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Comparing deliantra/server/common/item.C (file contents):
Revision 1.41 by root, Thu Nov 8 19:43:23 2007 UTC vs.
Revision 1.84 by root, Thu Apr 15 02:51:39 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * 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
31 * 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
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
45 * 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
46 * may be better. 48 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 49 * 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 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 51 */
52// see include/object.h
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
65/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
66}; 69};
67 70
68static 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};
73
74static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
75 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
76 "eighty", "ninety" 73 "eighty", "ninety"
77}; 74};
78 75
79static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
80 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
81 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
82 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
83 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
84}; 81};
85 82
86static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
87 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
88 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
89}; 86};
90 87
91/* 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:
154 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
155 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
156 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
157 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
158 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
159 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
164 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
174 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
177 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
206 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
207 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
208}; 205};
209 206
210const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
211
212materialtype_t *materialt;
213
214/*
215materialtype 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*/
236 208
237/* 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
238 * 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
239 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
240 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
251}; 223};
252 224
253int 225int
254get_power_from_ench (int ench) 226get_power_from_ench (int ench)
255{ 227{
256 if (ench < 0) ench = 0;
257 if (ench > 20) ench = 20;
258
259 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
229}
230
231static const struct need_identify_types : typeset
232{
233 need_identify_types ()
234 {
235 set (RING);
236 set (WAND);
237 set (ROD);
238 set (HORN);
239 set (SCROLL);
240 set (SKILL);
241 set (SKILLSCROLL);
242 set (SPELLBOOK);
243 set (FOOD);
244 set (POTION);
245 set (BOW);
246 set (ARROW);
247 set (WEAPON);
248 set (ARMOUR);
249 set (SHIELD);
250 set (HELMET);
251 set (AMULET);
252 set (BOOTS);
253 set (GLOVES);
254 set (BRACERS);
255 set (GIRDLE);
256 set (CONTAINER);
257 set (DRINK);
258 set (FLESH);
259 set (INORGANIC);
260 set (CLOSE_CON);
261 set (CLOAK);
262 set (GEM);
263 set (POWER_CRYSTAL);
264 set (POISON);
265 set (BOOK);
266 set (SKILL_TOOL);
267 }
268} need_identify_types;
269
270bool
271object::need_identify () const
272{
273 return need_identify_types [type];
260} 274}
261 275
262/* This takes an object 'op' and figures out what its item_power 276/* 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 277 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 278 * generation code, and when loading legacy objects. It returns
298 if (op->type == WEAPON) 312 if (op->type == WEAPON)
299 { 313 {
300 for (i = 1; i < NROFATTACKS; i++) 314 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 315 if (op->attacktype & (1 << i))
302 enc++; 316 enc++;
317
303 if (op->slaying) 318 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 319 enc += 2; /* What it slays is probably more relevent */
305 } 320 }
321
306 /* Items the player can equip */ 322 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 323 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 324 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 325 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 326 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 329 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 330 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 331 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 332 enc += op->stats.exp; /* speed bonus */
317 } 333 }
334
318 enc += op->stats.luck; 335 enc += op->stats.luck;
319 336
320 /* Do spell paths now */ 337 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 338 for (i = 1; i < NRSPELLPATHS; i++)
322 {
323 if (op->path_attuned & (1 << i)) 339 if (op->path_attuned & (1 << i))
324 enc++; 340 enc++;
325 else if (op->path_denied & (1 << i)) 341 else if (op->path_denied & (1 << i))
326 enc -= 2; 342 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 343 else if (op->path_repelled & (1 << i))
328 enc--; 344 enc--;
329 }
330 345
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 346 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 347 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 348 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 349 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 350 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 351 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 352 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;
345 353
346 return get_power_from_ench (enc); 354 return get_power_from_ench (enc);
347} 355}
348 356
349/* returns the typedata that has a number equal to itemtype, if there 357/* returns the typedata that has a number equal to itemtype, if there
350 * isn't one, returns NULL */ 358 * isn't one, returns NULL */
351const typedata * 359const typedata *
352get_typedata (int itemtype) 360get_typedata (int itemtype)
353{ 361{
354 int i;
355
356 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
357 if (item_types[i].number == itemtype) 363 if (item_types[i].number == itemtype)
358 return &item_types[i]; 364 return &item_types[i];
365
359 return NULL; 366 return NULL;
360} 367}
361 368
362/* returns the typedata that has a name equal to itemtype, if there 369/* 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 370 * isn't one, return the plural name that matches, if there still isn't
364 * one return NULL */ 371 * one return NULL */
365const typedata * 372const typedata *
366get_typedata_by_name (const char *name) 373get_typedata_by_name (const char *name)
367{ 374{
368 int i;
369
370 for (i = 0; i < item_types_size; i++) 375 for (int i = 0; i < item_types_size; i++)
371 if (!strcmp (item_types[i].name, name)) 376 if (!strcmp (item_types[i].name, name))
372 return &item_types[i]; 377 return &item_types[i];
378
373 for (i = 0; i < item_types_size; i++) 379 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name_pl, name)) 380 if (!strcmp (item_types[i].name_pl, name))
375 { 381 {
376 LOG (llevInfo, 382 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); 383 "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]; 384 return &item_types[i];
379 } 385 }
386
380 return NULL; 387 return 0;
381} 388}
382 389
383/* describe_resistance generates the visible naming for resistances. 390/* describe_resistance generates the visible naming for resistances.
