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Comparing deliantra/server/common/item.C (file contents):
Revision 1.50 by root, Wed Apr 30 05:06:36 2008 UTC vs.
Revision 1.93 by root, Tue Jan 3 11:25:30 2012 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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>
46 * 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
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
49 * "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
50 */ 51 */
52// see include/object.h
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */
67};
68
69static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72 "eighteen", "nineteen", "twenty"
73}; 57};
74 58
75static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety" 61 "eighty", "ninety"
78}; 62};
79 63
80static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
84 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
85}; 69};
86 70
87static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
90}; 74};
91 75
92/* The following is a large table of item types, the fields are: 76/* The following is a large table of item types, the fields are:
155 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
156 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
160 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
151 {TORCH, "torch", "torches", 0, 0},
167 {LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0}, 157 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0}, 158 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 159 {T_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0}, 160 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 161 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0}, 162 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 163 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 164 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
206 {BUILDER, "item builder", "item builders", 0, 0}, 191 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0}, 192 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209}; 194};
210 195
211const int item_types_size = sizeof (item_types) / sizeof (*item_types); 196static const int item_types_size = array_length (item_types);
212
213materialtype_t *materialt;
214
215/*
216materialtype material[NROFMATERIALS] = {
217 * P M F E C C A D W G P S P T F C D D C C G H B I *
218 * H A I L O O C R E H O L A U E A E E H O O O L N *
219 * Y G R E L N I A A O I O R R A N P A A U D L I T *
220 * S I E C D F D I P S S W A N R C L T O N Y N R *
221 * I C T U N O T O L E E H S T P D N *
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}}
235};
236*/
237 197
238/* This curve may be too steep. But the point is that there should 198/* This curve may be too steep. But the point is that there should
239 * be tough choices - there is no real point to this if everyone can 199 * be tough choices - there is no real point to this if everyone can
240 * wear whatever they want with no worries. Perhaps having the steep 200 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to 201 * curve is good (maybe even steeper), but allowing players to
243 * able to use 2-3 of the most powerful items. 203 * able to use 2-3 of the most powerful items.
244 * note that this table is only really used for program generated items - 204 * note that this table is only really used for program generated items -
245 * custom objects can use whatever they want. 205 * custom objects can use whatever they want.
246 */ 206 */
247static int enc_to_item_power[21] = { 207static int enc_to_item_power[21] = {
208 0,
248 0, 0, 1, 2, 3, 4, /* 5 */ 209 0, 1, 2, 3, 4, // 5
249 5, 7, 9, 11, 13, /* 10 */ 210 5, 7, 9, 11, 13, // 10
250 15, 18, 21, 24, 27, /* 15 */ 211 15, 18, 21, 24, 27, // 15
251 30, 35, 40, 45, 50 /* 20 */ 212 30, 35, 40, 45, 50 // 20
252}; 213};
253 214
254int 215int
255get_power_from_ench (int ench) 216get_power_from_ench (int ench)
256{ 217{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 218 return enc_to_item_power [clamp (ench, 0, 20)];
219}
220
221static const struct need_identify_types : typeset
222{
223 need_identify_types ()
224 {
225 set (RING);
226 set (WAND);
227 set (ROD);
228 set (HORN);
229 set (SCROLL);
230 set (SKILL);
231 set (SKILLSCROLL);
232 set (SPELLBOOK);
233 set (FOOD);
234 set (POTION);
235 set (BOW);
236 set (ARROW);
237 set (WEAPON);
238 set (ARMOUR);
239 set (SHIELD);
240 set (HELMET);
241 set (AMULET);
242 set (BOOTS);
243 set (GLOVES);
244 set (BRACERS);
245 set (GIRDLE);
246 set (CONTAINER);
247 set (DRINK);
248 set (FLESH);
249 set (INORGANIC);
250 set (CLOSE_CON);
251 set (CLOAK);
252 set (GEM);
253 set (POWER_CRYSTAL);
254 set (POISON);
255 set (BOOK);
256 set (SKILL_TOOL);
257 }
258} need_identify_types;
259
260bool
261object::need_identify () const
262{
263 return need_identify_types [type];
261} 264}
262 265
263/* This takes an object 'op' and figures out what its item_power 266/* This takes an object 'op' and figures out what its item_power
264 * rating should be. This should only really be used by the treasure 267 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns 268 * generation code, and when loading legacy objects. It returns
321 324
322 enc += op->stats.luck; 325 enc += op->stats.luck;
323 326
324 /* Do spell paths now */ 327 /* Do spell paths now */
325 for (i = 1; i < NRSPELLPATHS; i++) 328 for (i = 1; i < NRSPELLPATHS; i++)
326 {
327 if (op->path_attuned & (1 << i)) 329 if (op->path_attuned & (1 << i))
328 enc++; 330 enc++;
329 else if (op->path_denied & (1 << i)) 331 else if (op->path_denied & (1 << i))
330 enc -= 2; 332 enc -= 2;
331 else if (op->path_repelled & (1 << i)) 333 else if (op->path_repelled & (1 << i))
332 enc--; 334 enc--;
333 }
334 335
335 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 336 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
336 enc += 5; 337 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
337 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 338 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
338 enc += 3; 339 if (op->flag [FLAG_XRAYS ]) enc += 2;
339 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 340 if (op->flag [FLAG_STEALTH ]) enc += 1;
340 enc += 2; 341 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
341 if (QUERY_FLAG (op, FLAG_STEALTH)) 342 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_XRAYS))
344 enc += 2;
345 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
346 enc += 1;
347 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
348 enc += 1;
349 343
350 return get_power_from_ench (enc); 344 return get_power_from_ench (enc);
351} 345}
346
347static const struct get_typedata
348{
349 const typedata *data [NUM_TYPES];
350
351 get_typedata ()
352 {
353 for (int i = 0; i < item_types_size; i++)
354 data [item_types[i].number] = &item_types [i];
355 }
356
357 const typedata *operator ()(int itemtype) const
358 {
359 return data [itemtype];
360 }
361} get_typedata_;
352 362
353/* returns the typedata that has a number equal to itemtype, if there 363/* returns the typedata that has a number equal to itemtype, if there
354 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
355const typedata * 365const typedata *
356get_typedata (int itemtype) 366get_typedata (int itemtype)
357{ 367{
358 int i; 368 return get_typedata_ (itemtype);
359
360 for (i = 0; i < item_types_size; i++)
361 if (item_types[i].number == itemtype)
362 return &item_types[i];
363
364 return NULL;
365} 369}
366 370
367/* returns the typedata that has a name equal to itemtype, if there 371/* returns the typedata that has a name equal to itemtype, if there
368 * isn't one, return the plural name that matches, if there still isn't 372 * isn't one, return the plural name that matches, if there still isn't
369 * one return NULL */ 373 * one return NULL */
370const typedata * 374const typedata *
371get_typedata_by_name (const char *name) 375get_typedata_by_name (const char *name)
372{ 376{
373 int i;
374
375 for (i = 0; i < item_types_size; i++) 377 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name, name)) 378 if (!strcmp (item_types[i].name, name))
377 return &item_types[i]; 379 return &item_types[i];
378 380
379 for (i = 0; i < item_types_size; i++) 381 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name_pl, name)) 382 if (!strcmp (item_types[i].name_pl, name))
381 { 383 {
382 LOG (llevInfo, 384 LOG (llevInfo,
383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name); 385 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
384 return &item_types[i]; 386 return &item_types[i];
385 } 387 }
386 388
387 return NULL; 389 return 0;
388} 390}
389 391
390/* describe_resistance generates the visible naming for resistances. 392/* describe_resistance generates the visible naming for resistances.
391 * returns a static array of the description. This can return 393 * returns a static array of the description. This can return
392 * a big buffer. 394 * a big buffer.
394 * but do put a newline at the end. Useful when dumping to files 396 * but do put a newline at the end. Useful when dumping to files
395 */ 397 */
396const char * 398const char *
397describe_resistance (const object *op, int newline) 399describe_resistance (const object *op, int newline)
398{ 400{
399 static char buf[VERY_BIG_BUF]; 401 static dynbuf_text buf; buf.clear ();
400 char buf1[VERY_BIG_BUF];
401 int tmpvar;
402 402
403 buf[0] = 0; 403 for (int i = 0; i < NROFATTACKS; i++)
404 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
405 {
406 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 404 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
407 { 405 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
408 if (!newline)
409 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
410 else
411 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
412 406
413 strcat (buf, buf1);
414 }
415 }
416 return buf; 407 return buf;
417} 408}
418
419 409
420/* 410/*
421 * query_weight(object) returns a character pointer to a static buffer 411 * query_weight(object) returns a character pointer to a static buffer
422 * containing the text-representation of the weight of the given object. 412 * containing the text-representation of the weight of the given object.
423 * The buffer will be overwritten by the next call to query_weight(). 413 * The buffer will be overwritten by the next call to query_weight().
414 *
415 * Seems to be used only by unimportant stuff. Remove?
424 */ 416 */
425const char * 417const char *
426query_weight (const object *op) 418query_weight (const object *op)
427{ 419{
428 static char buf[10]; 420 static char buf[10];
442/* 434/*
443 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
444 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
445 */ 437 */
446const char * 438const char *
447get_levelnumber (int i) 439ordinal (int i)
448{ 440{
449 static char buf[MAX_BUF]; 441 if (i < 0)
450 442 return format ("minus %s", ordinal (-i));
451 if (i > 99)
452 {
453 sprintf (buf, "%d.", i);
454 return buf;
455 }
456 443
457 if (i < 21) 444 if (i < 21)
458 return levelnumbers[i];
459 if (!(i % 10))
460 return levelnumbers_10[i / 10];
461
462 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]);
464 return buf;
465}
466
467/*
468 * get_number(integer) returns the text-representation of the given number
469 * in a static buffer. The buffer might be overwritten at the next
470 * call to get_number().
471 * It is currently only used by the query_name() function.
472 */
473const char *
474get_number (int i)
475{
476 if (i <= 20)
477 return numbers[i]; 445 return ordnumbers[i];
446
447 int digit = i % 10;
448
449 if (i >= 100)
450 return format (
451 digit == 1 ? "%dst"
452 : digit == 2 ? "%dnd"
453 : digit == 3 ? "%drd"
454 : "%dth",
455 i
456 );
457
458 if (digit == 0)
459 return ordnumbers_10[i / 10];
478 else 460 else
479 { 461 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
480 static char buf[MAX_BUF];
481
482 sprintf (buf, "%d", i);
483 return buf;
484 }
485} 462}
486 463
487/* 464/*
488 * Returns pointer to static buffer containing ring's or amulet's 465 * Returns pointer to static buffer containing ring's or amulet's
489 * abilities 466 * abilities
495 */ 472 */
496 473
497/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 474/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
498 * from stats.sp - b.t. 475 * from stats.sp - b.t.
