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Comparing deliantra/server/common/item.C (file contents):
Revision 1.62 by root, Thu Nov 5 15:43:21 2009 UTC vs.
Revision 1.81 by root, Mon Apr 5 20:33:13 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
47 * 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
48 * may be better. 48 * may be better.
49 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
50 * "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
51 */ 51 */
52// see include/object.h
52Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {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"},
54 {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"},
55 {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"},
56 {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"},
65 {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"},
66 {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"},
67/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
68}; 69};
69 70
70static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74};
75
76static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety" 73 "eighty", "ninety"
79}; 74};
80 75
81static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
82 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
83 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
84 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
85 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
86}; 81};
87 82
88static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
89 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
90 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
91}; 86};
92 87
93/* 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:
207 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 205};
211 206
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}}
236};
237*/
238 208
239/* 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
240 * 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
241 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
319 289
320 enc += op->stats.luck; 290 enc += op->stats.luck;
321 291
322 /* Do spell paths now */ 292 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
326 enc++; 295 enc++;
327 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
328 enc -= 2; 297 enc -= 2;
329 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
330 enc--; 299 enc--;
331 }
332 300
333 if (op->flag [FLAG_LIFESAVE ]) enc += 5; 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2; 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 if (op->flag [FLAG_XRAYS ]) enc += 2; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
419/* 387/*
420 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
421 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
422 */ 390 */
423const char * 391const char *
424get_levelnumber (int i) 392ordinal (int i)
425{ 393{
426 static char buf[MAX_BUF]; 394 if (i < 0)
427 395 return format ("minus %s", ordinal (-i));
428 if (i > 99)
429 {
430 sprintf (buf, "%d.", i);
431 return buf;
432 }
433 396
434 if (i < 21) 397 if (i < 21)
435 return levelnumbers[i];
436
437 if (!(i % 10))
438 return levelnumbers_10[i / 10];
439
440 strcpy (buf, numbers_10[i / 10]);
441 strcat (buf, levelnumbers[i % 10]);
442 return buf;
443}
444
445/*
446 * get_number(integer) returns the text-representation of the given number
447 * in a static buffer. The buffer might be overwritten at the next
448 * call to get_number().
449 * It is currently only used by the query_name() function.
450 */
451const char *
452get_number (int i)
453{
454 if (i <= 20)
455 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];
456 else 413 else
457 { 414 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
458 static char buf[MAX_BUF];
459
460 sprintf (buf, "%d", i);
461 return buf;
462 }
463} 415}
464 416
465/* 417/*
466 * Returns pointer to static buffer containing ring's or amulet's 418 * Returns pointer to static buffer containing ring's or amulet's
467 * abilities 419 * abilities
473 */ 425 */
474 426
475/* 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
476 * from stats.sp - b.t. 428 * from stats.sp - b.t.
477 */ 429 */
478const char * 430static const char *
479ring_desc (const object *op) 431ring_desc (const object *op)
480{ 432{
481 static dynbuf_text buf; buf.clear (); 433 static dynbuf_text buf; buf.clear ();
482 int attr, val, len; 434 int attr, val, len;
483 435
614 * returned is good forever.) However, it makes printing statements that 566 * returned is good forever.) However, it makes printing statements that
615 * 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.)
616 * 568 *
617 * 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
618 * and short description of the item. 570 * and short description of the item.
571 * It is also used by examine/ex and similar functions.
619 */ 572 */
620const char * 573const char *
621query_name (const object *op) 574query_name (const object *op)
622{ 575{
623 int len = 0; 576 int len = 0;
628 use_buf %= 5; 581 use_buf %= 5;
629 582
630 dynbuf_text &buf = bufs [use_buf]; 583 dynbuf_text &buf = bufs [use_buf];
631 buf.clear (); 584 buf.clear ();
632 585
586#if 0
633 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 587 if ((op->is_armor () || op->is_weapon ()) && op->material)
634 if (materialtype_t *mt = name_to_material (op->materialname))
635 buf << mt->description << ' '; 588 buf << op->material->description << ' ';
589#endif
636 590
637 buf << query_short_name (op); 591 buf << query_short_name (op);
638 592
639 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 593 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
640 buf << " *"; 594 buf << " *";
676 { 630 {
677 case BOW: 631 case BOW:
678 case WAND: 632 case WAND:
679 case ROD: 633 case ROD:
680 case HORN: 634 case HORN:
681 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 635 buf << " (applied)";
682 break; 636 break;
683 case WEAPON: 637 case WEAPON:
684 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 638 buf << " (applied)";
685 break; 639 break;
686 case ARMOUR: 640 case ARMOUR:
687 case HELMET: 641 case HELMET:
688 case SHIELD: 642 case SHIELD:
689 case RING: 643 case RING:
738 * and sending to client. 692 * and sending to client.
739 * If plural is set, we generate the plural name of this. 693 * If plural is set, we generate the plural name of this.
740 * 694 *
741 * 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,
742 * 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.
743 */ 698 */
744const char * 699const char *
745query_base_name (const object *op, int plural) 700query_base_name (const object *op, int plural)
746{ 701{
747 if ((!plural && !op->name) || (plural && !op->name_pl)) 702 if ((!plural && !op->name) || (plural && !op->name_pl))
748 return "(null)"; 703 return "(null)";
749 704
750 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)
751 return op->name; /* To speed things up (or make things slower?) */ 707 return op->name; /* To speed things up (or make things slower?) */
752 708
753 static dynbuf_text buf; buf.clear (); 709 static dynbuf_text buf; buf.clear ();
754 710
711#if 0
755 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 712 if ((op->is_armor () || op->is_weapon ()) && op->material)
756 if (materialtype_t *mt = name_to_material (op->materialname))
757 if (op->arch->materialname != mt->name) 713 if (op->arch->material != op->material)
758 buf << mt->description << ' '; 714 buf << op->material->description << ' ';
715#endif
759 716
760 buf << (plural ? op->name_pl : op->name); 717 buf << (plural ? op->name_pl : op->name);
761 718
762 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 719 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
763 buf << ' ' << op->title; 720 buf << ' ' << op->title;
790 if (s && *s) 747 if (s && *s)
791 buf << ' ' << s; 748 buf << ' ' << s;
792 } 749 }
793 break; 750 break;
794 751
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
795 default: 760 default:
796 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 761 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
797 buf.printf (" %+d", op->magic); 762 buf.printf (" %+d", op->magic);
798 } 763 }
799 764
814 /* Note that the resolution this provides for players really isn't 779 /* Note that the resolution this provides for players really isn't
815 * very good. Any player with a speed greater than .67 will 780 * very good. Any player with a speed greater than .67 will
816 * fall into the 'lightning fast movement' category. 781 * fall into the 'lightning fast movement' category.
817 */ 782 */
818 if (op->has_active_speed ()) 783 if (op->has_active_speed ())
819 switch ((int) ((FABS (op->speed)) * 15)) 784 switch ((int)(op->speed * 15.))
820 { 785 {
821 case 0: 786 case 0:
822 buf << "(very slow movement)"; 787 buf << "(very slow movement)";
823 break; 788 break;
824 case 1: 789 case 1:
894 if (op->stats.luck) 859 if (op->stats.luck)
895 buf.printf ("(luck%+d)", op->stats.luck); 860 buf.printf ("(luck%+d)", op->stats.luck);
896 } 861 }
897 862
898 /* describe attacktypes */ 863 /* describe attacktypes */
899 if (is_dragon_pl (op)) 864 if (op->is_dragon ())
900 { 865 {
901 /* for dragon players display the attacktypes from clawing skill 866 /* for dragon players display the attacktypes from clawing skill
902 * Break apart the for loop - move the comparison checking down - 867 * Break apart the for loop - move the comparison checking down -
903 * this makes it more readable. 868 * this makes it more readable.
904 */ 869 */
987 if (op->stats.maxsp > 1000) 952 if (op->stats.maxsp > 1000)
988 { /*higher capacity crystals */ 953 { /*higher capacity crystals */
989 i = (op->stats.maxsp % 1000) / 100; 954 i = (op->stats.maxsp % 1000) / 100;
990 955
991 if (i) 956 if (i)
992 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);
993 else 958 else
994 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
995 } 960 }
996 else 961 else
997 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 962 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
998 963
999 i = (op->stats.sp * 10) / op->stats.maxsp; 964 i = (op->stats.sp * 10) / op->stats.maxsp;
1000 if (op->stats.sp == 0) 965 if (op->stats.sp == 0)
1001 buf << "empty."; 966 buf << "empty";
1002 else if (i == 0) 967 else if (i == 0)
1003 buf << "almost empty."; 968 buf << "almost empty";
1004 else if (i < 3) 969 else if (i < 3)
1005 buf << "partially filled."; 970 buf << "partially filled";
1006 else if (i < 6) 971 else if (i < 6)
1007 buf << "half full."; 972 buf << "half full";
1008 else if (i < 9) 973 else if (i < 9)
1009 buf << "well charged."; 974 buf << "well charged";
1010 else if (op->stats.sp == op->stats.maxsp) 975 else if (op->stats.sp == op->stats.maxsp)
1011 buf << "fully charged."; 976 buf << "fully charged";
1012 else 977 else
1013 buf << "almost full."; 978 buf << "almost full";
979
980 buf << ')';
1014 break; 981 break;
1015 982
1016 case LAMP: 983 case LAMP:
1017 { 984 {
1018 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 985 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1203 1170
1204 buf.add_abilities ("Attacks", op->attacktype); 1171 buf.add_abilities ("Attacks", op->attacktype);
1205 /* resistance on flesh is only visible for quetzals. If 1172 /* resistance on flesh is only visible for quetzals. If
1206 * non flesh, everyone can see its resistances 1173 * non flesh, everyone can see its resistances
1207 */ 1174 */
1208 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1175 if (op->type != FLESH || (owner && owner->is_dragon ()))
1209 buf << describe_resistance (op, 0); 1176 buf << describe_resistance (op, 0);
1210 1177
1211 buf.add_paths ("Attuned", op->path_attuned); 1178 buf.add_paths ("Attuned", op->path_attuned);
1212 buf.add_paths ("Repelled", op->path_repelled); 1179 buf.add_paths ("Repelled", op->path_repelled);
1213 buf.add_paths ("Denied", op->path_denied); 1180 buf.add_paths ("Denied", op->path_denied);
1218 1185
1219std::string 1186std::string
1220object::describe_item (object *who) 1187object::describe_item (object *who)
1221{ 1188{
1222 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 ());
1223} 1362}
1224 1363
1225void 1364void
1226examine (object *op, object *tmp) 1365examine (object *op, object *tmp)
1227{ 1366{
1240{ 1379{
1241 static dynbuf_text buf; buf.clear (); 1380 static dynbuf_text buf; buf.clear ();
1242 1381
1243 for (object *tmp = inv; tmp; tmp = tmp->below) 1382 for (object *tmp = inv; tmp; tmp = tmp->below)
1244 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1383 if (who && QUERY_FLAG (who, FLAG_WIZ))
1245 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 ());
1246 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1385 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1247 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 ());
1248 1387
1249 if (buf.size ()) 1388 if (buf.size ())
1250 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1389 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());

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