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Comparing deliantra/server/common/item.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.83 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: item.C,v 1.3 2006/09/03 00:18:40 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31#include <living.h> 26#include <living.h>
32#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
33 30
34/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
35 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
36 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
37 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
50 * 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
51 * may be better. 48 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
53 * "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
54 */ 51 */
52// see include/object.h
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"body_range", "in your range slot", "in a human's range slot"}, 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
57{"body_arm", "on your arm", "on a human's arm"}, 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
58{"body_torso", "on your body", "on a human's torso"}, 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
59{"body_head", "on your head", "on a human's head"}, 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
60{"body_neck", "around your neck", "around a humans neck"}, 58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
62{"body_finger", "on your finger", "on a human's finger"}, 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"}, 64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
65{"body_hand", "on your hands", "on a human's hands"}, 65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
66{"body_wrist", "around your wrists", "around a human's wrist"}, 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"}, 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 69};
71 70
72static char numbers[21][20] = { 71static char numbers_10[10][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 73 "eighty", "ninety"
75 "eighteen","nineteen","twenty"
76}; 74};
77 75
78static char numbers_10[10][20] = { 76static char ordnumbers[21][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
80 "eighty","ninety" 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
80 "nineteenth", "twentieth"
81}; 81};
82 82
83static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth"
88};
89
90static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 85 "seventieth", "eightieth", "ninetieth"
93}; 86};
94 87
95/* 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:
96 * item number, item name, item name (plural), and two numbers that are the skills 89 * item number, item name, item name (plural), and two numbers that are the skills
97 * used to identify them. Anytime a new item type is added or removed, this list 90 * used to identify them. Anytime a new item type is added or removed, this list
98 * should be altered to reflect that. The defines for the numerical values are in 91 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 92 * define.h
100 */ 93 */
101static const typedata item_types[] = { 94static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 95 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 96 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 97 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 98 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 99 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 100 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 101 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 102 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 103 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 104 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 105 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 106 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 107 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 108 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 109 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 110 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 111 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 112 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 113 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 114 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 115 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 116 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 117 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 118 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 119 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 120 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 121 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 122 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 123 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 124 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 125 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 126 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 127 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 128 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 129 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 130 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 131 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 132 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 133 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 134 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 135 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 136 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 137 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 138 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 139 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 140 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 141 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 142 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 143 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 144 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 145 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 146 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 147 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 148 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 149 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 150 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
171{WALL, "wall", "walls", 0, 0},
172{LIGHT_SOURCE, "light source", "light sources", 0, 0},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 176 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 187 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 188 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 189 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 190 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 191 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 192 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 193 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 194 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 195 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 196 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 197 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 198 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 199 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 200 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 201 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 205};
223 206
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225
226materialtype_t *materialt;
227
228/*
229materialtype material[NROFMATERIALS] = {
230 * P M F E C C A D W G P S P T F C D D C C G H B I *
231 * H A I L O O C R E H O L A U E A E E H O O O L N *
232 * Y G R E L N I A A O I O R R A N P A A U D L I T *
233 * S I E C D F D I P S S W A N R C L T O N Y N R *
234 * I C T U N O T O L E E H S T P D N *
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}},
239 {"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}},
240 {"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}},
241 {"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}},
242 {"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}},
243 {"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}},
244 {"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}},
245 {"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}},
246 {"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}},
247 {"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}}
248};
249*/
250 208
251/* 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
252 * 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
253 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
254 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
256 * able to use 2-3 of the most powerful items. 214 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 215 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 216 * custom objects can use whatever they want.
259 */ 217 */
260static int enc_to_item_power[21] = { 218static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 219 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 220 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 221 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 222 30, 35, 40, 45, 50 /* 20 */
265}; 223};
266 224
225int
267int get_power_from_ench(int ench) 226get_power_from_ench (int ench)
268{ 227{
269 if (ench < 0) ench = 0;
270 if (ench > 20) ench = 20;
271 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
272} 229}
273 230
274/* 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
275 * 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
276 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 234 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 235 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 236 * the power. This is used in the treasure code.
280 */ 237 */
238int
281int calc_item_power(const object *op, int flag) 239calc_item_power (const object *op, int flag)
282{ 240{
283 int i, tmp, enc; 241 int i, tmp, enc;
284 242
285 enc = 0; 243 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 245 enc += op->stats.stat (i);
288 246
289 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 250 * armour shouldn't be counted against
293 */ 251 */
294 tmp = 0; 252 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 253 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 254 tmp += op->resist[i];
297 255
298 /* Add/substract 10 so that the rounding works out right */ 256 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 257 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 258 enc += (tmp + 10) / 20;
259 else if (tmp < 0)
260 enc += (tmp - 10) / 20;
301 261
302 enc += op->magic; 262 enc += op->magic;
303 263
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 264 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 265 * physical doesn't count against total.
306 */ 266 */
307 if (op->type == WEAPON) { 267 if (op->type == WEAPON)
268 {
308 for (i=1; i<NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 270 if (op->attacktype & (1 << i))
271 enc++;
272
273 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
311 } 275 }
276
312 /* Items the player can equip */ 277 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 281 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 282 {
318 enc += op->stats.food; /* sustenance */ 283 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
323 } 288 }
289
324 enc += op->stats.luck; 290 enc += op->stats.luck;
325 291
326 /* Do spell paths now */ 292 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 293 for (i = 1; i < NRSPELLPATHS; i++)
328 if (op->path_attuned& (1 << i)) enc++; 294 if (op->path_attuned & (1 << i))
295 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 296 else if (op->path_denied & (1 << i))
297 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 298 else if (op->path_repelled & (1 << i))
331 } 299 enc--;
332 300
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340 308
341 return get_power_from_ench(enc); 309 return get_power_from_ench (enc);
342
343} 310}
344 311
345/* 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
346 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
347 314const typedata *
348const typedata *get_typedata(int itemtype) { 315get_typedata (int itemtype)
349 int i; 316{
350 for (i=0;i<item_types_size;i++) 317 for (int i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 318 if (item_types[i].number == itemtype)
319 return &item_types[i];
320
352 return NULL; 321 return NULL;
353} 322}
354 323
355/* 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
356 * 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
357 * one return NULL */ 326 * one return NULL */
358 327const typedata *
359const typedata *get_typedata_by_name(const char *name) { 328get_typedata_by_name (const char *name)
360 int i; 329{
361 for (i=0;i<item_types_size;i++) 330 for (int i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 331 if (!strcmp (item_types[i].name, name))
332 return &item_types[i];
333
363 for (i=0;i<item_types_size;i++) 334 for (int i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 335 if (!strcmp (item_types[i].name_pl, name))
336 {
365 LOG(llevInfo, 337 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 338 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
367 name, item_types[i].name);
368 return &item_types[i]; 339 return &item_types[i];
369 } 340 }
370 return NULL; 341
342 return 0;
371} 343}
344
372/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
374 * a big buffer. 347 * a big buffer.
375 * if newline is true, we don't put parens around the description 348 * if newline is true, we don't put parens around the description
376 * 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
377 */ 350 */
351const char *
378char *describe_resistance(const object *op, int newline) 352describe_resistance (const object *op, int newline)
379{ 353{
380 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
381 char buf1[VERY_BIG_BUF];
382 int tmpvar;
383 355
384 buf[0]=0; 356 for (int i = 0; i < NROFATTACKS; i++)
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) {
386 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))
387 if (!newline) 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 359
392 strcat(buf, buf1);
393 }
394 }
395 return buf; 360 return buf;
396} 361}
397
398 362
399/* 363/*
400 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
402 * 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().
403 */ 367 *
404 368 * Seems to be used only by unimportant stuff. Remove?
369 */
370const char *
405char *query_weight(const object *op) { 371query_weight (const object *op)
372{
406 static char buf[10]; 373 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 374 sint32 i = op->total_weight ();
408 375
409 if(op->weight<0) 376 if (op->weight < 0)
410 return " "; 377 return " ";
378
411 if(i%1000) 379 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
413 else 381 else
414 sprintf(buf,"%4d ",i/1000); 382 sprintf (buf, "%4d ", i / 1000);
383
415 return buf; 384 return buf;
416} 385}
417 386
418/* 387/*
419 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
421 */ 390 */
391const char *
392ordinal (int i)
393{
394 if (i < 0)
395 return format ("minus %s", ordinal (-i));
422 396
423char *get_levelnumber(int i) {
424 static char buf[MAX_BUF];
425 if (i > 99) {
426 sprintf(buf, "%d.", i);
427 return buf;
428 }
429 if(i < 21) 397 if (i < 21)
430 return levelnumbers[i];
431 if(!(i%10))
432 return levelnumbers_10[i/10];
433 strcpy(buf, numbers_10[i/10]);
434 strcat(buf, levelnumbers[i%10]);
435 return buf;
436}
437
438
439/*
440 * get_number(integer) returns the text-representation of the given number
441 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number().
443 * It is currently only used by the query_name() function.
444 */
445
446char *get_number(int i) {
447 if(i<=20)
448 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];
449 else { 413 else
450 static char buf[MAX_BUF]; 414 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
451 sprintf(buf,"%d",i);
452 return buf;
453 }
454} 415}
455 416
456/* 417/*
457 * Returns pointer to static buffer containing ring's or amulet's 418 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 419 * abilities
460 * if describle_item() would be called to get this information and 421 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 422 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 423 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 424 * client handle names.
464 */ 425 */
426
465/* 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
466 * from stats.sp - b.t. 428 * from stats.sp - b.t.
467 */ 429 */
430static const char *
468char *ring_desc (const object *op) 431ring_desc (const object *op)
469{ 432{
470 static char buf[VERY_BIG_BUF]; 433 static dynbuf_text buf; buf.clear ();
471 int attr, val,len; 434 int attr, val, len;
435
436 if (op->flag [FLAG_IDENTIFIED])
472 437 {
473 buf[0] = 0;
474
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED))
476 return buf;
477
478 for (attr=0; attr<NUM_STATS; attr++) { 438 for (attr = 0; attr < NUM_STATS; attr++)
479 if ((val=get_attr_value(&(op->stats),attr))!=0) { 439 if ((val = op->stats.stat (attr)))
480 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val); 440 buf.printf ("(%s%+d)", short_stat_name[attr], val);
481 }
482 }
483 if(op->stats.exp)
484 sprintf(buf+strlen(buf), "(speed %+lld)", (long long)op->stats.exp);
485 if(op->stats.wc)
486 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 if(op->stats.dam)
488 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 if(op->stats.ac)
490 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491 441
442 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
443 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
444 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
445 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
446
492 strcat(buf,describe_resistance(op, 0)); 447 buf << describe_resistance (op, 0);
493 448
494 if (op->stats.food != 0) 449 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
495 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food); 450 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
496 /* else if (op->stats.food < 0) 451 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
497 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 452 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
498 if(op->stats.grace) 453 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
499 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 if(op->stats.sp && op->type!=SKILL)
501 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 if(op->stats.hp)
503 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 if(op->stats.luck)
505 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 strcat(buf,"(lifesaving)");
508 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 strcat(buf,"(reflect spells)");
510 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 strcat(buf,"(reflect missiles)");
512 if(QUERY_FLAG(op,FLAG_STEALTH))
513 strcat(buf,"(stealth)");
514 /* Shorten some of the names, so they appear better in the windows */
515 len=strlen(buf);
516 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519 454
520 /* if(op->item_power) 455 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
521 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 456 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
522 */ 457 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
523 if(buf[0] == 0 && op->type!=SKILL) 458 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
459
460 buf.add_paths ("Attuned" , op->path_attuned);
461 buf.add_paths ("Repelled", op->path_repelled);
462 buf.add_paths ("Denied" , op->path_denied);
463
464 if (buf.empty ())
524 strcpy(buf,"of adornment"); 465 buf << "of adornment";
466 }
525 467
526
527 return buf; 468 return buf;
528} 469}
529 470
530/* 471/*
531 * 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
532 * contain any information about object status (worn/cursed/etc.) 473 * contain any information about object status (worn/cursed/etc.)
533 */ 474 *
475 * It is sometimes used when printing messages, so should fit well into a sentence.
476 */
477const char *
534const char *query_short_name(const object *op) 478query_short_name (const object *op)
535{ 479{
536 static char buf[HUGE_BUF]; 480 if (!op->name)
537 char buf2[HUGE_BUF];
538 int len=0;
539
540 if(op->name == NULL)
541 return "(null)"; 481 return "(null)";
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 482
483 if (!op->nrof
484 && !op->weight
485 && !op->title
486 && !is_magical (op)
487 && op->slaying != shstr_money)
543 return op->name; /* To speed things up (or make things slower?) */ 488 return op->name; /* To speed things up (or make things slower?) */
544 489
545 if (op->nrof <= 1) 490 static dynbuf_text buf; buf.clear ();
546 safe_strcat(buf,op->name, &len, HUGE_BUF);
547 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF);
549 491
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 492 buf << (op->nrof <= 1 ? op->name : op->name_pl);
551 safe_strcat(buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF);
553 }
554 493
494 if (op->title && op->flag [FLAG_IDENTIFIED])
495 buf << ' ' << op->title;
496
555 switch(op->type) { 497 switch (op->type)
498 {
556 case SPELLBOOK: 499 case SPELLBOOK:
557 case SCROLL: 500 case SCROLL:
558 case WAND: 501 case WAND:
559 case ROD: 502 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 503 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
504 {
561 if(!op->title) { 505 if (!op->title)
562 safe_strcat(buf," of ", &len, HUGE_BUF); 506 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
563 if (op->inv) 507
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
565 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name);
567 }
568 if(op->type != SPELLBOOK) { 508 if (op->type != SPELLBOOK)
569 sprintf(buf2, " (lvl %d)", op->level); 509 buf.printf (" (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF);
571 }
572 } 510 }
573 break; 511 break;
512
513 case ALTAR:
514 case TRIGGER_ALTAR:
515 case IDENTIFY_ALTAR:
516 case CONVERTER:
517 if (op->slaying == shstr_money)
518 {
519 bool wrap = !!buf.size ();
520
521 if (wrap) buf << " [";
522
523 archetype *coin = 0;
524
525 for (char const *const *c = coins; *coins; ++c)
526 if ((coin = archetype::find (*c)))
527 if (op->stats.food % coin->value == 0)
528 break;
529
530 sint32 coins = op->stats.food / coin->value;
531
532 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
533
534 if (wrap) buf << ']';
535 }
536 break;
574 537
575 case SKILL: 538 case SKILL:
576 case AMULET: 539 case AMULET:
577 case RING: 540 case RING:
578 if (!op->title) { 541 if (!op->title)
542 {
579 /* If ring has a title, full description isn't so useful */ 543 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 544 const char *s = ring_desc (op);
545
581 if (s[0]) { 546 if (s && *s)
582 safe_strcat (buf, " ", &len, HUGE_BUF); 547 buf << " " << s;
583 safe_strcat(buf, s, &len, HUGE_BUF);
584 } 548 }
585 }
586 break; 549 break;
550
587 default: 551 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 552 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
589 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
590 sprintf(buf2, " %+d", op->magic); 553 buf.printf (" %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF);
592 }
593 } 554 }
555
594 return buf; 556 return buf;
595} 557}
596 558
597/* 559/*
598 * query_name(object) returns a character pointer pointing to a static 560 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 561 * buffer which contains a verbose textual representation of the name
602 * 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
603 * 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
604 * returned is good forever.) However, it makes printing statements that 566 * returned is good forever.) However, it makes printing statements that
605 * 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.)
606 * 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.
607 */ 572 */
573const char *
608char *query_name(const object *op) { 574query_name (const object *op)
609 static char buf[5][HUGE_BUF]; 575{
576 int len = 0;
577 static dynbuf_text bufs[5];
610 static int use_buf=0; 578 static int use_buf = 0;
611 int len=0; 579
612#ifdef NEW_MATERIAL_CODE 580 use_buf++;
613 materialtype_t *mt; 581 use_buf %= 5;
582
583 dynbuf_text &buf = bufs [use_buf];
584 buf.clear ();
585
586#if 0
587 if ((op->is_armor () || op->is_weapon ()) && op->material)
588 buf << op->material->description << ' ';
614#endif 589#endif
615 590
616 use_buf++; 591 buf << query_short_name (op);
617 use_buf %=5;
618 592
619#ifdef NEW_MATERIAL_CODE 593 if (op->flag [FLAG_INV_LOCKED])
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 594 buf << " *";
621 mt = name_to_material(op->materialname); 595 if (op->is_open_container ())
622 if (mt) { 596 buf << " (open)";
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 597
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 598 if (op->flag [FLAG_KNOWN_CURSED])
625 }
626 } 599 {
600 if (op->flag [FLAG_DAMNED])
601 buf << " (damned)";
602 else if (op->flag [FLAG_CURSED])
603 buf << " (cursed)";
604 }
605
606 /* Basically, if the object is known magical (detect magic spell on it),
607 * and it isn't identified, print out the fact that
608 * it is magical. Assume that the detect magical spell will only set
609 * KNOWN_MAGICAL if the item actually is magical.
610 *
611 * Changed in V 0.91.4 - still print that the object is magical even
612 * if it has been applied. Equipping an item does not tell full
613 * abilities, especially for artifact items.
614 */
615 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
616 buf << " (magic)";
617
618#if 0
619 /* item_power will be returned in describe_item - it shouldn't really
620 * be returned in the name.
621 */
622 if (op->item_power)
623 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
624
627#endif 625#endif
628 626
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 627 if (op->flag [FLAG_APPLIED])
630
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
634 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
635 safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF);
636
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
638 if(QUERY_FLAG(op,FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 628 {
643 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical.
647 *
648 * Changed in V 0.91.4 - still print that the object is magical even
649 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items.
651 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF);
654
655#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name.
658 */
659 if(op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)",
661 op->item_power);
662
663#endif
664
665 if (QUERY_FLAG(op,FLAG_APPLIED)) {
666 switch(op->type) { 629 switch (op->type)
630 {
667 case BOW: 631 case BOW:
668 case WAND: 632 case WAND:
669 case ROD: 633 case ROD:
670 case HORN: 634 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 635 buf << " (applied)";
672 break; 636 break;
673 case WEAPON: 637 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 638 buf << " (applied)";
675 break; 639 break;
676 case ARMOUR: 640 case ARMOUR:
677 case HELMET: 641 case HELMET:
678 case SHIELD: 642 case SHIELD:
679 case RING: 643 case RING:
681 case GLOVES: 645 case GLOVES:
682 case AMULET: 646 case AMULET:
683 case GIRDLE: 647 case GIRDLE:
684 case BRACERS: 648 case BRACERS:
685 case CLOAK: 649 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 650 buf << " (worn)";
687 break; 651 break;
688 case CONTAINER: 652 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 653 buf << " (active)";
690 break; 654 break;
691 case SKILL: 655 case SKILL:
692 default: 656 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 657 buf << " (applied)";
694 } 658 }
695 } 659 }
696 if(QUERY_FLAG(op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF);
698 660
699 return buf[use_buf]; 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])
681 buf << " (unpaid)";
682
683 return buf;
700} 684}
701 685
702/* 686/*
703 * query_base_name(object) returns a character pointer pointing to a static 687 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 688 * buffer which contains a verbose textual representation of the name
705 * 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
706 * 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
707 * 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
708 * and sending to client. 692 * and sending to client.
709 * If plural is set, we generate the plural name of this. 693 * If plural is set, we generate the plural name of this.
710 */ 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.
698 */
699const char *
711const char *query_base_name(const object *op, int plural) { 700query_base_name (const object *op, int plural)
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 701{
713 int len;
714 materialtype_t *mt;
715
716 if((!plural && !op->name) || (plural && !op->name_pl)) 702 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 703 return "(null)";
718 704
719 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)
720 return op->name; /* To speed things up (or make things slower?) */ 707 return op->name; /* To speed things up (or make things slower?) */
721 708
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 709 static dynbuf_text buf; buf.clear ();
723 mt = name_to_material(op->materialname);
724 710
725#ifdef NEW_MATERIAL_CODE 711#if 0
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 712 if ((op->is_armor () || op->is_weapon ()) && op->material)
727 op->arch->clone.materialname != mt->name && 713 if (op->arch->material != op->material)
728 !(op->material & M_SPECIAL)) { 714 buf << op->material->description << ' ';
729 strcpy(buf, mt->description);
730 len=strlen(buf);
731 safe_strcat(buf, " ", &len, MAX_BUF);
732 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF);
734 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF);
736 } else {
737#endif 715#endif
738 if (!plural)
739 strcpy(buf, op->name);
740 else
741 strcpy(buf, op->name_pl);
742 len=strlen(buf);
743#ifdef NEW_MATERIAL_CODE
744 }
745#endif
746 716
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 717 buf << (plural ? op->name_pl : op->name);
748 safe_strcat(buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF);
750 }
751 718
719 if (op->title && op->flag [FLAG_IDENTIFIED])
720 buf << ' ' << op->title;
721
752 switch(op->type) { 722 switch (op->type)
723 {
753 case SPELLBOOK: 724 case SPELLBOOK:
754 case SCROLL: 725 case SCROLL:
755 case WAND: 726 case WAND:
756 case ROD: 727 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 728 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
729 {
758 if(!op->title) { 730 if (!op->title)
759 safe_strcat(buf," of ", &len, MAX_BUF); 731 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
760 if (op->inv) 732
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF);
762 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name);
764 }
765 if(op->type != SPELLBOOK) { 733 if (op->type != SPELLBOOK)
766 sprintf(buf2, " (lvl %d)", op->level); 734 buf.printf (" (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF);
768 }
769 } 735 }
770 break; 736 break;
771 737
772 738
773 case SKILL: 739 case SKILL:
774 case AMULET: 740 case AMULET:
775 case RING: 741 case RING:
776 if (!op->title) { 742 if (!op->title)
743 {
777 /* If ring has a title, full description isn't so useful */ 744 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 745 const char *s = ring_desc (op);
746
779 if (s[0]) { 747 if (s && *s)
780 safe_strcat (buf, " ", &len, MAX_BUF); 748 buf << ' ' << s;
781 safe_strcat (buf, s, &len, MAX_BUF);
782 } 749 }
783 }
784 break; 750 break;
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
785 default: 760 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 761 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
787 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 762 buf.printf (" %+d", op->magic);
788 sprintf(buf + strlen(buf), " %+d", op->magic);
789 }
790 } 763 }
764
791 return buf; 765 return buf;
792} 766}
793 767
794/* Break this off from describe_item - that function was way 768/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 769 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 770 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 771 * be called with monster & player objects. Returns a description
798 * in a static buffer. 772 * in a static buffer.
799 */ 773 */
800 774static const char *
801static char *describe_monster(const object *op) { 775describe_monster (const object *op)
802 char buf[MAX_BUF]; 776{
803 static char retbuf[VERY_BIG_BUF]; 777 static dynbuf_text buf; buf.clear ();
804 int i;
805 778
806 retbuf[0]='\0';
807
808 /* Note that the resolution this provides for players really isn't 779 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 780 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 781 * fall into the 'lightning fast movement' category.
811 */ 782 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 783 if (op->has_active_speed ())
813 switch((int)((FABS(op->speed))*15)) { 784 switch ((int)(op->speed * 15.))
785 {
814 case 0: 786 case 0:
815 strcat(retbuf,"(very slow movement)"); 787 buf << "(very slow movement)";
816 break; 788 break;
817 case 1: 789 case 1:
818 strcat(retbuf,"(slow movement)"); 790 buf << "(slow movement)";
819 break; 791 break;
820 case 2: 792 case 2:
821 strcat(retbuf,"(normal movement)"); 793 buf << "(normal movement)";
822 break; 794 break;
823 case 3: 795 case 3:
824 case 4: 796 case 4:
825 strcat(retbuf,"(fast movement)"); 797 buf << "(fast movement)";
826 break; 798 break;
827 case 5: 799 case 5:
828 case 6: 800 case 6:
829 strcat(retbuf,"(very fast movement)"); 801 buf << "(very fast movement)";
830 break; 802 break;
831 case 7: 803 case 7:
832 case 8: 804 case 8:
833 case 9: 805 case 9:
834 case 10: 806 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 807 buf << "(extremely fast movement)";
836 break; 808 break;
837 default: 809 default:
838 strcat(retbuf,"(lightning fast movement)"); 810 buf << "(lightning fast movement)";
839 break; 811 break;
840 } 812 }
813
814 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
815 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
816 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
817 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
818 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
819 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
820 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
821 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
822 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
823 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
824 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
825 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
826 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
827 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
828
829 if (op->randomitems)
841 } 830 {
842 if(QUERY_FLAG(op,FLAG_UNDEAD))
843 strcat(retbuf,"(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW))
849 strcat(retbuf,"(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK))
867 strcat(retbuf,"(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)");
870 if(op->randomitems != NULL) {
871 treasure *t;
872 int first = 1; 831 bool first = 1;
832
873 for(t=op->randomitems->items; t != NULL; t=t->next) 833 for (treasure *t = op->randomitems->items; t; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 834 if (t->item && t->item->type == SPELL)
835 {
875 if(first) { 836 if (first)
837 buf << "(Spell abilities:)";
838
876 first = 0; 839 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 840
878 } 841 buf << '(' << t->item->object::name << ')';
879 strcat(retbuf,"(");
880 strcat(retbuf,t->item->clone.name);
881 strcat(retbuf,")");
882 } 842 }
883 } 843 }
844
884 if (op->type == PLAYER) { 845 if (op->type == PLAYER)
846 {
885 if(op->contr->digestion) { 847 if (op->contr->digestion)
886 if(op->contr->digestion!=0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 848 buf.printf ("(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 849
889 }
890 if(op->contr->gen_grace) { 850 if (op->contr->gen_grace)
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 851 buf.printf ("(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 852
893 }
894 if(op->contr->gen_sp) { 853 if (op->contr->gen_sp)
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 854 buf.printf ("(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 855
897 }
898 if(op->contr->gen_hp) { 856 if (op->contr->gen_hp)
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 857 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 858
901 }
902 if(op->stats.luck) { 859 if (op->stats.luck)
903 sprintf(buf,"(luck%+d)",op->stats.luck); 860 buf.printf ("(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf);
905 }
906 } 861 }
907 862
908 /* describe attacktypes */ 863 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 864 if (op->is_dragon ())
865 {
910 /* for dragon players display the attacktypes from clawing skill 866 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 867 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 868 * this makes it more readable.
913 */ 869 */
914 object *tmp; 870 object *tmp;
915 871
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 872 for (tmp = op->inv; tmp; tmp = tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; 873 if (tmp->type == SKILL && tmp->name == shstr_clawing)
874 break;
918 875
919 if (tmp && tmp->attacktype!=0) { 876 if (tmp && tmp->attacktype)
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 877 buf.add_abilities ("Claws", tmp->attacktype);
921 }
922 else { 878 else
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 879 buf.add_abilities ("Attacks", op->attacktype);
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
927 } 880 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 881 else
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 882 buf.add_abilities ("Attacks", op->attacktype);
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 883
884 buf.add_paths ("Attuned" , op->path_attuned);
885 buf.add_paths ("Repelled", op->path_repelled);
886 buf.add_paths ("Denied" , op->path_denied);
887
931 for (i=0; i < NROFATTACKS; i++) { 888 for (int i = 0; i < NROFATTACKS; i++)
932 if (op->resist[i]) { 889 if (op->resist[i])
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 890 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 891
935 }
936 }
937 return retbuf; 892 return buf;
938} 893}
939
940 894
941/* 895/*
942 * Returns a pointer to a static buffer which contains a 896 * Returns a pointer to a static buffer which contains a
943 * description of the given object. 897 * description of the given object.
944 * If it is a monster, lots of information about its abilities 898 * If it is a monster, lots of information about its abilities
953 * 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
954 * a dragon player examining food. Could have things like 908 * a dragon player examining food. Could have things like
955 * 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
956 * dwarves, etc. 910 * dwarves, etc.
957 * 911 *
958 * This function is really much more complicated than it should
959 * be, because different objects have different meanings
960 * for the same field (eg, wands use 'food' for charges). This
961 * means these special cases need to be worked out.
962 *
963 * Add 'owner' who is the person examining this object. 912 * Add 'owner' who is the person examining this object.
964 * 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
965 * item (eg, debug dump or the like) 914 * item (eg, debug dump or the like)
966 */ 915 */
967 916const char *
968char *describe_item(const object *op, object *owner) { 917describe_item (const object *op, object *owner)
969 char buf[MAX_BUF]; 918{
970 static char retbuf[VERY_BIG_BUF]; 919 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
971 int identified,i;
972
973 retbuf[0]='\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) {
975 return describe_monster(op); 920 return describe_monster (op);
976 } 921
922 static dynbuf_text buf; buf.clear ();
923 int identified, i;
924
977 /* 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.
978 * also makes the code easier to read. 926 * also makes the code easier to read.
979 */ 927 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 928 identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED];
981 else { 929 if (!identified)
982 strcpy(retbuf,"(unidentified)"); 930 buf << "(unidentified)";
983 identified = 0; 931
984 }
985 switch(op->type) { 932 switch (op->type)
933 {
986 case BOW: 934 case BOW:
987 case ARROW: 935 case ARROW:
988 case WAND: 936 case WAND:
989 case ROD: 937 case ROD:
990 case HORN: 938 case HORN:
991 case WEAPON: 939 case WEAPON:
992 case ARMOUR: 940 case ARMOUR:
993 case HELMET: 941 case HELMET:
994 case SHIELD: 942 case SHIELD:
995 case BOOTS: 943 case BOOTS:
996 case GLOVES: 944 case GLOVES:
997 case GIRDLE: 945 case GIRDLE:
998 case BRACERS: 946 case BRACERS:
999 case CLOAK: 947 case CLOAK:
1000 case SKILL_TOOL: 948 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 949 break; /* We have more information to do below this switch */
1002 950
1003 case POWER_CRYSTAL: 951 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 952 if (op->stats.maxsp > 1000)
953 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 954 i = (op->stats.maxsp % 1000) / 100;
955
1006 if (i) 956 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 957 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1008 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100);
1010 }else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp);
1012 strcat(retbuf,buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp;
1014 if (op->stats.sp==0)
1015 strcat(retbuf,"empty.");
1016 else if (i==0)
1017 strcat(retbuf,"almost empty.");
1018 else if (i<3)
1019 strcat(retbuf,"partially filled.");
1020 else if (i<6)
1021 strcat(retbuf,"half full.");
1022 else if (i<9)
1023 strcat(retbuf,"well charged.");
1024 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged.");
1026 else 958 else
1027 strcat(retbuf,"almost full."); 959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
960 }
961 else
962 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
963
964 i = (op->stats.sp * 10) / op->stats.maxsp;
965 if (op->stats.sp == 0)
966 buf << "empty";
967 else if (i == 0)
968 buf << "almost empty";
969 else if (i < 3)
970 buf << "partially filled";
971 else if (i < 6)
972 buf << "half full";
973 else if (i < 9)
974 buf << "well charged";
975 else if (op->stats.sp == op->stats.maxsp)
976 buf << "fully charged";
977 else
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 }
1003 break;
1004
1005 case FOOD:
1006 case FLESH:
1007 case DRINK:
1008 if (identified || op->flag [FLAG_BEEN_APPLIED])
1009 {
1010 buf.printf ("(food+%d)", op->stats.food);
1011
1012 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1013 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1014
1015 if (!op->flag [FLAG_CURSED])
1016 {
1017 if (op->stats.hp) buf << "(heals)";
1018 if (op->stats.sp) buf << "(spellpoint regen)";
1019 }
1020 else
1021 {
1022 if (op->stats.hp) buf << "(damages)";
1023 if (op->stats.sp) buf << "(spellpoint depletion)";
1024 }
1025 }
1026 break;
1027
1028 case SKILL:
1029 case RING:
1030 case AMULET:
1031 if (op->item_power)
1032 buf.printf ("(item_power %+d)", op->item_power);
1033
1034 if (op->title)
1035 buf << ring_desc (op);
1036
1037 return buf;
1038
1039 default:
1040 return buf;
1041 }
1042
1043 /* Down here, we more further describe equipment type items.
1044 * only describe them if they have been identified or the like.
1045 */
1046 if (identified || op->flag [FLAG_BEEN_APPLIED])
1047 {
1048 int attr, val;
1049
1050 for (attr = 0; attr < NUM_STATS; attr++)
1051 if ((val = op->stats.stat (attr)))
1052 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1053
1054 if (op->stats.exp)
1055 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1056
1057 switch (op->type)
1058 {
1059 case BOW:
1060 case ARROW:
1061 case GIRDLE:
1062 case HELMET:
1063 case SHIELD:
1064 case BOOTS:
1065 case GLOVES:
1066 case WEAPON:
1067 case SKILL:
1068 case RING:
1069 case AMULET:
1070 case ARMOUR:
1071 case BRACERS:
1072 case FORCE:
1073 case CLOAK:
1074 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1075 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1076 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1077
1078 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1079 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1080
1028 break; 1081 break;
1029 case FOOD: 1082
1030 case FLESH: 1083 default:
1031 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1033 sprintf(buf,"(food+%d)", op->stats.food);
1034 strcat(retbuf, buf);
1035
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf);
1039 }
1040
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) {
1042 if (op->stats.hp)
1043 strcat(retbuf,"(heals)");
1044 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)");
1046 }
1047 else {
1048 if (op->stats.hp)
1049 strcat(retbuf,"(damages)");
1050 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)");
1052 }
1053 }
1054 break; 1084 break;
1055
1056
1057 case SKILL:
1058 case RING:
1059 case AMULET:
1060 if(op->item_power) {
1061 sprintf(buf,"(item_power %+d)",op->item_power);
1062 strcat(retbuf,buf);
1063 }
1064 if (op->title)
1065 strcat (retbuf, ring_desc(op));
1066 return retbuf;
1067
1068 default:
1069 return retbuf;
1070 }
1071
1072 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like.
1074 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1076 int attr,val;
1077
1078 for (attr=0; attr<NUM_STATS; attr++) {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf);
1082 }
1083 } 1085 }
1084 1086
1085 if(op->stats.exp) { 1087 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1086 sprintf(buf,"(speed %+lld)", (long long)op->stats.exp); 1088 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1087 strcat(retbuf,buf); 1089
1090 /* levitate was what is was before, so we'll keep it */
1091 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1092 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1093 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1094
1095 /* walking is presumed as 'normal', so doesn't need mentioning */
1096
1097 if (op->item_power)
1098 buf.printf ("(item_power %+d)", op->item_power);
1099 } /* End if identified or applied */
1100
1101 /* This blocks only deals with fully identified object.
1102 * it is intentional that this is not an 'else' from a above -
1103 * in this way, information is added.
1104 */
1105 if (identified)
1106 {
1107 int more_info = 0;
1108
1109 switch (op->type)
1110 {
1111 case ROD: /* These use stats.sp for spell selection and stats.food */
1112 case HORN: /* and stats.hp for spell-point regeneration... */
1113 case BOW:
1114 case ARROW:
1115 case WAND:
1116 case FOOD:
1117 case FLESH:
1118 case DRINK:
1119 more_info = 0;
1120 break;
1121
1122 /* Armor type objects */
1123 case ARMOUR:
1124 case HELMET:
1125 case SHIELD:
1126 case BOOTS:
1127 case GLOVES:
1128 case GIRDLE:
1129 case BRACERS:
1130 case CLOAK:
1131 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1132 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1133 more_info = 1;
1134 break;
1135
1136 case WEAPON:
1137 /* Calculate it the same way fix_player does so the results
1138 * make sense.
1139 */
1140 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1141 if (i < 0)
1142 i = 0;
1143
1144 buf.printf ("(weapon speed %d)", i);
1145 more_info = 1;
1146 break;
1088 } 1147 }
1089 1148
1090 1149 if (more_info)
1091 switch(op->type) { 1150 {
1092 case BOW: 1151 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1093 case ARROW: 1152 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1094 case GIRDLE: 1153 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1095 case HELMET: 1154 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1096 case SHIELD:
1097 case BOOTS:
1098 case GLOVES:
1099 case WEAPON:
1100 case SKILL:
1101 case RING:
1102 case AMULET:
1103 case ARMOUR:
1104 case BRACERS:
1105 case FORCE:
1106 case CLOAK:
1107 if(op->stats.wc) {
1108 sprintf(buf,"(wc%+d)",op->stats.wc);
1109 strcat(retbuf,buf);
1110 }
1111 if(op->stats.dam) {
1112 sprintf(buf,"(dam%+d)",op->stats.dam);
1113 strcat(retbuf,buf);
1114 }
1115 if(op->stats.ac) {
1116 sprintf(buf,"(ac%+d)",op->stats.ac);
1117 strcat(retbuf,buf);
1118 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level);
1121 strcat(retbuf,buf);
1122 }
1123 break;
1124
1125 default:
1126 break;
1127 } 1155 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)");
1132 1156
1133 /* levitate was what is was before, so we'll keep it */ 1157 if (op->stats.luck)
1134 if (op->move_type & MOVE_FLY_LOW) 1158 buf.printf ("(luck%+d)", op->stats.luck);
1135 strcat(retbuf,"(levitate)");
1136 1159
1137 if (op->move_type & MOVE_FLY_HIGH) 1160 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1138 strcat(retbuf,"(fly)"); 1161 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1162 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1163 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1139 1164
1140 if (op->move_type & MOVE_SWIM) 1165 if (op->slaying && op->type != FOOD)
1141 strcat(retbuf,"(swim)"); 1166 buf.printf ("(slay %s)", &op->slaying);
1142 1167
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1168 if (op->type == SKILL_TOOL && op->skill)
1169 buf.printf ("(%s)", &op->skill);
1144 1170
1145 if(op->item_power) { 1171 buf.add_abilities ("Attacks", op->attacktype);
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1172 /* resistance on flesh is only visible for quetzals. If
1147 strcat(retbuf,buf); 1173 * non flesh, everyone can see its resistances
1174 */
1175 if (op->type != FLESH || (owner && owner->is_dragon ()))
1176 buf << describe_resistance (op, 0);
1177
1178 buf.add_paths ("Attuned", op->path_attuned);
1179 buf.add_paths ("Repelled", op->path_repelled);
1180 buf.add_paths ("Denied", op->path_denied);
1181 }
1182
1183 return buf;
1184}
1185
1186std::string
1187object::describe_item (object *who)
1188{
1189 return std::string (::describe_item (this, who));
1190}
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";
1148 } 1260 }
1149 } /* End if identified or applied */
1150 1261
1151 /* This blocks only deals with fully identified object. 1262 if (weight)
1152 * it is intentional that this is not an 'else' from a above - 1263 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1153 * in this way, information is added.
1154 */
1155 if(identified) {
1156 int more_info = 0;
1157 1264
1158 switch(op->type) { 1265 if (flag [FLAG_STARTEQUIP])
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1266 buf << (nrof > 1 ? "They were" : "It was")
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1267 << " given by a god and will vanish when dropped.\r";
1161 case BOW:
1162 case ARROW:
1163 case WAND:
1164 case FOOD:
1165 case FLESH:
1166 case DRINK:
1167 more_info = 0;
1168 break;
1169 1268
1170 /* Armor type objects */ 1269 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1171 case ARMOUR: 1270 {
1172 case HELMET: 1271 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1173 case SHIELD:
1174 case BOOTS:
1175 case GLOVES:
1176 case GIRDLE:
1177 case BRACERS:
1178 case CLOAK:
1179 if (ARMOUR_SPEED(op)) {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0);
1181 strcat(retbuf, buf);
1182 }
1183 if (ARMOUR_SPELLS(op)) {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op));
1185 strcat(retbuf, buf);
1186 }
1187 more_info=1;
1188 break;
1189 1272
1190 case WEAPON: 1273 if (who->is_in_shop ())
1191 /* Calculate it the same way fix_player does so the results 1274 {
1192 * make sense. 1275 if (flag [FLAG_UNPAID])
1193 */ 1276 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1277 else
1195 if (i<0) i=0; 1278 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1196
1197 sprintf(buf,"(weapon speed %d)", i);
1198 strcat(retbuf, buf);
1199 more_info=1;
1200 break;
1201
1202 } 1279 }
1203 if (more_info) { 1280 }
1204 if(op->stats.food) { 1281
1205 if(op->stats.food!=0) 1282 if (flag [FLAG_MONSTER])
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1283 buf << describe_monster (who);
1207 strcat(retbuf,buf); 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
1208 } 1300 */
1209 if(op->stats.grace) { 1301 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1302 buf << "The object has a story:\r";
1211 strcat(retbuf,buf); 1303
1212 } 1304 buf << msg << '\n';
1213 if(op->stats.sp) {
1214 sprintf(buf,"(magic%+d)",op->stats.sp);
1215 strcat(retbuf,buf);
1216 }
1217 if(op->stats.hp) {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp);
1219 strcat(retbuf,buf);
1220 }
1221 } 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';
1222 1313
1223 if(op->stats.luck) { 1314 // try to display the duration for some potions and scrolls
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1315 // this includes change ability potions and group spells,
1225 strcat(retbuf,buf); 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);
1226 } 1358 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) {
1236 sprintf(buf,"(slay %s)", &op->slaying);
1237 strcat(retbuf,buf);
1238 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances
1242 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner)))
1244 strcat(retbuf,describe_resistance(op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
1248 } 1359 }
1249 1360
1361 return std::string (buf.linearise (), buf.size ());
1362}
1363
1364void
1365examine (object *op, object *tmp)
1366{
1367 std::string info = tmp->describe (op);
1368
1369 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1370}
1371
1372/*
1373 * inventory prints object's inventory. If inv==NULL then print player's
1374 * inventory.
1375 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1376 */
1377const char *
1378object::query_inventory (object *who, const char *indent)
1379{
1380 static dynbuf_text buf; buf.clear ();
1381
1382 for (object *tmp = inv; tmp; tmp = tmp->below)
1383 if (who && who->flag [FLAG_WIZ])
1384 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1385 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1386 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1387
1388 if (buf.size ())
1389 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1390 else
1391 buf.printf ("%s(empty)\n", indent);
1392
1250 return retbuf; 1393 return buf;
1251} 1394}
1252 1395
1253/* Return true if the item is magical. A magical item is one that 1396/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1397 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1398 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1399 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1400 * should be marked as magical.
1258 */ 1401 */
1259 1402int
1260int is_magical(const object *op) { 1403is_magical (const object *op)
1404{
1261 int i; 1405 int i;
1262 1406
1263 /* living creatures are considered non magical */ 1407 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1408 if (op->flag [FLAG_ALIVE])
1265
1266 /* This is a test for it being an artifact, as artifacts have titles */
1267 if (op->title!=NULL) return 1;
1268
1269 /* Handle rings and amulets specially. If they change any of these
1270 * values, it means they are magical.
1271 */
1272 if ((op->type==AMULET || op->type==RING) &&
1273 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1274 op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1275 return 1;
1276
1277 /* Check for stealty, speed, flying, or just plain magic in the boots */
1278 /* Presume any boots that hvae a move_type are special. */
1279 if (op->type== BOOTS &&
1280 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1281 return 1;
1282
1283 /* Take care of amulet/shield that reflects spells/missiles */
1284 if ((op->type==AMULET || op->type==SHIELD) &&
1285 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1286 return 1;
1287
1288 /* Take care of helmet of xrays */
1289 if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1290
1291 /* Potions & rods are always magical. Wands/staves are also magical,
1292 * assuming they still have any charges left.
1293 */
1294 if (op->type==POTION || op->type==ROD ||
1295 (op->type==WAND && op->stats.food))
1296 return 1;
1297
1298 /* if something gives a protection, either positive or negative, its magical */
1299 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1300 * so this always works out fine.
1301 */
1302 for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1303 if (op->resist[i]) return 1;
1304
1305 /* Physical protection is expected on some item types, so they should
1306 * not be considered magical.
1307 */
1308 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1309 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1310
1311 /* power crystal, spellbooks, and scrolls are always magical. */
1312 if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1313 op->type==SCROLL || op->type==GIRDLE)
1314 return 1;
1315
1316 /* Check to see if it increases/decreases any stats */
1317 for (i=0; i<NUM_STATS; i++)
1318 if (get_attr_value(&(op->stats),i)!=0) return 1;
1319
1320 /* If it doesn't fall into any of the above categories, must
1321 * be non magical.
1322 */
1323 return 0; 1409 return 0;
1410
1411 /* This is a test for it being an artifact, as artifacts have titles */
1412 if (op->title != NULL)
1413 return 1;
1414
1415 /* Handle rings and amulets specially. If they change any of these
1416 * values, it means they are magical.
1417 */
1418 if ((op->type == AMULET || op->type == RING) &&
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))
1420 return 1;
1421
1422 /* Check for stealty, speed, flying, or just plain magic in the boots */
1423 /* Presume any boots that hvae a move_type are special. */
1424 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1425 return 1;
1426
1427 /* Take care of amulet/shield that reflects spells/missiles */
1428 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1429 return 1;
1430
1431 /* Take care of helmet of xrays */
1432 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1433 return 1;
1434
1435 /* Potions & rods are always magical. Wands/staves are also magical,
1436 * assuming they still have any charges left.
1437 */
1438 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1439 return 1;
1440
1441 /* if something gives a protection, either positive or negative, its magical */
1442 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1443 * so this always works out fine.
1444 */
1445 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1446 if (op->resist[i])
1447 return 1;
1448
1449 /* Physical protection is expected on some item types, so they should
1450 * not be considered magical.
1451 */
1452 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1453 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1454 return 1;
1455
1456 /* power crystal, spellbooks, and scrolls are always magical. */
1457 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1458 return 1;
1459
1460 /* Check to see if it increases/decreases any stats */
1461 for (i = 0; i < NUM_STATS; i++)
1462 if (op->stats.stat (i))
1463 return 1;
1464
1465 /* If it doesn't fall into any of the above categories, must
1466 * be non magical.
1467 */
1468 return 0;
1324} 1469}
1325 1470
1326/* need_identify returns true if the item should be identified. This 1471/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1472 * function really should not exist - by default, any item not identified
1328 * should need it. 1473 * should need it.
1329 */ 1474 */
1330 1475
1476int
1331int need_identify(const object *op) { 1477need_identify (const object *op)
1478{
1332 switch(op->type) { 1479 switch (op->type)
1480 {
1333 case RING: 1481 case RING:
1334 case WAND: 1482 case WAND:
1335 case ROD: 1483 case ROD:
1336 case HORN: 1484 case HORN:
1337 case SCROLL: 1485 case SCROLL:
1338 case SKILL: 1486 case SKILL:
1339 case SKILLSCROLL: 1487 case SKILLSCROLL:
1340 case SPELLBOOK: 1488 case SPELLBOOK:
1341 case FOOD: 1489 case FOOD:
1342 case POTION: 1490 case POTION:
1343 case BOW: 1491 case BOW:
1344 case ARROW: 1492 case ARROW:
1345 case WEAPON: 1493 case WEAPON:
1346 case ARMOUR: 1494 case ARMOUR:
1347 case SHIELD: 1495 case SHIELD:
1348 case HELMET: 1496 case HELMET:
1349 case AMULET: 1497 case AMULET:
1350 case BOOTS: 1498 case BOOTS:
1351 case GLOVES: 1499 case GLOVES:
1352 case BRACERS: 1500 case BRACERS:
1353 case GIRDLE: 1501 case GIRDLE:
1354 case CONTAINER: 1502 case CONTAINER:
1355 case DRINK: 1503 case DRINK:
1356 case FLESH: 1504 case FLESH:
1357 case INORGANIC: 1505 case INORGANIC:
1358 case CLOSE_CON: 1506 case CLOSE_CON:
1359 case CLOAK: 1507 case CLOAK:
1360 case GEM: 1508 case GEM:
1361 case POWER_CRYSTAL: 1509 case POWER_CRYSTAL:
1362 case POISON: 1510 case POISON:
1363 case BOOK: 1511 case BOOK:
1364 case SKILL_TOOL: 1512 case SKILL_TOOL:
1365 return 1; 1513 return 1;
1366 } 1514 }
1515
1367 /* Try to track down some stuff that may show up here. Thus, the 1516 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1517 * archetype file can be updated, and this function removed.
1369 */ 1518 */
1370#if 0 1519#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1521#endif
1373 return 0; 1522 return 0;
1374} 1523}
1375
1376 1524
1377/* 1525/*
1378 * Supposed to fix face-values as well here, but later. 1526 * Supposed to fix face-values as well here, but later.
1379 */ 1527 */
1380 1528void
1381void identify(object *op) { 1529identify (object *op)
1382 object *pl; 1530{
1531 op->set_flag (FLAG_IDENTIFIED);
1532 op->clr_flag (FLAG_KNOWN_MAGICAL);
1533 op->clr_flag (FLAG_NO_SKILL_IDENT);
1383 1534
1384 SET_FLAG(op,FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT);
1387
1388 /* 1535 /*
1389 * We want autojoining of equal objects: 1536 * We want autojoining of equal objects:
1537 */
1538 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1539 op->set_flag (FLAG_KNOWN_CURSED);
1540
1541 if (op->type == POTION)
1542 {
1543 if (op->inv && op->randomitems)
1544 op->title = op->inv->name;
1545 else if (op->arch)
1546 {
1547 op->name = op->arch->object::name;
1548 op->name_pl = op->arch->object::name_pl;
1549 }
1550 }
1551
1552 /* If the object is on a map, make sure we update its face */
1553 if (op->map)
1554 update_object (op, UP_OBJ_CHANGE);
1555
1556 if (object *pl = op->visible_to ())
1557 /* A lot of the values can change from an update - might as well send
1558 * it all.
1390 */ 1559 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED);
1393
1394 if (op->type == POTION) {
1395 if (op->inv && op->randomitems)
1396 op->title = op->inv->name;
1397 else if (op->arch)
1398 {
1399 op->name = op->arch->clone.name;
1400 op->name_pl = op->arch->clone.name_pl;
1401 }
1402 }
1403
1404 /* If the object is on a map, make sure we update its face */
1405 if (op->map)
1406 update_object(op,UP_OBJ_FACE);
1407 else {
1408 pl = is_player_inv(op->env);
1409 if (pl)
1410 /* A lot of the values can change from an update - might as well send
1411 * it all.
1412 */
1413 esrv_send_item(pl, op); 1560 esrv_send_item (pl, op);
1414 }
1415} 1561}
1562

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