--- deliantra/server/common/item.C 2008/04/20 18:48:51 1.45
+++ deliantra/server/common/item.C 2010/04/21 05:40:21 1.85
@@ -1,28 +1,28 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
*
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
#include
-#include
#include
#include
@@ -49,6 +49,7 @@
* Basically, for the use/nonuse, the code does something like:
* "This item goes %s\n", with the use/nonuse values filling in the %s
*/
+// see include/object.h
Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
{KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
{KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
@@ -67,25 +68,19 @@
/*{"body_dragon_torso", "your body", "a dragon's body"} */
};
-static char numbers[21][20] = {
- "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
- "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
- "eighteen", "nineteen", "twenty"
-};
-
static char numbers_10[10][20] = {
"zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
"eighty", "ninety"
};
-static char levelnumbers[21][20] = {
+static char ordnumbers[21][20] = {
"zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
"eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
- "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
- "nineteen", "twentieth"
+ "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
+ "nineteenth", "twentieth"
};
-static char levelnumbers_10[11][20] = {
+static char ordnumbers_10[11][20] = {
"zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
"seventieth", "eightieth", "ninetieth"
};
@@ -158,7 +153,7 @@
{SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
{SHOP_MAT, "shop mat", "shop mats", 0, 0},
{RING, "ring", "rings", SK_JEWELER, 0},
- {FLOOR, "floor", "floors", 0, 0},
+// {FLOOR, "floor", "floors", 0, 0},
{FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
{SKILL_TOOL, "skill tool", "skill tools", 0, 0},
@@ -172,7 +167,7 @@
{SPINNER, "spinner", "spinners", 0, 0},
{GATE, "gate", "gates", 0, 0},
{BUTTON, "button", "buttons", 0, 0},
- {CF_HANDLE, "cf handle", "cf handles", 0, 0},
+ {T_HANDLE, "cf handle", "cf handles", 0, 0},
{HOLE, "hole", "holes", 0, 0},
{TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
{SIGN, "sign", "signs", 0, 0},
@@ -209,32 +204,7 @@
{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
};
-const int item_types_size = sizeof (item_types) / sizeof (*item_types);
-
-materialtype_t *materialt;
-
-/*
-materialtype material[NROFMATERIALS] = {
- * P M F E C C A D W G P S P T F C D D C C G H B I *
- * H A I L O O C R E H O L A U E A E E H O O O L N *
- * Y G R E L N I A A O I O R R A N P A A U D L I T *
- * S I E C D F D I P S S W A N R C L T O N Y N R *
- * I C T U N O T O L E E H S T P D N *
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}},
- {"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}}
-};
-*/
+static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
/* This curve may be too steep. But the point is that there should
* be tough choices - there is no real point to this if everyone can
@@ -246,8 +216,9 @@
* custom objects can use whatever they want.
*/
static int enc_to_item_power[21] = {
- 0, 0, 1, 2, 3, 4, /* 5 */
- 5, 7, 9, 11, 13, /* 10 */
+ 0,
+ 0, 1, 2, 3, 4, /* 5 */
+ 5, 7, 9, 11, 13, /* 10 */
15, 18, 21, 24, 27, /* 15 */
30, 35, 40, 45, 50 /* 20 */
};
@@ -255,10 +226,52 @@
int
get_power_from_ench (int ench)
{
- if (ench < 0) ench = 0;
- if (ench > 20) ench = 20;
+ return enc_to_item_power [clamp (ench, 0, 20)];
+}
+
+static const struct need_identify_types : typeset
+{
+ need_identify_types ()
+ {
+ set (RING);
+ set (WAND);
+ set (ROD);
+ set (HORN);
+ set (SCROLL);
+ set (SKILL);
+ set (SKILLSCROLL);
+ set (SPELLBOOK);
+ set (FOOD);
+ set (POTION);
+ set (BOW);
+ set (ARROW);
+ set (WEAPON);
+ set (ARMOUR);
+ set (SHIELD);
+ set (HELMET);
+ set (AMULET);
+ set (BOOTS);
+ set (GLOVES);
+ set (BRACERS);
+ set (GIRDLE);
+ set (CONTAINER);
+ set (DRINK);
+ set (FLESH);
+ set (INORGANIC);
+ set (CLOSE_CON);
+ set (CLOAK);
+ set (GEM);
+ set (POWER_CRYSTAL);
+ set (POISON);
+ set (BOOK);
+ set (SKILL_TOOL);
+ }
+} need_identify_types;
- return enc_to_item_power[ench];
+bool
+object::need_identify () const
+{
+ return need_identify_types [type];
}
/* This takes an object 'op' and figures out what its item_power
@@ -302,9 +315,11 @@
