059 {
1017 buf.printf ("(food+%d)", op->stats.food); 1060 buf.printf ("(food+%d)", op->stats.food);
1018 1061
1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1062 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1063 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1021 1064
1022 if (!QUERY_FLAG (op, FLAG_CURSED)) 1065 if (!op->flag [FLAG_CURSED])
1023 { 1066 {
1024 if (op->stats.hp) buf << "(heals)"; 1067 if (op->stats.hp) buf << "(heals)";
1025 if (op->stats.sp) buf << "(spellpoint regen)"; 1068 if (op->stats.sp) buf << "(spellpoint regen)";
1026 } 1069 }
1027 else 1070 else
1048 } 1091 }
1049 1092
1050 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1051 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1052 */ 1095 */
1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1054 { 1097 {
1055 int attr, val;
1056
1057 for (attr = 0; attr < NUM_STATS; attr++) 1098 for (int attr = 0; attr < NUM_STATS; attr++)
1058 if ((val = op->stats.stat (attr))) 1099 if (int val = op->stats.stat (attr))
1059 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1100 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1060 1101
1061 if (op->stats.exp) 1102 if (op->stats.exp)
1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1103 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1063 1104
1064 switch (op->type) 1105 switch (op->type)
1065 { 1106 {
1107 case RANGED:
1066 case BOW: 1108 case BOW:
1067 case ARROW: 1109 case ARROW:
1068 case GIRDLE: 1110 case GIRDLE:
1069 case HELMET: 1111 case HELMET:
1070 case SHIELD: 1112 case SHIELD:
1089 1131
1090 default: 1132 default:
1091 break; 1133 break;
1092 } 1134 }
1093 1135
1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1096 1138
1097 /* levitate was what is was before, so we'll keep it */ 1139 /* levitate was what is was before, so we'll keep it */
1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1100 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1113 { 1155 {
1114 int more_info = 0; 1156 int more_info = 0;
1115 1157
1116 switch (op->type) 1158 switch (op->type)
1117 { 1159 {
1160 case RANGED:
1118 case ROD: /* These use stats.sp for spell selection and stats.food */ 1161 case ROD: /* These use stats.sp for spell selection and stats.food */
1119 case HORN: /* and stats.hp for spell-point regeneration... */ 1162 case HORN: /* and stats.hp for spell-point regeneration... */
1120 case BOW: 1163 case BOW:
1121 case ARROW: 1164 case ARROW:
1122 case WAND: 1165 case WAND:
1162 } 1205 }
1163 1206
1164 if (op->stats.luck) 1207 if (op->stats.luck)
1165 buf.printf ("(luck%+d)", op->stats.luck); 1208 buf.printf ("(luck%+d)", op->stats.luck);
1166 1209
1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1210 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1211 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1212 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1213 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1171 1214
1172 if (op->slaying && op->type != FOOD) 1215 if (op->slaying && op->type != FOOD)
1173 buf.printf ("(slay %s)", &op->slaying); 1216 buf.printf ("(slay %s)", &op->slaying);
1217
1218 if (op->type == SKILL_TOOL && op->skill)
1219 buf.printf ("(%s)", &op->skill);
1174 1220
1175 buf.add_abilities ("Attacks", op->attacktype); 1221 buf.add_abilities ("Attacks", op->attacktype);
1176 /* resistance on flesh is only visible for quetzals. If 1222 /* resistance on flesh is only visible for quetzals. If
1177 * non flesh, everyone can see its resistances 1223 * non flesh, everyone can see its resistances
1178 */ 1224 */
1179 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1225 if (op->type != FLESH || (owner && owner->is_dragon ()))
1180 buf << describe_resistance (op, 0); 1226 buf << describe_resistance (op, 0);
1181 1227
