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Comparing deliantra/server/common/item.C (file contents):
Revision 1.70 by elmex, Sat Mar 20 00:42:08 2010 UTC vs.
Revision 1.88 by root, Wed May 12 20:40:50 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},
201 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
202 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 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 = array_length (item_types);
207 208
208/* 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
209 * 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
210 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
211 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
213 * able to use 2-3 of the most powerful items. 214 * able to use 2-3 of the most powerful items.
214 * note that this table is only really used for program generated items - 215 * note that this table is only really used for program generated items -
215 * custom objects can use whatever they want. 216 * custom objects can use whatever they want.
216 */ 217 */
217static int enc_to_item_power[21] = { 218static int enc_to_item_power[21] = {
219 0,
218 0, 0, 1, 2, 3, 4, /* 5 */ 220 0, 1, 2, 3, 4, // 5
219 5, 7, 9, 11, 13, /* 10 */ 221 5, 7, 9, 11, 13, // 10
220 15, 18, 21, 24, 27, /* 15 */ 222 15, 18, 21, 24, 27, // 15
221 30, 35, 40, 45, 50 /* 20 */ 223 30, 35, 40, 45, 50 // 20
222}; 224};
223 225
224int 226int
225get_power_from_ench (int ench) 227get_power_from_ench (int ench)
226{ 228{
227 return enc_to_item_power [clamp (ench, 0, 20)]; 229 return enc_to_item_power [clamp (ench, 0, 20)];
230}
231
232static const struct need_identify_types : typeset
233{
234 need_identify_types ()
235 {
236 set (RING);
237 set (WAND);
238 set (ROD);
239 set (HORN);
240 set (SCROLL);
241 set (SKILL);
242 set (SKILLSCROLL);
243 set (SPELLBOOK);
244 set (FOOD);
245 set (POTION);
246 set (BOW);
247 set (ARROW);
248 set (WEAPON);
249 set (ARMOUR);
250 set (SHIELD);
251 set (HELMET);
252 set (AMULET);
253 set (BOOTS);
254 set (GLOVES);
255 set (BRACERS);
256 set (GIRDLE);
257 set (CONTAINER);
258 set (DRINK);
259 set (FLESH);
260 set (INORGANIC);
261 set (CLOSE_CON);
262 set (CLOAK);
263 set (GEM);
264 set (POWER_CRYSTAL);
265 set (POISON);
266 set (BOOK);
267 set (SKILL_TOOL);
268 }
269} need_identify_types;
270
271bool
272object::need_identify () const
273{
274 return need_identify_types [type];
228} 275}
229 276
230/* This takes an object 'op' and figures out what its item_power 277/* This takes an object 'op' and figures out what its item_power
231 * rating should be. This should only really be used by the treasure 278 * rating should be. This should only really be used by the treasure
232 * generation code, and when loading legacy objects. It returns 279 * generation code, and when loading legacy objects. It returns
306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 353 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
307 354
308 return get_power_from_ench (enc); 355 return get_power_from_ench (enc);
309} 356}
310 357
358static const struct get_typedata
359{
360 const typedata *data [NUM_TYPES];
361
362 get_typedata ()
363 {
364 for (int i = 0; i < item_types_size; i++)
365 data [item_types[i].number] = &item_types [i];
366 }
367
368 const typedata *operator ()(int itemtype) const
369 {
370 return data [itemtype];
371 }
372} get_typedata_;
373
311/* returns the typedata that has a number equal to itemtype, if there 374/* returns the typedata that has a number equal to itemtype, if there
312 * isn't one, returns NULL */ 375 * isn't one, returns NULL */
313const typedata * 376const typedata *
314get_typedata (int itemtype) 377get_typedata (int itemtype)
315{ 378{
316 for (int i = 0; i < item_types_size; i++) 379 return get_typedata_ (itemtype);
317 if (item_types[i].number == itemtype)
318 return &item_types[i];
319
320 return NULL;
321} 380}
322 381
323/* returns the typedata that has a name equal to itemtype, if there 382/* returns the typedata that has a name equal to itemtype, if there
324 * isn't one, return the plural name that matches, if there still isn't 383 * isn't one, return the plural name that matches, if there still isn't
325 * one return NULL */ 384 * one return NULL */
386/* 445/*
387 * Returns the pointer to a static buffer containing 446 * Returns the pointer to a static buffer containing
388 * the number requested (of the form first, second, third...) 447 * the number requested (of the form first, second, third...)
389 */ 448 */
390const char * 449const char *
391get_levelnumber (int i) 450ordinal (int i)
392{ 451{
393 static char buf[MAX_BUF]; 452 if (i < 0)
394 453 return format ("minus %s", ordinal (-i));
395 if (i > 99)
396 {
397 sprintf (buf, "%d.", i);
398 return buf;
399 }
400 454
401 if (i < 21) 455 if (i < 21)
402 return levelnumbers[i]; 456 return ordnumbers[i];
403 457
458 int digit = i % 10;
459
404 if (!(i % 10)) 460 if (i >= 100)
461 return format (
462 digit == 1 ? "%dst"
463 : digit == 2 ? "%dnd"
464 : digit == 3 ? "%drd"
465 : "%dth",
466 i
467 );
468
469 if (digit == 0)
405 return levelnumbers_10[i / 10]; 470 return ordnumbers_10[i / 10];
406 471 else
407 strcpy (buf, numbers_10[i / 10]); 472 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
408 strcat (buf, levelnumbers[i % 10]);
409 return buf;
410} 473}
411 474
412/* 475/*
413 * Returns pointer to static buffer containing ring's or amulet's 476 * Returns pointer to static buffer containing ring's or amulet's
414 * abilities 477 * abilities
426ring_desc (const object *op) 489ring_desc (const object *op)
427{ 490{
428 static dynbuf_text buf; buf.clear (); 491 static dynbuf_text buf; buf.clear ();
429 int attr, val, len; 492 int attr, val, len;
430 493
431 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 494 if (op->flag [FLAG_IDENTIFIED])
432 { 495 {
433 for (attr = 0; attr < NUM_STATS; attr++) 496 for (attr = 0; attr < NUM_STATS; attr++)
434 if ((val = op->stats.stat (attr))) 497 if ((val = op->stats.stat (attr)))
435 buf.printf ("(%s%+d)", short_stat_name[attr], val); 498 buf.printf ("(%s%+d)", short_stat_name[attr], val);
436 499
437 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 500 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
438 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 501 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
439 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 502 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
440 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 503 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
441 504
442 buf << describe_resistance (op, 0); 505 buf << describe_resistance (op, 0);
445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 508 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 509 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 510 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 511 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
449 512
450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 513 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 514 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 515 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 516 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
454 517
455 buf.add_paths ("Attuned" , op->path_attuned); 518 buf.add_paths ("Attuned" , op->path_attuned);
456 buf.add_paths ("Repelled", op->path_repelled); 519 buf.add_paths ("Repelled", op->path_repelled);
457 buf.add_paths ("Denied" , op->path_denied); 520 buf.add_paths ("Denied" , op->path_denied);
458 521
484 547
485 static dynbuf_text buf; buf.clear (); 548 static dynbuf_text buf; buf.clear ();
486 549
487 buf << (op->nrof <= 1 ? op->name : op->name_pl); 550 buf << (op->nrof <= 1 ? op->name : op->name_pl);
488 551
489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 552 if (op->title && op->flag [FLAG_IDENTIFIED])
490 buf << ' ' << op->title; 553 buf << ' ' << op->title;
491 554
492 switch (op->type) 555 switch (op->type)
493 { 556 {
494 case SPELLBOOK: 557 case SPELLBOOK:
495 case SCROLL: 558 case SCROLL:
496 case WAND: 559 case WAND:
497 case ROD: 560 case ROD:
498 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 561 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
499 { 562 {
500 if (!op->title) 563 if (!op->title)
501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 564 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
502 565
503 if (op->type != SPELLBOOK) 566 if (op->type != SPELLBOOK)
542 buf << " " << s; 605 buf << " " << s;
543 } 606 }
544 break; 607 break;
545 608
546 default: 609 default:
547 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 610 if (op->magic
611 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
612 || op->flag [FLAG_IDENTIFIED]))
548 buf.printf (" %+d", op->magic); 613 buf.printf (" %+d", op->magic);
549 } 614 }
550 615
551 return buf; 616 return buf;
552} 617}
561 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
562 * use several names much easier (don't need to store them to temp variables.) 627 * use several names much easier (don't need to store them to temp variables.)
563 * 628 *
564 * It is used extensively within messages, so should return only a prose 629 * It is used extensively within messages, so should return only a prose
565 * and short description of the item. 630 * and short description of the item.
631 * It is also used by examine/ex and similar functions.
566 */ 632 */
567const char * 633const char *
568query_name (const object *op) 634query_name (const object *op)
569{ 635{
570 int len = 0; 636 int len = 0;
582 buf << op->material->description << ' '; 648 buf << op->material->description << ' ';
583#endif 649#endif
584 650
585 buf << query_short_name (op); 651 buf << query_short_name (op);
586 652
587 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 653 if (op->flag [FLAG_INV_LOCKED])
588 buf << " *"; 654 buf << " *";
589 if (op->is_open_container ()) 655 if (op->is_open_container ())
590 buf << " (open)"; 656 buf << " (open)";
591 657
592 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 658 if (op->flag [FLAG_KNOWN_CURSED])
593 { 659 {
594 if (QUERY_FLAG (op, FLAG_DAMNED)) 660 if (op->flag [FLAG_DAMNED])
595 buf << " (damned)"; 661 buf << " (damned)";
596 else if (QUERY_FLAG (op, FLAG_CURSED)) 662 else if (op->flag [FLAG_CURSED])
597 buf << " (cursed)"; 663 buf << " (cursed)";
598 } 664 }
599 665
600 /* Basically, if the object is known magical (detect magic spell on it), 666 /* Basically, if the object is known magical (detect magic spell on it),
601 * and it isn't identified, print out the fact that 667 * and it isn't identified, print out the fact that
604 * 670 *
605 * Changed in V 0.91.4 - still print that the object is magical even 671 * Changed in V 0.91.4 - still print that the object is magical even
606 * if it has been applied. Equipping an item does not tell full 672 * if it has been applied. Equipping an item does not tell full
607 * abilities, especially for artifact items. 673 * abilities, especially for artifact items.
608 */ 674 */
609 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 675 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
610 buf << " (magic)"; 676 buf << " (magic)";
611 677
612#if 0 678#if 0
613 /* item_power will be returned in describe_item - it shouldn't really 679 /* item_power will be returned in describe_item - it shouldn't really
614 * be returned in the name. 680 * be returned in the name.
616 if (op->item_power) 682 if (op->item_power)
617 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 683 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
618 684
619#endif 685#endif
620 686
621 if (QUERY_FLAG (op, FLAG_APPLIED)) 687 if (op->flag [FLAG_APPLIED])
622 { 688 {
623 switch (op->type) 689 switch (op->type)
624 { 690 {
625 case BOW: 691 case BOW:
626 case WAND: 692 case WAND:
627 case ROD: 693 case ROD:
628 case HORN: 694 case HORN:
629 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 695 buf << " (applied)";
630 break; 696 break;
631 case WEAPON: 697 case WEAPON:
632 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 698 buf << " (applied)";
633 break; 699 break;
634 case ARMOUR: 700 case ARMOUR:
635 case HELMET: 701 case HELMET:
636 case SHIELD: 702 case SHIELD:
637 case RING: 703 case RING:
669 else if (op->stats.food <= 0) 735 else if (op->stats.food <= 0)
670 buf << " (burned out)"; 736 buf << " (burned out)";
671 break; 737 break;
672 } 738 }
673 739
674 if (QUERY_FLAG (op, FLAG_UNPAID)) 740 if (op->flag [FLAG_UNPAID])
675 buf << " (unpaid)"; 741 buf << " (unpaid)";
676 742
677 return buf; 743 return buf;
678} 744}
679 745
686 * and sending to client. 752 * and sending to client.
687 * If plural is set, we generate the plural name of this. 753 * If plural is set, we generate the plural name of this.
688 * 754 *
689 * It is sometimes used to display messages, and usually only used to match stuff, 755 * It is sometimes used to display messages, and usually only used to match stuff,
690 * so maybe this function should be removed. 756 * so maybe this function should be removed.
757 * It is also used for client-side inventory/item descriptions.
691 */ 758 */
692const char * 759const char *
693query_base_name (const object *op, int plural) 760query_base_name (const object *op, int plural)
694{ 761{
695 if ((!plural && !op->name) || (plural && !op->name_pl)) 762 if ((!plural && !op->name) || (plural && !op->name_pl))
696 return "(null)"; 763 return "(null)";
697 764
698 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 765 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
766 && op->type != EXIT)
699 return op->name; /* To speed things up (or make things slower?) */ 767 return op->name; /* To speed things up (or make things slower?) */
700 768
701 static dynbuf_text buf; buf.clear (); 769 static dynbuf_text buf; buf.clear ();
702 770
703#if 0 771#if 0
706 buf << op->material->description << ' '; 774 buf << op->material->description << ' ';
707#endif 775#endif
708 776
709 buf << (plural ? op->name_pl : op->name); 777 buf << (plural ? op->name_pl : op->name);
710 778
711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 779 if (op->title && op->flag [FLAG_IDENTIFIED])
712 buf << ' ' << op->title; 780 buf << ' ' << op->title;
713 781
714 switch (op->type) 782 switch (op->type)
715 { 783 {
716 case SPELLBOOK: 784 case SPELLBOOK:
717 case SCROLL: 785 case SCROLL:
718 case WAND: 786 case WAND:
719 case ROD: 787 case ROD:
720 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 788 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
721 { 789 {
722 if (!op->title) 790 if (!op->title)
723 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 791 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
724 792
725 if (op->type != SPELLBOOK) 793 if (op->type != SPELLBOOK)
739 if (s && *s) 807 if (s && *s)
740 buf << ' ' << s; 808 buf << ' ' << s;
741 } 809 }
742 break; 810 break;
743 811
812 case EXIT:
813 // random map exits "unfortunately" get patched, so this only works before entering
814 if (EXIT_PATH (op) == shstr_random_map_exit)
815 buf << " (random map)";
816 else if (!EXIT_PATH (op))
817 buf << " (closed)";
818 break;
819
744 default: 820 default:
745 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 821 if (op->magic
822 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
823 || op->flag [FLAG_IDENTIFIED]))
746 buf.printf (" %+d", op->magic); 824 buf.printf (" %+d", op->magic);
747 } 825 }
748 826
749 return buf; 827 return buf;
750} 828}
793 default: 871 default:
794 buf << "(lightning fast movement)"; 872 buf << "(lightning fast movement)";
795 break; 873 break;
796 } 874 }
797 875
798 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 876 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
799 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 877 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
800 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 878 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
801 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 879 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
802 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 880 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
803 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 881 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
804 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 882 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
805 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 883 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
806 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 884 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
807 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 885 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
808 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 886 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
809 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 887 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
810 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 888 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
811 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 889 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
812 890
813 if (op->randomitems) 891 if (op->randomitems)
814 { 892 {
815 bool first = 1; 893 bool first = 1;
816 894
898 * item (eg, debug dump or the like) 976 * item (eg, debug dump or the like)
899 */ 977 */
900const char * 978const char *
901describe_item (const object *op, object *owner) 979describe_item (const object *op, object *owner)
902{ 980{
903 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 981 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
904 return describe_monster (op); 982 return describe_monster (op);
905 983
906 static dynbuf_text buf; buf.clear (); 984 static dynbuf_text buf; buf.clear ();
907 int identified, i; 985 int identified, i;
908 986
909 /* figure this out once, instead of making multiple calls to need_identify. 987 /* figure this out once, instead of making multiple calls to need_identify.
910 * also makes the code easier to read. 988 * also makes the code easier to read.
911 */ 989 */
912 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 990 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
913 if (!identified) 991 if (!identified)
914 buf << "(unidentified)"; 992 buf << "(unidentified)";
915 993
916 switch (op->type) 994 switch (op->type)
917 { 995 {
936 if (op->stats.maxsp > 1000) 1014 if (op->stats.maxsp > 1000)
937 { /*higher capacity crystals */ 1015 { /*higher capacity crystals */
938 i = (op->stats.maxsp % 1000) / 100; 1016 i = (op->stats.maxsp % 1000) / 100;
939 1017
940 if (i) 1018 if (i)
941 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1019 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
942 else 1020 else
943 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1021 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
944 } 1022 }
945 else 1023 else
946 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1024 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
947 1025
948 i = (op->stats.sp * 10) / op->stats.maxsp; 1026 i = (op->stats.sp * 10) / op->stats.maxsp;
949 if (op->stats.sp == 0) 1027 if (op->stats.sp == 0)
950 buf << "empty."; 1028 buf << "empty";
951 else if (i == 0) 1029 else if (i == 0)
952 buf << "almost empty."; 1030 buf << "almost empty";
953 else if (i < 3) 1031 else if (i < 3)
954 buf << "partially filled."; 1032 buf << "partially filled";
955 else if (i < 6) 1033 else if (i < 6)
956 buf << "half full."; 1034 buf << "half full";
957 else if (i < 9) 1035 else if (i < 9)
958 buf << "well charged."; 1036 buf << "well charged";
959 else if (op->stats.sp == op->stats.maxsp) 1037 else if (op->stats.sp == op->stats.maxsp)
960 buf << "fully charged."; 1038 buf << "fully charged";
961 else 1039 else
962 buf << "almost full."; 1040 buf << "almost full";
1041
1042 buf << ')';
963 break; 1043 break;
964 1044
965 case LAMP: 1045 case LAMP:
966 { 1046 {
967 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 1047 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
985 break; 1065 break;
986 1066
987 case FOOD: 1067 case FOOD:
988 case FLESH: 1068 case FLESH:
989 case DRINK: 1069 case DRINK:
990 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1070 if (identified || op->flag [FLAG_BEEN_APPLIED])
991 { 1071 {
992 buf.printf ("(food+%d)", op->stats.food); 1072 buf.printf ("(food+%d)", op->stats.food);
993 1073
994 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1074 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
995 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1075 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
996 1076
997 if (!QUERY_FLAG (op, FLAG_CURSED)) 1077 if (!op->flag [FLAG_CURSED])
998 { 1078 {
999 if (op->stats.hp) buf << "(heals)"; 1079 if (op->stats.hp) buf << "(heals)";
1000 if (op->stats.sp) buf << "(spellpoint regen)"; 1080 if (op->stats.sp) buf << "(spellpoint regen)";
1001 } 1081 }
1002 else 1082 else
1023 } 1103 }
1024 1104
1025 /* Down here, we more further describe equipment type items. 1105 /* Down here, we more further describe equipment type items.
1026 * only describe them if they have been identified or the like. 1106 * only describe them if they have been identified or the like.
1027 */ 1107 */
1028 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1108 if (identified || op->flag [FLAG_BEEN_APPLIED])
1029 { 1109 {
1030 int attr, val; 1110 int attr, val;
1031 1111
1032 for (attr = 0; attr < NUM_STATS; attr++) 1112 for (attr = 0; attr < NUM_STATS; attr++)
1033 if ((val = op->stats.stat (attr))) 1113 if ((val = op->stats.stat (attr)))
1064 1144
1065 default: 1145 default:
1066 break; 1146 break;
1067 } 1147 }
1068 1148
1069 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1149 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1070 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1150 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1071 1151
1072 /* levitate was what is was before, so we'll keep it */ 1152 /* levitate was what is was before, so we'll keep it */
1073 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1153 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1074 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1154 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1075 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1155 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1137 } 1217 }
1138 1218
1139 if (op->stats.luck) 1219 if (op->stats.luck)
1140 buf.printf ("(luck%+d)", op->stats.luck); 1220 buf.printf ("(luck%+d)", op->stats.luck);
1141 1221
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1222 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1143 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1223 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1144 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1224 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1145 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1225 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1146 1226
1147 if (op->slaying && op->type != FOOD) 1227 if (op->slaying && op->type != FOOD)
1148 buf.printf ("(slay %s)", &op->slaying); 1228 buf.printf ("(slay %s)", &op->slaying);
1149 1229
1150 if (op->type == SKILL_TOOL && op->skill) 1230 if (op->type == SKILL_TOOL && op->skill)
1169object::describe_item (object *who) 1249object::describe_item (object *who)
1170{ 1250{
1171 return std::string (::describe_item (this, who)); 1251 return std::string (::describe_item (this, who));
1172} 1252}
1173 1253
1254static void
1255describe_dump_object (dynbuf &buf, object *ob)
1256{
1257 char *txt = dump_object (ob);
1258 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1259 buf << "\n" << txt << "\n";
1260
1261 if (!ob->is_arch ())
1262 describe_dump_object (buf, ob->arch);
1263}
1264
1265std::string
1266object::describe (object *who)
1267{
1268 dynbuf_text buf (1024, 1024);
1269
1270 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1271
1272 if (custom_name)
1273 buf.printf ("You call it %s.\r", &custom_name);
1274
1275 switch (type)
1276 {
1277 case SPELLBOOK:
1278 if (flag [FLAG_IDENTIFIED] && inv)
1279 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1280 break;
1281
1282 case BOOK:
1283 if (msg)
1284 buf << "Something is written in it.\r";
1285 break;
1286
1287 case CONTAINER:
1288 if (race)
1289 {
1290 if (weight_limit && stats.Str < 100)
1291 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1292 &race, weight_limit / (10.0 * (100 - stats.Str)));
1293 else
1294 buf.printf ("It can hold only %s.\r", &race);
1295 }
1296 else if (weight_limit && stats.Str < 100)
1297 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1298 break;
1299
1300 case WAND:
1301 if (flag [FLAG_IDENTIFIED])
1302 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1303 break;
1304 }
1305
1306 if (material != MATERIAL_NULL && !msg)
1307 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1308 << material->description
1309 << ".\r";
1310
1311 if (who)
1312 /* Where to wear this item */
1313 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1314 if (slot[i].info)
1315 {
1316 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1317
1318 if (slot[i].info < -1 && who->slot[i].info)
1319 buf.printf ("(%d)", -slot[i].info);
1320
1321 buf << ".\r";
1322 }
1323
1324 if (weight)
1325 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1326
1327 if (flag [FLAG_STARTEQUIP])
1328 buf << (nrof > 1 ? "They were" : "It was")
1329 << " given by a god and will vanish when dropped.\r";
1330
1331 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1332 {
1333 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1334
1335 if (who->is_in_shop ())
1336 {
1337 if (flag [FLAG_UNPAID])
1338 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1339 else
1340 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1341 }
1342 }
1343
1344 if (flag [FLAG_MONSTER])
1345 buf << describe_monster (who);
1346
1347 /* Is this item buildable? */
1348 if (flag [FLAG_IS_BUILDABLE])
1349 buf << "This is a buildable item.\r";
1350
1351 /* Does the object have a message? Don't show message for all object
1352 * types - especially if the first entry is a match
1353 */
1354 if (msg)
1355 {
1356 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1357 {
1358 if (!need_identify ())
1359 buf << '\r' << msg << '\n';
1360 else if (flag [FLAG_IDENTIFIED])
1361 buf << '\r' << "The object has a story:\r" << msg;
1362 }
1363 }
1364 else if (inv
1365 && inv->msg
1366 && inv->type == SPELL
1367 && flag [FLAG_IDENTIFIED]
1368 && (type == SPELLBOOK || type == ROD || type == WAND
1369 || type == ROD || type == POTION || type == SCROLL))
1370 // for spellbooks and other stuff that contains spells, print the spell message,
1371 // unless the object has a custom message handled above.
1372 buf << '\r' << inv->msg << '\n';
1373
1374 // try to display the duration for some potions and scrolls
1375 // this includes change ability potions and group spells,
1376 // but does not handle protection potions
1377 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1378 && (type == POTION || type == SCROLL))
1379 {
1380 object *spell = inv;
1381
1382 if (spell->subtype == SP_PARTY_SPELL)
1383 spell = spell->other_arch;
1384
1385 if (spell->subtype == SP_CHANGE_ABILITY)
1386 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1387 TICK2TIME (change_ability_duration (spell, this)));
1388 }
1389
1390 // some help text for skill tools
1391 if (type == SKILL_TOOL)
1392 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1393 "you can use the " << &skill << " skill as if you had learned it.>";
1394
1395 // Display a hint about inscribable items [empty books]
1396 // This includes the amount of text they can hold.
1397 if (type == INSCRIBABLE)
1398 {
1399 if (other_arch && other_arch->type == SCROLL)
1400 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1401 else
1402 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1403 weight_limit);
1404 }
1405
1406 buf << '\n';
1407
1408 // the dungeon master additionally gets a complete dump
1409 if (who && who->flag [FLAG_WIZLOOK])
1410 {
1411 buf << "\nT<Object>\n";
1412 describe_dump_object (buf, this);
1413
1414 if (inv)
1415 {
1416 buf << "\nT<Top Inventory>\n";
1417 describe_dump_object (buf, inv);
1418 }
1419 }
1420
1421 return std::string (buf.linearise (), buf.size ());
1422}
1423
1174void 1424void
1175examine (object *op, object *tmp) 1425examine (object *op, object *tmp)
1176{ 1426{
1177 std::string info = tmp->describe (op); 1427 std::string info = tmp->describe (op);
1178 1428
1188object::query_inventory (object *who, const char *indent) 1438object::query_inventory (object *who, const char *indent)
1189{ 1439{
1190 static dynbuf_text buf; buf.clear (); 1440 static dynbuf_text buf; buf.clear ();
1191 1441
1192 for (object *tmp = inv; tmp; tmp = tmp->below) 1442 for (object *tmp = inv; tmp; tmp = tmp->below)
1193 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1443 if (who && who->flag [FLAG_WIZ])
1194 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); 1444 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1195 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1445 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1196 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1446 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1197 1447
1198 if (buf.size ()) 1448 if (buf.size ())
1199 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1449 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1200 else 1450 else
1213is_magical (const object *op) 1463is_magical (const object *op)
1214{ 1464{
1215 int i; 1465 int i;
1216 1466
1217 /* living creatures are considered non magical */ 1467 /* living creatures are considered non magical */
1218 if (QUERY_FLAG (op, FLAG_ALIVE)) 1468 if (op->flag [FLAG_ALIVE])
1219 return 0; 1469 return 0;
1220 1470
1221 /* This is a test for it being an artifact, as artifacts have titles */ 1471 /* This is a test for it being an artifact, as artifacts have titles */
1222 if (op->title != NULL) 1472 if (op->title != NULL)
1223 return 1; 1473 return 1;
1229 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1479 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1230 return 1; 1480 return 1;
1231 1481
