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Comparing deliantra/server/common/item.C (file contents):
Revision 1.77 by root, Sat Apr 3 02:27:24 2010 UTC vs.
Revision 1.93 by root, Tue Jan 3 11:25:30 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
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 52// see include/object.h
53Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
54 {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 },
55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
68/*{"body_dragon_torso", "your body", "a dragon's body"} */
69}; 57};
70 58
71static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
73 "eighty", "ninety" 61 "eighty", "ninety"
74}; 62};
75 63
76static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
80 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
81}; 69};
82 70
83static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
85 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
86}; 74};
87 75
88/* 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:
151 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
152 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
154 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
155 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
156 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
160 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
162 {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},
163 {LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
164 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
167 {SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
202 {BUILDER, "item builder", "item builders", 0, 0}, 191 {BUILDER, "item builder", "item builders", 0, 0},
203 {MATERIAL, "building material", "building materials", 0, 0}, 192 {MATERIAL, "building material", "building materials", 0, 0},
204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
205}; 194};
206 195
207static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 196static const int item_types_size = array_length (item_types);
208 197
209/* 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
210 * 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
211 * wear whatever they want with no worries. Perhaps having the steep 200 * wear whatever they want with no worries. Perhaps having the steep
212 * curve is good (maybe even steeper), but allowing players to 201 * curve is good (maybe even steeper), but allowing players to
214 * able to use 2-3 of the most powerful items. 203 * able to use 2-3 of the most powerful items.
215 * 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 -
216 * custom objects can use whatever they want. 205 * custom objects can use whatever they want.
217 */ 206 */
218static int enc_to_item_power[21] = { 207static int enc_to_item_power[21] = {
208 0,
219 0, 0, 1, 2, 3, 4, /* 5 */ 209 0, 1, 2, 3, 4, // 5
220 5, 7, 9, 11, 13, /* 10 */ 210 5, 7, 9, 11, 13, // 10
221 15, 18, 21, 24, 27, /* 15 */ 211 15, 18, 21, 24, 27, // 15
222 30, 35, 40, 45, 50 /* 20 */ 212 30, 35, 40, 45, 50 // 20
223}; 213};
224 214
225int 215int
226get_power_from_ench (int ench) 216get_power_from_ench (int ench)
227{ 217{
228 return enc_to_item_power [clamp (ench, 0, 20)]; 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];
229} 264}
230 265
231/* 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
232 * 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
233 * generation code, and when loading legacy objects. It returns 268 * generation code, and when loading legacy objects. It returns
307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 342 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
308 343
309 return get_power_from_ench (enc); 344 return get_power_from_ench (enc);
310} 345}
311 346
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_;
362
312/* 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
313 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
314const typedata * 365const typedata *
315get_typedata (int itemtype) 366get_typedata (int itemtype)
316{ 367{
317 for (int i = 0; i < item_types_size; i++) 368 return get_typedata_ (itemtype);
318 if (item_types[i].number == itemtype)
319 return &item_types[i];
320
321 return NULL;
322} 369}
323 370
324/* 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
325 * 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
326 * one return NULL */ 373 * one return NULL */
387/* 434/*
388 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
389 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
390 */ 437 */
391const char * 438const char *
392get_levelnumber (int i) 439ordinal (int i)
393{ 440{
394 static char buf[MAX_BUF]; 441 if (i < 0)
395 442 return format ("minus %s", ordinal (-i));
396 if (i > 99)
397 {
398 sprintf (buf, "%d.", i);
399 return buf;
400 }
401 443
402 if (i < 21) 444 if (i < 21)