1182 buf.add_paths ("Attuned", op->path_attuned); 1228 buf.add_paths ("Attuned", op->path_attuned);
1183 buf.add_paths ("Repelled", op->path_repelled); 1229 buf.add_paths ("Repelled", op->path_repelled);
1184 buf.add_paths ("Denied", op->path_denied); 1230 buf.add_paths ("Denied", op->path_denied);
1191object::describe_item (object *who) 1237object::describe_item (object *who)
1192{ 1238{
1193 return std::string (::describe_item (this, who)); 1239 return std::string (::describe_item (this, who));
1194} 1240}
1195 1241
1242static void
1243describe_dump_object (dynbuf &buf, object *ob)
1244{
1245 char *txt = dump_object (ob);
1246 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1247 buf << "\n" << txt << "\n";
1248
1249 if (!ob->is_arch ())
1250 describe_dump_object (buf, ob->arch);
1251}
1252
1253std::string
1254object::describe (object *who)
1255{
1256 dynbuf_text buf (1024, 1024);
1257
1258 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1259
1260 if (custom_name)
1261 buf.printf ("You call it %s.\r", &custom_name);
1262
1263 switch (type)
1264 {
1265 case SPELLBOOK:
1266 if (flag [FLAG_IDENTIFIED] && inv)
1267 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1268 break;
1269
1270 case BOOK:
1271 if (msg)
1272 buf << "Something is written in it.\r";
1273 break;
1274
1275 case CONTAINER:
1276 if (race)
1277 {
1278 if (weight_limit && stats.Str < 100)
1279 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1280 &race, weight_limit / (10.0 * (100 - stats.Str)));
1281 else
1282 buf.printf ("It can hold only %s.\r", &race);
1283 }
1284 else if (weight_limit && stats.Str < 100)
1285 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1286 break;
1287
1288 case WAND:
1289 if (flag [FLAG_IDENTIFIED])
1290 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1291 break;
1292 }
1293
1294 if (material != MATERIAL_NULL && !msg)
1295 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1296 << material->description
1297 << ".\r";
1298
1299 if (who)
1300 /* Where to wear this item */
1301 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1302 if (slot[i].info)
1303 {
1304 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1305
1306 if (slot[i].info < -1 && who->slot[i].info)
1307 buf.printf ("(%d)", -slot[i].info);
1308
1309 buf << ".\r";
1310 }
1311
1312 if (weight)
1313 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1314
1315 if (flag [FLAG_STARTEQUIP])
1316 buf << (nrof > 1 ? "They were" : "It was")
1317 << " given by a god and will vanish when dropped.\r";
1318
1319 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1320 {
1321 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1322
1323 if (who->is_in_shop ())
1324 {
1325 if (flag [FLAG_UNPAID])
1326 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1327 else
1328 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1329 }
1330 }
1331
1332 if (flag [FLAG_MONSTER])
1333 buf << describe_monster (who);
1334
1335 /* Is this item buildable? */
1336 if (flag [FLAG_IS_BUILDABLE])
1337 buf << "This is a buildable item.\r";
1338
1339 /* Does the object have a message? Don't show message for all object
1340 * types - especially if the first entry is a match
1341 */
1342 if (msg)
1343 {
1344 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1345 {
1346 if (!need_identify ())
1347 buf << '\r' << msg << '\n';
1348 else if (flag [FLAG_IDENTIFIED])
1349 buf << '\r' << "The object has a story:\r" << msg;
1350 }
1351 }
1352 else if (inv
1353 && inv->msg
1354 && inv->type == SPELL
1355 && flag [FLAG_IDENTIFIED]
1356 && (type == SPELLBOOK || type == ROD || type == WAND
1357 || type == POTION || type == SCROLL))
1358 // for spellbooks and other stuff that contains spells, print the spell message,
1359 // unless the object has a custom message handled above.
