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Comparing deliantra/server/common/item.C (file contents):
Revision 1.56 by sf-marcmagus, Mon Oct 12 03:09:02 2009 UTC vs.
Revision 1.90 by root, Mon Oct 11 18:40:43 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# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */
67};
68
69static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72 "eighteen", "nineteen", "twenty"
73}; 57};
74 58
75static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety" 61 "eighty", "ninety"
78}; 62};
79 63
80static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
84 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
85}; 69};
86 70
87static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
90}; 74};
91 75
92/* The following is a large table of item types, the fields are: 76/* The following is a large table of item types, the fields are:
155 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
156 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
160 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 153 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 154 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0}, 155 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0}, 156 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0}, 157 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 158 {T_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0}, 159 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 160 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0}, 161 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 162 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 163 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
206 {BUILDER, "item builder", "item builders", 0, 0}, 190 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0}, 191 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 192 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209}; 193};
210 194
211const int item_types_size = sizeof (item_types) / sizeof (*item_types); 195static 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*/
237 196
238/* This curve may be too steep. But the point is that there should 197/* 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 198 * 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 199 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to 200 * curve is good (maybe even steeper), but allowing players to
243 * able to use 2-3 of the most powerful items. 202 * able to use 2-3 of the most powerful items.
244 * note that this table is only really used for program generated items - 203 * note that this table is only really used for program generated items -
245 * custom objects can use whatever they want. 204 * custom objects can use whatever they want.
246 */ 205 */
247static int enc_to_item_power[21] = { 206static int enc_to_item_power[21] = {
207 0,
248 0, 0, 1, 2, 3, 4, /* 5 */ 208 0, 1, 2, 3, 4, // 5
249 5, 7, 9, 11, 13, /* 10 */ 209 5, 7, 9, 11, 13, // 10
250 15, 18, 21, 24, 27, /* 15 */ 210 15, 18, 21, 24, 27, // 15
251 30, 35, 40, 45, 50 /* 20 */ 211 30, 35, 40, 45, 50 // 20
252}; 212};
253 213
254int 214int
255get_power_from_ench (int ench) 215get_power_from_ench (int ench)
256{ 216{
257 return enc_to_item_power [clamp (ench, 0, 20)]; 217 return enc_to_item_power [clamp (ench, 0, 20)];
218}
219
220static const struct need_identify_types : typeset
221{
222 need_identify_types ()
223 {
224 set (RING);
225 set (WAND);
226 set (ROD);
227 set (HORN);
228 set (SCROLL);
229 set (SKILL);
230 set (SKILLSCROLL);
231 set (SPELLBOOK);
232 set (FOOD);
233 set (POTION);
234 set (BOW);
235 set (ARROW);
236 set (WEAPON);
237 set (ARMOUR);
238 set (SHIELD);
239 set (HELMET);
240 set (AMULET);
241 set (BOOTS);
242 set (GLOVES);
243 set (BRACERS);
244 set (GIRDLE);
245 set (CONTAINER);
246 set (DRINK);
247 set (FLESH);
248 set (INORGANIC);
249 set (CLOSE_CON);
250 set (CLOAK);
251 set (GEM);
252 set (POWER_CRYSTAL);
253 set (POISON);
254 set (BOOK);
255 set (SKILL_TOOL);
256 }
257} need_identify_types;
258
259bool
260object::need_identify () const
261{
262 return need_identify_types [type];
258} 263}
259 264
260/* This takes an object 'op' and figures out what its item_power 265/* 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 266 * rating should be. This should only really be used by the treasure
262 * generation code, and when loading legacy objects. It returns 267 * generation code, and when loading legacy objects. It returns
318 323
319 enc += op->stats.luck; 324 enc += op->stats.luck;
320 325
