ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.15 by elmex, Wed Dec 20 14:38:50 2006 UTC vs.
Revision 1.53 by root, Sun Jan 11 06:08:40 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 25#include <living.h>
27#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 29
29/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
249}; 252};
250 253
251int 254int
252get_power_from_ench (int ench) 255get_power_from_ench (int ench)
253{ 256{
254 if (ench < 0)
255 ench = 0;
256 if (ench > 20)
257 ench = 20;
258 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
259} 258}
260 259
261/* This takes an object 'op' and figures out what its item_power 260/* This takes an object 'op' and figures out what its item_power
262 * rating should be. This should only really be used by the treasure 261 * rating should be. This should only really be used by the treasure
263 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
270{ 269{
271 int i, tmp, enc; 270 int i, tmp, enc;
272 271
273 enc = 0; 272 enc = 0;
274 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
275 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
276 275
277 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against 279 * armour shouldn't be counted against
297 if (op->type == WEAPON) 296 if (op->type == WEAPON)
298 { 297 {
299 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
300 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
301 enc++; 300 enc++;
301
302 if (op->slaying) 302 if (op->slaying)
303 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
304 } 304 }
305
305 /* Items the player can equip */ 306 /* Items the player can equip */
306 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
308 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
309 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
313 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
314 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
315 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
316 } 317 }
318
317 enc += op->stats.luck; 319 enc += op->stats.luck;
318 320
319 /* Do spell paths now */ 321 /* Do spell paths now */
320 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
321 { 323 {
341 enc += 1; 343 enc += 1;
342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343 enc += 1; 345 enc += 1;
344 346
345 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
346
347} 348}
348 349
349/* returns the typedata that has a number equal to itemtype, if there 350/* returns the typedata that has a number equal to itemtype, if there
350 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
351
352const typedata * 352const typedata *
353get_typedata (int itemtype) 353get_typedata (int itemtype)
354{ 354{
355 int i; 355 int i;
356 356
357 for (i = 0; i < item_types_size; i++) 357 for (i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 358 if (item_types[i].number == itemtype)
359 return &item_types[i]; 359 return &item_types[i];
360
360 return NULL; 361 return NULL;
361} 362}
362 363
363/* returns the typedata that has a name equal to itemtype, if there 364/* returns the typedata that has a name equal to itemtype, if there
364 * isn't one, return the plural name that matches, if there still isn't 365 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */ 366 * one return NULL */
366
367const typedata * 367const typedata *
368get_typedata_by_name (const char *name) 368get_typedata_by_name (const char *name)
369{ 369{
370 int i; 370 int i;
371 371
372 for (i = 0; i < item_types_size; i++) 372 for (i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 373 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 374 return &item_types[i];
375
375 for (i = 0; i < item_types_size; i++) 376 for (i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name)) 377 if (!strcmp (item_types[i].name_pl, name))
377 { 378 {
378 LOG (llevInfo, 379 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); 380 "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]; 381 return &item_types[i];
381 } 382 }
383
382 return NULL; 384 return NULL;
383} 385}
384 386
385/* describe_resistance generates the visible naming for resistances. 387/* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return 388 * returns a static array of the description. This can return
387 * a big buffer. 389 * a big buffer.
388 * if newline is true, we don't put parens around the description 390 * if newline is true, we don't put parens around the description
389 * but do put a newline at the end. Useful when dumping to files 391 * but do put a newline at the end. Useful when dumping to files
390 */ 392 */
391char * 393const char *
392describe_resistance (const object *op, int newline) 394describe_resistance (const object *op, int newline)
393{ 395{
394 static char buf[VERY_BIG_BUF]; 396 static char buf[VERY_BIG_BUF];
395 char buf1[VERY_BIG_BUF]; 397 char buf1[VERY_BIG_BUF];
396 int tmpvar; 398 int tmpvar;
415/* 417/*
416 * query_weight(object) returns a character pointer to a static buffer 418 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 419 * containing the text-representation of the weight of the given object.
418 * The buffer will be overwritten by the next call to query_weight(). 420 * The buffer will be overwritten by the next call to query_weight().
419 */ 421 */
420 422const char *
421char *
422query_weight (const object *op) 423query_weight (const object *op)
423{ 424{
424 static char buf[10]; 425 static char buf[10];
425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 426 sint32 i = op->total_weight ();
426 427
427 if (op->weight < 0) 428 if (op->weight < 0)
428 return " "; 429 return " ";
430
429 if (i % 1000) 431 if (i % 1000)
430 sprintf (buf, "%6.1f", i / 1000.0); 432 sprintf (buf, "%6.1f", i / 1000.0);
431 else 433 else
432 sprintf (buf, "%4d ", i / 1000); 434 sprintf (buf, "%4d ", i / 1000);
435
433 return buf; 436 return buf;
434} 437}
435 438
436/* 439/*
437 * Returns the pointer to a static buffer containing 440 * Returns the pointer to a static buffer containing
438 * the number requested (of the form first, second, third...) 441 * the number requested (of the form first, second, third...)
439 */ 442 */
440 443const char *
441char *
442get_levelnumber (int i) 444get_levelnumber (int i)
443{ 445{
444 static char buf[MAX_BUF]; 446 static char buf[MAX_BUF];
445 447
446 if (i > 99) 448 if (i > 99)
447 { 449 {
448 sprintf (buf, "%d.", i); 450 sprintf (buf, "%d.", i);
449 return buf; 451 return buf;
450 } 452 }
453
451 if (i < 21) 454 if (i < 21)
452 return levelnumbers[i]; 455 return levelnumbers[i];
453 if (!(i % 10)) 456 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 457 return levelnumbers_10[i / 10];
458
455 strcpy (buf, numbers_10[i / 10]); 459 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 460 strcat (buf, levelnumbers[i % 10]);
457 return buf; 461 return buf;
458} 462}
459
460 463
461/* 464/*
462 * get_number(integer) returns the text-representation of the given number 465 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next 466 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number(). 467 * call to get_number().
465 * It is currently only used by the query_name() function. 468 * It is currently only used by the query_name() function.