403 return levelnumbers[i]; 445 return ordnumbers[i];
404 446
447 int digit = i % 10;
448
405 if (!(i % 10)) 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)
406 return levelnumbers_10[i / 10]; 459 return ordnumbers_10[i / 10];
407 460 else
408 strcpy (buf, numbers_10[i / 10]); 461 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
409 strcat (buf, levelnumbers[i % 10]);
410 return buf;
411} 462}
412 463
413/* 464/*
414 * Returns pointer to static buffer containing ring's or amulet's 465 * Returns pointer to static buffer containing ring's or amulet's
415 * abilities 466 * abilities
427ring_desc (const object *op) 478ring_desc (const object *op)
428{ 479{
429 static dynbuf_text buf; buf.clear (); 480 static dynbuf_text buf; buf.clear ();
430 int attr, val, len; 481 int attr, val, len;
431 482
432 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 483 if (op->flag [FLAG_IDENTIFIED])
433 { 484 {
434 for (attr = 0; attr < NUM_STATS; attr++) 485 for (attr = 0; attr < NUM_STATS; attr++)
435 if ((val = op->stats.stat (attr))) 486 if ((val = op->stats.stat (attr)))
436 buf.printf ("(%s%+d)", short_stat_name[attr], val); 487 buf.printf ("(%s%+d)", short_stat_name[attr], val);
437 488
438 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);
439 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 490 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
440 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 491 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
441 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 492 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
442 493
443 buf << describe_resistance (op, 0); 494 buf << describe_resistance (op, 0);
446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
447 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);
448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 500 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
450 501
451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
455 506
456 buf.add_paths ("Attuned" , op->path_attuned); 507 buf.add_paths ("Attuned" , op->path_attuned);
457 buf.add_paths ("Repelled", op->path_repelled); 508 buf.add_paths ("Repelled", op->path_repelled);
458 buf.add_paths ("Denied" , op->path_denied); 509 buf.add_paths ("Denied" , op->path_denied);
459 510
485 536
486 static dynbuf_text buf; buf.clear (); 537 static dynbuf_text buf; buf.clear ();
487 538
488 buf << (op->nrof <= 1 ? op->name : op->name_pl); 539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
489 540
490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 541 if (op->title && op->flag [FLAG_IDENTIFIED])
491 buf << ' ' << op->title; 542 buf << ' ' << op->title;
492 543
493 switch (op->type) 544 switch (op->type)
494 { 545 {
495 case SPELLBOOK: 546 case SPELLBOOK:
496 case SCROLL: 547 case SCROLL:
497 case WAND: 548 case WAND:
498 case ROD: 549 case ROD:
499 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
500 { 551 {
501 if (!op->title) 552 if (!op->title)
502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
503 554
504 if (op->type != SPELLBOOK) 555 if (op->type != SPELLBOOK)
543 buf << " " << s; 594 buf << " " << s;
544 } 595 }
545 break; 596 break;
546 597
547 default: 598 default:
548 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]))
549 buf.printf (" %+d", op->magic); 602 buf.printf (" %+d", op->magic);
550 } 603 }
551 604
552 return buf; 605 return buf;
553} 606}
584 buf << op->material->description << ' '; 637 buf << op->material->description << ' ';
585#endif 638#endif
586 639
587 buf << query_short_name (op); 640 buf << query_short_name (op);
588 641
589 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 642 if (op->flag [FLAG_INV_LOCKED])
590 buf << " *"; 643 buf << " *";
591 if (op->is_open_container ()) 644 if (op->is_open_container ())
592 buf << " (open)"; 645 buf << " (open)";
593 646
594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 647 if (op->flag [FLAG_KNOWN_CURSED])
595 { 648 {
596 if (QUERY_FLAG (op, FLAG_DAMNED)) 649 if (op->flag [FLAG_DAMNED])
597 buf << " (damned)"; 650 buf << " (damned)";
598 else if (QUERY_FLAG (op, FLAG_CURSED)) 651 else if (op->flag [FLAG_CURSED])
599 buf << " (cursed)"; 652 buf << " (cursed)";
600 } 653 }
601 654
602 /* Basically, if the object is known magical (detect magic spell on it), 655 /* Basically, if the object is known magical (detect magic spell on it),
603 * and it isn't identified, print out the fact that 656 * and it isn't identified, print out the fact that
606 * 659 *
607 * Changed in V 0.91.4 - still print that the object is magical even 660 * Changed in V 0.91.4 - still print that the object is magical even
608 * if it has been applied. Equipping an item does not tell full 661 * if it has been applied. Equipping an item does not tell full
609 * abilities, especially for artifact items. 662 * abilities, especially for artifact items.
610 */ 663 */
611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 664 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
612 buf << " (magic)"; 665 buf << " (magic)";
613 666
614#if 0 667#if 0
615 /* item_power will be returned in describe_item - it shouldn't really 668 /* item_power will be returned in describe_item - it shouldn't really
616 * be returned in the name. 669 * be returned in the name.
618 if (op->item_power) 671 if (op->item_power)
619 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 672 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
620 673
621#endif 674#endif
622 675
623 if (QUERY_FLAG (op, FLAG_APPLIED)) 676 if (op->flag [FLAG_APPLIED])
624 { 677 {
625 switch (op->type) 678 switch (op->type)
626 { 679 {
680 case RANGED:
627 case BOW: 681 case BOW:
628 case WAND: 682 case WAND:
629 case ROD: 683 case ROD:
630 case HORN: 684 case HORN:
631 buf << " (applied)";
632 break;
633 case WEAPON: 685 case WEAPON:
634 buf << " (applied)"; 686 buf << " (applied)";
635 break; 687 break;
636 case ARMOUR: 688 case ARMOUR:
637 case HELMET: 689 case HELMET:
671 else if (op->stats.food <= 0) 723 else if (op->stats.food <= 0)
672 buf << " (burned out)"; 724 buf << " (burned out)";
673 break; 725 break;
674 } 726 }
675 727
676 if (QUERY_FLAG (op, FLAG_UNPAID)) 728 if (op->flag [FLAG_UNPAID])
677 buf << " (unpaid)"; 729 buf << " (unpaid)";
678 730
679 return buf; 731 return buf;
680} 732}
681 733
710 buf << op->material->description << ' '; 762 buf << op->material->description << ' ';
711#endif 763#endif
712 764
713 buf << (plural ? op->name_pl : op->name); 765 buf << (plural ? op->name_pl : op->name);
714 766
715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
716 buf << ' ' << op->title; 768 buf << ' ' << op->title;
717 769
718 switch (op->type) 770 switch (op->type)
719 { 771 {
720 case SPELLBOOK: 772 case SPELLBOOK:
721 case SCROLL: 773 case SCROLL:
722 case WAND: 774 case WAND:
723 case ROD: 775 case ROD:
724 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
725 { 777 {
726 if (!op->title) 778 if (!op->title)
727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
728 780
729 if (op->type != SPELLBOOK) 781 if (op->type != SPELLBOOK)
752 else if (!EXIT_PATH (op)) 804 else if (!EXIT_PATH (op))
753 buf << " (closed)"; 805 buf << " (closed)";
754 break; 806 break;
755 807
756 default: 808 default:
757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic
810 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
811 || op->flag [FLAG_IDENTIFIED]))
758 buf.printf (" %+d", op->magic); 812 buf.printf (" %+d", op->magic);
759 } 813 }
760 814
761 return buf; 815 return buf;
762} 816}
805 default: 859 default:
806 buf << "(lightning fast movement)"; 860 buf << "(lightning fast movement)";
807 break; 861 break;
808 } 862 }
809 863
810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
824 878
825 if (op->randomitems) 879 if (op->randomitems)
826 { 880 {
827 bool first = 1; 881 bool first = 1;
828 882
910 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
911 */ 965 */
912const char * 966const char *
913describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
914{ 968{
915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
916 return describe_monster (op); 970 return describe_monster (op);
917 971
918 static dynbuf_text buf; buf.clear (); 972 static dynbuf_text buf; buf.clear ();
919 int identified, i; 973 int identified, i;
920 974
921 /* figure this out once, instead of making multiple calls to need_identify. 975 /* figure this out once, instead of making multiple calls to need_identify.
922 * also makes the code easier to read. 976 * also makes the code easier to read.
923 */ 977 */
924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
925 if (!identified) 979 if (!identified)
926 buf << "(unidentified)"; 980 buf << "(unidentified)";
927 981
928 switch (op->type) 982 switch (op->type)
929 { 983 {
984 case RANGED:
930 case BOW: 985 case BOW:
931 case ARROW: 986 case ARROW:
932 case WAND: 987 case WAND:
933 case ROD: 988 case ROD:
934 case HORN: 989 case HORN:
948 if (op->stats.maxsp > 1000) 1003 if (op->stats.maxsp > 1000)
949 { /*higher capacity crystals */ 1004 { /*higher capacity crystals */
950 i = (op->stats.maxsp % 1000) / 100; 1005 i = (op->stats.maxsp % 1000) / 100;
951 1006
952 if (i) 1007 if (i)
953 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1008 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
954 else 1009 else
955 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1010 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
956 } 1011 }
957 else 1012 else
958 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1013 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
959 1014
960 i = (op->stats.sp * 10) / op->stats.maxsp; 1015 i = (op->stats.sp * 10) / op->stats.maxsp;
961 if (op->stats.sp == 0) 1016 if (op->stats.sp == 0)
962 buf << "empty."; 1017 buf << "empty";
963 else if (i == 0) 1018 else if (i == 0)
964 buf << "almost empty."; 1019 buf << "almost empty";
965 else if (i < 3) 1020 else if (i < 3)
966 buf << "partially filled."; 1021 buf << "partially filled";
967 else if (i < 6) 1022 else if (i < 6)
968 buf << "half full."; 1023 buf << "half full";
969 else if (i < 9) 1024 else if (i < 9)
970 buf << "well charged."; 1025 buf << "well charged";
971 else if (op->stats.sp == op->stats.maxsp) 1026 else if (op->stats.sp == op->stats.maxsp)
972 buf << "fully charged."; 1027 buf << "fully charged";
973 else 1028 else
974 buf << "almost full."; 1029 buf << "almost full";
1030
1031 buf << ')';
975 break; 1032 break;
976 1033
977 case LAMP: 1034 case LAMP:
978 { 1035 {
979 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 1036 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
997 break; 1054 break;
998 1055
999 case FOOD: 1056 case FOOD:
1000 case FLESH: 1057 case FLESH:
1001 case DRINK: 1058 case DRINK:
1002 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1059 if (identified || op->flag [FLAG_BEEN_APPLIED])
1003 { 1060 {
1004 buf.printf ("(food+%d)", op->stats.food); 1061 buf.printf ("(food+%d)", op->stats.food);
1005 1062
1006 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1063 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1007 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1064 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1008 1065
1009 if (!QUERY_FLAG (op, FLAG_CURSED)) 1066 if (!op->flag [FLAG_CURSED])
1010 { 1067 {
1011 if (op->stats.hp) buf << "(heals)"; 1068 if (op->stats.hp) buf << "(heals)";
1012 if (op->stats.sp) buf << "(spellpoint regen)"; 1069 if (op->stats.sp) buf << "(spellpoint regen)";
1013 } 1070 }
1014 else 1071 else
1035 } 1092 }
1036 1093
1037 /* Down here, we more further describe equipment type items. 1094 /* Down here, we more further describe equipment type items.
1038 * only describe them if they have been identified or the like. 1095 * only describe them if they have been identified or the like.
1039 */ 1096 */
1040 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1097 if (identified || op->flag [FLAG_BEEN_APPLIED])
1041 { 1098 {
1042 int attr, val;
1043
1044 for (attr = 0; attr < NUM_STATS; attr++) 1099 for (int attr = 0; attr < NUM_STATS; attr++)
1045 if ((val = op->stats.stat (attr))) 1100 if (int val = op->stats.stat (attr))
1046 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1101 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1047 1102
1048 if (op->stats.exp) 1103 if (op->stats.exp)
1049 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1104 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1050 1105
1051 switch (op->type) 1106 switch (op->type)
1052 { 1107 {
1108 case RANGED:
1053 case BOW: 1109 case BOW:
1054 case ARROW: 1110 case ARROW:
1055 case GIRDLE: 1111 case GIRDLE:
1056 case HELMET: 1112 case HELMET:
1057 case SHIELD: 1113 case SHIELD:
1076 1132
1077 default: 1133 default:
1078 break; 1134 break;
1079 } 1135 }
1080 1136
1081 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1137 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1082 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1138 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1083 1139
1084 /* levitate was what is was before, so we'll keep it */ 1140 /* levitate was what is was before, so we'll keep it */
1085 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1141 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1086 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1142 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1087 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1143 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1100 { 1156 {
1101 int more_info = 0; 1157 int more_info = 0;
1102 1158
1103 switch (op->type) 1159 switch (op->type)
1104 { 1160 {
1161 case RANGED:
1105 case ROD: /* These use stats.sp for spell selection and stats.food */ 1162 case ROD: /* These use stats.sp for spell selection and stats.food */
1106 case HORN: /* and stats.hp for spell-point regeneration... */ 1163 case HORN: /* and stats.hp for spell-point regeneration... */
1107 case BOW: 1164 case BOW:
1108 case ARROW: 1165 case ARROW:
1109 case WAND: 1166 case WAND:
1149 } 1206 }
1150 1207
1151 if (op->stats.luck) 1208 if (op->stats.luck)
1152 buf.printf ("(luck%+d)", op->stats.luck); 1209 buf.printf ("(luck%+d)", op->stats.luck);
1153 1210
1154 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1211 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1155 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1212 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1156 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1213 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1214 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1158 1215
1159 if (op->slaying && op->type != FOOD) 1216 if (op->slaying && op->type != FOOD)
1160 buf.printf ("(slay %s)", &op->slaying); 1217 buf.printf ("(slay %s)", &op->slaying);
1161 1218
1162 if (op->type == SKILL_TOOL && op->skill) 1219 if (op->type == SKILL_TOOL && op->skill)
1181object::describe_item (object *who) 1238object::describe_item (object *who)
1182{ 1239{
1183 return std::string (::describe_item (this, who)); 1240 return std::string (::describe_item (this, who));
1184} 1241}
1185 1242
1243static void
1244describe_dump_object (dynbuf &buf, object *ob)
1245{
1246 char *txt = dump_object (ob);
1247 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1248 buf << "\n" << txt << "\n";
1249
1250 if (!ob->is_arch ())
1251 describe_dump_object (buf, ob->arch);
1252}
1253
1254std::string
1255object::describe (object *who)
1256{
1257 dynbuf_text buf (1024, 1024);
1258
1259 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1260
1261 if (custom_name)
1262 buf.printf ("You call it %s.\r", &custom_name);
1263
1264 switch (type)
1265 {
1266 case SPELLBOOK:
1267 if (flag [FLAG_IDENTIFIED] && inv)
1268 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1269 break;
1270
1271 case BOOK:
1272 if (msg)
1273 buf << "Something is written in it.\r";
1274 break;
1275
1276 case CONTAINER:
1277 if (race)
1278 {
1279 if (weight_limit && stats.Str < 100)
1280 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1281 &race, weight_limit / (10.0 * (100 - stats.Str)));
1282 else
1283 buf.printf ("It can hold only %s.\r", &race);
1284 }
1285 else if (weight_limit && stats.Str < 100)
1286 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1287 break;
1288
1289 case WAND:
1290 if (flag [FLAG_IDENTIFIED])
1291 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1292 break;
1293 }
1294
1295 if (material != MATERIAL_NULL && !msg)
1296 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1297 << material->description
1298 << ".\r";
1299
1300 if (who)
1301 /* Where to wear this item */
1302 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1303 if (slot[i].info)
1304 {
1305 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1306
1307 if (slot[i].info < -1 && who->slot[i].info)
1308 buf.printf ("(%d)", -slot[i].info);
1309
1310 buf << ".\r";
1311 }
1312
1313 if (weight)
1314 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1315
1316 if (flag [FLAG_STARTEQUIP])
1317 buf << (nrof > 1 ? "They were" : "It was")
1318 << " given by a god and will vanish when dropped.\r";
1319
1320 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1321 {
1322 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1323
1324 if (who->is_in_shop ())
1325 {
1326 if (flag [FLAG_UNPAID])
1327 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1328 else
1329 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1330 }
1331 }
1332
1333 if (flag [FLAG_MONSTER])
1334 buf << describe_monster (who);
1335
1336 /* Is this item buildable? */
1337 if (flag [FLAG_IS_BUILDABLE])
1338 buf << "This is a buildable item.\r";
1339
1340 /* Does the object have a message? Don't show message for all object
1341 * types - especially if the first entry is a match
1342 */
1343 if (msg)
1344 {
1345 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1346 {
1347 if (!need_identify ())
1348 buf << '\r' << msg << '\n';
1349 else if (flag [FLAG_IDENTIFIED])
1350 buf << '\r' << "The object has a story:\r" << msg;
1351 }
1352 }
1353 else if (inv
1354 && inv->msg
1355 && inv->type == SPELL
1356 && flag [FLAG_IDENTIFIED]
1357 && (type == SPELLBOOK || type == ROD || type == WAND
1358 || type == ROD || type == POTION || type == SCROLL))
1359 // for spellbooks and other stuff that contains spells, print the spell message,
1360 // unless the object has a custom message handled above.
1361 buf << '\r' << inv->msg << '\n';
1362
1363 // try to display the duration for some potions and scrolls
1364 // this includes change ability potions and group spells,
1365 // but does not handle protection potions
1366 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1367 && (type == POTION || type == SCROLL))
1368 {
1369 object *spell = inv;
1370
1371 if (spell->subtype == SP_PARTY_SPELL)
1372 spell = spell->other_arch;
1373
1374 if (spell->subtype == SP_CHANGE_ABILITY)
1375 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1376 TICK2TIME (change_ability_duration (spell, this)));
1377 }
1378
1379 // some help text for skill tools
1380 if (type == SKILL_TOOL)
1381 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1382 "you can use the " << &skill << " skill as if you had learned it.>";
1383
1384 // Display a hint about inscribable items [empty books]
1385 // This includes the amount of text they can hold.
1386 if (type == INSCRIBABLE)
1387 {
1388 if (other_arch && other_arch->type == SCROLL)
1389 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1390 else
1391 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1392 weight_limit);
1393 }
1394
1395 buf << '\n';
1396
1397 // the dungeon master additionally gets a complete dump
1398 if (who && who->flag [FLAG_WIZLOOK])
1399 {
1400 buf << "\nT<Object>\n";
1401 describe_dump_object (buf, this);
1402
1403 if (inv)
1404 {
1405 buf << "\nT<Top Inventory>\n";
1406 describe_dump_object (buf, inv);
1407 }
1408 }
1409
1410 return std::string (buf.linearise (), buf.size ());
1411}
1412
1186void 1413void
1187examine (object *op, object *tmp) 1414examine (object *op, object *tmp)
1188{ 1415{
1189 std::string info = tmp->describe (op); 1416 std::string info = tmp->describe (op);
1190 1417
1200object::query_inventory (object *who, const char *indent) 1427object::query_inventory (object *who, const char *indent)
1201{ 1428{
1202 static dynbuf_text buf; buf.clear (); 1429 static dynbuf_text buf; buf.clear ();
1203 1430
1204 for (object *tmp = inv; tmp; tmp = tmp->below) 1431 for (object *tmp = inv; tmp; tmp = tmp->below)
1205 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1432 if (who && who->flag [FLAG_WIZ])
1206 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); 1433 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1434 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1208 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1435 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1209 1436
1210 if (buf.size ()) 1437 if (buf.size ())
1211 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1438 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1212 else 1439 else
1225is_magical (const object *op) 1452is_magical (const object *op)
1226{ 1453{
1227 int i; 1454 int i;
1228 1455
1229 /* living creatures are considered non magical */ 1456 /* living creatures are considered non magical */
1230 if (QUERY_FLAG (op, FLAG_ALIVE)) 1457 if (op->flag [FLAG_ALIVE])
1231 return 0; 1458 return 0;
1232 1459
1233 /* This is a test for it being an artifact, as artifacts have titles */ 1460 /* This is a test for it being an artifact, as artifacts have titles */
1234 if (op->title != NULL) 1461 if (op->title != NULL)
1235 return 1; 1462 return 1;
1241 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1468 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1242 return 1; 1469 return 1;
1243 1470
1244 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1471 /* Check for stealty, speed, flying, or just plain magic in the boots */
1245 /* Presume any boots that hvae a move_type are special. */ 1472 /* Presume any boots that hvae a move_type are special. */
1246 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1473 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1247 return 1; 1474 return 1;
1248 1475
1249 /* Take care of amulet/shield that reflects spells/missiles */ 1476 /* Take care of amulet/shield that reflects spells/missiles */
1250 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1477 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1251 return 1; 1478 return 1;
1252 1479
1253 /* Take care of helmet of xrays */ 1480 /* Take care of helmet of xrays */
1254 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1481 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1255 return 1; 1482 return 1;
1256 1483
1257 /* Potions & rods are always magical. Wands/staves are also magical, 1484 /* Potions & rods are always magical. Wands/staves are also magical,
1258 * assuming they still have any charges left. 1485 * assuming they still have any charges left.
1259 */ 1486 */
1288 * be non magical. 1515 * be non magical.
1289 */ 1516 */
1290 return 0; 1517 return 0;
1291} 1518}
1292 1519
1293/* need_identify returns true if the item should be identified. This
1294 * function really should not exist - by default, any item not identified
1295 * should need it.
1296 */
1297
1298int
1299need_identify (const object *op)
1300{
1301 switch (op->type)
1302 {
1303 case RING:
1304 case WAND:
1305 case ROD:
1306 case HORN:
1307 case SCROLL:
1308 case SKILL:
1309 case SKILLSCROLL:
1310 case SPELLBOOK:
1311 case FOOD:
1312 case POTION:
1313 case BOW:
1314 case ARROW:
1315 case WEAPON:
1316 case ARMOUR:
1317 case SHIELD:
1318 case HELMET:
1319 case AMULET:
1320 case BOOTS:
1321 case GLOVES:
1322 case BRACERS:
1323 case GIRDLE:
1324 case CONTAINER:
1325 case DRINK:
1326 case FLESH:
1327 case INORGANIC:
1328 case CLOSE_CON:
1329 case CLOAK:
1330 case GEM:
1331 case POWER_CRYSTAL:
1332 case POISON:
1333 case BOOK:
1334 case SKILL_TOOL:
1335 return 1;
1336 }
1337
1338 /* Try to track down some stuff that may show up here. Thus, the
1339 * archetype file can be updated, and this function removed.
1340 */
1341#if 0
1342 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1343#endif
1344 return 0;
1345}
1346
1347/* 1520/*
1348 * Supposed to fix face-values as well here, but later. 1521 * Supposed to fix face-values as well here, but later.
1349 */ 1522 */
1350void 1523void
1351identify (object *op) 1524identify (object *op)
1352{ 1525{
1353 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1354 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1527 op->clr_flag (FLAG_KNOWN_MAGICAL);
1355 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1528 op->clr_flag (FLAG_NO_SKILL_IDENT);
1356 1529
1357 /* 1530 /*
1358 * We want autojoining of equal objects: 1531 * We want autojoining of equal objects:
1359 */ 1532 */
1360 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1533 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1361 SET_FLAG (op, FLAG_KNOWN_CURSED); 1534 op->set_flag (FLAG_KNOWN_CURSED);
1362 1535
1363 if (op->type == POTION) 1536 if (op->type == POTION)
1364 { 1537 {
1365 if (op->inv && op->randomitems) 1538 if (op->inv && op->randomitems)
1366 op->title = op->inv->name; 1539 op->title = op->inv->name;

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