--- deliantra/server/common/item.C 2009/01/11 06:08:40 1.53 +++ deliantra/server/common/item.C 2018/11/17 23:40:00 1.100 @@ -1,23 +1,25 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009 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. - * + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . - * + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * * The authors can be reached via e-mail to */ @@ -48,28 +50,11 @@ * Basically, for the use/nonuse, the code does something like: * "This item goes %s\n", with the use/nonuse values filling in the %s */ +// see include/object.h Body_Locations body_locations[NUM_BODY_LOCATIONS] = { - {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, - {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, - {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" +# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse }, +# include "slotinc.h" +# undef def }; static char numbers_10[10][20] = { @@ -77,14 +62,14 @@ "eighty", "ninety" }; -static char levelnumbers[21][20] = { +static char ordnumbers[21][20] = { "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", - "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", - "nineteen", "twentieth" + "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth", + "nineteenth", "twentieth" }; -static char levelnumbers_10[11][20] = { +static char ordnumbers_10[11][20] = { "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", "seventieth", "eightieth", "ninetieth" }; @@ -92,8 +77,8 @@ /* 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 + * 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}, @@ -157,13 +142,14 @@ {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, {SHOP_MAT, "shop mat", "shop mats", 0, 0}, {RING, "ring", "rings", SK_JEWELER, 0}, - {FLOOR, "floor", "floors", 0, 0}, +// {FLOOR, "floor", "floors", 0, 0}, {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, {LIGHTER, "lighter", "lighters", 0, 0}, {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, + {TORCH, "torch", "torches", 0, 0}, {LAMP, "lamp", "lamps", 0, 0}, {DUPLICATOR, "duplicator", "duplicators", 0, 0}, {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, @@ -171,7 +157,7 @@ {SPINNER, "spinner", "spinners", 0, 0}, {GATE, "gate", "gates", 0, 0}, {BUTTON, "button", "buttons", 0, 0}, - {CF_HANDLE, "cf handle", "cf handles", 0, 0}, + {T_HANDLE, "cf handle", "cf handles", 0, 0}, {HOLE, "hole", "holes", 0, 0}, {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, {SIGN, "sign", "signs", 0, 0}, @@ -208,32 +194,7 @@ {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, }; -const int item_types_size = sizeof (item_types) / sizeof (*item_types); - -materialtype_t *materialt; - -/* -materialtype material[NROFMATERIALS] = { - * P M F E C C A D W G P S P T F C D D C C G H B I * - * H A I L O O C R E H O L A U E A E E H O O O L N * - * Y G R E L N I A A O I O R R A N P A A U D L I T * - * S I E C D F D I P S S W A N R C L T O N Y N R * - * I C T U N O T O L E E H S T P D N * - {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, - {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, - {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, - {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, - {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, - {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, - {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, - {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, - {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, - {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}}, - {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, - {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}}, - {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}} -}; -*/ +static const int item_types_size = array_length (item_types); /* This curve may be too steep. But the point is that there should * be tough choices - there is no real point to this if everyone can @@ -245,10 +206,11 @@ * 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 */ + 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 @@ -257,6 +219,51 @@ return enc_to_item_power [clamp (ench, 0, 20)]; } +static const struct need_identify_types : typeset +{ + need_identify_types () + { + set (RING); + set (WAND); + set (ROD); + set (HORN); + set (SCROLL); + set (SKILL); + set (SKILLSCROLL); + set (SPELLBOOK); + set (FOOD); + set (POTION); + set (BOW); + set (ARROW); + set (WEAPON); + set (ARMOUR); + set (SHIELD); + set (HELMET); + set (AMULET); + set (BOOTS); + set (GLOVES); + set (BRACERS); + set (GIRDLE); + set (CONTAINER); + set (DRINK); + set (FLESH); + set (INORGANIC); + set (CLOSE_CON); + set (CLOAK); + set (GEM); + set (POWER_CRYSTAL); + set (POISON); + set (BOOK); + set (SKILL_TOOL); + } +} need_identify_types; + +bool +object::need_identify () const +{ + return need_identify_types [type]; +} + /* 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 @@ -276,7 +283,7 @@ /* 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 + * armour shouldn't be counted against */ tmp = 0; for (i = 1; i < NROFATTACKS; i++) @@ -320,60 +327,59 @@ /* Do spell paths now */ for (i = 1; i < NRSPELLPATHS; i++) - { - if (op->path_attuned & (1 << i)) - enc++; - else if (op->path_denied & (1 << i)) - enc -= 2; - else if (op->path_repelled & (1 << i)) - enc--; - } - - if (QUERY_FLAG (op, FLAG_LIFESAVE)) - enc += 5; - if (QUERY_FLAG (op, FLAG_REFL_SPELL)) - enc += 3; - if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) - enc += 2; - if (QUERY_FLAG (op, FLAG_STEALTH)) - enc += 1; - if (QUERY_FLAG (op, FLAG_XRAYS)) - enc += 2; - if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) - enc += 1; - if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) - enc += 1; + if (op->path_attuned & (1 << i)) + enc++; + else if (op->path_denied & (1 << i)) + enc -= 2; + else if (op->path_repelled & (1 << i)) + enc--; + + if (op->flag [FLAG_LIFESAVE ]) enc += 5; + if (op->flag [FLAG_REFL_SPELL ]) enc += 3; + if (op->flag [FLAG_REFL_MISSILE]) enc += 2; + if (op->flag [FLAG_XRAYS ]) enc += 2; + if (op->flag [FLAG_STEALTH ]) enc += 1; + if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1; + if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; return get_power_from_ench (enc); } -/* returns the typedata that has a number equal to itemtype, if there +static const struct get_typedata +{ + const typedata *data [NUM_TYPES]; + + get_typedata () + { + for (int i = 0; i < item_types_size; i++) + data [item_types[i].number] = &item_types [i]; + } + + const typedata *operator ()(int itemtype) const + { + return data [itemtype]; + } +} get_typedata_; + +/* 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; + return get_typedata_ (itemtype); } -/* returns the typedata that has a name equal to itemtype, if there +/* 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++) + for (int i = 0; i < item_types_size; i++) if (!strcmp (item_types[i].name, name)) return &item_types[i]; - for (i = 0; i < item_types_size; i++) + for (int i = 0; i < item_types_size; i++) if (!strcmp (item_types[i].name_pl, name)) { LOG (llevInfo, @@ -381,7 +387,7 @@ return &item_types[i]; } - return NULL; + return 0; } /* describe_resistance generates the visible naming for resistances. @@ -393,31 +399,21 @@ const char * describe_resistance (const object *op, int newline) { - static char buf[VERY_BIG_BUF]; - char buf1[VERY_BIG_BUF]; - int tmpvar; + static dynbuf_text buf; buf.clear (); - buf[0] = 0; - for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) - { - if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) - { - if (!newline) - sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); - else - sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); + for (int i = 0; i < NROFATTACKS; i++) + if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1)) + buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); - strcat (buf, buf1); - } - } return buf; } - /* * query_weight(object) returns a character pointer to a static buffer * containing the text-representation of the weight of the given object. * The buffer will be overwritten by the next call to query_weight(). + * + * Seems to be used only by unimportant stuff. Remove? */ const char * query_weight (const object *op) @@ -441,44 +437,29 @@ * the number requested (of the form first, second, third...) */ const char * -get_levelnumber (int i) +ordinal (int i) { - static char buf[MAX_BUF]; - - if (i > 99) - { - sprintf (buf, "%d.", i); - return buf; - } + if (i < 0) + return format ("minus %s", ordinal (-i)); if (i < 21) - return levelnumbers[i]; - if (!(i % 10)) - return levelnumbers_10[i / 10]; + return ordnumbers[i]; - strcpy (buf, numbers_10[i / 10]); - strcat (buf, levelnumbers[i % 10]); - return buf; -} + int digit = i % 10; -/* - * get_number(integer) returns the text-representation of the given number - * in a static buffer. The buffer might be overwritten at the next - * call to get_number(). - * It is currently only used by the query_name() function. - */ -const char * -get_number (int i) -{ - if (i <= 20) - return numbers[i]; - else - { - static char buf[MAX_BUF]; + if (i >= 100) + return format ( + digit == 1 ? "%dst" + : digit == 2 ? "%dnd" + : digit == 3 ? "%drd" + : "%dth", + i + ); - sprintf (buf, "%d", i); - return buf; - } + if (digit == 0) + return ordnumbers_10[i / 10]; + else + return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]); } /* @@ -494,19 +475,19 @@ /* Aug 95 modified this slightly so that Skill tools don't have magic bonus * from stats.sp - b.t. */ -const char * +static const char * ring_desc (const object *op) { static dynbuf_text buf; buf.clear (); - int attr, val, len; + int attr, val; - if (QUERY_FLAG (op, FLAG_IDENTIFIED)) + if (op->flag [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.exp) buf.printf ("(speed %+d)", (int)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); @@ -519,10 +500,10 @@ if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); - if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; - if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; - if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; - if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; + if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)"; + if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)"; + if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)"; + if (op->flag [FLAG_STEALTH]) buf << "(stealth)"; buf.add_paths ("Attuned" , op->path_attuned); buf.add_paths ("Repelled", op->path_repelled); @@ -536,8 +517,10 @@ } /* - * query_short_name(object) is similar to query_name, but doesn't + * query_short_name(object) is similar to query_name, but doesn't * contain any information about object status (worn/cursed/etc.) + * + * It is sometimes used when printing messages, so should fit well into a sentence. */ const char * query_short_name (const object *op) @@ -556,7 +539,7 @@ buf << (op->nrof <= 1 ? op->name : op->name_pl); - if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) + if (op->title && op->flag [FLAG_IDENTIFIED]) buf << ' ' << op->title; switch (op->type) @@ -565,7 +548,7 @@ case SCROLL: case WAND: case ROD: - if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED]) { if (!op->title) buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); @@ -614,7 +597,9 @@ break; default: - if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) + if (op->magic + && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) + || op->flag [FLAG_IDENTIFIED])) buf.printf (" %+d", op->magic); } @@ -631,11 +616,13 @@ * returned is good forever.) However, it makes printing statements that * use several names much easier (don't need to store them to temp variables.) * + * It is used extensively within messages, so should return only a prose + * and short description of the item. + * It is also used by examine/ex and similar functions. */ const char * query_name (const object *op) { - int len = 0; static dynbuf_text bufs[5]; static int use_buf = 0; @@ -645,22 +632,23 @@ dynbuf_text &buf = bufs [use_buf]; buf.clear (); - if ((op->is_armor () || op->is_weapon ()) && op->materialname) - if (materialtype_t *mt = name_to_material (op->materialname)) - buf << mt->description << ' '; +#if 0 + if ((op->is_armor () || op->is_weapon ()) && op->material) + buf << op->material->description << ' '; +#endif buf << query_short_name (op); - if (QUERY_FLAG (op, FLAG_INV_LOCKED)) + if (op->flag [FLAG_INV_LOCKED]) buf << " *"; - if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) + if (op->is_open_container ()) buf << " (open)"; - if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) + if (op->flag [FLAG_KNOWN_CURSED]) { - if (QUERY_FLAG (op, FLAG_DAMNED)) + if (op->flag [FLAG_DAMNED]) buf << " (damned)"; - else if (QUERY_FLAG (op, FLAG_CURSED)) + else if (op->flag [FLAG_CURSED]) buf << " (cursed)"; } @@ -673,11 +661,11 @@ * if it has been applied. Equipping an item does not tell full * abilities, especially for artifact items. */ - if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) + if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED]) buf << " (magic)"; #if 0 - /* item_power will be returned in desribe_item - it shouldn't really + /* item_power will be returned in describe_item - it shouldn't really * be returned in the name. */ if (op->item_power) @@ -685,18 +673,17 @@ #endif - if (QUERY_FLAG (op, FLAG_APPLIED)) + if (op->flag [FLAG_APPLIED]) { switch (op->type) { + case RANGED: 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)"); + buf << " (applied)"; break; case ARMOUR: case HELMET: @@ -719,7 +706,26 @@ } } - if (QUERY_FLAG (op, FLAG_UNPAID)) + switch (op->type) + { + case LAMP: + if (op->glow_radius) + buf << " (on)"; + else if (op->stats.food <= 0) + buf << " (empty)"; + else + buf << " (off)"; + break; + + case TORCH: + if (op->glow_radius) + buf << " (burning)"; + else if (op->stats.food <= 0) + buf << " (burned out)"; + break; + } + + if (op->flag [FLAG_UNPAID]) buf << " (unpaid)"; return buf; @@ -733,6 +739,10 @@ * don't include the item count or item status. Used for inventory sorting * and sending to client. * If plural is set, we generate the plural name of this. + * + * It is sometimes used to display messages, and usually only used to match stuff, + * so maybe this function should be removed. + * It is also used for client-side inventory/item descriptions. */ const char * query_base_name (const object *op, int plural) @@ -740,19 +750,21 @@ if ((!plural && !op->name) || (plural && !op->name_pl)) return "(null)"; - if (!op->nrof && !op->weight && !op->title && !is_magical (op)) + if (!op->nrof && !op->weight && !op->title && !is_magical (op) + && op->type != EXIT) return op->name; /* To speed things up (or make things slower?) */ static dynbuf_text buf; buf.clear (); - if ((op->is_armor () || op->is_weapon ()) && op->materialname) - if (materialtype_t *mt = name_to_material (op->materialname)) - if (op->arch->materialname != mt->name) - buf << mt->description << ' '; +#if 0 + if ((op->is_armor () || op->is_weapon ()) && op->material) + if (op->arch->material != op->material) + buf << op->material->description << ' '; +#endif buf << (plural ? op->name_pl : op->name); - if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) + if (op->title && op->flag [FLAG_IDENTIFIED]) buf << ' ' << op->title; switch (op->type) @@ -761,7 +773,7 @@ case SCROLL: case WAND: case ROD: - if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED]) { if (!op->title) buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); @@ -785,8 +797,18 @@ } break; + case EXIT: + // random map exits "unfortunately" get patched, so this only works before entering + if (EXIT_PATH (op) == shstr_random_map_exit) + buf << " (random map)"; + else if (!EXIT_PATH (op)) + buf << " (closed)"; + break; + default: - if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) + if (op->magic + && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) + || op->flag [FLAG_IDENTIFIED])) buf.printf (" %+d", op->magic); } @@ -809,7 +831,7 @@ * fall into the 'lightning fast movement' category. */ if (op->has_active_speed ()) - switch ((int) ((FABS (op->speed)) * 15)) + switch ((int)(op->speed * 15.)) { case 0: buf << "(very slow movement)"; @@ -839,20 +861,20 @@ break; } - if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; - if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; - if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; - if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; - if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; - if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; - if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; - if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; - if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; - if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; - if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; - if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; - if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; - if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; + if (op->flag [FLAG_UNDEAD]) buf << "(undead)"; + if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)"; + if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)"; + if (op->flag [FLAG_USE_BOW]) buf << "(archer)"; + if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)"; + if (op->flag [FLAG_USE_RING]) buf << "(wear ring)"; + if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)"; + if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)"; + if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)"; + if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)"; + if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)"; + if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)"; + if (op->flag [FLAG_HITBACK]) buf << "(hitback)"; + if (op->flag [FLAG_STEALTH]) buf << "(stealthy)"; if (op->randomitems) { @@ -889,7 +911,7 @@ } /* describe attacktypes */ - if (is_dragon_pl (op)) + if (op->is_dragon ()) { /* for dragon players display the attacktypes from clawing skill * Break apart the for loop - move the comparison checking down - @@ -937,11 +959,6 @@ * a dwarven axe, in which the full abilities are only known to * dwarves, etc. * - * This function is really much more complicated than it should - * be, because different objects have different meanings - * for the same field (eg, wands use 'food' for charges). This - * means these special cases need to be worked out. - * * Add 'owner' who is the person examining this object. * owner can be null if no one is being associated with this * item (eg, debug dump or the like) @@ -949,7 +966,7 @@ const char * describe_item (const object *op, object *owner) { - if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) + if (op->flag [FLAG_MONSTER] || op->type == PLAYER) return describe_monster (op); static dynbuf_text buf; buf.clear (); @@ -958,12 +975,13 @@ /* figure this out once, instead of making multiple calls to need_identify. * also makes the code easier to read. */ - identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); + identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED]; if (!identified) buf << "(unidentified)"; switch (op->type) { + case RANGED: case BOW: case ARROW: case WAND: @@ -987,41 +1005,59 @@ i = (op->stats.maxsp % 1000) / 100; if (i) - buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); + buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i); else - buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); + buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); } else - buf.printf ("(capacity %d). It is ", op->stats.maxsp); + buf.printf ("(capacity %d; it is ", op->stats.maxsp); - i = (op->stats.sp * 10) / op->stats.maxsp; - if (op->stats.sp == 0) - buf << "empty."; - 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."; + i = op->stats.sp * 10 / max (op->stats.maxsp, 1); + + if (op->stats.sp == 0) buf << "empty"; + else if (i <= 0) buf << "almost empty"; + else if (i <= 2) buf << "partially filled"; + else if (i <= 5) buf << "half full"; + else if (i <= 8) buf << "well charged"; + else if (op->stats.sp < op->stats.maxsp) buf << "almost full"; + else buf << "fully charged"; + + buf << ')'; + break; + + case LAMP: + { + int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; + buf << "(fuel: "; + if (percent == 0) + buf << "empty"; + else if (percent < 10) + buf << "very low"; + else if (percent < 25) + buf << "low"; + else if (percent < 50) + buf << "half empty"; + else if (percent < 75) + buf << "half full"; + else if (percent < 95) + buf << "well filled"; + else if (percent <= 100) + buf << "full"; + buf << ")"; + } break; case FOOD: case FLESH: case DRINK: - if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + if (identified || op->flag [FLAG_BEEN_APPLIED]) { buf.printf ("(food+%d)", op->stats.food); if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); - if (!QUERY_FLAG (op, FLAG_CURSED)) + if (!op->flag [FLAG_CURSED]) { if (op->stats.hp) buf << "(heals)"; if (op->stats.sp) buf << "(spellpoint regen)"; @@ -1052,12 +1088,10 @@ /* Down here, we more further describe equipment type items. * only describe them if they have been identified or the like. */ - if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + if (identified || op->flag [FLAG_BEEN_APPLIED]) { - int attr, val; - - for (attr = 0; attr < NUM_STATS; attr++) - if ((val = op->stats.stat (attr))) + for (int attr = 0; attr < NUM_STATS; attr++) + if (int val = op->stats.stat (attr)) buf.printf ("(%s%+d)", short_stat_name[attr], val); if (op->stats.exp) @@ -1065,6 +1099,7 @@ switch (op->type) { + case RANGED: case BOW: case ARROW: case GIRDLE: @@ -1093,8 +1128,8 @@ break; } - if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; - if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; + if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)"; + if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)"; /* levitate was what is was before, so we'll keep it */ if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; @@ -1117,6 +1152,7 @@ switch (op->type) { + case RANGED: case ROD: /* These use stats.sp for spell selection and stats.food */ case HORN: /* and stats.hp for spell-point regeneration... */ case BOW: @@ -1159,26 +1195,29 @@ { 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.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->flag [FLAG_LIFESAVE]) buf << "(lifesaving)"; + if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)"; + if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)"; + if (op->flag [FLAG_STEALTH]) buf << "(stealth)"; if (op->slaying && op->type != FOOD) buf.printf ("(slay %s)", &op->slaying); + if (op->type == SKILL_TOOL && op->skill) + buf.printf ("(%s)", &op->skill); + buf.add_abilities ("Attacks", op->attacktype); /* resistance on flesh is only visible for quetzals. If * non flesh, everyone can see its resistances */ - if (op->type != FLESH || (owner && is_dragon_pl (owner))) + if (op->type != FLESH || (owner && owner->is_dragon ())) buf << describe_resistance (op, 0); buf.add_paths ("Attuned", op->path_attuned); @@ -1195,16 +1234,187 @@ return std::string (::describe_item (this, who)); } +static void +describe_dump_object (dynbuf &buf, object *ob) +{ + char *txt = dump_object (ob); + for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r'; + buf << "\n" << txt << "\n"; + + if (!ob->is_arch ()) + describe_dump_object (buf, ob->arch); +} + +std::string +object::describe (object *who) +{ + dynbuf_text buf (1024, 1024); + + buf.printf ("That is: %s.\r", long_desc (who).c_str ()); + + if (custom_name) + buf.printf ("You call it %s.\r", &custom_name); + + switch (type) + { + case SPELLBOOK: + if (flag [FLAG_IDENTIFIED] && inv) + buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill); + break; + + case BOOK: + if (msg) + buf << "Something is written in it.\r"; + break; + + case CONTAINER: + if (race) + { + if (weight_limit && stats.Str < 100) + buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r", + &race, weight_limit / (10.0 * (100 - stats.Str))); + else + buf.printf ("It can hold only %s.\r", &race); + } + else if (weight_limit && stats.Str < 100) + buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str))); + break; + + case WAND: + if (flag [FLAG_IDENTIFIED]) + buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges"); + break; + } + + if (material != MATERIAL_NULL && !msg) + buf << (nrof > 1 ? "They are made of " : "It is made of ") + << material->description + << ".\r"; + + if (who) + /* Where to wear this item */ + for (int i = 0; i < NUM_BODY_LOCATIONS; i++) + if (slot[i].info) + { + buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name); + + if (slot[i].info < -1 && who->slot[i].info) + buf.printf ("(%d)", -slot[i].info); + + buf << ".\r"; + } + + if (weight) + buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0); + + if (flag [FLAG_STARTEQUIP]) + buf << (nrof > 1 ? "They were" : "It was") + << " given by a god and will vanish when dropped.\r"; + + if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who) + { + buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX)); + + if (who->is_in_shop ()) + { + if (flag [FLAG_UNPAID]) + buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP)); + else + buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it"); + } + } + + if (flag [FLAG_MONSTER]) + buf << describe_monster (who); + + /* Is this item buildable? */ + if (flag [FLAG_IS_BUILDABLE]) + buf << "This is a buildable item.\r"; + + /* Does the object have a message? Don't show message for all object + * types - especially if the first entry is a match + */ + if (msg) + { + if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) + { + if (!need_identify ()) + buf << '\r' << msg << '\n'; + else if (flag [FLAG_IDENTIFIED]) + buf << '\r' << "The object has a story:\r" << msg; + } + } + else if (inv + && inv->msg + && inv->type == SPELL + && flag [FLAG_IDENTIFIED] + && (type == SPELLBOOK || type == ROD || type == WAND + || type == POTION || type == SCROLL)) + // for spellbooks and other stuff that contains spells, print the spell message, + // unless the object has a custom message handled above. + buf << '\r' << inv->msg << '\n'; + + // try to display the duration for some potions and scrolls + // this includes change ability potions and group spells, + // but does not handle protection potions + if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] + && (type == POTION || type == SCROLL)) + { + object *spell = inv; + + if (spell->subtype == SP_PARTY_SPELL) + spell = spell->other_arch; + + if (spell->subtype == SP_CHANGE_ABILITY) + buf.printf ("\nH", + TICK2TIME (change_ability_duration (spell, this))); + } + + // some help text for skill tools + if (type == SKILL_TOOL) + buf << "\nH"; + + // Display a hint about inscribable items [empty books] + // This includes the amount of text they can hold. + if (type == INSCRIBABLE) + { + if (other_arch && other_arch->type == SCROLL) + buf.printf ("\nH"); + else + buf.printf ("\nH", + weight_limit); + } + + buf << '\n'; + + // the dungeon master additionally gets a complete dump + if (who && who->flag [FLAG_WIZLOOK]) + { + buf << "\nT\n"; + describe_dump_object (buf, this); + + if (inv) + { + buf << "\nT\n"; + describe_dump_object (buf, inv); + } + } + + return std::string (buf.linearise (), buf.size ()); +} + void examine (object *op, object *tmp) { std::string info = tmp->describe (op); + op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); } /* * inventory prints object's inventory. If inv==NULL then print player's - * inventory. + * inventory. * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] */ const char * @@ -1213,9 +1423,9 @@ 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, tmp->query_name (), tmp->count, tmp->query_weight ()); - else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) + if (who && who->flag [FLAG_WIZ]) + buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); + else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED])) buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); if (buf.size ()) @@ -1238,7 +1448,7 @@ int i; /* living creatures are considered non magical */ - if (QUERY_FLAG (op, FLAG_ALIVE)) + if (op->flag [FLAG_ALIVE]) return 0; /* This is a test for it being an artifact, as artifacts have titles */ @@ -1254,15 +1464,15 @@ /* 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))) + if (op->type == BOOTS && ((op->flag [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))) + if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE])) return 1; /* Take care of helmet of xrays */ - if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) + if (op->type == HELMET && op->flag [FLAG_XRAYS]) return 1; /* Potions & rods are always magical. Wands/staves are also magical, @@ -1301,75 +1511,21 @@ 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) { - SET_FLAG (op, FLAG_IDENTIFIED); - CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); - CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); + op->set_flag (FLAG_IDENTIFIED); + op->clr_flag (FLAG_KNOWN_MAGICAL); + op->clr_flag (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->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) + op->set_flag (FLAG_KNOWN_CURSED); if (op->type == POTION) {