1360 buf << '\r' << inv->msg << '\n';
1361
1362 // try to display the duration for some potions and scrolls
1363 // this includes change ability potions and group spells,
1364 // but does not handle protection potions
1365 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1366 && (type == POTION || type == SCROLL))
1367 {
1368 object *spell = inv;
1369
1370 if (spell->subtype == SP_PARTY_SPELL)
1371 spell = spell->other_arch;
1372
1373 if (spell->subtype == SP_CHANGE_ABILITY)
1374 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1375 TICK2TIME (change_ability_duration (spell, this)));
1376 }
1377
1378 // some help text for skill tools
1379 if (type == SKILL_TOOL)
1380 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1381 "you can use the " << &skill << " skill as if you had learned it.>";
1382
1383 // Display a hint about inscribable items [empty books]
1384 // This includes the amount of text they can hold.
1385 if (type == INSCRIBABLE)
1386 {
1387 if (other_arch && other_arch->type == SCROLL)
1388 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1389 else
1390 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1391 weight_limit);
1392 }
1393
1394 buf << '\n';
1395
1396 // the dungeon master additionally gets a complete dump
1397 if (who && who->flag [FLAG_WIZLOOK])
1398 {
1399 buf << "\nT<Object>\n";
1400 describe_dump_object (buf, this);
1401
1402 if (inv)
1403 {
1404 buf << "\nT<Top Inventory>\n";
1405 describe_dump_object (buf, inv);
1406 }
1407 }
1408
1409 return std::string (buf.linearise (), buf.size ());
1410}
1411
1196void 1412void
1197examine (object *op, object *tmp) 1413examine (object *op, object *tmp)
1198{ 1414{
1199 std::string info = tmp->describe (op); 1415 std::string info = tmp->describe (op);
1416
1200 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1417 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1201} 1418}
1202 1419
1203/* 1420/*
1204 * inventory prints object's inventory. If inv==NULL then print player's 1421 * inventory prints object's inventory. If inv==NULL then print player's
1209object::query_inventory (object *who, const char *indent) 1426object::query_inventory (object *who, const char *indent)
1210{ 1427{
1211 static dynbuf_text buf; buf.clear (); 1428 static dynbuf_text buf; buf.clear ();
1212 1429
1213 for (object *tmp = inv; tmp; tmp = tmp->below) 1430 for (object *tmp = inv; tmp; tmp = tmp->below)
1214 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1431 if (who && who->flag [FLAG_WIZ])
1215 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1432 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1216 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1433 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1217 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); 1434 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1218 1435
1219 if (buf.size ()) 1436 if (buf.size ())
1220 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1437 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1221 else 1438 else
1222 buf.printf ("%s(empty)\n", indent); 1439 buf.printf ("%s(empty)\n", indent);
1223 1440
1224 return buf; 1441 return buf;
1225} 1442}
1234is_magical (const object *op) 1451is_magical (const object *op)
1235{ 1452{
1236 int i; 1453 int i;
1237 1454
1238 /* living creatures are considered non magical */ 1455 /* living creatures are considered non magical */
1239 if (QUERY_FLAG (op, FLAG_ALIVE)) 1456 if (op->flag [FLAG_ALIVE])
1240 return 0; 1457 return 0;
1241 1458
1242 /* This is a test for it being an artifact, as artifacts have titles */ 1459 /* This is a test for it being an artifact, as artifacts have titles */
1243 if (op->title != NULL) 1460 if (op->title != NULL)
1244 return 1; 1461 return 1;
1250 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1467 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1251 return 1; 1468 return 1;
1252 1469
1253 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1470 /* Check for stealty, speed, flying, or just plain magic in the boots */
1254 /* Presume any boots that hvae a move_type are special. */ 1471 /* Presume any boots that hvae a move_type are special. */
1255 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1472 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1256 return 1; 1473 return 1;
1257 1474
1258 /* Take care of amulet/shield that reflects spells/missiles */ 1475 /* Take care of amulet/shield that reflects spells/missiles */
1259 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1476 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1260 return 1; 1477 return 1;
1261 1478
1262 /* Take care of helmet of xrays */ 1479 /* Take care of helmet of xrays */
1263 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1480 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1264 return 1; 1481 return 1;
1265 1482
1266 /* Potions & rods are always magical. Wands/staves are also magical, 1483 /* Potions & rods are always magical. Wands/staves are also magical,
1267 * assuming they still have any charges left. 1484 * assuming they still have any charges left.