466 */ 469 */
467 470const char *
468char *
469get_number (int i) 471get_number (int i)
470{ 472{
471 if (i <= 20) 473 if (i <= 20)
472 return numbers[i]; 474 return numbers[i];
473 else 475 else
490 */ 492 */
491 493
492/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 494/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
493 * from stats.sp - b.t. 495 * from stats.sp - b.t.
494 */ 496 */
495char * 497const char *
496ring_desc (const object *op) 498ring_desc (const object *op)
497{ 499{
498 static char buf[VERY_BIG_BUF]; 500 static dynbuf_text buf; buf.clear ();
499 int attr, val, len; 501 int attr, val, len;
500 502
501 buf[0] = 0;
502
503 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 503 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
504 return buf; 504 {
505
506 for (attr = 0; attr < NUM_STATS; attr++) 505 for (attr = 0; attr < NUM_STATS; attr++)
507 { 506 if ((val = op->stats.stat (attr)))
508 if ((val = get_attr_value (&(op->stats), attr)) != 0)
509 {
510 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 buf.printf ("(%s%+d)", short_stat_name[attr], val);
511 }
512 }
513 if (op->stats.exp)
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515 if (op->stats.wc)
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521 508
509 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
510 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
511 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
512 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
513
522 strcat (buf, describe_resistance (op, 0)); 514 buf << describe_resistance (op, 0);
523 515
524 if (op->stats.food != 0) 516 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 517 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
526 /* else if (op->stats.food < 0) 518 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 519 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
528 if (op->stats.grace) 520 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544 /* Shorten some of the names, so they appear better in the windows */
545 len = strlen (buf);
546 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
547 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
549 521
550 /* if(op->item_power) 522 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
551 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 523 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
552 */ 524 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
553 if (buf[0] == 0 && op->type != SKILL) 525 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
554 strcpy (buf, "of adornment");
555 526
527 buf.add_paths ("Attuned" , op->path_attuned);
528 buf.add_paths ("Repelled", op->path_repelled);
529 buf.add_paths ("Denied" , op->path_denied);
530
531 if (buf.empty ())
532 buf << "of adornment";
533 }
556 534
557 return buf; 535 return buf;
558} 536}
559 537
560/* 538/*
562 * contain any information about object status (worn/cursed/etc.) 540 * contain any information about object status (worn/cursed/etc.)
563 */ 541 */
564const char * 542const char *
565query_short_name (const object *op) 543query_short_name (const object *op)
566{ 544{
567 static char buf[HUGE_BUF];
568 char buf2[HUGE_BUF];
569 int len = 0;
570
571 if (op->name == NULL) 545 if (!op->name)
572 return "(null)"; 546 return "(null)";
573 547
574 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 548 if (!op->nrof
549 && !op->weight
550 && !op->title
551 && !is_magical (op)
552 && op->slaying != shstr_money)
575 return op->name; /* To speed things up (or make things slower?) */ 553 return op->name; /* To speed things up (or make things slower?) */
576 554
577 if (op->nrof <= 1) 555 static dynbuf_text buf; buf.clear ();
578 safe_strcat (buf, op->name, &len, HUGE_BUF); 556
579 else 557 buf << (op->nrof <= 1 ? op->name : op->name_pl);
580 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
581 558
582 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 559 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
583 { 560 buf << ' ' << op->title;
584 safe_strcat (buf, " ", &len, HUGE_BUF);
585 safe_strcat (buf, op->title, &len, HUGE_BUF);
586 }
587 561
588 switch (op->type) 562 switch (op->type)
589 { 563 {
590 case SPELLBOOK: 564 case SPELLBOOK:
591 case SCROLL: 565 case SCROLL:
592 case WAND: 566 case WAND:
593 case ROD: 567 case ROD:
594 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 568 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
595 { 569 {
596 if (!op->title) 570 if (!op->title)
597 { 571 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
598 safe_strcat (buf, " of ", &len, HUGE_BUF); 572
599 if (op->inv)
600 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
601 else
602 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
603 }
604 if (op->type != SPELLBOOK) 573 if (op->type != SPELLBOOK)
605 {
606 sprintf (buf2, " (lvl %d)", op->level); 574 buf.printf (" (lvl %d)", op->level);
607 safe_strcat (buf, buf2, &len, HUGE_BUF);
608 }
609 } 575 }
610 break; 576 break;
611 577
578 case ALTAR:
579 case TRIGGER_ALTAR:
580 case IDENTIFY_ALTAR:
581 case CONVERTER:
582 if (op->slaying == shstr_money)
583 {
584 bool wrap = !!buf.size ();
585
586 if (wrap) buf << " [";
587
588 archetype *coin = 0;
589
590 for (char const *const *c = coins; *coins; ++c)
591 if ((coin = archetype::find (*c)))
592 if (op->stats.food % coin->value == 0)
593 break;
594
595 sint32 coins = op->stats.food / coin->value;
596
597 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
598
599 if (wrap) buf << ']';
600 }
601 break;
602
612 case SKILL: 603 case SKILL:
613 case AMULET: 604 case AMULET:
614 case RING: 605 case RING:
615 if (!op->title) 606 if (!op->title)
616 { 607 {
617 /* If ring has a title, full description isn't so useful */ 608 /* If ring has a title, full description isn't so useful */
618 char *s = ring_desc (op); 609 const char *s = ring_desc (op);
619 610
620 if (s[0]) 611 if (s && *s)
621 { 612 buf << " " << s;
622 safe_strcat (buf, " ", &len, HUGE_BUF);
623 safe_strcat (buf, s, &len, HUGE_BUF);
624 }
625 } 613 }
626 break; 614 break;
615
627 default: 616 default:
628 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 617 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
629 {
630 sprintf (buf2, " %+d", op->magic); 618 buf.printf (" %+d", op->magic);
631 safe_strcat (buf, buf2, &len, HUGE_BUF);
632 }
633 } 619 }
620
634 return buf; 621 return buf;
635} 622}
636 623
637/* 624/*
638 * query_name(object) returns a character pointer pointing to a static 625 * query_name(object) returns a character pointer pointing to a static
643 * overwritten. This may be a bad thing (it may be easier to assume the value 630 * overwritten. This may be a bad thing (it may be easier to assume the value
644 * returned is good forever.) However, it makes printing statements that 631 * returned is good forever.) However, it makes printing statements that
645 * use several names much easier (don't need to store them to temp variables.) 632 * use several names much easier (don't need to store them to temp variables.)
