ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.55 by root, Wed Sep 16 22:50:50 2009 UTC vs.
Revision 1.83 by root, Sun Apr 11 00:34:05 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
318 289
319 enc += op->stats.luck; 290 enc += op->stats.luck;
320 291
321 /* Do spell paths now */ 292 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
325 enc++; 295 enc++;
326 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
327 enc -= 2; 297 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
329 enc--; 299 enc--;
330 }
331 300
332 if (op->flag [FLAG_LIFESAVE ]) enc += 5; 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2; 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 if (op->flag [FLAG_XRAYS ]) enc += 2; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
380 * but do put a newline at the end. Useful when dumping to files 349 * but do put a newline at the end. Useful when dumping to files
381 */ 350 */
382const char * 351const char *
383describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
384{ 353{
385 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
386 char buf1[VERY_BIG_BUF];
387 int tmpvar;
388 355
389 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
390 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
391 {
392 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
393 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
394 if (!newline)
395 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
396 else
397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
398
399 strcat (buf, buf1);
400 }
401 }
402 359
403 return buf; 360 return buf;
404} 361}
405
406 362
407/* 363/*
408 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
409 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
410 * The buffer will be overwritten by the next call to query_weight(). 366 * The buffer will be overwritten by the next call to query_weight().
431/* 387/*
432 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
433 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
434 */ 390 */
435const char * 391const char *
436get_levelnumber (int i) 392ordinal (int i)
437{ 393{
438 static char buf[MAX_BUF]; 394 if (i < 0)
439 395 return format ("minus %s", ordinal (-i));
440 if (i > 99)
441 {
442 sprintf (buf, "%d.", i);
443 return buf;
444 }
445 396
446 if (i < 21) 397 if (i < 21)
447 return levelnumbers[i];
448
449 if (!(i % 10))
450 return levelnumbers_10[i / 10];
451
452 strcpy (buf, numbers_10[i / 10]);
453 strcat (buf, levelnumbers[i % 10]);
454 return buf;
455}
456
457/*
458 * get_number(integer) returns the text-representation of the given number
459 * in a static buffer. The buffer might be overwritten at the next
460 * call to get_number().
461 * It is currently only used by the query_name() function.
462 */
463const char *
464get_number (int i)
465{
466 if (i <= 20)
467 return numbers[i]; 398 return ordnumbers[i];
399
400 int digit = i % 10;
401
402 if (i >= 100)
403 return format (
404 digit == 1 ? "%dst"
405 : digit == 2 ? "%dnd"
406 : digit == 3 ? "%drd"
407 : "%dth",
408 i
409 );
410
411 if (digit == 0)
412 return ordnumbers_10[i / 10];
468 else 413 else
469 { 414 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
470 static char buf[MAX_BUF];
471
472 sprintf (buf, "%d", i);
473 return buf;
474 }
475} 415}
476 416
477/* 417/*
478 * Returns pointer to static buffer containing ring's or amulet's 418 * Returns pointer to static buffer containing ring's or amulet's
479 * abilities 419 * abilities
485 */ 425 */
486 426
487/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 427/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
488 * from stats.sp - b.t. 428 * from stats.sp - b.t.
489 */ 429 */
490const char * 430static const char *
491ring_desc (const object *op) 431ring_desc (const object *op)
492{ 432{
493 static dynbuf_text buf; buf.clear (); 433 static dynbuf_text buf; buf.clear ();
494 int attr, val, len; 434 int attr, val, len;
495 435
496 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 436 if (op->flag [FLAG_IDENTIFIED])
497 { 437 {
498 for (attr = 0; attr < NUM_STATS; attr++) 438 for (attr = 0; attr < NUM_STATS; attr++)
499 if ((val = op->stats.stat (attr))) 439 if ((val = op->stats.stat (attr)))
500 buf.printf ("(%s%+d)", short_stat_name[attr], val); 440 buf.printf ("(%s%+d)", short_stat_name[attr], val);
501 441
510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 450 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 451 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 452 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 453 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
514 454
515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 455 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 456 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 457 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 458 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
519 459
520 buf.add_paths ("Attuned" , op->path_attuned); 460 buf.add_paths ("Attuned" , op->path_attuned);
521 buf.add_paths ("Repelled", op->path_repelled); 461 buf.add_paths ("Repelled", op->path_repelled);
522 buf.add_paths ("Denied" , op->path_denied); 462 buf.add_paths ("Denied" , op->path_denied);
523 463
549 489
550 static dynbuf_text buf; buf.clear (); 490 static dynbuf_text buf; buf.clear ();
551 491
552 buf << (op->nrof <= 1 ? op->name : op->name_pl); 492 buf << (op->nrof <= 1 ? op->name : op->name_pl);
553 493
554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 494 if (op->title && op->flag [FLAG_IDENTIFIED])
555 buf << ' ' << op->title; 495 buf << ' ' << op->title;
556 496
557 switch (op->type) 497 switch (op->type)
558 { 498 {
559 case SPELLBOOK: 499 case SPELLBOOK:
560 case SCROLL: 500 case SCROLL:
561 case WAND: 501 case WAND:
562 case ROD: 502 case ROD:
563 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 503 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
564 { 504 {
565 if (!op->title) 505 if (!op->title)
566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 506 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
567 507
568 if (op->type != SPELLBOOK) 508 if (op->type != SPELLBOOK)
607 buf << " " << s; 547 buf << " " << s;
608 } 548 }
609 break; 549 break;
610 550
611 default: 551 default:
612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 552 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
613 buf.printf (" %+d", op->magic); 553 buf.printf (" %+d", op->magic);
614 } 554 }
615 555
616 return buf; 556 return buf;
617} 557}
626 * returned is good forever.) However, it makes printing statements that 566 * returned is good forever.) However, it makes printing statements that
627 * use several names much easier (don't need to store them to temp variables.) 567 * use several names much easier (don't need to store them to temp variables.)
628 * 568 *
629 * It is used extensively within messages, so should return only a prose 569 * It is used extensively within messages, so should return only a prose
630 * and short description of the item. 570 * and short description of the item.
571 * It is also used by examine/ex and similar functions.
631 */ 572 */
632const char * 573const char *
633query_name (const object *op) 574query_name (const object *op)
634{ 575{
635 int len = 0; 576 int len = 0;
640 use_buf %= 5; 581 use_buf %= 5;
641 582
642 dynbuf_text &buf = bufs [use_buf]; 583 dynbuf_text &buf = bufs [use_buf];
643 buf.clear (); 584 buf.clear ();
644 585
586#if 0
645 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 587 if ((op->is_armor () || op->is_weapon ()) && op->material)
646 if (materialtype_t *mt = name_to_material (op->materialname))
647 buf << mt->description << ' '; 588 buf << op->material->description << ' ';
589#endif
648 590
649 buf << query_short_name (op); 591 buf << query_short_name (op);
650 592
651 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 593 if (op->flag [FLAG_INV_LOCKED])
652 buf << " *"; 594 buf << " *";
653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 595 if (op->is_open_container ())
654 buf << " (open)"; 596 buf << " (open)";
655 597
656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 598 if (op->flag [FLAG_KNOWN_CURSED])
657 { 599 {
658 if (QUERY_FLAG (op, FLAG_DAMNED)) 600 if (op->flag [FLAG_DAMNED])
659 buf << " (damned)"; 601 buf << " (damned)";
660 else if (QUERY_FLAG (op, FLAG_CURSED)) 602 else if (op->flag [FLAG_CURSED])
661 buf << " (cursed)"; 603 buf << " (cursed)";
662 } 604 }
663 605
664 /* Basically, if the object is known magical (detect magic spell on it), 606 /* Basically, if the object is known magical (detect magic spell on it),
665 * and it isn't identified, print out the fact that 607 * and it isn't identified, print out the fact that
668 * 610 *
669 * Changed in V 0.91.4 - still print that the object is magical even 611 * Changed in V 0.91.4 - still print that the object is magical even
670 * if it has been applied. Equipping an item does not tell full 612 * if it has been applied. Equipping an item does not tell full
671 * abilities, especially for artifact items. 613 * abilities, especially for artifact items.
672 */ 614 */
673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 615 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
674 buf << " (magic)"; 616 buf << " (magic)";
675 617
676#if 0 618#if 0
677 /* item_power will be returned in describe_item - it shouldn't really 619 /* item_power will be returned in describe_item - it shouldn't really
678 * be returned in the name. 620 * be returned in the name.
680 if (op->item_power) 622 if (op->item_power)
681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 623 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
682 624
683#endif 625#endif
684 626
685 if (QUERY_FLAG (op, FLAG_APPLIED)) 627 if (op->flag [FLAG_APPLIED])
686 { 628 {
687 switch (op->type) 629 switch (op->type)
688 { 630 {
689 case BOW: 631 case BOW:
690 case WAND: 632 case WAND:
691 case ROD: 633 case ROD:
692 case HORN: 634 case HORN:
693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 635 buf << " (applied)";
694 break; 636 break;
695 case WEAPON: 637 case WEAPON:
696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 638 buf << " (applied)";
697 break; 639 break;
698 case ARMOUR: 640 case ARMOUR:
699 case HELMET: 641 case HELMET:
700 case SHIELD: 642 case SHIELD:
701 case RING: 643 case RING:
733 else if (op->stats.food <= 0) 675 else if (op->stats.food <= 0)
734 buf << " (burned out)"; 676 buf << " (burned out)";
735 break; 677 break;
736 } 678 }
737 679
738 if (QUERY_FLAG (op, FLAG_UNPAID)) 680 if (op->flag [FLAG_UNPAID])
739 buf << " (unpaid)"; 681 buf << " (unpaid)";
740 682
741 return buf; 683 return buf;
742} 684}
743 685
750 * and sending to client. 692 * and sending to client.
751 * If plural is set, we generate the plural name of this. 693 * If plural is set, we generate the plural name of this.
752 * 694 *
753 * It is sometimes used to display messages, and usually only used to match stuff, 695 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed. 696 * so maybe this function should be removed.
697 * It is also used for client-side inventory/item descriptions.
755 */ 698 */
756const char * 699const char *
757query_base_name (const object *op, int plural) 700query_base_name (const object *op, int plural)
758{ 701{
759 if ((!plural && !op->name) || (plural && !op->name_pl)) 702 if ((!plural && !op->name) || (plural && !op->name_pl))
760 return "(null)"; 703 return "(null)";
761 704
762 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 705 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
706 && op->type != EXIT)
763 return op->name; /* To speed things up (or make things slower?) */ 707 return op->name; /* To speed things up (or make things slower?) */
764 708
765 static dynbuf_text buf; buf.clear (); 709 static dynbuf_text buf; buf.clear ();
766 710
711#if 0
767 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 712 if ((op->is_armor () || op->is_weapon ()) && op->material)
768 if (materialtype_t *mt = name_to_material (op->materialname))
769 if (op->arch->materialname != mt->name) 713 if (op->arch->material != op->material)
770 buf << mt->description << ' '; 714 buf << op->material->description << ' ';
715#endif
771 716
772 buf << (plural ? op->name_pl : op->name); 717 buf << (plural ? op->name_pl : op->name);
773 718
774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 719 if (op->title && op->flag [FLAG_IDENTIFIED])
775 buf << ' ' << op->title; 720 buf << ' ' << op->title;
776 721
777 switch (op->type) 722 switch (op->type)
778 { 723 {
779 case SPELLBOOK: 724 case SPELLBOOK:
780 case SCROLL: 725 case SCROLL:
781 case WAND: 726 case WAND:
782 case ROD: 727 case ROD:
783 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 728 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
784 { 729 {
785 if (!op->title) 730 if (!op->title)
786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 731 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
787 732
788 if (op->type != SPELLBOOK) 733 if (op->type != SPELLBOOK)
802 if (s && *s) 747 if (s && *s)
803 buf << ' ' << s; 748 buf << ' ' << s;
804 } 749 }
805 break; 750 break;
806 751
752 case EXIT:
753 // random map exits "unfortunately" get patched, so this only works before entering
754 if (EXIT_PATH (op) == shstr_random_map_exit)
755 buf << " (random map)";
756 else if (!EXIT_PATH (op))
757 buf << " (closed)";
758 break;
759
807 default: 760 default:
808 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 761 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
809 buf.printf (" %+d", op->magic); 762 buf.printf (" %+d", op->magic);
810 } 763 }
811 764
812 return buf; 765 return buf;
813} 766}
826 /* Note that the resolution this provides for players really isn't 779 /* Note that the resolution this provides for players really isn't
827 * very good. Any player with a speed greater than .67 will 780 * very good. Any player with a speed greater than .67 will
828 * fall into the 'lightning fast movement' category. 781 * fall into the 'lightning fast movement' category.
829 */ 782 */
830 if (op->has_active_speed ()) 783 if (op->has_active_speed ())
831 switch ((int) ((FABS (op->speed)) * 15)) 784 switch ((int)(op->speed * 15.))
832 { 785 {
833 case 0: 786 case 0:
834 buf << "(very slow movement)"; 787 buf << "(very slow movement)";
835 break; 788 break;
836 case 1: 789 case 1:
856 default: 809 default:
857 buf << "(lightning fast movement)"; 810 buf << "(lightning fast movement)";
858 break; 811 break;
859 } 812 }
860 813
861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 814 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 815 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 816 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 817 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 818 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 819 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 820 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 821 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 822 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 823 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 824 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 825 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 826 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 827 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
875 828
876 if (op->randomitems) 829 if (op->randomitems)
877 { 830 {
878 bool first = 1; 831 bool first = 1;
879 832
906 if (op->stats.luck) 859 if (op->stats.luck)
907 buf.printf ("(luck%+d)", op->stats.luck); 860 buf.printf ("(luck%+d)", op->stats.luck);
908 } 861 }
909 862
910 /* describe attacktypes */ 863 /* describe attacktypes */
911 if (is_dragon_pl (op)) 864 if (op->is_dragon ())
912 { 865 {
913 /* for dragon players display the attacktypes from clawing skill 866 /* for dragon players display the attacktypes from clawing skill
914 * Break apart the for loop - move the comparison checking down - 867 * Break apart the for loop - move the comparison checking down -
915 * this makes it more readable. 868 * this makes it more readable.
916 */ 869 */
961 * item (eg, debug dump or the like) 914 * item (eg, debug dump or the like)
962 */ 915 */
963const char * 916const char *
964describe_item (const object *op, object *owner) 917describe_item (const object *op, object *owner)
965{ 918{
966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 919 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
967 return describe_monster (op); 920 return describe_monster (op);
968 921
969 static dynbuf_text buf; buf.clear (); 922 static dynbuf_text buf; buf.clear ();
970 int identified, i; 923 int identified, i;
971 924
972 /* figure this out once, instead of making multiple calls to need_identify. 925 /* figure this out once, instead of making multiple calls to need_identify.
973 * also makes the code easier to read. 926 * also makes the code easier to read.
974 */ 927 */
975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 928 identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED];
976 if (!identified) 929 if (!identified)
977 buf << "(unidentified)"; 930 buf << "(unidentified)";
978 931
979 switch (op->type) 932 switch (op->type)
980 { 933 {
999 if (op->stats.maxsp > 1000) 952 if (op->stats.maxsp > 1000)
1000 { /*higher capacity crystals */ 953 { /*higher capacity crystals */
1001 i = (op->stats.maxsp % 1000) / 100; 954 i = (op->stats.maxsp % 1000) / 100;
1002 955
1003 if (i) 956 if (i)
1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 957 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1005 else 958 else
1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1007 } 960 }
1008 else 961 else
1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 962 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1010 963
1011 i = (op->stats.sp * 10) / op->stats.maxsp; 964 i = (op->stats.sp * 10) / op->stats.maxsp;
1012 if (op->stats.sp == 0) 965 if (op->stats.sp == 0)
1013 buf << "empty."; 966 buf << "empty";
1014 else if (i == 0) 967 else if (i == 0)
1015 buf << "almost empty."; 968 buf << "almost empty";
1016 else if (i < 3) 969 else if (i < 3)
1017 buf << "partially filled."; 970 buf << "partially filled";
1018 else if (i < 6) 971 else if (i < 6)
1019 buf << "half full."; 972 buf << "half full";
1020 else if (i < 9) 973 else if (i < 9)
1021 buf << "well charged."; 974 buf << "well charged";
1022 else if (op->stats.sp == op->stats.maxsp) 975 else if (op->stats.sp == op->stats.maxsp)
1023 buf << "fully charged."; 976 buf << "fully charged";
1024 else 977 else
1025 buf << "almost full."; 978 buf << "almost full";
979
980 buf << ')';
1026 break; 981 break;
1027 982
1028 case LAMP: 983 case LAMP:
1029 { 984 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 985 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1048 break; 1003 break;
1049 1004
1050 case FOOD: 1005 case FOOD:
1051 case FLESH: 1006 case FLESH:
1052 case DRINK: 1007 case DRINK:
1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1008 if (identified || op->flag [FLAG_BEEN_APPLIED])
1054 { 1009 {
1055 buf.printf ("(food+%d)", op->stats.food); 1010 buf.printf ("(food+%d)", op->stats.food);
1056 1011
1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1012 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1013 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1059 1014
1060 if (!QUERY_FLAG (op, FLAG_CURSED)) 1015 if (!op->flag [FLAG_CURSED])
1061 { 1016 {
1062 if (op->stats.hp) buf << "(heals)"; 1017 if (op->stats.hp) buf << "(heals)";
1063 if (op->stats.sp) buf << "(spellpoint regen)"; 1018 if (op->stats.sp) buf << "(spellpoint regen)";
1064 } 1019 }
1065 else 1020 else
1086 } 1041 }
1087 1042
1088 /* Down here, we more further describe equipment type items. 1043 /* Down here, we more further describe equipment type items.
1089 * only describe them if they have been identified or the like. 1044 * only describe them if they have been identified or the like.
1090 */ 1045 */
1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1046 if (identified || op->flag [FLAG_BEEN_APPLIED])
1092 { 1047 {
1093 int attr, val; 1048 int attr, val;
1094 1049
1095 for (attr = 0; attr < NUM_STATS; attr++) 1050 for (attr = 0; attr < NUM_STATS; attr++)
1096 if ((val = op->stats.stat (attr))) 1051 if ((val = op->stats.stat (attr)))
1127 1082
1128 default: 1083 default:
1129 break; 1084 break;
1130 } 1085 }
1131 1086
1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1087 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1088 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1134 1089
1135 /* levitate was what is was before, so we'll keep it */ 1090 /* levitate was what is was before, so we'll keep it */
1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1091 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1092 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1138 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1093 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1200 } 1155 }
1201 1156
1202 if (op->stats.luck) 1157 if (op->stats.luck)
1203 buf.printf ("(luck%+d)", op->stats.luck); 1158 buf.printf ("(luck%+d)", op->stats.luck);
1204 1159
1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1160 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1161 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1162 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1163 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1209 1164
1210 if (op->slaying && op->type != FOOD) 1165 if (op->slaying && op->type != FOOD)
1211 buf.printf ("(slay %s)", &op->slaying); 1166 buf.printf ("(slay %s)", &op->slaying);
1167
1168 if (op->type == SKILL_TOOL && op->skill)
1169 buf.printf ("(%s)", &op->skill);
1212 1170
1213 buf.add_abilities ("Attacks", op->attacktype); 1171 buf.add_abilities ("Attacks", op->attacktype);
1214 /* resistance on flesh is only visible for quetzals. If 1172 /* resistance on flesh is only visible for quetzals. If
1215 * non flesh, everyone can see its resistances 1173 * non flesh, everyone can see its resistances
1216 */ 1174 */
1217 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1175 if (op->type != FLESH || (owner && owner->is_dragon ()))
1218 buf << describe_resistance (op, 0); 1176 buf << describe_resistance (op, 0);
1219 1177
1220 buf.add_paths ("Attuned", op->path_attuned); 1178 buf.add_paths ("Attuned", op->path_attuned);
1221 buf.add_paths ("Repelled", op->path_repelled); 1179 buf.add_paths ("Repelled", op->path_repelled);
1222 buf.add_paths ("Denied", op->path_denied); 1180 buf.add_paths ("Denied", op->path_denied);
1227 1185
1228std::string 1186std::string
1229object::describe_item (object *who) 1187object::describe_item (object *who)
1230{ 1188{
1231 return std::string (::describe_item (this, who)); 1189 return std::string (::describe_item (this, who));
1190}
1191
1192static void
1193describe_dump_object (dynbuf &buf, object *ob)
1194{
1195 char *txt = dump_object (ob);
1196 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1197 buf << "\n" << txt << "\n";
1198
1199 if (!ob->is_arch ())
1200 describe_dump_object (buf, ob->arch);
1201}
1202
1203std::string
1204object::describe (object *who)
1205{
1206 dynbuf_text buf (1024, 1024);
1207
1208 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1209
1210 if (custom_name)
1211 buf.printf ("You call it %s.\r", &custom_name);
1212
1213 switch (type)
1214 {
1215 case SPELLBOOK:
1216 if (flag [FLAG_IDENTIFIED] && inv)
1217 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1218 break;
1219
1220 case BOOK:
1221 if (msg)
1222 buf << "Something is written in it.\r";
1223 break;
1224
1225 case CONTAINER:
1226 if (race)
1227 {
1228 if (weight_limit && stats.Str < 100)
1229 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1230 &race, weight_limit / (10.0 * (100 - stats.Str)));
1231 else
1232 buf.printf ("It can hold only %s.\r", &race);
1233 }
1234 else if (weight_limit && stats.Str < 100)
1235 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1236 break;
1237
1238 case WAND:
1239 if (flag [FLAG_IDENTIFIED])
1240 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1241 break;
1242 }
1243
1244 if (material != MATERIAL_NULL && !msg)
1245 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1246 << material->description
1247 << ".\r";
1248
1249 if (who)
1250 /* Where to wear this item */
1251 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1252 if (slot[i].info)
1253 {
1254 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1255
1256 if (slot[i].info < -1 && who->slot[i].info)
1257 buf.printf ("(%d)", -slot[i].info);
1258
1259 buf << ".\r";
1260 }
1261
1262 if (weight)
1263 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1264
1265 if (flag [FLAG_STARTEQUIP])
1266 buf << (nrof > 1 ? "They were" : "It was")
1267 << " given by a god and will vanish when dropped.\r";
1268
1269 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1270 {
1271 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1272
1273 if (who->is_in_shop ())
1274 {
1275 if (flag [FLAG_UNPAID])
1276 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1277 else
1278 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1279 }
1280 }
1281
1282 if (flag [FLAG_MONSTER])
1283 buf << describe_monster (who);
1284
1285 /* Is this item buildable? */
1286 if (flag [FLAG_IS_BUILDABLE])
1287 buf << "This is a buildable item.\r";
1288
1289 /* Does the object have a message? Don't show message for all object
1290 * types - especially if the first entry is a match
1291 */
1292 if (msg)
1293 {
1294 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1295 {
1296 buf << '\r';
1297
1298 /* This is just a hack so when identifying the items, we print
1299 * out the extra message
1300 */
1301 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1302 buf << "The object has a story:\r";
1303
1304 buf << msg << '\n';
1305 }
1306 }
1307 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1308 && (type == SPELLBOOK || type == ROD || type == WAND
1309 || type == ROD || type == POTION || type == SCROLL))
1310 // for spellbooks and other stuff that contains spells, print the spell message,
1311 // unless the object has a custom message handled above.
1312 buf << '\r' << inv->msg << '\n';
1313
1314 // try to display the duration for some potions and scrolls
1315 // this includes change ability potions and group spells,
1316 // but does not handle protection potions
1317 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1318 && (type == POTION || type == SCROLL))
1319 {
1320 object *spell = inv;
1321
1322 if (spell->subtype == SP_PARTY_SPELL)
1323 spell = spell->other_arch;
1324
1325 if (spell->subtype == SP_CHANGE_ABILITY)
1326 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1327 TICK2TIME (change_ability_duration (spell, this)));
1328 }
1329
1330 // some help text for skill tools
1331 if (type == SKILL_TOOL)
1332 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1333 "you can use the " << &skill << " skill as if you had learned it.>";
1334
1335 // Display a hint about inscribable items [empty books]
1336 // This includes the amount of text they can hold.
1337 if (type == INSCRIBABLE)
1338 {
1339 if (other_arch && other_arch->type == SCROLL)
1340 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1341 else
1342 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1343 weight_limit);
1344 }
1345
1346 buf << '\n';
1347
1348 // the dungeon master additionally gets a complete dump
1349 if (who && who->flag [FLAG_WIZLOOK])
1350 {
1351 buf << "\nT<Object>\n";
1352 describe_dump_object (buf, this);
1353
1354 if (inv)
1355 {
1356 buf << "\nT<Top Inventory>\n";
1357 describe_dump_object (buf, inv);
1358 }
1359 }
1360
1361 return std::string (buf.linearise (), buf.size ());
1232} 1362}
1233 1363
1234void 1364void
1235examine (object *op, object *tmp) 1365examine (object *op, object *tmp)
1236{ 1366{
1248object::query_inventory (object *who, const char *indent) 1378object::query_inventory (object *who, const char *indent)
1249{ 1379{
1250 static dynbuf_text buf; buf.clear (); 1380 static dynbuf_text buf; buf.clear ();
1251 1381
1252 for (object *tmp = inv; tmp; tmp = tmp->below) 1382 for (object *tmp = inv; tmp; tmp = tmp->below)
1253 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1383 if (who && who->flag [FLAG_WIZ])
1254 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1384 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1255 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1385 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1256 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1386 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1257 1387
1258 if (buf.size ()) 1388 if (buf.size ())
1259 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1389 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1260 else 1390 else
1273is_magical (const object *op) 1403is_magical (const object *op)
1274{ 1404{
1275 int i; 1405 int i;
1276 1406
1277 /* living creatures are considered non magical */ 1407 /* living creatures are considered non magical */
1278 if (QUERY_FLAG (op, FLAG_ALIVE)) 1408 if (op->flag [FLAG_ALIVE])
1279 return 0; 1409 return 0;
1280 1410
1281 /* This is a test for it being an artifact, as artifacts have titles */ 1411 /* This is a test for it being an artifact, as artifacts have titles */
1282 if (op->title != NULL) 1412 if (op->title != NULL)
1283 return 1; 1413 return 1;
1289 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1419 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1290 return 1; 1420 return 1;
1291 1421
1292 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1422 /* Check for stealty, speed, flying, or just plain magic in the boots */
1293 /* Presume any boots that hvae a move_type are special. */ 1423 /* Presume any boots that hvae a move_type are special. */
1294 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1424 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1295 return 1; 1425 return 1;
1296 1426
1297 /* Take care of amulet/shield that reflects spells/missiles */ 1427 /* Take care of amulet/shield that reflects spells/missiles */
1298 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1428 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1299 return 1; 1429 return 1;
1300 1430
1301 /* Take care of helmet of xrays */ 1431 /* Take care of helmet of xrays */
1302 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1432 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1303 return 1; 1433 return 1;
1304 1434
1305 /* Potions & rods are always magical. Wands/staves are also magical, 1435 /* Potions & rods are always magical. Wands/staves are also magical,
1306 * assuming they still have any charges left. 1436 * assuming they still have any charges left.
1307 */ 1437 */
1396 * Supposed to fix face-values as well here, but later. 1526 * Supposed to fix face-values as well here, but later.
1397 */ 1527 */
1398void 1528void
1399identify (object *op) 1529identify (object *op)
1400{ 1530{
1401 SET_FLAG (op, FLAG_IDENTIFIED); 1531 op->set_flag (FLAG_IDENTIFIED);
1402 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1532 op->clr_flag (FLAG_KNOWN_MAGICAL);
1403 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1533 op->clr_flag (FLAG_NO_SKILL_IDENT);
1404 1534
1405 /* 1535 /*
1406 * We want autojoining of equal objects: 1536 * We want autojoining of equal objects:
1407 */ 1537 */
1408 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1538 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1409 SET_FLAG (op, FLAG_KNOWN_CURSED); 1539 op->set_flag (FLAG_KNOWN_CURSED);
1410 1540
1411 if (op->type == POTION) 1541 if (op->type == POTION)
1412 { 1542 {
1413 if (op->inv && op->randomitems) 1543 if (op->inv && op->randomitems)
1414 op->title = op->inv->name; 1544 op->title = op->inv->name;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines