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

Comparing deliantra/server/common/item.C (file contents):
Revision 1.69 by root, Sat Jan 30 23:30:26 2010 UTC vs.
Revision 1.86 by root, Fri Apr 30 20:43:17 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"},
70static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
72 "eighty", "ninety" 73 "eighty", "ninety"
73}; 74};
74 75
75static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
76 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
77 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
78 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
79 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
80}; 81};
81 82
82static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
83 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
84 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
85}; 86};
86 87
87/* 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:
150 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
151 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
152 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
153 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
154 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
155 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
159 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
201 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
202 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
204}; 205};
205 206
206static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = array_length (item_types);
207 208
208/* 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
209 * 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
210 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
211 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
213 * able to use 2-3 of the most powerful items. 214 * able to use 2-3 of the most powerful items.
214 * note that this table is only really used for program generated items - 215 * note that this table is only really used for program generated items -
215 * custom objects can use whatever they want. 216 * custom objects can use whatever they want.
216 */ 217 */
217static int enc_to_item_power[21] = { 218static int enc_to_item_power[21] = {
219 0,
218 0, 0, 1, 2, 3, 4, /* 5 */ 220 0, 1, 2, 3, 4, // 5
219 5, 7, 9, 11, 13, /* 10 */ 221 5, 7, 9, 11, 13, // 10
220 15, 18, 21, 24, 27, /* 15 */ 222 15, 18, 21, 24, 27, // 15
221 30, 35, 40, 45, 50 /* 20 */ 223 30, 35, 40, 45, 50 // 20
222}; 224};
223 225
224int 226int
225get_power_from_ench (int ench) 227get_power_from_ench (int ench)
226{ 228{
227 return enc_to_item_power [clamp (ench, 0, 20)]; 229 return enc_to_item_power [clamp (ench, 0, 20)];
230}
231
232static const struct need_identify_types : typeset
233{
234 need_identify_types ()
235 {
236 set (RING);
237 set (WAND);
238 set (ROD);
239 set (HORN);
240 set (SCROLL);
241 set (SKILL);
242 set (SKILLSCROLL);
243 set (SPELLBOOK);
244 set (FOOD);
245 set (POTION);
246 set (BOW);
247 set (ARROW);
248 set (WEAPON);
249 set (ARMOUR);
250 set (SHIELD);
251 set (HELMET);
252 set (AMULET);
253 set (BOOTS);
254 set (GLOVES);
255 set (BRACERS);
256 set (GIRDLE);
257 set (CONTAINER);
258 set (DRINK);
259 set (FLESH);
260 set (INORGANIC);
261 set (CLOSE_CON);
262 set (CLOAK);
263 set (GEM);
264 set (POWER_CRYSTAL);
265 set (POISON);
266 set (BOOK);
267 set (SKILL_TOOL);
268 }
269} need_identify_types;
270
271bool
272object::need_identify () const
273{
274 return need_identify_types [type];
228} 275}
229 276
230/* This takes an object 'op' and figures out what its item_power 277/* This takes an object 'op' and figures out what its item_power
231 * rating should be. This should only really be used by the treasure 278 * rating should be. This should only really be used by the treasure
232 * generation code, and when loading legacy objects. It returns 279 * generation code, and when loading legacy objects. It returns
386/* 433/*
387 * Returns the pointer to a static buffer containing 434 * Returns the pointer to a static buffer containing
388 * the number requested (of the form first, second, third...) 435 * the number requested (of the form first, second, third...)
