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Comparing deliantra/server/common/item.C (file contents):
Revision 1.64 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.100 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
47 * Note that using the term 'human' may not be very accurate, humanoid 48 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better. 49 * may be better.
49 * Basically, for the use/nonuse, the code does something like: 50 * 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 51 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */ 52 */
53// see include/object.h
52Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 54Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 55# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 56# include "slotinc.h"
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 57# undef def
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65 {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/*{"body_dragon_torso", "your body", "a dragon's body"} */
68}; 58};
69 59
70static char numbers_10[10][20] = { 60static char numbers_10[10][20] = {
71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 61 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
72 "eighty", "ninety" 62 "eighty", "ninety"
73}; 63};
74 64
75static char levelnumbers[21][20] = { 65static char ordnumbers[21][20] = {
76 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 66 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
77 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 67 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
78 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 68 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
79 "nineteen", "twentieth" 69 "nineteenth", "twentieth"
80}; 70};
81 71
82static char levelnumbers_10[11][20] = { 72static char ordnumbers_10[11][20] = {
83 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 73 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
84 "seventieth", "eightieth", "ninetieth" 74 "seventieth", "eightieth", "ninetieth"
85}; 75};
86 76
87/* The following is a large table of item types, the fields are: 77/* The following is a large table of item types, the fields are:
88 * item number, item name, item name (plural), and two numbers that are the skills 78 * item number, item name, item name (plural), and two numbers that are the skills
89 * used to identify them. Anytime a new item type is added or removed, this list 79 * used to identify them. Anytime a new item type is added or removed, this list
90 * should be altered to reflect that. The defines for the numerical values are in 80 * should be altered to reflect that. The defines for the numerical values are in
91 * define.h 81 * define.h
92 */ 82 */
93static const typedata item_types[] = { 83static const typedata item_types[] = {
94 {PLAYER, "player", "players", 0, 0}, 84 {PLAYER, "player", "players", 0, 0},
95 {ROD, "rod", "rods", SK_THAUMATURGY, 0}, 85 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
96 {TREASURE, "treasure", "treasure", 0, 0}, 86 {TREASURE, "treasure", "treasure", 0, 0},
150 {EXIT, "exit", "exits", 0, 0}, 140 {EXIT, "exit", "exits", 0, 0},
151 {ENCOUNTER, "encounter", "encounters", 0, 0}, 141 {ENCOUNTER, "encounter", "encounters", 0, 0},
152 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 142 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
153 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 143 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
154 {RING, "ring", "rings", SK_JEWELER, 0}, 144 {RING, "ring", "rings", SK_JEWELER, 0},
155 {FLOOR, "floor", "floors", 0, 0}, 145// {FLOOR, "floor", "floors", 0, 0},
156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 146 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 147 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 148 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
159 {LIGHTER, "lighter", "lighters", 0, 0}, 149 {LIGHTER, "lighter", "lighters", 0, 0},
160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 150 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
161 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 151 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
152 {TORCH, "torch", "torches", 0, 0},
162 {LAMP, "lamp", "lamps", 0, 0}, 153 {LAMP, "lamp", "lamps", 0, 0},
163 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 154 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 155 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 156 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
166 {SPINNER, "spinner", "spinners", 0, 0}, 157 {SPINNER, "spinner", "spinners", 0, 0},
201 {BUILDER, "item builder", "item builders", 0, 0}, 192 {BUILDER, "item builder", "item builders", 0, 0},
202 {MATERIAL, "building material", "building materials", 0, 0}, 193 {MATERIAL, "building material", "building materials", 0, 0},
203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 194 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
204}; 195};
205 196
206static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 197static const int item_types_size = array_length (item_types);
207
208materialtype_t *materialt;
209
210/*
211materialtype material[NROFMATERIALS] = {
212 * P M F E C C A D W G P S P T F C D D C C G H B I *
213 * H A I L O O C R E H O L A U E A E E H O O O L N *
214 * Y G R E L N I A A O I O R R A N P A A U D L I T *
215 * S I E C D F D I P S S W A N R C L T O N Y N R *
216 * I C T U N O T O L E E H S T P D N *
217 {"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}},
218 {"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}},
219 {"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}},
220 {"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}},
221 {"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}},
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}}
230};
231*/
232 198
233/* This curve may be too steep. But the point is that there should 199/* This curve may be too steep. But the point is that there should
234 * be tough choices - there is no real point to this if everyone can 200 * be tough choices - there is no real point to this if everyone can
235 * wear whatever they want with no worries. Perhaps having the steep 201 * wear whatever they want with no worries. Perhaps having the steep
236 * curve is good (maybe even steeper), but allowing players to 202 * curve is good (maybe even steeper), but allowing players to
238 * able to use 2-3 of the most powerful items. 204 * able to use 2-3 of the most powerful items.
239 * note that this table is only really used for program generated items - 205 * note that this table is only really used for program generated items -
240 * custom objects can use whatever they want. 206 * custom objects can use whatever they want.
