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 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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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> |
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31 | #include <living.h> |
26 | #include <living.h> |
32 | #include <spells.h> |
27 | #include <spells.h> |
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28 | |
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29 | const 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 | */ |
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52 | // see include/object.h |
55 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
53 | Body_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"}, |
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61 | {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
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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 | |
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69 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
68 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
70 | }; |
69 | }; |
71 | |
70 | |
72 | static char numbers[21][20] = { |
71 | static 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" |
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|
76 | }; |
74 | }; |
77 | |
75 | |
78 | static char numbers_10[10][20] = { |
76 | static 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", |
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79 | "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth", |
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80 | "nineteenth", "twentieth" |
81 | }; |
81 | }; |
82 | |
82 | |
83 | static char levelnumbers[21][20] = { |
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84 | "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", |
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85 | "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", |
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86 | "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", |
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87 | "nineteen", "twentieth" |
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88 | }; |
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89 | |
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90 | static char levelnumbers_10[11][20] = { |
83 | static 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 | */ |
101 | static const typedata item_types[] = { |
94 | static 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}, |
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|
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}, |
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|
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}, |
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172 | {LIGHT_SOURCE, "light source", "light sources", 0, 0}, |
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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}, |
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|
175 | {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0}, |
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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}, |
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179 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
165 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
180 | {BUILDFAC, "building facility", "building facilities", 0, 0}, |
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|
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}, |
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|
198 | {FIREHOLES, "fireholes", "fireholes", 0, 0}, |
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|
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 | |
224 | const int item_types_size=sizeof(item_types)/sizeof(*item_types); |
207 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
225 | |
|
|
226 | materialtype_t *materialt; |
|
|
227 | |
|
|
228 | /* |
|
|
229 | materialtype 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 * |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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}}, |
|
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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 | */ |
260 | static int enc_to_item_power[21] = { |
218 | static int enc_to_item_power[21] = { |
261 | 0, 0, 1, 2, 3, 4, /* 5 */ |
219 | 0, 0, 1, 2, 3, 4, /* 5 */ |
262 | 5, 7, 9, 11, 13, /* 10 */ |
220 | 5, 7, 9, 11, 13, /* 10 */ |
263 | 15, 18, 21, 24, 27, /* 15 */ |
221 | 15, 18, 21, 24, 27, /* 15 */ |
264 | 30, 35, 40, 45, 50 /* 20 */ |
222 | 30, 35, 40, 45, 50 /* 20 */ |
265 | }; |
223 | }; |
266 | |
224 | |
|
|
225 | int |
267 | int get_power_from_ench(int ench) |
226 | get_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 | */ |
|
|
238 | int |
281 | int calc_item_power(const object *op, int flag) |
239 | calc_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 | |
314 | const typedata * |
348 | const typedata *get_typedata(int itemtype) { |
315 | get_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 | |
327 | const typedata * |
359 | const typedata *get_typedata_by_name(const char *name) { |
328 | get_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 | */ |
|
|
351 | const char * |
378 | char *describe_resistance(const object *op, int newline) |
352 | describe_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 | */ |
|
|
370 | const char * |
405 | char *query_weight(const object *op) { |
371 | query_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 | */ |
|
|
391 | const char * |
|
|
392 | ordinal (int i) |
|
|
393 | { |
|
|
394 | if (i < 0) |
|
|
395 | return format ("minus %s", ordinal (-i)); |
422 | |
396 | |
423 | char *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 | |
|
|
446 | char *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 | */ |
|
|
430 | static const char * |
468 | char *ring_desc (const object *op) |
431 | ring_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 | */ |
|
|
477 | const char * |
534 | const char *query_short_name(const object *op) |
478 | query_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 | */ |
|
|
573 | const char * |
608 | char *query_name(const object *op) { |
574 | query_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 | */ |
|
|
699 | const char * |
711 | const char *query_base_name(const object *op, int plural) { |
700 | query_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 | |
774 | static const char * |
801 | static char *describe_monster(const object *op) { |
775 | describe_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 | |
916 | const char * |
968 | char *describe_item(const object *op, object *owner) { |
917 | describe_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 | |
|
|
1186 | std::string |
|
|
1187 | object::describe_item (object *who) |
|
|
1188 | { |
|
|
1189 | return std::string (::describe_item (this, who)); |
|
|
1190 | } |
|
|
1191 | |
|
|
1192 | static void |
|
|
1193 | describe_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 | |
|
|
1203 | std::string |
|
|
1204 | object::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 | |
|
|
1364 | void |
|
|
1365 | examine (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 | */ |
|
|
1377 | const char * |
|
|
1378 | object::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 | |
1402 | int |
1260 | int is_magical(const object *op) { |
1403 | is_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 | |
|
|
1476 | int |
1331 | int need_identify(const object *op) { |
1477 | need_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 | |
1528 | void |
1381 | void identify(object *op) { |
1529 | identify (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 | |