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Comparing deliantra/server/common/item.C (file contents):
Revision 1.66 by root, Sun Nov 8 20:55:39 2009 UTC vs.
Revision 1.84 by root, Thu Apr 15 02:51:39 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
47 * 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
48 * may be better. 48 * may be better.
49 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */ 51 */
52// see include/object.h
52Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
70static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
72 "eighty", "ninety" 73 "eighty", "ninety"
73}; 74};
74 75
75static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
76 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
77 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
78 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
79 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
80}; 81};
81 82
82static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
83 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
84 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
85}; 86};
86 87
87/* 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:
150 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
151 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
152 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
153 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
154 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
155 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
159 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
204}; 205};
205 206
206static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
207 208
208materialtype_t *materialt;
209
210/*
211materialtype material[NROFMATERIALS] = {
212 * P M F E C C A D W G P S P T F C D D C C G H B I *
213 * H A I L O O C R E H O L A U E A E E H O O O L N *
214 * Y G R E L N I A A O I O R R A N P A A U D L I T *
215 * S I E C D F D I P S S W A N R C L T O N Y N R *
216 * I C T U N O T O L E E H S T P D N *
217 {"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}},
218 {"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}},
219 {"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}},
220 {"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}},
221 {"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}},
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}}
230};
231*/
232
233/* 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
234 * 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
235 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
236 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
237 * have 2 * level instead. Ideally, top level characters should only be 213 * have 2 * level instead. Ideally, top level characters should only be
250get_power_from_ench (int ench) 226get_power_from_ench (int ench)
251{ 227{
252 return enc_to_item_power [clamp (ench, 0, 20)]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
253} 229}
254 230
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];
274}
275
255/* 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
256 * 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
257 * generation code, and when loading legacy objects. It returns 278 * generation code, and when loading legacy objects. It returns
258 * the item_power it calculates. 279 * the item_power it calculates.
259 * If flag is 1, we return the number of enchantment, and not the 280 * If flag is 1, we return the number of enchantment, and not the
411/* 432/*
412 * Returns the pointer to a static buffer containing 433 * Returns the pointer to a static buffer containing
413 * the number requested (of the form first, second, third...) 434 * the number requested (of the form first, second, third...)
414 */ 435 */
415const char * 436const char *
416get_levelnumber (int i) 437ordinal (int i)
417{ 438{
418 static char buf[MAX_BUF]; 439 if (i < 0)
419 440 return format ("minus %s", ordinal (-i));
420 if (i > 99)
421 {
422 sprintf (buf, "%d.", i);
423 return buf;
424 }
425 441
426 if (i < 21) 442 if (i < 21)
427 return levelnumbers[i]; 443 return ordnumbers[i];
428 444
445 int digit = i % 10;
446
429 if (!(i % 10)) 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)
430 return levelnumbers_10[i / 10]; 457 return ordnumbers_10[i / 10];
431 458 else
432 strcpy (buf, numbers_10[i / 10]); 459 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
433 strcat (buf, levelnumbers[i % 10]);
434 return buf;
435} 460}
436 461
437/* 462/*
438 * Returns pointer to static buffer containing ring's or amulet's 463 * Returns pointer to static buffer containing ring's or amulet's
439 * abilities 464 * abilities
451ring_desc (const object *op) 476ring_desc (const object *op)
452{ 477{
453 static dynbuf_text buf; buf.clear (); 478 static dynbuf_text buf; buf.clear ();
454 int attr, val, len; 479 int attr, val, len;
455 480
456 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 481 if (op->flag [FLAG_IDENTIFIED])
457 { 482 {
458 for (attr = 0; attr < NUM_STATS; attr++) 483 for (attr = 0; attr < NUM_STATS; attr++)