241 */ 207 */
242static int enc_to_item_power[21] = { 208static int enc_to_item_power[21] = {
209 0,
243 0, 0, 1, 2, 3, 4, /* 5 */ 210 0, 1, 2, 3, 4, // 5
244 5, 7, 9, 11, 13, /* 10 */ 211 5, 7, 9, 11, 13, // 10
245 15, 18, 21, 24, 27, /* 15 */ 212 15, 18, 21, 24, 27, // 15
246 30, 35, 40, 45, 50 /* 20 */ 213 30, 35, 40, 45, 50 // 20
247}; 214};
248 215
249int 216int
250get_power_from_ench (int ench) 217get_power_from_ench (int ench)
251{ 218{
252 return enc_to_item_power [clamp (ench, 0, 20)]; 219 return enc_to_item_power [clamp (ench, 0, 20)];
220}
221
222static const struct need_identify_types : typeset
223{
224 need_identify_types ()
225 {
226 set (RING);
227 set (WAND);
228 set (ROD);
229 set (HORN);
230 set (SCROLL);
231 set (SKILL);
232 set (SKILLSCROLL);
233 set (SPELLBOOK);
234 set (FOOD);
235 set (POTION);
236 set (BOW);
237 set (ARROW);
238 set (WEAPON);
239 set (ARMOUR);
240 set (SHIELD);
241 set (HELMET);
242 set (AMULET);
243 set (BOOTS);
244 set (GLOVES);
245 set (BRACERS);
246 set (GIRDLE);
247 set (CONTAINER);
248 set (DRINK);
249 set (FLESH);
250 set (INORGANIC);
251 set (CLOSE_CON);
252 set (CLOAK);
253 set (GEM);
254 set (POWER_CRYSTAL);
255 set (POISON);
256 set (BOOK);
257 set (SKILL_TOOL);
258 }
259} need_identify_types;
260
261bool
262object::need_identify () const
263{
264 return need_identify_types [type];
253} 265}
254 266
255/* This takes an object 'op' and figures out what its item_power 267/* This takes an object 'op' and figures out what its item_power
256 * rating should be. This should only really be used by the treasure 268 * rating should be. This should only really be used by the treasure
257 * generation code, and when loading legacy objects. It returns 269 * generation code, and when loading legacy objects. It returns
269 enc += op->stats.stat (i); 281 enc += op->stats.stat (i);
270 282
271 /* This protection logic is pretty flawed. 20% fire resistance 283 /* This protection logic is pretty flawed. 20% fire resistance
272 * is much more valuable than 20% confusion, or 20% slow, or 284 * is much more valuable than 20% confusion, or 20% slow, or
273 * several others. Start at 1 - ignore physical - all that normal 285 * several others. Start at 1 - ignore physical - all that normal
274 * armour shouldn't be counted against 286 * armour shouldn't be counted against
275 */ 287 */
276 tmp = 0; 288 tmp = 0;
277 for (i = 1; i < NROFATTACKS; i++) 289 for (i = 1; i < NROFATTACKS; i++)
278 tmp += op->resist[i]; 290 tmp += op->resist[i];
279 291
313 325
314 enc += op->stats.luck; 326 enc += op->stats.luck;
315 327
316 /* Do spell paths now */ 328 /* Do spell paths now */
317 for (i = 1; i < NRSPELLPATHS; i++) 329 for (i = 1; i < NRSPELLPATHS; i++)
318 {
319 if (op->path_attuned & (1 << i)) 330 if (op->path_attuned & (1 << i))
320 enc++; 331 enc++;
321 else if (op->path_denied & (1 << i)) 332 else if (op->path_denied & (1 << i))
322 enc -= 2; 333 enc -= 2;
323 else if (op->path_repelled & (1 << i)) 334 else if (op->path_repelled & (1 << i))
324 enc--; 335 enc--;
325 }
326 336
327 if (op->flag [FLAG_LIFESAVE ]) enc += 5; 337 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
328 if (op->flag [FLAG_REFL_SPELL ]) enc += 3; 338 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
329 if (op->flag [FLAG_REFL_MISSILE]) enc += 2; 339 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
330 if (op->flag [FLAG_XRAYS ]) enc += 2; 340 if (op->flag [FLAG_XRAYS ]) enc += 2;
333 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 343 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
334 344
335 return get_power_from_ench (enc); 345 return get_power_from_ench (enc);
336} 346}
337 347
348static const struct get_typedata
349{
350 const typedata *data [NUM_TYPES];
351
352 get_typedata ()
353 {
354 for (int i = 0; i < item_types_size; i++)
355 data [item_types[i].number] = &item_types [i];
356 }
357
358 const typedata *operator ()(int itemtype) const
359 {
360 return data [itemtype];
361 }
362} get_typedata_;
363
338/* returns the typedata that has a number equal to itemtype, if there 364/* returns the typedata that has a number equal to itemtype, if there
339 * isn't one, returns NULL */ 365 * isn't one, returns NULL */
340const typedata * 366const typedata *
341get_typedata (int itemtype) 367get_typedata (int itemtype)
342{ 368{
343 for (int i = 0; i < item_types_size; i++) 369 return get_typedata_ (itemtype);
344 if (item_types[i].number == itemtype)
345 return &item_types[i];
346
347 return NULL;
348} 370}
349 371
350/* returns the typedata that has a name equal to itemtype, if there 372/* returns the typedata that has a name equal to itemtype, if there
351 * isn't one, return the plural name that matches, if there still isn't 373 * isn't one, return the plural name that matches, if there still isn't
352 * one return NULL */ 374 * one return NULL */
353const typedata * 375const typedata *
354get_typedata_by_name (const char *name) 376get_typedata_by_name (const char *name)
355{ 377{
413/* 435/*
414 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
415 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
416 */ 438 */
417const char * 439const char *
418get_levelnumber (int i) 440ordinal (int i)
419{ 441{
420 static char buf[MAX_BUF]; 442 if (i < 0)
421 443 return format ("minus %s", ordinal (-i));
422 if (i > 99)
423 {
424 sprintf (buf, "%d.", i);
425 return buf;
426 }
427 444
428 if (i < 21) 445 if (i < 21)