389 */ 436 */
390const char * 437const char *
391get_levelnumber (int i) 438ordinal (int i)
392{ 439{
393 static char buf[MAX_BUF]; 440 if (i < 0)
394 441 return format ("minus %s", ordinal (-i));
395 if (i > 99)
396 {
397 sprintf (buf, "%d.", i);
398 return buf;
399 }
400 442
401 if (i < 21) 443 if (i < 21)
402 return levelnumbers[i]; 444 return ordnumbers[i];
403 445
446 int digit = i % 10;
447
404 if (!(i % 10)) 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)
405 return levelnumbers_10[i / 10]; 458 return ordnumbers_10[i / 10];
406 459 else
407 strcpy (buf, numbers_10[i / 10]); 460 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
408 strcat (buf, levelnumbers[i % 10]);
409 return buf;
410} 461}
411 462
412/* 463/*
413 * Returns pointer to static buffer containing ring's or amulet's 464 * Returns pointer to static buffer containing ring's or amulet's
414 * abilities 465 * abilities
426ring_desc (const object *op) 477ring_desc (const object *op)
427{ 478{
428 static dynbuf_text buf; buf.clear (); 479 static dynbuf_text buf; buf.clear ();
429 int attr, val, len; 480 int attr, val, len;
430 481
431 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 482 if (op->flag [FLAG_IDENTIFIED])
432 { 483 {
433 for (attr = 0; attr < NUM_STATS; attr++) 484 for (attr = 0; attr < NUM_STATS; attr++)
434 if ((val = op->stats.stat (attr))) 485 if ((val = op->stats.stat (attr)))
435 buf.printf ("(%s%+d)", short_stat_name[attr], val); 486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
436 487
445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 496 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
446 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);
447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 498 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 499 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
449 500
450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 501 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 502 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 503 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 504 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
454 505
455 buf.add_paths ("Attuned" , op->path_attuned); 506 buf.add_paths ("Attuned" , op->path_attuned);
456 buf.add_paths ("Repelled", op->path_repelled); 507 buf.add_paths ("Repelled", op->path_repelled);
457 buf.add_paths ("Denied" , op->path_denied); 508 buf.add_paths ("Denied" , op->path_denied);
458 509
484 535
485 static dynbuf_text buf; buf.clear (); 536 static dynbuf_text buf; buf.clear ();
486 537
487 buf << (op->nrof <= 1 ? op->name : op->name_pl); 538 buf << (op->nrof <= 1 ? op->name : op->name_pl);
488 539
489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 540 if (op->title && op->flag [FLAG_IDENTIFIED])
490 buf << ' ' << op->title; 541 buf << ' ' << op->title;
491 542
492 switch (op->type) 543 switch (op->type)
493 { 544 {
494 case SPELLBOOK: 545 case SPELLBOOK:
495 case SCROLL: 546 case SCROLL:
496 case WAND: 547 case WAND:
497 case ROD: 548 case ROD:
498 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 549 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
499 { 550 {
500 if (!op->title) 551 if (!op->title)
501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 552 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
502 553
503 if (op->type != SPELLBOOK) 554 if (op->type != SPELLBOOK)
542 buf << " " << s; 593 buf << " " << s;
543 } 594 }
544 break; 595 break;
545 596
546 default: 597 default:
547 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]))
548 buf.printf (" %+d", op->magic); 601 buf.printf (" %+d", op->magic);
549 } 602 }
550 603
551 return buf; 604 return buf;
552} 605}
561 * returned is good forever.) However, it makes printing statements that 614 * returned is good forever.) However, it makes printing statements that
562 * 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.)
563 * 616 *
564 * 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
565 * and short description of the item. 618 * and short description of the item.
619 * It is also used by examine/ex and similar functions.
566 */ 620 */
567const char * 621const char *
568query_name (const object *op) 622query_name (const object *op)
569{ 623{
570 int len = 0; 624 int len = 0;
582 buf << op->material->description << ' '; 636 buf << op->material->description << ' ';
583#endif 637#endif
584 638
585 buf << query_short_name (op); 639 buf << query_short_name (op);
586 640
587 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 641 if (op->flag [FLAG_INV_LOCKED])
588 buf << " *"; 642 buf << " *";
589 if (op->is_open_container ()) 643 if (op->is_open_container ())
590 buf << " (open)"; 644 buf << " (open)";
591 645
592 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 646 if (op->flag [FLAG_KNOWN_CURSED])
593 { 647 {
594 if (QUERY_FLAG (op, FLAG_DAMNED)) 648 if (op->flag [FLAG_DAMNED])
595 buf << " (damned)"; 649 buf << " (damned)";
596 else if (QUERY_FLAG (op, FLAG_CURSED)) 650 else if (op->flag [FLAG_CURSED])
597 buf << " (cursed)"; 651 buf << " (cursed)";
598 } 652 }
599 653
600 /* 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),
601 * and it isn't identified, print out the fact that 655 * and it isn't identified, print out the fact that
604 * 658 *
605 * 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
606 * 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
607 * abilities, especially for artifact items. 661 * abilities, especially for artifact items.
608 */ 662 */
609 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
610 buf << " (magic)"; 664 buf << " (magic)";
611 665
612#if 0 666#if 0
613 /* 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
614 * be returned in the name. 668 * be returned in the name.