459 if ((val = op->stats.stat (attr))) 484 if ((val = op->stats.stat (attr)))
460 buf.printf ("(%s%+d)", short_stat_name[attr], val); 485 buf.printf ("(%s%+d)", short_stat_name[attr], val);
461 486
470 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 495 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
471 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 496 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
472 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 497 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
473 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 498 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
474 499
475 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 500 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
476 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 501 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
477 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 502 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
478 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 503 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
479 504
480 buf.add_paths ("Attuned" , op->path_attuned); 505 buf.add_paths ("Attuned" , op->path_attuned);
481 buf.add_paths ("Repelled", op->path_repelled); 506 buf.add_paths ("Repelled", op->path_repelled);
482 buf.add_paths ("Denied" , op->path_denied); 507 buf.add_paths ("Denied" , op->path_denied);
483 508
509 534
510 static dynbuf_text buf; buf.clear (); 535 static dynbuf_text buf; buf.clear ();
511 536
512 buf << (op->nrof <= 1 ? op->name : op->name_pl); 537 buf << (op->nrof <= 1 ? op->name : op->name_pl);
513 538
514 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 539 if (op->title && op->flag [FLAG_IDENTIFIED])
515 buf << ' ' << op->title; 540 buf << ' ' << op->title;
516 541
517 switch (op->type) 542 switch (op->type)
518 { 543 {
519 case SPELLBOOK: 544 case SPELLBOOK:
520 case SCROLL: 545 case SCROLL:
521 case WAND: 546 case WAND:
522 case ROD: 547 case ROD:
523 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 548 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
524 { 549 {
525 if (!op->title) 550 if (!op->title)
526 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 551 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
527 552
528 if (op->type != SPELLBOOK) 553 if (op->type != SPELLBOOK)
567 buf << " " << s; 592 buf << " " << s;
568 } 593 }
569 break; 594 break;
570 595
571 default: 596 default:
572 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 597 if (op->magic
598 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
599 || op->flag [FLAG_IDENTIFIED]))
573 buf.printf (" %+d", op->magic); 600 buf.printf (" %+d", op->magic);
574 } 601 }
575 602
576 return buf; 603 return buf;
577} 604}
586 * returned is good forever.) However, it makes printing statements that 613 * returned is good forever.) However, it makes printing statements that
587 * 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.)
588 * 615 *
589 * It is used extensively within messages, so should return only a prose 616 * It is used extensively within messages, so should return only a prose
590 * and short description of the item. 617 * and short description of the item.
618 * It is also used by examine/ex and similar functions.
591 */ 619 */
592const char * 620const char *
593query_name (const object *op) 621query_name (const object *op)
594{ 622{
595 int len = 0; 623 int len = 0;
600 use_buf %= 5; 628 use_buf %= 5;
601 629
602 dynbuf_text &buf = bufs [use_buf]; 630 dynbuf_text &buf = bufs [use_buf];
603 buf.clear (); 631 buf.clear ();
604 632
633#if 0
605 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 634 if ((op->is_armor () || op->is_weapon ()) && op->material)
606 if (materialtype_t *mt = name_to_material (op->materialname))
607 buf << mt->description << ' '; 635 buf << op->material->description << ' ';
636#endif
608 637
609 buf << query_short_name (op); 638 buf << query_short_name (op);
610 639
611 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 640 if (op->flag [FLAG_INV_LOCKED])
612 buf << " *"; 641 buf << " *";
613 if (op->is_open_container ()) 642 if (op->is_open_container ())
614 buf << " (open)"; 643 buf << " (open)";
615 644
616 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 645 if (op->flag [FLAG_KNOWN_CURSED])
617 { 646 {
618 if (QUERY_FLAG (op, FLAG_DAMNED)) 647 if (op->flag [FLAG_DAMNED])
619 buf << " (damned)"; 648 buf << " (damned)";
620 else if (QUERY_FLAG (op, FLAG_CURSED)) 649 else if (op->flag [FLAG_CURSED])
621 buf << " (cursed)"; 650 buf << " (cursed)";
622 } 651 }
623 652
624 /* 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),
625 * and it isn't identified, print out the fact that 654 * and it isn't identified, print out the fact that
628 * 657 *
629 * 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
630 * 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
631 * abilities, especially for artifact items. 660 * abilities, especially for artifact items.
632 */ 661 */
633 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 662 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
634 buf << " (magic)"; 663 buf << " (magic)";
635 664
636#if 0 665#if 0
637 /* item_power will be returned in describe_item - it shouldn't really 666 /* item_power will be returned in describe_item - it shouldn't really
638 * be returned in the name. 667 * be returned in the name.
640 if (op->item_power) 669 if (op->item_power)
641 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);
642 671
643#endif 672#endif
644 673
645 if (QUERY_FLAG (op, FLAG_APPLIED)) 674 if (op->flag [FLAG_APPLIED])
646 { 675 {
647 switch (op->type) 676 switch (op->type)
648 { 677 {
649 case BOW: 678 case BOW:
650 case WAND: 679 case WAND:
651 case ROD: 680 case ROD:
652 case HORN: 681 case HORN:
653 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 682 buf << " (applied)";
654 break; 683 break;
655 case WEAPON: 684 case WEAPON:
656 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 685 buf << " (applied)";
657 break; 686 break;
658 case ARMOUR: 687 case ARMOUR:
659 case HELMET: 688 case HELMET:
660 case SHIELD: 689 case SHIELD:
661 case RING: 690 case RING:
693 else if (op->stats.food <= 0) 722 else if (op->stats.food <= 0)
694 buf << " (burned out)"; 723 buf << " (burned out)";
695 break; 724 break;
696 } 725 }
697 726
698 if (QUERY_FLAG (op, FLAG_UNPAID)) 727 if (op->flag [FLAG_UNPAID])
699 buf << " (unpaid)"; 728 buf << " (unpaid)";
700 729
701 return buf; 730 return buf;
702} 731}
703 732
710 * and sending to client. 739 * and sending to client.
711 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
712 * 741 *
713 * It is sometimes used to display messages, and usually only used to match stuff, 742 * It is sometimes used to display messages, and usually only used to match stuff,
714 * so maybe this function should be removed. 743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
715 */ 745 */
716const char * 746const char *
717query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
718{ 748{
719 if ((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
720 return "(null)"; 750 return "(null)";
721 751
722 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)
723 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
724 755
725 static dynbuf_text buf; buf.clear (); 756 static dynbuf_text buf; buf.clear ();
726 757
758#if 0
727 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 759 if ((op->is_armor () || op->is_weapon ()) && op->material)
728 if (materialtype_t *mt = name_to_material (op->materialname))
729 if (op->arch->materialname != mt->name) 760 if (op->arch->material != op->material)
730 buf << mt->description << ' '; 761 buf << op->material->description << ' ';
762#endif
731 763
732 buf << (plural ? op->name_pl : op->name); 764 buf << (plural ? op->name_pl : op->name);
733 765
734 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
735 buf << ' ' << op->title; 767 buf << ' ' << op->title;
736 768
737 switch (op->type) 769 switch (op->type)
738 { 770 {
739 case SPELLBOOK: 771 case SPELLBOOK:
740 case SCROLL: 772 case SCROLL:
741 case WAND: 773 case WAND:
742 case ROD: 774 case ROD:
743 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
744 { 776 {
745 if (!op->title) 777 if (!op->title)
746 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
747 779
748 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
762 if (s && *s) 794 if (s && *s)
763 buf << ' ' << s; 795 buf << ' ' << s;
764 } 796 }
765 break; 797 break;
766 798
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
767 default: 807 default:
768 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
769 buf.printf (" %+d", op->magic); 811 buf.printf (" %+d", op->magic);
770 } 812 }
771 813
772 return buf; 814 return buf;
773} 815}
786 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
787 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
788 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
789 */ 831 */
790 if (op->has_active_speed ()) 832 if (op->has_active_speed ())
791 switch ((int)((fabs (op->speed)) * 15.)) 833 switch ((int)(op->speed * 15.))
792 { 834 {
793 case 0: 835 case 0:
794 buf << "(very slow movement)"; 836 buf << "(very slow movement)";
795 break; 837 break;
796 case 1: 838 case 1:
816 default: 858 default:
817 buf << "(lightning fast movement)"; 859 buf << "(lightning fast movement)";
818 break; 860 break;
819 } 861 }
820 862
821 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
822 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
823 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
824 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
825 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
826 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
827 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
828 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
829 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
830 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
831 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
832 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
833 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
834 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
835 877
836 if (op->randomitems) 878 if (op->randomitems)
837 { 879 {
838 bool first = 1; 880 bool first = 1;
839 881
866 if (op->stats.luck) 908 if (op->stats.luck)
867 buf.printf ("(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
868 } 910 }
869 911
870 /* describe attacktypes */ 912 /* describe attacktypes */
871 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
872 { 914 {
873 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
874 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
875 * this makes it more readable. 917 * this makes it more readable.
876 */ 918 */
921 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
922 */ 964 */
923const char * 965const char *
924describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
925{ 967{
926 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
927 return describe_monster (op); 969 return describe_monster (op);
928 970
929 static dynbuf_text buf; buf.clear (); 971 static dynbuf_text buf; buf.clear ();
930 int identified, i; 972 int identified, i;
931 973
932 /* 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.
933 * also makes the code easier to read. 975 * also makes the code easier to read.
934 */ 976 */
935 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
936 if (!identified) 978 if (!identified)
937 buf << "(unidentified)"; 979 buf << "(unidentified)";
938 980
939 switch (op->type) 981 switch (op->type)
940 { 982 {
959 if (op->stats.maxsp > 1000) 1001 if (op->stats.maxsp > 1000)
960 { /*higher capacity crystals */ 1002 { /*higher capacity crystals */
961 i = (op->stats.maxsp % 1000) / 100; 1003 i = (op->stats.maxsp % 1000) / 100;
962 1004
963 if (i) 1005 if (i)
964 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1006 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
965 else 1007 else
966 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1008 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
967 } 1009 }
968 else 1010 else
969 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1011 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
970 1012
971 i = (op->stats.sp * 10) / op->stats.maxsp; 1013 i = (op->stats.sp * 10) / op->stats.maxsp;
972 if (op->stats.sp == 0) 1014 if (op->stats.sp == 0)
973 buf << "empty."; 1015 buf << "empty";
974 else if (i == 0) 1016 else if (i == 0)
975 buf << "almost empty."; 1017 buf << "almost empty";
976 else if (i < 3) 1018 else if (i < 3)
977 buf << "partially filled."; 1019 buf << "partially filled";
978 else if (i < 6) 1020 else if (i < 6)
979 buf << "half full."; 1021 buf << "half full";
980 else if (i < 9) 1022 else if (i < 9)
981 buf << "well charged."; 1023 buf << "well charged";
982 else if (op->stats.sp == op->stats.maxsp) 1024 else if (op->stats.sp == op->stats.maxsp)
983 buf << "fully charged."; 1025 buf << "fully charged";
984 else 1026 else
985 buf << "almost full."; 1027 buf << "almost full";
1028
1029 buf << ')';
986 break; 1030 break;
987 1031
988 case LAMP: 1032 case LAMP:
989 { 1033 {
990 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 1034 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1008 break; 1052 break;
1009 1053
1010 case FOOD: 1054 case FOOD:
1011 case FLESH: 1055 case FLESH:
1012 case DRINK: 1056 case DRINK:
1013 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1057 if (identified || op->flag [FLAG_BEEN_APPLIED])
1014 { 1058 {
1015 buf.printf ("(food+%d)", op->stats.food); 1059 buf.printf ("(food+%d)", op->stats.food);
1016 1060
1017 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))
1018 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1062 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1019 1063
1020 if (!QUERY_FLAG (op, FLAG_CURSED)) 1064 if (!op->flag [FLAG_CURSED])
1021 { 1065 {
1022 if (op->stats.hp) buf << "(heals)"; 1066 if (op->stats.hp) buf << "(heals)";
1023 if (op->stats.sp) buf << "(spellpoint regen)"; 1067 if (op->stats.sp) buf << "(spellpoint regen)";
1024 } 1068 }
1025 else 1069 else
1046 } 1090 }
1047 1091
1048 /* Down here, we more further describe equipment type items. 1092 /* Down here, we more further describe equipment type items.