for (i = 1; i < NROFATTACKS; i++)
if (op->attacktype & (1 << i))
enc++;
+
if (op->slaying)
enc += 2; /* What it slays is probably more relevent */
}
+
/* Items the player can equip */
if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
(op->type == SHIELD) || (op->type == RING) ||
@@ -317,33 +332,25 @@
enc += op->stats.grace; /* grace regen */
enc += op->stats.exp; /* speed bonus */
}
+
enc += op->stats.luck;
/* Do spell paths now */
for (i = 1; i < NRSPELLPATHS; i++)
- {
- if (op->path_attuned & (1 << i))
- enc++;
- else if (op->path_denied & (1 << i))
- enc -= 2;
- else if (op->path_repelled & (1 << i))
- enc--;
- }
-
- if (QUERY_FLAG (op, FLAG_LIFESAVE))
- enc += 5;
- if (QUERY_FLAG (op, FLAG_REFL_SPELL))
- enc += 3;
- if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
- enc += 2;
- if (QUERY_FLAG (op, FLAG_STEALTH))
- enc += 1;
- if (QUERY_FLAG (op, FLAG_XRAYS))
- enc += 2;
- if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
- enc += 1;
- if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
- enc += 1;
+ if (op->path_attuned & (1 << i))
+ enc++;
+ else if (op->path_denied & (1 << i))
+ enc -= 2;
+ else if (op->path_repelled & (1 << i))
+ enc--;
+
+ if (op->flag [FLAG_LIFESAVE ]) enc += 5;
+ if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
+ if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
+ if (op->flag [FLAG_XRAYS ]) enc += 2;
+ if (op->flag [FLAG_STEALTH ]) enc += 1;
+ if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
+ if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
return get_power_from_ench (enc);
}
@@ -353,11 +360,10 @@
const typedata *
get_typedata (int itemtype)
{
- int i;
-
- for (i = 0; i < item_types_size; i++)
+ for (int i = 0; i < item_types_size; i++)
if (item_types[i].number == itemtype)
return &item_types[i];
+
return NULL;
}
@@ -367,19 +373,19 @@
const typedata *
get_typedata_by_name (const char *name)
{
- int i;
-
- for (i = 0; i < item_types_size; i++)
+ for (int i = 0; i < item_types_size; i++)
if (!strcmp (item_types[i].name, name))
return &item_types[i];
- for (i = 0; i < item_types_size; i++)
+
+ for (int i = 0; i < item_types_size; i++)
if (!strcmp (item_types[i].name_pl, name))
{
LOG (llevInfo,
- "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
+ "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
return &item_types[i];
}
- return NULL;
+
+ return 0;
}
/* describe_resistance generates the visible naming for resistances.
@@ -391,37 +397,27 @@
const char *
describe_resistance (const object *op, int newline)
{
- static char buf[VERY_BIG_BUF];
- char buf1[VERY_BIG_BUF];
- int tmpvar;
+ static dynbuf_text buf; buf.clear ();
- buf[0] = 0;
- for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
- {
- if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
- {
- if (!newline)
- sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
- else
- sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
+ for (int i = 0; i < NROFATTACKS; i++)
+ if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
+ buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
- strcat (buf, buf1);
- }
- }
return buf;
}
-
/*
* query_weight(object) returns a character pointer to a static buffer
* containing the text-representation of the weight of the given object.
* The buffer will be overwritten by the next call to query_weight().
+ *
+ * Seems to be used only by unimportant stuff. Remove?
*/
const char *
query_weight (const object *op)
{
static char buf[10];
- sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
+ sint32 i = op->total_weight ();
if (op->weight < 0)
return " ";
@@ -439,44 +435,29 @@
* the number requested (of the form first, second, third...)
*/
const char *
-get_levelnumber (int i)
+ordinal (int i)
{
- static char buf[MAX_BUF];
-
- if (i > 99)
- {
- sprintf (buf, "%d.", i);
- return buf;
- }
+ if (i < 0)
+ return format ("minus %s", ordinal (-i));
if (i < 21)
- return levelnumbers[i];
- if (!(i % 10))
- return levelnumbers_10[i / 10];
+ return ordnumbers[i];
- strcpy (buf, numbers_10[i / 10]);
- strcat (buf, levelnumbers[i % 10]);
- return buf;
-}
+ int digit = i % 10;
-/*
- * get_number(integer) returns the text-representation of the given number
- * in a static buffer. The buffer might be overwritten at the next
- * call to get_number().
- * It is currently only used by the query_name() function.
- */
-const char *
-get_number (int i)
-{
- if (i <= 20)
- return numbers[i];
- else
- {
- static char buf[MAX_BUF];
+ if (i >= 100)
+ return format (
+ digit == 1 ? "%dst"
+ : digit == 2 ? "%dnd"
+ : digit == 3 ? "%drd"
+ : "%dth",
+ i
+ );
- sprintf (buf, "%d", i);
- return buf;
- }
+ if (digit == 0)
+ return ordnumbers_10[i / 10];
+ else
+ return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
}
/*
@@ -492,13 +473,13 @@
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
* from stats.sp - b.t.
*/
-const char *
+static const char *
ring_desc (const object *op)
{
static dynbuf_text buf; buf.clear ();
int attr, val, len;
- if (QUERY_FLAG (op, FLAG_IDENTIFIED))
+ if (op->flag [FLAG_IDENTIFIED])
{
for (attr = 0; attr < NUM_STATS; attr++)
if ((val = op->stats.stat (attr)))
@@ -517,10 +498,10 @@
if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
- if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
- if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
- if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
- if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
+ if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
+ if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
+ if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
+ if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
buf.add_paths ("Attuned" , op->path_attuned);
buf.add_paths ("Repelled", op->path_repelled);
@@ -536,11 +517,13 @@
/*
* query_short_name(object) is similar to query_name, but doesn't
* contain any information about object status (worn/cursed/etc.)
+ *
+ * It is sometimes used when printing messages, so should fit well into a sentence.
*/
const char *
query_short_name (const object *op)
{
- if (op->name == 0)
+ if (!op->name)
return "(null)";
if (!op->nrof
@@ -554,7 +537,7 @@
buf << (op->nrof <= 1 ? op->name : op->name_pl);
- if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
+ if (op->title && op->flag [FLAG_IDENTIFIED])
buf << ' ' << op->title;
switch (op->type)
@@ -563,7 +546,7 @@
case SCROLL:
case WAND:
case ROD:
- if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
+ if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
{
if (!op->title)
buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
@@ -573,30 +556,30 @@
}
break;
- case ALTAR:
- case TRIGGER_ALTAR:
- case IDENTIFY_ALTAR:
- case CONVERTER:
- if (op->slaying == shstr_money)
- {
- bool wrap = !!buf.size ();
+ case ALTAR:
+ case TRIGGER_ALTAR:
+ case IDENTIFY_ALTAR:
+ case CONVERTER:
+ if (op->slaying == shstr_money)
+ {
+ bool wrap = !!buf.size ();
- if (wrap) buf << " [";
+ if (wrap) buf << " [";
- archetype *coin = 0;
+ archetype *coin = 0;
- for (char const *const *c = coins; *coins; ++c)
- if ((coin = archetype::find (*c)))
- if (op->stats.food % coin->value == 0)
- break;
+ for (char const *const *c = coins; *coins; ++c)
+ if ((coin = archetype::find (*c)))
+ if (op->stats.food % coin->value == 0)
+ break;
- sint32 coins = op->stats.food / coin->value;
+ sint32 coins = op->stats.food / coin->value;
- buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
+ buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
- if (wrap) buf << ']';
- }
- break;
+ if (wrap) buf << ']';
+ }
+ break;
case SKILL:
case AMULET:
@@ -612,7 +595,9 @@
break;
default:
- if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
+ if (op->magic
+ && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
+ || op->flag [FLAG_IDENTIFIED]))
buf.printf (" %+d", op->magic);
}
@@ -629,6 +614,9 @@
* returned is good forever.) However, it makes printing statements that
* use several names much easier (don't need to store them to temp variables.)
*
+ * It is used extensively within messages, so should return only a prose
+ * and short description of the item.
+ * It is also used by examine/ex and similar functions.