1232 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1482 /* Check for stealty, speed, flying, or just plain magic in the boots */
1233 /* Presume any boots that hvae a move_type are special. */ 1483 /* Presume any boots that hvae a move_type are special. */
1234 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1484 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1235 return 1; 1485 return 1;
1236 1486
1237 /* Take care of amulet/shield that reflects spells/missiles */ 1487 /* Take care of amulet/shield that reflects spells/missiles */
1238 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1488 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1239 return 1; 1489 return 1;
1240 1490
1241 /* Take care of helmet of xrays */ 1491 /* Take care of helmet of xrays */
1242 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1492 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1243 return 1; 1493 return 1;
1244 1494
1245 /* Potions & rods are always magical. Wands/staves are also magical, 1495 /* Potions & rods are always magical. Wands/staves are also magical,
1246 * assuming they still have any charges left. 1496 * assuming they still have any charges left.
1247 */ 1497 */
1276 * be non magical. 1526 * be non magical.
1277 */ 1527 */
1278 return 0; 1528 return 0;
1279} 1529}
1280 1530
1281/* need_identify returns true if the item should be identified. This
1282 * function really should not exist - by default, any item not identified
1283 * should need it.
1284 */
1285
1286int
1287need_identify (const object *op)
1288{
1289 switch (op->type)
1290 {
1291 case RING:
1292 case WAND:
1293 case ROD:
1294 case HORN:
1295 case SCROLL:
1296 case SKILL:
1297 case SKILLSCROLL:
1298 case SPELLBOOK:
1299 case FOOD:
1300 case POTION:
1301 case BOW:
1302 case ARROW:
1303 case WEAPON:
1304 case ARMOUR:
1305 case SHIELD:
1306 case HELMET:
1307 case AMULET:
1308 case BOOTS:
1309 case GLOVES:
1310 case BRACERS:
1311 case GIRDLE:
1312 case CONTAINER:
1313 case DRINK:
1314 case FLESH:
1315 case INORGANIC:
1316 case CLOSE_CON:
1317 case CLOAK:
1318 case GEM:
1319 case POWER_CRYSTAL:
1320 case POISON:
1321 case BOOK:
1322 case SKILL_TOOL:
1323 return 1;
1324 }
1325
1326 /* Try to track down some stuff that may show up here. Thus, the
1327 * archetype file can be updated, and this function removed.
1328 */
1329#if 0
1330 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1331#endif
1332 return 0;
1333}
1334
1335/* 1531/*
1336 * Supposed to fix face-values as well here, but later. 1532 * Supposed to fix face-values as well here, but later.
1337 */ 1533 */
1338void 1534void
1339identify (object *op) 1535identify (object *op)
1340{ 1536{
1341 SET_FLAG (op, FLAG_IDENTIFIED); 1537 op->set_flag (FLAG_IDENTIFIED);
1342 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1538 op->clr_flag (FLAG_KNOWN_MAGICAL);
1343 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1539 op->clr_flag (FLAG_NO_SKILL_IDENT);
1344 1540
1345 /* 1541 /*
1346 * We want autojoining of equal objects: 1542 * We want autojoining of equal objects:
1347 */ 1543 */
1348 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1544 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1349 SET_FLAG (op, FLAG_KNOWN_CURSED); 1545 op->set_flag (FLAG_KNOWN_CURSED);
1350 1546
1351 if (op->type == POTION) 1547 if (op->type == POTION)
1352 { 1548 {
1353 if (op->inv && op->randomitems) 1549 if (op->inv && op->randomitems)
1354 op->title = op->inv->name; 1550 op->title = op->inv->name;

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