1049 * only describe them if they have been identified or the like. 1093 * only describe them if they have been identified or the like.
1050 */ 1094 */
1051 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1095 if (identified || op->flag [FLAG_BEEN_APPLIED])
1052 { 1096 {
1053 int attr, val; 1097 int attr, val;
1054 1098
1055 for (attr = 0; attr < NUM_STATS; attr++) 1099 for (attr = 0; attr < NUM_STATS; attr++)
1056 if ((val = op->stats.stat (attr))) 1100 if ((val = op->stats.stat (attr)))
1087 1131
1088 default: 1132 default:
1089 break; 1133 break;
1090 } 1134 }
1091 1135
1092 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1093 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1094 1138
1095 /* levitate was what is was before, so we'll keep it */ 1139 /* levitate was what is was before, so we'll keep it */
1096 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1097 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1098 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1160 } 1204 }
1161 1205
1162 if (op->stats.luck) 1206 if (op->stats.luck)
1163 buf.printf ("(luck%+d)", op->stats.luck); 1207 buf.printf ("(luck%+d)", op->stats.luck);
1164 1208
1165 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1209 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1166 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1210 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1167 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1211 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1168 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1212 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1169 1213
1170 if (op->slaying && op->type != FOOD) 1214 if (op->slaying && op->type != FOOD)
1171 buf.printf ("(slay %s)", &op->slaying); 1215 buf.printf ("(slay %s)", &op->slaying);
1172 1216
1173 if (op->type == SKILL_TOOL && op->skill) 1217 if (op->type == SKILL_TOOL && op->skill)
1175 1219
1176 buf.add_abilities ("Attacks", op->attacktype); 1220 buf.add_abilities ("Attacks", op->attacktype);
1177 /* resistance on flesh is only visible for quetzals. If 1221 /* resistance on flesh is only visible for quetzals. If
1178 * non flesh, everyone can see its resistances 1222 * non flesh, everyone can see its resistances
1179 */ 1223 */
1180 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1224 if (op->type != FLESH || (owner && owner->is_dragon ()))
1181 buf << describe_resistance (op, 0); 1225 buf << describe_resistance (op, 0);
1182 1226
1183 buf.add_paths ("Attuned", op->path_attuned); 1227 buf.add_paths ("Attuned", op->path_attuned);
1184 buf.add_paths ("Repelled", op->path_repelled); 1228 buf.add_paths ("Repelled", op->path_repelled);
1185 buf.add_paths ("Denied", op->path_denied); 1229 buf.add_paths ("Denied", op->path_denied);
1190 1234
1191std::string 1235std::string
1192object::describe_item (object *who) 1236object::describe_item (object *who)
1193{ 1237{
1194 return std::string (::describe_item (this, who)); 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 ());
1195} 1409}
1196 1410
1197void 1411void
1198examine (object *op, object *tmp) 1412examine (object *op, object *tmp)
1199{ 1413{
1211object::query_inventory (object *who, const char *indent) 1425object::query_inventory (object *who, const char *indent)
1212{ 1426{
1213 static dynbuf_text buf; buf.clear (); 1427 static dynbuf_text buf; buf.clear ();
1214 1428
1215 for (object *tmp = inv; tmp; tmp = tmp->below) 1429 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1430 if (who && who->flag [FLAG_WIZ])
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1431 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1432 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1433 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220 1434
1221 if (buf.size ()) 1435 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1436 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else 1437 else
1236is_magical (const object *op) 1450is_magical (const object *op)
1237{ 1451{
1238 int i; 1452 int i;
1239 1453
1240 /* living creatures are considered non magical */ 1454 /* living creatures are considered non magical */
1241 if (QUERY_FLAG (op, FLAG_ALIVE)) 1455 if (op->flag [FLAG_ALIVE])
1242 return 0; 1456 return 0;
1243 1457
1244 /* 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 */
1245 if (op->title != NULL) 1459 if (op->title != NULL)
1246 return 1; 1460 return 1;
1252 (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))
1253 return 1; 1467 return 1;
1254 1468
1255 /* 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 */
1256 /* Presume any boots that hvae a move_type are special. */ 1470 /* Presume any boots that hvae a move_type are special. */
1257 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)))
1258 return 1; 1472 return 1;
1259 1473
1260 /* Take care of amulet/shield that reflects spells/missiles */ 1474 /* Take care of amulet/shield that reflects spells/missiles */
1261 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]))
1262 return 1; 1476 return 1;
1263 1477
1264 /* Take care of helmet of xrays */ 1478 /* Take care of helmet of xrays */
1265 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1479 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1266 return 1; 1480 return 1;
1267 1481
1268 /* Potions & rods are always magical. Wands/staves are also magical, 1482 /* Potions & rods are always magical. Wands/staves are also magical,
1269 * assuming they still have any charges left. 1483 * assuming they still have any charges left.
1270 */ 1484 */
1299 * be non magical. 1513 * be non magical.
1300 */ 1514 */
1301 return 0; 1515 return 0;
1302} 1516}
1303 1517
1304/* need_identify returns true if the item should be identified. This
1305 * function really should not exist - by default, any item not identified
1306 * should need it.
1307 */
1308
1309int
1310need_identify (const object *op)
1311{
1312 switch (op->type)
1313 {
1314 case RING:
1315 case WAND:
1316 case ROD:
1317 case HORN:
1318 case SCROLL:
1319 case SKILL:
1320 case SKILLSCROLL:
1321 case SPELLBOOK:
1322 case FOOD:
1323 case POTION:
1324 case BOW:
1325 case ARROW:
1326 case WEAPON:
1327 case ARMOUR:
1328 case SHIELD:
1329 case HELMET:
1330 case AMULET:
1331 case BOOTS:
1332 case GLOVES:
1333 case BRACERS:
1334 case GIRDLE:
1335 case CONTAINER:
1336 case DRINK:
1337 case FLESH:
1338 case INORGANIC:
1339 case CLOSE_CON:
1340 case CLOAK:
1341 case GEM:
1342 case POWER_CRYSTAL:
1343 case POISON:
1344 case BOOK:
1345 case SKILL_TOOL:
1346 return 1;
1347 }
1348
1349 /* Try to track down some stuff that may show up here. Thus, the
1350 * archetype file can be updated, and this function removed.
1351 */
1352#if 0
1353 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1354#endif
1355 return 0;
1356}
1357
1358/* 1518/*
1359 * Supposed to fix face-values as well here, but later. 1519 * Supposed to fix face-values as well here, but later.
1360 */ 1520 */
1361void 1521void
1362identify (object *op) 1522identify (object *op)
1363{ 1523{
1364 SET_FLAG (op, FLAG_IDENTIFIED); 1524 op->set_flag (FLAG_IDENTIFIED);
1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1525 op->clr_flag (FLAG_KNOWN_MAGICAL);
1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1526 op->clr_flag (FLAG_NO_SKILL_IDENT);
1367 1527
1368 /* 1528 /*
1369 * We want autojoining of equal objects: 1529 * We want autojoining of equal objects:
1370 */ 1530 */
1371 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1531 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1372 SET_FLAG (op, FLAG_KNOWN_CURSED); 1532 op->set_flag (FLAG_KNOWN_CURSED);
1373 1533
1374 if (op->type == POTION) 1534 if (op->type == POTION)
1375 { 1535 {
1376 if (op->inv && op->randomitems) 1536 if (op->inv && op->randomitems)
1377 op->title = op->inv->name; 1537 op->title = op->inv->name;

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