646 * 633 *
647 */ 634 */
648char * 635const char *
649query_name (const object *op) 636query_name (const object *op)
650{ 637{
651 static char buf[5][HUGE_BUF]; 638 int len = 0;
639 static dynbuf_text bufs[5];
652 static int use_buf = 0; 640 static int use_buf = 0;
653 int len = 0;
654
655#ifdef NEW_MATERIAL_CODE
656 materialtype_t *mt;
657#endif
658 641
659 use_buf++; 642 use_buf++;
660 use_buf %= 5; 643 use_buf %= 5;
661 644
662#ifdef NEW_MATERIAL_CODE 645 dynbuf_text &buf = bufs [use_buf];
646 buf.clear ();
647
663 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 648 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
664 {
665 mt = name_to_material (op->materialname); 649 if (materialtype_t *mt = name_to_material (op->materialname))
666 if (mt) 650 buf << mt->description << ' ';
667 {
668 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
669 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
670 }
671 }
672#endif
673 651
674 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 652 buf << query_short_name (op);
675 653
676 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 654 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
677 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 655 buf << " *";
678 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 656 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
679 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 657 buf << " (open)";
680 658
681 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 659 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
682 { 660 {
683 if (QUERY_FLAG (op, FLAG_DAMNED)) 661 if (QUERY_FLAG (op, FLAG_DAMNED))
684 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 662 buf << " (damned)";
685 else if (QUERY_FLAG (op, FLAG_CURSED)) 663 else if (QUERY_FLAG (op, FLAG_CURSED))
686 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 664 buf << " (cursed)";
687 } 665 }
666
688 /* Basically, if the object is known magical (detect magic spell on it), 667 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 668 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 669 * it is magical. Assume that the detect magical spell will only set
691 * KNOWN_MAGICAL if the item actually is magical. 670 * KNOWN_MAGICAL if the item actually is magical.
692 * 671 *
693 * Changed in V 0.91.4 - still print that the object is magical even 672 * Changed in V 0.91.4 - still print that the object is magical even
694 * if it has been applied. Equipping an item does not tell full 673 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 674 * abilities, especially for artifact items.
696 */ 675 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 676 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 677 buf << " (magic)";
699 678
700#if 0 679#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 680 /* item_power will be returned in desribe_item - it shouldn't really
702 * be returned in the name. 681 * be returned in the name.
703 */ 682 */
708 687
709 if (QUERY_FLAG (op, FLAG_APPLIED)) 688 if (QUERY_FLAG (op, FLAG_APPLIED))
710 { 689 {
711 switch (op->type) 690 switch (op->type)
712 { 691 {
713 case BOW: 692 case BOW:
714 case WAND: 693 case WAND:
715 case ROD: 694 case ROD:
716 case HORN: 695 case HORN:
717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
718 break; 697 break;
719 case WEAPON: 698 case WEAPON:
720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 699 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
721 break; 700 break;
722 case ARMOUR: 701 case ARMOUR:
723 case HELMET: 702 case HELMET:
724 case SHIELD: 703 case SHIELD:
725 case RING: 704 case RING:
726 case BOOTS: 705 case BOOTS:
727 case GLOVES: 706 case GLOVES:
728 case AMULET: 707 case AMULET:
729 case GIRDLE: 708 case GIRDLE:
730 case BRACERS: 709 case BRACERS:
731 case CLOAK: 710 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 711 buf << " (worn)";
733 break; 712 break;
734 case CONTAINER: 713 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 714 buf << " (active)";
736 break; 715 break;
737 case SKILL: 716 case SKILL:
738 default: 717 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 718 buf << " (applied)";
740 } 719 }
741 } 720 }
721
742 if (QUERY_FLAG (op, FLAG_UNPAID)) 722 if (QUERY_FLAG (op, FLAG_UNPAID))
743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 723 buf << " (unpaid)";
744 724
745 return buf[use_buf]; 725 return buf;
746} 726}
747 727
748/* 728/*
749 * query_base_name(object) returns a character pointer pointing to a static 729 * query_base_name(object) returns a character pointer pointing to a static
750 * buffer which contains a verbose textual representation of the name 730 * buffer which contains a verbose textual representation of the name
755 * If plural is set, we generate the plural name of this. 735 * If plural is set, we generate the plural name of this.
756 */ 736 */
757const char * 737const char *
758query_base_name (const object *op, int plural) 738query_base_name (const object *op, int plural)
759{ 739{
760 static char buf[MAX_BUF], buf2[MAX_BUF];
761 int len;
762 materialtype_t *mt;
763
764 if ((!plural && !op->name) || (plural && !op->name_pl)) 740 if ((!plural && !op->name) || (plural && !op->name_pl))
765 return "(null)"; 741 return "(null)";
766 742
767 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 743 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
768 return op->name; /* To speed things up (or make things slower?) */ 744 return op->name; /* To speed things up (or make things slower?) */
769 745
746 static dynbuf_text buf; buf.clear ();
747
770 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 748 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
771 mt = name_to_material (op->materialname); 749 if (materialtype_t *mt = name_to_material (op->materialname))
750 if (op->arch->materialname != mt->name)
751 buf << mt->description << ' ';
772 752
773#ifdef NEW_MATERIAL_CODE 753 buf << (plural ? op->name_pl : op->name);
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