429 return levelnumbers[i]; 446 return ordnumbers[i];
430 447
448 int digit = i % 10;
449
431 if (!(i % 10)) 450 if (i >= 100)
451 return format (
452 digit == 1 ? "%dst"
453 : digit == 2 ? "%dnd"
454 : digit == 3 ? "%drd"
455 : "%dth",
456 i
457 );
458
459 if (digit == 0)
432 return levelnumbers_10[i / 10]; 460 return ordnumbers_10[i / 10];
433 461 else
434 strcpy (buf, numbers_10[i / 10]); 462 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
435 strcat (buf, levelnumbers[i % 10]);
436 return buf;
437} 463}
438 464
439/* 465/*
440 * Returns pointer to static buffer containing ring's or amulet's 466 * Returns pointer to static buffer containing ring's or amulet's
441 * abilities 467 * abilities
451 */ 477 */
452static const char * 478static const char *
453ring_desc (const object *op) 479ring_desc (const object *op)
454{ 480{
455 static dynbuf_text buf; buf.clear (); 481 static dynbuf_text buf; buf.clear ();
456 int attr, val, len; 482 int attr, val;
457 483
458 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 484 if (op->flag [FLAG_IDENTIFIED])
459 { 485 {
460 for (attr = 0; attr < NUM_STATS; attr++) 486 for (attr = 0; attr < NUM_STATS; attr++)
461 if ((val = op->stats.stat (attr))) 487 if ((val = op->stats.stat (attr)))
462 buf.printf ("(%s%+d)", short_stat_name[attr], val); 488 buf.printf ("(%s%+d)", short_stat_name[attr], val);
463 489
464 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 490 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
465 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 491 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
466 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 492 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
467 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 493 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
468 494
469 buf << describe_resistance (op, 0); 495 buf << describe_resistance (op, 0);
472 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 498 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
473 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 499 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
474 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 500 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
475 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 501 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
476 502
477 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 503 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
478 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 504 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
479 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 505 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
480 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 506 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
481 507
482 buf.add_paths ("Attuned" , op->path_attuned); 508 buf.add_paths ("Attuned" , op->path_attuned);
483 buf.add_paths ("Repelled", op->path_repelled); 509 buf.add_paths ("Repelled", op->path_repelled);
484 buf.add_paths ("Denied" , op->path_denied); 510 buf.add_paths ("Denied" , op->path_denied);
485 511
489 515
490 return buf; 516 return buf;
491} 517}
492 518
493/* 519/*
494 * query_short_name(object) is similar to query_name, but doesn't 520 * query_short_name(object) is similar to query_name, but doesn't
495 * contain any information about object status (worn/cursed/etc.) 521 * contain any information about object status (worn/cursed/etc.)
496 * 522 *
497 * It is sometimes used when printing messages, so should fit well into a sentence. 523 * It is sometimes used when printing messages, so should fit well into a sentence.
498 */ 524 */
499const char * 525const char *
511 537
512 static dynbuf_text buf; buf.clear (); 538 static dynbuf_text buf; buf.clear ();
513 539
514 buf << (op->nrof <= 1 ? op->name : op->name_pl); 540 buf << (op->nrof <= 1 ? op->name : op->name_pl);
515 541
516 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 542 if (op->title && op->flag [FLAG_IDENTIFIED])
517 buf << ' ' << op->title; 543 buf << ' ' << op->title;
518 544
519 switch (op->type) 545 switch (op->type)
520 { 546 {
521 case SPELLBOOK: 547 case SPELLBOOK:
522 case SCROLL: 548 case SCROLL:
523 case WAND: 549 case WAND:
524 case ROD: 550 case ROD:
525 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 551 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
526 { 552 {
527 if (!op->title) 553 if (!op->title)
528 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 554 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
529 555
530 if (op->type != SPELLBOOK) 556 if (op->type != SPELLBOOK)
569 buf << " " << s; 595 buf << " " << s;
570 } 596 }
571 break; 597 break;
572 598
573 default: 599 default:
574 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 600 if (op->magic
601 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
602 || op->flag [FLAG_IDENTIFIED]))
575 buf.printf (" %+d", op->magic); 603 buf.printf (" %+d", op->magic);
576 } 604 }
577 605
578 return buf; 606 return buf;
579} 607}
588 * returned is good forever.) However, it makes printing statements that 616 * returned is good forever.) However, it makes printing statements that
589 * use several names much easier (don't need to store them to temp variables.) 617 * use several names much easier (don't need to store them to temp variables.)
