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 | */ |
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52 | // see include/object.h |
52 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
53 | Body_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"}, |
… | |
… | |
63 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
64 | {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_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_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
66 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
67 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
67 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
68 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
68 | }; |
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69 | |
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70 | static char numbers[21][20] = { |
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71 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
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72 | "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", |
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73 | "eighteen", "nineteen", "twenty" |
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74 | }; |
69 | }; |
75 | |
70 | |
76 | static char numbers_10[10][20] = { |
71 | static char numbers_10[10][20] = { |
77 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
72 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
78 | "eighty", "ninety" |
73 | "eighty", "ninety" |
… | |
… | |
170 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
165 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
171 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
166 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
172 | {SPINNER, "spinner", "spinners", 0, 0}, |
167 | {SPINNER, "spinner", "spinners", 0, 0}, |
173 | {GATE, "gate", "gates", 0, 0}, |
168 | {GATE, "gate", "gates", 0, 0}, |
174 | {BUTTON, "button", "buttons", 0, 0}, |
169 | {BUTTON, "button", "buttons", 0, 0}, |
175 | {CF_HANDLE, "cf handle", "cf handles", 0, 0}, |
170 | {T_HANDLE, "cf handle", "cf handles", 0, 0}, |
176 | {HOLE, "hole", "holes", 0, 0}, |
171 | {HOLE, "hole", "holes", 0, 0}, |
177 | {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
172 | {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
178 | {SIGN, "sign", "signs", 0, 0}, |
173 | {SIGN, "sign", "signs", 0, 0}, |
179 | {BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
174 | {BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
180 | {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
175 | {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
… | |
… | |
207 | {BUILDER, "item builder", "item builders", 0, 0}, |
202 | {BUILDER, "item builder", "item builders", 0, 0}, |
208 | {MATERIAL, "building material", "building materials", 0, 0}, |
203 | {MATERIAL, "building material", "building materials", 0, 0}, |
209 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
204 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
210 | }; |
205 | }; |
211 | |
206 | |
212 | const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
207 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
213 | |
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214 | materialtype_t *materialt; |
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215 | |
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216 | /* |
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217 | materialtype material[NROFMATERIALS] = { |
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218 | * P M F E C C A D W G P S P T F C D D C C G H B I * |
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219 | * H A I L O O C R E H O L A U E A E E H O O O L N * |
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220 | * Y G R E L N I A A O I O R R A N P A A U D L I T * |
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221 | * S I E C D F D I P S S W A N R C L T O N Y N R * |
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222 | * I C T U N O T O L E E H S T P D N * |
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223 | {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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224 | {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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225 | {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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226 | {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, |
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227 | {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, |
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228 | {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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229 | {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, |
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230 | {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, |
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231 | {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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232 | {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}}, |
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233 | {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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234 | {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}}, |
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235 | {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}} |
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236 | }; |
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237 | */ |
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238 | |
208 | |
239 | /* This curve may be too steep. But the point is that there should |
209 | /* This curve may be too steep. But the point is that there should |
240 | * be tough choices - there is no real point to this if everyone can |
210 | * be tough choices - there is no real point to this if everyone can |
241 | * wear whatever they want with no worries. Perhaps having the steep |
211 | * wear whatever they want with no worries. Perhaps having the steep |
242 | * curve is good (maybe even steeper), but allowing players to |
212 | * curve is good (maybe even steeper), but allowing players to |
… | |
… | |
319 | |
289 | |
320 | enc += op->stats.luck; |
290 | enc += op->stats.luck; |
321 | |
291 | |
322 | /* Do spell paths now */ |
292 | /* Do spell paths now */ |
323 | for (i = 1; i < NRSPELLPATHS; i++) |
293 | for (i = 1; i < NRSPELLPATHS; i++) |
324 | { |
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325 | if (op->path_attuned & (1 << i)) |
294 | if (op->path_attuned & (1 << i)) |
326 | enc++; |
295 | enc++; |
327 | else if (op->path_denied & (1 << i)) |
296 | else if (op->path_denied & (1 << i)) |
328 | enc -= 2; |
297 | enc -= 2; |
329 | else if (op->path_repelled & (1 << i)) |
298 | else if (op->path_repelled & (1 << i)) |
330 | enc--; |
299 | enc--; |
331 | } |
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332 | |
300 | |
333 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
301 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
334 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
302 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
335 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
303 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
336 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
304 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
… | |
… | |
381 | * but do put a newline at the end. Useful when dumping to files |
349 | * but do put a newline at the end. Useful when dumping to files |
382 | */ |
350 | */ |
383 | const char * |
351 | const char * |
384 | describe_resistance (const object *op, int newline) |
352 | describe_resistance (const object *op, int newline) |
385 | { |
353 | { |
386 | static char buf[VERY_BIG_BUF]; |
354 | static dynbuf_text buf; buf.clear (); |
387 | char buf1[VERY_BIG_BUF]; |
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388 | int tmpvar; |
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389 | |
355 | |
390 | buf[0] = 0; |
356 | for (int i = 0; i < NROFATTACKS; i++) |
391 | for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) |
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392 | { |
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393 | if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) |
357 | if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1)) |
394 | { |
358 | buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); |
395 | if (!newline) |
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396 | sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); |
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397 | else |
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398 | sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); |
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399 | |
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400 | strcat (buf, buf1); |
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401 | } |
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402 | } |
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403 | |
359 | |
404 | return buf; |
360 | return buf; |
405 | } |
361 | } |
406 | |
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407 | |
362 | |
408 | /* |
363 | /* |
409 | * query_weight(object) returns a character pointer to a static buffer |
364 | * query_weight(object) returns a character pointer to a static buffer |
410 | * containing the text-representation of the weight of the given object. |
365 | * containing the text-representation of the weight of the given object. |
411 | * The buffer will be overwritten by the next call to query_weight(). |
366 | * The buffer will be overwritten by the next call to query_weight(). |
… | |
… | |
451 | return levelnumbers_10[i / 10]; |
406 | return levelnumbers_10[i / 10]; |
452 | |
407 | |
453 | strcpy (buf, numbers_10[i / 10]); |
408 | strcpy (buf, numbers_10[i / 10]); |
454 | strcat (buf, levelnumbers[i % 10]); |
409 | strcat (buf, levelnumbers[i % 10]); |
455 | return buf; |
410 | return buf; |
456 | } |
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457 | |
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458 | /* |
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459 | * get_number(integer) returns the text-representation of the given number |
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460 | * in a static buffer. The buffer might be overwritten at the next |
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461 | * call to get_number(). |
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462 | * It is currently only used by the query_name() function. |
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463 | */ |
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464 | const char * |
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465 | get_number (int i) |
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466 | { |
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467 | if (i <= 20) |
