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Comparing deliantra/server/common/item.C (file contents):
Revision 1.11 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.84 by root, Thu Apr 15 02:51:39 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * 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
31 * 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
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
45 * 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
46 * may be better. 48 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 51 */
52// see include/object.h
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"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"},
52 {"body_arm", "on your arm", "on a human's arm"}, 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 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"} ,
58 {"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"},
59 {"body_foot", "on your feet", "on a human's feet"}, 64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
64};
65
66static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69 "eighteen", "nineteen", "twenty"
70}; 69};
71 70
72static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 73 "eighty", "ninety"
75}; 74};
76 75
77static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
78 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
79 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
80 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
81 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
82}; 81};
83 82
84static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
85 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
86 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
87}; 86};
88 87
89/* The following is a large table of item types, the fields are: 88/* The following is a large table of item types, the fields are:
152 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
153 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
154 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
155 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
156 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
157 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
162 {TRAP_PART, "trap part", "trap parts", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {WALL, "wall", "walls", 0, 0},
164 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
166 {MONSTER, "monster", "monsters", 0, 0},
167 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {TOOL, "tool", "tools", 0, 0},
171 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
172 {BUILDFAC, "building facility", "building facilities", 0, 0},
173 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
174 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
175 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
176 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
177 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
178 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
179 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
180 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
181 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
182 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
184 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
185 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
186 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
187 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
188 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
189 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
190 {FIREHOLES, "fireholes", "fireholes", 0, 0},
191 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
192 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
193 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
194 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
195 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
211 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
212 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
213 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
214}; 205};
215 206
216const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
217
218materialtype_t *materialt;
219
220/*
221materialtype material[NROFMATERIALS] = {
222 * P M F E C C A D W G P S P T F C D D C C G H B I *
223 * H A I L O O C R E H O L A U E A E E H O O O L N *
224 * Y G R E L N I A A O I O R R A N P A A U D L I T *
225 * S I E C D F D I P S S W A N R C L T O N Y N R *
226 * I C T U N O T O L E E H S T P D N *
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}},
239 {"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}}
240};
241*/
242 208
243/* 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
244 * 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
245 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
246 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
257}; 223};
258 224
259int 225int
260get_power_from_ench (int ench) 226get_power_from_ench (int ench)
261{ 227{
262 if (ench < 0)
263 ench = 0;
264 if (ench > 20)
265 ench = 20;
266 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
229}
230
231static const struct need_identify_types : typeset
232{
233 need_identify_types ()
234 {
235 set (RING);
236 set (WAND);
237 set (ROD);
238 set (HORN);
239 set (SCROLL);
240 set (SKILL);
241 set (SKILLSCROLL);
242 set (SPELLBOOK);
243 set (FOOD);
244 set (POTION);
245 set (BOW);
246 set (ARROW);
247 set (WEAPON);
248 set (ARMOUR);
249 set (SHIELD);
250 set (HELMET);
251 set (AMULET);
252 set (BOOTS);
253 set (GLOVES);
254 set (BRACERS);
255 set (GIRDLE);
256 set (CONTAINER);
257 set (DRINK);
258 set (FLESH);
259 set (INORGANIC);
260 set (CLOSE_CON);
261 set (CLOAK);
262 set (GEM);
263 set (POWER_CRYSTAL);
264 set (POISON);
265 set (BOOK);
266 set (SKILL_TOOL);
267 }
268} need_identify_types;
269
270bool
271object::need_identify () const
272{
273 return need_identify_types [type];
267} 274}
268 275
269/* This takes an object 'op' and figures out what its item_power 276/* This takes an object 'op' and figures out what its item_power
270 * rating should be. This should only really be used by the treasure 277 * rating should be. This should only really be used by the treasure
271 * generation code, and when loading legacy objects. It returns 278 * generation code, and when loading legacy objects. It returns
278{ 285{
279 int i, tmp, enc; 286 int i, tmp, enc;
280 287
281 enc = 0; 288 enc = 0;
282 for (i = 0; i < NUM_STATS; i++) 289 for (i = 0; i < NUM_STATS; i++)
283 enc += get_attr_value (&op->stats, i); 290 enc += op->stats.stat (i);
284 291
285 /* This protection logic is pretty flawed. 20% fire resistance 292 /* This protection logic is pretty flawed. 20% fire resistance
286 * is much more valuable than 20% confusion, or 20% slow, or 293 * is much more valuable than 20% confusion, or 20% slow, or
287 * several others. Start at 1 - ignore physical - all that normal 294 * several others. Start at 1 - ignore physical - all that normal
288 * armour shouldn't be counted against 295 * armour shouldn't be counted against
305 if (op->type == WEAPON) 312 if (op->type == WEAPON)
306 { 313 {
307 for (i = 1; i < NROFATTACKS; i++) 314 for (i = 1; i < NROFATTACKS; i++)
308 if (op->attacktype & (1 << i)) 315 if (op->attacktype & (1 << i))
309 enc++; 316 enc++;
317
310 if (op->slaying) 318 if (op->slaying)
311 enc += 2; /* What it slays is probably more relevent */ 319 enc += 2; /* What it slays is probably more relevent */
312 } 320 }
321
313 /* Items the player can equip */ 322 /* Items the player can equip */
314 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 323 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
315 (op->type == SHIELD) || (op->type == RING) || 324 (op->type == SHIELD) || (op->type == RING) ||
316 (op->type == BOOTS) || (op->type == GLOVES) || 325 (op->type == BOOTS) || (op->type == GLOVES) ||
317 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 326 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
320 enc += op->stats.hp; /* hp regen */ 329 enc += op->stats.hp; /* hp regen */
321 enc += op->stats.sp; /* mana regen */ 330 enc += op->stats.sp; /* mana regen */
322 enc += op->stats.grace; /* grace regen */ 331 enc += op->stats.grace; /* grace regen */
323 enc += op->stats.exp; /* speed bonus */ 332 enc += op->stats.exp; /* speed bonus */
324 } 333 }
334
325 enc += op->stats.luck; 335 enc += op->stats.luck;
326 336
327 /* Do spell paths now */ 337 /* Do spell paths now */
328 for (i = 1; i < NRSPELLPATHS; i++) 338 for (i = 1; i < NRSPELLPATHS; i++)
329 {
330 if (op->path_attuned & (1 << i)) 339 if (op->path_attuned & (1 << i))
331 enc++; 340 enc++;
332 else if (op->path_denied & (1 << i)) 341 else if (op->path_denied & (1 << i))
333 enc -= 2; 342 enc -= 2;
334 else if (op->path_repelled & (1 << i)) 343 else if (op->path_repelled & (1 << i))
335 enc--; 344 enc--;
336 }
337 345
338 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 346 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
339 enc += 5; 347 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
340 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 348 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
341 enc += 3; 349 if (op->flag [FLAG_XRAYS ]) enc += 2;
342 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 350 if (op->flag [FLAG_STEALTH ]) enc += 1;
343 enc += 2; 351 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
344 if (QUERY_FLAG (op, FLAG_STEALTH)) 352 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
345 enc += 1;
346 if (QUERY_FLAG (op, FLAG_XRAYS))
347 enc += 2;
348 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
349 enc += 1;
350 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
351 enc += 1;
352 353
353 return get_power_from_ench (enc); 354 return get_power_from_ench (enc);
354
355} 355}
356 356
357/* returns the typedata that has a number equal to itemtype, if there 357/* returns the typedata that has a number equal to itemtype, if there
358 * isn't one, returns NULL */ 358 * isn't one, returns NULL */
359
360const typedata * 359const typedata *
361get_typedata (int itemtype) 360get_typedata (int itemtype)
362{ 361{
363 int i;
364
365 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
366 if (item_types[i].number == itemtype) 363 if (item_types[i].number == itemtype)
367 return &item_types[i]; 364 return &item_types[i];
365
368 return NULL; 366 return NULL;
369} 367}
370 368
371/* returns the typedata that has a name equal to itemtype, if there 369/* returns the typedata that has a name equal to itemtype, if there
372 * isn't one, return the plural name that matches, if there still isn't 370 * isn't one, return the plural name that matches, if there still isn't
373 * one return NULL */ 371 * one return NULL */
374
375const typedata * 372const typedata *
376get_typedata_by_name (const char *name) 373get_typedata_by_name (const char *name)
377{ 374{
378 int i;
379
380 for (i = 0; i < item_types_size; i++) 375 for (int i = 0; i < item_types_size; i++)
381 if (!strcmp (item_types[i].name, name)) 376 if (!strcmp (item_types[i].name, name))
382 return &item_types[i]; 377 return &item_types[i];
378
383 for (i = 0; i < item_types_size; i++) 379 for (int i = 0; i < item_types_size; i++)
384 if (!strcmp (item_types[i].name_pl, name)) 380 if (!strcmp (item_types[i].name_pl, name))
385 { 381 {
386 LOG (llevInfo, 382 LOG (llevInfo,
387 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
388 return &item_types[i]; 384 return &item_types[i];
389 } 385 }
386
390 return NULL; 387 return 0;
391} 388}
392 389
393/* describe_resistance generates the visible naming for resistances. 390/* describe_resistance generates the visible naming for resistances.
394 * returns a static array of the description. This can return 391 * returns a static array of the description. This can return
395 * a big buffer. 392 * a big buffer.
396 * if newline is true, we don't put parens around the description 393 * if newline is true, we don't put parens around the description
397 * but do put a newline at the end. Useful when dumping to files 394 * but do put a newline at the end. Useful when dumping to files
398 */ 395 */
399char * 396const char *
400describe_resistance (const object *op, int newline) 397describe_resistance (const object *op, int newline)
401{ 398{
402 static char buf[VERY_BIG_BUF]; 399 static dynbuf_text buf; buf.clear ();
403 char buf1[VERY_BIG_BUF];
404 int tmpvar;
405 400
406 buf[0] = 0; 401 for (int i = 0; i < NROFATTACKS; i++)
407 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
408 {
409 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 402 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
410 { 403 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
411 if (!newline)
412 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
413 else
414 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
415 404
416 strcat (buf, buf1);
417 }
418 }
419 return buf; 405 return buf;
420} 406}
421
422 407
423/* 408/*
424 * query_weight(object) returns a character pointer to a static buffer 409 * query_weight(object) returns a character pointer to a static buffer
425 * containing the text-representation of the weight of the given object. 410 * containing the text-representation of the weight of the given object.
426 * The buffer will be overwritten by the next call to query_weight(). 411 * The buffer will be overwritten by the next call to query_weight().
427 */ 412 *
428 413 * Seems to be used only by unimportant stuff. Remove?
429char * 414 */
415const char *
430query_weight (const object *op) 416query_weight (const object *op)
431{ 417{
432 static char buf[10]; 418 static char buf[10];
433 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 419 sint32 i = op->total_weight ();
434 420
435 if (op->weight < 0) 421 if (op->weight < 0)
436 return " "; 422 return " ";
423
437 if (i % 1000) 424 if (i % 1000)
438 sprintf (buf, "%6.1f", i / 1000.0); 425 sprintf (buf, "%6.1f", i / 1000.0);
439 else 426 else
440 sprintf (buf, "%4d ", i / 1000); 427 sprintf (buf, "%4d ", i / 1000);
428
441 return buf; 429 return buf;
442} 430}
443 431
444/* 432/*
445 * Returns the pointer to a static buffer containing 433 * Returns the pointer to a static buffer containing
446 * the number requested (of the form first, second, third...) 434 * the number requested (of the form first, second, third...)
447 */ 435 */
448 436const char *
449char * 437ordinal (int i)
450get_levelnumber (int i)
451{ 438{
452 static char buf[MAX_BUF]; 439 if (i < 0)
440 return format ("minus %s", ordinal (-i));
453 441
454 if (i > 99)
455 {
456 sprintf (buf, "%d.", i);
457 return buf;
458 }
459 if (i < 21) 442 if (i < 21)
460 return levelnumbers[i];
461 if (!(i % 10))
462 return levelnumbers_10[i / 10];
463 strcpy (buf, numbers_10[i / 10]);
464 strcat (buf, levelnumbers[i % 10]);
465 return buf;
466}
467
468
469/*
470 * get_number(integer) returns the text-representation of the given number
471 * in a static buffer. The buffer might be overwritten at the next
472 * call to get_number().
473 * It is currently only used by the query_name() function.
474 */
475
476char *
477get_number (int i)
478{
479 if (i <= 20)
480 return numbers[i]; 443 return ordnumbers[i];
444
445 int digit = i % 10;
446
447 if (i >= 100)
448 return format (
449 digit == 1 ? "%dst"
450 : digit == 2 ? "%dnd"
451 : digit == 3 ? "%drd"
452 : "%dth",
453 i
454 );
455
456 if (digit == 0)
457 return ordnumbers_10[i / 10];
481 else 458 else
482 { 459 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
483 static char buf[MAX_BUF];
484
485 sprintf (buf, "%d", i);
486 return buf;
487 }
488} 460}
489 461
490/* 462/*
491 * Returns pointer to static buffer containing ring's or amulet's 463 * Returns pointer to static buffer containing ring's or amulet's
492 * abilities 464 * abilities
498 */ 470 */
499 471
500/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 472/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
501 * from stats.sp - b.t. 473 * from stats.sp - b.t.
502 */ 474 */
503char * 475static const char *
504ring_desc (const object *op) 476ring_desc (const object *op)
505{ 477{
506 static char buf[VERY_BIG_BUF]; 478 static dynbuf_text buf; buf.clear ();
507 int attr, val, len; 479 int attr, val, len;
508 480
509 buf[0] = 0; 481 if (op->flag [FLAG_IDENTIFIED])
510 482 {
511 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
512 return buf;
513
514 for (attr = 0; attr < NUM_STATS; attr++) 483 for (attr = 0; attr < NUM_STATS; attr++)
515 { 484 if ((val = op->stats.stat (attr)))
516 if ((val = get_attr_value (&(op->stats), attr)) != 0)
517 {
518 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 485 buf.printf ("(%s%+d)", short_stat_name[attr], val);
519 }
520 }
521 if (op->stats.exp)
522 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
523 if (op->stats.wc)
524 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
525 if (op->stats.dam)
526 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
527 if (op->stats.ac)
528 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
529 486
487 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
488 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
489 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
490 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
491
530 strcat (buf, describe_resistance (op, 0)); 492 buf << describe_resistance (op, 0);
531 493
532 if (op->stats.food != 0) 494 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
533 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 495 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
534 /* else if (op->stats.food < 0) 496 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
535 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 497 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
536 if (op->stats.grace) 498 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
537 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
538 if (op->stats.sp && op->type != SKILL)
539 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
540 if (op->stats.hp)
541 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
542 if (op->stats.luck)
543 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
544 if (QUERY_FLAG (op, FLAG_LIFESAVE))
545 strcat (buf, "(lifesaving)");
546 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
547 strcat (buf, "(reflect spells)");
548 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
549 strcat (buf, "(reflect missiles)");
550 if (QUERY_FLAG (op, FLAG_STEALTH))
551 strcat (buf, "(stealth)");
552 /* Shorten some of the names, so they appear better in the windows */
553 len = strlen (buf);
554 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
557 499
558 /* if(op->item_power) 500 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
559 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 501 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
560 */ 502 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
561 if (buf[0] == 0 && op->type != SKILL) 503 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
562 strcpy (buf, "of adornment");
563 504
505 buf.add_paths ("Attuned" , op->path_attuned);
506 buf.add_paths ("Repelled", op->path_repelled);
507 buf.add_paths ("Denied" , op->path_denied);
508
509 if (buf.empty ())
510 buf << "of adornment";
511 }
564 512
565 return buf; 513 return buf;
566} 514}
567 515
568/* 516/*
569 * query_short_name(object) is similar to query_name, but doesn't 517 * query_short_name(object) is similar to query_name, but doesn't
570 * contain any information about object status (worn/cursed/etc.) 518 * contain any information about object status (worn/cursed/etc.)
519 *
520 * It is sometimes used when printing messages, so should fit well into a sentence.
571 */ 521 */
572const char * 522const char *
573query_short_name (const object *op) 523query_short_name (const object *op)
574{ 524{
575 static char buf[HUGE_BUF];
576 char buf2[HUGE_BUF];
577 int len = 0;
578
579 if (op->name == NULL) 525 if (!op->name)
580 return "(null)"; 526 return "(null)";
581 527
582 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 528 if (!op->nrof
529 && !op->weight
530 && !op->title
531 && !is_magical (op)
532 && op->slaying != shstr_money)
583 return op->name; /* To speed things up (or make things slower?) */ 533 return op->name; /* To speed things up (or make things slower?) */
584 534
585 if (op->nrof <= 1) 535 static dynbuf_text buf; buf.clear ();
586 safe_strcat (buf, op->name, &len, HUGE_BUF);
587 else
588 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
589 536
537 buf << (op->nrof <= 1 ? op->name : op->name_pl);
538
590 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 539 if (op->title && op->flag [FLAG_IDENTIFIED])
591 { 540 buf << ' ' << op->title;
592 safe_strcat (buf, " ", &len, HUGE_BUF);
593 safe_strcat (buf, op->title, &len, HUGE_BUF);
594 }
595 541
596 switch (op->type) 542 switch (op->type)
597 { 543 {
598 case SPELLBOOK: 544 case SPELLBOOK:
599 case SCROLL: 545 case SCROLL:
600 case WAND: 546 case WAND:
601 case ROD: 547 case ROD:
602 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 548 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
603 { 549 {
604 if (!op->title) 550 if (!op->title)
605 { 551 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
606 safe_strcat (buf, " of ", &len, HUGE_BUF); 552
607 if (op->inv)
608 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
609 else
610 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
611 }
612 if (op->type != SPELLBOOK) 553 if (op->type != SPELLBOOK)
613 {
614 sprintf (buf2, " (lvl %d)", op->level); 554 buf.printf (" (lvl %d)", op->level);
615 safe_strcat (buf, buf2, &len, HUGE_BUF);
616 }
617 } 555 }
618 break; 556 break;
619 557
558 case ALTAR:
559 case TRIGGER_ALTAR:
560 case IDENTIFY_ALTAR:
561 case CONVERTER:
562 if (op->slaying == shstr_money)
563 {
564 bool wrap = !!buf.size ();
565
566 if (wrap) buf << " [";
567
568 archetype *coin = 0;
569
570 for (char const *const *c = coins; *coins; ++c)
571 if ((coin = archetype::find (*c)))
572 if (op->stats.food % coin->value == 0)
573 break;
574
575 sint32 coins = op->stats.food / coin->value;
576
577 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
578
579 if (wrap) buf << ']';
580 }
581 break;
582
620 case SKILL: 583 case SKILL:
621 case AMULET: 584 case AMULET:
622 case RING: 585 case RING:
623 if (!op->title) 586 if (!op->title)
624 { 587 {
625 /* If ring has a title, full description isn't so useful */ 588 /* If ring has a title, full description isn't so useful */
626 char *s = ring_desc (op); 589 const char *s = ring_desc (op);
627 590
628 if (s[0]) 591 if (s && *s)
629 { 592 buf << " " << s;
630 safe_strcat (buf, " ", &len, HUGE_BUF);
631 safe_strcat (buf, s, &len, HUGE_BUF);
632 }
633 } 593 }
634 break; 594 break;
595
635 default: 596 default:
636 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 597 if (op->magic
637 { 598 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
599 || op->flag [FLAG_IDENTIFIED]))
638 sprintf (buf2, " %+d", op->magic); 600 buf.printf (" %+d", op->magic);
639 safe_strcat (buf, buf2, &len, HUGE_BUF);
640 }
641 } 601 }
602
642 return buf; 603 return buf;
643} 604}
644 605
645/* 606/*
646 * query_name(object) returns a character pointer pointing to a static 607 * query_name(object) returns a character pointer pointing to a static
650 * you can make several calls to query_name before the bufs start getting 611 * you can make several calls to query_name before the bufs start getting
651 * overwritten. This may be a bad thing (it may be easier to assume the value 612 * overwritten. This may be a bad thing (it may be easier to assume the value
652 * returned is good forever.) However, it makes printing statements that 613 * returned is good forever.) However, it makes printing statements that
653 * use several names much easier (don't need to store them to temp variables.) 614 * use several names much easier (don't need to store them to temp variables.)
654 * 615 *
616 * It is used extensively within messages, so should return only a prose
617 * and short description of the item.
618 * It is also used by examine/ex and similar functions.
655 */ 619 */
656char * 620const char *
657query_name (const object *op) 621query_name (const object *op)
658{ 622{
659 static char buf[5][HUGE_BUF]; 623 int len = 0;
624 static dynbuf_text bufs[5];
660 static int use_buf = 0; 625 static int use_buf = 0;
661 int len = 0;
662
663#ifdef NEW_MATERIAL_CODE
664 materialtype_t *mt;
665#endif
666 626
667 use_buf++; 627 use_buf++;
668 use_buf %= 5; 628 use_buf %= 5;
669 629
670#ifdef NEW_MATERIAL_CODE 630 dynbuf_text &buf = bufs [use_buf];
631 buf.clear ();
632
633#if 0
671 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 634 if ((op->is_armor () || op->is_weapon ()) && op->material)
672 { 635 buf << op->material->description << ' ';
673 mt = name_to_material (op->materialname);
674 if (mt)
675 {
676 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
677 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
678 }
679 }
680#endif 636#endif
681 637
682 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 638 buf << query_short_name (op);
683 639
684 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 640 if (op->flag [FLAG_INV_LOCKED])
685 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 641 buf << " *";
686 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 642 if (op->is_open_container ())
687 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 643 buf << " (open)";
688 644
689 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 645 if (op->flag [FLAG_KNOWN_CURSED])
690 {
691 if (QUERY_FLAG (op, FLAG_DAMNED))
692 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
693 else if (QUERY_FLAG (op, FLAG_CURSED))
694 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
695 } 646 {
647 if (op->flag [FLAG_DAMNED])
648 buf << " (damned)";
649 else if (op->flag [FLAG_CURSED])
650 buf << " (cursed)";
651 }
652
696 /* Basically, if the object is known magical (detect magic spell on it), 653 /* Basically, if the object is known magical (detect magic spell on it),
697 * and it isn't identified, print out the fact that 654 * and it isn't identified, print out the fact that
698 * it is magical. Assume that the detect magical spell will only set 655 * it is magical. Assume that the detect magical spell will only set
699 * KNOWN_MAGICAL if the item actually is magical. 656 * KNOWN_MAGICAL if the item actually is magical.
700 * 657 *
701 * Changed in V 0.91.4 - still print that the object is magical even 658 * Changed in V 0.91.4 - still print that the object is magical even
702 * if it has been applied. Equipping an item does not tell full 659 * if it has been applied. Equipping an item does not tell full
703 * abilities, especially for artifact items. 660 * abilities, especially for artifact items.
704 */ 661 */
705 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 662 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
706 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 663 buf << " (magic)";
707 664
708#if 0 665#if 0
709 /* item_power will be returned in desribe_item - it shouldn't really 666 /* item_power will be returned in describe_item - it shouldn't really
710 * be returned in the name. 667 * be returned in the name.
711 */ 668 */
712 if (op->item_power) 669 if (op->item_power)
713 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 670 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
714 671
715#endif 672#endif
716 673
717 if (QUERY_FLAG (op, FLAG_APPLIED)) 674 if (op->flag [FLAG_APPLIED])
718 { 675 {
719 switch (op->type) 676 switch (op->type)
720 { 677 {
721 case BOW: 678 case BOW:
722 case WAND: 679 case WAND:
723 case ROD: 680 case ROD:
724 case HORN: 681 case HORN:
725 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 682 buf << " (applied)";
726 break; 683 break;
727 case WEAPON: 684 case WEAPON:
728 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 685 buf << " (applied)";
729 break; 686 break;
730 case ARMOUR: 687 case ARMOUR:
731 case HELMET: 688 case HELMET:
732 case SHIELD: 689 case SHIELD:
733 case RING: 690 case RING:
734 case BOOTS: 691 case BOOTS:
735 case GLOVES: 692 case GLOVES:
736 case AMULET: 693 case AMULET:
737 case GIRDLE: 694 case GIRDLE:
738 case BRACERS: 695 case BRACERS:
739 case CLOAK: 696 case CLOAK:
740 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 697 buf << " (worn)";
741 break; 698 break;
742 case CONTAINER: 699 case CONTAINER:
743 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 700 buf << " (active)";
744 break; 701 break;
745 case SKILL: 702 case SKILL:
746 default: 703 default:
747 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 704 buf << " (applied)";
748 } 705 }
749 } 706 }
750 if (QUERY_FLAG (op, FLAG_UNPAID))
751 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
752 707
753 return buf[use_buf]; 708 switch (op->type)
709 {
710 case LAMP:
711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
718
719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
727 if (op->flag [FLAG_UNPAID])
728 buf << " (unpaid)";
729
730 return buf;
754} 731}
755 732
756/* 733/*
757 * query_base_name(object) returns a character pointer pointing to a static 734 * query_base_name(object) returns a character pointer pointing to a static
758 * buffer which contains a verbose textual representation of the name 735 * buffer which contains a verbose textual representation of the name
759 * of the given object. The buffer will be overwritten at the next 736 * of the given object. The buffer will be overwritten at the next
760 * call to query_base_name(). This is a lot like query_name, but we 737 * call to query_base_name(). This is a lot like query_name, but we
761 * don't include the item count or item status. Used for inventory sorting 738 * don't include the item count or item status. Used for inventory sorting
762 * and sending to client. 739 * and sending to client.
763 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
764 */ 745 */
765const char * 746const char *
766query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
767{ 748{
768 static char buf[MAX_BUF], buf2[MAX_BUF];
769 int len;
770 materialtype_t *mt;
771
772 if ((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
773 return "(null)"; 750 return "(null)";
774 751
775 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 752 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
753 && op->type != EXIT)
776 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
777 755
756 static dynbuf_text buf; buf.clear ();
757
758#if 0
778 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 759 if ((op->is_armor () || op->is_weapon ()) && op->material)
779 mt = name_to_material (op->materialname); 760 if (op->arch->material != op->material)
780 761 buf << op->material->description << ' ';
781#ifdef NEW_MATERIAL_CODE
782 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
783 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
784 {
785 strcpy (buf, mt->description);
786 len = strlen (buf);
787 safe_strcat (buf, " ", &len, MAX_BUF);
788 if (!plural)
789 safe_strcat (buf, op->name, &len, MAX_BUF);
790 else
791 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
792 }
793 else
794 {
795#endif 762#endif
796 if (!plural)
797 strcpy (buf, op->name);
798 else
799 strcpy (buf, op->name_pl);
800 len = strlen (buf);
801#ifdef NEW_MATERIAL_CODE
802 }
803#endif
804 763
764 buf << (plural ? op->name_pl : op->name);
765
805 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
806 { 767 buf << ' ' << op->title;
807 safe_strcat (buf, " ", &len, MAX_BUF);
808 safe_strcat (buf, op->title, &len, MAX_BUF);
809 }
810 768
811 switch (op->type) 769 switch (op->type)
812 { 770 {
813 case SPELLBOOK: 771 case SPELLBOOK:
814 case SCROLL: 772 case SCROLL:
815 case WAND: 773 case WAND:
816 case ROD: 774 case ROD:
817 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
818 { 776 {
819 if (!op->title) 777 if (!op->title)
820 { 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
821 safe_strcat (buf, " of ", &len, MAX_BUF); 779
822 if (op->inv)
823 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
824 else
825 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
826 }
827 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
828 {
829 sprintf (buf2, " (lvl %d)", op->level); 781 buf.printf (" (lvl %d)", op->level);
830 safe_strcat (buf, buf2, &len, MAX_BUF);
831 }
832 } 782 }
833 break; 783 break;
834 784
835 785
836 case SKILL: 786 case SKILL:
837 case AMULET: 787 case AMULET:
838 case RING: 788 case RING:
839 if (!op->title) 789 if (!op->title)
840 { 790 {
841 /* If ring has a title, full description isn't so useful */ 791 /* If ring has a title, full description isn't so useful */
842 char *s = ring_desc (op); 792 const char *s = ring_desc (op);
843 793
844 if (s[0]) 794 if (s && *s)
845 { 795 buf << ' ' << s;
846 safe_strcat (buf, " ", &len, MAX_BUF);
847 safe_strcat (buf, s, &len, MAX_BUF);
848 }
849 } 796 }
850 break; 797 break;
798
799 case EXIT:
800 // random map exits "unfortunately" get patched, so this only works before entering
801 if (EXIT_PATH (op) == shstr_random_map_exit)
802 buf << " (random map)";
803 else if (!EXIT_PATH (op))
804 buf << " (closed)";
805 break;
806
851 default: 807 default:
852 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
853 { 809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
854 sprintf (buf + strlen (buf), " %+d", op->magic); 810 || op->flag [FLAG_IDENTIFIED]))
855 } 811 buf.printf (" %+d", op->magic);
856 } 812 }
813
857 return buf; 814 return buf;
858} 815}
859 816
860/* Break this off from describe_item - that function was way 817/* Break this off from describe_item - that function was way
861 * too long, making it difficult to read. This function deals 818 * too long, making it difficult to read. This function deals
862 * with describing the monsters & players abilities. It should only 819 * with describing the monsters & players abilities. It should only
863 * be called with monster & player objects. Returns a description 820 * be called with monster & player objects. Returns a description
864 * in a static buffer. 821 * in a static buffer.
865 */ 822 */
866
867static char * 823static const char *
868describe_monster (const object *op) 824describe_monster (const object *op)
869{ 825{
870 char buf[MAX_BUF]; 826 static dynbuf_text buf; buf.clear ();
871 static char retbuf[VERY_BIG_BUF];
872 int i;
873
874 retbuf[0] = '\0';
875 827
876 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
877 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
878 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
879 */ 831 */
880 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 832 if (op->has_active_speed ())
881 { 833 switch ((int)(op->speed * 15.))
882 switch ((int) ((FABS (op->speed)) * 15))
883 { 834 {
884 case 0: 835 case 0:
885 strcat (retbuf, "(very slow movement)"); 836 buf << "(very slow movement)";
886 break; 837 break;
887 case 1: 838 case 1:
888 strcat (retbuf, "(slow movement)"); 839 buf << "(slow movement)";
889 break; 840 break;
890 case 2: 841 case 2:
891 strcat (retbuf, "(normal movement)"); 842 buf << "(normal movement)";
892 break; 843 break;
893 case 3: 844 case 3:
894 case 4: 845 case 4:
895 strcat (retbuf, "(fast movement)"); 846 buf << "(fast movement)";
896 break; 847 break;
897 case 5: 848 case 5:
898 case 6: 849 case 6:
899 strcat (retbuf, "(very fast movement)"); 850 buf << "(very fast movement)";
900 break; 851 break;
901 case 7: 852 case 7:
902 case 8: 853 case 8:
903 case 9: 854 case 9:
904 case 10: 855 case 10:
905 strcat (retbuf, "(extremely fast movement)"); 856 buf << "(extremely fast movement)";
906 break; 857 break;
907 default: 858 default:
908 strcat (retbuf, "(lightning fast movement)"); 859 buf << "(lightning fast movement)";
909 break; 860 break;
910 } 861 }
911 } 862
912 if (QUERY_FLAG (op, FLAG_UNDEAD)) 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
913 strcat (retbuf, "(undead)"); 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
914 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
915 strcat (retbuf, "(see invisible)"); 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
916 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
917 strcat (retbuf, "(wield weapon)"); 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
918 if (QUERY_FLAG (op, FLAG_USE_BOW)) 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
919 strcat (retbuf, "(archer)"); 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
920 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
921 strcat (retbuf, "(wear armour)"); 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
922 if (QUERY_FLAG (op, FLAG_USE_RING)) 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
923 strcat (retbuf, "(wear ring)"); 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
924 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
925 strcat (retbuf, "(read scroll)"); 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
926 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 877
927 strcat (retbuf, "(fires wand/rod/horn)");
928 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
929 strcat (retbuf, "(skill user)");
930 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
931 strcat (retbuf, "(spellcaster)");
932 if (QUERY_FLAG (op, FLAG_FRIENDLY))
933 strcat (retbuf, "(friendly)");
934 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
935 strcat (retbuf, "(unaggressive)");
936 if (QUERY_FLAG (op, FLAG_HITBACK))
937 strcat (retbuf, "(hitback)");
938 if (QUERY_FLAG (op, FLAG_STEALTH))
939 strcat (retbuf, "(stealthy)");
940 if (op->randomitems != NULL) 878 if (op->randomitems)
941 { 879 {
942 treasure *t;
943 int first = 1; 880 bool first = 1;
944 881
945 for (t = op->randomitems->items; t != NULL; t = t->next) 882 for (treasure *t = op->randomitems->items; t; t = t->next)
946 if (t->item && (t->item->clone.type == SPELL)) 883 if (t->item && t->item->type == SPELL)
947 { 884 {
948 if (first) 885 if (first)
949 { 886 buf << "(Spell abilities:)";
887
950 first = 0; 888 first = 0;
951 strcat (retbuf, "(Spell abilities:)"); 889
952 } 890 buf << '(' << t->item->object::name << ')';
953 strcat (retbuf, "(");
954 strcat (retbuf, t->item->clone.name);
955 strcat (retbuf, ")");
956 } 891 }
957 } 892 }
893
958 if (op->type == PLAYER) 894 if (op->type == PLAYER)
959 { 895 {
960 if (op->contr->digestion) 896 if (op->contr->digestion)
961 {
962 if (op->contr->digestion != 0)
963 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 897 buf.printf ("(sustenance%+d)", op->contr->digestion);
964 strcat (retbuf, buf); 898
965 }
966 if (op->contr->gen_grace) 899 if (op->contr->gen_grace)
967 {
968 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 900 buf.printf ("(grace%+d)", op->contr->gen_grace);
969 strcat (retbuf, buf); 901
970 }
971 if (op->contr->gen_sp) 902 if (op->contr->gen_sp)
972 {
973 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 903 buf.printf ("(magic%+d)", op->contr->gen_sp);
974 strcat (retbuf, buf); 904
975 }
976 if (op->contr->gen_hp) 905 if (op->contr->gen_hp)
977 {
978 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 906 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
979 strcat (retbuf, buf); 907
980 }
981 if (op->stats.luck) 908 if (op->stats.luck)
982 {
983 sprintf (buf, "(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
984 strcat (retbuf, buf);
985 }
986 } 910 }
987 911
988 /* describe attacktypes */ 912 /* describe attacktypes */
989 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
990 { 914 {
991 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
992 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
993 * this makes it more readable. 917 * this makes it more readable.
994 */ 918 */
995 object *tmp; 919 object *tmp;
996 920
997 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 921 for (tmp = op->inv; tmp; tmp = tmp->below)
998 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 922 if (tmp->type == SKILL && tmp->name == shstr_clawing)
999 break; 923 break;
1000 924
1001 if (tmp && tmp->attacktype != 0) 925 if (tmp && tmp->attacktype)
1002 { 926 buf.add_abilities ("Claws", tmp->attacktype);
1003 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1004 }
1005 else 927 else
1006 { 928 buf.add_abilities ("Attacks", op->attacktype);
1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1008 }
1009 } 929 }
1010 else 930 else
1011 { 931 buf.add_abilities ("Attacks", op->attacktype);
1012 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 932
1013 } 933 buf.add_paths ("Attuned" , op->path_attuned);
1014 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 934 buf.add_paths ("Repelled", op->path_repelled);
1015 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 935 buf.add_paths ("Denied" , op->path_denied);
1016 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 936
1017 for (i = 0; i < NROFATTACKS; i++) 937 for (int i = 0; i < NROFATTACKS; i++)
1018 {
1019 if (op->resist[i]) 938 if (op->resist[i])
1020 {
1021 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 939 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1022 strcat (retbuf, buf); 940
1023 }
1024 }
1025 return retbuf; 941 return buf;
1026} 942}
1027
1028 943
1029/* 944/*
1030 * Returns a pointer to a static buffer which contains a 945 * Returns a pointer to a static buffer which contains a
1031 * description of the given object. 946 * description of the given object.
1032 * If it is a monster, lots of information about its abilities 947 * If it is a monster, lots of information about its abilities
1041 * wouldn't need to use the SEE_INVISIBLE flag to know it is 956 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1042 * a dragon player examining food. Could have things like 957 * a dragon player examining food. Could have things like
1043 * a dwarven axe, in which the full abilities are only known to 958 * a dwarven axe, in which the full abilities are only known to
1044 * dwarves, etc. 959 * dwarves, etc.
1045 * 960 *
1046 * This function is really much more complicated than it should
1047 * be, because different objects have different meanings
1048 * for the same field (eg, wands use 'food' for charges). This
1049 * means these special cases need to be worked out.
1050 *
1051 * Add 'owner' who is the person examining this object. 961 * Add 'owner' who is the person examining this object.
1052 * owner can be null if no one is being associated with this 962 * owner can be null if no one is being associated with this
1053 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
1054 */ 964 */
1055 965const char *
1056char *
1057describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
1058{ 967{
1059 char buf[MAX_BUF]; 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1060 static char retbuf[VERY_BIG_BUF]; 969 return describe_monster (op);
970
971 static dynbuf_text buf; buf.clear ();
1061 int identified, i; 972 int identified, i;
1062 973
1063 retbuf[0] = '\0';
1064 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1065 {
1066 return describe_monster (op);
1067 }
1068 /* figure this out once, instead of making multiple calls to need_identify. 974 /* figure this out once, instead of making multiple calls to need_identify.
1069 * also makes the code easier to read. 975 * also makes the code easier to read.
1070 */ 976 */
1071 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
1072 identified = 1; 978 if (!identified)
1073 else 979 buf << "(unidentified)";
1074 { 980
1075 strcpy (retbuf, "(unidentified)");
1076 identified = 0;
1077 }
1078 switch (op->type) 981 switch (op->type)
1079 { 982 {
1080 case BOW: 983 case BOW:
1081 case ARROW: 984 case ARROW:
1082 case WAND: 985 case WAND:
1083 case ROD: 986 case ROD:
1084 case HORN: 987 case HORN:
1085 case WEAPON: 988 case WEAPON:
1086 case ARMOUR: 989 case ARMOUR:
1087 case HELMET: 990 case HELMET:
1088 case SHIELD: 991 case SHIELD:
1089 case BOOTS: 992 case BOOTS:
1090 case GLOVES: 993 case GLOVES:
1091 case GIRDLE: 994 case GIRDLE:
1092 case BRACERS: 995 case BRACERS:
1093 case CLOAK: 996 case CLOAK:
1094 case SKILL_TOOL: 997 case SKILL_TOOL:
1095 break; /* We have more information to do below this switch */ 998 break; /* We have more information to do below this switch */
1096 999
1097 case POWER_CRYSTAL: 1000 case POWER_CRYSTAL:
1098 if (op->stats.maxsp > 1000) 1001 if (op->stats.maxsp > 1000)
1099 { /*higher capacity crystals */ 1002 { /*higher capacity crystals */
1100 i = (op->stats.maxsp % 100) / 10; 1003 i = (op->stats.maxsp % 1000) / 100;
1004
1101 if (i) 1005 if (i)
1102 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1006 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1103 else 1007 else
1104 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1008 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1105 } 1009 }
1106 else 1010 else
1107 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1011 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1108 strcat (retbuf, buf); 1012
1109 i = (op->stats.sp * 10) / op->stats.maxsp; 1013 i = (op->stats.sp * 10) / op->stats.maxsp;
1110 if (op->stats.sp == 0) 1014 if (op->stats.sp == 0)
1111 strcat (retbuf, "empty."); 1015 buf << "empty";
1112 else if (i == 0) 1016 else if (i == 0)
1113 strcat (retbuf, "almost empty."); 1017 buf << "almost empty";
1114 else if (i < 3) 1018 else if (i < 3)
1115 strcat (retbuf, "partially filled."); 1019 buf << "partially filled";
1116 else if (i < 6) 1020 else if (i < 6)
1117 strcat (retbuf, "half full."); 1021 buf << "half full";
1118 else if (i < 9) 1022 else if (i < 9)
1119 strcat (retbuf, "well charged."); 1023 buf << "well charged";
1120 else if (op->stats.sp == op->stats.maxsp) 1024 else if (op->stats.sp == op->stats.maxsp)
1121 strcat (retbuf, "fully charged."); 1025 buf << "fully charged";
1122 else 1026 else
1123 strcat (retbuf, "almost full."); 1027 buf << "almost full";
1028
1029 buf << ')';
1124 break; 1030 break;
1031
1032 case LAMP:
1033 {
1034 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1035 buf << "(fuel: ";
1036 if (percent == 0)
1037 buf << "empty";
1038 else if (percent < 10)
1039 buf << "very low";
1040 else if (percent < 25)
1041 buf << "low";
1042 else if (percent < 50)
1043 buf << "half empty";
1044 else if (percent < 75)
1045 buf << "half full";
1046 else if (percent < 95)
1047 buf << "well filled";
1048 else if (percent <= 100)
1049 buf << "full";
1050 buf << ")";
1051 }
1052 break;
1053
1125 case FOOD: 1054 case FOOD:
1126 case FLESH: 1055 case FLESH:
1127 case DRINK: 1056 case DRINK:
1128 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1057 if (identified || op->flag [FLAG_BEEN_APPLIED])
1129 { 1058 {
1130 sprintf (buf, "(food+%d)", op->stats.food); 1059 buf.printf ("(food+%d)", op->stats.food);
1131 strcat (retbuf, buf);
1132 1060
1133 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1061 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1062 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1063
1064 if (!op->flag [FLAG_CURSED])
1134 { 1065 {
1135 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1066 if (op->stats.hp) buf << "(heals)";
1136 strcat (retbuf, buf); 1067 if (op->stats.sp) buf << "(spellpoint regen)";
1137 } 1068 }
1138
1139 if (!QUERY_FLAG (op, FLAG_CURSED))
1140 {
1141 if (op->stats.hp)
1142 strcat (retbuf, "(heals)");
1143 if (op->stats.sp)
1144 strcat (retbuf, "(spellpoint regen)");
1145 }
1146 else 1069 else
1147 { 1070 {
1148 if (op->stats.hp) 1071 if (op->stats.hp) buf << "(damages)";
1149 strcat (retbuf, "(damages)");
1150 if (op->stats.sp)
1151 strcat (retbuf, "(spellpoint depletion)"); 1072 if (op->stats.sp) buf << "(spellpoint depletion)";
1152 } 1073 }
1153 } 1074 }
1154 break; 1075 break;
1155 1076
1156
1157 case SKILL: 1077 case SKILL:
1158 case RING: 1078 case RING:
1159 case AMULET: 1079 case AMULET:
1160 if (op->item_power) 1080 if (op->item_power)
1161 {
1162 sprintf (buf, "(item_power %+d)", op->item_power); 1081 buf.printf ("(item_power %+d)", op->item_power);
1163 strcat (retbuf, buf); 1082
1164 }
1165 if (op->title) 1083 if (op->title)
1166 strcat (retbuf, ring_desc (op)); 1084 buf << ring_desc (op);
1085
1167 return retbuf; 1086 return buf;
1168 1087
1169 default: 1088 default:
1170 return retbuf; 1089 return buf;
1171 } 1090 }
1172 1091
1173 /* Down here, we more further describe equipment type items. 1092 /* Down here, we more further describe equipment type items.
1174 * only describe them if they have been identified or the like. 1093 * only describe them if they have been identified or the like.
1175 */ 1094 */
1176 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1095 if (identified || op->flag [FLAG_BEEN_APPLIED])
1177 { 1096 {
1178 int attr, val; 1097 int attr, val;
1179 1098
1180 for (attr = 0; attr < NUM_STATS; attr++) 1099 for (attr = 0; attr < NUM_STATS; attr++)
1181 { 1100 if ((val = op->stats.stat (attr)))
1182 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1183 {
1184 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1101 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1185 strcat (retbuf, buf);
1186 }
1187 }
1188 1102
1189 if (op->stats.exp) 1103 if (op->stats.exp)
1190 {
1191 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1104 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1192 strcat (retbuf, buf);
1193 }
1194
1195 1105
1196 switch (op->type) 1106 switch (op->type)
1197 { 1107 {
1198 case BOW: 1108 case BOW:
1199 case ARROW: 1109 case ARROW:
1200 case GIRDLE: 1110 case GIRDLE:
1201 case HELMET: 1111 case HELMET:
1202 case SHIELD: 1112 case SHIELD:
1203 case BOOTS: 1113 case BOOTS:
1204 case GLOVES: 1114 case GLOVES:
1205 case WEAPON: 1115 case WEAPON:
1206 case SKILL: 1116 case SKILL:
1207 case RING: 1117 case RING:
1208 case AMULET: 1118 case AMULET:
1209 case ARMOUR: 1119 case ARMOUR:
1210 case BRACERS: 1120 case BRACERS:
1211 case FORCE: 1121 case FORCE:
1212 case CLOAK: 1122 case CLOAK:
1213 if (op->stats.wc) 1123 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1214 { 1124 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1215 sprintf (buf, "(wc%+d)", op->stats.wc); 1125 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1216 strcat (retbuf, buf); 1126
1217 }
1218 if (op->stats.dam)
1219 {
1220 sprintf (buf, "(dam%+d)", op->stats.dam);
1221 strcat (retbuf, buf);
1222 }
1223 if (op->stats.ac)
1224 {
1225 sprintf (buf, "(ac%+d)", op->stats.ac);
1226 strcat (retbuf, buf);
1227 }
1228 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1127 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1229 {
1230 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1128 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1231 strcat (retbuf, buf); 1129
1232 }
1233 break; 1130 break;
1234 1131
1235 default: 1132 default:
1236 break; 1133 break;
1237 } 1134 }
1238 if (QUERY_FLAG (op, FLAG_XRAYS)) 1135
1239 strcat (retbuf, "(xray-vision)"); 1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1240 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1241 strcat (retbuf, "(infravision)");
1242 1138
1243 /* levitate was what is was before, so we'll keep it */ 1139 /* levitate was what is was before, so we'll keep it */
1244 if (op->move_type & MOVE_FLY_LOW) 1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1245 strcat (retbuf, "(levitate)");
1246
1247 if (op->move_type & MOVE_FLY_HIGH) 1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1248 strcat (retbuf, "(fly)");
1249
1250 if (op->move_type & MOVE_SWIM) 1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1251 strcat (retbuf, "(swim)");
1252 1143
1253 /* walking is presumed as 'normal', so doesn't need mentioning */ 1144 /* walking is presumed as 'normal', so doesn't need mentioning */
1254 1145
1255 if (op->item_power) 1146 if (op->item_power)
1256 {
1257 sprintf (buf, "(item_power %+d)", op->item_power); 1147 buf.printf ("(item_power %+d)", op->item_power);
1258 strcat (retbuf, buf);
1259 }
1260 } /* End if identified or applied */ 1148 } /* End if identified or applied */
1261 1149
1262 /* This blocks only deals with fully identified object. 1150 /* This blocks only deals with fully identified object.
1263 * it is intentional that this is not an 'else' from a above - 1151 * it is intentional that this is not an 'else' from a above -
1264 * in this way, information is added. 1152 * in this way, information is added.
1267 { 1155 {
1268 int more_info = 0; 1156 int more_info = 0;
1269 1157
1270 switch (op->type) 1158 switch (op->type)
1271 { 1159 {
1272 case ROD: /* These use stats.sp for spell selection and stats.food */ 1160 case ROD: /* These use stats.sp for spell selection and stats.food */
1273 case HORN: /* and stats.hp for spell-point regeneration... */ 1161 case HORN: /* and stats.hp for spell-point regeneration... */
1274 case BOW: 1162 case BOW:
1275 case ARROW: 1163 case ARROW:
1276 case WAND: 1164 case WAND:
1277 case FOOD: 1165 case FOOD:
1278 case FLESH: 1166 case FLESH:
1279 case DRINK: 1167 case DRINK:
1280 more_info = 0; 1168 more_info = 0;
1281 break; 1169 break;
1282 1170
1283 /* Armor type objects */ 1171 /* Armor type objects */
1284 case ARMOUR: 1172 case ARMOUR:
1285 case HELMET: 1173 case HELMET:
1286 case SHIELD: 1174 case SHIELD:
1287 case BOOTS: 1175 case BOOTS:
1288 case GLOVES: 1176 case GLOVES:
1289 case GIRDLE: 1177 case GIRDLE:
1290 case BRACERS: 1178 case BRACERS:
1291 case CLOAK: 1179 case CLOAK:
1292 if (ARMOUR_SPEED (op)) 1180 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1293 { 1181 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1294 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1295 strcat (retbuf, buf);
1296 }
1297 if (ARMOUR_SPELLS (op))
1298 {
1299 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1300 strcat (retbuf, buf);
1301 }
1302 more_info = 1; 1182 more_info = 1;
1303 break; 1183 break;
1304 1184
1305 case WEAPON: 1185 case WEAPON:
1306 /* Calculate it the same way fix_player does so the results 1186 /* Calculate it the same way fix_player does so the results
1307 * make sense. 1187 * make sense.
1308 */ 1188 */
1309 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1189 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1310 if (i < 0) 1190 if (i < 0)
1311 i = 0; 1191 i = 0;
1312 1192
1313 sprintf (buf, "(weapon speed %d)", i); 1193 buf.printf ("(weapon speed %d)", i);
1314 strcat (retbuf, buf);
1315 more_info = 1; 1194 more_info = 1;
1316 break; 1195 break;
1317
1318 } 1196 }
1197
1319 if (more_info) 1198 if (more_info)
1320 { 1199 {
1321 if (op->stats.food)
1322 {
1323 if (op->stats.food != 0)
1324 sprintf (buf, "(sustenance%+d)", op->stats.food); 1200 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1325 strcat (retbuf, buf);
1326 }
1327 if (op->stats.grace)
1328 {
1329 sprintf (buf, "(grace%+d)", op->stats.grace); 1201 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1330 strcat (retbuf, buf); 1202 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1331 }
1332 if (op->stats.sp)
1333 {
1334 sprintf (buf, "(magic%+d)", op->stats.sp);
1335 strcat (retbuf, buf);
1336 }
1337 if (op->stats.hp)
1338 {
1339 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1203 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1340 strcat (retbuf, buf);
1341 }
1342 } 1204 }
1343 1205
1344 if (op->stats.luck) 1206 if (op->stats.luck)
1345 {
1346 sprintf (buf, "(luck%+d)", op->stats.luck); 1207 buf.printf ("(luck%+d)", op->stats.luck);
1347 strcat (retbuf, buf); 1208
1348 } 1209 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1349 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1210 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1350 strcat (retbuf, "(lifesaving)"); 1211 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1351 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1212 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1352 strcat (retbuf, "(reflect spells)"); 1213
1353 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1354 strcat (retbuf, "(reflect missiles)");
1355 if (QUERY_FLAG (op, FLAG_STEALTH))
1356 strcat (retbuf, "(stealth)");
1357 if (op->slaying != NULL && op->type != FOOD) 1214 if (op->slaying && op->type != FOOD)
1358 {
1359 sprintf (buf, "(slay %s)", &op->slaying); 1215 buf.printf ("(slay %s)", &op->slaying);
1360 strcat (retbuf, buf); 1216
1361 } 1217 if (op->type == SKILL_TOOL && op->skill)
1362 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1218 buf.printf ("(%s)", &op->skill);
1219
1220 buf.add_abilities ("Attacks", op->attacktype);
1363 /* resistance on flesh is only visible for quetzals. If 1221 /* resistance on flesh is only visible for quetzals. If
1364 * non flesh, everyone can see its resistances 1222 * non flesh, everyone can see its resistances
1365 */ 1223 */
1366 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1224 if (op->type != FLESH || (owner && owner->is_dragon ()))
1367 strcat (retbuf, describe_resistance (op, 0)); 1225 buf << describe_resistance (op, 0);
1368 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1369 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1370 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1371 }
1372 1226
1227 buf.add_paths ("Attuned", op->path_attuned);
1228 buf.add_paths ("Repelled", op->path_repelled);
1229 buf.add_paths ("Denied", op->path_denied);
1230 }
1231
1373 return retbuf; 1232 return buf;
1233}
1234
1235std::string
1236object::describe_item (object *who)
1237{
1238 return std::string (::describe_item (this, who));
1239}
1240
1241static void
1242describe_dump_object (dynbuf &buf, object *ob)
1243{
1244 char *txt = dump_object (ob);
1245 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1246 buf << "\n" << txt << "\n";
1247
1248 if (!ob->is_arch ())
1249 describe_dump_object (buf, ob->arch);
1250}
1251
1252std::string
1253object::describe (object *who)
1254{
1255 dynbuf_text buf (1024, 1024);
1256
1257 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1258
1259 if (custom_name)
1260 buf.printf ("You call it %s.\r", &custom_name);
1261
1262 switch (type)
1263 {
1264 case SPELLBOOK:
1265 if (flag [FLAG_IDENTIFIED] && inv)
1266 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1267 break;
1268
1269 case BOOK:
1270 if (msg)
1271 buf << "Something is written in it.\r";
1272 break;
1273
1274 case CONTAINER:
1275 if (race)
1276 {
1277 if (weight_limit && stats.Str < 100)
1278 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1279 &race, weight_limit / (10.0 * (100 - stats.Str)));
1280 else
1281 buf.printf ("It can hold only %s.\r", &race);
1282 }
1283 else if (weight_limit && stats.Str < 100)
1284 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1285 break;
1286
1287 case WAND:
1288 if (flag [FLAG_IDENTIFIED])
1289 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1290 break;
1291 }
1292
1293 if (material != MATERIAL_NULL && !msg)
1294 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1295 << material->description
1296 << ".\r";
1297
1298 if (who)
1299 /* Where to wear this item */
1300 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1301 if (slot[i].info)
1302 {
1303 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1304
1305 if (slot[i].info < -1 && who->slot[i].info)
1306 buf.printf ("(%d)", -slot[i].info);
1307
1308 buf << ".\r";
1309 }
1310
1311 if (weight)
1312 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1313
1314 if (flag [FLAG_STARTEQUIP])
1315 buf << (nrof > 1 ? "They were" : "It was")
1316 << " given by a god and will vanish when dropped.\r";
1317
1318 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1319 {
1320 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1321
1322 if (who->is_in_shop ())
1323 {
1324 if (flag [FLAG_UNPAID])
1325 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1326 else
1327 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1328 }
1329 }
1330
1331 if (flag [FLAG_MONSTER])
1332 buf << describe_monster (who);
1333
1334 /* Is this item buildable? */
1335 if (flag [FLAG_IS_BUILDABLE])
1336 buf << "This is a buildable item.\r";
1337
1338 /* Does the object have a message? Don't show message for all object
1339 * types - especially if the first entry is a match
1340 */
1341 if (msg)
1342 {
1343 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1344 {
1345 if (!need_identify ())
1346 buf << '\r' << msg << '\n';
1347 else if (flag [FLAG_IDENTIFIED])
1348 buf << '\r' << "The object has a story:\r" << msg;
1349 }
1350 }
1351 else if (inv
1352 && inv->msg
1353 && inv->type == SPELL
1354 && flag [FLAG_IDENTIFIED]
1355 && (type == SPELLBOOK || type == ROD || type == WAND
1356 || type == ROD || type == POTION || type == SCROLL))
1357 // for spellbooks and other stuff that contains spells, print the spell message,
1358 // unless the object has a custom message handled above.
1359 buf << '\r' << inv->msg << '\n';
1360
1361 // try to display the duration for some potions and scrolls
1362 // this includes change ability potions and group spells,
1363 // but does not handle protection potions
1364 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1365 && (type == POTION || type == SCROLL))
1366 {
1367 object *spell = inv;
1368
1369 if (spell->subtype == SP_PARTY_SPELL)
1370 spell = spell->other_arch;
1371
1372 if (spell->subtype == SP_CHANGE_ABILITY)
1373 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1374 TICK2TIME (change_ability_duration (spell, this)));
1375 }
1376
1377 // some help text for skill tools
1378 if (type == SKILL_TOOL)
1379 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1380 "you can use the " << &skill << " skill as if you had learned it.>";
1381
1382 // Display a hint about inscribable items [empty books]
1383 // This includes the amount of text they can hold.
1384 if (type == INSCRIBABLE)
1385 {
1386 if (other_arch && other_arch->type == SCROLL)
1387 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1388 else
1389 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1390 weight_limit);
1391 }
1392
1393 buf << '\n';
1394
1395 // the dungeon master additionally gets a complete dump
1396 if (who && who->flag [FLAG_WIZLOOK])
1397 {
1398 buf << "\nT<Object>\n";
1399 describe_dump_object (buf, this);
1400
1401 if (inv)
1402 {
1403 buf << "\nT<Top Inventory>\n";
1404 describe_dump_object (buf, inv);
1405 }
1406 }
1407
1408 return std::string (buf.linearise (), buf.size ());
1409}
1410
1411void
1412examine (object *op, object *tmp)
1413{
1414 std::string info = tmp->describe (op);
1415
1416 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1417}
1418
1419/*
1420 * inventory prints object's inventory. If inv==NULL then print player's
1421 * inventory.
1422 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1423 */
1424const char *
1425object::query_inventory (object *who, const char *indent)
1426{
1427 static dynbuf_text buf; buf.clear ();
1428
1429 for (object *tmp = inv; tmp; tmp = tmp->below)
1430 if (who && who->flag [FLAG_WIZ])
1431 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1432 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1433 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1434
1435 if (buf.size ())
1436 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1437 else
1438 buf.printf ("%s(empty)\n", indent);
1439
1440 return buf;
1374} 1441}
1375 1442
1376/* Return true if the item is magical. A magical item is one that 1443/* Return true if the item is magical. A magical item is one that
1377 * increases/decreases any abilities, provides a resistance, 1444 * increases/decreases any abilities, provides a resistance,
1378 * has a generic magical bonus, or is an artifact. 1445 * has a generic magical bonus, or is an artifact.
1379 * This function is used by detect_magic to determine if an item 1446 * This function is used by detect_magic to determine if an item
1380 * should be marked as magical. 1447 * should be marked as magical.
1381 */ 1448 */
1382
1383int 1449int
1384is_magical (const object *op) 1450is_magical (const object *op)
1385{ 1451{
1386 int i; 1452 int i;
1387 1453
1388 /* living creatures are considered non magical */ 1454 /* living creatures are considered non magical */
1389 if (QUERY_FLAG (op, FLAG_ALIVE)) 1455 if (op->flag [FLAG_ALIVE])
1390 return 0; 1456 return 0;
1391 1457
1392 /* This is a test for it being an artifact, as artifacts have titles */ 1458 /* This is a test for it being an artifact, as artifacts have titles */
1393 if (op->title != NULL) 1459 if (op->title != NULL)
1394 return 1; 1460 return 1;
1400 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1466 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1401 return 1; 1467 return 1;
1402 1468
1403 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1469 /* Check for stealty, speed, flying, or just plain magic in the boots */
1404 /* Presume any boots that hvae a move_type are special. */ 1470 /* Presume any boots that hvae a move_type are special. */
1405 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1471 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1406 return 1; 1472 return 1;
1407 1473
1408 /* Take care of amulet/shield that reflects spells/missiles */ 1474 /* Take care of amulet/shield that reflects spells/missiles */
1409 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1475 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1410 return 1; 1476 return 1;
1411 1477
1412 /* Take care of helmet of xrays */ 1478 /* Take care of helmet of xrays */
1413 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1479 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1414 return 1; 1480 return 1;
1415 1481
1416 /* Potions & rods are always magical. Wands/staves are also magical, 1482 /* Potions & rods are always magical. Wands/staves are also magical,
1417 * assuming they still have any charges left. 1483 * assuming they still have any charges left.
1418 */ 1484 */
1438 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1504 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1439 return 1; 1505 return 1;
1440 1506
1441 /* Check to see if it increases/decreases any stats */ 1507 /* Check to see if it increases/decreases any stats */
1442 for (i = 0; i < NUM_STATS; i++) 1508 for (i = 0; i < NUM_STATS; i++)
1443 if (get_attr_value (&(op->stats), i) != 0) 1509 if (op->stats.stat (i))
1444 return 1; 1510 return 1;
1445 1511
1446 /* If it doesn't fall into any of the above categories, must 1512 /* If it doesn't fall into any of the above categories, must
1447 * be non magical. 1513 * be non magical.
1448 */ 1514 */
1449 return 0; 1515 return 0;
1450} 1516}
1451 1517
1452/* need_identify returns true if the item should be identified. This
1453 * function really should not exist - by default, any item not identified
1454 * should need it.
1455 */
1456
1457int
1458need_identify (const object *op)
1459{
1460 switch (op->type)
1461 {
1462 case RING:
1463 case WAND:
1464 case ROD:
1465 case HORN:
1466 case SCROLL:
1467 case SKILL:
1468 case SKILLSCROLL:
1469 case SPELLBOOK:
1470 case FOOD:
1471 case POTION:
1472 case BOW:
1473 case ARROW:
1474 case WEAPON:
1475 case ARMOUR:
1476 case SHIELD:
1477 case HELMET:
1478 case AMULET:
1479 case BOOTS:
1480 case GLOVES:
1481 case BRACERS:
1482 case GIRDLE:
1483 case CONTAINER:
1484 case DRINK:
1485 case FLESH:
1486 case INORGANIC:
1487 case CLOSE_CON:
1488 case CLOAK:
1489 case GEM:
1490 case POWER_CRYSTAL:
1491 case POISON:
1492 case BOOK:
1493 case SKILL_TOOL:
1494 return 1;
1495 }
1496 /* Try to track down some stuff that may show up here. Thus, the
1497 * archetype file can be updated, and this function removed.
1498 */
1499#if 0
1500 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1501#endif
1502 return 0;
1503}
1504
1505/* 1518/*
1506 * Supposed to fix face-values as well here, but later. 1519 * Supposed to fix face-values as well here, but later.
1507 */ 1520 */
1508void 1521void
1509identify (object *op) 1522identify (object *op)
1510{ 1523{
1511 object *pl; 1524 op->set_flag (FLAG_IDENTIFIED);
1512 1525 op->clr_flag (FLAG_KNOWN_MAGICAL);
1513 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_NO_SKILL_IDENT);
1514 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1515 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1516 1527
1517 /* 1528 /*
1518 * We want autojoining of equal objects: 1529 * We want autojoining of equal objects:
1519 */ 1530 */
1520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1531 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1521 SET_FLAG (op, FLAG_KNOWN_CURSED); 1532 op->set_flag (FLAG_KNOWN_CURSED);
1522 1533
1523 if (op->type == POTION) 1534 if (op->type == POTION)
1524 { 1535 {
1525 if (op->inv && op->randomitems) 1536 if (op->inv && op->randomitems)
1526 op->title = op->inv->name; 1537 op->title = op->inv->name;
1527 else if (op->arch) 1538 else if (op->arch)
1528 { 1539 {
1529 op->name = op->arch->clone.name; 1540 op->name = op->arch->object::name;
1530 op->name_pl = op->arch->clone.name_pl; 1541 op->name_pl = op->arch->object::name_pl;
1531 } 1542 }
1532 } 1543 }
1533 1544
1534 /* If the object is on a map, make sure we update its face */ 1545 /* If the object is on a map, make sure we update its face */
1535 if (op->map) 1546 if (op->map)
1536 update_object (op, UP_OBJ_FACE); 1547 update_object (op, UP_OBJ_CHANGE);
1537 else 1548
1538 { 1549 if (object *pl = op->visible_to ())
1539 pl = op->in_player ();
1540 if (pl)
1541 /* A lot of the values can change from an update - might as well send 1550 /* A lot of the values can change from an update - might as well send
1542 * it all. 1551 * it all.
1543 */ 1552 */
1544 esrv_send_item (pl, op); 1553 esrv_send_item (pl, op);
1545 }
1546} 1554}
1547 1555

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