590 * 618 *
591 * It is used extensively within messages, so should return only a prose 619 * It is used extensively within messages, so should return only a prose
592 * and short description of the item. 620 * and short description of the item.
621 * It is also used by examine/ex and similar functions.
593 */ 622 */
594const char * 623const char *
595query_name (const object *op) 624query_name (const object *op)
596{ 625{
597 int len = 0;
598 static dynbuf_text bufs[5]; 626 static dynbuf_text bufs[5];
599 static int use_buf = 0; 627 static int use_buf = 0;
600 628
601 use_buf++; 629 use_buf++;
602 use_buf %= 5; 630 use_buf %= 5;
603 631
604 dynbuf_text &buf = bufs [use_buf]; 632 dynbuf_text &buf = bufs [use_buf];
605 buf.clear (); 633 buf.clear ();
606 634
635#if 0
607 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 636 if ((op->is_armor () || op->is_weapon ()) && op->material)
608 if (materialtype_t *mt = name_to_material (op->materialname))
609 buf << mt->description << ' '; 637 buf << op->material->description << ' ';
638#endif
610 639
611 buf << query_short_name (op); 640 buf << query_short_name (op);
612 641
613 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 642 if (op->flag [FLAG_INV_LOCKED])
614 buf << " *"; 643 buf << " *";
615 if (op->is_open_container ()) 644 if (op->is_open_container ())
616 buf << " (open)"; 645 buf << " (open)";
617 646
618 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 647 if (op->flag [FLAG_KNOWN_CURSED])
619 { 648 {
620 if (QUERY_FLAG (op, FLAG_DAMNED)) 649 if (op->flag [FLAG_DAMNED])
621 buf << " (damned)"; 650 buf << " (damned)";
622 else if (QUERY_FLAG (op, FLAG_CURSED)) 651 else if (op->flag [FLAG_CURSED])
623 buf << " (cursed)"; 652 buf << " (cursed)";
624 } 653 }
625 654
626 /* Basically, if the object is known magical (detect magic spell on it), 655 /* Basically, if the object is known magical (detect magic spell on it),
627 * and it isn't identified, print out the fact that 656 * and it isn't identified, print out the fact that
630 * 659 *
631 * Changed in V 0.91.4 - still print that the object is magical even 660 * Changed in V 0.91.4 - still print that the object is magical even
632 * if it has been applied. Equipping an item does not tell full 661 * if it has been applied. Equipping an item does not tell full
633 * abilities, especially for artifact items. 662 * abilities, especially for artifact items.
634 */ 663 */
635 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 664 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
636 buf << " (magic)"; 665 buf << " (magic)";
637 666
638#if 0 667#if 0
639 /* item_power will be returned in describe_item - it shouldn't really 668 /* item_power will be returned in describe_item - it shouldn't really
640 * be returned in the name. 669 * be returned in the name.
642 if (op->item_power) 671 if (op->item_power)
643 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 672 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
644 673
645#endif 674#endif
646 675
647 if (QUERY_FLAG (op, FLAG_APPLIED)) 676 if (op->flag [FLAG_APPLIED])
648 { 677 {
649 switch (op->type) 678 switch (op->type)
650 { 679 {
680 case RANGED:
651 case BOW: 681 case BOW:
652 case WAND: 682 case WAND:
653 case ROD: 683 case ROD:
654 case HORN: 684 case HORN:
655 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
656 break;
657 case WEAPON: 685 case WEAPON:
658 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 686 buf << " (applied)";
659 break; 687 break;
660 case ARMOUR: 688 case ARMOUR:
661 case HELMET: 689 case HELMET:
662 case SHIELD: 690 case SHIELD:
663 case RING: 691 case RING:
695 else if (op->stats.food <= 0) 723 else if (op->stats.food <= 0)
696 buf << " (burned out)"; 724 buf << " (burned out)";
697 break; 725 break;
698 } 726 }
699 727
700 if (QUERY_FLAG (op, FLAG_UNPAID)) 728 if (op->flag [FLAG_UNPAID])
701 buf << " (unpaid)"; 729 buf << " (unpaid)";
702 730
703 return buf; 731 return buf;
704} 732}
705 733
712 * and sending to client. 740 * and sending to client.
713 * If plural is set, we generate the plural name of this. 741 * If plural is set, we generate the plural name of this.
714 * 742 *
715 * It is sometimes used to display messages, and usually only used to match stuff, 743 * It is sometimes used to display messages, and usually only used to match stuff,
716 * so maybe this function should be removed. 744 * so maybe this function should be removed.
745 * It is also used for client-side inventory/item descriptions.
717 */ 746 */
718const char * 747const char *
719query_base_name (const object *op, int plural) 748query_base_name (const object *op, int plural)
720{ 749{
721 if ((!plural && !op->name) || (plural && !op->name_pl)) 750 if ((!plural && !op->name) || (plural && !op->name_pl))
722 return "(null)"; 751 return "(null)";
723 752
724 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 753 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
754 && op->type != EXIT)
725 return op->name; /* To speed things up (or make things slower?) */ 755 return op->name; /* To speed things up (or make things slower?) */
726 756
727 static dynbuf_text buf; buf.clear (); 757 static dynbuf_text buf; buf.clear ();
728 758
759#if 0
729 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 760 if ((op->is_armor () || op->is_weapon ()) && op->material)
730 if (materialtype_t *mt = name_to_material (op->materialname))
731 if (op->arch->materialname != mt->name) 761 if (op->arch->material != op->material)
732 buf << mt->description << ' '; 762 buf << op->material->description << ' ';
763#endif
733 764
734 buf << (plural ? op->name_pl : op->name); 765 buf << (plural ? op->name_pl : op->name);
735 766
736 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
737 buf << ' ' << op->title; 768 buf << ' ' << op->title;
738 769
739 switch (op->type) 770 switch (op->type)
740 { 771 {
741 case SPELLBOOK: 772 case SPELLBOOK:
742 case SCROLL: 773 case SCROLL:
743 case WAND: 774 case WAND:
744 case ROD: 775 case ROD:
745 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
746 { 777 {
747 if (!op->title) 778 if (!op->title)
748 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
749 780
750 if (op->type != SPELLBOOK) 781 if (op->type != SPELLBOOK)
764 if (s && *s) 795 if (s && *s)
765 buf << ' ' << s; 796 buf << ' ' << s;
766 } 797 }
767 break; 798 break;
768 799
800 case EXIT:
801 // random map exits "unfortunately" get patched, so this only works before entering
802 if (EXIT_PATH (op) == shstr_random_map_exit)
803 buf << " (random map)";
804 else if (!EXIT_PATH (op))
805 buf << " (closed)";
806 break;
807
769 default: 808 default:
770 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic
810 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
811 || op->flag [FLAG_IDENTIFIED]))
771 buf.printf (" %+d", op->magic); 812 buf.printf (" %+d", op->magic);
772 } 813 }
773 814
774 return buf; 815 return buf;
775} 816}
788 /* Note that the resolution this provides for players really isn't 829 /* Note that the resolution this provides for players really isn't
789 * very good. Any player with a speed greater than .67 will 830 * very good. Any player with a speed greater than .67 will
790 * fall into the 'lightning fast movement' category. 831 * fall into the 'lightning fast movement' category.
791 */ 832 */
792 if (op->has_active_speed ()) 833 if (op->has_active_speed ())
793 switch ((int) ((FABS (op->speed)) * 15)) 834 switch ((int)(op->speed * 15.))
794 { 835 {
795 case 0: 836 case 0:
796 buf << "(very slow movement)"; 837 buf << "(very slow movement)";
797 break; 838 break;
798 case 1: 839 case 1:
818 default: 859 default:
819 buf << "(lightning fast movement)"; 860 buf << "(lightning fast movement)";
820 break; 861 break;
821 } 862 }
822 863
823 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
824 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
825 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
826 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
827 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
828 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
829 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
830 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
831 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
832 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
833 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
834 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
835 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
836 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
837 878
838 if (op->randomitems) 879 if (op->randomitems)
839 { 880 {
840 bool first = 1; 881 bool first = 1;
841 882
868 if (op->stats.luck) 909 if (op->stats.luck)
869 buf.printf ("(luck%+d)", op->stats.luck); 910 buf.printf ("(luck%+d)", op->stats.luck);
870 } 911 }
871 912
872 /* describe attacktypes */ 913 /* describe attacktypes */
873 if (is_dragon_pl (op)) 914 if (op->is_dragon ())
874 { 915 {
875 /* for dragon players display the attacktypes from clawing skill 916 /* for dragon players display the attacktypes from clawing skill
876 * Break apart the for loop - move the comparison checking down - 917 * Break apart the for loop - move the comparison checking down -
877 * this makes it more readable. 918 * this makes it more readable.
878 */ 919 */
923 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
924 */ 965 */
925const char * 966const char *
926describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
927{ 968{
928 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
929 return describe_monster (op); 970 return describe_monster (op);
930 971
931 static dynbuf_text buf; buf.clear (); 972 static dynbuf_text buf; buf.clear ();
932 int identified, i; 973 int identified, i;
933 974
934 /* figure this out once, instead of making multiple calls to need_identify. 975 /* figure this out once, instead of making multiple calls to need_identify.
935 * also makes the code easier to read. 976 * also makes the code easier to read.
936 */ 977 */
937 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
938 if (!identified) 979 if (!identified)
939 buf << "(unidentified)"; 980 buf << "(unidentified)";
940 981
941 switch (op->type) 982 switch (op->type)
942 { 983 {
984 case RANGED:
943 case BOW: 985 case BOW:
944 case ARROW: 986 case ARROW:
945 case WAND: 987 case WAND:
946 case ROD: 988 case ROD:
947 case HORN: 989 case HORN:
961 if (op->stats.maxsp > 1000) 1003 if (op->stats.maxsp > 1000)
962 { /*higher capacity crystals */ 1004 { /*higher capacity crystals */
963 i = (op->stats.maxsp % 1000) / 100; 1005 i = (op->stats.maxsp % 1000) / 100;
964 1006
965 if (i) 1007 if (i)
966 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1008 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
967 else 1009 else
968 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1010 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
969 } 1011 }
970 else 1012 else
971 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1013 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
972 1014
973 i = (op->stats.sp * 10) / op->stats.maxsp; 1015 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
974 if (op->stats.sp == 0) 1016
975 buf << "empty."; 1017 if (op->stats.sp == 0) buf << "empty";
976 else if (i == 0) 1018 else if (i <= 0) buf << "almost empty";
977 buf << "almost empty."; 1019 else if (i <= 2) buf << "partially filled";
978 else if (i < 3) 1020 else if (i <= 5) buf << "half full";
979 buf << "partially filled."; 1021 else if (i <= 8) buf << "well charged";
980 else if (i < 6)
981 buf << "half full.";
982 else if (i < 9)
983 buf << "well charged.";
984 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
985 buf << "fully charged."; 1023 else buf << "fully charged";
986 else 1024
987 buf << "almost full."; 1025 buf << ')';
988 break; 1026 break;
989 1027
990 case LAMP: 1028 case LAMP:
991 { 1029 {
992 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1010 break; 1048 break;
1011 1049
1012 case FOOD: 1050 case FOOD:
1013 case FLESH: 1051 case FLESH:
1014 case DRINK: 1052 case DRINK:
1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || op->flag [FLAG_BEEN_APPLIED])
1016 { 1054 {
1017 buf.printf ("(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1018 1056
1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1021 1059
1022 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!op->flag [FLAG_CURSED])
1023 { 1061 {
1024 if (op->stats.hp) buf << "(heals)"; 1062 if (op->stats.hp) buf << "(heals)";
1025 if (op->stats.sp) buf << "(spellpoint regen)"; 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1026 } 1064 }
1027 else 1065 else
1048 } 1086 }
1049 1087
1050 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1051 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1052 */ 1090 */
1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || op->flag [FLAG_BEEN_APPLIED])
1054 { 1092 {
1055 int attr, val;
1056
1057 for (attr = 0; attr < NUM_STATS; attr++) 1093 for (int attr = 0; attr < NUM_STATS; attr++)
1058 if ((val = op->stats.stat (attr))) 1094 if (int val = op->stats.stat (attr))
1059 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1095 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1060 1096
1061 if (op->stats.exp) 1097 if (op->stats.exp)
1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1098 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1063 1099
1064 switch (op->type) 1100 switch (op->type)
1065 { 1101 {
1102 case RANGED:
1066 case BOW: 1103 case BOW:
1067 case ARROW: 1104 case ARROW:
1068 case GIRDLE: 1105 case GIRDLE:
1069 case HELMET: 1106 case HELMET:
1070 case SHIELD: 1107 case SHIELD:
1089 1126
1090 default: 1127 default:
1091 break; 1128 break;
1092 } 1129 }
1093 1130
1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1131 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1132 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1096 1133
1097 /* levitate was what is was before, so we'll keep it */ 1134 /* levitate was what is was before, so we'll keep it */
1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1135 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1136 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1100 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1137 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1113 { 1150 {
1114 int more_info = 0; 1151 int more_info = 0;
1115 1152
1116 switch (op->type) 1153 switch (op->type)
1117 { 1154 {
1155 case RANGED:
1118 case ROD: /* These use stats.sp for spell selection and stats.food */ 1156 case ROD: /* These use stats.sp for spell selection and stats.food */
1119 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1120 case BOW: 1158 case BOW:
1121 case ARROW: 1159 case ARROW:
1122 case WAND: 1160 case WAND:
1155 1193
1156 if (more_info) 1194 if (more_info)
1157 { 1195 {
1158 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1160 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1162 } 1200 }
1163 1201
1164 if (op->stats.luck) 1202 if (op->stats.luck)
1165 buf.printf ("(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1166 1204
1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1205 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1206 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1207 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1208 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1171 1209
1172 if (op->slaying && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1173 buf.printf ("(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1174 1212
1175 if (op->type == SKILL_TOOL && op->skill) 1213 if (op->type == SKILL_TOOL && op->skill)
1177 1215
1178 buf.add_abilities ("Attacks", op->attacktype); 1216 buf.add_abilities ("Attacks", op->attacktype);
1179 /* resistance on flesh is only visible for quetzals. If 1217 /* resistance on flesh is only visible for quetzals. If
1180 * non flesh, everyone can see its resistances 1218 * non flesh, everyone can see its resistances
1181 */ 1219 */
1182 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1220 if (op->type != FLESH || (owner && owner->is_dragon ()))
1183 buf << describe_resistance (op, 0); 1221 buf << describe_resistance (op, 0);
1184 1222
1185 buf.add_paths ("Attuned", op->path_attuned); 1223 buf.add_paths ("Attuned", op->path_attuned);
1186 buf.add_paths ("Repelled", op->path_repelled); 1224 buf.add_paths ("Repelled", op->path_repelled);
1187 buf.add_paths ("Denied", op->path_denied); 1225 buf.add_paths ("Denied", op->path_denied);
1194object::describe_item (object *who) 1232object::describe_item (object *who)
1195{ 1233{
1196 return std::string (::describe_item (this, who)); 1234 return std::string (::describe_item (this, who));
1197} 1235}
1198 1236
1237static void
1238describe_dump_object (dynbuf &buf, object *ob)
1239{
1240 char *txt = dump_object (ob);
1241 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1242 buf << "\n" << txt << "\n";
1243
1244 if (!ob->is_arch ())
1245 describe_dump_object (buf, ob->arch);
1246}
1247
1248std::string
1249object::describe (object *who)
1250{
1251 dynbuf_text buf (1024, 1024);
1252
1253 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1254
1255 if (custom_name)
1256 buf.printf ("You call it %s.\r", &custom_name);
1257
1258 switch (type)
1259 {
1260 case SPELLBOOK:
1261 if (flag [FLAG_IDENTIFIED] && inv)
1262 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1263 break;
1264
1265 case BOOK:
1266 if (msg)
1267 buf << "Something is written in it.\r";
1268 break;
1269
1270 case CONTAINER:
1271 if (race)
1272 {
1273 if (weight_limit && stats.Str < 100)
1274 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1275 &race, weight_limit / (10.0 * (100 - stats.Str)));
1276 else
1277 buf.printf ("It can hold only %s.\r", &race);
1278 }
1279 else if (weight_limit && stats.Str < 100)
1280 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1281 break;
1282
1283 case WAND:
1284 if (flag [FLAG_IDENTIFIED])
1285 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1286 break;
1287 }
1288
1289 if (material != MATERIAL_NULL && !msg)
1290 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1291 << material->description
1292 << ".\r";
1293
1294 if (who)
1295 /* Where to wear this item */
1296 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1297 if (slot[i].info)
1298 {
1299 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1300
1301 if (slot[i].info < -1 && who->slot[i].info)
1302 buf.printf ("(%d)", -slot[i].info);
1303
1304 buf << ".\r";
1305 }
1306
1307 if (weight)
1308 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1309
1310 if (flag [FLAG_STARTEQUIP])
1311 buf << (nrof > 1 ? "They were" : "It was")
1312 << " given by a god and will vanish when dropped.\r";
1313
1314 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1315 {
1316 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1317
1318 if (who->is_in_shop ())
1319 {
1320 if (flag [FLAG_UNPAID])
1321 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1322 else
1323 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1324 }
1325 }
1326
1327 if (flag [FLAG_MONSTER])
1328 buf << describe_monster (who);
1329
1330 /* Is this item buildable? */
1331 if (flag [FLAG_IS_BUILDABLE])
1332 buf << "This is a buildable item.\r";
1333
1334 /* Does the object have a message? Don't show message for all object
1335 * types - especially if the first entry is a match
1336 */
1337 if (msg)
1338 {
1339 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1340 {
1341 if (!need_identify ())
1342 buf << '\r' << msg << '\n';
1343 else if (flag [FLAG_IDENTIFIED])
1344 buf << '\r' << "The object has a story:\r" << msg;
1345 }
1346 }
1347 else if (inv
1348 && inv->msg
1349 && inv->type == SPELL
1350 && flag [FLAG_IDENTIFIED]
1351 && (type == SPELLBOOK || type == ROD || type == WAND
1352 || type == POTION || type == SCROLL))
1353 // for spellbooks and other stuff that contains spells, print the spell message,
1354 // unless the object has a custom message handled above.
1355 buf << '\r' << inv->msg << '\n';
1356
1357 // try to display the duration for some potions and scrolls
1358 // this includes change ability potions and group spells,
1359 // but does not handle protection potions
1360 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1361 && (type == POTION || type == SCROLL))
1362 {
1363 object *spell = inv;
1364
1365 if (spell->subtype == SP_PARTY_SPELL)
1366 spell = spell->other_arch;
1367
1368 if (spell->subtype == SP_CHANGE_ABILITY)
1369 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1370 TICK2TIME (change_ability_duration (spell, this)));
1371 }
1372
1373 // some help text for skill tools
1374 if (type == SKILL_TOOL)
1375 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1376 "you can use the " << &skill << " skill as if you had learned it.>";
1377
1378 // Display a hint about inscribable items [empty books]
1379 // This includes the amount of text they can hold.
1380 if (type == INSCRIBABLE)
1381 {
1382 if (other_arch && other_arch->type == SCROLL)
1383 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1384 else
1385 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1386 weight_limit);
1387 }
1388
1389 buf << '\n';
1390
1391 // the dungeon master additionally gets a complete dump
1392 if (who && who->flag [FLAG_WIZLOOK])
1393 {
1394 buf << "\nT<Object>\n";
1395 describe_dump_object (buf, this);
1396
1397 if (inv)
1398 {
1399 buf << "\nT<Top Inventory>\n";
1400 describe_dump_object (buf, inv);
1401 }
1402 }
1403
1404 return std::string (buf.linearise (), buf.size ());
1405}
1406
1199void 1407void
1200examine (object *op, object *tmp) 1408examine (object *op, object *tmp)
1201{ 1409{
1202 std::string info = tmp->describe (op); 1410 std::string info = tmp->describe (op);
1203 1411
1204 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1412 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1205} 1413}
1206 1414
1207/* 1415/*
1208 * inventory prints object's inventory. If inv==NULL then print player's 1416 * inventory prints object's inventory. If inv==NULL then print player's
1209 * inventory. 1417 * inventory.
1210 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] 1418 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1211 */ 1419 */
1212const char * 1420const char *
1213object::query_inventory (object *who, const char *indent) 1421object::query_inventory (object *who, const char *indent)
1214{ 1422{
1215 static dynbuf_text buf; buf.clear (); 1423 static dynbuf_text buf; buf.clear ();
1216 1424
1217 for (object *tmp = inv; tmp; tmp = tmp->below) 1425 for (object *tmp = inv; tmp; tmp = tmp->below)
1218 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1426 if (who && who->flag [FLAG_WIZ])
1219 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1427 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1220 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1428 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1221 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1429 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1222 1430
1223 if (buf.size ()) 1431 if (buf.size ())
1224 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1432 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1225 else 1433 else
1238is_magical (const object *op) 1446is_magical (const object *op)
1239{ 1447{
1240 int i; 1448 int i;
1241 1449
1242 /* living creatures are considered non magical */ 1450 /* living creatures are considered non magical */
1243 if (QUERY_FLAG (op, FLAG_ALIVE)) 1451 if (op->flag [FLAG_ALIVE])
1244 return 0; 1452 return 0;
1245 1453
1246 /* This is a test for it being an artifact, as artifacts have titles */ 1454 /* This is a test for it being an artifact, as artifacts have titles */
1247 if (op->title != NULL) 1455 if (op->title != NULL)
1248 return 1; 1456 return 1;
1254 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1462 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1255 return 1; 1463 return 1;
1256 1464
1257 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1465 /* Check for stealty, speed, flying, or just plain magic in the boots */
1258 /* Presume any boots that hvae a move_type are special. */ 1466 /* Presume any boots that hvae a move_type are special. */
1259 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1467 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1260 return 1; 1468 return 1;
1261 1469
1262 /* Take care of amulet/shield that reflects spells/missiles */ 1470 /* Take care of amulet/shield that reflects spells/missiles */
1263 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1471 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1264 return 1; 1472 return 1;
1265 1473
1266 /* Take care of helmet of xrays */ 1474 /* Take care of helmet of xrays */
1267 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1475 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1268 return 1; 1476 return 1;
1269 1477
1270 /* Potions & rods are always magical. Wands/staves are also magical, 1478 /* Potions & rods are always magical. Wands/staves are also magical,
1271 * assuming they still have any charges left. 1479 * assuming they still have any charges left.
1272 */ 1480 */
1301 * be non magical. 1509 * be non magical.
1302 */ 1510 */
1303 return 0; 1511 return 0;
1304} 1512}
1305 1513
1306/* need_identify returns true if the item should be identified. This
1307 * function really should not exist - by default, any item not identified
1308 * should need it.
1309 */
1310
1311int
1312need_identify (const object *op)
1313{
1314 switch (op->type)
1315 {
1316 case RING:
1317 case WAND:
1318 case ROD:
1319 case HORN:
1320 case SCROLL:
1321 case SKILL:
1322 case SKILLSCROLL:
1323 case SPELLBOOK:
1324 case FOOD:
1325 case POTION:
1326 case BOW:
1327 case ARROW:
1328 case WEAPON:
1329 case ARMOUR:
1330 case SHIELD:
1331 case HELMET:
1332 case AMULET:
1333 case BOOTS:
1334 case GLOVES:
1335 case BRACERS:
1336 case GIRDLE:
1337 case CONTAINER:
1338 case DRINK:
1339 case FLESH:
1340 case INORGANIC:
1341 case CLOSE_CON:
1342 case CLOAK:
1343 case GEM:
1344 case POWER_CRYSTAL:
1345 case POISON:
1346 case BOOK:
1347 case SKILL_TOOL:
1348 return 1;
1349 }
1350
1351 /* Try to track down some stuff that may show up here. Thus, the
1352 * archetype file can be updated, and this function removed.
1353 */
1354#if 0
1355 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1356#endif
1357 return 0;
1358}
1359
1360/* 1514/*
1361 * Supposed to fix face-values as well here, but later. 1515 * Supposed to fix face-values as well here, but later.
1362 */ 1516 */
1363void 1517void
1364identify (object *op) 1518identify (object *op)
1365{ 1519{
1366 SET_FLAG (op, FLAG_IDENTIFIED); 1520 op->set_flag (FLAG_IDENTIFIED);
1367 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1521 op->clr_flag (FLAG_KNOWN_MAGICAL);
1368 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1522 op->clr_flag (FLAG_NO_SKILL_IDENT);
1369 1523
1370 /* 1524 /*
1371 * We want autojoining of equal objects: 1525 * We want autojoining of equal objects:
1372 */ 1526 */
1373 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1527 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1374 SET_FLAG (op, FLAG_KNOWN_CURSED); 1528 op->set_flag (FLAG_KNOWN_CURSED);
1375 1529
1376 if (op->type == POTION) 1530 if (op->type == POTION)
1377 { 1531 {
1378 if (op->inv && op->randomitems) 1532 if (op->inv && op->randomitems)
1379 op->title = op->inv->name; 1533 op->title = op->inv->name;

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