321 /* Do spell paths now */ 326 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 327 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 328 if (op->path_attuned & (1 << i))
325 enc++; 329 enc++;
326 else if (op->path_denied & (1 << i)) 330 else if (op->path_denied & (1 << i))
327 enc -= 2; 331 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 332 else if (op->path_repelled & (1 << i))
329 enc--; 333 enc--;
330 }
331 334
332 if (op->flag [FLAG_LIFESAVE ]) enc += 5; 335 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3; 336 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2; 337 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 if (op->flag [FLAG_XRAYS ]) enc += 2; 338 if (op->flag [FLAG_XRAYS ]) enc += 2;
338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 341 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 342
340 return get_power_from_ench (enc); 343 return get_power_from_ench (enc);
341} 344}
342 345
346static const struct get_typedata
347{
348 const typedata *data [NUM_TYPES];
349
350 get_typedata ()
351 {
352 for (int i = 0; i < item_types_size; i++)
353 data [item_types[i].number] = &item_types [i];
354 }
355
356 const typedata *operator ()(int itemtype) const
357 {
358 return data [itemtype];
359 }
360} get_typedata_;
361
343/* returns the typedata that has a number equal to itemtype, if there 362/* returns the typedata that has a number equal to itemtype, if there
344 * isn't one, returns NULL */ 363 * isn't one, returns NULL */
345const typedata * 364const typedata *
346get_typedata (int itemtype) 365get_typedata (int itemtype)
347{ 366{
348 for (int i = 0; i < item_types_size; i++) 367 return get_typedata_ (itemtype);
349 if (item_types[i].number == itemtype)
350 return &item_types[i];
351
352 return NULL;
353} 368}
354 369
355/* returns the typedata that has a name equal to itemtype, if there 370/* returns the typedata that has a name equal to itemtype, if there
356 * isn't one, return the plural name that matches, if there still isn't 371 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 372 * one return NULL */
380 * but do put a newline at the end. Useful when dumping to files 395 * but do put a newline at the end. Useful when dumping to files
381 */ 396 */
382const char * 397const char *
383describe_resistance (const object *op, int newline) 398describe_resistance (const object *op, int newline)
384{ 399{
385 static char buf[VERY_BIG_BUF]; 400 static dynbuf_text buf; buf.clear ();
386 char buf1[VERY_BIG_BUF];
387 int tmpvar;
388 401
389 buf[0] = 0; 402 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)) 403 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
393 { 404 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 }
402 405
403 return buf; 406 return buf;
404} 407}
405
406 408
407/* 409/*
408 * query_weight(object) returns a character pointer to a static buffer 410 * query_weight(object) returns a character pointer to a static buffer
409 * containing the text-representation of the weight of the given object. 411 * containing the text-representation of the weight of the given object.
410 * The buffer will be overwritten by the next call to query_weight(). 412 * The buffer will be overwritten by the next call to query_weight().
431/* 433/*
432 * Returns the pointer to a static buffer containing 434 * Returns the pointer to a static buffer containing
433 * the number requested (of the form first, second, third...) 435 * the number requested (of the form first, second, third...)
434 */ 436 */
435const char * 437const char *
436get_levelnumber (int i) 438ordinal (int i)
437{ 439{
438 static char buf[MAX_BUF]; 440 if (i < 0)
439 441 return format ("minus %s", ordinal (-i));
440 if (i > 99)
441 {
442 sprintf (buf, "%d.", i);
443 return buf;
444 }
445 442
446 if (i < 21) 443 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]; 444 return ordnumbers[i];
445
446 int digit = i % 10;
447
448 if (i >= 100)
449 return format (
450 digit == 1 ? "%dst"
451 : digit == 2 ? "%dnd"
452 : digit == 3 ? "%drd"
453 : "%dth",
454 i
455 );
456
457 if (digit == 0)
458 return ordnumbers_10[i / 10];
468 else 459 else
469 { 460 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} 461}
476 462
477/* 463/*
478 * Returns pointer to static buffer containing ring's or amulet's 464 * Returns pointer to static buffer containing ring's or amulet's
479 * abilities 465 * abilities
485 */ 471 */
486 472
487/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 473/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
488 * from stats.sp - b.t. 474 * from stats.sp - b.t.
