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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 1.87 by root, Fri Apr 30 21:13:41 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 = 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*/
237 208
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
243 * able to use 2-3 of the most powerful items. 214 * able to use 2-3 of the most powerful items.
244 * note that this table is only really used for program generated items - 215 * note that this table is only really used for program generated items -
245 * custom objects can use whatever they want. 216 * custom objects can use whatever they want.
246 */ 217 */
247static int enc_to_item_power[21] = { 218static int enc_to_item_power[21] = {
219 0,
248 0, 0, 1, 2, 3, 4, /* 5 */ 220 0, 1, 2, 3, 4, // 5
249 5, 7, 9, 11, 13, /* 10 */ 221 5, 7, 9, 11, 13, // 10
250 15, 18, 21, 24, 27, /* 15 */ 222 15, 18, 21, 24, 27, // 15
251 30, 35, 40, 45, 50 /* 20 */ 223 30, 35, 40, 45, 50 // 20
252}; 224};
253 225
254int 226int
255get_power_from_ench (int ench) 227get_power_from_ench (int ench)
256{ 228{
257 return enc_to_item_power [clamp (ench, 0, 20)]; 229 return enc_to_item_power [clamp (ench, 0, 20)];
230}
231
232static const struct need_identify_types : typeset
233{
234 need_identify_types ()
235 {
236 set (RING);
237 set (WAND);
238 set (ROD);
239 set (HORN);
240 set (SCROLL);
241 set (SKILL);
242 set (SKILLSCROLL);
243 set (SPELLBOOK);
244 set (FOOD);
245 set (POTION);
246 set (BOW);
247 set (ARROW);
248 set (WEAPON);
249 set (ARMOUR);
250 set (SHIELD);
251 set (HELMET);
252 set (AMULET);
253 set (BOOTS);
254 set (GLOVES);
255 set (BRACERS);
256 set (GIRDLE);
257 set (CONTAINER);
258 set (DRINK);
259 set (FLESH);
260 set (INORGANIC);
261 set (CLOSE_CON);
262 set (CLOAK);
263 set (GEM);
264 set (POWER_CRYSTAL);
265 set (POISON);
266 set (BOOK);
267 set (SKILL_TOOL);
268 }
269} need_identify_types;
270
271bool
272object::need_identify () const
273{
274 return need_identify_types [type];
258} 275}
259 276
260/* This takes an object 'op' and figures out what its item_power 277/* 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 278 * rating should be. This should only really be used by the treasure
262 * generation code, and when loading legacy objects. It returns 279 * generation code, and when loading legacy objects. It returns
318 335
319 enc += op->stats.luck; 336 enc += op->stats.luck;
320 337
321 /* Do spell paths now */ 338 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 339 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 340 if (op->path_attuned & (1 << i))
325 enc++; 341 enc++;
326 else if (op->path_denied & (1 << i)) 342 else if (op->path_denied & (1 << i))
327 enc -= 2; 343 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 344 else if (op->path_repelled & (1 << i))
329 enc--; 345 enc--;
330 }
331 346
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 347 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 348 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 349 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 350 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 351 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 352 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 353 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;
346 354
347 return get_power_from_ench (enc); 355 return get_power_from_ench (enc);
348} 356}
357
358static const struct get_typedata
359{
360 const typedata *data [NUM_TYPES];
361
362 get_typedata ()
363 {
364 for (int i = 0; i < item_types_size; i++)
365 data [item_types[i].number] = &item_types [i];
366 }
367
368 const typedata *operator ()(int itemtype) const
369 {
370 return data [itemtype];
371 }
372} get_typedata_;
349 373
350/* returns the typedata that has a number equal to itemtype, if there 374/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 375 * isn't one, returns NULL */
352const typedata * 376const typedata *
353get_typedata (int itemtype) 377get_typedata (int itemtype)
354{ 378{
355 int i; 379 return get_typedata_ (itemtype);
356
357 for (i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype)
359 return &item_types[i];
360
361 return NULL;
362} 380}
363 381
364/* returns the typedata that has a name equal to itemtype, if there 382/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 383 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 384 * one return NULL */
367const typedata * 385const typedata *
368get_typedata_by_name (const char *name) 386get_typedata_by_name (const char *name)
369{ 387{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 388 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 389 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 390 return &item_types[i];
375 391
376 for (i = 0; i < item_types_size; i++) 392 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 393 if (!strcmp (item_types[i].name_pl, name))
378 { 394 {
379 LOG (llevInfo, 395 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); 396 "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]; 397 return &item_types[i];
382 } 398 }
383 399
384 return NULL; 400 return 0;
385} 401}
386 402
387/* describe_resistance generates the visible naming for resistances. 403/* describe_resistance generates the visible naming for resistances.
388 * returns a static array of the description. This can return 404 * returns a static array of the description. This can return
389 * a big buffer. 405 * a big buffer.
391 * but do put a newline at the end. Useful when dumping to files 407 * but do put a newline at the end. Useful when dumping to files
392 */ 408 */
393const char * 409const char *
394describe_resistance (const object *op, int newline) 410describe_resistance (const object *op, int newline)
395{ 411{
396 static char buf[VERY_BIG_BUF]; 412 static dynbuf_text buf; buf.clear ();
397 char buf1[VERY_BIG_BUF];
398 int tmpvar;
399 413
400 buf[0] = 0; 414 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)) 415 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
404 { 416 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]);
409 417
410 strcat (buf, buf1);
411 }
412 }
413 return buf; 418 return buf;
414} 419}
415
416 420
417/* 421/*
418 * query_weight(object) returns a character pointer to a static buffer 422 * query_weight(object) returns a character pointer to a static buffer
419 * containing the text-representation of the weight of the given object. 423 * containing the text-representation of the weight of the given object.
420 * The buffer will be overwritten by the next call to query_weight(). 424 * The buffer will be overwritten by the next call to query_weight().
425 *
426 * Seems to be used only by unimportant stuff. Remove?
421 */ 427 */
422const char * 428const char *
423query_weight (const object *op) 429query_weight (const object *op)
424{ 430{
425 static char buf[10]; 431 static char buf[10];
439/* 445/*
440 * Returns the pointer to a static buffer containing 446 * Returns the pointer to a static buffer containing
441 * the number requested (of the form first, second, third...) 447 * the number requested (of the form first, second, third...)
442 */ 448 */
443const char * 449const char *
444get_levelnumber (int i) 450ordinal (int i)
445{ 451{
446 static char buf[MAX_BUF]; 452 if (i < 0)
447 453 return format ("minus %s", ordinal (-i));
448 if (i > 99)
449 {
450 sprintf (buf, "%d.", i);
451 return buf;
452 }
453 454
454 if (i < 21) 455 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]; 456 return ordnumbers[i];
457
458 int digit = i % 10;
459
460 if (i >= 100)
461 return format (
462 digit == 1 ? "%dst"
463 : digit == 2 ? "%dnd"
464 : digit == 3 ? "%drd"
465 : "%dth",
466 i
467 );
468
469 if (digit == 0)
470 return ordnumbers_10[i / 10];
475 else 471 else
476 { 472 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} 473}
483 474
484/* 475/*
485 * Returns pointer to static buffer containing ring's or amulet's 476 * Returns pointer to static buffer containing ring's or amulet's
486 * abilities 477 * abilities
492 */ 483 */
493 484
494/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 485/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
495 * from stats.sp - b.t. 486 * from stats.sp - b.t.
496 */ 487 */
497const char * 488static const char *
498ring_desc (const object *op) 489ring_desc (const object *op)
499{ 490{
500 static dynbuf_text buf; buf.clear (); 491 static dynbuf_text buf; buf.clear ();
501 int attr, val, len; 492 int attr, val, len;
502 493
503 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 494 if (op->flag [FLAG_IDENTIFIED])
504 { 495 {
505 for (attr = 0; attr < NUM_STATS; attr++) 496 for (attr = 0; attr < NUM_STATS; attr++)
506 if ((val = op->stats.stat (attr))) 497 if ((val = op->stats.stat (attr)))
507 buf.printf ("(%s%+d)", short_stat_name[attr], val); 498 buf.printf ("(%s%+d)", short_stat_name[attr], val);
508 499
517 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 508 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); 509 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); 510 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
520 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 511 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
521 512
522 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 513 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
523 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 514 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
524 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 515 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
525 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 516 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
526 517
527 buf.add_paths ("Attuned" , op->path_attuned); 518 buf.add_paths ("Attuned" , op->path_attuned);
528 buf.add_paths ("Repelled", op->path_repelled); 519 buf.add_paths ("Repelled", op->path_repelled);
529 buf.add_paths ("Denied" , op->path_denied); 520 buf.add_paths ("Denied" , op->path_denied);
530 521
536} 527}
537 528
538/* 529/*
539 * query_short_name(object) is similar to query_name, but doesn't 530 * query_short_name(object) is similar to query_name, but doesn't
540 * contain any information about object status (worn/cursed/etc.) 531 * contain any information about object status (worn/cursed/etc.)
