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Comparing deliantra/server/common/item.C (file contents):
Revision 1.53 by root, Sun Jan 11 06:08:40 2009 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 (©) 2005,2006,2007,2008,2009 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>
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 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {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"},
54 {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"},
55 {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"},
64 {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"},
65 {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"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
67}; 69};
68 70
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};
74
75static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety" 73 "eighty", "ninety"
78}; 74};
79 75
80static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
84 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
85}; 81};
86 82
87static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
90}; 86};
91 87
92/* 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:
155 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
156 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
160 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
206 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209}; 205};
210 206
211const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*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*/
237 208
238/* 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
239 * 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
240 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
255get_power_from_ench (int ench) 226get_power_from_ench (int ench)
256{ 227{
257 return enc_to_item_power [clamp (ench, 0, 20)]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
258} 229}
259 230
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];
274}
275
260/* 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
261 * 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
262 * generation code, and when loading legacy objects. It returns 278 * generation code, and when loading legacy objects. It returns
263 * the item_power it calculates. 279 * the item_power it calculates.
264 * If flag is 1, we return the number of enchantment, and not the 280 * If flag is 1, we return the number of enchantment, and not the
318 334
319 enc += op->stats.luck; 335 enc += op->stats.luck;
320 336
321 /* Do spell paths now */ 337 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 338 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 339 if (op->path_attuned & (1 << i))
325 enc++; 340 enc++;
326 else if (op->path_denied & (1 << i)) 341 else if (op->path_denied & (1 << i))
327 enc -= 2; 342 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 343 else if (op->path_repelled & (1 << i))
329 enc--; 344 enc--;
330 }
331 345
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 346 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 347 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 348 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 349 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 350 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 351 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 352 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346 353
347 return get_power_from_ench (enc); 354 return get_power_from_ench (enc);
348} 355}
349 356
350/* 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
351 * isn't one, returns NULL */ 358 * isn't one, returns NULL */
352const typedata * 359const typedata *
353get_typedata (int itemtype) 360get_typedata (int itemtype)
354{ 361{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 363 if (item_types[i].number == itemtype)
359 return &item_types[i]; 364 return &item_types[i];
360 365
361 return NULL; 366 return NULL;
362} 367}
365 * 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
366 * one return NULL */ 371 * one return NULL */
367const typedata * 372const typedata *
368get_typedata_by_name (const char *name) 373get_typedata_by_name (const char *name)
369{ 374{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 375 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 376 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 377 return &item_types[i];
375 378
376 for (i = 0; i < item_types_size; i++) 379 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 380 if (!strcmp (item_types[i].name_pl, name))
378 { 381 {
379 LOG (llevInfo, 382 LOG (llevInfo,
380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\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);
381 return &item_types[i]; 384 return &item_types[i];
382 } 385 }
383 386
384 return NULL; 387 return 0;
385} 388}
386 389
387/* describe_resistance generates the visible naming for resistances. 390/* describe_resistance generates the visible naming for resistances.
388 * returns a static array of the description. This can return 391 * returns a static array of the description. This can return
389 * a big buffer. 392 * a big buffer.
391 * 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
392 */ 395 */
393const char * 396const char *
394describe_resistance (const object *op, int newline) 397describe_resistance (const object *op, int newline)
395{ 398{
396 static char buf[VERY_BIG_BUF]; 399 static dynbuf_text buf; buf.clear ();
397 char buf1[VERY_BIG_BUF];
398 int tmpvar;
399 400
400 buf[0] = 0; 401 for (int i = 0; i < NROFATTACKS; i++)
401 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
402 {
403 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))
404 { 403 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
405 if (!newline)
406 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
407 else
408 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
409 404
410 strcat (buf, buf1);
411 }
412 }
413 return buf; 405 return buf;
414} 406}
415
416 407
417/* 408/*
418 * query_weight(object) returns a character pointer to a static buffer 409 * query_weight(object) returns a character pointer to a static buffer
419 * containing the text-representation of the weight of the given object. 410 * containing the text-representation of the weight of the given object.
420 * 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?
421 */ 414 */
422const char * 415const char *
423query_weight (const object *op) 416query_weight (const object *op)
424{ 417{
425 static char buf[10]; 418 static char buf[10];
439/* 432/*
440 * Returns the pointer to a static buffer containing 433 * Returns the pointer to a static buffer containing
441 * the number requested (of the form first, second, third...) 434 * the number requested (of the form first, second, third...)
442 */ 435 */
443const char * 436const char *
444get_levelnumber (int i) 437ordinal (int i)
445{ 438{
446 static char buf[MAX_BUF]; 439 if (i < 0)
447 440 return format ("minus %s", ordinal (-i));
448 if (i > 99)
449 {
450 sprintf (buf, "%d.", i);
451 return buf;
452 }
453 441
454 if (i < 21) 442 if (i < 21)
455 return levelnumbers[i];
456 if (!(i % 10))
457 return levelnumbers_10[i / 10];
458
459 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]);
461 return buf;
462}
463
464/*
465 * get_number(integer) returns the text-representation of the given number
466 * in a static buffer. The buffer might be overwritten at the next
467 * call to get_number().
468 * It is currently only used by the query_name() function.
469 */
470const char *
471get_number (int i)
472{
473 if (i <= 20)
474 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];
475 else 458 else
476 { 459 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
477 static char buf[MAX_BUF];
478
479 sprintf (buf, "%d", i);
480 return buf;
481 }
482} 460}
483 461
484/* 462/*
485 * Returns pointer to static buffer containing ring's or amulet's 463 * Returns pointer to static buffer containing ring's or amulet's
486 * abilities 464 * abilities
492 */ 470 */
493 471
494/* 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
495 * from stats.sp - b.t. 473 * from stats.sp - b.t.
496 */ 474 */
497const char * 475static const char *
498ring_desc (const object *op) 476ring_desc (const object *op)
499{ 477{
500 static dynbuf_text buf; buf.clear (); 478 static dynbuf_text buf; buf.clear ();
501 int attr, val, len; 479 int attr, val, len;
502 480
503 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 481 if (op->flag [FLAG_IDENTIFIED])
504 { 482 {
505 for (attr = 0; attr < NUM_STATS; attr++) 483 for (attr = 0; attr < NUM_STATS; attr++)
506 if ((val = op->stats.stat (attr))) 484 if ((val = op->stats.stat (attr)))
507 buf.printf ("(%s%+d)", short_stat_name[attr], val); 485 buf.printf ("(%s%+d)", short_stat_name[attr], val);
508 486
517 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 495 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
518 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);
519 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 497 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
520 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 498 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
521 499
522 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 500 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
523 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 501 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
524 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 502 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
525 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 503 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
526 504
527 buf.add_paths ("Attuned" , op->path_attuned); 505 buf.add_paths ("Attuned" , op->path_attuned);
528 buf.add_paths ("Repelled", op->path_repelled); 506 buf.add_paths ("Repelled", op->path_repelled);
529 buf.add_paths ("Denied" , op->path_denied); 507 buf.add_paths ("Denied" , op->path_denied);
530 508
536} 514}
537 515
538/* 516/*
539 * 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
540 * 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.
541 */ 521 */
542const char * 522const char *
543query_short_name (const object *op) 523query_short_name (const object *op)
544{ 524{
545 if (!op->name) 525 if (!op->name)
554 534
555 static dynbuf_text buf; buf.clear (); 535 static dynbuf_text buf; buf.clear ();
556 536
557 buf << (op->nrof <= 1 ? op->name : op->name_pl); 537 buf << (op->nrof <= 1 ? op->name : op->name_pl);
558 538
559 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 539 if (op->title && op->flag [FLAG_IDENTIFIED])
560 buf << ' ' << op->title; 540 buf << ' ' << op->title;
561 541
562 switch (op->type) 542 switch (op->type)
563 { 543 {
564 case SPELLBOOK: 544 case SPELLBOOK:
565 case SCROLL: 545 case SCROLL:
566 case WAND: 546 case WAND:
567 case ROD: 547 case ROD:
568 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 548 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
569 { 549 {
570 if (!op->title) 550 if (!op->title)
571 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 551 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
572 552
573 if (op->type != SPELLBOOK) 553 if (op->type != SPELLBOOK)
612 buf << " " << s; 592 buf << " " << s;
613 } 593 }
614 break; 594 break;
615 595
616 default: 596 default:
617 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]))
618 buf.printf (" %+d", op->magic); 600 buf.printf (" %+d", op->magic);
619 } 601 }
620 602
621 return buf; 603 return buf;
622} 604}
629 * 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
630 * 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
631 * returned is good forever.) However, it makes printing statements that 613 * returned is good forever.) However, it makes printing statements that
632 * 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.)
633 * 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.
634 */ 619 */
635const char * 620const char *
636query_name (const object *op) 621query_name (const object *op)
637{ 622{
638 int len = 0; 623 int len = 0;
643 use_buf %= 5; 628 use_buf %= 5;
644 629
645 dynbuf_text &buf = bufs [use_buf]; 630 dynbuf_text &buf = bufs [use_buf];
646 buf.clear (); 631 buf.clear ();
647 632
633#if 0
648 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 634 if ((op->is_armor () || op->is_weapon ()) && op->material)
649 if (materialtype_t *mt = name_to_material (op->materialname))
650 buf << mt->description << ' '; 635 buf << op->material->description << ' ';
636#endif
651 637
652 buf << query_short_name (op); 638 buf << query_short_name (op);
653 639
654 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 640 if (op->flag [FLAG_INV_LOCKED])
655 buf << " *"; 641 buf << " *";
656 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 642 if (op->is_open_container ())
657 buf << " (open)"; 643 buf << " (open)";
658 644
659 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 645 if (op->flag [FLAG_KNOWN_CURSED])
660 { 646 {
661 if (QUERY_FLAG (op, FLAG_DAMNED)) 647 if (op->flag [FLAG_DAMNED])
662 buf << " (damned)"; 648 buf << " (damned)";
663 else if (QUERY_FLAG (op, FLAG_CURSED)) 649 else if (op->flag [FLAG_CURSED])
664 buf << " (cursed)"; 650 buf << " (cursed)";
665 } 651 }
666 652
667 /* 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),
668 * and it isn't identified, print out the fact that 654 * and it isn't identified, print out the fact that
671 * 657 *
672 * 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
673 * 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
674 * abilities, especially for artifact items. 660 * abilities, especially for artifact items.
675 */ 661 */
676 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 662 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
677 buf << " (magic)"; 663 buf << " (magic)";
678 664
679#if 0 665#if 0
680 /* 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
681 * be returned in the name. 667 * be returned in the name.
682 */ 668 */
683 if (op->item_power) 669 if (op->item_power)
684 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);
685 671
686#endif 672#endif
687 673
688 if (QUERY_FLAG (op, FLAG_APPLIED)) 674 if (op->flag [FLAG_APPLIED])
689 { 675 {
690 switch (op->type) 676 switch (op->type)
691 { 677 {
692 case BOW: 678 case BOW:
693 case WAND: 679 case WAND:
694 case ROD: 680 case ROD:
695 case HORN: 681 case HORN:
696 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 682 buf << " (applied)";
697 break; 683 break;
698 case WEAPON: 684 case WEAPON:
699 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 685 buf << " (applied)";
700 break; 686 break;
701 case ARMOUR: 687 case ARMOUR:
702 case HELMET: 688 case HELMET:
703 case SHIELD: 689 case SHIELD:
704 case RING: 690 case RING:
717 default: 703 default:
718 buf << " (applied)"; 704 buf << " (applied)";
719 } 705 }
720 } 706 }
721 707
722 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])
723 buf << " (unpaid)"; 728 buf << " (unpaid)";
724 729
725 return buf; 730 return buf;
726} 731}
727 732
731 * 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
732 * 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
733 * 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
734 * and sending to client. 739 * and sending to client.
735 * 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.
736 */ 745 */
737const char * 746const char *
738query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
739{ 748{
740 if ((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
741 return "(null)"; 750 return "(null)";
742 751
743 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)
744 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
745 755
746 static dynbuf_text buf; buf.clear (); 756 static dynbuf_text buf; buf.clear ();
747 757
758#if 0
748 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 759 if ((op->is_armor () || op->is_weapon ()) && op->material)
749 if (materialtype_t *mt = name_to_material (op->materialname))
750 if (op->arch->materialname != mt->name) 760 if (op->arch->material != op->material)
751 buf << mt->description << ' '; 761 buf << op->material->description << ' ';
762#endif
752 763
753 buf << (plural ? op->name_pl : op->name); 764 buf << (plural ? op->name_pl : op->name);
754 765
755 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
756 buf << ' ' << op->title; 767 buf << ' ' << op->title;
757 768
758 switch (op->type) 769 switch (op->type)
759 { 770 {
760 case SPELLBOOK: 771 case SPELLBOOK:
761 case SCROLL: 772 case SCROLL:
762 case WAND: 773 case WAND:
763 case ROD: 774 case ROD:
764 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
765 { 776 {
766 if (!op->title) 777 if (!op->title)
767 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
768 779
769 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
783 if (s && *s) 794 if (s && *s)
784 buf << ' ' << s; 795 buf << ' ' << s;
785 } 796 }
786 break; 797 break;
787 798
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
788 default: 807 default:
789 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]))
790 buf.printf (" %+d", op->magic); 811 buf.printf (" %+d", op->magic);
791 } 812 }
792 813
793 return buf; 814 return buf;
794} 815}
807 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
808 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
809 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
810 */ 831 */
811 if (op->has_active_speed ()) 832 if (op->has_active_speed ())
812 switch ((int) ((FABS (op->speed)) * 15)) 833 switch ((int)(op->speed * 15.))
813 { 834 {
814 case 0: 835 case 0:
815 buf << "(very slow movement)"; 836 buf << "(very slow movement)";
816 break; 837 break;
817 case 1: 838 case 1:
837 default: 858 default:
838 buf << "(lightning fast movement)"; 859 buf << "(lightning fast movement)";
839 break; 860 break;
840 } 861 }
841 862
842 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
843 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
844 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
845 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
846 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
847 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
848 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
849 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
850 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
851 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
852 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
853 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
854 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
855 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
856 877
857 if (op->randomitems) 878 if (op->randomitems)
858 { 879 {
859 bool first = 1; 880 bool first = 1;
860 881
887 if (op->stats.luck) 908 if (op->stats.luck)
888 buf.printf ("(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
889 } 910 }
890 911
891 /* describe attacktypes */ 912 /* describe attacktypes */
892 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
893 { 914 {
894 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
895 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
896 * this makes it more readable. 917 * this makes it more readable.
897 */ 918 */
935 * 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
936 * a dragon player examining food. Could have things like 957 * a dragon player examining food. Could have things like
937 * 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
938 * dwarves, etc. 959 * dwarves, etc.
939 * 960 *
940 * This function is really much more complicated than it should
941 * be, because different objects have different meanings
942 * for the same field (eg, wands use 'food' for charges). This
943 * means these special cases need to be worked out.
944 *
945 * Add 'owner' who is the person examining this object. 961 * Add 'owner' who is the person examining this object.
946 * 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
947 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
948 */ 964 */
949const char * 965const char *
950describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
951{ 967{
952 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
953 return describe_monster (op); 969 return describe_monster (op);
954 970
955 static dynbuf_text buf; buf.clear (); 971 static dynbuf_text buf; buf.clear ();
956 int identified, i; 972 int identified, i;
957 973
958 /* 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.
959 * also makes the code easier to read. 975 * also makes the code easier to read.
960 */ 976 */
961 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
962 if (!identified) 978 if (!identified)
963 buf << "(unidentified)"; 979 buf << "(unidentified)";
964 980
965 switch (op->type) 981 switch (op->type)
966 { 982 {
985 if (op->stats.maxsp > 1000) 1001 if (op->stats.maxsp > 1000)
986 { /*higher capacity crystals */ 1002 { /*higher capacity crystals */
987 i = (op->stats.maxsp % 1000) / 100; 1003 i = (op->stats.maxsp % 1000) / 100;
988 1004
989 if (i) 1005 if (i)
990 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);
991 else 1007 else
992 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1008 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
993 } 1009 }
994 else 1010 else
995 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1011 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
996 1012
997 i = (op->stats.sp * 10) / op->stats.maxsp; 1013 i = (op->stats.sp * 10) / op->stats.maxsp;
998 if (op->stats.sp == 0) 1014 if (op->stats.sp == 0)
999 buf << "empty."; 1015 buf << "empty";
1000 else if (i == 0) 1016 else if (i == 0)
1001 buf << "almost empty."; 1017 buf << "almost empty";
1002 else if (i < 3) 1018 else if (i < 3)
1003 buf << "partially filled."; 1019 buf << "partially filled";
1004 else if (i < 6) 1020 else if (i < 6)
1005 buf << "half full."; 1021 buf << "half full";
1006 else if (i < 9) 1022 else if (i < 9)
1007 buf << "well charged."; 1023 buf << "well charged";
1008 else if (op->stats.sp == op->stats.maxsp) 1024 else if (op->stats.sp == op->stats.maxsp)
1009 buf << "fully charged."; 1025 buf << "fully charged";
1010 else 1026 else
1011 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 }
1012 break; 1052 break;
1013 1053
1014 case FOOD: 1054 case FOOD:
1015 case FLESH: 1055 case FLESH:
1016 case DRINK: 1056 case DRINK:
1017 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1057 if (identified || op->flag [FLAG_BEEN_APPLIED])
1018 { 1058 {
1019 buf.printf ("(food+%d)", op->stats.food); 1059 buf.printf ("(food+%d)", op->stats.food);
1020 1060
1021 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))
1022 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1062 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1023 1063
1024 if (!QUERY_FLAG (op, FLAG_CURSED)) 1064 if (!op->flag [FLAG_CURSED])
1025 { 1065 {
1026 if (op->stats.hp) buf << "(heals)"; 1066 if (op->stats.hp) buf << "(heals)";
1027 if (op->stats.sp) buf << "(spellpoint regen)"; 1067 if (op->stats.sp) buf << "(spellpoint regen)";
1028 } 1068 }
1029 else 1069 else
1050 } 1090 }
1051 1091
1052 /* Down here, we more further describe equipment type items. 1092 /* Down here, we more further describe equipment type items.
1053 * only describe them if they have been identified or the like. 1093 * only describe them if they have been identified or the like.
1054 */ 1094 */
1055 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1095 if (identified || op->flag [FLAG_BEEN_APPLIED])
1056 { 1096 {
1057 int attr, val; 1097 int attr, val;
1058 1098
1059 for (attr = 0; attr < NUM_STATS; attr++) 1099 for (attr = 0; attr < NUM_STATS; attr++)
1060 if ((val = op->stats.stat (attr))) 1100 if ((val = op->stats.stat (attr)))
1091 1131
1092 default: 1132 default:
1093 break; 1133 break;
1094 } 1134 }
1095 1135
1096 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1097 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1098 1138
1099 /* levitate was what is was before, so we'll keep it */ 1139 /* levitate was what is was before, so we'll keep it */
1100 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1101 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1102 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1164 } 1204 }
1165 1205
1166 if (op->stats.luck) 1206 if (op->stats.luck)
1167 buf.printf ("(luck%+d)", op->stats.luck); 1207 buf.printf ("(luck%+d)", op->stats.luck);
1168 1208
1169 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1209 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1170 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1210 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1171 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1211 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1172 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1212 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1173 1213
1174 if (op->slaying && op->type != FOOD) 1214 if (op->slaying && op->type != FOOD)
1175 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);
1176 1219
1177 buf.add_abilities ("Attacks", op->attacktype); 1220 buf.add_abilities ("Attacks", op->attacktype);
1178 /* resistance on flesh is only visible for quetzals. If 1221 /* resistance on flesh is only visible for quetzals. If
1179 * non flesh, everyone can see its resistances 1222 * non flesh, everyone can see its resistances
1180 */ 1223 */
1181 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1224 if (op->type != FLESH || (owner && owner->is_dragon ()))
1182 buf << describe_resistance (op, 0); 1225 buf << describe_resistance (op, 0);
1183 1226
1184 buf.add_paths ("Attuned", op->path_attuned); 1227 buf.add_paths ("Attuned", op->path_attuned);
1185 buf.add_paths ("Repelled", op->path_repelled); 1228 buf.add_paths ("Repelled", op->path_repelled);
1186 buf.add_paths ("Denied", op->path_denied); 1229 buf.add_paths ("Denied", op->path_denied);
1193object::describe_item (object *who) 1236object::describe_item (object *who)
1194{ 1237{
1195 return std::string (::describe_item (this, who)); 1238 return std::string (::describe_item (this, who));
1196} 1239}
1197 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
1198void 1411void
1199examine (object *op, object *tmp) 1412examine (object *op, object *tmp)
1200{ 1413{
1201 std::string info = tmp->describe (op); 1414 std::string info = tmp->describe (op);
1415
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1416 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203} 1417}
1204 1418
1205/* 1419/*
1206 * 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
1211object::query_inventory (object *who, const char *indent) 1425object::query_inventory (object *who, const char *indent)
1212{ 1426{
1213 static dynbuf_text buf; buf.clear (); 1427 static dynbuf_text buf; buf.clear ();
1214 1428
1215 for (object *tmp = inv; tmp; tmp = tmp->below) 1429 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1430 if (who && who->flag [FLAG_WIZ])
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1431 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1432 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1433 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220 1434
1221 if (buf.size ()) 1435 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1436 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else 1437 else
1236is_magical (const object *op) 1450is_magical (const object *op)
1237{ 1451{
1238 int i; 1452 int i;
1239 1453
1240 /* living creatures are considered non magical */ 1454 /* living creatures are considered non magical */
1241 if (QUERY_FLAG (op, FLAG_ALIVE)) 1455 if (op->flag [FLAG_ALIVE])
1242 return 0; 1456 return 0;
1243 1457
1244 /* 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 */
1245 if (op->title != NULL) 1459 if (op->title != NULL)
1246 return 1; 1460 return 1;
1252 (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))
1253 return 1; 1467 return 1;
1254 1468
1255 /* 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 */
1256 /* Presume any boots that hvae a move_type are special. */ 1470 /* Presume any boots that hvae a move_type are special. */
1257 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)))
1258 return 1; 1472 return 1;
1259 1473
1260 /* Take care of amulet/shield that reflects spells/missiles */ 1474 /* Take care of amulet/shield that reflects spells/missiles */
1261 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]))
1262 return 1; 1476 return 1;
1263 1477
1264 /* Take care of helmet of xrays */ 1478 /* Take care of helmet of xrays */
1265 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1479 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1266 return 1; 1480 return 1;
1267 1481
1268 /* Potions & rods are always magical. Wands/staves are also magical, 1482 /* Potions & rods are always magical. Wands/staves are also magical,
1269 * assuming they still have any charges left. 1483 * assuming they still have any charges left.
1270 */ 1484 */
1299 * be non magical. 1513 * be non magical.
1300 */ 1514 */
1301 return 0; 1515 return 0;
1302} 1516}
1303 1517
1304/* need_identify returns true if the item should be identified. This
1305 * function really should not exist - by default, any item not identified
1306 * should need it.
1307 */
1308
1309int
1310need_identify (const object *op)
1311{
1312 switch (op->type)
1313 {
1314 case RING:
1315 case WAND:
1316 case ROD:
1317 case HORN:
1318 case SCROLL:
1319 case SKILL:
1320 case SKILLSCROLL:
1321 case SPELLBOOK:
1322 case FOOD:
1323 case POTION:
1324 case BOW:
1325 case ARROW:
1326 case WEAPON:
1327 case ARMOUR:
1328 case SHIELD:
1329 case HELMET:
1330 case AMULET:
1331 case BOOTS:
1332 case GLOVES:
1333 case BRACERS:
1334 case GIRDLE:
1335 case CONTAINER:
1336 case DRINK:
1337 case FLESH:
1338 case INORGANIC:
1339 case CLOSE_CON:
1340 case CLOAK:
1341 case GEM:
1342 case POWER_CRYSTAL:
1343 case POISON:
1344 case BOOK:
1345 case SKILL_TOOL:
1346 return 1;
1347 }
1348
1349 /* Try to track down some stuff that may show up here. Thus, the
1350 * archetype file can be updated, and this function removed.
1351 */
1352#if 0
1353 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1354#endif
1355 return 0;
1356}
1357
1358/* 1518/*
1359 * Supposed to fix face-values as well here, but later. 1519 * Supposed to fix face-values as well here, but later.
1360 */ 1520 */
1361void 1521void
1362identify (object *op) 1522identify (object *op)
1363{ 1523{
1364 SET_FLAG (op, FLAG_IDENTIFIED); 1524 op->set_flag (FLAG_IDENTIFIED);
1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1525 op->clr_flag (FLAG_KNOWN_MAGICAL);
1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1526 op->clr_flag (FLAG_NO_SKILL_IDENT);
1367 1527
1368 /* 1528 /*
1369 * We want autojoining of equal objects: 1529 * We want autojoining of equal objects:
1370 */ 1530 */
1371 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1531 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1372 SET_FLAG (op, FLAG_KNOWN_CURSED); 1532 op->set_flag (FLAG_KNOWN_CURSED);
1373 1533
1374 if (op->type == POTION) 1534 if (op->type == POTION)
1375 { 1535 {
1376 if (op->inv && op->randomitems) 1536 if (op->inv && op->randomitems)
1377 op->title = op->inv->name; 1537 op->title = op->inv->name;

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