489 */ 475 */
490const char * 476static const char *
491ring_desc (const object *op) 477ring_desc (const object *op)
492{ 478{
493 static dynbuf_text buf; buf.clear (); 479 static dynbuf_text buf; buf.clear ();
494 int attr, val, len; 480 int attr, val, len;
495 481
496 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 482 if (op->flag [FLAG_IDENTIFIED])
497 { 483 {
498 for (attr = 0; attr < NUM_STATS; attr++) 484 for (attr = 0; attr < NUM_STATS; attr++)
499 if ((val = op->stats.stat (attr))) 485 if ((val = op->stats.stat (attr)))
500 buf.printf ("(%s%+d)", short_stat_name[attr], val); 486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
501 487
502 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 488 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
503 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 489 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
504 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 490 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
505 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 491 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
506 492
507 buf << describe_resistance (op, 0); 493 buf << describe_resistance (op, 0);
510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 496 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); 497 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); 498 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 499 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
514 500
515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 501 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 502 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 503 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 504 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
519 505
520 buf.add_paths ("Attuned" , op->path_attuned); 506 buf.add_paths ("Attuned" , op->path_attuned);
521 buf.add_paths ("Repelled", op->path_repelled); 507 buf.add_paths ("Repelled", op->path_repelled);
522 buf.add_paths ("Denied" , op->path_denied); 508 buf.add_paths ("Denied" , op->path_denied);
523 509
549 535
550 static dynbuf_text buf; buf.clear (); 536 static dynbuf_text buf; buf.clear ();
551 537
552 buf << (op->nrof <= 1 ? op->name : op->name_pl); 538 buf << (op->nrof <= 1 ? op->name : op->name_pl);
553 539
554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 540 if (op->title && op->flag [FLAG_IDENTIFIED])
555 buf << ' ' << op->title; 541 buf << ' ' << op->title;
556 542
557 switch (op->type) 543 switch (op->type)
558 { 544 {
559 case SPELLBOOK: 545 case SPELLBOOK:
560 case SCROLL: 546 case SCROLL:
561 case WAND: 547 case WAND:
562 case ROD: 548 case ROD:
563 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 549 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
564 { 550 {
565 if (!op->title) 551 if (!op->title)
566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 552 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
567 553
568 if (op->type != SPELLBOOK) 554 if (op->type != SPELLBOOK)
607 buf << " " << s; 593 buf << " " << s;
608 } 594 }
609 break; 595 break;
610 596
611 default: 597 default:
612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 598 if (op->magic
599 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
600 || op->flag [FLAG_IDENTIFIED]))
613 buf.printf (" %+d", op->magic); 601 buf.printf (" %+d", op->magic);
614 } 602 }
615 603
616 return buf; 604 return buf;
617} 605}
626 * returned is good forever.) However, it makes printing statements that 614 * 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.) 615 * use several names much easier (don't need to store them to temp variables.)
628 * 616 *
629 * It is used extensively within messages, so should return only a prose 617 * It is used extensively within messages, so should return only a prose
630 * and short description of the item. 618 * and short description of the item.
619 * It is also used by examine/ex and similar functions.
631 */ 620 */
632const char * 621const char *
633query_name (const object *op) 622query_name (const object *op)
634{ 623{
635 int len = 0; 624 int len = 0;
640 use_buf %= 5; 629 use_buf %= 5;
641 630
642 dynbuf_text &buf = bufs [use_buf]; 631 dynbuf_text &buf = bufs [use_buf];
643 buf.clear (); 632 buf.clear ();
644 633
634#if 0
645 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 635 if ((op->is_armor () || op->is_weapon ()) && op->material)
646 if (materialtype_t *mt = name_to_material (op->materialname))
647 buf << mt->description << ' '; 636 buf << op->material->description << ' ';
637#endif
648 638
649 buf << query_short_name (op); 639 buf << query_short_name (op);
650 640
651 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 641 if (op->flag [FLAG_INV_LOCKED])
652 buf << " *"; 642 buf << " *";
653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 643 if (op->is_open_container ())
654 buf << " (open)"; 644 buf << " (open)";
655 645
656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 646 if (op->flag [FLAG_KNOWN_CURSED])
657 { 647 {
658 if (QUERY_FLAG (op, FLAG_DAMNED)) 648 if (op->flag [FLAG_DAMNED])
659 buf << " (damned)"; 649 buf << " (damned)";
660 else if (QUERY_FLAG (op, FLAG_CURSED)) 650 else if (op->flag [FLAG_CURSED])
661 buf << " (cursed)"; 651 buf << " (cursed)";
662 } 652 }
663 653
664 /* Basically, if the object is known magical (detect magic spell on it), 654 /* Basically, if the object is known magical (detect magic spell on it),
665 * and it isn't identified, print out the fact that 655 * and it isn't identified, print out the fact that
668 * 658 *
669 * Changed in V 0.91.4 - still print that the object is magical even 659 * 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 660 * if it has been applied. Equipping an item does not tell full
671 * abilities, especially for artifact items. 661 * abilities, especially for artifact items.
672 */ 662 */
673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
674 buf << " (magic)"; 664 buf << " (magic)";
675 665
676#if 0 666#if 0
677 /* item_power will be returned in describe_item - it shouldn't really 667 /* item_power will be returned in describe_item - it shouldn't really
678 * be returned in the name. 668 * be returned in the name.
680 if (op->item_power) 670 if (op->item_power)
681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 671 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
682 672
683#endif 673#endif
684 674
685 if (QUERY_FLAG (op, FLAG_APPLIED)) 675 if (op->flag [FLAG_APPLIED])
686 { 676 {
687 switch (op->type) 677 switch (op->type)
688 { 678 {
679 case RANGED:
689 case BOW: 680 case BOW:
690 case WAND: 681 case WAND:
691 case ROD: 682 case ROD:
692 case HORN: 683 case HORN:
693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
694 break;
695 case WEAPON: 684 case WEAPON:
696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 685 buf << " (applied)";
697 break; 686 break;
698 case ARMOUR: 687 case ARMOUR:
699 case HELMET: 688 case HELMET:
700 case SHIELD: 689 case SHIELD:
701 case RING: 690 case RING:
733 else if (op->stats.food <= 0) 722 else if (op->stats.food <= 0)
734 buf << " (burned out)"; 723 buf << " (burned out)";
735 break; 724 break;
736 } 725 }
737 726
738 if (QUERY_FLAG (op, FLAG_UNPAID)) 727 if (op->flag [FLAG_UNPAID])
739 buf << " (unpaid)"; 728 buf << " (unpaid)";
740 729
741 return buf; 730 return buf;
742} 731}
743 732
750 * and sending to client. 739 * and sending to client.
751 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
752 * 741 *
753 * It is sometimes used to display messages, and usually only used to match stuff, 742 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed. 743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
755 */ 745 */
756const char * 746const char *
757query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
758{ 748{
759 if ((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
760 return "(null)"; 750 return "(null)";
761 751
762 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 752 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
753 && op->type != EXIT)
763 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
764 755
765 static dynbuf_text buf; buf.clear (); 756 static dynbuf_text buf; buf.clear ();
766 757
758#if 0
767 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 759 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) 760 if (op->arch->material != op->material)
770 buf << mt->description << ' '; 761 buf << op->material->description << ' ';
762#endif
771 763
772 buf << (plural ? op->name_pl : op->name); 764 buf << (plural ? op->name_pl : op->name);
773 765
774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
775 buf << ' ' << op->title; 767 buf << ' ' << op->title;
776 768
777 switch (op->type) 769 switch (op->type)
778 { 770 {
779 case SPELLBOOK: 771 case SPELLBOOK:
780 case SCROLL: 772 case SCROLL:
781 case WAND: 773 case WAND:
782 case ROD: 774 case ROD:
783 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
784 { 776 {
785 if (!op->title) 777 if (!op->title)
786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
787 779
788 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
802 if (s && *s) 794 if (s && *s)
803 buf << ' ' << s; 795 buf << ' ' << s;
804 } 796 }
805 break; 797 break;
806 798
799 case EXIT:
800 // random map exits "unfortunately" get patched, so this only works before entering
801 if (EXIT_PATH (op) == shstr_random_map_exit)
802 buf << " (random map)";
803 else if (!EXIT_PATH (op))
804 buf << " (closed)";
805 break;
806
807 default: 807 default:
808 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
809 buf.printf (" %+d", op->magic); 811 buf.printf (" %+d", op->magic);
810 } 812 }
811 813
812 return buf; 814 return buf;
813} 815}
826 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
827 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
828 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
829 */ 831 */
830 if (op->has_active_speed ()) 832 if (op->has_active_speed ())
831 switch ((int) ((FABS (op->speed)) * 15)) 833 switch ((int)(op->speed * 15.))
832 { 834 {
833 case 0: 835 case 0:
834 buf << "(very slow movement)"; 836 buf << "(very slow movement)";
835 break; 837 break;
836 case 1: 838 case 1:
856 default: 858 default:
857 buf << "(lightning fast movement)"; 859 buf << "(lightning fast movement)";
858 break; 860 break;
859 } 861 }
860 862
861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
875 877
876 if (op->randomitems) 878 if (op->randomitems)
877 { 879 {
878 bool first = 1; 880 bool first = 1;
879 881
906 if (op->stats.luck) 908 if (op->stats.luck)
907 buf.printf ("(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
908 } 910 }
909 911
910 /* describe attacktypes */ 912 /* describe attacktypes */
911 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
912 { 914 {
913 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
914 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
915 * this makes it more readable. 917 * this makes it more readable.
916 */ 918 */
961 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
962 */ 964 */
963const char * 965const char *
964describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
965{ 967{
966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
967 return describe_monster (op); 969 return describe_monster (op);
968 970
969 static dynbuf_text buf; buf.clear (); 971 static dynbuf_text buf; buf.clear ();
970 int identified, i; 972 int identified, i;
971 973
972 /* figure this out once, instead of making multiple calls to need_identify. 974 /* figure this out once, instead of making multiple calls to need_identify.
973 * also makes the code easier to read. 975 * also makes the code easier to read.
974 */ 976 */
975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
976 if (!identified) 978 if (!identified)
977 buf << "(unidentified)"; 979 buf << "(unidentified)";
978 980
979 switch (op->type) 981 switch (op->type)
980 { 982 {
983 case RANGED:
981 case BOW: 984 case BOW:
982 case ARROW: 985 case ARROW:
983 case WAND: 986 case WAND:
984 case ROD: 987 case ROD:
985 case HORN: 988 case HORN:
999 if (op->stats.maxsp > 1000) 1002 if (op->stats.maxsp > 1000)
1000 { /*higher capacity crystals */ 1003 { /*higher capacity crystals */
1001 i = (op->stats.maxsp % 1000) / 100; 1004 i = (op->stats.maxsp % 1000) / 100;
1002 1005
1003 if (i) 1006 if (i)
1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1007 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1005 else 1008 else
1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1007 } 1010 }
1008 else 1011 else
1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1010 1013
1011 i = (op->stats.sp * 10) / op->stats.maxsp; 1014 i = (op->stats.sp * 10) / op->stats.maxsp;
1012 if (op->stats.sp == 0) 1015 if (op->stats.sp == 0)
1013 buf << "empty."; 1016 buf << "empty";
1014 else if (i == 0) 1017 else if (i == 0)
1015 buf << "almost empty."; 1018 buf << "almost empty";
1016 else if (i < 3) 1019 else if (i < 3)
1017 buf << "partially filled."; 1020 buf << "partially filled";
1018 else if (i < 6) 1021 else if (i < 6)
1019 buf << "half full."; 1022 buf << "half full";
1020 else if (i < 9) 1023 else if (i < 9)
1021 buf << "well charged."; 1024 buf << "well charged";
1022 else if (op->stats.sp == op->stats.maxsp) 1025 else if (op->stats.sp == op->stats.maxsp)
1023 buf << "fully charged."; 1026 buf << "fully charged";
1024 else 1027 else
1025 buf << "almost full."; 1028 buf << "almost full";
1029
1030 buf << ')';
1026 break; 1031 break;
1027 1032
1028 case LAMP: 1033 case LAMP:
1029 { 1034 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 1035 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1048 break; 1053 break;
1049 1054
1050 case FOOD: 1055 case FOOD:
1051 case FLESH: 1056 case FLESH:
1052 case DRINK: 1057 case DRINK:
1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || op->flag [FLAG_BEEN_APPLIED])
1054 { 1059 {
1055 buf.printf ("(food+%d)", op->stats.food); 1060 buf.printf ("(food+%d)", op->stats.food);
1056 1061
1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1062 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]); 1063 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1059 1064
1060 if (!QUERY_FLAG (op, FLAG_CURSED)) 1065 if (!op->flag [FLAG_CURSED])
1061 { 1066 {
1062 if (op->stats.hp) buf << "(heals)"; 1067 if (op->stats.hp) buf << "(heals)";
1063 if (op->stats.sp) buf << "(spellpoint regen)"; 1068 if (op->stats.sp) buf << "(spellpoint regen)";
1064 } 1069 }
1065 else 1070 else
1086 } 1091 }
1087 1092
1088 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1089 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1090 */ 1095 */
1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1092 { 1097 {
1093 int attr, val;
1094
1095 for (attr = 0; attr < NUM_STATS; attr++) 1098 for (int attr = 0; attr < NUM_STATS; attr++)
1096 if ((val = op->stats.stat (attr))) 1099 if (int val = op->stats.stat (attr))
1097 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1100 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1098 1101
1099 if (op->stats.exp) 1102 if (op->stats.exp)
1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1103 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1101 1104
1102 switch (op->type) 1105 switch (op->type)
1103 { 1106 {
1107 case RANGED:
1104 case BOW: 1108 case BOW:
1105 case ARROW: 1109 case ARROW:
1106 case GIRDLE: 1110 case GIRDLE:
1107 case HELMET: 1111 case HELMET:
1108 case SHIELD: 1112 case SHIELD:
1127 1131
1128 default: 1132 default:
1129 break; 1133 break;
1130 } 1134 }
1131 1135
1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1134 1138
1135 /* levitate was what is was before, so we'll keep it */ 1139 /* levitate was what is was before, so we'll keep it */
1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1138 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1151 { 1155 {
1152 int more_info = 0; 1156 int more_info = 0;
1153 1157
1154 switch (op->type) 1158 switch (op->type)
1155 { 1159 {
1160 case RANGED:
1156 case ROD: /* These use stats.sp for spell selection and stats.food */ 1161 case ROD: /* These use stats.sp for spell selection and stats.food */
1157 case HORN: /* and stats.hp for spell-point regeneration... */ 1162 case HORN: /* and stats.hp for spell-point regeneration... */
1158 case BOW: 1163 case BOW:
1159 case ARROW: 1164 case ARROW:
1160 case WAND: 1165 case WAND:
1200 } 1205 }
1201 1206
1202 if (op->stats.luck) 1207 if (op->stats.luck)
1203 buf.printf ("(luck%+d)", op->stats.luck); 1208 buf.printf ("(luck%+d)", op->stats.luck);
1204 1209
1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1210 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1211 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1212 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1213 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1209 1214
1210 if (op->slaying && op->type != FOOD) 1215 if (op->slaying && op->type != FOOD)
1211 buf.printf ("(slay %s)", &op->slaying); 1216 buf.printf ("(slay %s)", &op->slaying);
1212 1217
1213 if (op->type == SKILL_TOOL && op->skill) buf.printf ("(%s)", &op->skill); 1218 if (op->type == SKILL_TOOL && op->skill)
1219 buf.printf ("(%s)", &op->skill);
1214 1220
1215 buf.add_abilities ("Attacks", op->attacktype); 1221 buf.add_abilities ("Attacks", op->attacktype);
1216 /* resistance on flesh is only visible for quetzals. If 1222 /* resistance on flesh is only visible for quetzals. If
1217 * non flesh, everyone can see its resistances 1223 * non flesh, everyone can see its resistances
1218 */ 1224 */
1219 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1225 if (op->type != FLESH || (owner && owner->is_dragon ()))
1220 buf << describe_resistance (op, 0); 1226 buf << describe_resistance (op, 0);
1221 1227
1222 buf.add_paths ("Attuned", op->path_attuned); 1228 buf.add_paths ("Attuned", op->path_attuned);
1223 buf.add_paths ("Repelled", op->path_repelled); 1229 buf.add_paths ("Repelled", op->path_repelled);
1224 buf.add_paths ("Denied", op->path_denied); 1230 buf.add_paths ("Denied", op->path_denied);
1229 1235
1230std::string 1236std::string
1231object::describe_item (object *who) 1237object::describe_item (object *who)
1232{ 1238{
1233 return std::string (::describe_item (this, who)); 1239 return std::string (::describe_item (this, who));
1240}
1241
1242static void
1243describe_dump_object (dynbuf &buf, object *ob)
1244{
1245 char *txt = dump_object (ob);
1246 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1247 buf << "\n" << txt << "\n";
1248
1249 if (!ob->is_arch ())
1250 describe_dump_object (buf, ob->arch);
1251}
1252
1253std::string
1254object::describe (object *who)
1255{
1256 dynbuf_text buf (1024, 1024);
1257
1258 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1259
1260 if (custom_name)
1261 buf.printf ("You call it %s.\r", &custom_name);
1262
1263 switch (type)
1264 {
1265 case SPELLBOOK:
1266 if (flag [FLAG_IDENTIFIED] && inv)
1267 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1268 break;
1269
1270 case BOOK:
1271 if (msg)
1272 buf << "Something is written in it.\r";
1273 break;
1274
1275 case CONTAINER:
1276 if (race)
1277 {
1278 if (weight_limit && stats.Str < 100)
1279 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1280 &race, weight_limit / (10.0 * (100 - stats.Str)));
1281 else
1282 buf.printf ("It can hold only %s.\r", &race);
1283 }
1284 else if (weight_limit && stats.Str < 100)
1285 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1286 break;
1287
1288 case WAND:
1289 if (flag [FLAG_IDENTIFIED])
1290 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1291 break;
1292 }
1293
1294 if (material != MATERIAL_NULL && !msg)
1295 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1296 << material->description
1297 << ".\r";
1298
1299 if (who)
1300 /* Where to wear this item */
1301 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1302 if (slot[i].info)
1303 {
1304 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1305
1306 if (slot[i].info < -1 && who->slot[i].info)
1307 buf.printf ("(%d)", -slot[i].info);
1308
1309 buf << ".\r";
1310 }
1311
1312 if (weight)
1313 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1314
1315 if (flag [FLAG_STARTEQUIP])
1316 buf << (nrof > 1 ? "They were" : "It was")
1317 << " given by a god and will vanish when dropped.\r";
1318
1319 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1320 {
1321 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1322
1323 if (who->is_in_shop ())
1324 {
1325 if (flag [FLAG_UNPAID])
1326 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1327 else
1328 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1329 }
1330 }
1331
1332 if (flag [FLAG_MONSTER])
1333 buf << describe_monster (who);
1334
1335 /* Is this item buildable? */
1336 if (flag [FLAG_IS_BUILDABLE])
1337 buf << "This is a buildable item.\r";
1338
1339 /* Does the object have a message? Don't show message for all object
1340 * types - especially if the first entry is a match
1341 */
1342 if (msg)
1343 {
1344 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1345 {
1346 if (!need_identify ())
1347 buf << '\r' << msg << '\n';
1348 else if (flag [FLAG_IDENTIFIED])
1349 buf << '\r' << "The object has a story:\r" << msg;
1350 }
1351 }
1352 else if (inv
1353 && inv->msg
1354 && inv->type == SPELL
1355 && flag [FLAG_IDENTIFIED]
1356 && (type == SPELLBOOK || type == ROD || type == WAND
1357 || type == ROD || type == POTION || type == SCROLL))
1358 // for spellbooks and other stuff that contains spells, print the spell message,
1359 // unless the object has a custom message handled above.
1360 buf << '\r' << inv->msg << '\n';
1361
1362 // try to display the duration for some potions and scrolls
1363 // this includes change ability potions and group spells,
1364 // but does not handle protection potions
1365 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1366 && (type == POTION || type == SCROLL))
1367 {
1368 object *spell = inv;
1369
1370 if (spell->subtype == SP_PARTY_SPELL)
1371 spell = spell->other_arch;
1372
1373 if (spell->subtype == SP_CHANGE_ABILITY)
1374 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1375 TICK2TIME (change_ability_duration (spell, this)));
1376 }
1377
1378 // some help text for skill tools
1379 if (type == SKILL_TOOL)
1380 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1381 "you can use the " << &skill << " skill as if you had learned it.>";
1382
1383 // Display a hint about inscribable items [empty books]
1384 // This includes the amount of text they can hold.
1385 if (type == INSCRIBABLE)
1386 {
1387 if (other_arch && other_arch->type == SCROLL)
1388 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1389 else
1390 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1391 weight_limit);
1392 }
1393
1394 buf << '\n';
1395
1396 // the dungeon master additionally gets a complete dump
1397 if (who && who->flag [FLAG_WIZLOOK])
1398 {
1399 buf << "\nT<Object>\n";
1400 describe_dump_object (buf, this);
1401
1402 if (inv)
1403 {
1404 buf << "\nT<Top Inventory>\n";
1405 describe_dump_object (buf, inv);
1406 }
1407 }
1408
1409 return std::string (buf.linearise (), buf.size ());
1234} 1410}
1235 1411
1236void 1412void
1237examine (object *op, object *tmp) 1413examine (object *op, object *tmp)
1238{ 1414{
1250object::query_inventory (object *who, const char *indent) 1426object::query_inventory (object *who, const char *indent)
1251{ 1427{
1252 static dynbuf_text buf; buf.clear (); 1428 static dynbuf_text buf; buf.clear ();
1253 1429
1254 for (object *tmp = inv; tmp; tmp = tmp->below) 1430 for (object *tmp = inv; tmp; tmp = tmp->below)
1255 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1431 if (who && who->flag [FLAG_WIZ])
1256 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1432 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1257 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1433 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1258 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1434 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1259 1435
1260 if (buf.size ()) 1436 if (buf.size ())
1261 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1437 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1262 else 1438 else
1275is_magical (const object *op) 1451is_magical (const object *op)
1276{ 1452{
1277 int i; 1453 int i;
1278 1454
1279 /* living creatures are considered non magical */ 1455 /* living creatures are considered non magical */
1280 if (QUERY_FLAG (op, FLAG_ALIVE)) 1456 if (op->flag [FLAG_ALIVE])
1281 return 0; 1457 return 0;
1282 1458
1283 /* This is a test for it being an artifact, as artifacts have titles */ 1459 /* This is a test for it being an artifact, as artifacts have titles */
1284 if (op->title != NULL) 1460 if (op->title != NULL)
1285 return 1; 1461 return 1;
1291 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1467 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1292 return 1; 1468 return 1;
1293 1469
1294 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1470 /* Check for stealty, speed, flying, or just plain magic in the boots */
1295 /* Presume any boots that hvae a move_type are special. */ 1471 /* Presume any boots that hvae a move_type are special. */
1296 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1472 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1297 return 1; 1473 return 1;
1298 1474
1299 /* Take care of amulet/shield that reflects spells/missiles */ 1475 /* Take care of amulet/shield that reflects spells/missiles */
1300 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1476 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1301 return 1; 1477 return 1;
1302 1478
1303 /* Take care of helmet of xrays */ 1479 /* Take care of helmet of xrays */
1304 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1480 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1305 return 1; 1481 return 1;
1306 1482
1307 /* Potions & rods are always magical. Wands/staves are also magical, 1483 /* Potions & rods are always magical. Wands/staves are also magical,
1308 * assuming they still have any charges left. 1484 * assuming they still have any charges left.
1309 */ 1485 */
1338 * be non magical. 1514 * be non magical.
1339 */ 1515 */
1340 return 0; 1516 return 0;
1341} 1517}
1342 1518
1343/* need_identify returns true if the item should be identified. This
1344 * function really should not exist - by default, any item not identified
1345 * should need it.
1346 */
1347
1348int
1349need_identify (const object *op)
1350{
1351 switch (op->type)
1352 {
1353 case RING:
1354 case WAND:
1355 case ROD:
1356 case HORN:
1357 case SCROLL:
1358 case SKILL:
1359 case SKILLSCROLL:
1360 case SPELLBOOK:
1361 case FOOD:
1362 case POTION:
1363 case BOW:
1364 case ARROW:
1365 case WEAPON:
1366 case ARMOUR:
1367 case SHIELD:
1368 case HELMET:
1369 case AMULET:
1370 case BOOTS:
1371 case GLOVES:
1372 case BRACERS:
1373 case GIRDLE:
1374 case CONTAINER:
1375 case DRINK:
1376 case FLESH:
1377 case INORGANIC:
1378 case CLOSE_CON:
1379 case CLOAK:
1380 case GEM:
1381 case POWER_CRYSTAL:
1382 case POISON:
1383 case BOOK:
1384 case SKILL_TOOL:
1385 return 1;
1386 }
1387
1388 /* Try to track down some stuff that may show up here. Thus, the
1389 * archetype file can be updated, and this function removed.
1390 */
1391#if 0
1392 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1393#endif
1394 return 0;
1395}
1396
1397/* 1519/*
1398 * Supposed to fix face-values as well here, but later. 1520 * Supposed to fix face-values as well here, but later.
1399 */ 1521 */
1400void 1522void
1401identify (object *op) 1523identify (object *op)
1402{ 1524{
1403 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1404 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1526 op->clr_flag (FLAG_KNOWN_MAGICAL);
1405 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1527 op->clr_flag (FLAG_NO_SKILL_IDENT);
1406 1528
1407 /* 1529 /*
1408 * We want autojoining of equal objects: 1530 * We want autojoining of equal objects:
1409 */ 1531 */
1410 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1532 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1411 SET_FLAG (op, FLAG_KNOWN_CURSED); 1533 op->set_flag (FLAG_KNOWN_CURSED);
1412 1534
1413 if (op->type == POTION) 1535 if (op->type == POTION)
1414 { 1536 {
1415 if (op->inv && op->randomitems) 1537 if (op->inv && op->randomitems)
1416 op->title = op->inv->name; 1538 op->title = op->inv->name;

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