532 *
533 * It is sometimes used when printing messages, so should fit well into a sentence.
541 */ 534 */
542const char * 535const char *
543query_short_name (const object *op) 536query_short_name (const object *op)
544{ 537{
545 if (!op->name) 538 if (!op->name)
554 547
555 static dynbuf_text buf; buf.clear (); 548 static dynbuf_text buf; buf.clear ();
556 549
557 buf << (op->nrof <= 1 ? op->name : op->name_pl); 550 buf << (op->nrof <= 1 ? op->name : op->name_pl);
558 551
559 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 552 if (op->title && op->flag [FLAG_IDENTIFIED])
560 buf << ' ' << op->title; 553 buf << ' ' << op->title;
561 554
562 switch (op->type) 555 switch (op->type)
563 { 556 {
564 case SPELLBOOK: 557 case SPELLBOOK:
565 case SCROLL: 558 case SCROLL:
566 case WAND: 559 case WAND:
567 case ROD: 560 case ROD:
568 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 561 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
569 { 562 {
570 if (!op->title) 563 if (!op->title)
571 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 564 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
572 565
573 if (op->type != SPELLBOOK) 566 if (op->type != SPELLBOOK)
612 buf << " " << s; 605 buf << " " << s;
613 } 606 }
614 break; 607 break;
615 608
616 default: 609 default:
617 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 610 if (op->magic
611 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
612 || op->flag [FLAG_IDENTIFIED]))
618 buf.printf (" %+d", op->magic); 613 buf.printf (" %+d", op->magic);
619 } 614 }
620 615
621 return buf; 616 return buf;
622} 617}
629 * you can make several calls to query_name before the bufs start getting 624 * 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 625 * 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 626 * 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.) 627 * use several names much easier (don't need to store them to temp variables.)
633 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
631 * It is also used by examine/ex and similar functions.
634 */ 632 */
635const char * 633const char *
636query_name (const object *op) 634query_name (const object *op)
637{ 635{
638 int len = 0; 636 int len = 0;
643 use_buf %= 5; 641 use_buf %= 5;
644 642
645 dynbuf_text &buf = bufs [use_buf]; 643 dynbuf_text &buf = bufs [use_buf];
646 buf.clear (); 644 buf.clear ();
647 645
646#if 0
648 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 647 if ((op->is_armor () || op->is_weapon ()) && op->material)
649 if (materialtype_t *mt = name_to_material (op->materialname))
650 buf << mt->description << ' '; 648 buf << op->material->description << ' ';
649#endif
651 650
652 buf << query_short_name (op); 651 buf << query_short_name (op);
653 652
654 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 653 if (op->flag [FLAG_INV_LOCKED])
655 buf << " *"; 654 buf << " *";
656 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 655 if (op->is_open_container ())
657 buf << " (open)"; 656 buf << " (open)";
658 657
659 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 658 if (op->flag [FLAG_KNOWN_CURSED])
660 { 659 {
661 if (QUERY_FLAG (op, FLAG_DAMNED)) 660 if (op->flag [FLAG_DAMNED])
662 buf << " (damned)"; 661 buf << " (damned)";
663 else if (QUERY_FLAG (op, FLAG_CURSED)) 662 else if (op->flag [FLAG_CURSED])
664 buf << " (cursed)"; 663 buf << " (cursed)";
665 } 664 }
666 665
667 /* Basically, if the object is known magical (detect magic spell on it), 666 /* Basically, if the object is known magical (detect magic spell on it),
668 * and it isn't identified, print out the fact that 667 * and it isn't identified, print out the fact that
671 * 670 *
672 * Changed in V 0.91.4 - still print that the object is magical even 671 * 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 672 * if it has been applied. Equipping an item does not tell full
674 * abilities, especially for artifact items. 673 * abilities, especially for artifact items.
675 */ 674 */
676 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 675 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
677 buf << " (magic)"; 676 buf << " (magic)";
678 677
679#if 0 678#if 0
680 /* item_power will be returned in desribe_item - it shouldn't really 679 /* item_power will be returned in describe_item - it shouldn't really
681 * be returned in the name. 680 * be returned in the name.
682 */ 681 */
683 if (op->item_power) 682 if (op->item_power)
684 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 683 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
685 684
686#endif 685#endif
687 686
688 if (QUERY_FLAG (op, FLAG_APPLIED)) 687 if (op->flag [FLAG_APPLIED])
689 { 688 {
690 switch (op->type) 689 switch (op->type)
691 { 690 {
692 case BOW: 691 case BOW:
693 case WAND: 692 case WAND:
694 case ROD: 693 case ROD:
695 case HORN: 694 case HORN:
696 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 695 buf << " (applied)";
697 break; 696 break;
698 case WEAPON: 697 case WEAPON:
699 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 698 buf << " (applied)";
700 break; 699 break;
701 case ARMOUR: 700 case ARMOUR:
702 case HELMET: 701 case HELMET:
703 case SHIELD: 702 case SHIELD:
704 case RING: 703 case RING:
717 default: 716 default:
718 buf << " (applied)"; 717 buf << " (applied)";
719 } 718 }
720 } 719 }
721 720
722 if (QUERY_FLAG (op, FLAG_UNPAID)) 721 switch (op->type)
722 {
723 case LAMP:
724 if (op->glow_radius)
725 buf << " (on)";
726 else if (op->stats.food <= 0)
727 buf << " (empty)";
728 else
729 buf << " (off)";
730 break;
731
732 case TORCH:
733 if (op->glow_radius)
734 buf << " (burning)";
735 else if (op->stats.food <= 0)
736 buf << " (burned out)";
737 break;
738 }
739
740 if (op->flag [FLAG_UNPAID])
723 buf << " (unpaid)"; 741 buf << " (unpaid)";
724 742
725 return buf; 743 return buf;
726} 744}
727 745
731 * of the given object. The buffer will be overwritten at the next 749 * 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 750 * 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 751 * don't include the item count or item status. Used for inventory sorting
734 * and sending to client. 752 * and sending to client.
735 * If plural is set, we generate the plural name of this. 753 * If plural is set, we generate the plural name of this.
754 *
755 * It is sometimes used to display messages, and usually only used to match stuff,
756 * so maybe this function should be removed.
757 * It is also used for client-side inventory/item descriptions.
736 */ 758 */
737const char * 759const char *
738query_base_name (const object *op, int plural) 760query_base_name (const object *op, int plural)
739{ 761{
740 if ((!plural && !op->name) || (plural && !op->name_pl)) 762 if ((!plural && !op->name) || (plural && !op->name_pl))
741 return "(null)"; 763 return "(null)";
742 764
743 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 765 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
766 && op->type != EXIT)
744 return op->name; /* To speed things up (or make things slower?) */ 767 return op->name; /* To speed things up (or make things slower?) */
745 768
746 static dynbuf_text buf; buf.clear (); 769 static dynbuf_text buf; buf.clear ();
747 770
771#if 0
748 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 772 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) 773 if (op->arch->material != op->material)
751 buf << mt->description << ' '; 774 buf << op->material->description << ' ';
775#endif
752 776
753 buf << (plural ? op->name_pl : op->name); 777 buf << (plural ? op->name_pl : op->name);
754 778
755 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 779 if (op->title && op->flag [FLAG_IDENTIFIED])
756 buf << ' ' << op->title; 780 buf << ' ' << op->title;
757 781
758 switch (op->type) 782 switch (op->type)
759 { 783 {
760 case SPELLBOOK: 784 case SPELLBOOK:
761 case SCROLL: 785 case SCROLL:
762 case WAND: 786 case WAND:
763 case ROD: 787 case ROD:
764 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 788 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
765 { 789 {
766 if (!op->title) 790 if (!op->title)
767 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 791 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
768 792
769 if (op->type != SPELLBOOK) 793 if (op->type != SPELLBOOK)
783 if (s && *s) 807 if (s && *s)
784 buf << ' ' << s; 808 buf << ' ' << s;
785 } 809 }
786 break; 810 break;
787 811
812 case EXIT:
813 // random map exits "unfortunately" get patched, so this only works before entering
814 if (EXIT_PATH (op) == shstr_random_map_exit)
815 buf << " (random map)";
816 else if (!EXIT_PATH (op))
817 buf << " (closed)";
818 break;
819
788 default: 820 default:
789 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 821 if (op->magic
822 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
823 || op->flag [FLAG_IDENTIFIED]))
790 buf.printf (" %+d", op->magic); 824 buf.printf (" %+d", op->magic);
791 } 825 }
792 826
793 return buf; 827 return buf;
794} 828}
807 /* Note that the resolution this provides for players really isn't 841 /* Note that the resolution this provides for players really isn't
808 * very good. Any player with a speed greater than .67 will 842 * very good. Any player with a speed greater than .67 will
809 * fall into the 'lightning fast movement' category. 843 * fall into the 'lightning fast movement' category.
810 */ 844 */
811 if (op->has_active_speed ()) 845 if (op->has_active_speed ())
812 switch ((int) ((FABS (op->speed)) * 15)) 846 switch ((int)(op->speed * 15.))
813 { 847 {
814 case 0: 848 case 0:
815 buf << "(very slow movement)"; 849 buf << "(very slow movement)";
816 break; 850 break;
817 case 1: 851 case 1:
837 default: 871 default:
838 buf << "(lightning fast movement)"; 872 buf << "(lightning fast movement)";
839 break; 873 break;
840 } 874 }
841 875
842 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 876 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
843 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 877 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
844 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 878 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
845 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 879 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
846 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 880 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
847 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 881 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
848 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 882 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
849 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 883 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
850 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 884 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
851 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 885 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
852 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 886 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
853 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 887 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
854 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 888 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
855 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 889 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
856 890
857 if (op->randomitems) 891 if (op->randomitems)
858 { 892 {
859 bool first = 1; 893 bool first = 1;
860 894
887 if (op->stats.luck) 921 if (op->stats.luck)
888 buf.printf ("(luck%+d)", op->stats.luck); 922 buf.printf ("(luck%+d)", op->stats.luck);
889 } 923 }
890 924
891 /* describe attacktypes */ 925 /* describe attacktypes */
892 if (is_dragon_pl (op)) 926 if (op->is_dragon ())
893 { 927 {
894 /* for dragon players display the attacktypes from clawing skill 928 /* for dragon players display the attacktypes from clawing skill
895 * Break apart the for loop - move the comparison checking down - 929 * Break apart the for loop - move the comparison checking down -
896 * this makes it more readable. 930 * this makes it more readable.
897 */ 931 */
935 * wouldn't need to use the SEE_INVISIBLE flag to know it is 969 * wouldn't need to use the SEE_INVISIBLE flag to know it is
936 * a dragon player examining food. Could have things like 970 * a dragon player examining food. Could have things like
937 * a dwarven axe, in which the full abilities are only known to 971 * a dwarven axe, in which the full abilities are only known to
938 * dwarves, etc. 972 * dwarves, etc.
939 * 973 *
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. 974 * Add 'owner' who is the person examining this object.
946 * owner can be null if no one is being associated with this 975 * owner can be null if no one is being associated with this
947 * item (eg, debug dump or the like) 976 * item (eg, debug dump or the like)
948 */ 977 */
949const char * 978const char *
950describe_item (const object *op, object *owner) 979describe_item (const object *op, object *owner)
951{ 980{
952 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 981 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
953 return describe_monster (op); 982 return describe_monster (op);
954 983
955 static dynbuf_text buf; buf.clear (); 984 static dynbuf_text buf; buf.clear ();
956 int identified, i; 985 int identified, i;
957 986
958 /* figure this out once, instead of making multiple calls to need_identify. 987 /* figure this out once, instead of making multiple calls to need_identify.
959 * also makes the code easier to read. 988 * also makes the code easier to read.
960 */ 989 */
961 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 990 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
962 if (!identified) 991 if (!identified)
963 buf << "(unidentified)"; 992 buf << "(unidentified)";
964 993
965 switch (op->type) 994 switch (op->type)
966 { 995 {
985 if (op->stats.maxsp > 1000) 1014 if (op->stats.maxsp > 1000)
986 { /*higher capacity crystals */ 1015 { /*higher capacity crystals */
987 i = (op->stats.maxsp % 1000) / 100; 1016 i = (op->stats.maxsp % 1000) / 100;
988 1017
989 if (i) 1018 if (i)
990 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1019 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
991 else 1020 else
992 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1021 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
993 } 1022 }
994 else 1023 else
995 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1024 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
996 1025
997 i = (op->stats.sp * 10) / op->stats.maxsp; 1026 i = (op->stats.sp * 10) / op->stats.maxsp;
998 if (op->stats.sp == 0) 1027 if (op->stats.sp == 0)
999 buf << "empty."; 1028 buf << "empty";
1000 else if (i == 0) 1029 else if (i == 0)
1001 buf << "almost empty."; 1030 buf << "almost empty";
1002 else if (i < 3) 1031 else if (i < 3)
1003 buf << "partially filled."; 1032 buf << "partially filled";
1004 else if (i < 6) 1033 else if (i < 6)
1005 buf << "half full."; 1034 buf << "half full";
1006 else if (i < 9) 1035 else if (i < 9)
1007 buf << "well charged."; 1036 buf << "well charged";
1008 else if (op->stats.sp == op->stats.maxsp) 1037 else if (op->stats.sp == op->stats.maxsp)
1009 buf << "fully charged."; 1038 buf << "fully charged";
1010 else 1039 else
1011 buf << "almost full."; 1040 buf << "almost full";
1041
1042 buf << ')';
1043 break;
1044
1045 case LAMP:
1046 {
1047 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1048 buf << "(fuel: ";
1049 if (percent == 0)
1050 buf << "empty";
1051 else if (percent < 10)
1052 buf << "very low";
1053 else if (percent < 25)
1054 buf << "low";
1055 else if (percent < 50)
1056 buf << "half empty";
1057 else if (percent < 75)
1058 buf << "half full";
1059 else if (percent < 95)
1060 buf << "well filled";
1061 else if (percent <= 100)
1062 buf << "full";
1063 buf << ")";
1064 }
1012 break; 1065 break;
1013 1066
1014 case FOOD: 1067 case FOOD:
1015 case FLESH: 1068 case FLESH:
1016 case DRINK: 1069 case DRINK:
1017 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1070 if (identified || op->flag [FLAG_BEEN_APPLIED])
1018 { 1071 {
1019 buf.printf ("(food+%d)", op->stats.food); 1072 buf.printf ("(food+%d)", op->stats.food);
1020 1073
1021 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1074 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]); 1075 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1023 1076
1024 if (!QUERY_FLAG (op, FLAG_CURSED)) 1077 if (!op->flag [FLAG_CURSED])
1025 { 1078 {
1026 if (op->stats.hp) buf << "(heals)"; 1079 if (op->stats.hp) buf << "(heals)";
1027 if (op->stats.sp) buf << "(spellpoint regen)"; 1080 if (op->stats.sp) buf << "(spellpoint regen)";
1028 } 1081 }
1029 else 1082 else
1050 } 1103 }
1051 1104
1052 /* Down here, we more further describe equipment type items. 1105 /* Down here, we more further describe equipment type items.
1053 * only describe them if they have been identified or the like. 1106 * only describe them if they have been identified or the like.
1054 */ 1107 */
1055 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1108 if (identified || op->flag [FLAG_BEEN_APPLIED])
1056 { 1109 {
1057 int attr, val; 1110 int attr, val;
1058 1111
1059 for (attr = 0; attr < NUM_STATS; attr++) 1112 for (attr = 0; attr < NUM_STATS; attr++)
1060 if ((val = op->stats.stat (attr))) 1113 if ((val = op->stats.stat (attr)))
1091 1144
1092 default: 1145 default:
1093 break; 1146 break;
1094 } 1147 }
1095 1148
1096 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1149 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1097 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1150 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1098 1151
1099 /* levitate was what is was before, so we'll keep it */ 1152 /* levitate was what is was before, so we'll keep it */
1100 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1153 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1101 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1154 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1102 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1155 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1164 } 1217 }
1165 1218
1166 if (op->stats.luck) 1219 if (op->stats.luck)
1167 buf.printf ("(luck%+d)", op->stats.luck); 1220 buf.printf ("(luck%+d)", op->stats.luck);
1168 1221
1169 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1222 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1170 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1223 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1171 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1224 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1172 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1225 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1173 1226
1174 if (op->slaying && op->type != FOOD) 1227 if (op->slaying && op->type != FOOD)
1175 buf.printf ("(slay %s)", &op->slaying); 1228 buf.printf ("(slay %s)", &op->slaying);
1229
1230 if (op->type == SKILL_TOOL && op->skill)
1231 buf.printf ("(%s)", &op->skill);
1176 1232
1177 buf.add_abilities ("Attacks", op->attacktype); 1233 buf.add_abilities ("Attacks", op->attacktype);
1178 /* resistance on flesh is only visible for quetzals. If 1234 /* resistance on flesh is only visible for quetzals. If
1179 * non flesh, everyone can see its resistances 1235 * non flesh, everyone can see its resistances
1180 */ 1236 */
1181 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1237 if (op->type != FLESH || (owner && owner->is_dragon ()))
1182 buf << describe_resistance (op, 0); 1238 buf << describe_resistance (op, 0);
1183 1239
1184 buf.add_paths ("Attuned", op->path_attuned); 1240 buf.add_paths ("Attuned", op->path_attuned);
1185 buf.add_paths ("Repelled", op->path_repelled); 1241 buf.add_paths ("Repelled", op->path_repelled);
1186 buf.add_paths ("Denied", op->path_denied); 1242 buf.add_paths ("Denied", op->path_denied);
1193object::describe_item (object *who) 1249object::describe_item (object *who)
1194{ 1250{
1195 return std::string (::describe_item (this, who)); 1251 return std::string (::describe_item (this, who));
1196} 1252}
1197 1253
1254static void
1255describe_dump_object (dynbuf &buf, object *ob)
1256{
1257 char *txt = dump_object (ob);
1258 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1259 buf << "\n" << txt << "\n";
1260
1261 if (!ob->is_arch ())
1262 describe_dump_object (buf, ob->arch);
1263}
1264
1265std::string
1266object::describe (object *who)
1267{
1268 dynbuf_text buf (1024, 1024);
1269
1270 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1271
1272 if (custom_name)
1273 buf.printf ("You call it %s.\r", &custom_name);
1274
1275 switch (type)
1276 {
1277 case SPELLBOOK:
1278 if (flag [FLAG_IDENTIFIED] && inv)
1279 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1280 break;
1281
1282 case BOOK:
1283 if (msg)
1284 buf << "Something is written in it.\r";
1285 break;
1286
1287 case CONTAINER:
1288 if (race)
1289 {
1290 if (weight_limit && stats.Str < 100)
1291 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1292 &race, weight_limit / (10.0 * (100 - stats.Str)));
1293 else
1294 buf.printf ("It can hold only %s.\r", &race);
1295 }
1296 else if (weight_limit && stats.Str < 100)
1297 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1298 break;
1299
1300 case WAND:
1301 if (flag [FLAG_IDENTIFIED])
1302 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1303 break;
1304 }
1305
1306 if (material != MATERIAL_NULL && !msg)
1307 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1308 << material->description
1309 << ".\r";
1310
1311 if (who)
1312 /* Where to wear this item */
1313 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1314 if (slot[i].info)
1315 {
1316 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1317
1318 if (slot[i].info < -1 && who->slot[i].info)
1319 buf.printf ("(%d)", -slot[i].info);
1320
1321 buf << ".\r";
1322 }
1323
1324 if (weight)
1325 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1326
1327 if (flag [FLAG_STARTEQUIP])
1328 buf << (nrof > 1 ? "They were" : "It was")
1329 << " given by a god and will vanish when dropped.\r";
1330
1331 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1332 {
1333 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1334
1335 if (who->is_in_shop ())
1336 {
1337 if (flag [FLAG_UNPAID])
1338 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1339 else
1340 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1341 }
1342 }
1343
1344 if (flag [FLAG_MONSTER])
1345 buf << describe_monster (who);
1346
1347 /* Is this item buildable? */
1348 if (flag [FLAG_IS_BUILDABLE])
1349 buf << "This is a buildable item.\r";
1350
1351 /* Does the object have a message? Don't show message for all object
1352 * types - especially if the first entry is a match
1353 */
1354 if (msg)
1355 {
1356 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1357 {
1358 if (!need_identify ())
1359 buf << '\r' << msg << '\n';
1360 else if (flag [FLAG_IDENTIFIED])
1361 buf << '\r' << "The object has a story:\r" << msg;
1362 }
1363 }
1364 else if (inv
1365 && inv->msg
1366 && inv->type == SPELL
1367 && flag [FLAG_IDENTIFIED]
1368 && (type == SPELLBOOK || type == ROD || type == WAND
1369 || type == ROD || type == POTION || type == SCROLL))
1370 // for spellbooks and other stuff that contains spells, print the spell message,
1371 // unless the object has a custom message handled above.
1372 buf << '\r' << inv->msg << '\n';
1373
1374 // try to display the duration for some potions and scrolls
1375 // this includes change ability potions and group spells,
1376 // but does not handle protection potions
1377 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1378 && (type == POTION || type == SCROLL))
1379 {
1380 object *spell = inv;
1381
1382 if (spell->subtype == SP_PARTY_SPELL)
1383 spell = spell->other_arch;
1384
1385 if (spell->subtype == SP_CHANGE_ABILITY)
1386 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1387 TICK2TIME (change_ability_duration (spell, this)));
1388 }
1389
1390 // some help text for skill tools
1391 if (type == SKILL_TOOL)
1392 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1393 "you can use the " << &skill << " skill as if you had learned it.>";
1394
1395 // Display a hint about inscribable items [empty books]
1396 // This includes the amount of text they can hold.
1397 if (type == INSCRIBABLE)
1398 {
1399 if (other_arch && other_arch->type == SCROLL)
1400 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1401 else
1402 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1403 weight_limit);
1404 }
1405
1406 buf << '\n';
1407
1408 // the dungeon master additionally gets a complete dump
1409 if (who && who->flag [FLAG_WIZLOOK])
1410 {
1411 buf << "\nT<Object>\n";
1412 describe_dump_object (buf, this);
1413
1414 if (inv)
1415 {
1416 buf << "\nT<Top Inventory>\n";
1417 describe_dump_object (buf, inv);
1418 }
1419 }
1420
1421 return std::string (buf.linearise (), buf.size ());
1422}
1423
1198void 1424void
1199examine (object *op, object *tmp) 1425examine (object *op, object *tmp)
1200{ 1426{
1201 std::string info = tmp->describe (op); 1427 std::string info = tmp->describe (op);
1428
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1429 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203} 1430}
1204 1431
1205/* 1432/*
1206 * inventory prints object's inventory. If inv==NULL then print player's 1433 * inventory prints object's inventory. If inv==NULL then print player's
1211object::query_inventory (object *who, const char *indent) 1438object::query_inventory (object *who, const char *indent)
1212{ 1439{
1213 static dynbuf_text buf; buf.clear (); 1440 static dynbuf_text buf; buf.clear ();
1214 1441
1215 for (object *tmp = inv; tmp; tmp = tmp->below) 1442 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1443 if (who && who->flag [FLAG_WIZ])
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1444 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))) 1445 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 ()); 1446 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220 1447
1221 if (buf.size ()) 1448 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1449 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else 1450 else
1236is_magical (const object *op) 1463is_magical (const object *op)
1237{ 1464{
1238 int i; 1465 int i;
1239 1466
1240 /* living creatures are considered non magical */ 1467 /* living creatures are considered non magical */
1241 if (QUERY_FLAG (op, FLAG_ALIVE)) 1468 if (op->flag [FLAG_ALIVE])
1242 return 0; 1469 return 0;
1243 1470
1244 /* This is a test for it being an artifact, as artifacts have titles */ 1471 /* This is a test for it being an artifact, as artifacts have titles */
1245 if (op->title != NULL) 1472 if (op->title != NULL)
1246 return 1; 1473 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)) 1479 (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; 1480 return 1;
1254 1481
1255 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1482 /* Check for stealty, speed, flying, or just plain magic in the boots */
1256 /* Presume any boots that hvae a move_type are special. */ 1483 /* 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))) 1484 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1258 return 1; 1485 return 1;
1259 1486
1260 /* Take care of amulet/shield that reflects spells/missiles */ 1487 /* 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))) 1488 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1262 return 1; 1489 return 1;
1263 1490
1264 /* Take care of helmet of xrays */ 1491 /* Take care of helmet of xrays */
1265 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1492 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1266 return 1; 1493 return 1;
1267 1494
1268 /* Potions & rods are always magical. Wands/staves are also magical, 1495 /* Potions & rods are always magical. Wands/staves are also magical,
1269 * assuming they still have any charges left. 1496 * assuming they still have any charges left.
1270 */ 1497 */
1299 * be non magical. 1526 * be non magical.
1300 */ 1527 */
1301 return 0; 1528 return 0;
1302} 1529}
1303 1530
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/* 1531/*
1359 * Supposed to fix face-values as well here, but later. 1532 * Supposed to fix face-values as well here, but later.
1360 */ 1533 */
1361void 1534void
1362identify (object *op) 1535identify (object *op)
1363{ 1536{
1364 SET_FLAG (op, FLAG_IDENTIFIED); 1537 op->set_flag (FLAG_IDENTIFIED);
1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1538 op->clr_flag (FLAG_KNOWN_MAGICAL);
1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1539 op->clr_flag (FLAG_NO_SKILL_IDENT);
1367 1540
1368 /* 1541 /*
1369 * We want autojoining of equal objects: 1542 * We want autojoining of equal objects:
1370 */ 1543 */
1371 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1544 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1372 SET_FLAG (op, FLAG_KNOWN_CURSED); 1545 op->set_flag (FLAG_KNOWN_CURSED);
1373 1546
1374 if (op->type == POTION) 1547 if (op->type == POTION)
1375 { 1548 {
1376 if (op->inv && op->randomitems) 1549 if (op->inv && op->randomitems)
1377 op->title = op->inv->name; 1550 op->title = op->inv->name;

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