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468 | return numbers[i]; |
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469 | else |
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470 | { |
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471 | static char buf[MAX_BUF]; |
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472 | |
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473 | sprintf (buf, "%d", i); |
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474 | return buf; |
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475 | } |
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476 | } |
411 | } |
477 | |
412 | |
478 | /* |
413 | /* |
479 | * Returns pointer to static buffer containing ring's or amulet's |
414 | * Returns pointer to static buffer containing ring's or amulet's |
480 | * abilities |
415 | * abilities |
… | |
… | |
486 | */ |
421 | */ |
487 | |
422 | |
488 | /* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
423 | /* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
489 | * from stats.sp - b.t. |
424 | * from stats.sp - b.t. |
490 | */ |
425 | */ |
491 | const char * |
426 | static const char * |
492 | ring_desc (const object *op) |
427 | ring_desc (const object *op) |
493 | { |
428 | { |
494 | static dynbuf_text buf; buf.clear (); |
429 | static dynbuf_text buf; buf.clear (); |
495 | int attr, val, len; |
430 | int attr, val, len; |
496 | |
431 | |
… | |
… | |
627 | * returned is good forever.) However, it makes printing statements that |
562 | * returned is good forever.) However, it makes printing statements that |
628 | * use several names much easier (don't need to store them to temp variables.) |
563 | * use several names much easier (don't need to store them to temp variables.) |
629 | * |
564 | * |
630 | * It is used extensively within messages, so should return only a prose |
565 | * It is used extensively within messages, so should return only a prose |
631 | * and short description of the item. |
566 | * and short description of the item. |
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567 | * It is also used by examine/ex and similar functions. |
632 | */ |
568 | */ |
633 | const char * |
569 | const char * |
634 | query_name (const object *op) |
570 | query_name (const object *op) |
635 | { |
571 | { |
636 | int len = 0; |
572 | int len = 0; |
… | |
… | |
641 | use_buf %= 5; |
577 | use_buf %= 5; |
642 | |
578 | |
643 | dynbuf_text &buf = bufs [use_buf]; |
579 | dynbuf_text &buf = bufs [use_buf]; |
644 | buf.clear (); |
580 | buf.clear (); |
645 | |
581 | |
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582 | #if 0 |
646 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
583 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
647 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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648 | buf << mt->description << ' '; |
584 | buf << op->material->description << ' '; |
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585 | #endif |
649 | |
586 | |
650 | buf << query_short_name (op); |
587 | buf << query_short_name (op); |
651 | |
588 | |
652 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
589 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
653 | buf << " *"; |
590 | buf << " *"; |
654 | if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) |
591 | if (op->is_open_container ()) |
655 | buf << " (open)"; |
592 | buf << " (open)"; |
656 | |
593 | |
657 | if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
594 | if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
658 | { |
595 | { |
659 | if (QUERY_FLAG (op, FLAG_DAMNED)) |
596 | if (QUERY_FLAG (op, FLAG_DAMNED)) |
… | |
… | |
689 | { |
626 | { |
690 | case BOW: |
627 | case BOW: |
691 | case WAND: |
628 | case WAND: |
692 | case ROD: |
629 | case ROD: |
693 | case HORN: |
630 | case HORN: |
694 | buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); |
631 | buf << " (applied)"; |
695 | break; |
632 | break; |
696 | case WEAPON: |
633 | case WEAPON: |
697 | buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); |
634 | buf << " (applied)"; |
698 | break; |
635 | break; |
699 | case ARMOUR: |
636 | case ARMOUR: |
700 | case HELMET: |
637 | case HELMET: |
701 | case SHIELD: |
638 | case SHIELD: |
702 | case RING: |
639 | case RING: |
… | |
… | |
751 | * and sending to client. |
688 | * and sending to client. |
752 | * If plural is set, we generate the plural name of this. |
689 | * If plural is set, we generate the plural name of this. |
753 | * |
690 | * |
754 | * It is sometimes used to display messages, and usually only used to match stuff, |
691 | * It is sometimes used to display messages, and usually only used to match stuff, |
755 | * so maybe this function should be removed. |
692 | * so maybe this function should be removed. |
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693 | * It is also used for client-side inventory/item descriptions. |
756 | */ |
694 | */ |
757 | const char * |
695 | const char * |
758 | query_base_name (const object *op, int plural) |
696 | query_base_name (const object *op, int plural) |
759 | { |
697 | { |
760 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
698 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
761 | return "(null)"; |
699 | return "(null)"; |
762 | |
700 | |
763 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
701 | if (!op->nrof && !op->weight && !op->title && !is_magical (op) |
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702 | && op->type != EXIT) |
764 | return op->name; /* To speed things up (or make things slower?) */ |