1268 */ 1485 */
1297 * be non magical. 1514 * be non magical.
1298 */ 1515 */
1299 return 0; 1516 return 0;
1300} 1517}
1301 1518
1302/* need_identify returns true if the item should be identified. This
1303 * function really should not exist - by default, any item not identified
1304 * should need it.
1305 */
1306
1307int
1308need_identify (const object *op)
1309{
1310 switch (op->type)
1311 {
1312 case RING:
1313 case WAND:
1314 case ROD:
1315 case HORN:
1316 case SCROLL:
1317 case SKILL:
1318 case SKILLSCROLL:
1319 case SPELLBOOK:
1320 case FOOD:
1321 case POTION:
1322 case BOW:
1323 case ARROW:
1324 case WEAPON:
1325 case ARMOUR:
1326 case SHIELD:
1327 case HELMET:
1328 case AMULET:
1329 case BOOTS:
1330 case GLOVES:
1331 case BRACERS:
1332 case GIRDLE:
1333 case CONTAINER:
1334 case DRINK:
1335 case FLESH:
1336 case INORGANIC:
1337 case CLOSE_CON:
1338 case CLOAK:
1339 case GEM:
1340 case POWER_CRYSTAL:
1341 case POISON:
1342 case BOOK:
1343 case SKILL_TOOL:
1344 return 1;
1345 }
1346
1347 /* Try to track down some stuff that may show up here. Thus, the
1348 * archetype file can be updated, and this function removed.
1349 */
1350#if 0
1351 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1352#endif
1353 return 0;
1354}
1355
1356/* 1519/*
1357 * Supposed to fix face-values as well here, but later. 1520 * Supposed to fix face-values as well here, but later.
1358 */ 1521 */
1359void 1522void
1360identify (object *op) 1523identify (object *op)
1361{ 1524{
1362 object *pl; 1525 op->set_flag (FLAG_IDENTIFIED);
1363 1526 op->clr_flag (FLAG_KNOWN_MAGICAL);
1364 SET_FLAG (op, FLAG_IDENTIFIED); 1527 op->clr_flag (FLAG_NO_SKILL_IDENT);
1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1367 1528
1368 /* 1529 /*
1369 * We want autojoining of equal objects: 1530 * We want autojoining of equal objects:
1370 */ 1531 */
1371 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1532 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1372 SET_FLAG (op, FLAG_KNOWN_CURSED); 1533 op->set_flag (FLAG_KNOWN_CURSED);
1373 1534
1374 if (op->type == POTION) 1535 if (op->type == POTION)
1375 { 1536 {
1376 if (op->inv && op->randomitems) 1537 if (op->inv && op->randomitems)
1377 op->title = op->inv->name; 1538 op->title = op->inv->name;
1378 else if (op->arch) 1539 else if (op->arch)
1379 { 1540 {
1380 op->name = op->arch->object::name; 1541 op->name = op->arch->object::name;
1381 op->name_pl = op->arch->object::name_pl; 1542 op->name_pl = op->arch->object::name_pl;
1382 } 1543 }
1383 } 1544 }
1384 1545
1385 /* If the object is on a map, make sure we update its face */ 1546 /* If the object is on a map, make sure we update its face */
1386 if (op->map) 1547 if (op->map)
1387 update_object (op, UP_OBJ_CHANGE); 1548 update_object (op, UP_OBJ_CHANGE);
1388 else 1549
1389 { 1550 if (object *pl = op->visible_to ())
1390 pl = op->in_player ();
1391 if (pl)
1392 /* A lot of the values can change from an update - might as well send 1551 /* A lot of the values can change from an update - might as well send
1393 * it all. 1552 * it all.
1394 */ 1553 */
1395 esrv_send_item (pl, op); 1554 esrv_send_item (pl, op);
1396 }
1397} 1555}
1398 1556

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