384 * returns a static array of the description. This can return 391 * returns a static array of the description. This can return
385 * a big buffer. 392 * a big buffer.
387 * but do put a newline at the end. Useful when dumping to files 394 * but do put a newline at the end. Useful when dumping to files
388 */ 395 */
389const char * 396const char *
390describe_resistance (const object *op, int newline) 397describe_resistance (const object *op, int newline)
391{ 398{
392 static char buf[VERY_BIG_BUF]; 399 static dynbuf_text buf; buf.clear ();
393 char buf1[VERY_BIG_BUF];
394 int tmpvar;
395 400
396 buf[0] = 0; 401 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)) 402 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
400 { 403 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]);
405 404
406 strcat (buf, buf1);
407 }
408 }
409 return buf; 405 return buf;
410} 406}
411
412 407
413/* 408/*
414 * query_weight(object) returns a character pointer to a static buffer 409 * query_weight(object) returns a character pointer to a static buffer
415 * containing the text-representation of the weight of the given object. 410 * containing the text-representation of the weight of the given object.
416 * The buffer will be overwritten by the next call to query_weight(). 411 * The buffer will be overwritten by the next call to query_weight().
412 *
413 * Seems to be used only by unimportant stuff. Remove?
417 */ 414 */
418const char * 415const char *
419query_weight (const object *op) 416query_weight (const object *op)
420{ 417{
421 static char buf[10]; 418 static char buf[10];
422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 419 sint32 i = op->total_weight ();
423 420
424 if (op->weight < 0) 421 if (op->weight < 0)
425 return " "; 422 return " ";
426 423
427 if (i % 1000) 424 if (i % 1000)
435/* 432/*
436 * Returns the pointer to a static buffer containing 433 * Returns the pointer to a static buffer containing
437 * the number requested (of the form first, second, third...) 434 * the number requested (of the form first, second, third...)
438 */ 435 */
439const char * 436const char *
440get_levelnumber (int i) 437ordinal (int i)
441{ 438{
442 static char buf[MAX_BUF]; 439 if (i < 0)
443 440 return format ("minus %s", ordinal (-i));
444 if (i > 99)
445 {
446 sprintf (buf, "%d.", i);
447 return buf;
448 }
449 441
450 if (i < 21) 442 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 */
466const char *
467get_number (int i)
468{
469 if (i <= 20)
470 return numbers[i]; 443 return ordnumbers[i];
444
445 int digit = i % 10;
446
447 if (i >= 100)
448 return format (
449 digit == 1 ? "%dst"
450 : digit == 2 ? "%dnd"
451 : digit == 3 ? "%drd"
452 : "%dth",
453 i
454 );
455
456 if (digit == 0)
457 return ordnumbers_10[i / 10];
471 else 458 else
472 { 459 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} 460}
479 461
480/* 462/*
481 * Returns pointer to static buffer containing ring's or amulet's 463 * Returns pointer to static buffer containing ring's or amulet's
482 * abilities 464 * abilities
488 */ 470 */
489 471
490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 472/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
491 * from stats.sp - b.t. 473 * from stats.sp - b.t.
492 */ 474 */
493const char * 475static const char *
494ring_desc (const object *op) 476ring_desc (const object *op)
495{ 477{
496 static dynbuf_text buf; buf.clear (); 478 static dynbuf_text buf; buf.clear ();
497 int attr, val, len; 479 int attr, val, len;
498 480
499 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 481 if (op->flag [FLAG_IDENTIFIED])
500 { 482 {
501 for (attr = 0; attr < NUM_STATS; attr++) 483 for (attr = 0; attr < NUM_STATS; attr++)
502 if ((val = op->stats.stat (attr))) 484 if ((val = op->stats.stat (attr)))
503 buf.printf ("(%s%+d)", short_stat_name[attr], val); 485 buf.printf ("(%s%+d)", short_stat_name[attr], val);
504 486
513 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 495 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); 496 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); 497 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
516 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 498 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
517 499
518 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 500 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
519 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 501 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
520 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 502 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
521 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 503 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
522 504
523 buf.add_paths ("Attuned" , op->path_attuned); 505 buf.add_paths ("Attuned" , op->path_attuned);
524 buf.add_paths ("Repelled", op->path_repelled); 506 buf.add_paths ("Repelled", op->path_repelled);
525 buf.add_paths ("Denied" , op->path_denied); 507 buf.add_paths ("Denied" , op->path_denied);
526 508
532} 514}
533 515
534/* 516/*
535 * query_short_name(object) is similar to query_name, but doesn't 517 * query_short_name(object) is similar to query_name, but doesn't
536 * contain any information about object status (worn/cursed/etc.) 518 * contain any information about object status (worn/cursed/etc.)
519 *
520 * It is sometimes used when printing messages, so should fit well into a sentence.
537 */ 521 */
538const char * 522const char *
539query_short_name (const object *op) 523query_short_name (const object *op)
540{ 524{
525 if (!op->name)
526 return "(null)";
527
528 if (!op->nrof
529 && !op->weight
530 && !op->title
531 && !is_magical (op)
532 && op->slaying != shstr_money)
533 return op->name; /* To speed things up (or make things slower?) */
534
541 static dynbuf_text buf; buf.clear (); 535 static dynbuf_text buf; buf.clear ();
542 536
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); 537 buf << (op->nrof <= 1 ? op->name : op->name_pl);
550 538
551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 539 if (op->title && op->flag [FLAG_IDENTIFIED])
552 buf << ' ' << op->title; 540 buf << ' ' << op->title;
553 541
554 switch (op->type) 542 switch (op->type)
555 { 543 {
556 case SPELLBOOK: 544 case SPELLBOOK:
557 case SCROLL: 545 case SCROLL:
558 case WAND: 546 case WAND:
559 case ROD: 547 case ROD:
560 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 548 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
561 { 549 {
562 if (!op->title) 550 if (!op->title)
563 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 551 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
564 552
565 if (op->type != SPELLBOOK) 553 if (op->type != SPELLBOOK)
566 buf.printf (" (lvl %d)", op->level); 554 buf.printf (" (lvl %d)", op->level);
555 }
556 break;
557
558 case ALTAR:
559 case TRIGGER_ALTAR:
560 case IDENTIFY_ALTAR:
561 case CONVERTER:
562 if (op->slaying == shstr_money)
563 {
564 bool wrap = !!buf.size ();
565
566 if (wrap) buf << " [";
567
568 archetype *coin = 0;
569
570 for (char const *const *c = coins; *coins; ++c)
571 if ((coin = archetype::find (*c)))
572 if (op->stats.food % coin->value == 0)
573 break;
574
575 sint32 coins = op->stats.food / coin->value;
576
577 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
578
579 if (wrap) buf << ']';
567 } 580 }
568 break; 581 break;
569 582
570 case SKILL: 583 case SKILL:
571 case AMULET: 584 case AMULET:
577 590
578 if (s && *s) 591 if (s && *s)
579 buf << " " << s; 592 buf << " " << s;
580 } 593 }
581 break; 594 break;
595
582 default: 596 default:
583 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 597 if (op->magic
598 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
599 || op->flag [FLAG_IDENTIFIED]))
584 buf.printf (" %+d", op->magic); 600 buf.printf (" %+d", op->magic);
585 } 601 }
586 602
587 return buf; 603 return buf;
588} 604}
595 * you can make several calls to query_name before the bufs start getting 611 * 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 612 * 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 613 * 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.) 614 * use several names much easier (don't need to store them to temp variables.)
599 * 615 *
616 * It is used extensively within messages, so should return only a prose
617 * and short description of the item.
618 * It is also used by examine/ex and similar functions.
600 */ 619 */
601const char * 620const char *
602query_name (const object *op) 621query_name (const object *op)
603{ 622{
604 int len = 0; 623 int len = 0;
609 use_buf %= 5; 628 use_buf %= 5;
610 629
611 dynbuf_text &buf = bufs [use_buf]; 630 dynbuf_text &buf = bufs [use_buf];
612 buf.clear (); 631 buf.clear ();
613 632
633#if 0
614 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 634 if ((op->is_armor () || op->is_weapon ()) && op->material)
615 if (materialtype_t *mt = name_to_material (op->materialname))
616 buf << mt->description << ' '; 635 buf << op->material->description << ' ';
636#endif
617 637
618 buf << query_short_name (op); 638 buf << query_short_name (op);
619 639
620 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 640 if (op->flag [FLAG_INV_LOCKED])
621 buf << " *"; 641 buf << " *";
622 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 642 if (op->is_open_container ())
623 buf << " (open)"; 643 buf << " (open)";
624 644
625 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 645 if (op->flag [FLAG_KNOWN_CURSED])
626 { 646 {
627 if (QUERY_FLAG (op, FLAG_DAMNED)) 647 if (op->flag [FLAG_DAMNED])
628 buf << " (damned)"; 648 buf << " (damned)";
629 else if (QUERY_FLAG (op, FLAG_CURSED)) 649 else if (op->flag [FLAG_CURSED])
630 buf << " (cursed)"; 650 buf << " (cursed)";
631 } 651 }
632 652
633 /* Basically, if the object is known magical (detect magic spell on it), 653 /* Basically, if the object is known magical (detect magic spell on it),
634 * and it isn't identified, print out the fact that 654 * and it isn't identified, print out the fact that
637 * 657 *
638 * Changed in V 0.91.4 - still print that the object is magical even 658 * 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 659 * if it has been applied. Equipping an item does not tell full
640 * abilities, especially for artifact items. 660 * abilities, especially for artifact items.
641 */ 661 */
642 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 662 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
643 buf << " (magic)"; 663 buf << " (magic)";
644 664
645#if 0 665#if 0
646 /* item_power will be returned in desribe_item - it shouldn't really 666 /* item_power will be returned in describe_item - it shouldn't really
647 * be returned in the name. 667 * be returned in the name.
648 */ 668 */
649 if (op->item_power) 669 if (op->item_power)
650 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 670 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
651 671
652#endif 672#endif
653 673
654 if (QUERY_FLAG (op, FLAG_APPLIED)) 674 if (op->flag [FLAG_APPLIED])
655 { 675 {
656 switch (op->type) 676 switch (op->type)
657 { 677 {
658 case BOW: 678 case BOW:
659 case WAND: 679 case WAND:
660 case ROD: 680 case ROD:
661 case HORN: 681 case HORN:
662 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 682 buf << " (applied)";
663 break; 683 break;
664 case WEAPON: 684 case WEAPON:
665 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 685 buf << " (applied)";
666 break; 686 break;
667 case ARMOUR: 687 case ARMOUR:
668 case HELMET: 688 case HELMET:
669 case SHIELD: 689 case SHIELD:
670 case RING: 690 case RING:
683 default: 703 default:
684 buf << " (applied)"; 704 buf << " (applied)";
685 } 705 }
686 } 706 }
687 707
688 if (QUERY_FLAG (op, FLAG_UNPAID)) 708 switch (op->type)
709 {
710 case LAMP:
711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
718
719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
727 if (op->flag [FLAG_UNPAID])
689 buf << " (unpaid)"; 728 buf << " (unpaid)";
690 729
691 return buf; 730 return buf;
692} 731}
693 732
697 * of the given object. The buffer will be overwritten at the next 736 * 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 737 * 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 738 * don't include the item count or item status. Used for inventory sorting
700 * and sending to client. 739 * and sending to client.
701 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
702 */ 745 */
703const char * 746const char *
704query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
705{ 748{
706 if ((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
707 return "(null)"; 750 return "(null)";
708 751
709 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 752 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
753 && op->type != EXIT)
710 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
711 755
712 static dynbuf_text buf; buf.clear (); 756 static dynbuf_text buf; buf.clear ();
713 757
758#if 0
714 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 759 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) 760 if (op->arch->material != op->material)
717 buf << mt->description << ' '; 761 buf << op->material->description << ' ';
762#endif
718 763
719 buf << (plural ? op->name_pl : op->name); 764 buf << (plural ? op->name_pl : op->name);
720 765
721 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
722 buf << ' ' << op->title; 767 buf << ' ' << op->title;
723 768
724 switch (op->type) 769 switch (op->type)
725 { 770 {
726 case SPELLBOOK: 771 case SPELLBOOK:
727 case SCROLL: 772 case SCROLL:
728 case WAND: 773 case WAND:
729 case ROD: 774 case ROD:
730 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
731 { 776 {
732 if (!op->title) 777 if (!op->title)
733 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
734 779
735 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
749 if (s && *s) 794 if (s && *s)
750 buf << ' ' << s; 795 buf << ' ' << s;
751 } 796 }
752 break; 797 break;
753 798
799 case EXIT:
800 // random map exits "unfortunately" get patched, so this only works before entering
801 if (EXIT_PATH (op) == shstr_random_map_exit)
802 buf << " (random map)";
803 else if (!EXIT_PATH (op))
804 buf << " (closed)";
805 break;
806
754 default: 807 default:
755 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
756 buf.printf (" %+d", op->magic); 811 buf.printf (" %+d", op->magic);
757 } 812 }
758 813
759 return buf; 814 return buf;
760} 815}
773 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
774 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
775 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
776 */ 831 */
777 if (op->has_active_speed ()) 832 if (op->has_active_speed ())
778 switch ((int) ((FABS (op->speed)) * 15)) 833 switch ((int)(op->speed * 15.))
779 { 834 {
780 case 0: 835 case 0:
781 buf << "(very slow movement"; 836 buf << "(very slow movement)";
782 break; 837 break;
783 case 1: 838 case 1:
784 buf << "(slow movement)"; 839 buf << "(slow movement)";
785 break; 840 break;
786 case 2: 841 case 2:
803 default: 858 default:
804 buf << "(lightning fast movement)"; 859 buf << "(lightning fast movement)";
805 break; 860 break;
806 } 861 }
807 862
808 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
809 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
810 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
811 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
812 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
813 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
814 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
815 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
816 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
817 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
818 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
819 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
820 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
821 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
822 877
823 if (op->randomitems) 878 if (op->randomitems)
824 { 879 {
825 bool first = 1; 880 bool first = 1;
826 881
853 if (op->stats.luck) 908 if (op->stats.luck)
854 buf.printf ("(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
855 } 910 }
856 911
857 /* describe attacktypes */ 912 /* describe attacktypes */
858 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
859 { 914 {
860 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
861 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
862 * this makes it more readable. 917 * this makes it more readable.
863 */ 918 */
901 * wouldn't need to use the SEE_INVISIBLE flag to know it is 956 * wouldn't need to use the SEE_INVISIBLE flag to know it is
902 * a dragon player examining food. Could have things like 957 * a dragon player examining food. Could have things like
903 * a dwarven axe, in which the full abilities are only known to 958 * a dwarven axe, in which the full abilities are only known to
904 * dwarves, etc. 959 * dwarves, etc.
905 * 960 *
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. 961 * Add 'owner' who is the person examining this object.
912 * owner can be null if no one is being associated with this 962 * owner can be null if no one is being associated with this
913 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
914 */ 964 */
915const char * 965const char *
916describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
917{ 967{
918 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
919 return describe_monster (op); 969 return describe_monster (op);
920 970
921 static dynbuf_text buf; buf.clear (); 971 static dynbuf_text buf; buf.clear ();
922 int identified, i; 972 int identified, i;
923 973
924 /* figure this out once, instead of making multiple calls to need_identify. 974 /* figure this out once, instead of making multiple calls to need_identify.
925 * also makes the code easier to read. 975 * also makes the code easier to read.
926 */ 976 */
927 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
928 if (!identified) 978 if (!identified)
929 buf << "(unidentified)"; 979 buf << "(unidentified)";
930 980
931 switch (op->type) 981 switch (op->type)
932 { 982 {
951 if (op->stats.maxsp > 1000) 1001 if (op->stats.maxsp > 1000)
952 { /*higher capacity crystals */ 1002 { /*higher capacity crystals */
953 i = (op->stats.maxsp % 1000) / 100; 1003 i = (op->stats.maxsp % 1000) / 100;
954 1004
955 if (i) 1005 if (i)
956 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1006 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
957 else 1007 else
958 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1008 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
959 } 1009 }
960 else 1010 else
961 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1011 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
962 1012
963 i = (op->stats.sp * 10) / op->stats.maxsp; 1013 i = (op->stats.sp * 10) / op->stats.maxsp;
964 if (op->stats.sp == 0) 1014 if (op->stats.sp == 0)
965 buf << "empty."; 1015 buf << "empty";
966 else if (i == 0) 1016 else if (i == 0)
967 buf << "almost empty."; 1017 buf << "almost empty";
968 else if (i < 3) 1018 else if (i < 3)
969 buf << "partially filled."; 1019 buf << "partially filled";
970 else if (i < 6) 1020 else if (i < 6)
971 buf << "half full."; 1021 buf << "half full";
972 else if (i < 9) 1022 else if (i < 9)
973 buf << "well charged."; 1023 buf << "well charged";
974 else if (op->stats.sp == op->stats.maxsp) 1024 else if (op->stats.sp == op->stats.maxsp)
975 buf << "fully charged."; 1025 buf << "fully charged";
976 else 1026 else
977 buf << "almost full."; 1027 buf << "almost full";
1028
1029 buf << ')';
1030 break;
1031
1032 case LAMP:
1033 {
1034 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1035 buf << "(fuel: ";
1036 if (percent == 0)
1037 buf << "empty";
1038 else if (percent < 10)
1039 buf << "very low";
1040 else if (percent < 25)
1041 buf << "low";
1042 else if (percent < 50)
1043 buf << "half empty";
1044 else if (percent < 75)
1045 buf << "half full";
1046 else if (percent < 95)
1047 buf << "well filled";
1048 else if (percent <= 100)
1049 buf << "full";
1050 buf << ")";
1051 }
978 break; 1052 break;
979 1053
980 case FOOD: 1054 case FOOD:
981 case FLESH: 1055 case FLESH:
982 case DRINK: 1056 case DRINK:
983 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1057 if (identified || op->flag [FLAG_BEEN_APPLIED])
984 { 1058 {
985 buf.printf ("(food+%d)", op->stats.food); 1059 buf.printf ("(food+%d)", op->stats.food);
986 1060
987 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1061 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]); 1062 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
989 1063
990 if (!QUERY_FLAG (op, FLAG_CURSED)) 1064 if (!op->flag [FLAG_CURSED])
991 { 1065 {
992 if (op->stats.hp) buf << "(heals)"; 1066 if (op->stats.hp) buf << "(heals)";
993 if (op->stats.sp) buf << "(spellpoint regen)"; 1067 if (op->stats.sp) buf << "(spellpoint regen)";
994 } 1068 }
995 else 1069 else
1016 } 1090 }
1017 1091
1018 /* Down here, we more further describe equipment type items. 1092 /* Down here, we more further describe equipment type items.
1019 * only describe them if they have been identified or the like. 1093 * only describe them if they have been identified or the like.
1020 */ 1094 */
1021 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1095 if (identified || op->flag [FLAG_BEEN_APPLIED])
1022 { 1096 {
1023 int attr, val; 1097 int attr, val;
1024 1098
1025 for (attr = 0; attr < NUM_STATS; attr++) 1099 for (attr = 0; attr < NUM_STATS; attr++)
1026 if ((val = op->stats.stat (attr))) 1100 if ((val = op->stats.stat (attr)))
1057 1131
1058 default: 1132 default:
1059 break; 1133 break;
1060 } 1134 }
1061 1135
1062 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1063 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1064 1138
1065 /* levitate was what is was before, so we'll keep it */ 1139 /* levitate was what is was before, so we'll keep it */
1066 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1067 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1068 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1130 } 1204 }
1131 1205
1132 if (op->stats.luck) 1206 if (op->stats.luck)
1133 buf.printf ("(luck%+d)", op->stats.luck); 1207 buf.printf ("(luck%+d)", op->stats.luck);
1134 1208
1135 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1209 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1136 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1210 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1137 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1211 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1212 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1139 1213
1140 if (op->slaying && op->type != FOOD) 1214 if (op->slaying && op->type != FOOD)
1141 buf.printf ("(slay %s)", &op->slaying); 1215 buf.printf ("(slay %s)", &op->slaying);
1216
1217 if (op->type == SKILL_TOOL && op->skill)
1218 buf.printf ("(%s)", &op->skill);
1142 1219
1143 buf.add_abilities ("Attacks", op->attacktype); 1220 buf.add_abilities ("Attacks", op->attacktype);
1144 /* resistance on flesh is only visible for quetzals. If 1221 /* resistance on flesh is only visible for quetzals. If
1145 * non flesh, everyone can see its resistances 1222 * non flesh, everyone can see its resistances
1146 */ 1223 */
1147 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1224 if (op->type != FLESH || (owner && owner->is_dragon ()))
1148 buf << describe_resistance (op, 0); 1225 buf << describe_resistance (op, 0);
1149 1226
1150 buf.add_paths ("Attuned", op->path_attuned); 1227 buf.add_paths ("Attuned", op->path_attuned);
1151 buf.add_paths ("Repelled", op->path_repelled); 1228 buf.add_paths ("Repelled", op->path_repelled);
1152 buf.add_paths ("Denied", op->path_denied); 1229 buf.add_paths ("Denied", op->path_denied);
1159object::describe_item (object *who) 1236object::describe_item (object *who)
1160{ 1237{
1161 return std::string (::describe_item (this, who)); 1238 return std::string (::describe_item (this, who));
1162} 1239}
1163 1240
1241static void
1242describe_dump_object (dynbuf &buf, object *ob)
1243{
1244 char *txt = dump_object (ob);
1245 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1246 buf << "\n" << txt << "\n";
1247
1248 if (!ob->is_arch ())
1249 describe_dump_object (buf, ob->arch);
1250}
1251
1252std::string
1253object::describe (object *who)
1254{
1255 dynbuf_text buf (1024, 1024);
1256
1257 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1258
1259 if (custom_name)
1260 buf.printf ("You call it %s.\r", &custom_name);
1261
1262 switch (type)
1263 {
1264 case SPELLBOOK:
1265 if (flag [FLAG_IDENTIFIED] && inv)
1266 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1267 break;
1268
1269 case BOOK:
1270 if (msg)
1271 buf << "Something is written in it.\r";
1272 break;
1273
1274 case CONTAINER:
1275 if (race)
1276 {
1277 if (weight_limit && stats.Str < 100)
1278 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1279 &race, weight_limit / (10.0 * (100 - stats.Str)));
1280 else
1281 buf.printf ("It can hold only %s.\r", &race);
1282 }
1283 else if (weight_limit && stats.Str < 100)
1284 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1285 break;
1286
1287 case WAND:
1288 if (flag [FLAG_IDENTIFIED])
1289 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1290 break;
1291 }
1292
1293 if (material != MATERIAL_NULL && !msg)
1294 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1295 << material->description
1296 << ".\r";
1297
1298 if (who)
1299 /* Where to wear this item */
1300 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1301 if (slot[i].info)
1302 {
1303 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1304
1305 if (slot[i].info < -1 && who->slot[i].info)
1306 buf.printf ("(%d)", -slot[i].info);
1307
1308 buf << ".\r";
1309 }
1310
1311 if (weight)
1312 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1313
1314 if (flag [FLAG_STARTEQUIP])
1315 buf << (nrof > 1 ? "They were" : "It was")
1316 << " given by a god and will vanish when dropped.\r";
1317
1318 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1319 {
1320 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1321
1322 if (who->is_in_shop ())
1323 {
1324 if (flag [FLAG_UNPAID])
1325 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1326 else
1327 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1328 }
1329 }
1330
1331 if (flag [FLAG_MONSTER])
1332 buf << describe_monster (who);
1333
1334 /* Is this item buildable? */
1335 if (flag [FLAG_IS_BUILDABLE])
1336 buf << "This is a buildable item.\r";
1337
1338 /* Does the object have a message? Don't show message for all object
1339 * types - especially if the first entry is a match
1340 */
1341 if (msg)
1342 {
1343 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1344 {
1345 if (!need_identify ())
1346 buf << '\r' << msg << '\n';
1347 else if (flag [FLAG_IDENTIFIED])
1348 buf << '\r' << "The object has a story:\r" << msg;
1349 }
1350 }
1351 else if (inv
1352 && inv->msg
1353 && inv->type == SPELL
1354 && flag [FLAG_IDENTIFIED]
1355 && (type == SPELLBOOK || type == ROD || type == WAND
1356 || type == ROD || type == POTION || type == SCROLL))
1357 // for spellbooks and other stuff that contains spells, print the spell message,
1358 // unless the object has a custom message handled above.
1359 buf << '\r' << inv->msg << '\n';
1360
1361 // try to display the duration for some potions and scrolls
1362 // this includes change ability potions and group spells,
1363 // but does not handle protection potions
1364 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1365 && (type == POTION || type == SCROLL))
1366 {
1367 object *spell = inv;
1368
1369 if (spell->subtype == SP_PARTY_SPELL)
1370 spell = spell->other_arch;
1371
1372 if (spell->subtype == SP_CHANGE_ABILITY)
1373 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1374 TICK2TIME (change_ability_duration (spell, this)));
1375 }
1376
1377 // some help text for skill tools
1378 if (type == SKILL_TOOL)
1379 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1380 "you can use the " << &skill << " skill as if you had learned it.>";
1381
1382 // Display a hint about inscribable items [empty books]
1383 // This includes the amount of text they can hold.
1384 if (type == INSCRIBABLE)
1385 {
1386 if (other_arch && other_arch->type == SCROLL)
1387 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1388 else
1389 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1390 weight_limit);
1391 }
1392
1393 buf << '\n';
1394
1395 // the dungeon master additionally gets a complete dump
1396 if (who && who->flag [FLAG_WIZLOOK])
1397 {
1398 buf << "\nT<Object>\n";
1399 describe_dump_object (buf, this);
1400
1401 if (inv)
1402 {
1403 buf << "\nT<Top Inventory>\n";
1404 describe_dump_object (buf, inv);
1405 }
1406 }
1407
1408 return std::string (buf.linearise (), buf.size ());
1409}
1410
1164void 1411void
1165examine (object *op, object *tmp) 1412examine (object *op, object *tmp)
1166{ 1413{
1167 std::string s = tmp->describe (op); 1414 std::string info = tmp->describe (op);
1168 1415
1169 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); 1416 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1170} 1417}
1171 1418
1172/* 1419/*
1173 * inventory prints object's inventory. If inv==NULL then print player's 1420 * inventory prints object's inventory. If inv==NULL then print player's
1174 * inventory. 1421 * inventory.
1178object::query_inventory (object *who, const char *indent) 1425object::query_inventory (object *who, const char *indent)
1179{ 1426{
1180 static dynbuf_text buf; buf.clear (); 1427 static dynbuf_text buf; buf.clear ();
1181 1428
1182 for (object *tmp = inv; tmp; tmp = tmp->below) 1429 for (object *tmp = inv; tmp; tmp = tmp->below)
1183 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1430 if (who && who->flag [FLAG_WIZ])
1184 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1431 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))) 1432 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)); 1433 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1187 1434
1188 if (buf.size ()) 1435 if (buf.size ())
1189 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1436 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1190 else 1437 else
1191 buf.printf ("%s(empty)\n", indent); 1438 buf.printf ("%s(empty)\n", indent);
1192 1439
1193 return buf; 1440 return buf;
1194} 1441}
1203is_magical (const object *op) 1450is_magical (const object *op)
1204{ 1451{
1205 int i; 1452 int i;
1206 1453
1207 /* living creatures are considered non magical */ 1454 /* living creatures are considered non magical */
1208 if (QUERY_FLAG (op, FLAG_ALIVE)) 1455 if (op->flag [FLAG_ALIVE])
1209 return 0; 1456 return 0;
1210 1457
1211 /* This is a test for it being an artifact, as artifacts have titles */ 1458 /* This is a test for it being an artifact, as artifacts have titles */
1212 if (op->title != NULL) 1459 if (op->title != NULL)
1213 return 1; 1460 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)) 1466 (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; 1467 return 1;
1221 1468
1222 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1469 /* Check for stealty, speed, flying, or just plain magic in the boots */
1223 /* Presume any boots that hvae a move_type are special. */ 1470 /* 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))) 1471 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1225 return 1; 1472 return 1;
1226 1473
1227 /* Take care of amulet/shield that reflects spells/missiles */ 1474 /* 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))) 1475 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1229 return 1; 1476 return 1;
1230 1477
1231 /* Take care of helmet of xrays */ 1478 /* Take care of helmet of xrays */
1232 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1479 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1233 return 1; 1480 return 1;
1234 1481
1235 /* Potions & rods are always magical. Wands/staves are also magical, 1482 /* Potions & rods are always magical. Wands/staves are also magical,
1236 * assuming they still have any charges left. 1483 * assuming they still have any charges left.
1237 */ 1484 */
1266 * be non magical. 1513 * be non magical.
1267 */ 1514 */
1268 return 0; 1515 return 0;
1269} 1516}
1270 1517
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
1276int
1277need_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/* 1518/*
1326 * Supposed to fix face-values as well here, but later. 1519 * Supposed to fix face-values as well here, but later.
1327 */ 1520 */
1328void 1521void
1329identify (object *op) 1522identify (object *op)
1330{ 1523{
1331 object *pl; 1524 op->set_flag (FLAG_IDENTIFIED);
1332 1525 op->clr_flag (FLAG_KNOWN_MAGICAL);
1333 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_NO_SKILL_IDENT);
1334 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1335 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1336 1527
1337 /* 1528 /*
1338 * We want autojoining of equal objects: 1529 * We want autojoining of equal objects:
1339 */ 1530 */
1340 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1531 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1341 SET_FLAG (op, FLAG_KNOWN_CURSED); 1532 op->set_flag (FLAG_KNOWN_CURSED);
1342 1533
1343 if (op->type == POTION) 1534 if (op->type == POTION)
1344 { 1535 {
1345 if (op->inv && op->randomitems) 1536 if (op->inv && op->randomitems)
1346 op->title = op->inv->name; 1537 op->title = op->inv->name;
1347 else if (op->arch) 1538 else if (op->arch)
1348 { 1539 {
1349 op->name = op->arch->object::name; 1540 op->name = op->arch->object::name;
1350 op->name_pl = op->arch->object::name_pl; 1541 op->name_pl = op->arch->object::name_pl;
1351 } 1542 }
1352 } 1543 }
1353 1544
1354 /* If the object is on a map, make sure we update its face */ 1545 /* If the object is on a map, make sure we update its face */
1355 if (op->map) 1546 if (op->map)
1356 update_object (op, UP_OBJ_CHANGE); 1547 update_object (op, UP_OBJ_CHANGE);
1357 else 1548
1358 { 1549 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 1550 /* A lot of the values can change from an update - might as well send
1362 * it all. 1551 * it all.
1363 */ 1552 */
1364 esrv_send_item (pl, op); 1553 esrv_send_item (pl, op);
1365 }
1366} 1554}
1367 1555

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