/*
* 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
*
* 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.
*
* 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 .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#include
const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
/* the ordering of this is actually doesn't make a difference
* However, for ease of use, new entries should go at the end
* so those people that debug the code that get used to something
* being in the location 4 don't get confused.
*
* The ordering in save_name, use_name, nonuse_name.
* save_name is the name used to load/save it from files. It should
* match that of the doc/Developers/objects. The only
* real limitation is that it shouldn't have spaces or other characters
* that may mess up the match code. It must also start with body_
* use_name is how we describe the location if we can use it.
* nonuse_name is how we describe it if we can't use it. I think
* the values below will make it pretty clear how those work out
* They are basically there to make life a little easier - if a character
* examines an item and it says it goes on 'your arm', its pretty clear
* they can use it. See the last sample (commented out) for a dragon
* Note that using the term 'human' may not be very accurate, humanoid
* may be better.
* Basically, for the use/nonuse, the code does something like:
* "This item goes %s\n", with the use/nonuse values filling in the %s
*/
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"},
{KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
{KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
{KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
{KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
{KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
{KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
{KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
{KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
{KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
{KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
{KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
{KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
/*{"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] = {
"zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
"eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
"fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
"nineteen", "twentieth"
};
static char levelnumbers_10[11][20] = {
"zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
"seventieth", "eightieth", "ninetieth"
};
/* The following is a large table of item types, the fields are:
* item number, item name, item name (plural), and two numbers that are the skills
* used to identify them. Anytime a new item type is added or removed, this list
* should be altered to reflect that. The defines for the numerical values are in
* define.h
*/
static const typedata item_types[] = {
{PLAYER, "player", "players", 0, 0},
{ROD, "rod", "rods", SK_THAUMATURGY, 0},
{TREASURE, "treasure", "treasure", 0, 0},
{POTION, "potion", "potions", SK_ALCHEMY, 0},
{FOOD, "food", "food", SK_WOODSMAN, 0},
{POISON, "poison", "poisons", SK_ALCHEMY, 0},
{BOOK, "book", "books", SK_LITERACY, 0},
{CLOCK, "clock", "clocks", 0, 0},
{ARROW, "arrow", "arrows", SK_BOWYER, 0},
{BOW, "bow", "bows", SK_BOWYER, 0},
{WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
{ARMOUR, "armour", "armour", SK_SMITHERY, 0},
{PEDESTAL, "pedestal", "pedestals", 0, 0},
{ALTAR, "altar", "altars", 0, 0},
{LOCKED_DOOR, "locked door", "locked doors", 0, 0},
{SPECIAL_KEY, "special key", "special keys", 0, 0},
{MAP, "map", "maps", 0, 0},
{DOOR, "door", "doors", 0, 0},
{KEY, "key", "keys", 0, 0},
{TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
{TRIGGER, "trigger", "triggers", 0, 0},
{GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
{MAGIC_EAR, "magic ear", "magic ears", 0, 0},
{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
{SHIELD, "shield", "shields", SK_SMITHERY, 0},
{HELMET, "helmet", "helmets", SK_SMITHERY, 0},
{HORN, "horn", "horns", SK_THAUMATURGY, 0},
{MONEY, "money", "money", 0, 0},
{CLASS, "class", "classes", 0, 0},
{GRAVESTONE, "gravestone", "gravestones", 0, 0},
{AMULET, "amulet", "amulets", SK_JEWELER, 0},
{PLAYERMOVER, "player mover", "player movers", 0, 0},
{TELEPORTER, "teleporter", "teleporters", 0, 0},
{CREATOR, "creator", "creators", 0, 0},
{SKILL, "skill", "skills", 0, 0},
{EARTHWALL, "earthwall", "earthwalls", 0, 0},
{GOLEM, "golem", "golems", 0, 0},