616 if (op->item_power) 670 if (op->item_power)
617 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);
618 672
619#endif 673#endif
620 674
621 if (QUERY_FLAG (op, FLAG_APPLIED)) 675 if (op->flag [FLAG_APPLIED])
622 { 676 {
623 switch (op->type) 677 switch (op->type)
624 { 678 {
625 case BOW: 679 case BOW:
626 case WAND: 680 case WAND:
627 case ROD: 681 case ROD:
628 case HORN: 682 case HORN:
629 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 683 buf << " (applied)";
630 break; 684 break;
631 case WEAPON: 685 case WEAPON:
632 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 686 buf << " (applied)";
633 break; 687 break;
634 case ARMOUR: 688 case ARMOUR:
635 case HELMET: 689 case HELMET:
636 case SHIELD: 690 case SHIELD:
637 case RING: 691 case RING:
669 else if (op->stats.food <= 0) 723 else if (op->stats.food <= 0)
670 buf << " (burned out)"; 724 buf << " (burned out)";
671 break; 725 break;
672 } 726 }
673 727
674 if (QUERY_FLAG (op, FLAG_UNPAID)) 728 if (op->flag [FLAG_UNPAID])
675 buf << " (unpaid)"; 729 buf << " (unpaid)";
676 730
677 return buf; 731 return buf;
678} 732}
679 733
686 * and sending to client. 740 * and sending to client.
687 * If plural is set, we generate the plural name of this. 741 * If plural is set, we generate the plural name of this.
688 * 742 *
689 * 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,
690 * 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.
691 */ 746 */
692const char * 747const char *
693query_base_name (const object *op, int plural) 748query_base_name (const object *op, int plural)
694{ 749{
695 if ((!plural && !op->name) || (plural && !op->name_pl)) 750 if ((!plural && !op->name) || (plural && !op->name_pl))
696 return "(null)"; 751 return "(null)";
697 752
698 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)
699 return op->name; /* To speed things up (or make things slower?) */ 755 return op->name; /* To speed things up (or make things slower?) */
700 756
701 static dynbuf_text buf; buf.clear (); 757 static dynbuf_text buf; buf.clear ();
702 758
703#if 0 759#if 0
706 buf << op->material->description << ' '; 762 buf << op->material->description << ' ';
707#endif 763#endif
708 764
709 buf << (plural ? op->name_pl : op->name); 765 buf << (plural ? op->name_pl : op->name);
710 766
711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
712 buf << ' ' << op->title; 768 buf << ' ' << op->title;
713 769
714 switch (op->type) 770 switch (op->type)
715 { 771 {
716 case SPELLBOOK: 772 case SPELLBOOK:
717 case SCROLL: 773 case SCROLL:
718 case WAND: 774 case WAND:
719 case ROD: 775 case ROD:
720 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
721 { 777 {
722 if (!op->title) 778 if (!op->title)
723 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
724 780
725 if (op->type != SPELLBOOK) 781 if (op->type != SPELLBOOK)
739 if (s && *s) 795 if (s && *s)
740 buf << ' ' << s; 796 buf << ' ' << s;
741 } 797 }
742 break; 798 break;
743 799
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
744 default: 808 default:
745 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]))
746 buf.printf (" %+d", op->magic); 812 buf.printf (" %+d", op->magic);
747 } 813 }
748 814
749 return buf; 815 return buf;
750} 816}
793 default: 859 default:
794 buf << "(lightning fast movement)"; 860 buf << "(lightning fast movement)";
795 break; 861 break;
796 } 862 }
797 863
798 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
799 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
800 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
801 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
802 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
803 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
804 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
805 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
806 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
807 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
808 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
809 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
810 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
811 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
812 878
813 if (op->randomitems) 879 if (op->randomitems)
814 { 880 {
815 bool first = 1; 881 bool first = 1;
816 882
898 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
899 */ 965 */
900const char * 966const char *
901describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
902{ 968{
903 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
904 return describe_monster (op); 970 return describe_monster (op);
905 971
906 static dynbuf_text buf; buf.clear (); 972 static dynbuf_text buf; buf.clear ();
907 int identified, i; 973 int identified, i;
908 974
909 /* 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.
910 * also makes the code easier to read. 976 * also makes the code easier to read.