499 */ 476 */
500const char * 477static const char *
501ring_desc (const object *op) 478ring_desc (const object *op)
502{ 479{
503 static dynbuf_text buf; buf.clear (); 480 static dynbuf_text buf; buf.clear ();
504 int attr, val, len; 481 int attr, val, len;
505 482
506 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 483 if (op->flag [FLAG_IDENTIFIED])
507 { 484 {
508 for (attr = 0; attr < NUM_STATS; attr++) 485 for (attr = 0; attr < NUM_STATS; attr++)
509 if ((val = op->stats.stat (attr))) 486 if ((val = op->stats.stat (attr)))
510 buf.printf ("(%s%+d)", short_stat_name[attr], val); 487 buf.printf ("(%s%+d)", short_stat_name[attr], val);
511 488
512 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 489 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
513 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 490 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
514 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 491 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
515 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 492 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
516 493
517 buf << describe_resistance (op, 0); 494 buf << describe_resistance (op, 0);
520 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
521 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 498 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
522 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
523 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 500 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
524 501
525 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
526 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
527 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
528 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
529 506
530 buf.add_paths ("Attuned" , op->path_attuned); 507 buf.add_paths ("Attuned" , op->path_attuned);
531 buf.add_paths ("Repelled", op->path_repelled); 508 buf.add_paths ("Repelled", op->path_repelled);
532 buf.add_paths ("Denied" , op->path_denied); 509 buf.add_paths ("Denied" , op->path_denied);
533 510
539} 516}
540 517
541/* 518/*
542 * query_short_name(object) is similar to query_name, but doesn't 519 * query_short_name(object) is similar to query_name, but doesn't
543 * contain any information about object status (worn/cursed/etc.) 520 * contain any information about object status (worn/cursed/etc.)
521 *
522 * It is sometimes used when printing messages, so should fit well into a sentence.
544 */ 523 */
545const char * 524const char *
546query_short_name (const object *op) 525query_short_name (const object *op)
547{ 526{
548 if (op->name == 0) 527 if (!op->name)
549 return "(null)"; 528 return "(null)";
550 529
551 if (!op->nrof 530 if (!op->nrof
552 && !op->weight 531 && !op->weight
553 && !op->title 532 && !op->title
557 536
558 static dynbuf_text buf; buf.clear (); 537 static dynbuf_text buf; buf.clear ();
559 538
560 buf << (op->nrof <= 1 ? op->name : op->name_pl); 539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
561 540
562 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 541 if (op->title && op->flag [FLAG_IDENTIFIED])
563 buf << ' ' << op->title; 542 buf << ' ' << op->title;
564 543
565 switch (op->type) 544 switch (op->type)
566 { 545 {
567 case SPELLBOOK: 546 case SPELLBOOK:
568 case SCROLL: 547 case SCROLL:
569 case WAND: 548 case WAND:
570 case ROD: 549 case ROD:
571 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
572 { 551 {
573 if (!op->title) 552 if (!op->title)
574 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
575 554
576 if (op->type != SPELLBOOK) 555 if (op->type != SPELLBOOK)
577 buf.printf (" (lvl %d)", op->level); 556 buf.printf (" (lvl %d)", op->level);
578 } 557 }
579 break; 558 break;
580 559
581 case ALTAR: 560 case ALTAR:
582 case TRIGGER_ALTAR: 561 case TRIGGER_ALTAR:
583 case IDENTIFY_ALTAR: 562 case IDENTIFY_ALTAR:
584 case CONVERTER: 563 case CONVERTER:
585 if (op->slaying == shstr_money) 564 if (op->slaying == shstr_money)
586 { 565 {
587 bool wrap = !!buf.size (); 566 bool wrap = !!buf.size ();
588 567
589 if (wrap) buf << " ["; 568 if (wrap) buf << " [";
590 569
591 archetype *coin = 0; 570 archetype *coin = 0;
592 571
593 for (char const *const *c = coins; *coins; ++c) 572 for (char const *const *c = coins; *coins; ++c)
594 if ((coin = archetype::find (*c))) 573 if ((coin = archetype::find (*c)))
595 if (op->stats.food % coin->value == 0) 574 if (op->stats.food % coin->value == 0)
596 break; 575 break;
597 576
598 sint32 coins = op->stats.food / coin->value; 577 sint32 coins = op->stats.food / coin->value;
599 578
600 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); 579 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
601 580
602 if (wrap) buf << ']'; 581 if (wrap) buf << ']';
603 } 582 }
604 break; 583 break;
605 584
606 case SKILL: 585 case SKILL:
607 case AMULET: 586 case AMULET:
608 case RING: 587 case RING:
609 if (!op->title) 588 if (!op->title)
615 buf << " " << s; 594 buf << " " << s;
616 } 595 }
617 break; 596 break;
618 597
619 default: 598 default:
620 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 599 if (op->magic
600 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
601 || op->flag [FLAG_IDENTIFIED]))
621 buf.printf (" %+d", op->magic); 602 buf.printf (" %+d", op->magic);
622 } 603 }
623 604
624 return buf; 605 return buf;
625} 606}
632 * you can make several calls to query_name before the bufs start getting 613 * you can make several calls to query_name before the bufs start getting
633 * overwritten. This may be a bad thing (it may be easier to assume the value 614 * overwritten. This may be a bad thing (it may be easier to assume the value
634 * returned is good forever.) However, it makes printing statements that 615 * returned is good forever.) However, it makes printing statements that
635 * use several names much easier (don't need to store them to temp variables.) 616 * use several names much easier (don't need to store them to temp variables.)
636 * 617 *
618 * It is used extensively within messages, so should return only a prose
619 * and short description of the item.
620 * It is also used by examine/ex and similar functions.
637 */ 621 */
638const char * 622const char *
639query_name (const object *op) 623query_name (const object *op)
640{ 624{
641 int len = 0; 625 int len = 0;
646 use_buf %= 5; 630 use_buf %= 5;
647 631
648 dynbuf_text &buf = bufs [use_buf]; 632 dynbuf_text &buf = bufs [use_buf];
649 buf.clear (); 633 buf.clear ();
650 634
635#if 0
651 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 636 if ((op->is_armor () || op->is_weapon ()) && op->material)
652 if (materialtype_t *mt = name_to_material (op->materialname))
653 buf << mt->description << ' '; 637 buf << op->material->description << ' ';
638#endif
654 639
655 buf << query_short_name (op); 640 buf << query_short_name (op);
656 641
657 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 642 if (op->flag [FLAG_INV_LOCKED])
658 buf << " *"; 643 buf << " *";
659 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 644 if (op->is_open_container ())
660 buf << " (open)"; 645 buf << " (open)";
661 646
662 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 647 if (op->flag [FLAG_KNOWN_CURSED])
663 { 648 {
664 if (QUERY_FLAG (op, FLAG_DAMNED)) 649 if (op->flag [FLAG_DAMNED])
665 buf << " (damned)"; 650 buf << " (damned)";
666 else if (QUERY_FLAG (op, FLAG_CURSED)) 651 else if (op->flag [FLAG_CURSED])
667 buf << " (cursed)"; 652 buf << " (cursed)";
668 } 653 }
669 654
670 /* 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),
671 * and it isn't identified, print out the fact that 656 * and it isn't identified, print out the fact that
674 * 659 *
675 * 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
676 * 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
677 * abilities, especially for artifact items. 662 * abilities, especially for artifact items.
678 */ 663 */
679 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 664 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
680 buf << " (magic)"; 665 buf << " (magic)";
681 666
682#if 0 667#if 0
683 /* 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
684 * be returned in the name. 669 * be returned in the name.
685 */ 670 */
686 if (op->item_power) 671 if (op->item_power)
687 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);
688 673
689#endif 674#endif
690 675
691 if (QUERY_FLAG (op, FLAG_APPLIED)) 676 if (op->flag [FLAG_APPLIED])
692 { 677 {
693 switch (op->type) 678 switch (op->type)
694 { 679 {
680 case RANGED:
695 case BOW: 681 case BOW:
696 case WAND: 682 case WAND:
697 case ROD: 683 case ROD:
698 case HORN: 684 case HORN:
699 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
700 break;
701 case WEAPON: 685 case WEAPON:
702 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 686 buf << " (applied)";
703 break; 687 break;
704 case ARMOUR: 688 case ARMOUR:
705 case HELMET: 689 case HELMET:
706 case SHIELD: 690 case SHIELD:
707 case RING: 691 case RING:
720 default: 704 default:
721 buf << " (applied)"; 705 buf << " (applied)";
722 } 706 }
723 } 707 }
724 708
725 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])
726 buf << " (unpaid)"; 729 buf << " (unpaid)";
727 730
728 return buf; 731 return buf;
729} 732}
730 733
734 * 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
735 * 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
736 * 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
737 * and sending to client. 740 * and sending to client.
738 * 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.
739 */ 746 */
740const char * 747const char *
741query_base_name (const object *op, int plural) 748query_base_name (const object *op, int plural)
742{ 749{
743 if ((!plural && !op->name) || (plural && !op->name_pl)) 750 if ((!plural && !op->name) || (plural && !op->name_pl))
744 return "(null)"; 751 return "(null)";
745 752
746 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)
747 return op->name; /* To speed things up (or make things slower?) */ 755 return op->name; /* To speed things up (or make things slower?) */
748 756
749 static dynbuf_text buf; buf.clear (); 757 static dynbuf_text buf; buf.clear ();
750 758
759#if 0
751 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 760 if ((op->is_armor () || op->is_weapon ()) && op->material)
752 if (materialtype_t *mt = name_to_material (op->materialname))
753 if (op->arch->materialname != mt->name) 761 if (op->arch->material != op->material)
754 buf << mt->description << ' '; 762 buf << op->material->description << ' ';
763#endif
755 764
756 buf << (plural ? op->name_pl : op->name); 765 buf << (plural ? op->name_pl : op->name);
757 766
758 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
759 buf << ' ' << op->title; 768 buf << ' ' << op->title;
760 769
761 switch (op->type) 770 switch (op->type)
762 { 771 {
763 case SPELLBOOK: 772 case SPELLBOOK:
764 case SCROLL: 773 case SCROLL:
765 case WAND: 774 case WAND:
766 case ROD: 775 case ROD:
767 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
768 { 777 {
769 if (!op->title) 778 if (!op->title)
770 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
771 780
772 if (op->type != SPELLBOOK) 781 if (op->type != SPELLBOOK)
786 if (s && *s) 795 if (s && *s)
787 buf << ' ' << s; 796 buf << ' ' << s;
788 } 797 }
789 break; 798 break;
790 799
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
791 default: 808 default:
792 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]))
793 buf.printf (" %+d", op->magic); 812 buf.printf (" %+d", op->magic);
794 } 813 }
795 814
796 return buf; 815 return buf;
797} 816}
810 /* Note that the resolution this provides for players really isn't 829 /* Note that the resolution this provides for players really isn't
811 * very good. Any player with a speed greater than .67 will 830 * very good. Any player with a speed greater than .67 will
812 * fall into the 'lightning fast movement' category. 831 * fall into the 'lightning fast movement' category.
813 */ 832 */
814 if (op->has_active_speed ()) 833 if (op->has_active_speed ())
815 switch ((int) ((FABS (op->speed)) * 15)) 834 switch ((int)(op->speed * 15.))
816 { 835 {
817 case 0: 836 case 0:
818 buf << "(very slow movement"; 837 buf << "(very slow movement)";
819 break; 838 break;
820 case 1: 839 case 1:
821 buf << "(slow movement)"; 840 buf << "(slow movement)";
822 break; 841 break;
823 case 2: 842 case 2:
840 default: 859 default:
841 buf << "(lightning fast movement)"; 860 buf << "(lightning fast movement)";
842 break; 861 break;
843 } 862 }
844 863
845 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
846 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
847 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
848 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
849 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
850 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
851 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
852 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
853 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
854 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
855 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
856 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
857 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
858 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
859 878
860 if (op->randomitems) 879 if (op->randomitems)
861 { 880 {
862 bool first = 1; 881 bool first = 1;
863 882
890 if (op->stats.luck) 909 if (op->stats.luck)
891 buf.printf ("(luck%+d)", op->stats.luck); 910 buf.printf ("(luck%+d)", op->stats.luck);
892 } 911 }
893 912
894 /* describe attacktypes */ 913 /* describe attacktypes */
895 if (is_dragon_pl (op)) 914 if (op->is_dragon ())
896 { 915 {
897 /* for dragon players display the attacktypes from clawing skill 916 /* for dragon players display the attacktypes from clawing skill
898 * Break apart the for loop - move the comparison checking down - 917 * Break apart the for loop - move the comparison checking down -
899 * this makes it more readable. 918 * this makes it more readable.
900 */ 919 */
938 * 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
939 * a dragon player examining food. Could have things like 958 * a dragon player examining food. Could have things like
940 * 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
941 * dwarves, etc. 960 * dwarves, etc.
942 * 961 *
943 * This function is really much more complicated than it should
944 * be, because different objects have different meanings
945 * for the same field (eg, wands use 'food' for charges). This
946 * means these special cases need to be worked out.
947 *
948 * Add 'owner' who is the person examining this object. 962 * Add 'owner' who is the person examining this object.
949 * 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
950 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
951 */ 965 */
952const char * 966const char *
953describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
954{ 968{
955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
956 return describe_monster (op); 970 return describe_monster (op);
957 971
958 static dynbuf_text buf; buf.clear (); 972 static dynbuf_text buf; buf.clear ();
959 int identified, i; 973 int identified, i;
960 974
961 /* 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.
962 * also makes the code easier to read. 976 * also makes the code easier to read.
963 */ 977 */
964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
965 if (!identified) 979 if (!identified)
966 buf << "(unidentified)"; 980 buf << "(unidentified)";
967 981
968 switch (op->type) 982 switch (op->type)
969 { 983 {
984 case RANGED:
970 case BOW: 985 case BOW:
971 case ARROW: 986 case ARROW:
972 case WAND: 987 case WAND:
973 case ROD: 988 case ROD:
974 case HORN: 989 case HORN:
988 if (op->stats.maxsp > 1000) 1003 if (op->stats.maxsp > 1000)
989 { /*higher capacity crystals */ 1004 { /*higher capacity crystals */
990 i = (op->stats.maxsp % 1000) / 100; 1005 i = (op->stats.maxsp % 1000) / 100;
991 1006
992 if (i) 1007 if (i)
993 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);
994 else 1009 else
995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1010 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
996 } 1011 }
997 else 1012 else
998 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1013 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
999 1014
1000 i = (op->stats.sp * 10) / op->stats.maxsp; 1015 i = (op->stats.sp * 10) / op->stats.maxsp;
1001 if (op->stats.sp == 0) 1016 if (op->stats.sp == 0)
1002 buf << "empty."; 1017 buf << "empty";
1003 else if (i == 0) 1018 else if (i == 0)
1004 buf << "almost empty."; 1019 buf << "almost empty";
1005 else if (i < 3) 1020 else if (i < 3)
1006 buf << "partially filled."; 1021 buf << "partially filled";
1007 else if (i < 6) 1022 else if (i < 6)
1008 buf << "half full."; 1023 buf << "half full";
1009 else if (i < 9) 1024 else if (i < 9)
1010 buf << "well charged."; 1025 buf << "well charged";
1011 else if (op->stats.sp == op->stats.maxsp) 1026 else if (op->stats.sp == op->stats.maxsp)
1012 buf << "fully charged."; 1027 buf << "fully charged";
1013 else 1028 else
1014 buf << "almost full."; 1029 buf << "almost full";
1030
1031 buf << ')';
1032 break;
1033
1034 case LAMP:
1035 {
1036 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1037 buf << "(fuel: ";
1038 if (percent == 0)
1039 buf << "empty";
1040 else if (percent < 10)
1041 buf << "very low";
1042 else if (percent < 25)
1043 buf << "low";
1044 else if (percent < 50)
1045 buf << "half empty";
1046 else if (percent < 75)
1047 buf << "half full";
1048 else if (percent < 95)
1049 buf << "well filled";
1050 else if (percent <= 100)
1051 buf << "full";
1052 buf << ")";
1053 }
1015 break; 1054 break;
1016 1055
1017 case FOOD: 1056 case FOOD:
1018 case FLESH: 1057 case FLESH:
1019 case DRINK: 1058 case DRINK:
1020 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1059 if (identified || op->flag [FLAG_BEEN_APPLIED])
1021 { 1060 {
1022 buf.printf ("(food+%d)", op->stats.food); 1061 buf.printf ("(food+%d)", op->stats.food);
1023 1062
1024 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1063 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1025 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1064 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1026 1065
1027 if (!QUERY_FLAG (op, FLAG_CURSED)) 1066 if (!op->flag [FLAG_CURSED])
1028 { 1067 {
1029 if (op->stats.hp) buf << "(heals)"; 1068 if (op->stats.hp) buf << "(heals)";
1030 if (op->stats.sp) buf << "(spellpoint regen)"; 1069 if (op->stats.sp) buf << "(spellpoint regen)";
1031 } 1070 }
1032 else 1071 else
1053 } 1092 }
1054 1093
1055 /* Down here, we more further describe equipment type items. 1094 /* Down here, we more further describe equipment type items.
1056 * only describe them if they have been identified or the like. 1095 * only describe them if they have been identified or the like.
1057 */ 1096 */
1058 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1097 if (identified || op->flag [FLAG_BEEN_APPLIED])
1059 { 1098 {
1060 int attr, val;
1061
1062 for (attr = 0; attr < NUM_STATS; attr++) 1099 for (int attr = 0; attr < NUM_STATS; attr++)
1063 if ((val = op->stats.stat (attr))) 1100 if (int val = op->stats.stat (attr))
1064 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1101 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1065 1102
1066 if (op->stats.exp) 1103 if (op->stats.exp)
1067 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1104 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1068 1105
1069 switch (op->type) 1106 switch (op->type)
1070 { 1107 {
1108 case RANGED:
1071 case BOW: 1109 case BOW:
1072 case ARROW: 1110 case ARROW:
1073 case GIRDLE: 1111 case GIRDLE:
1074 case HELMET: 1112 case HELMET:
1075 case SHIELD: 1113 case SHIELD:
1094 1132
1095 default: 1133 default:
1096 break; 1134 break;
1097 } 1135 }
1098 1136
1099 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1137 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1100 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1138 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1101 1139
1102 /* levitate was what is was before, so we'll keep it */ 1140 /* levitate was what is was before, so we'll keep it */
1103 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1141 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1104 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1142 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1105 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1143 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1118 { 1156 {
1119 int more_info = 0; 1157 int more_info = 0;
1120 1158
1121 switch (op->type) 1159 switch (op->type)
1122 { 1160 {
1161 case RANGED:
1123 case ROD: /* These use stats.sp for spell selection and stats.food */ 1162 case ROD: /* These use stats.sp for spell selection and stats.food */
1124 case HORN: /* and stats.hp for spell-point regeneration... */ 1163 case HORN: /* and stats.hp for spell-point regeneration... */
1125 case BOW: 1164 case BOW:
1126 case ARROW: 1165 case ARROW:
1127 case WAND: 1166 case WAND:
1167 } 1206 }
1168 1207
1169 if (op->stats.luck) 1208 if (op->stats.luck)
1170 buf.printf ("(luck%+d)", op->stats.luck); 1209 buf.printf ("(luck%+d)", op->stats.luck);
1171 1210
1172 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1211 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1173 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1212 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1174 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1213 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1175 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1214 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1176 1215
1177 if (op->slaying && op->type != FOOD) 1216 if (op->slaying && op->type != FOOD)
1178 buf.printf ("(slay %s)", &op->slaying); 1217 buf.printf ("(slay %s)", &op->slaying);
1218
1219 if (op->type == SKILL_TOOL && op->skill)
1220 buf.printf ("(%s)", &op->skill);
1179 1221
1180 buf.add_abilities ("Attacks", op->attacktype); 1222 buf.add_abilities ("Attacks", op->attacktype);
1181 /* resistance on flesh is only visible for quetzals. If 1223 /* resistance on flesh is only visible for quetzals. If
1182 * non flesh, everyone can see its resistances 1224 * non flesh, everyone can see its resistances
1183 */ 1225 */
1184 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1226 if (op->type != FLESH || (owner && owner->is_dragon ()))
1185 buf << describe_resistance (op, 0); 1227 buf << describe_resistance (op, 0);
1186 1228
1187 buf.add_paths ("Attuned", op->path_attuned); 1229 buf.add_paths ("Attuned", op->path_attuned);
1188 buf.add_paths ("Repelled", op->path_repelled); 1230 buf.add_paths ("Repelled", op->path_repelled);
1189 buf.add_paths ("Denied", op->path_denied); 1231 buf.add_paths ("Denied", op->path_denied);
1196object::describe_item (object *who) 1238object::describe_item (object *who)
1197{ 1239{
1198 return std::string (::describe_item (this, who)); 1240 return std::string (::describe_item (this, who));
1199} 1241}
1200 1242
1243static void
1244describe_dump_object (dynbuf &buf, object *ob)
1245{
1246 char *txt = dump_object (ob);
1247 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1248 buf << "\n" << txt << "\n";
1249
1250 if (!ob->is_arch ())
1251 describe_dump_object (buf, ob->arch);
1252}
1253
1254std::string
1255object::describe (object *who)
1256{
1257 dynbuf_text buf (1024, 1024);
1258
1259 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1260
1261 if (custom_name)
1262 buf.printf ("You call it %s.\r", &custom_name);
1263
1264 switch (type)
1265 {
1266 case SPELLBOOK:
1267 if (flag [FLAG_IDENTIFIED] && inv)
1268 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1269 break;
1270
1271 case BOOK:
1272 if (msg)
1273 buf << "Something is written in it.\r";
1274 break;
1275
1276 case CONTAINER:
1277 if (race)
1278 {
1279 if (weight_limit && stats.Str < 100)
1280 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1281 &race, weight_limit / (10.0 * (100 - stats.Str)));
1282 else
1283 buf.printf ("It can hold only %s.\r", &race);
1284 }
1285 else if (weight_limit && stats.Str < 100)
1286 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1287 break;
1288
1289 case WAND:
1290 if (flag [FLAG_IDENTIFIED])
1291 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1292 break;
1293 }
1294
1295 if (material != MATERIAL_NULL && !msg)
1296 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1297 << material->description
1298 << ".\r";
1299
1300 if (who)
1301 /* Where to wear this item */
1302 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1303 if (slot[i].info)
1304 {
1305 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1306
1307 if (slot[i].info < -1 && who->slot[i].info)
1308 buf.printf ("(%d)", -slot[i].info);
1309
1310 buf << ".\r";
1311 }
1312
1313 if (weight)
1314 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1315
1316 if (flag [FLAG_STARTEQUIP])
1317 buf << (nrof > 1 ? "They were" : "It was")
1318 << " given by a god and will vanish when dropped.\r";
1319
1320 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1321 {
1322 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1323
1324 if (who->is_in_shop ())
1325 {
1326 if (flag [FLAG_UNPAID])
1327 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1328 else
1329 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1330 }
1331 }
1332
1333 if (flag [FLAG_MONSTER])
1334 buf << describe_monster (who);
1335
1336 /* Is this item buildable? */
1337 if (flag [FLAG_IS_BUILDABLE])
1338 buf << "This is a buildable item.\r";
1339
1340 /* Does the object have a message? Don't show message for all object
1341 * types - especially if the first entry is a match
1342 */
1343 if (msg)
1344 {
1345 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1346 {
1347 if (!need_identify ())
1348 buf << '\r' << msg << '\n';
1349 else if (flag [FLAG_IDENTIFIED])
1350 buf << '\r' << "The object has a story:\r" << msg;
1351 }
1352 }
1353 else if (inv
1354 && inv->msg
1355 && inv->type == SPELL
1356 && flag [FLAG_IDENTIFIED]
1357 && (type == SPELLBOOK || type == ROD || type == WAND
1358 || type == ROD || type == POTION || type == SCROLL))
1359 // for spellbooks and other stuff that contains spells, print the spell message,
1360 // unless the object has a custom message handled above.
1361 buf << '\r' << inv->msg << '\n';
1362
1363 // try to display the duration for some potions and scrolls
1364 // this includes change ability potions and group spells,
1365 // but does not handle protection potions
1366 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1367 && (type == POTION || type == SCROLL))
1368 {
1369 object *spell = inv;
1370
1371 if (spell->subtype == SP_PARTY_SPELL)
1372 spell = spell->other_arch;
1373
1374 if (spell->subtype == SP_CHANGE_ABILITY)
1375 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1376 TICK2TIME (change_ability_duration (spell, this)));
1377 }
1378
1379 // some help text for skill tools
1380 if (type == SKILL_TOOL)
1381 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1382 "you can use the " << &skill << " skill as if you had learned it.>";
1383
1384 // Display a hint about inscribable items [empty books]
1385 // This includes the amount of text they can hold.
1386 if (type == INSCRIBABLE)
1387 {
1388 if (other_arch && other_arch->type == SCROLL)
1389 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1390 else
1391 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1392 weight_limit);
1393 }
1394
1395 buf << '\n';
1396
1397 // the dungeon master additionally gets a complete dump
1398 if (who && who->flag [FLAG_WIZLOOK])
1399 {
1400 buf << "\nT<Object>\n";
1401 describe_dump_object (buf, this);
1402
1403 if (inv)
1404 {
1405 buf << "\nT<Top Inventory>\n";
1406 describe_dump_object (buf, inv);
1407 }
1408 }
1409
1410 return std::string (buf.linearise (), buf.size ());
1411}
1412
1201void 1413void
1202examine (object *op, object *tmp) 1414examine (object *op, object *tmp)
1203{ 1415{
1204 std::string info = tmp->describe (op); 1416 std::string info = tmp->describe (op);
1417
1205 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1418 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1206} 1419}
1207 1420
1208/* 1421/*
1209 * inventory prints object's inventory. If inv==NULL then print player's 1422 * inventory prints object's inventory. If inv==NULL then print player's
1214object::query_inventory (object *who, const char *indent) 1427object::query_inventory (object *who, const char *indent)
1215{ 1428{
1216 static dynbuf_text buf; buf.clear (); 1429 static dynbuf_text buf; buf.clear ();
1217 1430
1218 for (object *tmp = inv; tmp; tmp = tmp->below) 1431 for (object *tmp = inv; tmp; tmp = tmp->below)
1219 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1432 if (who && who->flag [FLAG_WIZ])
1220 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1433 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1221 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1434 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1222 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); 1435 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1223 1436
1224 if (buf.size ()) 1437 if (buf.size ())
1225 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1438 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1226 else 1439 else
1227 buf.printf ("%s(empty)\n", indent); 1440 buf.printf ("%s(empty)\n", indent);
1228 1441
1229 return buf; 1442 return buf;
1230} 1443}
1239is_magical (const object *op) 1452is_magical (const object *op)
1240{ 1453{
1241 int i; 1454 int i;
1242 1455
1243 /* living creatures are considered non magical */ 1456 /* living creatures are considered non magical */
1244 if (QUERY_FLAG (op, FLAG_ALIVE)) 1457 if (op->flag [FLAG_ALIVE])
1245 return 0; 1458 return 0;
1246 1459
1247 /* This is a test for it being an artifact, as artifacts have titles */ 1460 /* This is a test for it being an artifact, as artifacts have titles */
1248 if (op->title != NULL) 1461 if (op->title != NULL)
1249 return 1; 1462 return 1;
1255 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1468 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1256 return 1; 1469 return 1;
1257 1470
1258 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1471 /* Check for stealty, speed, flying, or just plain magic in the boots */
1259 /* Presume any boots that hvae a move_type are special. */ 1472 /* Presume any boots that hvae a move_type are special. */
1260 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1473 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1261 return 1; 1474 return 1;
1262 1475
1263 /* Take care of amulet/shield that reflects spells/missiles */ 1476 /* Take care of amulet/shield that reflects spells/missiles */
1264 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1477 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1265 return 1; 1478 return 1;
1266 1479
1267 /* Take care of helmet of xrays */ 1480 /* Take care of helmet of xrays */
1268 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1481 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1269 return 1; 1482 return 1;
1270 1483
1271 /* Potions & rods are always magical. Wands/staves are also magical, 1484 /* Potions & rods are always magical. Wands/staves are also magical,
1272 * assuming they still have any charges left. 1485 * assuming they still have any charges left.
1273 */ 1486 */
1302 * be non magical. 1515 * be non magical.
1303 */ 1516 */
1304 return 0; 1517 return 0;
1305} 1518}
1306 1519
1307/* need_identify returns true if the item should be identified. This
1308 * function really should not exist - by default, any item not identified
1309 * should need it.
1310 */
1311
1312int
1313need_identify (const object *op)
1314{
1315 switch (op->type)
1316 {
1317 case RING:
1318 case WAND:
1319 case ROD:
1320 case HORN:
1321 case SCROLL:
1322 case SKILL:
1323 case SKILLSCROLL:
1324 case SPELLBOOK:
1325 case FOOD:
1326 case POTION:
1327 case BOW:
1328 case ARROW:
1329 case WEAPON:
1330 case ARMOUR:
1331 case SHIELD:
1332 case HELMET:
1333 case AMULET:
1334 case BOOTS:
1335 case GLOVES:
1336 case BRACERS:
1337 case GIRDLE:
1338 case CONTAINER:
1339 case DRINK:
1340 case FLESH:
1341 case INORGANIC:
1342 case CLOSE_CON:
1343 case CLOAK:
1344 case GEM:
1345 case POWER_CRYSTAL:
1346 case POISON:
1347 case BOOK:
1348 case SKILL_TOOL:
1349 return 1;
1350 }
1351
1352 /* Try to track down some stuff that may show up here. Thus, the
1353 * archetype file can be updated, and this function removed.
1354 */
1355#if 0
1356 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1357#endif
1358 return 0;
1359}
1360
1361/* 1520/*
1362 * Supposed to fix face-values as well here, but later. 1521 * Supposed to fix face-values as well here, but later.
1363 */ 1522 */
1364void 1523void
1365identify (object *op) 1524identify (object *op)
1366{ 1525{
1367 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1368 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1527 op->clr_flag (FLAG_KNOWN_MAGICAL);
1369 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1528 op->clr_flag (FLAG_NO_SKILL_IDENT);
1370 1529
1371 /* 1530 /*
1372 * We want autojoining of equal objects: 1531 * We want autojoining of equal objects:
1373 */ 1532 */
1374 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1533 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1375 SET_FLAG (op, FLAG_KNOWN_CURSED); 1534 op->set_flag (FLAG_KNOWN_CURSED);
1376 1535
1377 if (op->type == POTION) 1536 if (op->type == POTION)
1378 { 1537 {
1379 if (op->inv && op->randomitems) 1538 if (op->inv && op->randomitems)
1380 op->title = op->inv->name; 1539 op->title = op->inv->name;

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