*/
const char *
query_name (const object *op)
@@ -643,22 +631,23 @@
dynbuf_text &buf = bufs [use_buf];
buf.clear ();
- if ((op->is_armor () || op->is_weapon ()) && op->materialname)
- if (materialtype_t *mt = name_to_material (op->materialname))
- buf << mt->description << ' ';
+#if 0
+ if ((op->is_armor () || op->is_weapon ()) && op->material)
+ buf << op->material->description << ' ';
+#endif
buf << query_short_name (op);
- if (QUERY_FLAG (op, FLAG_INV_LOCKED))
+ if (op->flag [FLAG_INV_LOCKED])
buf << " *";
- if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
+ if (op->is_open_container ())
buf << " (open)";
- if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
+ if (op->flag [FLAG_KNOWN_CURSED])
{
- if (QUERY_FLAG (op, FLAG_DAMNED))
+ if (op->flag [FLAG_DAMNED])
buf << " (damned)";
- else if (QUERY_FLAG (op, FLAG_CURSED))
+ else if (op->flag [FLAG_CURSED])
buf << " (cursed)";
}
@@ -671,11 +660,11 @@
* if it has been applied. Equipping an item does not tell full
* abilities, especially for artifact items.
*/
- if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
+ if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
buf << " (magic)";
#if 0
- /* item_power will be returned in desribe_item - it shouldn't really
+ /* item_power will be returned in describe_item - it shouldn't really
* be returned in the name.
*/
if (op->item_power)
@@ -683,7 +672,7 @@
#endif
- if (QUERY_FLAG (op, FLAG_APPLIED))
+ if (op->flag [FLAG_APPLIED])
{
switch (op->type)
{
@@ -691,10 +680,10 @@
case WAND:
case ROD:
case HORN:
- buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
+ buf << " (applied)";
break;
case WEAPON:
- buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
+ buf << " (applied)";
break;
case ARMOUR:
case HELMET:
@@ -717,7 +706,26 @@
}
}
- if (QUERY_FLAG (op, FLAG_UNPAID))
+ switch (op->type)
+ {
+ case LAMP:
+ if (op->glow_radius)
+ buf << " (on)";
+ else if (op->stats.food <= 0)
+ buf << " (empty)";
+ else
+ buf << " (off)";
+ break;
+
+ case TORCH:
+ if (op->glow_radius)
+ buf << " (burning)";
+ else if (op->stats.food <= 0)
+ buf << " (burned out)";
+ break;
+ }
+
+ if (op->flag [FLAG_UNPAID])
buf << " (unpaid)";
return buf;
@@ -731,6 +739,10 @@
* don't include the item count or item status. Used for inventory sorting
* and sending to client.
* If plural is set, we generate the plural name of this.
+ *
+ * It is sometimes used to display messages, and usually only used to match stuff,
+ * so maybe this function should be removed.
+ * It is also used for client-side inventory/item descriptions.
*/
const char *
query_base_name (const object *op, int plural)
@@ -738,19 +750,21 @@
if ((!plural && !op->name) || (plural && !op->name_pl))
return "(null)";
- if (!op->nrof && !op->weight && !op->title && !is_magical (op))
+ if (!op->nrof && !op->weight && !op->title && !is_magical (op)
+ && op->type != EXIT)
return op->name; /* To speed things up (or make things slower?) */
static dynbuf_text buf; buf.clear ();
- if ((op->is_armor () || op->is_weapon ()) && op->materialname)
- if (materialtype_t *mt = name_to_material (op->materialname))
- if (op->arch->materialname != mt->name)
- buf << mt->description << ' ';
+#if 0
+ if ((op->is_armor () || op->is_weapon ()) && op->material)
+ if (op->arch->material != op->material)
+ buf << op->material->description << ' ';
+#endif
buf << (plural ? op->name_pl : op->name);
- if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
+ if (op->title && op->flag [FLAG_IDENTIFIED])
buf << ' ' << op->title;
switch (op->type)
@@ -759,7 +773,7 @@
case SCROLL:
case WAND:
case ROD:
- if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
+ if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
{
if (!op->title)
buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
@@ -783,8 +797,18 @@
}
break;
+ case EXIT:
+ // random map exits "unfortunately" get patched, so this only works before entering
+ if (EXIT_PATH (op) == shstr_random_map_exit)
+ buf << " (random map)";
+ else if (!EXIT_PATH (op))
+ buf << " (closed)";
+ break;
+
default:
- if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
+ if (op->magic
+ && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
+ || op->flag [FLAG_IDENTIFIED]))
buf.printf (" %+d", op->magic);
}
@@ -807,10 +831,10 @@
* fall into the 'lightning fast movement' category.
*/
if (op->has_active_speed ())
- switch ((int) ((FABS (op->speed)) * 15))
+ switch ((int)(op->speed * 15.))
{
case 0:
- buf << "(very slow movement";
+ buf << "(very slow movement)";
break;
case 1:
buf << "(slow movement)";
@@ -837,20 +861,20 @@
break;
}
- if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
- if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
- if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
- if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
- if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
- if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
- if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
- if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
- if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
- if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
- if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
- if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
- if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
- if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
+ if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
+ if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
+ if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
+ if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
+ if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
+ if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
+ if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
+ if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
+ if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
+ if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
+ if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
+ if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
+ if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
+ if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
if (op->randomitems)
{
@@ -887,7 +911,7 @@
}
/* describe attacktypes */
- if (is_dragon_pl (op))
+ if (op->is_dragon ())
{
/* for dragon players display the attacktypes from clawing skill
* Break apart the for loop - move the comparison checking down -
@@ -935,11 +959,6 @@
* a dwarven axe, in which the full abilities are only known to
* dwarves, etc.
*
- * This function is really much more complicated than it should
- * be, because different objects have different meanings
- * for the same field (eg, wands use 'food' for charges). This
- * means these special cases need to be worked out.
- *
* Add 'owner' who is the person examining this object.
* owner can be null if no one is being associated with this
* item (eg, debug dump or the like)
@@ -947,7 +966,7 @@
const char *
describe_item (const object *op, object *owner)
{
- if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
+ if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
return describe_monster (op);
static dynbuf_text buf; buf.clear ();
@@ -956,7 +975,7 @@
/* figure this out once, instead of making multiple calls to need_identify.
* also makes the code easier to read.
*/
- identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
+ identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
if (!identified)
buf << "(unidentified)";
@@ -985,41 +1004,65 @@
i = (op->stats.maxsp % 1000) / 100;
if (i)
- buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
+ buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
else
- buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
+ buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
}
else
- buf.printf ("(capacity %d). It is ", op->stats.maxsp);
+ buf.printf ("(capacity %d; it is ", op->stats.maxsp);
i = (op->stats.sp * 10) / op->stats.maxsp;
if (op->stats.sp == 0)
- buf << "empty.";
+ buf << "empty";
else if (i == 0)
- buf << "almost empty.";
+ buf << "almost empty";
else if (i < 3)
- buf << "partially filled.";
+ buf << "partially filled";
else if (i < 6)
- buf << "half full.";
+ buf << "half full";
else if (i < 9)
- buf << "well charged.";
+ buf << "well charged";
else if (op->stats.sp == op->stats.maxsp)
- buf << "fully charged.";
+ buf << "fully charged";
else
- buf << "almost full.";
+ buf << "almost full";
+
+ buf << ')';
+ break;
+
+ case LAMP:
+ {
+ int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
+ buf << "(fuel: ";
+ if (percent == 0)
+ buf << "empty";
+ else if (percent < 10)
+ buf << "very low";
+ else if (percent < 25)
+ buf << "low";
+ else if (percent < 50)
+ buf << "half empty";
+ else if (percent < 75)
+ buf << "half full";
+ else if (percent < 95)
+ buf << "well filled";
+ else if (percent <= 100)
+ buf << "full";
+ buf << ")";
+ }
break;
case FOOD:
case FLESH:
case DRINK:
- if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
+ if (identified || op->flag [FLAG_BEEN_APPLIED])
{
buf.printf ("(food+%d)", op->stats.food);
if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
- if (!QUERY_FLAG (op, FLAG_CURSED))
+ if (!op->flag [FLAG_CURSED])
{
if (op->stats.hp) buf << "(heals)";
if (op->stats.sp) buf << "(spellpoint regen)";
@@ -1050,7 +1093,7 @@
/* Down here, we more further describe equipment type items.
* only describe them if they have been identified or the like.