775 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
776 {
777 strcpy (buf, mt->description);
778 len = strlen (buf);
779 safe_strcat (buf, " ", &len, MAX_BUF);
780 if (!plural)
781 safe_strcat (buf, op->name, &len, MAX_BUF);
782 else
783 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
784 }
785 else
786 {
787#endif
788 if (!plural)
789 strcpy (buf, op->name);
790 else
791 strcpy (buf, op->name_pl);
792 len = strlen (buf);
793#ifdef NEW_MATERIAL_CODE
794 }
795#endif
796 754
797 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 755 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
798 { 756 buf << ' ' << op->title;
799 safe_strcat (buf, " ", &len, MAX_BUF);
800 safe_strcat (buf, op->title, &len, MAX_BUF);
801 }
802 757
803 switch (op->type) 758 switch (op->type)
804 { 759 {
805 case SPELLBOOK: 760 case SPELLBOOK:
806 case SCROLL: 761 case SCROLL:
807 case WAND: 762 case WAND:
808 case ROD: 763 case ROD:
809 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 764 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
810 { 765 {
811 if (!op->title) 766 if (!op->title)
812 { 767 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
813 safe_strcat (buf, " of ", &len, MAX_BUF); 768
814 if (op->inv)
815 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
816 else
817 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
818 }
819 if (op->type != SPELLBOOK) 769 if (op->type != SPELLBOOK)
820 {
821 sprintf (buf2, " (lvl %d)", op->level); 770 buf.printf (" (lvl %d)", op->level);
822 safe_strcat (buf, buf2, &len, MAX_BUF);
823 }
824 } 771 }
825 break; 772 break;
826 773
827 774
828 case SKILL: 775 case SKILL:
829 case AMULET: 776 case AMULET:
830 case RING: 777 case RING:
831 if (!op->title) 778 if (!op->title)
832 { 779 {
833 /* If ring has a title, full description isn't so useful */ 780 /* If ring has a title, full description isn't so useful */
834 char *s = ring_desc (op); 781 const char *s = ring_desc (op);
835 782
836 if (s[0]) 783 if (s && *s)
837 { 784 buf << ' ' << s;
838 safe_strcat (buf, " ", &len, MAX_BUF);
839 safe_strcat (buf, s, &len, MAX_BUF);
840 }
841 } 785 }
842 break; 786 break;
787
843 default: 788 default:
844 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 789 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
845 { 790 buf.printf (" %+d", op->magic);
846 sprintf (buf + strlen (buf), " %+d", op->magic);
847 }
848 } 791 }
792
849 return buf; 793 return buf;
850} 794}
851 795
852/* Break this off from describe_item - that function was way 796/* Break this off from describe_item - that function was way
853 * too long, making it difficult to read. This function deals 797 * too long, making it difficult to read. This function deals
854 * with describing the monsters & players abilities. It should only 798 * with describing the monsters & players abilities. It should only
855 * be called with monster & player objects. Returns a description 799 * be called with monster & player objects. Returns a description
856 * in a static buffer. 800 * in a static buffer.
857 */ 801 */
858
859static char * 802static const char *
860describe_monster (const object *op) 803describe_monster (const object *op)
861{ 804{
862 char buf[MAX_BUF]; 805 static dynbuf_text buf; buf.clear ();
863 static char retbuf[VERY_BIG_BUF];
864 int i;
865
866 retbuf[0] = '\0';
867 806
868 /* Note that the resolution this provides for players really isn't 807 /* Note that the resolution this provides for players really isn't
869 * very good. Any player with a speed greater than .67 will 808 * very good. Any player with a speed greater than .67 will
870 * fall into the 'lightning fast movement' category. 809 * fall into the 'lightning fast movement' category.
871 */ 810 */
872 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 811 if (op->has_active_speed ())
873 {
874 switch ((int) ((FABS (op->speed)) * 15)) 812 switch ((int) ((FABS (op->speed)) * 15))
875 { 813 {
876 case 0: 814 case 0:
877 strcat (retbuf, "(very slow movement)"); 815 buf << "(very slow movement)";
878 break; 816 break;
879 case 1: 817 case 1:
880 strcat (retbuf, "(slow movement)"); 818 buf << "(slow movement)";
881 break; 819 break;
882 case 2: 820 case 2:
883 strcat (retbuf, "(normal movement)"); 821 buf << "(normal movement)";
884 break; 822 break;
885 case 3: 823 case 3:
886 case 4: 824 case 4:
887 strcat (retbuf, "(fast movement)"); 825 buf << "(fast movement)";
888 break; 826 break;
889 case 5: 827 case 5:
890 case 6: 828 case 6:
891 strcat (retbuf, "(very fast movement)"); 829 buf << "(very fast movement)";
892 break; 830 break;
893 case 7: 831 case 7:
894 case 8: 832 case 8:
895 case 9: 833 case 9:
896 case 10: 834 case 10:
897 strcat (retbuf, "(extremely fast movement)"); 835 buf << "(extremely fast movement)";
898 break; 836 break;
899 default: 837 default:
900 strcat (retbuf, "(lightning fast movement)"); 838 buf << "(lightning fast movement)";
901 break; 839 break;
902 } 840 }
903 } 841
904 if (QUERY_FLAG (op, FLAG_UNDEAD)) 842 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
905 strcat (retbuf, "(undead)");
906 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 843 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
907 strcat (retbuf, "(see invisible)"); 844 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
908 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 845 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
909 strcat (retbuf, "(wield weapon)"); 846 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
910 if (QUERY_FLAG (op, FLAG_USE_BOW)) 847 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
911 strcat (retbuf, "(archer)"); 848 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
912 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 849 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
913 strcat (retbuf, "(wear armour)");
914 if (QUERY_FLAG (op, FLAG_USE_RING))
915 strcat (retbuf, "(wear ring)");
916 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
917 strcat (retbuf, "(read scroll)");
918 if (QUERY_FLAG (op, FLAG_USE_RANGE))
919 strcat (retbuf, "(fires wand/rod/horn)");
920 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 850 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
921 strcat (retbuf, "(skill user)"); 851 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
922 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 852 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
923 strcat (retbuf, "(spellcaster)");
924 if (QUERY_FLAG (op, FLAG_FRIENDLY))
925 strcat (retbuf, "(friendly)");
926 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 853 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
927 strcat (retbuf, "(unaggressive)"); 854 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
928 if (QUERY_FLAG (op, FLAG_HITBACK)) 855 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
929 strcat (retbuf, "(hitback)"); 856
930 if (QUERY_FLAG (op, FLAG_STEALTH))
931 strcat (retbuf, "(stealthy)");
932 if (op->randomitems != NULL) 857 if (op->randomitems)
933 { 858 {
934 treasure *t;
935 int first = 1; 859 bool first = 1;
936 860
937 for (t = op->randomitems->items; t != NULL; t = t->next) 861 for (treasure *t = op->randomitems->items; t; t = t->next)
938 if (t->item && (t->item->clone.type == SPELL)) 862 if (t->item && t->item->type == SPELL)
939 { 863 {
940 if (first) 864 if (first)
941 { 865 buf << "(Spell abilities:)";
866
942 first = 0; 867 first = 0;
943 strcat (retbuf, "(Spell abilities:)"); 868
944 } 869 buf << '(' << t->item->object::name << ')';
945 strcat (retbuf, "(");
946 strcat (retbuf, t->item->clone.name);
947 strcat (retbuf, ")");
948 } 870 }
949 } 871 }
872
950 if (op->type == PLAYER) 873 if (op->type == PLAYER)
951 { 874 {
952 if (op->contr->digestion) 875 if (op->contr->digestion)
953 {
954 if (op->contr->digestion != 0)
955 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 876 buf.printf ("(sustenance%+d)", op->contr->digestion);
956 strcat (retbuf, buf); 877
957 }
958 if (op->contr->gen_grace) 878 if (op->contr->gen_grace)
959 {
960 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 879 buf.printf ("(grace%+d)", op->contr->gen_grace);
961 strcat (retbuf, buf); 880
962 }
963 if (op->contr->gen_sp) 881 if (op->contr->gen_sp)
964 {
965 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 882 buf.printf ("(magic%+d)", op->contr->gen_sp);
966 strcat (retbuf, buf); 883
967 }
968 if (op->contr->gen_hp) 884 if (op->contr->gen_hp)
969 {
970 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 885 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
971 strcat (retbuf, buf); 886
972 }
973 if (op->stats.luck) 887 if (op->stats.luck)
974 {
975 sprintf (buf, "(luck%+d)", op->stats.luck); 888 buf.printf ("(luck%+d)", op->stats.luck);
976 strcat (retbuf, buf);
977 }
978 } 889 }
979 890
980 /* describe attacktypes */ 891 /* describe attacktypes */
981 if (is_dragon_pl (op)) 892 if (is_dragon_pl (op))
982 { 893 {
984 * Break apart the for loop - move the comparison checking down - 895 * Break apart the for loop - move the comparison checking down -
985 * this makes it more readable. 896 * this makes it more readable.
986 */ 897 */
987 object *tmp; 898 object *tmp;
988 899
989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 900 for (tmp = op->inv; tmp; tmp = tmp->below)
990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 901 if (tmp->type == SKILL && tmp->name == shstr_clawing)
991 break; 902 break;
992 903
993 if (tmp && tmp->attacktype != 0) 904 if (tmp && tmp->attacktype)
994 { 905 buf.add_abilities ("Claws", tmp->attacktype);
995 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
996 }
997 else 906 else
998 { 907 buf.add_abilities ("Attacks", op->attacktype);
999 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1000 }
1001 } 908 }
1002 else 909 else
1003 { 910 buf.add_abilities ("Attacks", op->attacktype);
1004 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 911
1005 } 912 buf.add_paths ("Attuned" , op->path_attuned);
1006 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 913 buf.add_paths ("Repelled", op->path_repelled);
1007 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 914 buf.add_paths ("Denied" , op->path_denied);
1008 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 915
1009 for (i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
1010 {
1011 if (op->resist[i]) 917 if (op->resist[i])
1012 {
1013 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 918 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1014 strcat (retbuf, buf); 919
1015 }
1016 }
1017 return retbuf; 920 return buf;
1018} 921}
1019
1020 922
1021/* 923/*
1022 * Returns a pointer to a static buffer which contains a 924 * Returns a pointer to a static buffer which contains a
1023 * description of the given object. 925 * description of the given object.
1024 * If it is a monster, lots of information about its abilities 926 * If it is a monster, lots of information about its abilities
1042 * 944 *
1043 * Add 'owner' who is the person examining this object. 945 * Add 'owner' who is the person examining this object.
1044 * owner can be null if no one is being associated with this 946 * owner can be null if no one is being associated with this
1045 * item (eg, debug dump or the like) 947 * item (eg, debug dump or the like)
1046 */ 948 */
1047 949const char *
1048char *
1049describe_item (const object *op, object *owner) 950describe_item (const object *op, object *owner)
1050{ 951{
1051 char buf[MAX_BUF]; 952 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1052 static char retbuf[VERY_BIG_BUF]; 953 return describe_monster (op);
954
955 static dynbuf_text buf; buf.clear ();
1053 int identified, i; 956 int identified, i;
1054 957
1055 retbuf[0] = '\0';
1056 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1057 {
1058 return describe_monster (op);
1059 }
1060 /* figure this out once, instead of making multiple calls to need_identify. 958 /* figure this out once, instead of making multiple calls to need_identify.
1061 * also makes the code easier to read. 959 * also makes the code easier to read.
1062 */ 960 */
1063 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 961 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1064 identified = 1; 962 if (!identified)
1065 else 963 buf << "(unidentified)";
1066 { 964
1067 strcpy (retbuf, "(unidentified)");
1068 identified = 0;
1069 }
1070 switch (op->type) 965 switch (op->type)
1071 { 966 {
1072 case BOW: 967 case BOW:
1073 case ARROW: 968 case ARROW:
1074 case WAND: 969 case WAND:
1075 case ROD: 970 case ROD:
1076 case HORN: 971 case HORN:
1077 case WEAPON: 972 case WEAPON:
1078 case ARMOUR: 973 case ARMOUR:
1079 case HELMET: 974 case HELMET:
1080 case SHIELD: 975 case SHIELD:
1081 case BOOTS: 976 case BOOTS:
1082 case GLOVES: 977 case GLOVES:
1083 case GIRDLE: 978 case GIRDLE:
1084 case BRACERS: 979 case BRACERS:
1085 case CLOAK: 980 case CLOAK:
1086 case SKILL_TOOL: 981 case SKILL_TOOL:
1087 break; /* We have more information to do below this switch */ 982 break; /* We have more information to do below this switch */
1088 983
1089 case POWER_CRYSTAL: 984 case POWER_CRYSTAL:
1090 if (op->stats.maxsp > 1000) 985 if (op->stats.maxsp > 1000)
1091 { /*higher capacity crystals */ 986 { /*higher capacity crystals */
1092 i = (op->stats.maxsp % 100) / 10; 987 i = (op->stats.maxsp % 1000) / 100;
988
1093 if (i) 989 if (i)
1094 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 990 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1095 else 991 else
1096 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 992 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1097 } 993 }
1098 else 994 else
1099 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 995 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1100 strcat (retbuf, buf); 996
1101 i = (op->stats.sp * 10) / op->stats.maxsp; 997 i = (op->stats.sp * 10) / op->stats.maxsp;
1102 if (op->stats.sp == 0) 998 if (op->stats.sp == 0)
1103 strcat (retbuf, "empty."); 999 buf << "empty.";
1104 else if (i == 0) 1000 else if (i == 0)
1105 strcat (retbuf, "almost empty."); 1001 buf << "almost empty.";
1106 else if (i < 3) 1002 else if (i < 3)
1107 strcat (retbuf, "partially filled."); 1003 buf << "partially filled.";
1108 else if (i < 6) 1004 else if (i < 6)
1109 strcat (retbuf, "half full."); 1005 buf << "half full.";
1110 else if (i < 9) 1006 else if (i < 9)
1111 strcat (retbuf, "well charged."); 1007 buf << "well charged.";
1112 else if (op->stats.sp == op->stats.maxsp) 1008 else if (op->stats.sp == op->stats.maxsp)
1113 strcat (retbuf, "fully charged."); 1009 buf << "fully charged.";
1114 else 1010 else
1115 strcat (retbuf, "almost full."); 1011 buf << "almost full.";
1116 break; 1012 break;
1013
1117 case FOOD: 1014 case FOOD:
1118 case FLESH: 1015 case FLESH:
1119 case DRINK: 1016 case DRINK:
1120 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1017 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1121 { 1018 {
1122 sprintf (buf, "(food+%d)", op->stats.food); 1019 buf.printf ("(food+%d)", op->stats.food);
1123 strcat (retbuf, buf);
1124 1020
1125 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1021 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1126 {
1127 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1022 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1128 strcat (retbuf, buf);
1129 }
1130 1023
1131 if (!QUERY_FLAG (op, FLAG_CURSED)) 1024 if (!QUERY_FLAG (op, FLAG_CURSED))
1132 { 1025 {
1133 if (op->stats.hp) 1026 if (op->stats.hp) buf << "(heals)";
1134 strcat (retbuf, "(heals)");
1135 if (op->stats.sp)
1136 strcat (retbuf, "(spellpoint regen)"); 1027 if (op->stats.sp) buf << "(spellpoint regen)";
1137 } 1028 }
1138 else 1029 else
1139 { 1030 {
1140 if (op->stats.hp) 1031 if (op->stats.hp) buf << "(damages)";
1141 strcat (retbuf, "(damages)");
1142 if (op->stats.sp)
1143 strcat (retbuf, "(spellpoint depletion)"); 1032 if (op->stats.sp) buf << "(spellpoint depletion)";
1144 } 1033 }
1145 } 1034 }
1146 break; 1035 break;
1147 1036
1148
1149 case SKILL: 1037 case SKILL:
1150 case RING: 1038 case RING:
1151 case AMULET: 1039 case AMULET:
1152 if (op->item_power) 1040 if (op->item_power)
1153 {
1154 sprintf (buf, "(item_power %+d)", op->item_power); 1041 buf.printf ("(item_power %+d)", op->item_power);
1155 strcat (retbuf, buf); 1042
1156 }
1157 if (op->title) 1043 if (op->title)
1158 strcat (retbuf, ring_desc (op)); 1044 buf << ring_desc (op);
1045
1159 return retbuf; 1046 return buf;
1160 1047
1161 default: 1048 default:
1162 return retbuf; 1049 return buf;
1163 } 1050 }
1164 1051
1165 /* Down here, we more further describe equipment type items. 1052 /* Down here, we more further describe equipment type items.
1166 * only describe them if they have been identified or the like. 1053 * only describe them if they have been identified or the like.
1167 */ 1054 */
1168 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1055 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1169 { 1056 {
1170 int attr, val; 1057 int attr, val;
1171 1058
1172 for (attr = 0; attr < NUM_STATS; attr++) 1059 for (attr = 0; attr < NUM_STATS; attr++)
1173 { 1060 if ((val = op->stats.stat (attr)))
1174 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1175 {
1176 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1061 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1177 strcat (retbuf, buf);
1178 }
1179 }
1180 1062
1181 if (op->stats.exp) 1063 if (op->stats.exp)
1182 {
1183 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1064 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1184 strcat (retbuf, buf);
1185 }
1186
1187 1065
1188 switch (op->type) 1066 switch (op->type)
1189 { 1067 {
1190 case BOW: 1068 case BOW:
1191 case ARROW: 1069 case ARROW:
1192 case GIRDLE: 1070 case GIRDLE:
1193 case HELMET: 1071 case HELMET:
1194 case SHIELD: 1072 case SHIELD:
1195 case BOOTS: 1073 case BOOTS:
1196 case GLOVES: 1074 case GLOVES:
1197 case WEAPON: 1075 case WEAPON:
1198 case SKILL: 1076 case SKILL:
1199 case RING: 1077 case RING:
1200 case AMULET: 1078 case AMULET:
1201 case ARMOUR: 1079 case ARMOUR:
1202 case BRACERS: 1080 case BRACERS:
1203 case FORCE: 1081 case FORCE:
1204 case CLOAK: 1082 case CLOAK:
1205 if (op->stats.wc) 1083 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1206 { 1084 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1207 sprintf (buf, "(wc%+d)", op->stats.wc); 1085 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1208 strcat (retbuf, buf); 1086
1209 }
1210 if (op->stats.dam)
1211 {
1212 sprintf (buf, "(dam%+d)", op->stats.dam);
1213 strcat (retbuf, buf);
1214 }
1215 if (op->stats.ac)
1216 {
1217 sprintf (buf, "(ac%+d)", op->stats.ac);
1218 strcat (retbuf, buf);
1219 }
1220 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1087 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1221 {
1222 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1088 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1223 strcat (retbuf, buf); 1089
1224 }
1225 break; 1090 break;
1226 1091
1227 default: 1092 default:
1228 break; 1093 break;
1229 } 1094 }
1230 if (QUERY_FLAG (op, FLAG_XRAYS)) 1095
1231 strcat (retbuf, "(xray-vision)"); 1096 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1232 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1097 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1233 strcat (retbuf, "(infravision)");
1234 1098
1235 /* levitate was what is was before, so we'll keep it */ 1099 /* levitate was what is was before, so we'll keep it */
1236 if (op->move_type & MOVE_FLY_LOW) 1100 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1237 strcat (retbuf, "(levitate)");
1238
1239 if (op->move_type & MOVE_FLY_HIGH) 1101 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1240 strcat (retbuf, "(fly)");
1241
1242 if (op->move_type & MOVE_SWIM) 1102 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1243 strcat (retbuf, "(swim)");
1244 1103
1245 /* walking is presumed as 'normal', so doesn't need mentioning */ 1104 /* walking is presumed as 'normal', so doesn't need mentioning */
1246 1105
1247 if (op->item_power) 1106 if (op->item_power)
1248 {
1249 sprintf (buf, "(item_power %+d)", op->item_power); 1107 buf.printf ("(item_power %+d)", op->item_power);
1250 strcat (retbuf, buf);
1251 }
1252 } /* End if identified or applied */ 1108 } /* End if identified or applied */
1253 1109
1254 /* This blocks only deals with fully identified object. 1110 /* This blocks only deals with fully identified object.
1255 * it is intentional that this is not an 'else' from a above - 1111 * it is intentional that this is not an 'else' from a above -
1256 * in this way, information is added. 1112 * in this way, information is added.
1259 { 1115 {
1260 int more_info = 0; 1116 int more_info = 0;
1261 1117
1262 switch (op->type) 1118 switch (op->type)
1263 { 1119 {
1264 case ROD: /* These use stats.sp for spell selection and stats.food */ 1120 case ROD: /* These use stats.sp for spell selection and stats.food */
1265 case HORN: /* and stats.hp for spell-point regeneration... */ 1121 case HORN: /* and stats.hp for spell-point regeneration... */
1266 case BOW: 1122 case BOW:
1267 case ARROW: 1123 case ARROW:
1268 case WAND: 1124 case WAND:
1269 case FOOD: 1125 case FOOD:
1270 case FLESH: 1126 case FLESH:
1271 case DRINK: 1127 case DRINK:
1272 more_info = 0; 1128 more_info = 0;
1273 break; 1129 break;
1274 1130
1275 /* Armor type objects */ 1131 /* Armor type objects */
1276 case ARMOUR: 1132 case ARMOUR:
1277 case HELMET: 1133 case HELMET:
1278 case SHIELD: 1134 case SHIELD:
1279 case BOOTS: 1135 case BOOTS:
1280 case GLOVES: 1136 case GLOVES:
1281 case GIRDLE: 1137 case GIRDLE:
1282 case BRACERS: 1138 case BRACERS:
1283 case CLOAK: 1139 case CLOAK:
1284 if (ARMOUR_SPEED (op)) 1140 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1285 { 1141 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1286 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1287 strcat (retbuf, buf);
1288 }
1289 if (ARMOUR_SPELLS (op))
1290 {
1291 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1292 strcat (retbuf, buf);
1293 }
1294 more_info = 1; 1142 more_info = 1;
1295 break; 1143 break;
1296 1144
1297 case WEAPON: 1145 case WEAPON:
1298 /* Calculate it the same way fix_player does so the results 1146 /* Calculate it the same way fix_player does so the results
1299 * make sense. 1147 * make sense.
1300 */ 1148 */
1301 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1149 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1302 if (i < 0) 1150 if (i < 0)
1303 i = 0; 1151 i = 0;
1304 1152
1305 sprintf (buf, "(weapon speed %d)", i); 1153 buf.printf ("(weapon speed %d)", i);
1306 strcat (retbuf, buf);
1307 more_info = 1; 1154 more_info = 1;
1308 break; 1155 break;
1309
1310 } 1156 }
1157
1311 if (more_info) 1158 if (more_info)
1312 { 1159 {
1313 if (op->stats.food)
1314 {
1315 if (op->stats.food != 0)
1316 sprintf (buf, "(sustenance%+d)", op->stats.food); 1160 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1317 strcat (retbuf, buf);
1318 }
1319 if (op->stats.grace)
1320 {
1321 sprintf (buf, "(grace%+d)", op->stats.grace); 1161 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1322 strcat (retbuf, buf); 1162 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1323 }
1324 if (op->stats.sp)
1325 {
1326 sprintf (buf, "(magic%+d)", op->stats.sp);
1327 strcat (retbuf, buf);
1328 }
1329 if (op->stats.hp)
1330 {
1331 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1163 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1332 strcat (retbuf, buf);
1333 }
1334 } 1164 }
1335 1165
1336 if (op->stats.luck) 1166 if (op->stats.luck)
1337 {
1338 sprintf (buf, "(luck%+d)", op->stats.luck); 1167 buf.printf ("(luck%+d)", op->stats.luck);
1339 strcat (retbuf, buf); 1168
1340 }
1341 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1169 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1342 strcat (retbuf, "(lifesaving)"); 1170 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1343 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1344 strcat (retbuf, "(reflect spells)");
1345 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1171 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1346 strcat (retbuf, "(reflect missiles)");
1347 if (QUERY_FLAG (op, FLAG_STEALTH)) 1172 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1348 strcat (retbuf, "(stealth)"); 1173
1349 if (op->slaying != NULL && op->type != FOOD) 1174 if (op->slaying && op->type != FOOD)
1350 {
1351 sprintf (buf, "(slay %s)", &op->slaying); 1175 buf.printf ("(slay %s)", &op->slaying);
1352 strcat (retbuf, buf); 1176
1353 } 1177 buf.add_abilities ("Attacks", op->attacktype);
1354 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1355 /* resistance on flesh is only visible for quetzals. If 1178 /* resistance on flesh is only visible for quetzals. If
1356 * non flesh, everyone can see its resistances 1179 * non flesh, everyone can see its resistances
1357 */ 1180 */
1358 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1181 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1359 strcat (retbuf, describe_resistance (op, 0)); 1182 buf << describe_resistance (op, 0);
1360 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1361 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1362 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1363 }
1364 1183
1184 buf.add_paths ("Attuned", op->path_attuned);
1185 buf.add_paths ("Repelled", op->path_repelled);
1186 buf.add_paths ("Denied", op->path_denied);
1187 }
1188
1365 return retbuf; 1189 return buf;
1190}
1191
1192std::string
1193object::describe_item (object *who)
1194{
1195 return std::string (::describe_item (this, who));
1196}
1197
1198void
1199examine (object *op, object *tmp)
1200{
1201 std::string info = tmp->describe (op);
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203}
1204
1205/*
1206 * inventory prints object's inventory. If inv==NULL then print player's
1207 * inventory.
1208 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209 */
1210const char *
1211object::query_inventory (object *who, const char *indent)
1212{
1213 static dynbuf_text buf; buf.clear ();
1214
1215 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ))
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220
1221 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else
1224 buf.printf ("%s(empty)\n", indent);
1225
1226 return buf;
1366} 1227}
1367 1228
1368/* Return true if the item is magical. A magical item is one that 1229/* Return true if the item is magical. A magical item is one that
1369 * increases/decreases any abilities, provides a resistance, 1230 * increases/decreases any abilities, provides a resistance,
1370 * has a generic magical bonus, or is an artifact. 1231 * has a generic magical bonus, or is an artifact.
1371 * This function is used by detect_magic to determine if an item 1232 * This function is used by detect_magic to determine if an item
1372 * should be marked as magical. 1233 * should be marked as magical.
1373 */ 1234 */
1374
1375int 1235int
1376is_magical (const object *op) 1236is_magical (const object *op)
1377{ 1237{
1378 int i; 1238 int i;
1379 1239
1430 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1290 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1431 return 1; 1291 return 1;
1432 1292
1433 /* Check to see if it increases/decreases any stats */ 1293 /* Check to see if it increases/decreases any stats */
1434 for (i = 0; i < NUM_STATS; i++) 1294 for (i = 0; i < NUM_STATS; i++)
1435 if (get_attr_value (&(op->stats), i) != 0) 1295 if (op->stats.stat (i))
1436 return 1; 1296 return 1;
1437 1297
1438 /* If it doesn't fall into any of the above categories, must 1298 /* If it doesn't fall into any of the above categories, must
1439 * be non magical. 1299 * be non magical.
1440 */ 1300 */
1449int 1309int
1450need_identify (const object *op) 1310need_identify (const object *op)
1451{ 1311{
1452 switch (op->type) 1312 switch (op->type)
1453 { 1313 {
1454 case RING: 1314 case RING:
1455 case WAND: 1315 case WAND:
1456 case ROD: 1316 case ROD:
1457 case HORN: 1317 case HORN:
1458 case SCROLL: 1318 case SCROLL:
1459 case SKILL: 1319 case SKILL:
1460 case SKILLSCROLL: 1320 case SKILLSCROLL:
1461 case SPELLBOOK: 1321 case SPELLBOOK:
1462 case FOOD: 1322 case FOOD:
1463 case POTION: 1323 case POTION:
1464 case BOW: 1324 case BOW:
1465 case ARROW: 1325 case ARROW:
1466 case WEAPON: 1326 case WEAPON:
1467 case ARMOUR: 1327 case ARMOUR:
1468 case SHIELD: 1328 case SHIELD:
1469 case HELMET: 1329 case HELMET:
1470 case AMULET: 1330 case AMULET:
1471 case BOOTS: 1331 case BOOTS:
1472 case GLOVES: 1332 case GLOVES:
1473 case BRACERS: 1333 case BRACERS:
1474 case GIRDLE: 1334 case GIRDLE:
1475 case CONTAINER: 1335 case CONTAINER:
1476 case DRINK: 1336 case DRINK:
1477 case FLESH: 1337 case FLESH:
1478 case INORGANIC: 1338 case INORGANIC:
1479 case CLOSE_CON: 1339 case CLOSE_CON:
1480 case CLOAK: 1340 case CLOAK:
1481 case GEM: 1341 case GEM:
1482 case POWER_CRYSTAL: 1342 case POWER_CRYSTAL:
1483 case POISON: 1343 case POISON:
1484 case BOOK: 1344 case BOOK:
1485 case SKILL_TOOL: 1345 case SKILL_TOOL:
1486 return 1; 1346 return 1;
1487 } 1347 }
1348
1488 /* Try to track down some stuff that may show up here. Thus, the 1349 /* Try to track down some stuff that may show up here. Thus, the
1489 * archetype file can be updated, and this function removed. 1350 * archetype file can be updated, and this function removed.
1490 */ 1351 */
1491#if 0 1352#if 0
1492 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1353 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1498 * Supposed to fix face-values as well here, but later. 1359 * Supposed to fix face-values as well here, but later.
1499 */ 1360 */
1500void 1361void
1501identify (object *op) 1362identify (object *op)
1502{ 1363{
1503 object *pl;
1504
1505 SET_FLAG (op, FLAG_IDENTIFIED); 1364 SET_FLAG (op, FLAG_IDENTIFIED);
1506 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1507 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1508 1367
1509 /* 1368 /*
1516 { 1375 {
1517 if (op->inv && op->randomitems) 1376 if (op->inv && op->randomitems)
1518 op->title = op->inv->name; 1377 op->title = op->inv->name;
1519 else if (op->arch) 1378 else if (op->arch)
1520 { 1379 {
1521 op->name = op->arch->clone.name; 1380 op->name = op->arch->object::name;
1522 op->name_pl = op->arch->clone.name_pl; 1381 op->name_pl = op->arch->object::name_pl;
1523 } 1382 }
1524 } 1383 }
1525 1384
1526 /* If the object is on a map, make sure we update its face */ 1385 /* If the object is on a map, make sure we update its face */
1527 if (op->map) 1386 if (op->map)
1528 update_object (op, UP_OBJ_FACE); 1387 update_object (op, UP_OBJ_CHANGE);
1529 else 1388
1530 { 1389 if (object *pl = op->visible_to ())
1531 pl = op->in_player ();
1532 if (pl)
1533 /* A lot of the values can change from an update - might as well send 1390 /* A lot of the values can change from an update - might as well send
1534 * it all. 1391 * it all.
1535 */ 1392 */
1536 esrv_send_item (pl, op); 1393 esrv_send_item (pl, op);
1537 }
1538} 1394}
1539 1395

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines