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 1.7 by root, Thu Sep 21 00:05:24 2006 UTC vs.
Revision 1.23 by root, Fri Feb 16 19:43:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
129 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
131 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
132 {CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
133 {SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
134 {EXPERIENCE, "experience", "experience", 0, 0},
135 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
136 {GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
137 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
138 {BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
139 {GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
159 {FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163 {LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
164 {TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
165 {WALL, "wall", "walls", 0, 0},
166 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168 {MONSTER, "monster", "monsters", 0, 0},
169 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
170 {LAMP, "lamp", "lamps", 0, 0}, 165 {LAMP, "lamp", "lamps", 0, 0},
171 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
172 {TOOL, "tool", "tools", 0, 0},
173 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
174 {BUILDFAC, "building facility", "building facilities", 0, 0},
175 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
176 {SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
177 {GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
178 {BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
179 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
187 {CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
188 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
189 {POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
190 {SAVEBED, "savebed", "savebeds", 0, 0}, 183 {SAVEBED, "savebed", "savebeds", 0, 0},
191 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
192 {FIREHOLES, "fireholes", "fireholes", 0, 0},
193 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
194 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
195 {DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
196 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
197 {FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
465 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
466 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
467 return buf; 458 return buf;
468} 459}
469 460
470
471/* 461/*
472 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
473 * in a static buffer. The buffer might be overwritten at the next 463 * in a static buffer. The buffer might be overwritten at the next
474 * call to get_number(). 464 * call to get_number().
475 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
476 */ 466 */
477
478char * 467char *
479get_number (int i) 468get_number (int i)
480{ 469{
481 if (i <= 20) 470 if (i <= 20)
482 return numbers[i]; 471 return numbers[i];
656 * 645 *
657 */ 646 */
658char * 647char *
659query_name (const object *op) 648query_name (const object *op)
660{ 649{
661 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
662 static int use_buf = 0; 651 static int use_buf = 0;
663 int len = 0; 652 int len = 0;
664 653
665#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
666 materialtype_t *mt; 655 materialtype_t *mt;
668 657
669 use_buf++; 658 use_buf++;
670 use_buf %= 5; 659 use_buf %= 5;
671 660
672#ifdef NEW_MATERIAL_CODE 661#ifdef NEW_MATERIAL_CODE
673 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 662 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
674 { 663 {
675 mt = name_to_material (op->materialname); 664 mt = name_to_material (op->materialname);
676 if (mt) 665 if (mt)
677 { 666 {
678 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
693 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
694 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
695 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
696 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
697 } 686 }
687
698 /* Basically, if the object is known magical (detect magic spell on it), 688 /* Basically, if the object is known magical (detect magic spell on it),
699 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
700 * it is magical. Assume that the detect magical spell will only set 690 * it is magical. Assume that the detect magical spell will only set
701 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
702 * 692 *
718 708
719 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
720 { 710 {
721 switch (op->type) 711 switch (op->type)
722 { 712 {
723 case BOW: 713 case BOW:
724 case WAND: 714 case WAND:
725 case ROD: 715 case ROD:
726 case HORN: 716 case HORN:
727 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
728 break; 718 break;
729 case WEAPON: 719 case WEAPON:
730 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
731 break; 721 break;
732 case ARMOUR: 722 case ARMOUR:
733 case HELMET: 723 case HELMET:
734 case SHIELD: 724 case SHIELD:
735 case RING: 725 case RING:
736 case BOOTS: 726 case BOOTS:
737 case GLOVES: 727 case GLOVES:
738 case AMULET: 728 case AMULET:
739 case GIRDLE: 729 case GIRDLE:
740 case BRACERS: 730 case BRACERS:
741 case CLOAK: 731 case CLOAK:
742 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
743 break; 733 break;
744 case CONTAINER: 734 case CONTAINER:
745 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
746 break; 736 break;
747 case SKILL: 737 case SKILL:
748 default: 738 default:
749 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
750 } 740 }
751 } 741 }
742
752 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
753 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
754 745
755 return buf[use_buf]; 746 return buf [use_buf];
756} 747}
757 748
758/* 749/*
759 * query_base_name(object) returns a character pointer pointing to a static 750 * query_base_name(object) returns a character pointer pointing to a static
760 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
775 return "(null)"; 766 return "(null)";
776 767
777 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 768 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
778 return op->name; /* To speed things up (or make things slower?) */ 769 return op->name; /* To speed things up (or make things slower?) */
779 770
780 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
781 mt = name_to_material (op->materialname); 772 mt = name_to_material (op->materialname);
782 773