911 */ 977 */
912 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
913 if (!identified) 979 if (!identified)
914 buf << "(unidentified)"; 980 buf << "(unidentified)";
915 981
916 switch (op->type) 982 switch (op->type)
917 { 983 {
936 if (op->stats.maxsp > 1000) 1002 if (op->stats.maxsp > 1000)
937 { /*higher capacity crystals */ 1003 { /*higher capacity crystals */
938 i = (op->stats.maxsp % 1000) / 100; 1004 i = (op->stats.maxsp % 1000) / 100;
939 1005
940 if (i) 1006 if (i)
941 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);
942 else 1008 else
943 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
944 } 1010 }
945 else 1011 else
946 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
947 1013
948 i = (op->stats.sp * 10) / op->stats.maxsp; 1014 i = (op->stats.sp * 10) / op->stats.maxsp;
949 if (op->stats.sp == 0) 1015 if (op->stats.sp == 0)
950 buf << "empty."; 1016 buf << "empty";
951 else if (i == 0) 1017 else if (i == 0)
952 buf << "almost empty."; 1018 buf << "almost empty";
953 else if (i < 3) 1019 else if (i < 3)
954 buf << "partially filled."; 1020 buf << "partially filled";
955 else if (i < 6) 1021 else if (i < 6)
956 buf << "half full."; 1022 buf << "half full";
957 else if (i < 9) 1023 else if (i < 9)
958 buf << "well charged."; 1024 buf << "well charged";
959 else if (op->stats.sp == op->stats.maxsp) 1025 else if (op->stats.sp == op->stats.maxsp)
960 buf << "fully charged."; 1026 buf << "fully charged";
961 else 1027 else
962 buf << "almost full."; 1028 buf << "almost full";
1029
1030 buf << ')';
963 break; 1031 break;
964 1032
965 case LAMP: 1033 case LAMP:
966 { 1034 {
967 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 1035 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
985 break; 1053 break;
986 1054
987 case FOOD: 1055 case FOOD:
988 case FLESH: 1056 case FLESH:
989 case DRINK: 1057 case DRINK:
990 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || op->flag [FLAG_BEEN_APPLIED])
991 { 1059 {
992 buf.printf ("(food+%d)", op->stats.food); 1060 buf.printf ("(food+%d)", op->stats.food);
993 1061
994 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))
995 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1063 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
996 1064
997 if (!QUERY_FLAG (op, FLAG_CURSED)) 1065 if (!op->flag [FLAG_CURSED])
998 { 1066 {
999 if (op->stats.hp) buf << "(heals)"; 1067 if (op->stats.hp) buf << "(heals)";
1000 if (op->stats.sp) buf << "(spellpoint regen)"; 1068 if (op->stats.sp) buf << "(spellpoint regen)";
1001 } 1069 }
1002 else 1070 else
1023 } 1091 }
1024 1092
1025 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1026 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1027 */ 1095 */
1028 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1029 { 1097 {
1030 int attr, val; 1098 int attr, val;
1031 1099
1032 for (attr = 0; attr < NUM_STATS; attr++) 1100 for (attr = 0; attr < NUM_STATS; attr++)
1033 if ((val = op->stats.stat (attr))) 1101 if ((val = op->stats.stat (attr)))
1064 1132
1065 default: 1133 default:
1066 break; 1134 break;
1067 } 1135 }
1068 1136
1069 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1137 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1070 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1138 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1071 1139
1072 /* levitate was what is was before, so we'll keep it */ 1140 /* levitate was what is was before, so we'll keep it */
1073 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1141 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1074 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1142 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1075 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1143 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1137 } 1205 }
1138 1206
1139 if (op->stats.luck) 1207 if (op->stats.luck)
1140 buf.printf ("(luck%+d)", op->stats.luck); 1208 buf.printf ("(luck%+d)", op->stats.luck);
1141 1209
1142 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1210 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1143 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1211 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1144 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1212 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1145 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1213 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1146 1214
1147 if (op->slaying && op->type != FOOD) 1215 if (op->slaying && op->type != FOOD)
1148 buf.printf ("(slay %s)", &op->slaying); 1216 buf.printf ("(slay %s)", &op->slaying);
1149 1217
1150 if (op->type == SKILL_TOOL && op->skill) 1218 if (op->type == SKILL_TOOL && op->skill)
1169object::describe_item (object *who) 1237object::describe_item (object *who)
1170{ 1238{
1171 return std::string (::describe_item (this, who)); 1239 return std::string (::describe_item (this, who));
1172} 1240}
1173 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 ());
1410}
1411
1174void 1412void
1175examine (object *op, object *tmp) 1413examine (object *op, object *tmp)
1176{ 1414{
1177 std::string info = tmp->describe (op); 1415 std::string info = tmp->describe (op);
1178 1416
1188object::query_inventory (object *who, const char *indent) 1426object::query_inventory (object *who, const char *indent)
1189{ 1427{
1190 static dynbuf_text buf; buf.clear (); 1428 static dynbuf_text buf; buf.clear ();
1191 1429
1192 for (object *tmp = inv; tmp; tmp = tmp->below) 1430 for (object *tmp = inv; tmp; tmp = tmp->below)
1193 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1431 if (who && who->flag [FLAG_WIZ])
1194 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 ());
1195 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1433 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1196 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 ());
1197 1435
1198 if (buf.size ()) 1436 if (buf.size ())
1199 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1437 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1200 else 1438 else
1213is_magical (const object *op) 1451is_magical (const object *op)
1214{ 1452{
1215 int i; 1453 int i;
1216 1454
1217 /* living creatures are considered non magical */ 1455 /* living creatures are considered non magical */
1218 if (QUERY_FLAG (op, FLAG_ALIVE)) 1456 if (op->flag [FLAG_ALIVE])
1219 return 0; 1457 return 0;
1220 1458
1221 /* 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 */
1222 if (op->title != NULL) 1460 if (op->title != NULL)
1223 return 1; 1461 return 1;
1229 (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))
1230 return 1; 1468 return 1;
1231 1469
1232 /* 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 */
1233 /* Presume any boots that hvae a move_type are special. */ 1471 /* Presume any boots that hvae a move_type are special. */
1234 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)))
1235 return 1; 1473 return 1;
1236 1474
1237 /* Take care of amulet/shield that reflects spells/missiles */ 1475 /* Take care of amulet/shield that reflects spells/missiles */
1238 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]))
1239 return 1; 1477 return 1;
1240 1478
1241 /* Take care of helmet of xrays */ 1479 /* Take care of helmet of xrays */
1242 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1480 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1243 return 1; 1481 return 1;
1244 1482
1245 /* Potions & rods are always magical. Wands/staves are also magical, 1483 /* Potions & rods are always magical. Wands/staves are also magical,
1246 * assuming they still have any charges left. 1484 * assuming they still have any charges left.
1247 */ 1485 */
1276 * be non magical. 1514 * be non magical.
1277 */ 1515 */
1278 return 0; 1516 return 0;
1279} 1517}
1280 1518
1281/* need_identify returns true if the item should be identified. This
1282 * function really should not exist - by default, any item not identified
1283 * should need it.
1284 */
1285
1286int
1287need_identify (const object *op)
1288{
1289 switch (op->type)
1290 {
1291 case RING:
1292 case WAND:
1293 case ROD:
1294 case HORN:
1295 case SCROLL:
1296 case SKILL:
1297 case SKILLSCROLL:
1298 case SPELLBOOK:
1299 case FOOD:
1300 case POTION:
1301 case BOW:
1302 case ARROW:
1303 case WEAPON:
1304 case ARMOUR:
1305 case SHIELD:
1306 case HELMET:
1307 case AMULET:
1308 case BOOTS:
1309 case GLOVES:
1310 case BRACERS:
1311 case GIRDLE:
1312 case CONTAINER:
1313 case DRINK:
1314 case FLESH:
1315 case INORGANIC:
1316 case CLOSE_CON:
1317 case CLOAK:
1318 case GEM:
1319 case POWER_CRYSTAL:
1320 case POISON:
1321 case BOOK:
1322 case SKILL_TOOL:
1323 return 1;
1324 }
1325
1326 /* Try to track down some stuff that may show up here. Thus, the
1327 * archetype file can be updated, and this function removed.
1328 */
1329#if 0
1330 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1331#endif
1332 return 0;
1333}
1334
1335/* 1519/*
1336 * Supposed to fix face-values as well here, but later. 1520 * Supposed to fix face-values as well here, but later.
1337 */ 1521 */
1338void 1522void
1339identify (object *op) 1523identify (object *op)
1340{ 1524{
1341 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1342 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1526 op->clr_flag (FLAG_KNOWN_MAGICAL);
1343 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1527 op->clr_flag (FLAG_NO_SKILL_IDENT);
1344 1528
1345 /* 1529 /*
1346 * We want autojoining of equal objects: 1530 * We want autojoining of equal objects:
1347 */ 1531 */
1348 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1532 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1349 SET_FLAG (op, FLAG_KNOWN_CURSED); 1533 op->set_flag (FLAG_KNOWN_CURSED);
1350 1534
1351 if (op->type == POTION) 1535 if (op->type == POTION)
1352 { 1536 {
1353 if (op->inv && op->randomitems) 1537 if (op->inv && op->randomitems)
1354 op->title = op->inv->name; 1538 op->title = op->inv->name;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines