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Comparing deliantra/server/common/item.C (file contents):
Revision 1.43 by root, Sun Apr 13 20:21:50 2008 UTC vs.
Revision 1.83 by root, Sun Apr 11 00:34:05 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 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28 28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; 29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30 30
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"},
65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
68}; 69};
69 70
70static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74};
75
76static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety" 73 "eighty", "ninety"
79}; 74};
80 75
81static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
82 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
83 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
84 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
85 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
86}; 81};
87 82
88static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
89 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
90 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
91}; 86};
92 87
93/* 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:
156 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
157 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
158 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
159 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
160 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
161 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
165 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
173 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
174 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
175 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
176 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
178 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
179 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
207 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 205};
211 206
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}}
236};
237*/
238 208
239/* 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
240 * 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
241 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
253}; 223};
254 224
255int 225int
256get_power_from_ench (int ench) 226get_power_from_ench (int ench)
257{ 227{
258 if (ench < 0) ench = 0;
259 if (ench > 20) ench = 20;
260
261 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
262} 229}
263 230
264/* This takes an object 'op' and figures out what its item_power 231/* This takes an object 'op' and figures out what its item_power
265 * rating should be. This should only really be used by the treasure 232 * rating should be. This should only really be used by the treasure
266 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
300 if (op->type == WEAPON) 267 if (op->type == WEAPON)
301 { 268 {
302 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
303 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
304 enc++; 271 enc++;
272
305 if (op->slaying) 273 if (op->slaying)
306 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
307 } 275 }
276
308 /* Items the player can equip */ 277 /* Items the player can equip */
309 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
310 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
311 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
312 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 281 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
315 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
316 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
317 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
318 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
319 } 288 }
289
320 enc += op->stats.luck; 290 enc += op->stats.luck;
321 291
322 /* Do spell paths now */ 292 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
326 enc++; 295 enc++;
327 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
328 enc -= 2; 297 enc -= 2;
329 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
330 enc--; 299 enc--;
331 }
332 300
333 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
337 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
338 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340 enc += 1;
341 if (QUERY_FLAG (op, FLAG_XRAYS))
342 enc += 2;
343 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
346 enc += 1;
347 308
348 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
349} 310}
350 311
351/* returns the typedata that has a number equal to itemtype, if there 312/* returns the typedata that has a number equal to itemtype, if there
352 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
353const typedata * 314const typedata *
354get_typedata (int itemtype) 315get_typedata (int itemtype)
355{ 316{
356 int i;
357
358 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
360 return &item_types[i]; 319 return &item_types[i];
320
361 return NULL; 321 return NULL;
362} 322}
363 323
364/* returns the typedata that has a name equal to itemtype, if there 324/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 325 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 326 * one return NULL */
367const typedata * 327const typedata *
368get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
369{ 329{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 332 return &item_types[i];
333
375 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
377 { 336 {
378 LOG (llevInfo, 337 LOG (llevInfo,
379 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 338 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
380 return &item_types[i]; 339 return &item_types[i];
381 } 340 }
341
382 return NULL; 342 return 0;
383} 343}
384 344
385/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
387 * a big buffer. 347 * a big buffer.
389 * but do put a newline at the end. Useful when dumping to files 349 * but do put a newline at the end. Useful when dumping to files
390 */ 350 */
391const char * 351const char *
392describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
393{ 353{
394 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
395 char buf1[VERY_BIG_BUF];
396 int tmpvar;
397 355
398 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
399 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400 {
401 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
402 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
403 if (!newline)
404 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
405 else
406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 359
408 strcat (buf, buf1);
409 }
410 }
411 return buf; 360 return buf;
412} 361}
413
414 362
415/* 363/*
416 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
418 * The buffer will be overwritten by the next call to query_weight(). 366 * The buffer will be overwritten by the next call to query_weight().
367 *
368 * Seems to be used only by unimportant stuff. Remove?
419 */ 369 */
420const char * 370const char *
421query_weight (const object *op) 371query_weight (const object *op)
422{ 372{
423 static char buf[10]; 373 static char buf[10];
424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
425 375
426 if (op->weight < 0) 376 if (op->weight < 0)
427 return " "; 377 return " ";
428 378
429 if (i % 1000) 379 if (i % 1000)
437/* 387/*
438 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
440 */ 390 */
441const char * 391const char *
442get_levelnumber (int i) 392ordinal (int i)
443{ 393{
444 static char buf[MAX_BUF]; 394 if (i < 0)
445 395 return format ("minus %s", ordinal (-i));
446 if (i > 99)
447 {
448 sprintf (buf, "%d.", i);
449 return buf;
450 }
451 396
452 if (i < 21) 397 if (i < 21)
453 return levelnumbers[i];
454 if (!(i % 10))
455 return levelnumbers_10[i / 10];
456
457 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]);
459 return buf;
460}
461
462/*
463 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number().
466 * It is currently only used by the query_name() function.
467 */
468const char *
469get_number (int i)
470{
471 if (i <= 20)
472 return numbers[i]; 398 return ordnumbers[i];
399
400 int digit = i % 10;
401
402 if (i >= 100)
403 return format (
404 digit == 1 ? "%dst"
405 : digit == 2 ? "%dnd"
406 : digit == 3 ? "%drd"
407 : "%dth",
408 i
409 );
410
411 if (digit == 0)
412 return ordnumbers_10[i / 10];
473 else 413 else
474 { 414 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
475 static char buf[MAX_BUF];
476
477 sprintf (buf, "%d", i);
478 return buf;
479 }
480} 415}
481 416
482/* 417/*
483 * Returns pointer to static buffer containing ring's or amulet's 418 * Returns pointer to static buffer containing ring's or amulet's
484 * abilities 419 * abilities
490 */ 425 */
491 426
492/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 427/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
493 * from stats.sp - b.t. 428 * from stats.sp - b.t.
494 */ 429 */
495const char * 430static const char *
496ring_desc (const object *op) 431ring_desc (const object *op)
497{ 432{
498 static dynbuf_text buf; buf.clear (); 433 static dynbuf_text buf; buf.clear ();
499 int attr, val, len; 434 int attr, val, len;
500 435
501 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 436 if (op->flag [FLAG_IDENTIFIED])
502 { 437 {
503 for (attr = 0; attr < NUM_STATS; attr++) 438 for (attr = 0; attr < NUM_STATS; attr++)
504 if ((val = op->stats.stat (attr))) 439 if ((val = op->stats.stat (attr)))
505 buf.printf ("(%s%+d)", short_stat_name[attr], val); 440 buf.printf ("(%s%+d)", short_stat_name[attr], val);
506 441
515 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 450 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
516 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 451 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
517 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 452 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
518 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 453 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
519 454
520 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 455 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
521 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 456 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
522 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 457 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
523 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 458 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
524 459
525 buf.add_paths ("Attuned" , op->path_attuned); 460 buf.add_paths ("Attuned" , op->path_attuned);
526 buf.add_paths ("Repelled", op->path_repelled); 461 buf.add_paths ("Repelled", op->path_repelled);
527 buf.add_paths ("Denied" , op->path_denied); 462 buf.add_paths ("Denied" , op->path_denied);
528 463
534} 469}
535 470
536/* 471/*
537 * query_short_name(object) is similar to query_name, but doesn't 472 * query_short_name(object) is similar to query_name, but doesn't
538 * contain any information about object status (worn/cursed/etc.) 473 * contain any information about object status (worn/cursed/etc.)
474 *
475 * It is sometimes used when printing messages, so should fit well into a sentence.
539 */ 476 */
540const char * 477const char *
541query_short_name (const object *op) 478query_short_name (const object *op)
542{ 479{
543 if (op->name == 0) 480 if (!op->name)
544 return "(null)"; 481 return "(null)";
545 482
546 if (!op->nrof 483 if (!op->nrof
547 && !op->weight 484 && !op->weight
548 && !op->title 485 && !op->title
552 489
553 static dynbuf_text buf; buf.clear (); 490 static dynbuf_text buf; buf.clear ();
554 491
555 buf << (op->nrof <= 1 ? op->name : op->name_pl); 492 buf << (op->nrof <= 1 ? op->name : op->name_pl);
556 493
557 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 494 if (op->title && op->flag [FLAG_IDENTIFIED])
558 buf << ' ' << op->title; 495 buf << ' ' << op->title;
559 496
560 switch (op->type) 497 switch (op->type)
561 { 498 {
562 case SPELLBOOK: 499 case SPELLBOOK:
563 case SCROLL: 500 case SCROLL:
564 case WAND: 501 case WAND:
565 case ROD: 502 case ROD:
566 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 503 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
567 { 504 {
568 if (!op->title) 505 if (!op->title)
569 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 506 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
570 507
571 if (op->type != SPELLBOOK) 508 if (op->type != SPELLBOOK)
572 buf.printf (" (lvl %d)", op->level); 509 buf.printf (" (lvl %d)", op->level);
573 } 510 }
574 break; 511 break;
575 512
576 case ALTAR: 513 case ALTAR:
577 case TRIGGER_ALTAR: 514 case TRIGGER_ALTAR:
578 case IDENTIFY_ALTAR: 515 case IDENTIFY_ALTAR:
579 case CONVERTER: 516 case CONVERTER:
580 if (op->slaying == shstr_money) 517 if (op->slaying == shstr_money)
581 { 518 {
582 bool wrap = !!buf.size (); 519 bool wrap = !!buf.size ();
583 520
584 if (wrap) buf << " ["; 521 if (wrap) buf << " [";
585 522
586 archetype *coin = 0; 523 archetype *coin = 0;
587 524
588 for (char const *const *c = coins; *coins; ++c) 525 for (char const *const *c = coins; *coins; ++c)
589 if ((coin = archetype::find (*c))) 526 if ((coin = archetype::find (*c)))
590 if (op->stats.food % coin->value == 0) 527 if (op->stats.food % coin->value == 0)
591 break; 528 break;
592 529
593 sint32 coins = op->stats.food / coin->value; 530 sint32 coins = op->stats.food / coin->value;
594 531
595 buf.printf ("drop %d %s", coins, coins == 1 ? &coin->name : &coin->name_pl); 532 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
596 533
597 if (wrap) buf << ']'; 534 if (wrap) buf << ']';
598 } 535 }
599 break; 536 break;
600 537
601 case SKILL: 538 case SKILL:
602 case AMULET: 539 case AMULET:
603 case RING: 540 case RING:
604 if (!op->title) 541 if (!op->title)
610 buf << " " << s; 547 buf << " " << s;
611 } 548 }
612 break; 549 break;
613 550
614 default: 551 default:
615 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 552 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
616 buf.printf (" %+d", op->magic); 553 buf.printf (" %+d", op->magic);
617 } 554 }
618 555
619 return buf; 556 return buf;
620} 557}
627 * you can make several calls to query_name before the bufs start getting 564 * you can make several calls to query_name before the bufs start getting
628 * overwritten. This may be a bad thing (it may be easier to assume the value 565 * overwritten. This may be a bad thing (it may be easier to assume the value
629 * returned is good forever.) However, it makes printing statements that 566 * returned is good forever.) However, it makes printing statements that
630 * use several names much easier (don't need to store them to temp variables.) 567 * use several names much easier (don't need to store them to temp variables.)
631 * 568 *
569 * It is used extensively within messages, so should return only a prose
570 * and short description of the item.
571 * It is also used by examine/ex and similar functions.
632 */ 572 */
633const char * 573const char *
634query_name (const object *op) 574query_name (const object *op)
635{ 575{
636 int len = 0; 576 int len = 0;
641 use_buf %= 5; 581 use_buf %= 5;
642 582
643 dynbuf_text &buf = bufs [use_buf]; 583 dynbuf_text &buf = bufs [use_buf];
644 buf.clear (); 584 buf.clear ();
645 585
586#if 0
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 587 if ((op->is_armor () || op->is_weapon ()) && op->material)
647 if (materialtype_t *mt = name_to_material (op->materialname))
648 buf << mt->description << ' '; 588 buf << op->material->description << ' ';
589#endif
649 590
650 buf << query_short_name (op); 591 buf << query_short_name (op);
651 592
652 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 593 if (op->flag [FLAG_INV_LOCKED])
653 buf << " *"; 594 buf << " *";
654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 595 if (op->is_open_container ())
655 buf << " (open)"; 596 buf << " (open)";
656 597
657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 598 if (op->flag [FLAG_KNOWN_CURSED])
658 { 599 {
659 if (QUERY_FLAG (op, FLAG_DAMNED)) 600 if (op->flag [FLAG_DAMNED])
660 buf << " (damned)"; 601 buf << " (damned)";
661 else if (QUERY_FLAG (op, FLAG_CURSED)) 602 else if (op->flag [FLAG_CURSED])
662 buf << " (cursed)"; 603 buf << " (cursed)";
663 } 604 }
664 605
665 /* Basically, if the object is known magical (detect magic spell on it), 606 /* Basically, if the object is known magical (detect magic spell on it),
666 * and it isn't identified, print out the fact that 607 * and it isn't identified, print out the fact that
669 * 610 *
670 * Changed in V 0.91.4 - still print that the object is magical even 611 * Changed in V 0.91.4 - still print that the object is magical even
671 * if it has been applied. Equipping an item does not tell full 612 * if it has been applied. Equipping an item does not tell full
672 * abilities, especially for artifact items. 613 * abilities, especially for artifact items.
673 */ 614 */
674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 615 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
675 buf << " (magic)"; 616 buf << " (magic)";
676 617
677#if 0 618#if 0
678 /* item_power will be returned in desribe_item - it shouldn't really 619 /* item_power will be returned in describe_item - it shouldn't really
679 * be returned in the name. 620 * be returned in the name.
680 */ 621 */
681 if (op->item_power) 622 if (op->item_power)
682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 623 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
683 624
684#endif 625#endif
685 626
686 if (QUERY_FLAG (op, FLAG_APPLIED)) 627 if (op->flag [FLAG_APPLIED])
687 { 628 {
688 switch (op->type) 629 switch (op->type)
689 { 630 {
690 case BOW: 631 case BOW:
691 case WAND: 632 case WAND:
692 case ROD: 633 case ROD:
693 case HORN: 634 case HORN:
694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 635 buf << " (applied)";
695 break; 636 break;
696 case WEAPON: 637 case WEAPON:
697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 638 buf << " (applied)";
698 break; 639 break;
699 case ARMOUR: 640 case ARMOUR:
700 case HELMET: 641 case HELMET:
701 case SHIELD: 642 case SHIELD:
702 case RING: 643 case RING:
715 default: 656 default:
716 buf << " (applied)"; 657 buf << " (applied)";
717 } 658 }
718 } 659 }
719 660
720 if (QUERY_FLAG (op, FLAG_UNPAID)) 661 switch (op->type)
662 {
663 case LAMP:
664 if (op->glow_radius)
665 buf << " (on)";
666 else if (op->stats.food <= 0)
667 buf << " (empty)";
668 else
669 buf << " (off)";
670 break;
671
672 case TORCH:
673 if (op->glow_radius)
674 buf << " (burning)";
675 else if (op->stats.food <= 0)
676 buf << " (burned out)";
677 break;
678 }
679
680 if (op->flag [FLAG_UNPAID])
721 buf << " (unpaid)"; 681 buf << " (unpaid)";
722 682
723 return buf; 683 return buf;
724} 684}
725 685
729 * of the given object. The buffer will be overwritten at the next 689 * of the given object. The buffer will be overwritten at the next
730 * call to query_base_name(). This is a lot like query_name, but we 690 * call to query_base_name(). This is a lot like query_name, but we
731 * don't include the item count or item status. Used for inventory sorting 691 * don't include the item count or item status. Used for inventory sorting
732 * and sending to client. 692 * and sending to client.
733 * If plural is set, we generate the plural name of this. 693 * If plural is set, we generate the plural name of this.
694 *
695 * It is sometimes used to display messages, and usually only used to match stuff,
696 * so maybe this function should be removed.
697 * It is also used for client-side inventory/item descriptions.
734 */ 698 */
735const char * 699const char *
736query_base_name (const object *op, int plural) 700query_base_name (const object *op, int plural)
737{ 701{
738 if ((!plural && !op->name) || (plural && !op->name_pl)) 702 if ((!plural && !op->name) || (plural && !op->name_pl))
739 return "(null)"; 703 return "(null)";
740 704
741 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 705 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
706 && op->type != EXIT)
742 return op->name; /* To speed things up (or make things slower?) */ 707 return op->name; /* To speed things up (or make things slower?) */
743 708
744 static dynbuf_text buf; buf.clear (); 709 static dynbuf_text buf; buf.clear ();
745 710
711#if 0
746 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 712 if ((op->is_armor () || op->is_weapon ()) && op->material)
747 if (materialtype_t *mt = name_to_material (op->materialname))
748 if (op->arch->materialname != mt->name) 713 if (op->arch->material != op->material)
749 buf << mt->description << ' '; 714 buf << op->material->description << ' ';
715#endif
750 716
751 buf << (plural ? op->name_pl : op->name); 717 buf << (plural ? op->name_pl : op->name);
752 718
753 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 719 if (op->title && op->flag [FLAG_IDENTIFIED])
754 buf << ' ' << op->title; 720 buf << ' ' << op->title;
755 721
756 switch (op->type) 722 switch (op->type)
757 { 723 {
758 case SPELLBOOK: 724 case SPELLBOOK:
759 case SCROLL: 725 case SCROLL:
760 case WAND: 726 case WAND:
761 case ROD: 727 case ROD:
762 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 728 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
763 { 729 {
764 if (!op->title) 730 if (!op->title)
765 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 731 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
766 732
767 if (op->type != SPELLBOOK) 733 if (op->type != SPELLBOOK)
781 if (s && *s) 747 if (s && *s)
782 buf << ' ' << s; 748 buf << ' ' << s;
783 } 749 }
784 break; 750 break;
785 751
752 case EXIT:
753 // random map exits "unfortunately" get patched, so this only works before entering
754 if (EXIT_PATH (op) == shstr_random_map_exit)
755 buf << " (random map)";
756 else if (!EXIT_PATH (op))
757 buf << " (closed)";
758 break;
759
786 default: 760 default:
787 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 761 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
788 buf.printf (" %+d", op->magic); 762 buf.printf (" %+d", op->magic);
789 } 763 }
790 764
791 return buf; 765 return buf;
792} 766}
805 /* Note that the resolution this provides for players really isn't 779 /* Note that the resolution this provides for players really isn't
806 * very good. Any player with a speed greater than .67 will 780 * very good. Any player with a speed greater than .67 will
807 * fall into the 'lightning fast movement' category. 781 * fall into the 'lightning fast movement' category.
808 */ 782 */
809 if (op->has_active_speed ()) 783 if (op->has_active_speed ())
810 switch ((int) ((FABS (op->speed)) * 15)) 784 switch ((int)(op->speed * 15.))
811 { 785 {
812 case 0: 786 case 0:
813 buf << "(very slow movement"; 787 buf << "(very slow movement)";
814 break; 788 break;
815 case 1: 789 case 1:
816 buf << "(slow movement)"; 790 buf << "(slow movement)";
817 break; 791 break;
818 case 2: 792 case 2:
835 default: 809 default:
836 buf << "(lightning fast movement)"; 810 buf << "(lightning fast movement)";
837 break; 811 break;
838 } 812 }
839 813
840 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 814 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
841 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 815 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
842 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 816 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
843 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 817 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
844 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 818 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
845 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 819 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
846 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 820 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
847 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 821 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
848 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 822 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
849 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 823 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
850 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 824 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
851 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 825 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
852 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 826 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
853 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 827 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
854 828
855 if (op->randomitems) 829 if (op->randomitems)
856 { 830 {
857 bool first = 1; 831 bool first = 1;
858 832
885 if (op->stats.luck) 859 if (op->stats.luck)
886 buf.printf ("(luck%+d)", op->stats.luck); 860 buf.printf ("(luck%+d)", op->stats.luck);
887 } 861 }
888 862
889 /* describe attacktypes */ 863 /* describe attacktypes */
890 if (is_dragon_pl (op)) 864 if (op->is_dragon ())
891 { 865 {
892 /* for dragon players display the attacktypes from clawing skill 866 /* for dragon players display the attacktypes from clawing skill
893 * Break apart the for loop - move the comparison checking down - 867 * Break apart the for loop - move the comparison checking down -
894 * this makes it more readable. 868 * this makes it more readable.
895 */ 869 */
933 * wouldn't need to use the SEE_INVISIBLE flag to know it is 907 * wouldn't need to use the SEE_INVISIBLE flag to know it is
934 * a dragon player examining food. Could have things like 908 * a dragon player examining food. Could have things like
935 * a dwarven axe, in which the full abilities are only known to 909 * a dwarven axe, in which the full abilities are only known to
936 * dwarves, etc. 910 * dwarves, etc.
937 * 911 *
938 * This function is really much more complicated than it should
939 * be, because different objects have different meanings
940 * for the same field (eg, wands use 'food' for charges). This
941 * means these special cases need to be worked out.
942 *
943 * Add 'owner' who is the person examining this object. 912 * Add 'owner' who is the person examining this object.
944 * owner can be null if no one is being associated with this 913 * owner can be null if no one is being associated with this
945 * item (eg, debug dump or the like) 914 * item (eg, debug dump or the like)
946 */ 915 */
947const char * 916const char *
948describe_item (const object *op, object *owner) 917describe_item (const object *op, object *owner)
949{ 918{
950 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 919 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
951 return describe_monster (op); 920 return describe_monster (op);
952 921
953 static dynbuf_text buf; buf.clear (); 922 static dynbuf_text buf; buf.clear ();
954 int identified, i; 923 int identified, i;
955 924
956 /* figure this out once, instead of making multiple calls to need_identify. 925 /* figure this out once, instead of making multiple calls to need_identify.
957 * also makes the code easier to read. 926 * also makes the code easier to read.
958 */ 927 */
959 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 928 identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED];
960 if (!identified) 929 if (!identified)
961 buf << "(unidentified)"; 930 buf << "(unidentified)";
962 931
963 switch (op->type) 932 switch (op->type)
964 { 933 {
983 if (op->stats.maxsp > 1000) 952 if (op->stats.maxsp > 1000)
984 { /*higher capacity crystals */ 953 { /*higher capacity crystals */
985 i = (op->stats.maxsp % 1000) / 100; 954 i = (op->stats.maxsp % 1000) / 100;
986 955
987 if (i) 956 if (i)
988 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 957 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
989 else 958 else
990 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
991 } 960 }
992 else 961 else
993 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 962 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
994 963
995 i = (op->stats.sp * 10) / op->stats.maxsp; 964 i = (op->stats.sp * 10) / op->stats.maxsp;
996 if (op->stats.sp == 0) 965 if (op->stats.sp == 0)
997 buf << "empty."; 966 buf << "empty";
998 else if (i == 0) 967 else if (i == 0)
999 buf << "almost empty."; 968 buf << "almost empty";
1000 else if (i < 3) 969 else if (i < 3)
1001 buf << "partially filled."; 970 buf << "partially filled";
1002 else if (i < 6) 971 else if (i < 6)
1003 buf << "half full."; 972 buf << "half full";
1004 else if (i < 9) 973 else if (i < 9)
1005 buf << "well charged."; 974 buf << "well charged";
1006 else if (op->stats.sp == op->stats.maxsp) 975 else if (op->stats.sp == op->stats.maxsp)
1007 buf << "fully charged."; 976 buf << "fully charged";
1008 else 977 else
1009 buf << "almost full."; 978 buf << "almost full";
979
980 buf << ')';
981 break;
982
983 case LAMP:
984 {
985 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
986 buf << "(fuel: ";
987 if (percent == 0)
988 buf << "empty";
989 else if (percent < 10)
990 buf << "very low";
991 else if (percent < 25)
992 buf << "low";
993 else if (percent < 50)
994 buf << "half empty";
995 else if (percent < 75)
996 buf << "half full";
997 else if (percent < 95)
998 buf << "well filled";
999 else if (percent <= 100)
1000 buf << "full";
1001 buf << ")";
1002 }
1010 break; 1003 break;
1011 1004
1012 case FOOD: 1005 case FOOD:
1013 case FLESH: 1006 case FLESH:
1014 case DRINK: 1007 case DRINK:
1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1008 if (identified || op->flag [FLAG_BEEN_APPLIED])
1016 { 1009 {
1017 buf.printf ("(food+%d)", op->stats.food); 1010 buf.printf ("(food+%d)", op->stats.food);
1018 1011
1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1012 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1013 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1021 1014
1022 if (!QUERY_FLAG (op, FLAG_CURSED)) 1015 if (!op->flag [FLAG_CURSED])
1023 { 1016 {
1024 if (op->stats.hp) buf << "(heals)"; 1017 if (op->stats.hp) buf << "(heals)";
1025 if (op->stats.sp) buf << "(spellpoint regen)"; 1018 if (op->stats.sp) buf << "(spellpoint regen)";
1026 } 1019 }
1027 else 1020 else
1048 } 1041 }
1049 1042
1050 /* Down here, we more further describe equipment type items. 1043 /* Down here, we more further describe equipment type items.
1051 * only describe them if they have been identified or the like. 1044 * only describe them if they have been identified or the like.
1052 */ 1045 */
1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1046 if (identified || op->flag [FLAG_BEEN_APPLIED])
1054 { 1047 {
1055 int attr, val; 1048 int attr, val;
1056 1049
1057 for (attr = 0; attr < NUM_STATS; attr++) 1050 for (attr = 0; attr < NUM_STATS; attr++)
1058 if ((val = op->stats.stat (attr))) 1051 if ((val = op->stats.stat (attr)))
1089 1082
1090 default: 1083 default:
1091 break; 1084 break;
1092 } 1085 }
1093 1086
1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1087 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1088 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1096 1089
1097 /* levitate was what is was before, so we'll keep it */ 1090 /* levitate was what is was before, so we'll keep it */
1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1091 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1092 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1100 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1093 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1162 } 1155 }
1163 1156
1164 if (op->stats.luck) 1157 if (op->stats.luck)
1165 buf.printf ("(luck%+d)", op->stats.luck); 1158 buf.printf ("(luck%+d)", op->stats.luck);
1166 1159
1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1160 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1161 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1162 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1163 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1171 1164
1172 if (op->slaying && op->type != FOOD) 1165 if (op->slaying && op->type != FOOD)
1173 buf.printf ("(slay %s)", &op->slaying); 1166 buf.printf ("(slay %s)", &op->slaying);
1167
1168 if (op->type == SKILL_TOOL && op->skill)
1169 buf.printf ("(%s)", &op->skill);
1174 1170
1175 buf.add_abilities ("Attacks", op->attacktype); 1171 buf.add_abilities ("Attacks", op->attacktype);
1176 /* resistance on flesh is only visible for quetzals. If 1172 /* resistance on flesh is only visible for quetzals. If
1177 * non flesh, everyone can see its resistances 1173 * non flesh, everyone can see its resistances
1178 */ 1174 */
1179 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1175 if (op->type != FLESH || (owner && owner->is_dragon ()))
1180 buf << describe_resistance (op, 0); 1176 buf << describe_resistance (op, 0);
1181 1177
1182 buf.add_paths ("Attuned", op->path_attuned); 1178 buf.add_paths ("Attuned", op->path_attuned);
1183 buf.add_paths ("Repelled", op->path_repelled); 1179 buf.add_paths ("Repelled", op->path_repelled);
1184 buf.add_paths ("Denied", op->path_denied); 1180 buf.add_paths ("Denied", op->path_denied);
1191object::describe_item (object *who) 1187object::describe_item (object *who)
1192{ 1188{
1193 return std::string (::describe_item (this, who)); 1189 return std::string (::describe_item (this, who));
1194} 1190}
1195 1191
1192static void
1193describe_dump_object (dynbuf &buf, object *ob)
1194{
1195 char *txt = dump_object (ob);
1196 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1197 buf << "\n" << txt << "\n";
1198
1199 if (!ob->is_arch ())
1200 describe_dump_object (buf, ob->arch);
1201}
1202
1203std::string
1204object::describe (object *who)
1205{
1206 dynbuf_text buf (1024, 1024);
1207
1208 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1209
1210 if (custom_name)
1211 buf.printf ("You call it %s.\r", &custom_name);
1212
1213 switch (type)
1214 {
1215 case SPELLBOOK:
1216 if (flag [FLAG_IDENTIFIED] && inv)
1217 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1218 break;
1219
1220 case BOOK:
1221 if (msg)
1222 buf << "Something is written in it.\r";
1223 break;
1224
1225 case CONTAINER:
1226 if (race)
1227 {
1228 if (weight_limit && stats.Str < 100)
1229 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1230 &race, weight_limit / (10.0 * (100 - stats.Str)));
1231 else
1232 buf.printf ("It can hold only %s.\r", &race);
1233 }
1234 else if (weight_limit && stats.Str < 100)
1235 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1236 break;
1237
1238 case WAND:
1239 if (flag [FLAG_IDENTIFIED])
1240 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1241 break;
1242 }
1243
1244 if (material != MATERIAL_NULL && !msg)
1245 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1246 << material->description
1247 << ".\r";
1248
1249 if (who)
1250 /* Where to wear this item */
1251 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1252 if (slot[i].info)
1253 {
1254 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1255
1256 if (slot[i].info < -1 && who->slot[i].info)
1257 buf.printf ("(%d)", -slot[i].info);
1258
1259 buf << ".\r";
1260 }
1261
1262 if (weight)
1263 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1264
1265 if (flag [FLAG_STARTEQUIP])
1266 buf << (nrof > 1 ? "They were" : "It was")
1267 << " given by a god and will vanish when dropped.\r";
1268
1269 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1270 {
1271 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1272
1273 if (who->is_in_shop ())
1274 {
1275 if (flag [FLAG_UNPAID])
1276 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1277 else
1278 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1279 }
1280 }
1281
1282 if (flag [FLAG_MONSTER])
1283 buf << describe_monster (who);
1284
1285 /* Is this item buildable? */
1286 if (flag [FLAG_IS_BUILDABLE])
1287 buf << "This is a buildable item.\r";
1288
1289 /* Does the object have a message? Don't show message for all object
1290 * types - especially if the first entry is a match
1291 */
1292 if (msg)
1293 {
1294 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1295 {
1296 buf << '\r';
1297
1298 /* This is just a hack so when identifying the items, we print
1299 * out the extra message
1300 */
1301 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1302 buf << "The object has a story:\r";
1303
1304 buf << msg << '\n';
1305 }
1306 }
1307 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1308 && (type == SPELLBOOK || type == ROD || type == WAND
1309 || type == ROD || type == POTION || type == SCROLL))
1310 // for spellbooks and other stuff that contains spells, print the spell message,
1311 // unless the object has a custom message handled above.
1312 buf << '\r' << inv->msg << '\n';
1313
1314 // try to display the duration for some potions and scrolls
1315 // this includes change ability potions and group spells,
1316 // but does not handle protection potions
1317 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1318 && (type == POTION || type == SCROLL))
1319 {
1320 object *spell = inv;
1321
1322 if (spell->subtype == SP_PARTY_SPELL)
1323 spell = spell->other_arch;
1324
1325 if (spell->subtype == SP_CHANGE_ABILITY)
1326 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1327 TICK2TIME (change_ability_duration (spell, this)));
1328 }
1329
1330 // some help text for skill tools
1331 if (type == SKILL_TOOL)
1332 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1333 "you can use the " << &skill << " skill as if you had learned it.>";
1334
1335 // Display a hint about inscribable items [empty books]
1336 // This includes the amount of text they can hold.
1337 if (type == INSCRIBABLE)
1338 {
1339 if (other_arch && other_arch->type == SCROLL)
1340 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1341 else
1342 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1343 weight_limit);
1344 }
1345
1346 buf << '\n';
1347
1348 // the dungeon master additionally gets a complete dump
1349 if (who && who->flag [FLAG_WIZLOOK])
1350 {
1351 buf << "\nT<Object>\n";
1352 describe_dump_object (buf, this);
1353
1354 if (inv)
1355 {
1356 buf << "\nT<Top Inventory>\n";
1357 describe_dump_object (buf, inv);
1358 }
1359 }
1360
1361 return std::string (buf.linearise (), buf.size ());
1362}
1363
1196void 1364void
1197examine (object *op, object *tmp) 1365examine (object *op, object *tmp)
1198{ 1366{
1199 std::string s = tmp->describe (op); 1367 std::string info = tmp->describe (op);
1200 1368
1201 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); 1369 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1202} 1370}
1203 1371
1204/* 1372/*
1205 * inventory prints object's inventory. If inv==NULL then print player's 1373 * inventory prints object's inventory. If inv==NULL then print player's
1206 * inventory. 1374 * inventory.
1210object::query_inventory (object *who, const char *indent) 1378object::query_inventory (object *who, const char *indent)
1211{ 1379{
1212 static dynbuf_text buf; buf.clear (); 1380 static dynbuf_text buf; buf.clear ();
1213 1381
1214 for (object *tmp = inv; tmp; tmp = tmp->below) 1382 for (object *tmp = inv; tmp; tmp = tmp->below)
1215 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1383 if (who && who->flag [FLAG_WIZ])
1216 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1384 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1217 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1385 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1218 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); 1386 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1219 1387
1220 if (buf.size ()) 1388 if (buf.size ())
1221 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1389 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1222 else 1390 else
1223 buf.printf ("%s(empty)\n", indent); 1391 buf.printf ("%s(empty)\n", indent);
1224 1392
1225 return buf; 1393 return buf;
1226} 1394}
1235is_magical (const object *op) 1403is_magical (const object *op)
1236{ 1404{
1237 int i; 1405 int i;
1238 1406
1239 /* living creatures are considered non magical */ 1407 /* living creatures are considered non magical */
1240 if (QUERY_FLAG (op, FLAG_ALIVE)) 1408 if (op->flag [FLAG_ALIVE])
1241 return 0; 1409 return 0;
1242 1410
1243 /* This is a test for it being an artifact, as artifacts have titles */ 1411 /* This is a test for it being an artifact, as artifacts have titles */
1244 if (op->title != NULL) 1412 if (op->title != NULL)
1245 return 1; 1413 return 1;
1251 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1419 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1252 return 1; 1420 return 1;
1253 1421
1254 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1422 /* Check for stealty, speed, flying, or just plain magic in the boots */
1255 /* Presume any boots that hvae a move_type are special. */ 1423 /* Presume any boots that hvae a move_type are special. */
1256 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1424 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1257 return 1; 1425 return 1;
1258 1426
1259 /* Take care of amulet/shield that reflects spells/missiles */ 1427 /* Take care of amulet/shield that reflects spells/missiles */
1260 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1428 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1261 return 1; 1429 return 1;
1262 1430
1263 /* Take care of helmet of xrays */ 1431 /* Take care of helmet of xrays */
1264 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1432 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1265 return 1; 1433 return 1;
1266 1434
1267 /* Potions & rods are always magical. Wands/staves are also magical, 1435 /* Potions & rods are always magical. Wands/staves are also magical,
1268 * assuming they still have any charges left. 1436 * assuming they still have any charges left.
1269 */ 1437 */
1358 * Supposed to fix face-values as well here, but later. 1526 * Supposed to fix face-values as well here, but later.
1359 */ 1527 */
1360void 1528void
1361identify (object *op) 1529identify (object *op)
1362{ 1530{
1363 object *pl; 1531 op->set_flag (FLAG_IDENTIFIED);
1364 1532 op->clr_flag (FLAG_KNOWN_MAGICAL);
1365 SET_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_NO_SKILL_IDENT);
1366 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1367 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1368 1534
1369 /* 1535 /*
1370 * We want autojoining of equal objects: 1536 * We want autojoining of equal objects:
1371 */ 1537 */
1372 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1538 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1373 SET_FLAG (op, FLAG_KNOWN_CURSED); 1539 op->set_flag (FLAG_KNOWN_CURSED);
1374 1540
1375 if (op->type == POTION) 1541 if (op->type == POTION)
1376 { 1542 {
1377 if (op->inv && op->randomitems) 1543 if (op->inv && op->randomitems)
1378 op->title = op->inv->name; 1544 op->title = op->inv->name;
1379 else if (op->arch) 1545 else if (op->arch)
1380 { 1546 {
1381 op->name = op->arch->object::name; 1547 op->name = op->arch->object::name;
1382 op->name_pl = op->arch->object::name_pl; 1548 op->name_pl = op->arch->object::name_pl;
1383 } 1549 }
1384 } 1550 }
1385 1551
1386 /* If the object is on a map, make sure we update its face */ 1552 /* If the object is on a map, make sure we update its face */
1387 if (op->map) 1553 if (op->map)
1388 update_object (op, UP_OBJ_CHANGE); 1554 update_object (op, UP_OBJ_CHANGE);
1389 else 1555
1390 { 1556 if (object *pl = op->visible_to ())
1391 pl = op->in_player ();
1392 if (pl)
1393 /* A lot of the values can change from an update - might as well send 1557 /* A lot of the values can change from an update - might as well send
1394 * it all. 1558 * it all.
1395 */ 1559 */
1396 esrv_send_item (pl, op); 1560 esrv_send_item (pl, op);
1397 }
1398} 1561}
1399 1562

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