783#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
784 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
785 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
786 { 777 {
787 strcpy (buf, mt->description); 778 strcpy (buf, mt->description);
788 len = strlen (buf); 779 len = strlen (buf);
789 safe_strcat (buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
794 } 785 }
795 else 786 else
796 { 787 {
797#endif 788#endif
798 if (!plural) 789 if (!plural)
799 strcpy (buf, op->name); 790 assign (buf, op->name);
800 else 791 else
801 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
802 len = strlen (buf); 794 len = strlen (buf);
803#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
804 } 796 }
805#endif 797#endif
806 798
810 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
811 } 803 }
812 804
813 switch (op->type) 805 switch (op->type)
814 { 806 {
815 case SPELLBOOK: 807 case SPELLBOOK:
816 case SCROLL: 808 case SCROLL:
817 case WAND: 809 case WAND:
818 case ROD: 810 case ROD:
819 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
820 { 812 {
821 if (!op->title) 813 if (!op->title)
822 { 814 {
823 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
824 if (op->inv) 816 if (op->inv)
825 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
826 else 818 else
827 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
828 } 820 }
829 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
830 { 822 {
831 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
832 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
833 } 825 }
834 } 826 }
835 break; 827 break;
836 828
837 829
838 case SKILL: 830 case SKILL:
839 case AMULET: 831 case AMULET:
840 case RING: 832 case RING:
841 if (!op->title) 833 if (!op->title)
842 { 834 {
843 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
844 char *s = ring_desc (op); 836 char *s = ring_desc (op);
845 837
846 if (s[0]) 838 if (s[0])
847 { 839 {
848 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
849 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
850 } 842 }
851 } 843 }
852 break; 844 break;
853 default: 845 default:
854 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
855 { 847 {
856 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
857 } 849 }
858 } 850 }
851
859 return buf; 852 return buf;
860} 853}
861 854
862/* Break this off from describe_item - that function was way 855/* Break this off from describe_item - that function was way
863 * too long, making it difficult to read. This function deals 856 * too long, making it difficult to read. This function deals
864 * with describing the monsters & players abilities. It should only 857 * with describing the monsters & players abilities. It should only
865 * be called with monster & player objects. Returns a description 858 * be called with monster & player objects. Returns a description
866 * in a static buffer. 859 * in a static buffer.
867 */ 860 */
868
869static char * 861static char *
870describe_monster (const object *op) 862describe_monster (const object *op)
871{ 863{
872 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
873 static char retbuf[VERY_BIG_BUF]; 865 static char retbuf[VERY_BIG_BUF];
877 869
878 /* Note that the resolution this provides for players really isn't 870 /* Note that the resolution this provides for players really isn't
879 * very good. Any player with a speed greater than .67 will 871 * very good. Any player with a speed greater than .67 will
880 * fall into the 'lightning fast movement' category. 872 * fall into the 'lightning fast movement' category.
881 */ 873 */
882 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 874 if (op->has_active_speed ())
883 { 875 {
884 switch ((int) ((FABS (op->speed)) * 15)) 876 switch ((int) ((FABS (op->speed)) * 15))
885 { 877 {
886 case 0: 878 case 0:
887 strcat (retbuf, "(very slow movement)"); 879 strcat (retbuf, "(very slow movement)");
943 { 935 {
944 treasure *t; 936 treasure *t;
945 int first = 1; 937 int first = 1;
946 938
947 for (t = op->randomitems->items; t != NULL; t = t->next) 939 for (t = op->randomitems->items; t != NULL; t = t->next)
948 if (t->item && (t->item->clone.type == SPELL)) 940 if (t->item && t->item->clone.type == SPELL)
949 { 941 {
950 if (first) 942 if (first)
951 { 943 {
952 first = 0; 944 first = 0;
953 strcat (retbuf, "(Spell abilities:)"); 945 strcat (retbuf, "(Spell abilities:)");
999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1000 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1001 break; 993 break;
1002 994
1003 if (tmp && tmp->attacktype != 0) 995 if (tmp && tmp->attacktype != 0)
1004 {
1005 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1006 }
1007 else 997 else
1008 {
1009 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1010 }
1011 } 999 }
1012 else 1000 else
1013 {
1014 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1015 } 1002
1016 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1017 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1018 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1006
1019 for (i = 0; i < NROFATTACKS; i++) 1007 for (i = 0; i < NROFATTACKS; i++)
1020 {
1021 if (op->resist[i]) 1008 if (op->resist[i])
1022 { 1009 {
1023 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1024 strcat (retbuf, buf); 1011 strcat (retbuf, buf);
1025 } 1012 }
1026 } 1013
1027 return retbuf; 1014 return retbuf;
1028} 1015}
1029 1016
1030 1017
1031/* 1018/*
1502 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1489 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1503#endif 1490#endif
1504 return 0; 1491 return 0;
1505} 1492}
1506 1493
1507
1508/* 1494/*
1509 * Supposed to fix face-values as well here, but later. 1495 * Supposed to fix face-values as well here, but later.
1510 */ 1496 */
1511
1512void 1497void
1513identify (object *op) 1498identify (object *op)
1514{ 1499{
1515 object *pl; 1500 object *pl;
1516 1501
1538 /* If the object is on a map, make sure we update its face */ 1523 /* If the object is on a map, make sure we update its face */
1539 if (op->map) 1524 if (op->map)
1540 update_object (op, UP_OBJ_FACE); 1525 update_object (op, UP_OBJ_FACE);
1541 else 1526 else
1542 { 1527 {
1543 pl = is_player_inv (op->env); 1528 pl = op->in_player ();
1544 if (pl) 1529 if (pl)
1545 /* A lot of the values can change from an update - might as well send 1530 /* A lot of the values can change from an update - might as well send
1546 * it all. 1531 * it all.
1547 */ 1532 */
1548 esrv_send_item (pl, op); 1533 esrv_send_item (pl, op);
1549 } 1534 }
1550} 1535}
1536

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines