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Comparing deliantra/server/common/item.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.80 by root, Sun Apr 4 02:57:10 2010 UTC

1
2/* 1/*
3 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: item.C,v 1.4 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32#include <living.h> 26#include <living.h>
33#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
34 30
35/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
36 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
37 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
38 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
51 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
52 * may be better. 48 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
54 * "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
55 */ 51 */
52// see include/object.h
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"body_range", "in your range slot", "in a human's range slot"} 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
58 , 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
59 {"body_arm", "on your arm", "on a human's arm"} 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
60 , 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
61 {"body_torso", "on your body", "on a human's torso"} 58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
62 , 59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
63 {"body_head", "on your head", "on a human's head"} 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
64 , 61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
65 {"body_neck", "around your neck", "around a humans neck"} 62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
72 , 64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
73 {"body_foot", "on your feet", "on a human's feet"} 65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
74 , 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
75 {"body_hand", "on your hands", "on a human's hands"} 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
83};
84
85static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
87 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
88 "eighteen", "nineteen", "twenty"
89}; 69};
90 70
91static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
92 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
93 "eighty", "ninety" 73 "eighty", "ninety"
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 98 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 99 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 100 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 101 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 102 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 103 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 104 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 105 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 106 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 107 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 127 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 128 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 129 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 130 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 131 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 132 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 133 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 134 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 135 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 136 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 156 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
199 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
200 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
201 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
202 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
203 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
232 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
233 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
234 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
235}; 205};
236 206
237const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
238
239materialtype_t *materialt;
240
241/*
242materialtype material[NROFMATERIALS] = {
243 * P M F E C C A D W G P S P T F C D D C C G H B I *
244 * H A I L O O C R E H O L A U E A E E H O O O L N *
245 * Y G R E L N I A A O I O R R A N P A A U D L I T *
246 * S I E C D F D I P S S W A N R C L T O N Y N R *
247 * I C T U N O T O L E E H S T P D N *
248 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
249 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
250 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
251 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
252 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
253 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
254 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
255 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
256 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
257 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
258 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
259 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
260 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
261};
262*/
263 208
264/* This curve may be too steep. But the point is that there should 209/* This curve may be too steep. But the point is that there should
265 * be tough choices - there is no real point to this if everyone can 210 * be tough choices - there is no real point to this if everyone can
266 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
267 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
278}; 223};
279 224
280int 225int
281get_power_from_ench (int ench) 226get_power_from_ench (int ench)
282{ 227{
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
288} 229}
289 230
290/* This takes an object 'op' and figures out what its item_power 231/* This takes an object 'op' and figures out what its item_power
291 * rating should be. This should only really be used by the treasure 232 * rating should be. This should only really be used by the treasure
292 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
299{ 240{
300 int i, tmp, enc; 241 int i, tmp, enc;
301 242
302 enc = 0; 243 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
305 246
306 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 250 * armour shouldn't be counted against
326 if (op->type == WEAPON) 267 if (op->type == WEAPON)
327 { 268 {
328 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
330 enc++; 271 enc++;
272
331 if (op->slaying) 273 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
333 } 275 }
276
334 /* Items the player can equip */ 277 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 281 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
341 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
345 } 288 }
289
346 enc += op->stats.luck; 290 enc += op->stats.luck;
347 291
348 /* Do spell paths now */ 292 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
350 {
351 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
352 enc++; 295 enc++;
353 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
354 enc -= 2; 297 enc -= 2;
355 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
356 enc--; 299 enc--;
357 }
358 300
359 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
360 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
362 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
364 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
365 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
366 enc += 1;
367 if (QUERY_FLAG (op, FLAG_XRAYS))
368 enc += 2;
369 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 enc += 1;
371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1;
373 308
374 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
375
376} 310}
377 311
378/* returns the typedata that has a number equal to itemtype, if there 312/* returns the typedata that has a number equal to itemtype, if there
379 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
380
381const typedata * 314const typedata *
382get_typedata (int itemtype) 315get_typedata (int itemtype)
383{ 316{
384 int i;
385
386 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
387 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
388 return &item_types[i]; 319 return &item_types[i];
320
389 return NULL; 321 return NULL;
390} 322}
391 323
392/* returns the typedata that has a name equal to itemtype, if there 324/* returns the typedata that has a name equal to itemtype, if there
393 * isn't one, return the plural name that matches, if there still isn't 325 * isn't one, return the plural name that matches, if there still isn't
394 * one return NULL */ 326 * one return NULL */
395
396const typedata * 327const typedata *
397get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
398{ 329{
399 int i;
400
401 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
403 return &item_types[i]; 332 return &item_types[i];
333
404 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
406 { 336 {
407 LOG (llevInfo, 337 LOG (llevInfo,
408 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 338 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
409 return &item_types[i]; 339 return &item_types[i];
410 } 340 }
341
411 return NULL; 342 return 0;
412} 343}
413 344
414/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
416 * a big buffer. 347 * a big buffer.
417 * if newline is true, we don't put parens around the description 348 * if newline is true, we don't put parens around the description
418 * but do put a newline at the end. Useful when dumping to files 349 * but do put a newline at the end. Useful when dumping to files
419 */ 350 */
420char * 351const char *
421describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
422{ 353{
423 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
424 char buf1[VERY_BIG_BUF];
425 int tmpvar;
426 355
427 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
428 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
429 {
430 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
431 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
432 if (!newline)
433 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
434 else
435 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
436 359
437 strcat (buf, buf1);
438 }
439 }
440 return buf; 360 return buf;
441} 361}
442
443 362
444/* 363/*
445 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
447 * The buffer will be overwritten by the next call to query_weight(). 366 * The buffer will be overwritten by the next call to query_weight().
448 */ 367 *
449 368 * Seems to be used only by unimportant stuff. Remove?
450char * 369 */
370const char *
451query_weight (const object *op) 371query_weight (const object *op)
452{ 372{
453 static char buf[10]; 373 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
455 375
456 if (op->weight < 0) 376 if (op->weight < 0)
457 return " "; 377 return " ";
378
458 if (i % 1000) 379 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
460 else 381 else
461 sprintf (buf, "%4d ", i / 1000); 382 sprintf (buf, "%4d ", i / 1000);
383
462 return buf; 384 return buf;
463} 385}
464 386
465/* 387/*
466 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
468 */ 390 */
469 391const char *
470char *
471get_levelnumber (int i) 392get_levelnumber (int i)
472{ 393{
473 static char buf[MAX_BUF]; 394 static char buf[MAX_BUF];
474 395
475 if (i > 99) 396 if (i > 99)
476 { 397 {
477 sprintf (buf, "%d.", i); 398 sprintf (buf, "%d.", i);
478 return buf; 399 return buf;
479 } 400 }
401
480 if (i < 21) 402 if (i < 21)
481 return levelnumbers[i]; 403 return levelnumbers[i];
404
482 if (!(i % 10)) 405 if (!(i % 10))
483 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
407
484 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
486 return buf; 410 return buf;
487}
488
489
490/*
491 * get_number(integer) returns the text-representation of the given number
492 * in a static buffer. The buffer might be overwritten at the next
493 * call to get_number().
494 * It is currently only used by the query_name() function.
495 */
496
497char *
498get_number (int i)
499{
500 if (i <= 20)
501 return numbers[i];
502 else
503 {
504 static char buf[MAX_BUF];
505
506 sprintf (buf, "%d", i);
507 return buf;
508 }
509} 411}
510 412
511/* 413/*
512 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
513 * abilities 415 * abilities
519 */ 421 */
520 422
521/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 423/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
522 * from stats.sp - b.t. 424 * from stats.sp - b.t.
523 */ 425 */
524char * 426static const char *
525ring_desc (const object *op) 427ring_desc (const object *op)
526{ 428{
527 static char buf[VERY_BIG_BUF]; 429 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 430 int attr, val, len;
529 431
530 buf[0] = 0;
531
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 432 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf; 433 {
534
535 for (attr = 0; attr < NUM_STATS; attr++) 434 for (attr = 0; attr < NUM_STATS; attr++)
536 { 435 if ((val = op->stats.stat (attr)))
537 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 436 buf.printf ("(%s%+d)", short_stat_name[attr], val);
540 }
541 }
542 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam)
547 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548 if (op->stats.ac)
549 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550 437
438 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
439 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
440 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
441 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
442
551 strcat (buf, describe_resistance (op, 0)); 443 buf << describe_resistance (op, 0);
552 444
553 if (op->stats.food != 0) 445 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 447 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
558 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559 if (op->stats.sp && op->type != SKILL)
560 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561 if (op->stats.hp)
562 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563 if (op->stats.luck)
564 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565 if (QUERY_FLAG (op, FLAG_LIFESAVE))
566 strcat (buf, "(lifesaving)");
567 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)");
573 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578 450
579 /* if(op->item_power) 451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
581 */ 453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 455
456 buf.add_paths ("Attuned" , op->path_attuned);
457 buf.add_paths ("Repelled", op->path_repelled);
458 buf.add_paths ("Denied" , op->path_denied);
459
460 if (buf.empty ())
461 buf << "of adornment";
462 }
585 463
586 return buf; 464 return buf;
587} 465}
588 466
589/* 467/*
590 * query_short_name(object) is similar to query_name, but doesn't 468 * query_short_name(object) is similar to query_name, but doesn't
591 * contain any information about object status (worn/cursed/etc.) 469 * contain any information about object status (worn/cursed/etc.)
470 *
471 * It is sometimes used when printing messages, so should fit well into a sentence.
592 */ 472 */
593const char * 473const char *
594query_short_name (const object *op) 474query_short_name (const object *op)
595{ 475{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 476 if (!op->name)
601 return "(null)"; 477 return "(null)";
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 478
479 if (!op->nrof
480 && !op->weight
481 && !op->title
482 && !is_magical (op)
483 && op->slaying != shstr_money)
603 return op->name; /* To speed things up (or make things slower?) */ 484 return op->name; /* To speed things up (or make things slower?) */
604 485
605 if (op->nrof <= 1) 486 static dynbuf_text buf; buf.clear ();
606 safe_strcat (buf, op->name, &len, HUGE_BUF); 487
607 else 488 buf << (op->nrof <= 1 ? op->name : op->name_pl);
608 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
609 489
610 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
611 { 491 buf << ' ' << op->title;
612 safe_strcat (buf, " ", &len, HUGE_BUF);
613 safe_strcat (buf, op->title, &len, HUGE_BUF);
614 }
615 492
616 switch (op->type) 493 switch (op->type)
617 { 494 {
618 case SPELLBOOK: 495 case SPELLBOOK:
619 case SCROLL: 496 case SCROLL:
620 case WAND: 497 case WAND:
621 case ROD: 498 case ROD:
622 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
623 { 500 {
624 if (!op->title) 501 if (!op->title)
625 { 502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
626 safe_strcat (buf, " of ", &len, HUGE_BUF); 503
627 if (op->inv)
628 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
629 else
630 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
631 }
632 if (op->type != SPELLBOOK) 504 if (op->type != SPELLBOOK)
633 {
634 sprintf (buf2, " (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 } 506 }
638 break; 507 break;
639 508
509 case ALTAR:
510 case TRIGGER_ALTAR:
511 case IDENTIFY_ALTAR:
512 case CONVERTER:
513 if (op->slaying == shstr_money)
514 {
515 bool wrap = !!buf.size ();
516
517 if (wrap) buf << " [";
518
519 archetype *coin = 0;
520
521 for (char const *const *c = coins; *coins; ++c)
522 if ((coin = archetype::find (*c)))
523 if (op->stats.food % coin->value == 0)
524 break;
525
526 sint32 coins = op->stats.food / coin->value;
527
528 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
529
530 if (wrap) buf << ']';
531 }
532 break;
533
640 case SKILL: 534 case SKILL:
641 case AMULET: 535 case AMULET:
642 case RING: 536 case RING:
643 if (!op->title) 537 if (!op->title)
644 { 538 {
645 /* If ring has a title, full description isn't so useful */ 539 /* If ring has a title, full description isn't so useful */
646 char *s = ring_desc (op); 540 const char *s = ring_desc (op);
647 541
648 if (s[0]) 542 if (s && *s)
649 { 543 buf << " " << s;
650 safe_strcat (buf, " ", &len, HUGE_BUF);
651 safe_strcat (buf, s, &len, HUGE_BUF);
652 }
653 } 544 }
654 break; 545 break;
546
655 default: 547 default:
656 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 548 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
657 {
658 sprintf (buf2, " %+d", op->magic); 549 buf.printf (" %+d", op->magic);
659 safe_strcat (buf, buf2, &len, HUGE_BUF);
660 }
661 } 550 }
551
662 return buf; 552 return buf;
663} 553}
664 554
665/* 555/*
666 * query_name(object) returns a character pointer pointing to a static 556 * query_name(object) returns a character pointer pointing to a static
670 * you can make several calls to query_name before the bufs start getting 560 * you can make several calls to query_name before the bufs start getting
671 * overwritten. This may be a bad thing (it may be easier to assume the value 561 * overwritten. This may be a bad thing (it may be easier to assume the value
672 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
673 * use several names much easier (don't need to store them to temp variables.) 563 * use several names much easier (don't need to store them to temp variables.)
674 * 564 *
565 * It is used extensively within messages, so should return only a prose
566 * and short description of the item.
567 * It is also used by examine/ex and similar functions.
675 */ 568 */
676char * 569const char *
677query_name (const object *op) 570query_name (const object *op)
678{ 571{
679 static char buf[5][HUGE_BUF]; 572 int len = 0;
573 static dynbuf_text bufs[5];
680 static int use_buf = 0; 574 static int use_buf = 0;
681 int len = 0;
682
683#ifdef NEW_MATERIAL_CODE
684 materialtype_t *mt;
685#endif
686 575
687 use_buf++; 576 use_buf++;
688 use_buf %= 5; 577 use_buf %= 5;
689 578
690#ifdef NEW_MATERIAL_CODE 579 dynbuf_text &buf = bufs [use_buf];
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 580 buf.clear ();
692 { 581
693 mt = name_to_material (op->materialname); 582#if 0
694 if (mt) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
695 { 584 buf << op->material->description << ' ';
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
697 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
698 }
699 }
700#endif 585#endif
701 586
702 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 587 buf << query_short_name (op);
703 588
704 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
705 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 590 buf << " *";
706 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
707 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 592 buf << " (open)";
708 593
709 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
710 { 595 {
711 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
712 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 597 buf << " (damned)";
713 else if (QUERY_FLAG (op, FLAG_CURSED)) 598 else if (QUERY_FLAG (op, FLAG_CURSED))
714 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 599 buf << " (cursed)";
715 } 600 }
601
716 /* Basically, if the object is known magical (detect magic spell on it), 602 /* Basically, if the object is known magical (detect magic spell on it),
717 * and it isn't identified, print out the fact that 603 * and it isn't identified, print out the fact that
718 * it is magical. Assume that the detect magical spell will only set 604 * it is magical. Assume that the detect magical spell will only set
719 * KNOWN_MAGICAL if the item actually is magical. 605 * KNOWN_MAGICAL if the item actually is magical.
720 * 606 *
721 * Changed in V 0.91.4 - still print that the object is magical even 607 * Changed in V 0.91.4 - still print that the object is magical even
722 * if it has been applied. Equipping an item does not tell full 608 * if it has been applied. Equipping an item does not tell full
723 * abilities, especially for artifact items. 609 * abilities, especially for artifact items.
724 */ 610 */
725 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
726 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 612 buf << " (magic)";
727 613
728#if 0 614#if 0
729 /* item_power will be returned in desribe_item - it shouldn't really 615 /* item_power will be returned in describe_item - it shouldn't really
730 * be returned in the name. 616 * be returned in the name.
731 */ 617 */
732 if (op->item_power) 618 if (op->item_power)
733 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 619 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
734 620
736 622
737 if (QUERY_FLAG (op, FLAG_APPLIED)) 623 if (QUERY_FLAG (op, FLAG_APPLIED))
738 { 624 {
739 switch (op->type) 625 switch (op->type)
740 { 626 {
741 case BOW: 627 case BOW:
742 case WAND: 628 case WAND:
743 case ROD: 629 case ROD:
744 case HORN: 630 case HORN:
745 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 631 buf << " (applied)";
746 break; 632 break;
747 case WEAPON: 633 case WEAPON:
748 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 634 buf << " (applied)";
749 break; 635 break;
750 case ARMOUR: 636 case ARMOUR:
751 case HELMET: 637 case HELMET:
752 case SHIELD: 638 case SHIELD:
753 case RING: 639 case RING:
754 case BOOTS: 640 case BOOTS:
755 case GLOVES: 641 case GLOVES:
756 case AMULET: 642 case AMULET:
757 case GIRDLE: 643 case GIRDLE:
758 case BRACERS: 644 case BRACERS:
759 case CLOAK: 645 case CLOAK:
760 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 646 buf << " (worn)";
761 break; 647 break;
762 case CONTAINER: 648 case CONTAINER:
763 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 649 buf << " (active)";
764 break; 650 break;
765 case SKILL: 651 case SKILL:
766 default: 652 default:
767 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 653 buf << " (applied)";
768 } 654 }
769 } 655 }
656
657 switch (op->type)
658 {
659 case LAMP:
660 if (op->glow_radius)
661 buf << " (on)";
662 else if (op->stats.food <= 0)
663 buf << " (empty)";
664 else
665 buf << " (off)";
666 break;
667
668 case TORCH:
669 if (op->glow_radius)
670 buf << " (burning)";
671 else if (op->stats.food <= 0)
672 buf << " (burned out)";
673 break;
674 }
675
770 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
771 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 677 buf << " (unpaid)";
772 678
773 return buf[use_buf]; 679 return buf;
774} 680}
775 681
776/* 682/*
777 * query_base_name(object) returns a character pointer pointing to a static 683 * query_base_name(object) returns a character pointer pointing to a static
778 * buffer which contains a verbose textual representation of the name 684 * buffer which contains a verbose textual representation of the name
779 * of the given object. The buffer will be overwritten at the next 685 * of the given object. The buffer will be overwritten at the next
780 * call to query_base_name(). This is a lot like query_name, but we 686 * call to query_base_name(). This is a lot like query_name, but we
781 * don't include the item count or item status. Used for inventory sorting 687 * don't include the item count or item status. Used for inventory sorting
782 * and sending to client. 688 * and sending to client.
783 * If plural is set, we generate the plural name of this. 689 * If plural is set, we generate the plural name of this.
690 *
691 * It is sometimes used to display messages, and usually only used to match stuff,
692 * so maybe this function should be removed.
693 * It is also used for client-side inventory/item descriptions.
784 */ 694 */
785const char * 695const char *
786query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
787{ 697{
788 static char buf[MAX_BUF], buf2[MAX_BUF];
789 int len;
790 materialtype_t *mt;
791
792 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
793 return "(null)"; 699 return "(null)";
794 700
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 701 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
702 && op->type != EXIT)
796 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
797 704
798 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 705 static dynbuf_text buf; buf.clear ();
799 mt = name_to_material (op->materialname);
800 706
801#ifdef NEW_MATERIAL_CODE 707#if 0
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 709 if (op->arch->material != op->material)
804 { 710 buf << op->material->description << ' ';
805 strcpy (buf, mt->description);
806 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF);
808 if (!plural)
809 safe_strcat (buf, op->name, &len, MAX_BUF);
810 else
811 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
812 }
813 else
814 {
815#endif 711#endif
816 if (!plural) 712
817 strcpy (buf, op->name); 713 buf << (plural ? op->name_pl : op->name);
818 else
819 strcpy (buf, op->name_pl);
820 len = strlen (buf);
821#ifdef NEW_MATERIAL_CODE
822 }
823#endif
824 714
825 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
826 { 716 buf << ' ' << op->title;
827 safe_strcat (buf, " ", &len, MAX_BUF);
828 safe_strcat (buf, op->title, &len, MAX_BUF);
829 }
830 717
831 switch (op->type) 718 switch (op->type)
832 { 719 {
833 case SPELLBOOK: 720 case SPELLBOOK:
834 case SCROLL: 721 case SCROLL:
835 case WAND: 722 case WAND:
836 case ROD: 723 case ROD:
837 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 724 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
838 { 725 {
839 if (!op->title) 726 if (!op->title)
840 { 727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
841 safe_strcat (buf, " of ", &len, MAX_BUF); 728
842 if (op->inv)
843 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
844 else
845 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
846 }
847 if (op->type != SPELLBOOK) 729 if (op->type != SPELLBOOK)
848 {
849 sprintf (buf2, " (lvl %d)", op->level); 730 buf.printf (" (lvl %d)", op->level);
850 safe_strcat (buf, buf2, &len, MAX_BUF);
851 }
852 } 731 }
853 break; 732 break;
854 733
855 734
856 case SKILL: 735 case SKILL:
857 case AMULET: 736 case AMULET:
858 case RING: 737 case RING:
859 if (!op->title) 738 if (!op->title)
860 { 739 {
861 /* If ring has a title, full description isn't so useful */ 740 /* If ring has a title, full description isn't so useful */
862 char *s = ring_desc (op); 741 const char *s = ring_desc (op);
863 742
864 if (s[0]) 743 if (s && *s)
865 { 744 buf << ' ' << s;
866 safe_strcat (buf, " ", &len, MAX_BUF);
867 safe_strcat (buf, s, &len, MAX_BUF);
868 }
869 } 745 }
870 break; 746 break;
747
748 case EXIT:
749 // random map exits "unfortunately" get patched, so this only works before entering
750 if (EXIT_PATH (op) == shstr_random_map_exit)
751 buf << " (random map)";
752 else if (!EXIT_PATH (op))
753 buf << " (closed)";
754 break;
755
871 default: 756 default:
872 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
873 { 758 buf.printf (" %+d", op->magic);
874 sprintf (buf + strlen (buf), " %+d", op->magic);
875 }
876 } 759 }
760
877 return buf; 761 return buf;
878} 762}
879 763
880/* Break this off from describe_item - that function was way 764/* Break this off from describe_item - that function was way
881 * too long, making it difficult to read. This function deals 765 * too long, making it difficult to read. This function deals
882 * with describing the monsters & players abilities. It should only 766 * with describing the monsters & players abilities. It should only
883 * be called with monster & player objects. Returns a description 767 * be called with monster & player objects. Returns a description
884 * in a static buffer. 768 * in a static buffer.
885 */ 769 */
886
887static char * 770static const char *
888describe_monster (const object *op) 771describe_monster (const object *op)
889{ 772{
890 char buf[MAX_BUF]; 773 static dynbuf_text buf; buf.clear ();
891 static char retbuf[VERY_BIG_BUF];
892 int i;
893
894 retbuf[0] = '\0';
895 774
896 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
897 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
898 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
899 */ 778 */
900 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 779 if (op->has_active_speed ())
901 { 780 switch ((int)(op->speed * 15.))
902 switch ((int) ((FABS (op->speed)) * 15))
903 { 781 {
904 case 0: 782 case 0:
905 strcat (retbuf, "(very slow movement)"); 783 buf << "(very slow movement)";
906 break; 784 break;
907 case 1: 785 case 1:
908 strcat (retbuf, "(slow movement)"); 786 buf << "(slow movement)";
909 break; 787 break;
910 case 2: 788 case 2:
911 strcat (retbuf, "(normal movement)"); 789 buf << "(normal movement)";
912 break; 790 break;
913 case 3: 791 case 3:
914 case 4: 792 case 4:
915 strcat (retbuf, "(fast movement)"); 793 buf << "(fast movement)";
916 break; 794 break;
917 case 5: 795 case 5:
918 case 6: 796 case 6:
919 strcat (retbuf, "(very fast movement)"); 797 buf << "(very fast movement)";
920 break; 798 break;
921 case 7: 799 case 7:
922 case 8: 800 case 8:
923 case 9: 801 case 9:
924 case 10: 802 case 10:
925 strcat (retbuf, "(extremely fast movement)"); 803 buf << "(extremely fast movement)";
926 break; 804 break;
927 default: 805 default:
928 strcat (retbuf, "(lightning fast movement)"); 806 buf << "(lightning fast movement)";
929 break; 807 break;
930 } 808 }
931 } 809
932 if (QUERY_FLAG (op, FLAG_UNDEAD)) 810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
933 strcat (retbuf, "(undead)");
934 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
935 strcat (retbuf, "(see invisible)"); 812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
936 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
937 strcat (retbuf, "(wield weapon)"); 814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
938 if (QUERY_FLAG (op, FLAG_USE_BOW)) 815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
939 strcat (retbuf, "(archer)"); 816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
940 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
941 strcat (retbuf, "(wear armour)");
942 if (QUERY_FLAG (op, FLAG_USE_RING))
943 strcat (retbuf, "(wear ring)");
944 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
945 strcat (retbuf, "(read scroll)");
946 if (QUERY_FLAG (op, FLAG_USE_RANGE))
947 strcat (retbuf, "(fires wand/rod/horn)");
948 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
949 strcat (retbuf, "(skill user)"); 819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
950 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
951 strcat (retbuf, "(spellcaster)");
952 if (QUERY_FLAG (op, FLAG_FRIENDLY))
953 strcat (retbuf, "(friendly)");
954 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
955 strcat (retbuf, "(unaggressive)"); 822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
956 if (QUERY_FLAG (op, FLAG_HITBACK)) 823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
957 strcat (retbuf, "(hitback)"); 824
958 if (QUERY_FLAG (op, FLAG_STEALTH))
959 strcat (retbuf, "(stealthy)");
960 if (op->randomitems != NULL) 825 if (op->randomitems)
961 { 826 {
962 treasure *t;
963 int first = 1; 827 bool first = 1;
964 828
965 for (t = op->randomitems->items; t != NULL; t = t->next) 829 for (treasure *t = op->randomitems->items; t; t = t->next)
966 if (t->item && (t->item->clone.type == SPELL)) 830 if (t->item && t->item->type == SPELL)
967 { 831 {
968 if (first) 832 if (first)
969 { 833 buf << "(Spell abilities:)";
834
970 first = 0; 835 first = 0;
971 strcat (retbuf, "(Spell abilities:)"); 836
972 } 837 buf << '(' << t->item->object::name << ')';
973 strcat (retbuf, "(");
974 strcat (retbuf, t->item->clone.name);
975 strcat (retbuf, ")");
976 } 838 }
977 } 839 }
840
978 if (op->type == PLAYER) 841 if (op->type == PLAYER)
979 { 842 {
980 if (op->contr->digestion) 843 if (op->contr->digestion)
981 {
982 if (op->contr->digestion != 0)
983 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 844 buf.printf ("(sustenance%+d)", op->contr->digestion);
984 strcat (retbuf, buf); 845
985 }
986 if (op->contr->gen_grace) 846 if (op->contr->gen_grace)
987 {
988 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 847 buf.printf ("(grace%+d)", op->contr->gen_grace);
989 strcat (retbuf, buf); 848
990 }
991 if (op->contr->gen_sp) 849 if (op->contr->gen_sp)
992 {
993 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 850 buf.printf ("(magic%+d)", op->contr->gen_sp);
994 strcat (retbuf, buf); 851
995 }
996 if (op->contr->gen_hp) 852 if (op->contr->gen_hp)
997 {
998 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 853 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
999 strcat (retbuf, buf); 854
1000 }
1001 if (op->stats.luck) 855 if (op->stats.luck)
1002 {
1003 sprintf (buf, "(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
1004 strcat (retbuf, buf);
1005 }
1006 } 857 }
1007 858
1008 /* describe attacktypes */ 859 /* describe attacktypes */
1009 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
1010 { 861 {
1011 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
1012 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
1013 * this makes it more readable. 864 * this makes it more readable.
1014 */ 865 */
1015 object *tmp; 866 object *tmp;
1016 867
1017 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 868 for (tmp = op->inv; tmp; tmp = tmp->below)
1018 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 869 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1019 break; 870 break;
1020 871
1021 if (tmp && tmp->attacktype != 0) 872 if (tmp && tmp->attacktype)
1022 { 873 buf.add_abilities ("Claws", tmp->attacktype);
1023 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1024 }
1025 else 874 else
1026 { 875 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1028 }
1029 } 876 }
1030 else 877 else
1031 { 878 buf.add_abilities ("Attacks", op->attacktype);
1032 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 879
1033 } 880 buf.add_paths ("Attuned" , op->path_attuned);
1034 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 881 buf.add_paths ("Repelled", op->path_repelled);
1035 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 882 buf.add_paths ("Denied" , op->path_denied);
1036 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 883
1037 for (i = 0; i < NROFATTACKS; i++) 884 for (int i = 0; i < NROFATTACKS; i++)
1038 {
1039 if (op->resist[i]) 885 if (op->resist[i])
1040 {
1041 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 886 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1042 strcat (retbuf, buf); 887
1043 }
1044 }
1045 return retbuf; 888 return buf;
1046} 889}
1047
1048 890
1049/* 891/*
1050 * Returns a pointer to a static buffer which contains a 892 * Returns a pointer to a static buffer which contains a
1051 * description of the given object. 893 * description of the given object.
1052 * If it is a monster, lots of information about its abilities 894 * If it is a monster, lots of information about its abilities
1061 * wouldn't need to use the SEE_INVISIBLE flag to know it is 903 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1062 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
1063 * a dwarven axe, in which the full abilities are only known to 905 * a dwarven axe, in which the full abilities are only known to
1064 * dwarves, etc. 906 * dwarves, etc.
1065 * 907 *
1066 * This function is really much more complicated than it should
1067 * be, because different objects have different meanings
1068 * for the same field (eg, wands use 'food' for charges). This
1069 * means these special cases need to be worked out.
1070 *
1071 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
1072 * owner can be null if no one is being associated with this 909 * owner can be null if no one is being associated with this
1073 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
1074 */ 911 */
1075 912const char *
1076char *
1077describe_item (const object *op, object *owner) 913describe_item (const object *op, object *owner)
1078{ 914{
1079 char buf[MAX_BUF]; 915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1080 static char retbuf[VERY_BIG_BUF]; 916 return describe_monster (op);
917
918 static dynbuf_text buf; buf.clear ();
1081 int identified, i; 919 int identified, i;
1082 920
1083 retbuf[0] = '\0';
1084 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1085 {
1086 return describe_monster (op);
1087 }
1088 /* figure this out once, instead of making multiple calls to need_identify. 921 /* figure this out once, instead of making multiple calls to need_identify.
1089 * also makes the code easier to read. 922 * also makes the code easier to read.
1090 */ 923 */
1091 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1092 identified = 1; 925 if (!identified)
1093 else 926 buf << "(unidentified)";
1094 { 927
1095 strcpy (retbuf, "(unidentified)");
1096 identified = 0;
1097 }
1098 switch (op->type) 928 switch (op->type)
1099 { 929 {
1100 case BOW: 930 case BOW:
1101 case ARROW: 931 case ARROW:
1102 case WAND: 932 case WAND:
1103 case ROD: 933 case ROD:
1104 case HORN: 934 case HORN:
1105 case WEAPON: 935 case WEAPON:
1106 case ARMOUR: 936 case ARMOUR:
1107 case HELMET: 937 case HELMET:
1108 case SHIELD: 938 case SHIELD:
1109 case BOOTS: 939 case BOOTS:
1110 case GLOVES: 940 case GLOVES:
1111 case GIRDLE: 941 case GIRDLE:
1112 case BRACERS: 942 case BRACERS:
1113 case CLOAK: 943 case CLOAK:
1114 case SKILL_TOOL: 944 case SKILL_TOOL:
1115 break; /* We have more information to do below this switch */ 945 break; /* We have more information to do below this switch */
1116 946
1117 case POWER_CRYSTAL: 947 case POWER_CRYSTAL:
1118 if (op->stats.maxsp > 1000) 948 if (op->stats.maxsp > 1000)
1119 { /*higher capacity crystals */ 949 { /*higher capacity crystals */
1120 i = (op->stats.maxsp % 100) / 10; 950 i = (op->stats.maxsp % 1000) / 100;
951
1121 if (i) 952 if (i)
1122 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 953 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1123 else 954 else
1124 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 955 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1125 } 956 }
1126 else 957 else
1127 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 958 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1128 strcat (retbuf, buf); 959
1129 i = (op->stats.sp * 10) / op->stats.maxsp; 960 i = (op->stats.sp * 10) / op->stats.maxsp;
1130 if (op->stats.sp == 0) 961 if (op->stats.sp == 0)
1131 strcat (retbuf, "empty."); 962 buf << "empty";
1132 else if (i == 0) 963 else if (i == 0)
1133 strcat (retbuf, "almost empty."); 964 buf << "almost empty";
1134 else if (i < 3) 965 else if (i < 3)
1135 strcat (retbuf, "partially filled."); 966 buf << "partially filled";
1136 else if (i < 6) 967 else if (i < 6)
1137 strcat (retbuf, "half full."); 968 buf << "half full";
1138 else if (i < 9) 969 else if (i < 9)
1139 strcat (retbuf, "well charged."); 970 buf << "well charged";
1140 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1141 strcat (retbuf, "fully charged."); 972 buf << "fully charged";
1142 else 973 else
1143 strcat (retbuf, "almost full."); 974 buf << "almost full";
975
976 buf << ')';
1144 break; 977 break;
978
979 case LAMP:
980 {
981 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
982 buf << "(fuel: ";
983 if (percent == 0)
984 buf << "empty";
985 else if (percent < 10)
986 buf << "very low";
987 else if (percent < 25)
988 buf << "low";
989 else if (percent < 50)
990 buf << "half empty";
991 else if (percent < 75)
992 buf << "half full";
993 else if (percent < 95)
994 buf << "well filled";
995 else if (percent <= 100)
996 buf << "full";
997 buf << ")";
998 }
999 break;
1000
1145 case FOOD: 1001 case FOOD:
1146 case FLESH: 1002 case FLESH:
1147 case DRINK: 1003 case DRINK:
1148 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1004 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1149 { 1005 {
1150 sprintf (buf, "(food+%d)", op->stats.food); 1006 buf.printf ("(food+%d)", op->stats.food);
1151 strcat (retbuf, buf);
1152 1007
1153 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1008 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1154 {
1155 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1009 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1156 strcat (retbuf, buf);
1157 }
1158 1010
1159 if (!QUERY_FLAG (op, FLAG_CURSED)) 1011 if (!QUERY_FLAG (op, FLAG_CURSED))
1160 { 1012 {
1161 if (op->stats.hp) 1013 if (op->stats.hp) buf << "(heals)";
1162 strcat (retbuf, "(heals)");
1163 if (op->stats.sp)
1164 strcat (retbuf, "(spellpoint regen)"); 1014 if (op->stats.sp) buf << "(spellpoint regen)";
1165 } 1015 }
1166 else 1016 else
1167 { 1017 {
1168 if (op->stats.hp) 1018 if (op->stats.hp) buf << "(damages)";
1169 strcat (retbuf, "(damages)");
1170 if (op->stats.sp)
1171 strcat (retbuf, "(spellpoint depletion)"); 1019 if (op->stats.sp) buf << "(spellpoint depletion)";
1172 } 1020 }
1173 } 1021 }
1174 break; 1022 break;
1175 1023
1176
1177 case SKILL: 1024 case SKILL:
1178 case RING: 1025 case RING:
1179 case AMULET: 1026 case AMULET:
1180 if (op->item_power) 1027 if (op->item_power)
1181 {
1182 sprintf (buf, "(item_power %+d)", op->item_power); 1028 buf.printf ("(item_power %+d)", op->item_power);
1183 strcat (retbuf, buf); 1029
1184 }
1185 if (op->title) 1030 if (op->title)
1186 strcat (retbuf, ring_desc (op)); 1031 buf << ring_desc (op);
1032
1187 return retbuf; 1033 return buf;
1188 1034
1189 default: 1035 default:
1190 return retbuf; 1036 return buf;
1191 } 1037 }
1192 1038
1193 /* Down here, we more further describe equipment type items. 1039 /* Down here, we more further describe equipment type items.
1194 * only describe them if they have been identified or the like. 1040 * only describe them if they have been identified or the like.
1195 */ 1041 */
1196 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1042 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1197 { 1043 {
1198 int attr, val; 1044 int attr, val;
1199 1045
1200 for (attr = 0; attr < NUM_STATS; attr++) 1046 for (attr = 0; attr < NUM_STATS; attr++)
1201 { 1047 if ((val = op->stats.stat (attr)))
1202 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1203 {
1204 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1048 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1205 strcat (retbuf, buf);
1206 }
1207 }
1208 1049
1209 if (op->stats.exp) 1050 if (op->stats.exp)
1210 {
1211 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1051 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1212 strcat (retbuf, buf);
1213 }
1214
1215 1052
1216 switch (op->type) 1053 switch (op->type)
1217 { 1054 {
1218 case BOW: 1055 case BOW:
1219 case ARROW: 1056 case ARROW:
1220 case GIRDLE: 1057 case GIRDLE:
1221 case HELMET: 1058 case HELMET:
1222 case SHIELD: 1059 case SHIELD:
1223 case BOOTS: 1060 case BOOTS:
1224 case GLOVES: 1061 case GLOVES:
1225 case WEAPON: 1062 case WEAPON:
1226 case SKILL: 1063 case SKILL:
1227 case RING: 1064 case RING:
1228 case AMULET: 1065 case AMULET:
1229 case ARMOUR: 1066 case ARMOUR:
1230 case BRACERS: 1067 case BRACERS:
1231 case FORCE: 1068 case FORCE:
1232 case CLOAK: 1069 case CLOAK:
1233 if (op->stats.wc) 1070 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1234 { 1071 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1235 sprintf (buf, "(wc%+d)", op->stats.wc); 1072 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1236 strcat (retbuf, buf); 1073
1237 }
1238 if (op->stats.dam)
1239 {
1240 sprintf (buf, "(dam%+d)", op->stats.dam);
1241 strcat (retbuf, buf);
1242 }
1243 if (op->stats.ac)
1244 {
1245 sprintf (buf, "(ac%+d)", op->stats.ac);
1246 strcat (retbuf, buf);
1247 }
1248 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1074 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1249 {
1250 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1075 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1251 strcat (retbuf, buf); 1076
1252 }
1253 break; 1077 break;
1254 1078
1255 default: 1079 default:
1256 break; 1080 break;
1257 } 1081 }
1258 if (QUERY_FLAG (op, FLAG_XRAYS)) 1082
1259 strcat (retbuf, "(xray-vision)"); 1083 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1260 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1084 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1261 strcat (retbuf, "(infravision)");
1262 1085
1263 /* levitate was what is was before, so we'll keep it */ 1086 /* levitate was what is was before, so we'll keep it */
1264 if (op->move_type & MOVE_FLY_LOW) 1087 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1265 strcat (retbuf, "(levitate)");
1266
1267 if (op->move_type & MOVE_FLY_HIGH) 1088 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1268 strcat (retbuf, "(fly)");
1269
1270 if (op->move_type & MOVE_SWIM) 1089 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1271 strcat (retbuf, "(swim)");
1272 1090
1273 /* walking is presumed as 'normal', so doesn't need mentioning */ 1091 /* walking is presumed as 'normal', so doesn't need mentioning */
1274 1092
1275 if (op->item_power) 1093 if (op->item_power)
1276 {
1277 sprintf (buf, "(item_power %+d)", op->item_power); 1094 buf.printf ("(item_power %+d)", op->item_power);
1278 strcat (retbuf, buf);
1279 }
1280 } /* End if identified or applied */ 1095 } /* End if identified or applied */
1281 1096
1282 /* This blocks only deals with fully identified object. 1097 /* This blocks only deals with fully identified object.
1283 * it is intentional that this is not an 'else' from a above - 1098 * it is intentional that this is not an 'else' from a above -
1284 * in this way, information is added. 1099 * in this way, information is added.
1287 { 1102 {
1288 int more_info = 0; 1103 int more_info = 0;
1289 1104
1290 switch (op->type) 1105 switch (op->type)
1291 { 1106 {
1292 case ROD: /* These use stats.sp for spell selection and stats.food */ 1107 case ROD: /* These use stats.sp for spell selection and stats.food */
1293 case HORN: /* and stats.hp for spell-point regeneration... */ 1108 case HORN: /* and stats.hp for spell-point regeneration... */
1294 case BOW: 1109 case BOW:
1295 case ARROW: 1110 case ARROW:
1296 case WAND: 1111 case WAND:
1297 case FOOD: 1112 case FOOD:
1298 case FLESH: 1113 case FLESH:
1299 case DRINK: 1114 case DRINK:
1300 more_info = 0; 1115 more_info = 0;
1301 break; 1116 break;
1302 1117
1303 /* Armor type objects */ 1118 /* Armor type objects */
1304 case ARMOUR: 1119 case ARMOUR:
1305 case HELMET: 1120 case HELMET:
1306 case SHIELD: 1121 case SHIELD:
1307 case BOOTS: 1122 case BOOTS:
1308 case GLOVES: 1123 case GLOVES:
1309 case GIRDLE: 1124 case GIRDLE:
1310 case BRACERS: 1125 case BRACERS:
1311 case CLOAK: 1126 case CLOAK:
1312 if (ARMOUR_SPEED (op)) 1127 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1313 { 1128 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1314 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1315 strcat (retbuf, buf);
1316 }
1317 if (ARMOUR_SPELLS (op))
1318 {
1319 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1320 strcat (retbuf, buf);
1321 }
1322 more_info = 1; 1129 more_info = 1;
1323 break; 1130 break;
1324 1131
1325 case WEAPON: 1132 case WEAPON:
1326 /* Calculate it the same way fix_player does so the results 1133 /* Calculate it the same way fix_player does so the results
1327 * make sense. 1134 * make sense.
1328 */ 1135 */
1329 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1136 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1330 if (i < 0) 1137 if (i < 0)
1331 i = 0; 1138 i = 0;
1332 1139
1333 sprintf (buf, "(weapon speed %d)", i); 1140 buf.printf ("(weapon speed %d)", i);
1334 strcat (retbuf, buf);
1335 more_info = 1; 1141 more_info = 1;
1336 break; 1142 break;
1337
1338 } 1143 }
1144
1339 if (more_info) 1145 if (more_info)
1340 { 1146 {
1341 if (op->stats.food)
1342 {
1343 if (op->stats.food != 0)
1344 sprintf (buf, "(sustenance%+d)", op->stats.food); 1147 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1345 strcat (retbuf, buf);
1346 }
1347 if (op->stats.grace)
1348 {
1349 sprintf (buf, "(grace%+d)", op->stats.grace); 1148 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1350 strcat (retbuf, buf); 1149 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1351 }
1352 if (op->stats.sp)
1353 {
1354 sprintf (buf, "(magic%+d)", op->stats.sp);
1355 strcat (retbuf, buf);
1356 }
1357 if (op->stats.hp)
1358 {
1359 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1150 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1360 strcat (retbuf, buf);
1361 }
1362 } 1151 }
1363 1152
1364 if (op->stats.luck) 1153 if (op->stats.luck)
1365 {
1366 sprintf (buf, "(luck%+d)", op->stats.luck); 1154 buf.printf ("(luck%+d)", op->stats.luck);
1367 strcat (retbuf, buf); 1155
1368 }
1369 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1156 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1370 strcat (retbuf, "(lifesaving)"); 1157 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1371 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1372 strcat (retbuf, "(reflect spells)");
1373 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1158 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1374 strcat (retbuf, "(reflect missiles)");
1375 if (QUERY_FLAG (op, FLAG_STEALTH)) 1159 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1376 strcat (retbuf, "(stealth)"); 1160
1377 if (op->slaying != NULL && op->type != FOOD) 1161 if (op->slaying && op->type != FOOD)
1378 {
1379 sprintf (buf, "(slay %s)", &op->slaying); 1162 buf.printf ("(slay %s)", &op->slaying);
1380 strcat (retbuf, buf); 1163
1381 } 1164 if (op->type == SKILL_TOOL && op->skill)
1382 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1165 buf.printf ("(%s)", &op->skill);
1166
1167 buf.add_abilities ("Attacks", op->attacktype);
1383 /* resistance on flesh is only visible for quetzals. If 1168 /* resistance on flesh is only visible for quetzals. If
1384 * non flesh, everyone can see its resistances 1169 * non flesh, everyone can see its resistances
1385 */ 1170 */
1386 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1171 if (op->type != FLESH || (owner && owner->is_dragon ()))
1387 strcat (retbuf, describe_resistance (op, 0)); 1172 buf << describe_resistance (op, 0);
1388 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1389 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1390 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1391 }
1392 1173
1174 buf.add_paths ("Attuned", op->path_attuned);
1175 buf.add_paths ("Repelled", op->path_repelled);
1176 buf.add_paths ("Denied", op->path_denied);
1177 }
1178
1393 return retbuf; 1179 return buf;
1180}
1181
1182std::string
1183object::describe_item (object *who)
1184{
1185 return std::string (::describe_item (this, who));
1186}
1187
1188static void
1189describe_dump_object (dynbuf &buf, object *ob)
1190{
1191 char *txt = dump_object (ob);
1192 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1193 buf << "\n" << txt << "\n";
1194
1195 if (!ob->is_arch ())
1196 describe_dump_object (buf, ob->arch);
1197}
1198
1199std::string
1200object::describe (object *who)
1201{
1202 dynbuf_text buf (1024, 1024);
1203
1204 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1205
1206 if (custom_name)
1207 buf.printf ("You call it %s.\r", &custom_name);
1208
1209 switch (type)
1210 {
1211 case SPELLBOOK:
1212 if (flag [FLAG_IDENTIFIED] && inv)
1213 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1214 break;
1215
1216 case BOOK:
1217 if (msg)
1218 buf << "Something is written in it.\r";
1219 break;
1220
1221 case CONTAINER:
1222 if (race)
1223 {
1224 if (weight_limit && stats.Str < 100)
1225 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1226 &race, weight_limit / (10.0 * (100 - stats.Str)));
1227 else
1228 buf.printf ("It can hold only %s.\r", &race);
1229 }
1230 else if (weight_limit && stats.Str < 100)
1231 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1232 break;
1233
1234 case WAND:
1235 if (flag [FLAG_IDENTIFIED])
1236 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1237 break;
1238 }
1239
1240 if (material != MATERIAL_NULL && !msg)
1241 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1242 << material->description
1243 << ".\r";
1244
1245 if (who)
1246 /* Where to wear this item */
1247 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1248 if (slot[i].info)
1249 {
1250 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1251
1252 if (slot[i].info < -1 && who->slot[i].info)
1253 buf.printf ("(%d)", -slot[i].info);
1254
1255 buf << ".\r";
1256 }
1257
1258 if (weight)
1259 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1260
1261 if (flag [FLAG_STARTEQUIP])
1262 buf << (nrof > 1 ? "They were" : "It was")
1263 << " given by a god and will vanish when dropped.\r";
1264
1265 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1266 {
1267 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1268
1269 if (who->is_in_shop ())
1270 {
1271 if (flag [FLAG_UNPAID])
1272 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1273 else
1274 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1275 }
1276 }
1277
1278 if (flag [FLAG_MONSTER])
1279 buf << describe_monster (who);
1280
1281 /* Is this item buildable? */
1282 if (flag [FLAG_IS_BUILDABLE])
1283 buf << "This is a buildable item.\r";
1284
1285 /* Does the object have a message? Don't show message for all object
1286 * types - especially if the first entry is a match
1287 */
1288 if (msg)
1289 {
1290 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1291 {
1292 buf << '\r';
1293
1294 /* This is just a hack so when identifying the items, we print
1295 * out the extra message
1296 */
1297 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1298 buf << "The object has a story:\r";
1299
1300 buf << msg << '\n';
1301 }
1302 }
1303 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1304 && (type == SPELLBOOK || type == ROD || type == WAND
1305 || type == ROD || type == POTION || type == SCROLL))
1306 // for spellbooks and other stuff that contains spells, print the spell message,
1307 // unless the object has a custom message handled above.
1308 buf << '\r' << inv->msg << '\n';
1309
1310 // try to display the duration for some potions and scrolls
1311 // this includes change ability potions and group spells,
1312 // but does not handle protection potions
1313 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1314 && (type == POTION || type == SCROLL))
1315 {
1316 object *spell = inv;
1317
1318 if (spell->subtype == SP_PARTY_SPELL)
1319 spell = spell->other_arch;
1320
1321 if (spell->subtype == SP_CHANGE_ABILITY)
1322 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1323 TICK2TIME (change_ability_duration (spell, this)));
1324 }
1325
1326 // some help text for skill tools
1327 if (type == SKILL_TOOL)
1328 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1329 "you can use the " << &skill << " skill as if you had learned it.>";
1330
1331 // Display a hint about inscribable items [empty books]
1332 // This includes the amount of text they can hold.
1333 if (type == INSCRIBABLE)
1334 {
1335 if (other_arch && other_arch->type == SCROLL)
1336 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1337 else
1338 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1339 weight_limit);
1340 }
1341
1342 buf << '\n';
1343
1344 // the dungeon master additionally gets a complete dump
1345 if (who && who->flag [FLAG_WIZLOOK])
1346 {
1347 buf << "\nT<Object>\n";
1348 describe_dump_object (buf, this);
1349
1350 if (inv)
1351 {
1352 buf << "\nT<Top Inventory>\n";
1353 describe_dump_object (buf, inv);
1354 }
1355 }
1356
1357 return std::string (buf.linearise (), buf.size ());
1358}
1359
1360void
1361examine (object *op, object *tmp)
1362{
1363 std::string info = tmp->describe (op);
1364
1365 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1366}
1367
1368/*
1369 * inventory prints object's inventory. If inv==NULL then print player's
1370 * inventory.
1371 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1372 */
1373const char *
1374object::query_inventory (object *who, const char *indent)
1375{
1376 static dynbuf_text buf; buf.clear ();
1377
1378 for (object *tmp = inv; tmp; tmp = tmp->below)
1379 if (who && QUERY_FLAG (who, FLAG_WIZ))
1380 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1381 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1382 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1383
1384 if (buf.size ())
1385 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1386 else
1387 buf.printf ("%s(empty)\n", indent);
1388
1389 return buf;
1394} 1390}
1395 1391
1396/* Return true if the item is magical. A magical item is one that 1392/* Return true if the item is magical. A magical item is one that
1397 * increases/decreases any abilities, provides a resistance, 1393 * increases/decreases any abilities, provides a resistance,
1398 * has a generic magical bonus, or is an artifact. 1394 * has a generic magical bonus, or is an artifact.
1399 * This function is used by detect_magic to determine if an item 1395 * This function is used by detect_magic to determine if an item
1400 * should be marked as magical. 1396 * should be marked as magical.
1401 */ 1397 */
1402
1403int 1398int
1404is_magical (const object *op) 1399is_magical (const object *op)
1405{ 1400{
1406 int i; 1401 int i;
1407 1402
1458 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1453 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1459 return 1; 1454 return 1;
1460 1455
1461 /* Check to see if it increases/decreases any stats */ 1456 /* Check to see if it increases/decreases any stats */
1462 for (i = 0; i < NUM_STATS; i++) 1457 for (i = 0; i < NUM_STATS; i++)
1463 if (get_attr_value (&(op->stats), i) != 0) 1458 if (op->stats.stat (i))
1464 return 1; 1459 return 1;
1465 1460
1466 /* If it doesn't fall into any of the above categories, must 1461 /* If it doesn't fall into any of the above categories, must
1467 * be non magical. 1462 * be non magical.
1468 */ 1463 */
1477int 1472int
1478need_identify (const object *op) 1473need_identify (const object *op)
1479{ 1474{
1480 switch (op->type) 1475 switch (op->type)
1481 { 1476 {
1482 case RING: 1477 case RING:
1483 case WAND: 1478 case WAND:
1484 case ROD: 1479 case ROD:
1485 case HORN: 1480 case HORN:
1486 case SCROLL: 1481 case SCROLL:
1487 case SKILL: 1482 case SKILL:
1488 case SKILLSCROLL: 1483 case SKILLSCROLL:
1489 case SPELLBOOK: 1484 case SPELLBOOK:
1490 case FOOD: 1485 case FOOD:
1491 case POTION: 1486 case POTION:
1492 case BOW: 1487 case BOW:
1493 case ARROW: 1488 case ARROW:
1494 case WEAPON: 1489 case WEAPON:
1495 case ARMOUR: 1490 case ARMOUR:
1496 case SHIELD: 1491 case SHIELD:
1497 case HELMET: 1492 case HELMET:
1498 case AMULET: 1493 case AMULET:
1499 case BOOTS: 1494 case BOOTS:
1500 case GLOVES: 1495 case GLOVES:
1501 case BRACERS: 1496 case BRACERS:
1502 case GIRDLE: 1497 case GIRDLE:
1503 case CONTAINER: 1498 case CONTAINER:
1504 case DRINK: 1499 case DRINK:
1505 case FLESH: 1500 case FLESH:
1506 case INORGANIC: 1501 case INORGANIC:
1507 case CLOSE_CON: 1502 case CLOSE_CON:
1508 case CLOAK: 1503 case CLOAK:
1509 case GEM: 1504 case GEM:
1510 case POWER_CRYSTAL: 1505 case POWER_CRYSTAL:
1511 case POISON: 1506 case POISON:
1512 case BOOK: 1507 case BOOK:
1513 case SKILL_TOOL: 1508 case SKILL_TOOL:
1514 return 1; 1509 return 1;
1515 } 1510 }
1511
1516 /* Try to track down some stuff that may show up here. Thus, the 1512 /* Try to track down some stuff that may show up here. Thus, the
1517 * archetype file can be updated, and this function removed. 1513 * archetype file can be updated, and this function removed.
1518 */ 1514 */
1519#if 0 1515#if 0
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1516 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif 1517#endif
1522 return 0; 1518 return 0;
1523} 1519}
1524 1520
1525
1526/* 1521/*
1527 * Supposed to fix face-values as well here, but later. 1522 * Supposed to fix face-values as well here, but later.
1528 */ 1523 */
1529
1530void 1524void
1531identify (object *op) 1525identify (object *op)
1532{ 1526{
1533 object *pl;
1534
1535 SET_FLAG (op, FLAG_IDENTIFIED); 1527 SET_FLAG (op, FLAG_IDENTIFIED);
1536 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1528 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1537 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1529 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1538 1530
1539 /* 1531 /*
1546 { 1538 {
1547 if (op->inv && op->randomitems) 1539 if (op->inv && op->randomitems)
1548 op->title = op->inv->name; 1540 op->title = op->inv->name;
1549 else if (op->arch) 1541 else if (op->arch)
1550 { 1542 {
1551 op->name = op->arch->clone.name; 1543 op->name = op->arch->object::name;
1552 op->name_pl = op->arch->clone.name_pl; 1544 op->name_pl = op->arch->object::name_pl;
1553 } 1545 }
1554 } 1546 }
1555 1547
1556 /* If the object is on a map, make sure we update its face */ 1548 /* If the object is on a map, make sure we update its face */
1557 if (op->map) 1549 if (op->map)
1558 update_object (op, UP_OBJ_FACE); 1550 update_object (op, UP_OBJ_CHANGE);
1559 else 1551
1560 { 1552 if (object *pl = op->visible_to ())
1561 pl = is_player_inv (op->env);
1562 if (pl)
1563 /* A lot of the values can change from an update - might as well send 1553 /* A lot of the values can change from an update - might as well send
1564 * it all. 1554 * it all.
1565 */ 1555 */
1566 esrv_send_item (pl, op); 1556 esrv_send_item (pl, op);
1567 }
1568} 1557}
1558

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