703 | return op->name; /* To speed things up (or make things slower?) */ |
765 | |
704 | |
766 | static dynbuf_text buf; buf.clear (); |
705 | static dynbuf_text buf; buf.clear (); |
767 | |
706 | |
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707 | #if 0 |
768 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
708 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
769 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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770 | if (op->arch->materialname != mt->name) |
709 | if (op->arch->material != op->material) |
771 | buf << mt->description << ' '; |
710 | buf << op->material->description << ' '; |
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711 | #endif |
772 | |
712 | |
773 | buf << (plural ? op->name_pl : op->name); |
713 | buf << (plural ? op->name_pl : op->name); |
774 | |
714 | |
775 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
715 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
776 | buf << ' ' << op->title; |
716 | buf << ' ' << op->title; |
… | |
… | |
803 | if (s && *s) |
743 | if (s && *s) |
804 | buf << ' ' << s; |
744 | buf << ' ' << s; |
805 | } |
745 | } |
806 | break; |
746 | break; |
807 | |
747 | |
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748 | case EXIT: |
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749 | // random map exits "unfortunately" get patched, so this only works before entering |
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750 | if (EXIT_PATH (op) == shstr_random_map_exit) |
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751 | buf << " (random map)"; |
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752 | else if (!EXIT_PATH (op)) |
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753 | buf << " (closed)"; |
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754 | break; |
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755 | |
808 | default: |
756 | default: |
809 | if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
757 | if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
810 | buf.printf (" %+d", op->magic); |
758 | buf.printf (" %+d", op->magic); |
811 | } |
759 | } |
812 | |
760 | |
… | |
… | |
827 | /* Note that the resolution this provides for players really isn't |
775 | /* Note that the resolution this provides for players really isn't |
828 | * very good. Any player with a speed greater than .67 will |
776 | * very good. Any player with a speed greater than .67 will |
829 | * fall into the 'lightning fast movement' category. |
777 | * fall into the 'lightning fast movement' category. |
830 | */ |
778 | */ |
831 | if (op->has_active_speed ()) |
779 | if (op->has_active_speed ()) |
832 | switch ((int) ((FABS (op->speed)) * 15)) |
780 | switch ((int)(op->speed * 15.)) |
833 | { |
781 | { |
834 | case 0: |
782 | case 0: |
835 | buf << "(very slow movement)"; |
783 | buf << "(very slow movement)"; |
836 | break; |
784 | break; |
837 | case 1: |
785 | case 1: |
… | |
… | |
907 | if (op->stats.luck) |
855 | if (op->stats.luck) |
908 | buf.printf ("(luck%+d)", op->stats.luck); |
856 | buf.printf ("(luck%+d)", op->stats.luck); |
909 | } |
857 | } |
910 | |
858 | |
911 | /* describe attacktypes */ |
859 | /* describe attacktypes */ |
912 | if (is_dragon_pl (op)) |
860 | if (op->is_dragon ()) |
913 | { |
861 | { |
914 | /* for dragon players display the attacktypes from clawing skill |
862 | /* for dragon players display the attacktypes from clawing skill |
915 | * Break apart the for loop - move the comparison checking down - |
863 | * Break apart the for loop - move the comparison checking down - |
916 | * this makes it more readable. |
864 | * this makes it more readable. |
917 | */ |
865 | */ |
… | |
… | |
1216 | |
1164 | |
1217 | buf.add_abilities ("Attacks", op->attacktype); |
1165 | buf.add_abilities ("Attacks", op->attacktype); |
1218 | /* resistance on flesh is only visible for quetzals. If |
1166 | /* resistance on flesh is only visible for quetzals. If |
1219 | * non flesh, everyone can see its resistances |
1167 | * non flesh, everyone can see its resistances |
1220 | */ |
1168 | */ |
1221 | if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1169 | if (op->type != FLESH || (owner && owner->is_dragon ())) |
1222 | buf << describe_resistance (op, 0); |
1170 | buf << describe_resistance (op, 0); |
1223 | |
1171 | |
1224 | buf.add_paths ("Attuned", op->path_attuned); |
1172 | buf.add_paths ("Attuned", op->path_attuned); |
1225 | buf.add_paths ("Repelled", op->path_repelled); |
1173 | buf.add_paths ("Repelled", op->path_repelled); |
1226 | buf.add_paths ("Denied", op->path_denied); |
1174 | buf.add_paths ("Denied", op->path_denied); |
… | |
… | |
1253 | { |
1201 | { |
1254 | static dynbuf_text buf; buf.clear (); |
1202 | static dynbuf_text buf; buf.clear (); |
1255 | |
1203 | |
1256 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1204 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1257 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1205 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1258 | buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); |
1206 | buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); |
1259 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1207 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1260 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1208 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1261 | |
1209 | |
1262 | if (buf.size ()) |
1210 | if (buf.size ()) |
1263 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |
1211 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |