1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
|
|
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * and the GNU General Public License along with this program. If not, see |
|
|
21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | #include <global.h> |
26 | #include <global.h> |
25 | #include <funcpoint.h> |
|
|
26 | #include <living.h> |
27 | #include <living.h> |
27 | #include <spells.h> |
28 | #include <spells.h> |
|
|
29 | |
|
|
30 | const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; |
28 | |
31 | |
29 | /* the ordering of this is actually doesn't make a difference |
32 | /* the ordering of this is actually doesn't make a difference |
30 | * However, for ease of use, new entries should go at the end |
33 | * However, for ease of use, new entries should go at the end |
31 | * so those people that debug the code that get used to something |
34 | * so those people that debug the code that get used to something |
32 | * being in the location 4 don't get confused. |
35 | * being in the location 4 don't get confused. |
… | |
… | |
45 | * Note that using the term 'human' may not be very accurate, humanoid |
48 | * Note that using the term 'human' may not be very accurate, humanoid |
46 | * may be better. |
49 | * may be better. |
47 | * Basically, for the use/nonuse, the code does something like: |
50 | * Basically, for the use/nonuse, the code does something like: |
48 | * "This item goes %s\n", with the use/nonuse values filling in the %s |
51 | * "This item goes %s\n", with the use/nonuse values filling in the %s |
49 | */ |
52 | */ |
|
|
53 | // see include/object.h |
50 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
54 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
51 | {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, |
55 | # define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse }, |
52 | {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
56 | # include "slotinc.h" |
53 | {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, |
57 | # undef def |
54 | {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, |
|
|
55 | {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, |
|
|
56 | {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, |
|
|
57 | {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, |
|
|
58 | {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
|
|
59 | {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , |
|
|
60 | {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
|
|
61 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
|
|
62 | {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
|
|
63 | {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
|
|
64 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
|
|
65 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
|
|
66 | }; |
|
|
67 | |
|
|
68 | static char numbers[21][20] = { |
|
|
69 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
|
|
70 | "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", |
|
|
71 | "eighteen", "nineteen", "twenty" |
|
|
72 | }; |
58 | }; |
73 | |
59 | |
74 | static char numbers_10[10][20] = { |
60 | static char numbers_10[10][20] = { |
75 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
61 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
76 | "eighty", "ninety" |
62 | "eighty", "ninety" |
77 | }; |
63 | }; |
78 | |
64 | |
79 | static char levelnumbers[21][20] = { |
65 | static char ordnumbers[21][20] = { |
80 | "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", |
66 | "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", |
81 | "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", |
67 | "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", |
82 | "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", |
68 | "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth", |
83 | "nineteen", "twentieth" |
69 | "nineteenth", "twentieth" |
84 | }; |
70 | }; |
85 | |
71 | |
86 | static char levelnumbers_10[11][20] = { |
72 | static char ordnumbers_10[11][20] = { |
87 | "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", |
73 | "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", |
88 | "seventieth", "eightieth", "ninetieth" |
74 | "seventieth", "eightieth", "ninetieth" |
89 | }; |
75 | }; |
90 | |
76 | |
91 | /* The following is a large table of item types, the fields are: |
77 | /* The following is a large table of item types, the fields are: |
92 | * item number, item name, item name (plural), and two numbers that are the skills |
78 | * item number, item name, item name (plural), and two numbers that are the skills |
93 | * used to identify them. Anytime a new item type is added or removed, this list |
79 | * used to identify them. Anytime a new item type is added or removed, this list |
94 | * should be altered to reflect that. The defines for the numerical values are in |
80 | * should be altered to reflect that. The defines for the numerical values are in |
95 | * define.h |
81 | * define.h |
96 | */ |
82 | */ |
97 | static const typedata item_types[] = { |
83 | static const typedata item_types[] = { |
98 | {PLAYER, "player", "players", 0, 0}, |
84 | {PLAYER, "player", "players", 0, 0}, |
99 | {ROD, "rod", "rods", SK_THAUMATURGY, 0}, |
85 | {ROD, "rod", "rods", SK_THAUMATURGY, 0}, |
100 | {TREASURE, "treasure", "treasure", 0, 0}, |
86 | {TREASURE, "treasure", "treasure", 0, 0}, |
… | |
… | |
154 | {EXIT, "exit", "exits", 0, 0}, |
140 | {EXIT, "exit", "exits", 0, 0}, |
155 | {ENCOUNTER, "encounter", "encounters", 0, 0}, |
141 | {ENCOUNTER, "encounter", "encounters", 0, 0}, |
156 | {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, |
142 | {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, |
157 | {SHOP_MAT, "shop mat", "shop mats", 0, 0}, |
143 | {SHOP_MAT, "shop mat", "shop mats", 0, 0}, |
158 | {RING, "ring", "rings", SK_JEWELER, 0}, |
144 | {RING, "ring", "rings", SK_JEWELER, 0}, |
159 | {FLOOR, "floor", "floors", 0, 0}, |
145 | // {FLOOR, "floor", "floors", 0, 0}, |
160 | {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, |
146 | {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, |
161 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
147 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
162 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
148 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
163 | {LIGHTER, "lighter", "lighters", 0, 0}, |
149 | {LIGHTER, "lighter", "lighters", 0, 0}, |
164 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
150 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
165 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
151 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
|
|
152 | {TORCH, "torch", "torches", 0, 0}, |
166 | {LAMP, "lamp", "lamps", 0, 0}, |
153 | {LAMP, "lamp", "lamps", 0, 0}, |
167 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
154 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
168 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
155 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
169 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
156 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
170 | {SPINNER, "spinner", "spinners", 0, 0}, |
157 | {SPINNER, "spinner", "spinners", 0, 0}, |
171 | {GATE, "gate", "gates", 0, 0}, |
158 | {GATE, "gate", "gates", 0, 0}, |
172 | {BUTTON, "button", "buttons", 0, 0}, |
159 | {BUTTON, "button", "buttons", 0, 0}, |
173 | {CF_HANDLE, "cf handle", "cf handles", 0, 0}, |
160 | {T_HANDLE, "cf handle", "cf handles", 0, 0}, |
174 | {HOLE, "hole", "holes", 0, 0}, |
161 | {HOLE, "hole", "holes", 0, 0}, |
175 | {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
162 | {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
176 | {SIGN, "sign", "signs", 0, 0}, |
163 | {SIGN, "sign", "signs", 0, 0}, |
177 | {BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
164 | {BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
178 | {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
165 | {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
… | |
… | |
205 | {BUILDER, "item builder", "item builders", 0, 0}, |
192 | {BUILDER, "item builder", "item builders", 0, 0}, |
206 | {MATERIAL, "building material", "building materials", 0, 0}, |
193 | {MATERIAL, "building material", "building materials", 0, 0}, |
207 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
194 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
208 | }; |
195 | }; |
209 | |
196 | |
210 | const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
197 | static const int item_types_size = ecb_array_length (item_types); |
211 | |
|
|
212 | materialtype_t *materialt; |
|
|
213 | |
|
|
214 | /* |
|
|
215 | materialtype material[NROFMATERIALS] = { |
|
|
216 | * P M F E C C A D W G P S P T F C D D C C G H B I * |
|
|
217 | * H A I L O O C R E H O L A U E A E E H O O O L N * |
|
|
218 | * Y G R E L N I A A O I O R R A N P A A U D L I T * |
|
|
219 | * S I E C D F D I P S S W A N R C L T O N Y N R * |
|
|
220 | * I C T U N O T O L E E H S T P D N * |
|
|
221 | {"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}}, |
|
|
222 | {"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}}, |
|
|
223 | {"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}}, |
|
|
224 | {"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}}, |
|
|
225 | {"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}}, |
|
|
226 | {"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}}, |
|
|
227 | {"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}}, |
|
|
228 | {"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}}, |
|
|
229 | {"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}}, |
|
|
230 | {"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}}, |
|
|
231 | {"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}}, |
|
|
232 | {"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}}, |
|
|
233 | {"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}} |
|
|
234 | }; |
|
|
235 | */ |
|
|
236 | |
198 | |
237 | /* This curve may be too steep. But the point is that there should |
199 | /* This curve may be too steep. But the point is that there should |
238 | * be tough choices - there is no real point to this if everyone can |
200 | * be tough choices - there is no real point to this if everyone can |
239 | * wear whatever they want with no worries. Perhaps having the steep |
201 | * wear whatever they want with no worries. Perhaps having the steep |
240 | * curve is good (maybe even steeper), but allowing players to |
202 | * curve is good (maybe even steeper), but allowing players to |
… | |
… | |
242 | * able to use 2-3 of the most powerful items. |
204 | * able to use 2-3 of the most powerful items. |
243 | * note that this table is only really used for program generated items - |
205 | * note that this table is only really used for program generated items - |
244 | * custom objects can use whatever they want. |
206 | * custom objects can use whatever they want. |
245 | */ |
207 | */ |
246 | static int enc_to_item_power[21] = { |
208 | static int enc_to_item_power[21] = { |
|
|
209 | 0, |
247 | 0, 0, 1, 2, 3, 4, /* 5 */ |
210 | 0, 1, 2, 3, 4, // 5 |
248 | 5, 7, 9, 11, 13, /* 10 */ |
211 | 5, 7, 9, 11, 13, // 10 |
249 | 15, 18, 21, 24, 27, /* 15 */ |
212 | 15, 18, 21, 24, 27, // 15 |
250 | 30, 35, 40, 45, 50 /* 20 */ |
213 | 30, 35, 40, 45, 50 // 20 |
251 | }; |
214 | }; |
252 | |
215 | |
253 | int |
216 | int |
254 | get_power_from_ench (int ench) |
217 | get_power_from_ench (int ench) |
255 | { |
218 | { |
256 | if (ench < 0) ench = 0; |
|
|
257 | if (ench > 20) ench = 20; |
|
|
258 | |
|
|
259 | return enc_to_item_power[ench]; |
219 | return enc_to_item_power [clamp (ench, 0, 20)]; |
|
|
220 | } |
|
|
221 | |
|
|
222 | static const struct need_identify_types : typeset |
|
|
223 | { |
|
|
224 | need_identify_types () |
|
|
225 | { |
|
|
226 | set (RING); |
|
|
227 | set (WAND); |
|
|
228 | set (ROD); |
|
|
229 | set (HORN); |
|
|
230 | set (SCROLL); |
|
|
231 | set (SKILL); |
|
|
232 | set (SKILLSCROLL); |
|
|
233 | set (SPELLBOOK); |
|
|
234 | set (FOOD); |
|
|
235 | set (POTION); |
|
|
236 | set (BOW); |
|
|
237 | set (ARROW); |
|
|
238 | set (WEAPON); |
|
|
239 | set (ARMOUR); |
|
|
240 | set (SHIELD); |
|
|
241 | set (HELMET); |
|
|
242 | set (AMULET); |
|
|
243 | set (BOOTS); |
|
|
244 | set (GLOVES); |
|
|
245 | set (BRACERS); |
|
|
246 | set (GIRDLE); |
|
|
247 | set (CONTAINER); |
|
|
248 | set (DRINK); |
|
|
249 | set (FLESH); |
|
|
250 | set (INORGANIC); |
|
|
251 | set (CLOSE_CON); |
|
|
252 | set (CLOAK); |
|
|
253 | set (GEM); |
|
|
254 | set (POWER_CRYSTAL); |
|
|
255 | set (POISON); |
|
|
256 | set (BOOK); |
|
|
257 | set (SKILL_TOOL); |
|
|
258 | } |
|
|
259 | } need_identify_types; |
|
|
260 | |
|
|
261 | bool |
|
|
262 | object::need_identify () const |
|
|
263 | { |
|
|
264 | return need_identify_types [type]; |
260 | } |
265 | } |
261 | |
266 | |
262 | /* This takes an object 'op' and figures out what its item_power |
267 | /* This takes an object 'op' and figures out what its item_power |
263 | * rating should be. This should only really be used by the treasure |
268 | * rating should be. This should only really be used by the treasure |
264 | * generation code, and when loading legacy objects. It returns |
269 | * generation code, and when loading legacy objects. It returns |
… | |
… | |
276 | enc += op->stats.stat (i); |
281 | enc += op->stats.stat (i); |
277 | |
282 | |
278 | /* This protection logic is pretty flawed. 20% fire resistance |
283 | /* This protection logic is pretty flawed. 20% fire resistance |
279 | * is much more valuable than 20% confusion, or 20% slow, or |
284 | * is much more valuable than 20% confusion, or 20% slow, or |
280 | * several others. Start at 1 - ignore physical - all that normal |
285 | * several others. Start at 1 - ignore physical - all that normal |
281 | * armour shouldn't be counted against |
286 | * armour shouldn't be counted against |
282 | */ |
287 | */ |
283 | tmp = 0; |
288 | tmp = 0; |
284 | for (i = 1; i < NROFATTACKS; i++) |
289 | for (i = 1; i < NROFATTACKS; i++) |
285 | tmp += op->resist[i]; |
290 | tmp += op->resist[i]; |
286 | |
291 | |
… | |
… | |
298 | if (op->type == WEAPON) |
303 | if (op->type == WEAPON) |
299 | { |
304 | { |
300 | for (i = 1; i < NROFATTACKS; i++) |
305 | for (i = 1; i < NROFATTACKS; i++) |
301 | if (op->attacktype & (1 << i)) |
306 | if (op->attacktype & (1 << i)) |
302 | enc++; |
307 | enc++; |
|
|
308 | |
303 | if (op->slaying) |
309 | if (op->slaying) |
304 | enc += 2; /* What it slays is probably more relevent */ |
310 | enc += 2; /* What it slays is probably more relevent */ |
305 | } |
311 | } |
|
|
312 | |
306 | /* Items the player can equip */ |
313 | /* Items the player can equip */ |
307 | if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || |
314 | if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || |
308 | (op->type == SHIELD) || (op->type == RING) || |
315 | (op->type == SHIELD) || (op->type == RING) || |
309 | (op->type == BOOTS) || (op->type == GLOVES) || |
316 | (op->type == BOOTS) || (op->type == GLOVES) || |
310 | (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) |
317 | (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) |
… | |
… | |
313 | enc += op->stats.hp; /* hp regen */ |
320 | enc += op->stats.hp; /* hp regen */ |
314 | enc += op->stats.sp; /* mana regen */ |
321 | enc += op->stats.sp; /* mana regen */ |
315 | enc += op->stats.grace; /* grace regen */ |
322 | enc += op->stats.grace; /* grace regen */ |
316 | enc += op->stats.exp; /* speed bonus */ |
323 | enc += op->stats.exp; /* speed bonus */ |
317 | } |
324 | } |
|
|
325 | |
318 | enc += op->stats.luck; |
326 | enc += op->stats.luck; |
319 | |
327 | |
320 | /* Do spell paths now */ |
328 | /* Do spell paths now */ |
321 | for (i = 1; i < NRSPELLPATHS; i++) |
329 | for (i = 1; i < NRSPELLPATHS; i++) |
322 | { |
|
|
323 | if (op->path_attuned & (1 << i)) |
330 | if (op->path_attuned & (1 << i)) |
324 | enc++; |
331 | enc++; |
325 | else if (op->path_denied & (1 << i)) |
332 | else if (op->path_denied & (1 << i)) |
326 | enc -= 2; |
333 | enc -= 2; |
327 | else if (op->path_repelled & (1 << i)) |
334 | else if (op->path_repelled & (1 << i)) |
328 | enc--; |
335 | enc--; |
329 | } |
|
|
330 | |
336 | |
331 | if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
337 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
332 | enc += 5; |
338 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
333 | if (QUERY_FLAG (op, FLAG_REFL_SPELL)) |
339 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
334 | enc += 3; |
340 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
335 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) |
341 | if (op->flag [FLAG_STEALTH ]) enc += 1; |
336 | enc += 2; |
342 | if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1; |
337 | if (QUERY_FLAG (op, FLAG_STEALTH)) |
343 | if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; |
338 | enc += 1; |
|
|
339 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
|
|
340 | enc += 2; |
|
|
341 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
|
|
342 | enc += 1; |
|
|
343 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
344 | enc += 1; |
|
|
345 | |
344 | |
346 | return get_power_from_ench (enc); |
345 | return get_power_from_ench (enc); |
347 | } |
346 | } |
348 | |
347 | |
|
|
348 | static const struct get_typedata |
|
|
349 | { |
|
|
350 | const typedata *data [NUM_TYPES]; |
|
|
351 | |
|
|
352 | get_typedata () |
|
|
353 | { |
|
|
354 | for (int i = 0; i < item_types_size; i++) |
|
|
355 | data [item_types[i].number] = &item_types [i]; |
|
|
356 | } |
|
|
357 | |
|
|
358 | const typedata *operator ()(int itemtype) const |
|
|
359 | { |
|
|
360 | return data [itemtype]; |
|
|
361 | } |
|
|
362 | } get_typedata_; |
|
|
363 | |
349 | /* returns the typedata that has a number equal to itemtype, if there |
364 | /* returns the typedata that has a number equal to itemtype, if there |
350 | * isn't one, returns NULL */ |
365 | * isn't one, returns NULL */ |
351 | const typedata * |
366 | const typedata * |
352 | get_typedata (int itemtype) |
367 | get_typedata (int itemtype) |
353 | { |
368 | { |
354 | int i; |
369 | return get_typedata_ (itemtype); |
355 | |
|
|
356 | for (i = 0; i < item_types_size; i++) |
|
|
357 | if (item_types[i].number == itemtype) |
|
|
358 | return &item_types[i]; |
|
|
359 | return NULL; |
|
|
360 | } |
370 | } |
361 | |
371 | |
362 | /* returns the typedata that has a name equal to itemtype, if there |
372 | /* returns the typedata that has a name equal to itemtype, if there |
363 | * isn't one, return the plural name that matches, if there still isn't |
373 | * isn't one, return the plural name that matches, if there still isn't |
364 | * one return NULL */ |
374 | * one return NULL */ |
365 | const typedata * |
375 | const typedata * |
366 | get_typedata_by_name (const char *name) |
376 | get_typedata_by_name (const char *name) |
367 | { |
377 | { |
368 | int i; |
|
|
369 | |
|
|
370 | for (i = 0; i < item_types_size; i++) |
378 | for (int i = 0; i < item_types_size; i++) |
371 | if (!strcmp (item_types[i].name, name)) |
379 | if (!strcmp (item_types[i].name, name)) |
372 | return &item_types[i]; |
380 | return &item_types[i]; |
|
|
381 | |
373 | for (i = 0; i < item_types_size; i++) |
382 | for (int i = 0; i < item_types_size; i++) |
374 | if (!strcmp (item_types[i].name_pl, name)) |
383 | if (!strcmp (item_types[i].name_pl, name)) |
375 | { |
384 | { |
376 | LOG (llevInfo, |
385 | LOG (llevInfo, |
377 | "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); |
386 | "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name); |
378 | return &item_types[i]; |
387 | return &item_types[i]; |
379 | } |
388 | } |
|
|
389 | |
380 | return NULL; |
390 | return 0; |
381 | } |
391 | } |
382 | |
392 | |
383 | /* describe_resistance generates the visible naming for resistances. |
393 | /* describe_resistance generates the visible naming for resistances. |
384 | * returns a static array of the description. This can return |
394 | * returns a static array of the description. This can return |
385 | * a big buffer. |
395 | * a big buffer. |
… | |
… | |
387 | * but do put a newline at the end. Useful when dumping to files |
397 | * but do put a newline at the end. Useful when dumping to files |
388 | */ |
398 | */ |
389 | const char * |
399 | const char * |
390 | describe_resistance (const object *op, int newline) |
400 | describe_resistance (const object *op, int newline) |
391 | { |
401 | { |
392 | static char buf[VERY_BIG_BUF]; |
402 | static dynbuf_text buf; buf.clear (); |
393 | char buf1[VERY_BIG_BUF]; |
|
|
394 | int tmpvar; |
|
|
395 | |
403 | |
396 | buf[0] = 0; |
404 | for (int i = 0; i < NROFATTACKS; i++) |
397 | for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) |
|
|
398 | { |
|
|
399 | if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) |
405 | if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1)) |
400 | { |
406 | buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); |
401 | if (!newline) |
|
|
402 | sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); |
|
|
403 | else |
|
|
404 | sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); |
|
|
405 | |
407 | |
406 | strcat (buf, buf1); |
|
|
407 | } |
|
|
408 | } |
|
|
409 | return buf; |
408 | return buf; |
410 | } |
409 | } |
411 | |
|
|
412 | |
410 | |
413 | /* |
411 | /* |
414 | * query_weight(object) returns a character pointer to a static buffer |
412 | * query_weight(object) returns a character pointer to a static buffer |
415 | * containing the text-representation of the weight of the given object. |
413 | * containing the text-representation of the weight of the given object. |
416 | * The buffer will be overwritten by the next call to query_weight(). |
414 | * The buffer will be overwritten by the next call to query_weight(). |
|
|
415 | * |
|
|
416 | * Seems to be used only by unimportant stuff. Remove? |
417 | */ |
417 | */ |
418 | const char * |
418 | const char * |
419 | query_weight (const object *op) |
419 | query_weight (const object *op) |
420 | { |
420 | { |
421 | static char buf[10]; |
421 | static char buf[10]; |
422 | sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; |
422 | sint32 i = op->total_weight (); |
423 | |
423 | |
424 | if (op->weight < 0) |
424 | if (op->weight < 0) |
425 | return " "; |
425 | return " "; |
426 | |
426 | |
427 | if (i % 1000) |
427 | if (i % 1000) |
… | |
… | |
435 | /* |
435 | /* |
436 | * Returns the pointer to a static buffer containing |
436 | * Returns the pointer to a static buffer containing |
437 | * the number requested (of the form first, second, third...) |
437 | * the number requested (of the form first, second, third...) |
438 | */ |
438 | */ |
439 | const char * |
439 | const char * |
440 | get_levelnumber (int i) |
440 | ordinal (int i) |
441 | { |
441 | { |
442 | static char buf[MAX_BUF]; |
442 | if (i < 0) |
443 | |
443 | return format ("minus %s", ordinal (-i)); |
444 | if (i > 99) |
|
|
445 | { |
|
|
446 | sprintf (buf, "%d.", i); |
|
|
447 | return buf; |
|
|
448 | } |
|
|
449 | |
444 | |
450 | if (i < 21) |
445 | if (i < 21) |
451 | return levelnumbers[i]; |
|
|
452 | if (!(i % 10)) |
|
|
453 | return levelnumbers_10[i / 10]; |
|
|
454 | |
|
|
455 | strcpy (buf, numbers_10[i / 10]); |
|
|
456 | strcat (buf, levelnumbers[i % 10]); |
|
|
457 | return buf; |
|
|
458 | } |
|
|
459 | |
|
|
460 | /* |
|
|
461 | * get_number(integer) returns the text-representation of the given number |
|
|
462 | * in a static buffer. The buffer might be overwritten at the next |
|
|
463 | * call to get_number(). |
|
|
464 | * It is currently only used by the query_name() function. |
|
|
465 | */ |
|
|
466 | const char * |
|
|
467 | get_number (int i) |
|
|
468 | { |
|
|
469 | if (i <= 20) |
|
|
470 | return numbers[i]; |
446 | return ordnumbers[i]; |
|
|
447 | |
|
|
448 | int digit = i % 10; |
|
|
449 | |
|
|
450 | if (i >= 100) |
|
|
451 | return format ( |
|
|
452 | digit == 1 ? "%dst" |
|
|
453 | : digit == 2 ? "%dnd" |
|
|
454 | : digit == 3 ? "%drd" |
|
|
455 | : "%dth", |
|
|
456 | i |
|
|
457 | ); |
|
|
458 | |
|
|
459 | if (digit == 0) |
|
|
460 | return ordnumbers_10[i / 10]; |
471 | else |
461 | else |
472 | { |
462 | return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]); |
473 | static char buf[MAX_BUF]; |
|
|
474 | |
|
|
475 | sprintf (buf, "%d", i); |
|
|
476 | return buf; |
|
|
477 | } |
|
|
478 | } |
463 | } |
479 | |
464 | |
480 | /* |
465 | /* |
481 | * Returns pointer to static buffer containing ring's or amulet's |
466 | * Returns pointer to static buffer containing ring's or amulet's |
482 | * abilities |
467 | * abilities |
… | |
… | |
488 | */ |
473 | */ |
489 | |
474 | |
490 | /* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
475 | /* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
491 | * from stats.sp - b.t. |
476 | * from stats.sp - b.t. |
492 | */ |
477 | */ |
493 | const char * |
478 | static const char * |
494 | ring_desc (const object *op) |
479 | ring_desc (const object *op) |
495 | { |
480 | { |
496 | static dynbuf_text buf; buf.clear (); |
481 | static dynbuf_text buf; buf.clear (); |
497 | int attr, val, len; |
482 | int attr, val; |
498 | |
483 | |
499 | if (QUERY_FLAG (op, FLAG_IDENTIFIED)) |
484 | if (op->flag [FLAG_IDENTIFIED]) |
500 | { |
485 | { |
501 | for (attr = 0; attr < NUM_STATS; attr++) |
486 | for (attr = 0; attr < NUM_STATS; attr++) |
502 | if ((val = op->stats.stat (attr))) |
487 | if ((val = op->stats.stat (attr))) |
503 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
488 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
504 | |
489 | |
505 | if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); |
490 | if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp); |
506 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
491 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
507 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
492 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
508 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
493 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
509 | |
494 | |
510 | buf << describe_resistance (op, 0); |
495 | buf << describe_resistance (op, 0); |
… | |
… | |
513 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
498 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
514 | if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); |
499 | if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); |
515 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
500 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
516 | if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); |
501 | if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); |
517 | |
502 | |
518 | if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
503 | if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)"; |
519 | if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
504 | if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)"; |
520 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
505 | if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)"; |
521 | if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
506 | if (op->flag [FLAG_STEALTH]) buf << "(stealth)"; |
522 | |
507 | |
523 | buf.add_paths ("Attuned" , op->path_attuned); |
508 | buf.add_paths ("Attuned" , op->path_attuned); |
524 | buf.add_paths ("Repelled", op->path_repelled); |
509 | buf.add_paths ("Repelled", op->path_repelled); |
525 | buf.add_paths ("Denied" , op->path_denied); |
510 | buf.add_paths ("Denied" , op->path_denied); |
526 | |
511 | |
… | |
… | |
530 | |
515 | |
531 | return buf; |
516 | return buf; |
532 | } |
517 | } |
533 | |
518 | |
534 | /* |
519 | /* |
535 | * query_short_name(object) is similar to query_name, but doesn't |
520 | * query_short_name(object) is similar to query_name, but doesn't |
536 | * contain any information about object status (worn/cursed/etc.) |
521 | * contain any information about object status (worn/cursed/etc.) |
|
|
522 | * |
|
|
523 | * It is sometimes used when printing messages, so should fit well into a sentence. |
537 | */ |
524 | */ |
538 | const char * |
525 | const char * |
539 | query_short_name (const object *op) |
526 | query_short_name (const object *op) |
540 | { |
527 | { |
|
|
528 | if (!op->name) |
|
|
529 | return "(null)"; |
|
|
530 | |
|
|
531 | if (!op->nrof |
|
|
532 | && !op->weight |
|
|
533 | && !op->title |
|
|
534 | && !is_magical (op) |
|
|
535 | && op->slaying != shstr_money) |
|
|
536 | return op->name; /* To speed things up (or make things slower?) */ |
|
|
537 | |
541 | static dynbuf_text buf; buf.clear (); |
538 | static dynbuf_text buf; buf.clear (); |
542 | |
539 | |
543 | if (op->name == NULL) |
|
|
544 | return "(null)"; |
|
|
545 | |
|
|
546 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
|
|
547 | return op->name; /* To speed things up (or make things slower?) */ |
|
|
548 | |
|
|
549 | buf << (op->nrof <= 1 ? op->name : op->name_pl); |
540 | buf << (op->nrof <= 1 ? op->name : op->name_pl); |
550 | |
541 | |
551 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
542 | if (op->title && op->flag [FLAG_IDENTIFIED]) |
552 | buf << ' ' << op->title; |
543 | buf << ' ' << op->title; |
553 | |
544 | |
554 | switch (op->type) |
545 | switch (op->type) |
555 | { |
546 | { |
556 | case SPELLBOOK: |
547 | case SPELLBOOK: |
557 | case SCROLL: |
548 | case SCROLL: |
558 | case WAND: |
549 | case WAND: |
559 | case ROD: |
550 | case ROD: |
560 | if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
551 | if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED]) |
561 | { |
552 | { |
562 | if (!op->title) |
553 | if (!op->title) |
563 | buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
554 | buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
564 | |
555 | |
565 | if (op->type != SPELLBOOK) |
556 | if (op->type != SPELLBOOK) |
566 | buf.printf (" (lvl %d)", op->level); |
557 | buf.printf (" (lvl %d)", op->level); |
|
|
558 | } |
|
|
559 | break; |
|
|
560 | |
|
|
561 | case ALTAR: |
|
|
562 | case TRIGGER_ALTAR: |
|
|
563 | case IDENTIFY_ALTAR: |
|
|
564 | case CONVERTER: |
|
|
565 | if (op->slaying == shstr_money) |
|
|
566 | { |
|
|
567 | bool wrap = !!buf.size (); |
|
|
568 | |
|
|
569 | if (wrap) buf << " ["; |
|
|
570 | |
|
|
571 | archetype *coin = 0; |
|
|
572 | |
|
|
573 | for (char const *const *c = coins; *coins; ++c) |
|
|
574 | if ((coin = archetype::find (*c))) |
|
|
575 | if (op->stats.food % coin->value == 0) |
|
|
576 | break; |
|
|
577 | |
|
|
578 | sint32 coins = op->stats.food / coin->value; |
|
|
579 | |
|
|
580 | buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); |
|
|
581 | |
|
|
582 | if (wrap) buf << ']'; |
567 | } |
583 | } |
568 | break; |
584 | break; |
569 | |
585 | |
570 | case SKILL: |
586 | case SKILL: |
571 | case AMULET: |
587 | case AMULET: |
… | |
… | |
577 | |
593 | |
578 | if (s && *s) |
594 | if (s && *s) |
579 | buf << " " << s; |
595 | buf << " " << s; |
580 | } |
596 | } |
581 | break; |
597 | break; |
|
|
598 | |
582 | default: |
599 | default: |
583 | if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
600 | if (op->magic |
|
|
601 | && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) |
|
|
602 | || op->flag [FLAG_IDENTIFIED])) |
584 | buf.printf (" %+d", op->magic); |
603 | buf.printf (" %+d", op->magic); |
585 | } |
604 | } |
586 | |
605 | |
587 | return buf; |
606 | return buf; |
588 | } |
607 | } |
… | |
… | |
595 | * you can make several calls to query_name before the bufs start getting |
614 | * you can make several calls to query_name before the bufs start getting |
596 | * overwritten. This may be a bad thing (it may be easier to assume the value |
615 | * overwritten. This may be a bad thing (it may be easier to assume the value |
597 | * returned is good forever.) However, it makes printing statements that |
616 | * returned is good forever.) However, it makes printing statements that |
598 | * use several names much easier (don't need to store them to temp variables.) |
617 | * use several names much easier (don't need to store them to temp variables.) |
599 | * |
618 | * |
|
|
619 | * It is used extensively within messages, so should return only a prose |
|
|
620 | * and short description of the item. |
|
|
621 | * It is also used by examine/ex and similar functions. |
600 | */ |
622 | */ |
601 | const char * |
623 | const char * |
602 | query_name (const object *op) |
624 | query_name (const object *op) |
603 | { |
625 | { |
604 | int len = 0; |
|
|
605 | static dynbuf_text bufs[5]; |
626 | static dynbuf_text bufs[5]; |
606 | static int use_buf = 0; |
627 | static int use_buf = 0; |
607 | |
628 | |
608 | use_buf++; |
629 | use_buf++; |
609 | use_buf %= 5; |
630 | use_buf %= 5; |
610 | |
631 | |
611 | dynbuf_text &buf = bufs [use_buf]; |
632 | dynbuf_text &buf = bufs [use_buf]; |
612 | buf.clear (); |
633 | buf.clear (); |
613 | |
634 | |
|
|
635 | #if 0 |
614 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
636 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
615 | if (materialtype_t *mt = name_to_material (op->materialname)) |
|
|
616 | buf << mt->description << ' '; |
637 | buf << op->material->description << ' '; |
|
|
638 | #endif |
617 | |
639 | |
618 | buf << query_short_name (op); |
640 | buf << query_short_name (op); |
619 | |
641 | |
620 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
642 | if (op->flag [FLAG_INV_LOCKED]) |
621 | buf << " *"; |
643 | buf << " *"; |
622 | if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) |
644 | if (op->is_open_container ()) |
623 | buf << " (open)"; |
645 | buf << " (open)"; |
624 | |
646 | |
625 | if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
647 | if (op->flag [FLAG_KNOWN_CURSED]) |
626 | { |
648 | { |
627 | if (QUERY_FLAG (op, FLAG_DAMNED)) |
649 | if (op->flag [FLAG_DAMNED]) |
628 | buf << " (damned)"; |
650 | buf << " (damned)"; |
629 | else if (QUERY_FLAG (op, FLAG_CURSED)) |
651 | else if (op->flag [FLAG_CURSED]) |
630 | buf << " (cursed)"; |
652 | buf << " (cursed)"; |
631 | } |
653 | } |
632 | |
654 | |
633 | /* Basically, if the object is known magical (detect magic spell on it), |
655 | /* Basically, if the object is known magical (detect magic spell on it), |
634 | * and it isn't identified, print out the fact that |
656 | * and it isn't identified, print out the fact that |
… | |
… | |
637 | * |
659 | * |
638 | * Changed in V 0.91.4 - still print that the object is magical even |
660 | * Changed in V 0.91.4 - still print that the object is magical even |
639 | * if it has been applied. Equipping an item does not tell full |
661 | * if it has been applied. Equipping an item does not tell full |
640 | * abilities, especially for artifact items. |
662 | * abilities, especially for artifact items. |
641 | */ |
663 | */ |
642 | if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) |
664 | if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED]) |
643 | buf << " (magic)"; |
665 | buf << " (magic)"; |
644 | |
666 | |
645 | #if 0 |
667 | #if 0 |
646 | /* item_power will be returned in desribe_item - it shouldn't really |
668 | /* item_power will be returned in describe_item - it shouldn't really |
647 | * be returned in the name. |
669 | * be returned in the name. |
648 | */ |
670 | */ |
649 | if (op->item_power) |
671 | if (op->item_power) |
650 | sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); |
672 | sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); |
651 | |
673 | |
652 | #endif |
674 | #endif |
653 | |
675 | |
654 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
676 | if (op->flag [FLAG_APPLIED]) |
655 | { |
677 | { |
656 | switch (op->type) |
678 | switch (op->type) |
657 | { |
679 | { |
|
|
680 | case RANGED: |
658 | case BOW: |
681 | case BOW: |
659 | case WAND: |
682 | case WAND: |
660 | case ROD: |
683 | case ROD: |
661 | case HORN: |
684 | case HORN: |
662 | buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); |
|
|
663 | break; |
|
|
664 | case WEAPON: |
685 | case WEAPON: |
665 | buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); |
686 | buf << " (applied)"; |
666 | break; |
687 | break; |
667 | case ARMOUR: |
688 | case ARMOUR: |
668 | case HELMET: |
689 | case HELMET: |
669 | case SHIELD: |
690 | case SHIELD: |
670 | case RING: |
691 | case RING: |
… | |
… | |
683 | default: |
704 | default: |
684 | buf << " (applied)"; |
705 | buf << " (applied)"; |
685 | } |
706 | } |
686 | } |
707 | } |
687 | |
708 | |
688 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
709 | switch (op->type) |
|
|
710 | { |
|
|
711 | case LAMP: |
|
|
712 | if (op->glow_radius) |
|
|
713 | buf << " (on)"; |
|
|
714 | else if (op->stats.food <= 0) |
|
|
715 | buf << " (empty)"; |
|
|
716 | else |
|
|
717 | buf << " (off)"; |
|
|
718 | break; |
|
|
719 | |
|
|
720 | case TORCH: |
|
|
721 | if (op->glow_radius) |
|
|
722 | buf << " (burning)"; |
|
|
723 | else if (op->stats.food <= 0) |
|
|
724 | buf << " (burned out)"; |
|
|
725 | break; |
|
|
726 | } |
|
|
727 | |
|
|
728 | if (op->flag [FLAG_UNPAID]) |
689 | buf << " (unpaid)"; |
729 | buf << " (unpaid)"; |
690 | |
730 | |
691 | return buf; |
731 | return buf; |
692 | } |
732 | } |
693 | |
733 | |
… | |
… | |
697 | * of the given object. The buffer will be overwritten at the next |
737 | * of the given object. The buffer will be overwritten at the next |
698 | * call to query_base_name(). This is a lot like query_name, but we |
738 | * call to query_base_name(). This is a lot like query_name, but we |
699 | * don't include the item count or item status. Used for inventory sorting |
739 | * don't include the item count or item status. Used for inventory sorting |
700 | * and sending to client. |
740 | * and sending to client. |
701 | * If plural is set, we generate the plural name of this. |
741 | * If plural is set, we generate the plural name of this. |
|
|
742 | * |
|
|
743 | * It is sometimes used to display messages, and usually only used to match stuff, |
|
|
744 | * so maybe this function should be removed. |
|
|
745 | * It is also used for client-side inventory/item descriptions. |
702 | */ |
746 | */ |
703 | const char * |
747 | const char * |
704 | query_base_name (const object *op, int plural) |
748 | query_base_name (const object *op, int plural) |
705 | { |
749 | { |
706 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
750 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
707 | return "(null)"; |
751 | return "(null)"; |
708 | |
752 | |
709 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
753 | if (!op->nrof && !op->weight && !op->title && !is_magical (op) |
|
|
754 | && op->type != EXIT) |
710 | return op->name; /* To speed things up (or make things slower?) */ |
755 | return op->name; /* To speed things up (or make things slower?) */ |
711 | |
756 | |
712 | static dynbuf_text buf; buf.clear (); |
757 | static dynbuf_text buf; buf.clear (); |
713 | |
758 | |
|
|
759 | #if 0 |
714 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
760 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
715 | if (materialtype_t *mt = name_to_material (op->materialname)) |
|
|
716 | if (op->arch->materialname != mt->name) |
761 | if (op->arch->material != op->material) |
717 | buf << mt->description << ' '; |
762 | buf << op->material->description << ' '; |
|
|
763 | #endif |
718 | |
764 | |
719 | buf << (plural ? op->name_pl : op->name); |
765 | buf << (plural ? op->name_pl : op->name); |
720 | |
766 | |
721 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
767 | if (op->title && op->flag [FLAG_IDENTIFIED]) |
722 | buf << ' ' << op->title; |
768 | buf << ' ' << op->title; |
723 | |
769 | |
724 | switch (op->type) |
770 | switch (op->type) |
725 | { |
771 | { |
726 | case SPELLBOOK: |
772 | case SPELLBOOK: |
727 | case SCROLL: |
773 | case SCROLL: |
728 | case WAND: |
774 | case WAND: |
729 | case ROD: |
775 | case ROD: |
730 | if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
776 | if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED]) |
731 | { |
777 | { |
732 | if (!op->title) |
778 | if (!op->title) |
733 | buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
779 | buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
734 | |
780 | |
735 | if (op->type != SPELLBOOK) |
781 | if (op->type != SPELLBOOK) |
… | |
… | |
749 | if (s && *s) |
795 | if (s && *s) |
750 | buf << ' ' << s; |
796 | buf << ' ' << s; |
751 | } |
797 | } |
752 | break; |
798 | break; |
753 | |
799 | |
|
|
800 | case EXIT: |
|
|
801 | // random map exits "unfortunately" get patched, so this only works before entering |
|
|
802 | if (EXIT_PATH (op) == shstr_random_map_exit) |
|
|
803 | buf << " (random map)"; |
|
|
804 | else if (!EXIT_PATH (op)) |
|
|
805 | buf << " (closed)"; |
|
|
806 | break; |
|
|
807 | |
754 | default: |
808 | default: |
755 | if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
809 | if (op->magic |
|
|
810 | && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) |
|
|
811 | || op->flag [FLAG_IDENTIFIED])) |
756 | buf.printf (" %+d", op->magic); |
812 | buf.printf (" %+d", op->magic); |
757 | } |
813 | } |
758 | |
814 | |
759 | return buf; |
815 | return buf; |
760 | } |
816 | } |
… | |
… | |
773 | /* Note that the resolution this provides for players really isn't |
829 | /* Note that the resolution this provides for players really isn't |
774 | * very good. Any player with a speed greater than .67 will |
830 | * very good. Any player with a speed greater than .67 will |
775 | * fall into the 'lightning fast movement' category. |
831 | * fall into the 'lightning fast movement' category. |
776 | */ |
832 | */ |
777 | if (op->has_active_speed ()) |
833 | if (op->has_active_speed ()) |
778 | switch ((int) ((FABS (op->speed)) * 15)) |
834 | switch ((int)(op->speed * 15.)) |
779 | { |
835 | { |
780 | case 0: |
836 | case 0: |
781 | buf << "(very slow movement"; |
837 | buf << "(very slow movement)"; |
782 | break; |
838 | break; |
783 | case 1: |
839 | case 1: |
784 | buf << "(slow movement)"; |
840 | buf << "(slow movement)"; |
785 | break; |
841 | break; |
786 | case 2: |
842 | case 2: |
… | |
… | |
803 | default: |
859 | default: |
804 | buf << "(lightning fast movement)"; |
860 | buf << "(lightning fast movement)"; |
805 | break; |
861 | break; |
806 | } |
862 | } |
807 | |
863 | |
808 | if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; |
864 | if (op->flag [FLAG_UNDEAD]) buf << "(undead)"; |
809 | if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; |
865 | if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)"; |
810 | if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; |
866 | if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)"; |
811 | if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; |
867 | if (op->flag [FLAG_USE_BOW]) buf << "(archer)"; |
812 | if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; |
868 | if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)"; |
813 | if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; |
869 | if (op->flag [FLAG_USE_RING]) buf << "(wear ring)"; |
814 | if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; |
870 | if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)"; |
815 | if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; |
871 | if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)"; |
816 | if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; |
872 | if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)"; |
817 | if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; |
873 | if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)"; |
818 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; |
874 | if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)"; |
819 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; |
875 | if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)"; |
820 | if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; |
876 | if (op->flag [FLAG_HITBACK]) buf << "(hitback)"; |
821 | if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; |
877 | if (op->flag [FLAG_STEALTH]) buf << "(stealthy)"; |
822 | |
878 | |
823 | if (op->randomitems) |
879 | if (op->randomitems) |
824 | { |
880 | { |
825 | bool first = 1; |
881 | bool first = 1; |
826 | |
882 | |
… | |
… | |
853 | if (op->stats.luck) |
909 | if (op->stats.luck) |
854 | buf.printf ("(luck%+d)", op->stats.luck); |
910 | buf.printf ("(luck%+d)", op->stats.luck); |
855 | } |
911 | } |
856 | |
912 | |
857 | /* describe attacktypes */ |
913 | /* describe attacktypes */ |
858 | if (is_dragon_pl (op)) |
914 | if (op->is_dragon ()) |
859 | { |
915 | { |
860 | /* for dragon players display the attacktypes from clawing skill |
916 | /* for dragon players display the attacktypes from clawing skill |
861 | * Break apart the for loop - move the comparison checking down - |
917 | * Break apart the for loop - move the comparison checking down - |
862 | * this makes it more readable. |
918 | * this makes it more readable. |
863 | */ |
919 | */ |
… | |
… | |
901 | * wouldn't need to use the SEE_INVISIBLE flag to know it is |
957 | * wouldn't need to use the SEE_INVISIBLE flag to know it is |
902 | * a dragon player examining food. Could have things like |
958 | * a dragon player examining food. Could have things like |
903 | * a dwarven axe, in which the full abilities are only known to |
959 | * a dwarven axe, in which the full abilities are only known to |
904 | * dwarves, etc. |
960 | * dwarves, etc. |
905 | * |
961 | * |
906 | * This function is really much more complicated than it should |
|
|
907 | * be, because different objects have different meanings |
|
|
908 | * for the same field (eg, wands use 'food' for charges). This |
|
|
909 | * means these special cases need to be worked out. |
|
|
910 | * |
|
|
911 | * Add 'owner' who is the person examining this object. |
962 | * Add 'owner' who is the person examining this object. |
912 | * owner can be null if no one is being associated with this |
963 | * owner can be null if no one is being associated with this |
913 | * item (eg, debug dump or the like) |
964 | * item (eg, debug dump or the like) |
914 | */ |
965 | */ |
915 | const char * |
966 | const char * |
916 | describe_item (const object *op, object *owner) |
967 | describe_item (const object *op, object *owner) |
917 | { |
968 | { |
918 | if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
969 | if (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
919 | return describe_monster (op); |
970 | return describe_monster (op); |
920 | |
971 | |
921 | static dynbuf_text buf; buf.clear (); |
972 | static dynbuf_text buf; buf.clear (); |
922 | int identified, i; |
973 | int identified, i; |
923 | |
974 | |
924 | /* figure this out once, instead of making multiple calls to need_identify. |
975 | /* figure this out once, instead of making multiple calls to need_identify. |
925 | * also makes the code easier to read. |
976 | * also makes the code easier to read. |
926 | */ |
977 | */ |
927 | identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); |
978 | identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED]; |
928 | if (!identified) |
979 | if (!identified) |
929 | buf << "(unidentified)"; |
980 | buf << "(unidentified)"; |
930 | |
981 | |
931 | switch (op->type) |
982 | switch (op->type) |
932 | { |
983 | { |
|
|
984 | case RANGED: |
933 | case BOW: |
985 | case BOW: |
934 | case ARROW: |
986 | case ARROW: |
935 | case WAND: |
987 | case WAND: |
936 | case ROD: |
988 | case ROD: |
937 | case HORN: |
989 | case HORN: |
… | |
… | |
951 | if (op->stats.maxsp > 1000) |
1003 | if (op->stats.maxsp > 1000) |
952 | { /*higher capacity crystals */ |
1004 | { /*higher capacity crystals */ |
953 | i = (op->stats.maxsp % 1000) / 100; |
1005 | i = (op->stats.maxsp % 1000) / 100; |
954 | |
1006 | |
955 | if (i) |
1007 | if (i) |
956 | buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); |
1008 | buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i); |
957 | else |
1009 | else |
958 | buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); |
1010 | buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); |
959 | } |
1011 | } |
960 | else |
1012 | else |
961 | buf.printf ("(capacity %d). It is ", op->stats.maxsp); |
1013 | buf.printf ("(capacity %d; it is ", op->stats.maxsp); |
962 | |
1014 | |
963 | i = (op->stats.sp * 10) / op->stats.maxsp; |
1015 | i = op->stats.sp * 10 / max (op->stats.maxsp, 1); |
964 | if (op->stats.sp == 0) |
1016 | |
|
|
1017 | if (op->stats.sp == 0) buf << "empty"; |
|
|
1018 | else if (i <= 0) buf << "almost empty"; |
|
|
1019 | else if (i <= 2) buf << "partially filled"; |
|
|
1020 | else if (i <= 5) buf << "half full"; |
|
|
1021 | else if (i <= 8) buf << "well charged"; |
|
|
1022 | else if (op->stats.sp < op->stats.maxsp) buf << "almost full"; |
|
|
1023 | else buf << "fully charged"; |
|
|
1024 | |
|
|
1025 | buf << ')'; |
|
|
1026 | break; |
|
|
1027 | |
|
|
1028 | case LAMP: |
|
|
1029 | { |
|
|
1030 | int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; |
|
|
1031 | buf << "(fuel: "; |
|
|
1032 | if (percent == 0) |
965 | buf << "empty."; |
1033 | buf << "empty"; |
966 | else if (i == 0) |
1034 | else if (percent < 10) |
|
|
1035 | buf << "very low"; |
|
|
1036 | else if (percent < 25) |
|
|
1037 | buf << "low"; |
|
|
1038 | else if (percent < 50) |
967 | buf << "almost empty."; |
1039 | buf << "half empty"; |
968 | else if (i < 3) |
1040 | else if (percent < 75) |
969 | buf << "partially filled."; |
|
|
970 | else if (i < 6) |
|
|
971 | buf << "half full."; |
1041 | buf << "half full"; |
972 | else if (i < 9) |
1042 | else if (percent < 95) |
973 | buf << "well charged."; |
1043 | buf << "well filled"; |
974 | else if (op->stats.sp == op->stats.maxsp) |
1044 | else if (percent <= 100) |
975 | buf << "fully charged."; |
|
|
976 | else |
|
|
977 | buf << "almost full."; |
1045 | buf << "full"; |
|
|
1046 | buf << ")"; |
|
|
1047 | } |
978 | break; |
1048 | break; |
979 | |
1049 | |
980 | case FOOD: |
1050 | case FOOD: |
981 | case FLESH: |
1051 | case FLESH: |
982 | case DRINK: |
1052 | case DRINK: |
983 | if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1053 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
984 | { |
1054 | { |
985 | buf.printf ("(food+%d)", op->stats.food); |
1055 | buf.printf ("(food+%d)", op->stats.food); |
986 | |
1056 | |
987 | if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) |
1057 | if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) |
988 | buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); |
1058 | buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); |
989 | |
1059 | |
990 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
1060 | if (!op->flag [FLAG_CURSED]) |
991 | { |
1061 | { |
992 | if (op->stats.hp) buf << "(heals)"; |
1062 | if (op->stats.hp) buf << "(heals)"; |
993 | if (op->stats.sp) buf << "(spellpoint regen)"; |
1063 | if (op->stats.sp) buf << "(spellpoint regen)"; |
994 | } |
1064 | } |
995 | else |
1065 | else |
… | |
… | |
1016 | } |
1086 | } |
1017 | |
1087 | |
1018 | /* Down here, we more further describe equipment type items. |
1088 | /* Down here, we more further describe equipment type items. |
1019 | * only describe them if they have been identified or the like. |
1089 | * only describe them if they have been identified or the like. |
1020 | */ |
1090 | */ |
1021 | if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1091 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1022 | { |
1092 | { |
1023 | int attr, val; |
|
|
1024 | |
|
|
1025 | for (attr = 0; attr < NUM_STATS; attr++) |
1093 | for (int attr = 0; attr < NUM_STATS; attr++) |
1026 | if ((val = op->stats.stat (attr))) |
1094 | if (int val = op->stats.stat (attr)) |
1027 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1095 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1028 | |
1096 | |
1029 | if (op->stats.exp) |
1097 | if (op->stats.exp) |
1030 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1098 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1031 | |
1099 | |
1032 | switch (op->type) |
1100 | switch (op->type) |
1033 | { |
1101 | { |
|
|
1102 | case RANGED: |
1034 | case BOW: |
1103 | case BOW: |
1035 | case ARROW: |
1104 | case ARROW: |
1036 | case GIRDLE: |
1105 | case GIRDLE: |
1037 | case HELMET: |
1106 | case HELMET: |
1038 | case SHIELD: |
1107 | case SHIELD: |
… | |
… | |
1057 | |
1126 | |
1058 | default: |
1127 | default: |
1059 | break; |
1128 | break; |
1060 | } |
1129 | } |
1061 | |
1130 | |
1062 | if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; |
1131 | if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)"; |
1063 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; |
1132 | if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)"; |
1064 | |
1133 | |
1065 | /* levitate was what is was before, so we'll keep it */ |
1134 | /* levitate was what is was before, so we'll keep it */ |
1066 | if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; |
1135 | if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; |
1067 | if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; |
1136 | if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; |
1068 | if (op->move_type & MOVE_SWIM) buf << "(swim)"; |
1137 | if (op->move_type & MOVE_SWIM) buf << "(swim)"; |
… | |
… | |
1081 | { |
1150 | { |
1082 | int more_info = 0; |
1151 | int more_info = 0; |
1083 | |
1152 | |
1084 | switch (op->type) |
1153 | switch (op->type) |
1085 | { |
1154 | { |
|
|
1155 | case RANGED: |
1086 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1156 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1087 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1157 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1088 | case BOW: |
1158 | case BOW: |
1089 | case ARROW: |
1159 | case ARROW: |
1090 | case WAND: |
1160 | case WAND: |
… | |
… | |
1123 | |
1193 | |
1124 | if (more_info) |
1194 | if (more_info) |
1125 | { |
1195 | { |
1126 | if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1196 | if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1127 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1197 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1128 | if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1198 | if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1129 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1199 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1130 | } |
1200 | } |
1131 | |
1201 | |
1132 | if (op->stats.luck) |
1202 | if (op->stats.luck) |
1133 | buf.printf ("(luck%+d)", op->stats.luck); |
1203 | buf.printf ("(luck%+d)", op->stats.luck); |
1134 | |
1204 | |
1135 | if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
1205 | if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)"; |
1136 | if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
1206 | if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)"; |
1137 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
1207 | if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)"; |
1138 | if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
1208 | if (op->flag [FLAG_STEALTH]) buf << "(stealth)"; |
1139 | |
1209 | |
1140 | if (op->slaying && op->type != FOOD) |
1210 | if (op->slaying && op->type != FOOD) |
1141 | buf.printf ("(slay %s)", &op->slaying); |
1211 | buf.printf ("(slay %s)", &op->slaying); |
|
|
1212 | |
|
|
1213 | if (op->type == SKILL_TOOL && op->skill) |
|
|
1214 | buf.printf ("(%s)", &op->skill); |
1142 | |
1215 | |
1143 | buf.add_abilities ("Attacks", op->attacktype); |
1216 | buf.add_abilities ("Attacks", op->attacktype); |
1144 | /* resistance on flesh is only visible for quetzals. If |
1217 | /* resistance on flesh is only visible for quetzals. If |
1145 | * non flesh, everyone can see its resistances |
1218 | * non flesh, everyone can see its resistances |
1146 | */ |
1219 | */ |
1147 | if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1220 | if (op->type != FLESH || (owner && owner->is_dragon ())) |
1148 | buf << describe_resistance (op, 0); |
1221 | buf << describe_resistance (op, 0); |
1149 | |
1222 | |
1150 | buf.add_paths ("Attuned", op->path_attuned); |
1223 | buf.add_paths ("Attuned", op->path_attuned); |
1151 | buf.add_paths ("Repelled", op->path_repelled); |
1224 | buf.add_paths ("Repelled", op->path_repelled); |
1152 | buf.add_paths ("Denied", op->path_denied); |
1225 | buf.add_paths ("Denied", op->path_denied); |
… | |
… | |
1159 | object::describe_item (object *who) |
1232 | object::describe_item (object *who) |
1160 | { |
1233 | { |
1161 | return std::string (::describe_item (this, who)); |
1234 | return std::string (::describe_item (this, who)); |
1162 | } |
1235 | } |
1163 | |
1236 | |
|
|
1237 | static void |
|
|
1238 | describe_dump_object (dynbuf &buf, object *ob) |
|
|
1239 | { |
|
|
1240 | char *txt = dump_object (ob); |
|
|
1241 | for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r'; |
|
|
1242 | buf << "\n" << txt << "\n"; |
|
|
1243 | |
|
|
1244 | if (!ob->is_arch ()) |
|
|
1245 | describe_dump_object (buf, ob->arch); |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | std::string |
|
|
1249 | object::describe (object *who) |
|
|
1250 | { |
|
|
1251 | dynbuf_text buf (1024, 1024); |
|
|
1252 | |
|
|
1253 | buf.printf ("That is: %s.\r", long_desc (who).c_str ()); |
|
|
1254 | |
|
|
1255 | if (custom_name) |
|
|
1256 | buf.printf ("You call it %s.\r", &custom_name); |
|
|
1257 | |
|
|
1258 | switch (type) |
|
|
1259 | { |
|
|
1260 | case SPELLBOOK: |
|
|
1261 | if (flag [FLAG_IDENTIFIED] && inv) |
|
|
1262 | buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill); |
|
|
1263 | break; |
|
|
1264 | |
|
|
1265 | case BOOK: |
|
|
1266 | if (msg) |
|
|
1267 | buf << "Something is written in it.\r"; |
|
|
1268 | break; |
|
|
1269 | |
|
|
1270 | case CONTAINER: |
|
|
1271 | if (race) |
|
|
1272 | { |
|
|
1273 | if (weight_limit && stats.Str < 100) |
|
|
1274 | buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r", |
|
|
1275 | &race, weight_limit / (10.0 * (100 - stats.Str))); |
|
|
1276 | else |
|
|
1277 | buf.printf ("It can hold only %s.\r", &race); |
|
|
1278 | } |
|
|
1279 | else if (weight_limit && stats.Str < 100) |
|
|
1280 | buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str))); |
|
|
1281 | break; |
|
|
1282 | |
|
|
1283 | case WAND: |
|
|
1284 | if (flag [FLAG_IDENTIFIED]) |
|
|
1285 | buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges"); |
|
|
1286 | break; |
|
|
1287 | } |
|
|
1288 | |
|
|
1289 | if (material != MATERIAL_NULL && !msg) |
|
|
1290 | buf << (nrof > 1 ? "They are made of " : "It is made of ") |
|
|
1291 | << material->description |
|
|
1292 | << ".\r"; |
|
|
1293 | |
|
|
1294 | if (who) |
|
|
1295 | /* Where to wear this item */ |
|
|
1296 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1297 | if (slot[i].info) |
|
|
1298 | { |
|
|
1299 | buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name); |
|
|
1300 | |
|
|
1301 | if (slot[i].info < -1 && who->slot[i].info) |
|
|
1302 | buf.printf ("(%d)", -slot[i].info); |
|
|
1303 | |
|
|
1304 | buf << ".\r"; |
|
|
1305 | } |
|
|
1306 | |
|
|
1307 | if (weight) |
|
|
1308 | buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0); |
|
|
1309 | |
|
|
1310 | if (flag [FLAG_STARTEQUIP]) |
|
|
1311 | buf << (nrof > 1 ? "They were" : "It was") |
|
|
1312 | << " given by a god and will vanish when dropped.\r"; |
|
|
1313 | |
|
|
1314 | if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who) |
|
|
1315 | { |
|
|
1316 | buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX)); |
|
|
1317 | |
|
|
1318 | if (who->is_in_shop ()) |
|
|
1319 | { |
|
|
1320 | if (flag [FLAG_UNPAID]) |
|
|
1321 | buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP)); |
|
|
1322 | else |
|
|
1323 | buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it"); |
|
|
1324 | } |
|
|
1325 | } |
|
|
1326 | |
|
|
1327 | if (flag [FLAG_MONSTER]) |
|
|
1328 | buf << describe_monster (who); |
|
|
1329 | |
|
|
1330 | /* Is this item buildable? */ |
|
|
1331 | if (flag [FLAG_IS_BUILDABLE]) |
|
|
1332 | buf << "This is a buildable item.\r"; |
|
|
1333 | |
|
|
1334 | /* Does the object have a message? Don't show message for all object |
|
|
1335 | * types - especially if the first entry is a match |
|
|
1336 | */ |
|
|
1337 | if (msg) |
|
|
1338 | { |
|
|
1339 | if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) |
|
|
1340 | { |
|
|
1341 | if (!need_identify ()) |
|
|
1342 | buf << '\r' << msg << '\n'; |
|
|
1343 | else if (flag [FLAG_IDENTIFIED]) |
|
|
1344 | buf << '\r' << "The object has a story:\r" << msg; |
|
|
1345 | } |
|
|
1346 | } |
|
|
1347 | else if (inv |
|
|
1348 | && inv->msg |
|
|
1349 | && inv->type == SPELL |
|
|
1350 | && flag [FLAG_IDENTIFIED] |
|
|
1351 | && (type == SPELLBOOK || type == ROD || type == WAND |
|
|
1352 | || type == POTION || type == SCROLL)) |
|
|
1353 | // for spellbooks and other stuff that contains spells, print the spell message, |
|
|
1354 | // unless the object has a custom message handled above. |
|
|
1355 | buf << '\r' << inv->msg << '\n'; |
|
|
1356 | |
|
|
1357 | // try to display the duration for some potions and scrolls |
|
|
1358 | // this includes change ability potions and group spells, |
|
|
1359 | // but does not handle protection potions |
|
|
1360 | if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] |
|
|
1361 | && (type == POTION || type == SCROLL)) |
|
|
1362 | { |
|
|
1363 | object *spell = inv; |
|
|
1364 | |
|
|
1365 | if (spell->subtype == SP_PARTY_SPELL) |
|
|
1366 | spell = spell->other_arch; |
|
|
1367 | |
|
|
1368 | if (spell->subtype == SP_CHANGE_ABILITY) |
|
|
1369 | buf.printf ("\nH<The effect will last about %.10g seconds.>", |
|
|
1370 | TICK2TIME (change_ability_duration (spell, this))); |
|
|
1371 | } |
|
|
1372 | |
|
|
1373 | // some help text for skill tools |
|
|
1374 | if (type == SKILL_TOOL) |
|
|
1375 | buf << "\nH<This item is a skill tool: as long as you have this item applied " |
|
|
1376 | "you can use the " << &skill << " skill as if you had learned it.>"; |
|
|
1377 | |
|
|
1378 | // Display a hint about inscribable items [empty books] |
|
|
1379 | // This includes the amount of text they can hold. |
|
|
1380 | if (type == INSCRIBABLE) |
|
|
1381 | { |
|
|
1382 | if (other_arch && other_arch->type == SCROLL) |
|
|
1383 | buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>"); |
|
|
1384 | else |
|
|
1385 | buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>", |
|
|
1386 | weight_limit); |
|
|
1387 | } |
|
|
1388 | |
|
|
1389 | buf << '\n'; |
|
|
1390 | |
|
|
1391 | // the dungeon master additionally gets a complete dump |
|
|
1392 | if (who && who->flag [FLAG_WIZLOOK]) |
|
|
1393 | { |
|
|
1394 | buf << "\nT<Object>\n"; |
|
|
1395 | describe_dump_object (buf, this); |
|
|
1396 | |
|
|
1397 | if (inv) |
|
|
1398 | { |
|
|
1399 | buf << "\nT<Top Inventory>\n"; |
|
|
1400 | describe_dump_object (buf, inv); |
|
|
1401 | } |
|
|
1402 | } |
|
|
1403 | |
|
|
1404 | return std::string (buf.linearise (), buf.size ()); |
|
|
1405 | } |
|
|
1406 | |
1164 | void |
1407 | void |
1165 | examine (object *op, object *tmp) |
1408 | examine (object *op, object *tmp) |
1166 | { |
1409 | { |
1167 | std::string s = tmp->describe (op); |
1410 | std::string info = tmp->describe (op); |
1168 | |
1411 | |
1169 | new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); |
1412 | op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); |
1170 | } |
1413 | } |
1171 | |
1414 | |
1172 | /* |
1415 | /* |
1173 | * inventory prints object's inventory. If inv==NULL then print player's |
1416 | * inventory prints object's inventory. If inv==NULL then print player's |
1174 | * inventory. |
1417 | * inventory. |
1175 | * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1418 | * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1176 | */ |
1419 | */ |
1177 | const char * |
1420 | const char * |
1178 | object::query_inventory (object *who, const char *indent) |
1421 | object::query_inventory (object *who, const char *indent) |
1179 | { |
1422 | { |
1180 | static dynbuf_text buf; buf.clear (); |
1423 | static dynbuf_text buf; buf.clear (); |
1181 | |
1424 | |
1182 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1425 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1183 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1426 | if (who && who->flag [FLAG_WIZ]) |
1184 | buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); |
1427 | buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); |
1185 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1428 | else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED])) |
1186 | buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); |
1429 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1187 | |
1430 | |
1188 | if (buf.size ()) |
1431 | if (buf.size ()) |
1189 | buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); |
1432 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |
1190 | else |
1433 | else |
1191 | buf.printf ("%s(empty)\n", indent); |
1434 | buf.printf ("%s(empty)\n", indent); |
1192 | |
1435 | |
1193 | return buf; |
1436 | return buf; |
1194 | } |
1437 | } |
… | |
… | |
1203 | is_magical (const object *op) |
1446 | is_magical (const object *op) |
1204 | { |
1447 | { |
1205 | int i; |
1448 | int i; |
1206 | |
1449 | |
1207 | /* living creatures are considered non magical */ |
1450 | /* living creatures are considered non magical */ |
1208 | if (QUERY_FLAG (op, FLAG_ALIVE)) |
1451 | if (op->flag [FLAG_ALIVE]) |
1209 | return 0; |
1452 | return 0; |
1210 | |
1453 | |
1211 | /* This is a test for it being an artifact, as artifacts have titles */ |
1454 | /* This is a test for it being an artifact, as artifacts have titles */ |
1212 | if (op->title != NULL) |
1455 | if (op->title != NULL) |
1213 | return 1; |
1456 | return 1; |
… | |
… | |
1219 | (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1462 | (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1220 | return 1; |
1463 | return 1; |
1221 | |
1464 | |
1222 | /* Check for stealty, speed, flying, or just plain magic in the boots */ |
1465 | /* Check for stealty, speed, flying, or just plain magic in the boots */ |
1223 | /* Presume any boots that hvae a move_type are special. */ |
1466 | /* Presume any boots that hvae a move_type are special. */ |
1224 | if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) |
1467 | if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp))) |
1225 | return 1; |
1468 | return 1; |
1226 | |
1469 | |
1227 | /* Take care of amulet/shield that reflects spells/missiles */ |
1470 | /* Take care of amulet/shield that reflects spells/missiles */ |
1228 | if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) |
1471 | if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE])) |
1229 | return 1; |
1472 | return 1; |
1230 | |
1473 | |
1231 | /* Take care of helmet of xrays */ |
1474 | /* Take care of helmet of xrays */ |
1232 | if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) |
1475 | if (op->type == HELMET && op->flag [FLAG_XRAYS]) |
1233 | return 1; |
1476 | return 1; |
1234 | |
1477 | |
1235 | /* Potions & rods are always magical. Wands/staves are also magical, |
1478 | /* Potions & rods are always magical. Wands/staves are also magical, |
1236 | * assuming they still have any charges left. |
1479 | * assuming they still have any charges left. |
1237 | */ |
1480 | */ |
… | |
… | |
1266 | * be non magical. |
1509 | * be non magical. |
1267 | */ |
1510 | */ |
1268 | return 0; |
1511 | return 0; |
1269 | } |
1512 | } |
1270 | |
1513 | |
1271 | /* need_identify returns true if the item should be identified. This |
|
|
1272 | * function really should not exist - by default, any item not identified |
|
|
1273 | * should need it. |
|
|
1274 | */ |
|
|
1275 | |
|
|
1276 | int |
|
|
1277 | need_identify (const object *op) |
|
|
1278 | { |
|
|
1279 | switch (op->type) |
|
|
1280 | { |
|
|
1281 | case RING: |
|
|
1282 | case WAND: |
|
|
1283 | case ROD: |
|
|
1284 | case HORN: |
|
|
1285 | case SCROLL: |
|
|
1286 | case SKILL: |
|
|
1287 | case SKILLSCROLL: |
|
|
1288 | case SPELLBOOK: |
|
|
1289 | case FOOD: |
|
|
1290 | case POTION: |
|
|
1291 | case BOW: |
|
|
1292 | case ARROW: |
|
|
1293 | case WEAPON: |
|
|
1294 | case ARMOUR: |
|
|
1295 | case SHIELD: |
|
|
1296 | case HELMET: |
|
|
1297 | case AMULET: |
|
|
1298 | case BOOTS: |
|
|
1299 | case GLOVES: |
|
|
1300 | case BRACERS: |
|
|
1301 | case GIRDLE: |
|
|
1302 | case CONTAINER: |
|
|
1303 | case DRINK: |
|
|
1304 | case FLESH: |
|
|
1305 | case INORGANIC: |
|
|
1306 | case CLOSE_CON: |
|
|
1307 | case CLOAK: |
|
|
1308 | case GEM: |
|
|
1309 | case POWER_CRYSTAL: |
|
|
1310 | case POISON: |
|
|
1311 | case BOOK: |
|
|
1312 | case SKILL_TOOL: |
|
|
1313 | return 1; |
|
|
1314 | } |
|
|
1315 | |
|
|
1316 | /* Try to track down some stuff that may show up here. Thus, the |
|
|
1317 | * archetype file can be updated, and this function removed. |
|
|
1318 | */ |
|
|
1319 | #if 0 |
|
|
1320 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
|
|
1321 | #endif |
|
|
1322 | return 0; |
|
|
1323 | } |
|
|
1324 | |
|
|
1325 | /* |
1514 | /* |
1326 | * Supposed to fix face-values as well here, but later. |
1515 | * Supposed to fix face-values as well here, but later. |
1327 | */ |
1516 | */ |
1328 | void |
1517 | void |
1329 | identify (object *op) |
1518 | identify (object *op) |
1330 | { |
1519 | { |
1331 | object *pl; |
1520 | op->set_flag (FLAG_IDENTIFIED); |
1332 | |
1521 | op->clr_flag (FLAG_KNOWN_MAGICAL); |
1333 | SET_FLAG (op, FLAG_IDENTIFIED); |
1522 | op->clr_flag (FLAG_NO_SKILL_IDENT); |
1334 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
|
1335 | CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); |
|
|
1336 | |
1523 | |
1337 | /* |
1524 | /* |
1338 | * We want autojoining of equal objects: |
1525 | * We want autojoining of equal objects: |
1339 | */ |
1526 | */ |
1340 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1527 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
1341 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1528 | op->set_flag (FLAG_KNOWN_CURSED); |
1342 | |
1529 | |
1343 | if (op->type == POTION) |
1530 | if (op->type == POTION) |
1344 | { |
1531 | { |
1345 | if (op->inv && op->randomitems) |
1532 | if (op->inv && op->randomitems) |
1346 | op->title = op->inv->name; |
1533 | op->title = op->inv->name; |
1347 | else if (op->arch) |
1534 | else if (op->arch) |
1348 | { |
1535 | { |
1349 | op->name = op->arch->object::name; |
1536 | op->name = op->arch->object::name; |
1350 | op->name_pl = op->arch->object::name_pl; |
1537 | op->name_pl = op->arch->object::name_pl; |
1351 | } |
1538 | } |
1352 | } |
1539 | } |
1353 | |
1540 | |
1354 | /* If the object is on a map, make sure we update its face */ |
1541 | /* If the object is on a map, make sure we update its face */ |
1355 | if (op->map) |
1542 | if (op->map) |
1356 | update_object (op, UP_OBJ_CHANGE); |
1543 | update_object (op, UP_OBJ_CHANGE); |
1357 | else |
1544 | |
1358 | { |
1545 | if (object *pl = op->visible_to ()) |
1359 | pl = op->in_player (); |
|
|
1360 | if (pl) |
|
|
1361 | /* A lot of the values can change from an update - might as well send |
1546 | /* A lot of the values can change from an update - might as well send |
1362 | * it all. |
1547 | * it all. |
1363 | */ |
1548 | */ |
1364 | esrv_send_item (pl, op); |
1549 | esrv_send_item (pl, op); |
1365 | } |
|
|
1366 | } |
1550 | } |
1367 | |
1551 | |