*/
- if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
+ if (identified || op->flag [FLAG_BEEN_APPLIED])
{
int attr, val;
@@ -1091,8 +1134,8 @@
break;
}
- if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
- if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
+ if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
+ if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
/* levitate was what is was before, so we'll keep it */
if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
@@ -1164,19 +1207,22 @@
if (op->stats.luck)
buf.printf ("(luck%+d)", op->stats.luck);
- if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
- if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
- if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
- if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
+ if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
+ if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
+ if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
+ if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
if (op->slaying && op->type != FOOD)
buf.printf ("(slay %s)", &op->slaying);
+ if (op->type == SKILL_TOOL && op->skill)
+ buf.printf ("(%s)", &op->skill);
+
buf.add_abilities ("Attacks", op->attacktype);
/* resistance on flesh is only visible for quetzals. If
* non flesh, everyone can see its resistances
*/
- if (op->type != FLESH || (owner && is_dragon_pl (owner)))
+ if (op->type != FLESH || (owner && owner->is_dragon ()))
buf << describe_resistance (op, 0);
buf.add_paths ("Attuned", op->path_attuned);
@@ -1193,10 +1239,181 @@
return std::string (::describe_item (this, who));
}
+static void
+describe_dump_object (dynbuf &buf, object *ob)
+{
+ char *txt = dump_object (ob);
+ for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
+ buf << "\n" << txt << "\n";
+
+ if (!ob->is_arch ())
+ describe_dump_object (buf, ob->arch);
+}
+
+std::string
+object::describe (object *who)
+{
+ dynbuf_text buf (1024, 1024);
+
+ buf.printf ("That is: %s.\r", long_desc (who).c_str ());
+
+ if (custom_name)
+ buf.printf ("You call it %s.\r", &custom_name);
+
+ switch (type)
+ {
+ case SPELLBOOK:
+ if (flag [FLAG_IDENTIFIED] && inv)
+ buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
+ break;
+
+ case BOOK:
+ if (msg)
+ buf << "Something is written in it.\r";
+ break;
+
+ case CONTAINER:
+ if (race)
+ {
+ if (weight_limit && stats.Str < 100)
+ buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
+ &race, weight_limit / (10.0 * (100 - stats.Str)));
+ else
+ buf.printf ("It can hold only %s.\r", &race);
+ }
+ else if (weight_limit && stats.Str < 100)
+ buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
+ break;
+
+ case WAND:
+ if (flag [FLAG_IDENTIFIED])
+ buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
+ break;
+ }
+
+ if (material != MATERIAL_NULL && !msg)
+ buf << (nrof > 1 ? "They are made of " : "It is made of ")
+ << material->description
+ << ".\r";
+
+ if (who)
+ /* Where to wear this item */
+ for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
+ if (slot[i].info)
+ {
+ buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
+
+ if (slot[i].info < -1 && who->slot[i].info)
+ buf.printf ("(%d)", -slot[i].info);
+
+ buf << ".\r";
+ }
+
+ if (weight)
+ buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
+
+ if (flag [FLAG_STARTEQUIP])
+ buf << (nrof > 1 ? "They were" : "It was")
+ << " given by a god and will vanish when dropped.\r";
+
+ if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
+ {
+ buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
+
+ if (who->is_in_shop ())
+ {
+ if (flag [FLAG_UNPAID])
+ buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
+ else
+ buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
+ }
+ }
+
+ if (flag [FLAG_MONSTER])
+ buf << describe_monster (who);
+
+ /* Is this item buildable? */
+ if (flag [FLAG_IS_BUILDABLE])
+ buf << "This is a buildable item.\r";
+
+ /* Does the object have a message? Don't show message for all object
+ * types - especially if the first entry is a match
+ */
+ if (msg)
+ {
+ if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
+ {
+ if (!need_identify ())
+ buf << '\r' << msg << '\n';
+ else if (flag [FLAG_IDENTIFIED])
+ buf << '\r' << "The object has a story:\r" << msg;
+ }
+ }
+ else if (inv
+ && inv->msg
+ && inv->type == SPELL
+ && flag [FLAG_IDENTIFIED]
+ && (type == SPELLBOOK || type == ROD || type == WAND
+ || type == ROD || type == POTION || type == SCROLL))
+ // for spellbooks and other stuff that contains spells, print the spell message,
+ // unless the object has a custom message handled above.
+ buf << '\r' << inv->msg << '\n';
+
+ // try to display the duration for some potions and scrolls
+ // this includes change ability potions and group spells,
+ // but does not handle protection potions
+ if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
+ && (type == POTION || type == SCROLL))
+ {
+ object *spell = inv;
+
+ if (spell->subtype == SP_PARTY_SPELL)
+ spell = spell->other_arch;
+
+ if (spell->subtype == SP_CHANGE_ABILITY)
+ buf.printf ("\nH",
+ TICK2TIME (change_ability_duration (spell, this)));
+ }
+
+ // some help text for skill tools
+ if (type == SKILL_TOOL)
+ buf << "\nH";
+
+ // Display a hint about inscribable items [empty books]
+ // This includes the amount of text they can hold.
+ if (type == INSCRIBABLE)
+ {
+ if (other_arch && other_arch->type == SCROLL)
+ buf.printf ("\nH");
+ else
+ buf.printf ("\nH",
+ weight_limit);
+ }
+
+ buf << '\n';
+
+ // the dungeon master additionally gets a complete dump
+ if (who && who->flag [FLAG_WIZLOOK])
+ {
+ buf << "\nT