{THROWN_OBJ, "projectile", "projectiles", 0, 0},
{BLINDNESS, "blindness", "blindness", 0, 0},
{GOD, "god", "gods", 0, 0},
{DETECTOR, "detector", "detectors", 0, 0},
{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
{DEAD_OBJECT, "dead object", "dead objects", 0, 0},
{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
{MARKER, "marker", "markers", 0, 0},
{HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
{PLAYER_CHANGER, "player changer", "player changers", 0, 0},
{BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
{PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
{GEM, "gem", "gems", SK_JEWELER, 0},
{FIREWALL, "firewall", "firewalls", 0, 0},
{ANVIL, "anvil", "anvils", 0, 0},
{CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
{MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
{EXIT, "exit", "exits", 0, 0},
{ENCOUNTER, "encounter", "encounters", 0, 0},
{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},
{FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
{SKILL_TOOL, "skill tool", "skill tools", 0, 0},
{LIGHTER, "lighter", "lighters", 0, 0},
{BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
{LAMP, "lamp", "lamps", 0, 0},
{DUPLICATOR, "duplicator", "duplicators", 0, 0},
{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
{SPINNER, "spinner", "spinners", 0, 0},
{GATE, "gate", "gates", 0, 0},
{BUTTON, "button", "buttons", 0, 0},
{CF_HANDLE, "cf handle", "cf handles", 0, 0},
{HOLE, "hole", "holes", 0, 0},
{TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
{SIGN, "sign", "signs", 0, 0},
{BOOTS, "boots", "boots", SK_SMITHERY, 0},
{GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
{SPELL, "spell", "spells", 0, 0},
{SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
{CONVERTER, "converter", "converters", 0, 0},
{BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
{POISONING, "poisoning", "poisonings", 0, 0},
{SAVEBED, "savebed", "savebeds", 0, 0},
{WAND, "wand", "wands", SK_THAUMATURGY, 0},
{SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
{DIRECTOR, "director", "directors", 0, 0},
{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
{FORCE, "force", "forces", 0, 0},
{POTION_EFFECT, "potion effect", "potion effects", 0, 0},
{CLOSE_CON, "closed container", "closed container", 0, 0},
{CONTAINER, "container", "containers", SK_ALCHEMY, 0},
{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
{MENU, "inventory list", "inventory lists", 0, 0},
{RUNE, "rune", "runes", 0, 0},
{TRAP, "trap", "traps", 0, 0},
{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
{CORPSE, "corpse", "corpses", 0, 0},
{DISEASE, "disease", "diseases", 0, 0},
{SYMPTOM, "symptom", "symptoms", 0, 0},
{BUILDER, "item builder", "item builders", 0, 0},
{MATERIAL, "building material", "building materials", 0, 0},
{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}}
};
*/
/* 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
* wear whatever they want with no worries. Perhaps having the steep
* curve is good (maybe even steeper), but allowing players to
* have 2 * level instead. Ideally, top level characters should only be
* able to use 2-3 of the most powerful items.
* note that this table is only really used for program generated items -
* 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 */
15, 18, 21, 24, 27, /* 15 */
30, 35, 40, 45, 50 /* 20 */
};
int
get_power_from_ench (int ench)
{
if (ench < 0) ench = 0;
if (ench > 20) ench = 20;
return enc_to_item_power[ench];
}
/* This takes an object 'op' and figures out what its item_power
* rating should be. This should only really be used by the treasure
* generation code, and when loading legacy objects. It returns
* the item_power it calculates.
* If flag is 1, we return the number of enchantment, and not the
* the power. This is used in the treasure code.
*/
int
calc_item_power (const object *op, int flag)
{
int i, tmp, enc;
enc = 0;
for (i = 0; i < NUM_STATS; i++)
enc += op->stats.stat (i);
/* This protection logic is pretty flawed. 20% fire resistance
* is much more valuable than 20% confusion, or 20% slow, or
* several others. Start at 1 - ignore physical - all that normal
* armour shouldn't be counted against
*/
tmp = 0;
for (i = 1; i < NROFATTACKS; i++)
tmp += op->resist[i];
/* Add/substract 10 so that the rounding works out right */
if (tmp > 0)
enc += (tmp + 10) / 20;
else if (tmp < 0)
enc += (tmp - 10) / 20;
enc += op->magic;
/* For each attacktype a weapon has, one more encantment. Start at 1 -
* physical doesn't count against total.
*/
if (op->type == WEAPON)
{
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) ||
(op->type == BOOTS) || (op->type == GLOVES) ||
(op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
{
enc += op->stats.food; /* sustenance */
enc += op->stats.hp; /* hp regen */
enc += op->stats.sp; /* mana regen */
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;
return get_power_from_ench (enc);
}
/* returns the typedata that has a number equal to itemtype, if there
* isn't one, returns NULL */
const typedata *
get_typedata (int itemtype)
{
int i;
for (i = 0; i < item_types_size; i++)
if (item_types[i].number == itemtype)
return &item_types[i];
return NULL;
}
/* returns the typedata that has a name equal to itemtype, if there
* isn't one, return the plural name that matches, if there still isn't
* one return NULL */
const typedata *
get_typedata_by_name (const char *name)
{
int i;
for (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++)
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);
return &item_types[i];
}
return NULL;
}
/* describe_resistance generates the visible naming for resistances.
* returns a static array of the description. This can return
* a big buffer.
* if newline is true, we don't put parens around the description
* but do put a newline at the end. Useful when dumping to files
*/
const char *
describe_resistance (const object *op, int newline)
{
static char buf[VERY_BIG_BUF];
char buf1[VERY_BIG_BUF];
int tmpvar;
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]);
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().
*/
const char *
query_weight (const object *op)
{
static char buf[10];
sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
if (op->weight < 0)
return " ";
if (i % 1000)
sprintf (buf, "%6.1f", i / 1000.0);
else
sprintf (buf, "%4d ", i / 1000);
return buf;
}
/*
* Returns the pointer to a static buffer containing
* the number requested (of the form first, second, third...)
*/
const char *
get_levelnumber (int i)
{
static char buf[MAX_BUF];
if (i > 99)
{
sprintf (buf, "%d.", i);
return buf;
}
if (i < 21)
return levelnumbers[i];
if (!(i % 10))
return levelnumbers_10[i / 10];
strcpy (buf, numbers_10[i / 10]);
strcat (buf, levelnumbers[i % 10]);
return buf;
}
/*
* 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];
sprintf (buf, "%d", i);
return buf;
}
}
/*
* Returns pointer to static buffer containing ring's or amulet's
* abilities
* These are taken from old query_name(), but it would work better
* if describle_item() would be called to get this information and
* caller would handle FULL_RING_DESCRIPTION definition.
* Or make FULL_RING_DESCRIPTION standard part of a game and let
* client handle names.
*/
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
* from stats.sp - b.t.
*/
const char *
ring_desc (const object *op)
{
static dynbuf_text buf; buf.clear ();
int attr, val, len;
if (QUERY_FLAG (op, FLAG_IDENTIFIED))
{
for (attr = 0; attr < NUM_STATS; attr++)
if ((val = op->stats.stat (attr)))
buf.printf ("(%s%+d)", short_stat_name[attr], val);
if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
buf << describe_resistance (op, 0);
if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
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)";
buf.add_paths ("Attuned" , op->path_attuned);
buf.add_paths ("Repelled", op->path_repelled);
buf.add_paths ("Denied" , op->path_denied);
if (buf.empty ())
buf << "of adornment";
}
return buf;
}
/*
* query_short_name(object) is similar to query_name, but doesn't
* contain any information about object status (worn/cursed/etc.)
*/
const char *
query_short_name (const object *op)
{
if (op->name == 0)
return "(null)";
if (!op->nrof
&& !op->weight
&& !op->title
&& !is_magical (op)
&& op->slaying != shstr_money)
return op->name; /* To speed things up (or make things slower?) */
static dynbuf_text buf; buf.clear ();
buf << (op->nrof <= 1 ? op->name : op->name_pl);
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
buf << ' ' << op->title;
switch (op->type)
{
case SPELLBOOK:
case SCROLL:
case WAND:
case ROD:
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
{
if (!op->title)
buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
if (op->type != SPELLBOOK)
buf.printf (" (lvl %d)", op->level);
}
break;
case ALTAR:
case TRIGGER_ALTAR:
case IDENTIFY_ALTAR:
case CONVERTER:
if (op->slaying == shstr_money)
{
bool wrap = !!buf.size ();
if (wrap) buf << " [";
archetype *coin = 0;
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;
buf.printf ("drop %d %s", coins, coins == 1 ? &coin->name : &coin->name_pl);
if (wrap) buf << ']';
}
break;
case SKILL:
case AMULET:
case RING:
if (!op->title)
{
/* If ring has a title, full description isn't so useful */
const char *s = ring_desc (op);
if (s && *s)
buf << " " << s;
}
break;
default:
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
buf.printf (" %+d", op->magic);
}
return buf;
}
/*
* query_name(object) returns a character pointer pointing to a static
* buffer which contains a verbose textual representation of the name
* of the given object.
* cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
* you can make several calls to query_name before the bufs start getting
* overwritten. This may be a bad thing (it may be easier to assume the value
* returned is good forever.) However, it makes printing statements that
* use several names much easier (don't need to store them to temp variables.)
*
*/
const char *
query_name (const object *op)
{
int len = 0;
static dynbuf_text bufs[5];
static int use_buf = 0;
use_buf++;
use_buf %= 5;
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 << ' ';
buf << query_short_name (op);
if (QUERY_FLAG (op, FLAG_INV_LOCKED))
buf << " *";
if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
buf << " (open)";
if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
{
if (QUERY_FLAG (op, FLAG_DAMNED))
buf << " (damned)";
else if (QUERY_FLAG (op, FLAG_CURSED))
buf << " (cursed)";
}
/* Basically, if the object is known magical (detect magic spell on it),
* and it isn't identified, print out the fact that
* it is magical. Assume that the detect magical spell will only set
* KNOWN_MAGICAL if the item actually is magical.
*
* Changed in V 0.91.4 - still print that the object is magical even
* 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))
buf << " (magic)";
#if 0
/* item_power will be returned in desribe_item - it shouldn't really
* be returned in the name.
*/
if (op->item_power)
sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
#endif
if (QUERY_FLAG (op, FLAG_APPLIED))
{
switch (op->type)
{
case BOW:
case WAND:
case ROD:
case HORN:
buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
break;
case WEAPON:
buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
break;
case ARMOUR:
case HELMET:
case SHIELD:
case RING:
case BOOTS:
case GLOVES:
case AMULET:
case GIRDLE:
case BRACERS:
case CLOAK:
buf << " (worn)";
break;
case CONTAINER:
buf << " (active)";
break;
case SKILL:
default:
buf << " (applied)";
}
}
if (QUERY_FLAG (op, FLAG_UNPAID))
buf << " (unpaid)";
return buf;
}
/*
* query_base_name(object) returns a character pointer pointing to a static
* buffer which contains a verbose textual representation of the name
* of the given object. The buffer will be overwritten at the next
* call to query_base_name(). This is a lot like query_name, but we
* 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.
*/
const char *
query_base_name (const object *op, int plural)
{
if ((!plural && !op->name) || (plural && !op->name_pl))
return "(null)";
if (!op->nrof && !op->weight && !op->title && !is_magical (op))
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 << ' ';
buf << (plural ? op->name_pl : op->name);
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
buf << ' ' << op->title;
switch (op->type)
{
case SPELLBOOK:
case SCROLL:
case WAND:
case ROD:
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
{
if (!op->title)
buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
if (op->type != SPELLBOOK)
buf.printf (" (lvl %d)", op->level);
}
break;
case SKILL:
case AMULET:
case RING:
if (!op->title)
{
/* If ring has a title, full description isn't so useful */
const char *s = ring_desc (op);
if (s && *s)
buf << ' ' << s;
}
break;
default:
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
buf.printf (" %+d", op->magic);
}
return buf;
}
/* Break this off from describe_item - that function was way
* too long, making it difficult to read. This function deals
* with describing the monsters & players abilities. It should only
* be called with monster & player objects. Returns a description
* in a static buffer.
*/
static const char *
describe_monster (const object *op)
{
static dynbuf_text buf; buf.clear ();
/* Note that the resolution this provides for players really isn't
* very good. Any player with a speed greater than .67 will
* fall into the 'lightning fast movement' category.
*/
if (op->has_active_speed ())
switch ((int) ((FABS (op->speed)) * 15))
{
case 0:
buf << "(very slow movement";
break;
case 1:
buf << "(slow movement)";
break;
case 2:
buf << "(normal movement)";
break;
case 3:
case 4:
buf << "(fast movement)";
break;
case 5:
case 6:
buf << "(very fast movement)";
break;
case 7:
case 8:
case 9:
case 10:
buf << "(extremely fast movement)";
break;
default:
buf << "(lightning fast movement)";
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->randomitems)
{
bool first = 1;
for (treasure *t = op->randomitems->items; t; t = t->next)
if (t->item && t->item->type == SPELL)
{
if (first)
buf << "(Spell abilities:)";
first = 0;
buf << '(' << t->item->object::name << ')';
}
}
if (op->type == PLAYER)
{
if (op->contr->digestion)
buf.printf ("(sustenance%+d)", op->contr->digestion);
if (op->contr->gen_grace)
buf.printf ("(grace%+d)", op->contr->gen_grace);
if (op->contr->gen_sp)
buf.printf ("(magic%+d)", op->contr->gen_sp);
if (op->contr->gen_hp)
buf.printf ("(regeneration%+d)", op->contr->gen_hp);
if (op->stats.luck)
buf.printf ("(luck%+d)", op->stats.luck);
}
/* describe attacktypes */
if (is_dragon_pl (op))
{
/* for dragon players display the attacktypes from clawing skill
* Break apart the for loop - move the comparison checking down -
* this makes it more readable.
*/
object *tmp;
for (tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->type == SKILL && tmp->name == shstr_clawing)
break;
if (tmp && tmp->attacktype)
buf.add_abilities ("Claws", tmp->attacktype);
else
buf.add_abilities ("Attacks", op->attacktype);
}
else
buf.add_abilities ("Attacks", op->attacktype);
buf.add_paths ("Attuned" , op->path_attuned);
buf.add_paths ("Repelled", op->path_repelled);
buf.add_paths ("Denied" , op->path_denied);
for (int i = 0; i < NROFATTACKS; i++)
if (op->resist[i])
buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
return buf;
}
/*
* Returns a pointer to a static buffer which contains a
* description of the given object.
* If it is a monster, lots of information about its abilities
* will be returned.
* If it is an item, lots of information about which abilities
* will be gained about its user will be returned.
* If it is a player, it writes out the current abilities
* of the player, which is usually gained by the items applied.
* It would be really handy to actually pass another object
* pointer on who is examining this object. Then, you could reveal
* certain information depending on what the examiner knows, eg,
* wouldn't need to use the SEE_INVISIBLE flag to know it is
* a dragon player examining food. Could have things like
* 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)
*/
const char *
describe_item (const object *op, object *owner)
{
if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
return describe_monster (op);
static dynbuf_text buf; buf.clear ();
int identified, i;
/* 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);
if (!identified)
buf << "(unidentified)";
switch (op->type)
{
case BOW:
case ARROW:
case WAND:
case ROD:
case HORN:
case WEAPON:
case ARMOUR:
case HELMET:
case SHIELD:
case BOOTS:
case GLOVES:
case GIRDLE:
case BRACERS:
case CLOAK:
case SKILL_TOOL:
break; /* We have more information to do below this switch */
case POWER_CRYSTAL:
if (op->stats.maxsp > 1000)
{ /*higher capacity crystals */
i = (op->stats.maxsp % 1000) / 100;
if (i)
buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
else
buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
}
else
buf.printf ("(capacity %d). It is ", op->stats.maxsp);
i = (op->stats.sp * 10) / op->stats.maxsp;
if (op->stats.sp == 0)
buf << "empty.";
else if (i == 0)
buf << "almost empty.";
else if (i < 3)
buf << "partially filled.";
else if (i < 6)
buf << "half full.";
else if (i < 9)
buf << "well charged.";
else if (op->stats.sp == op->stats.maxsp)
buf << "fully charged.";
else
buf << "almost full.";
break;
case FOOD:
case FLESH:
case DRINK:
if (identified || QUERY_FLAG (op, 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->stats.hp) buf << "(heals)";
if (op->stats.sp) buf << "(spellpoint regen)";
}
else
{
if (op->stats.hp) buf << "(damages)";
if (op->stats.sp) buf << "(spellpoint depletion)";
}
}
break;
case SKILL:
case RING:
case AMULET:
if (op->item_power)
buf.printf ("(item_power %+d)", op->item_power);
if (op->title)
buf << ring_desc (op);
return buf;
default:
return buf;
}
/* 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))
{
int attr, val;
for (attr = 0; attr < NUM_STATS; attr++)
if ((val = op->stats.stat (attr)))
buf.printf ("(%s%+d)", short_stat_name[attr], val);
if (op->stats.exp)
buf.printf ("(speed %+lld)", (long long) op->stats.exp);
switch (op->type)
{
case BOW:
case ARROW:
case GIRDLE:
case HELMET:
case SHIELD:
case BOOTS:
case GLOVES:
case WEAPON:
case SKILL:
case RING:
case AMULET:
case ARMOUR:
case BRACERS:
case FORCE:
case CLOAK:
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
buf.printf ("(improved %d/%d)", op->last_eat, op->level);
break;
default:
break;
}
if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
if (QUERY_FLAG (op, 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)";
if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
if (op->move_type & MOVE_SWIM) buf << "(swim)";
/* walking is presumed as 'normal', so doesn't need mentioning */
if (op->item_power)
buf.printf ("(item_power %+d)", op->item_power);
} /* End if identified or applied */
/* This blocks only deals with fully identified object.
* it is intentional that this is not an 'else' from a above -
* in this way, information is added.
*/
if (identified)
{
int more_info = 0;
switch (op->type)
{
case ROD: /* These use stats.sp for spell selection and stats.food */
case HORN: /* and stats.hp for spell-point regeneration... */
case BOW:
case ARROW:
case WAND:
case FOOD:
case FLESH:
case DRINK:
more_info = 0;
break;
/* Armor type objects */
case ARMOUR:
case HELMET:
case SHIELD:
case BOOTS:
case GLOVES:
case GIRDLE:
case BRACERS:
case CLOAK:
if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
more_info = 1;
break;
case WEAPON:
/* Calculate it the same way fix_player does so the results
* make sense.
*/
i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
if (i < 0)
i = 0;
buf.printf ("(weapon speed %d)", i);
more_info = 1;
break;
}
if (more_info)
{
if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
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->slaying && op->type != FOOD)
buf.printf ("(slay %s)", &op->slaying);
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)))
buf << describe_resistance (op, 0);
buf.add_paths ("Attuned", op->path_attuned);
buf.add_paths ("Repelled", op->path_repelled);
buf.add_paths ("Denied", op->path_denied);
}
return buf;
}
std::string
object::describe_item (object *who)
{
return std::string (::describe_item (this, who));
}
void
examine (object *op, object *tmp)
{
std::string s = tmp->describe (op);
new_draw_info (NDI_UNIQUE, 0, op, s.c_str ());
}
/*
* inventory prints object's inventory. If inv==NULL then print player's
* inventory.
* [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
*/
const char *
object::query_inventory (object *who, const char *indent)
{
static dynbuf_text buf; buf.clear ();
for (object *tmp = inv; tmp; tmp = tmp->below)
if (who && QUERY_FLAG (who, FLAG_WIZ))
buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
if (buf.size ())
buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
else
buf.printf ("%s(empty)\n", indent);
return buf;
}
/* Return true if the item is magical. A magical item is one that
* increases/decreases any abilities, provides a resistance,
* has a generic magical bonus, or is an artifact.
* This function is used by detect_magic to determine if an item
* should be marked as magical.
*/
int
is_magical (const object *op)
{
int i;
/* living creatures are considered non magical */
if (QUERY_FLAG (op, FLAG_ALIVE))
return 0;
/* This is a test for it being an artifact, as artifacts have titles */
if (op->title != NULL)
return 1;
/* Handle rings and amulets specially. If they change any of these
* values, it means they are magical.
*/
if ((op->type == AMULET || op->type == RING) &&
(op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
return 1;
/* Check for stealty, speed, flying, or just plain magic in the boots */
/* Presume any boots that hvae a move_type are special. */
if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
return 1;
/* Take care of amulet/shield that reflects spells/missiles */
if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
return 1;
/* Take care of helmet of xrays */
if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
return 1;
/* Potions & rods are always magical. Wands/staves are also magical,
* assuming they still have any charges left.
*/
if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
return 1;
/* if something gives a protection, either positive or negative, its magical */
/* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
* so this always works out fine.
*/
for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
if (op->resist[i])
return 1;
/* Physical protection is expected on some item types, so they should
* not be considered magical.
*/
if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
return 1;
/* power crystal, spellbooks, and scrolls are always magical. */
if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
return 1;
/* Check to see if it increases/decreases any stats */
for (i = 0; i < NUM_STATS; i++)
if (op->stats.stat (i))
return 1;
/* If it doesn't fall into any of the above categories, must
* be non magical.
*/
return 0;
}
/* need_identify returns true if the item should be identified. This
* function really should not exist - by default, any item not identified
* should need it.
*/
int
need_identify (const object *op)
{
switch (op->type)
{
case RING:
case WAND:
case ROD:
case HORN:
case SCROLL:
case SKILL:
case SKILLSCROLL:
case SPELLBOOK:
case FOOD:
case POTION:
case BOW:
case ARROW:
case WEAPON:
case ARMOUR:
case SHIELD:
case HELMET:
case AMULET:
case BOOTS:
case GLOVES:
case BRACERS:
case GIRDLE:
case CONTAINER:
case DRINK:
case FLESH:
case INORGANIC:
case CLOSE_CON:
case CLOAK:
case GEM:
case POWER_CRYSTAL:
case POISON:
case BOOK:
case SKILL_TOOL:
return 1;
}
/* Try to track down some stuff that may show up here. Thus, the
* archetype file can be updated, and this function removed.
*/
#if 0
LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
#endif
return 0;
}
/*
* Supposed to fix face-values as well here, but later.
*/
void
identify (object *op)
{
object *pl;
SET_FLAG (op, FLAG_IDENTIFIED);
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
/*
* We want autojoining of equal objects:
*/
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
SET_FLAG (op, FLAG_KNOWN_CURSED);
if (op->type == POTION)
{
if (op->inv && op->randomitems)
op->title = op->inv->name;
else if (op->arch)
{
op->name = op->arch->object::name;
op->name_pl = op->arch->object::name_pl;
}
}
/* If the object is on a map, make sure we update its face */
if (op->map)
update_object (op, UP_OBJ_CHANGE);
else
{
pl = op->in_player ();
if (pl)
/* A lot of the values can change from an update - might as well send
* it all.
*/
esrv_send_item (pl, op);
}
}