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Comparing deliantra/server/common/item.C (file contents):
Revision 1.77 by root, Sat Apr 3 02:27:24 2010 UTC vs.
Revision 1.83 by root, Sun Apr 11 00:34:05 2010 UTC

71static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
73 "eighty", "ninety" 73 "eighty", "ninety"
74}; 74};
75 75
76static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
80 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
81}; 81};
82 82
83static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
85 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
86}; 86};
87 87
88/* 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:
151 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
152 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
154 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
155 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
156 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
160 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
387/* 387/*
388 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
389 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
390 */ 390 */
391const char * 391const char *
392get_levelnumber (int i) 392ordinal (int i)
393{ 393{
394 static char buf[MAX_BUF]; 394 if (i < 0)
395 395 return format ("minus %s", ordinal (-i));
396 if (i > 99)
397 {
398 sprintf (buf, "%d.", i);
399 return buf;
400 }
401 396
402 if (i < 21) 397 if (i < 21)
403 return levelnumbers[i]; 398 return ordnumbers[i];
404 399
400 int digit = i % 10;
401
405 if (!(i % 10)) 402 if (i >= 100)
403 return format (
404 digit == 1 ? "%dst"
405 : digit == 2 ? "%dnd"
406 : digit == 3 ? "%drd"
407 : "%dth",
408 i
409 );
410
411 if (digit == 0)
406 return levelnumbers_10[i / 10]; 412 return ordnumbers_10[i / 10];
407 413 else
408 strcpy (buf, numbers_10[i / 10]); 414 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
409 strcat (buf, levelnumbers[i % 10]);
410 return buf;
411} 415}
412 416
413/* 417/*
414 * Returns pointer to static buffer containing ring's or amulet's 418 * Returns pointer to static buffer containing ring's or amulet's
415 * abilities 419 * abilities
427ring_desc (const object *op) 431ring_desc (const object *op)
428{ 432{
429 static dynbuf_text buf; buf.clear (); 433 static dynbuf_text buf; buf.clear ();
430 int attr, val, len; 434 int attr, val, len;
431 435
432 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 436 if (op->flag [FLAG_IDENTIFIED])
433 { 437 {
434 for (attr = 0; attr < NUM_STATS; attr++) 438 for (attr = 0; attr < NUM_STATS; attr++)
435 if ((val = op->stats.stat (attr))) 439 if ((val = op->stats.stat (attr)))
436 buf.printf ("(%s%+d)", short_stat_name[attr], val); 440 buf.printf ("(%s%+d)", short_stat_name[attr], val);
437 441
446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 450 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
447 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 451 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 452 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 453 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
450 454
451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 455 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 456 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 457 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 458 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
455 459
456 buf.add_paths ("Attuned" , op->path_attuned); 460 buf.add_paths ("Attuned" , op->path_attuned);
457 buf.add_paths ("Repelled", op->path_repelled); 461 buf.add_paths ("Repelled", op->path_repelled);
458 buf.add_paths ("Denied" , op->path_denied); 462 buf.add_paths ("Denied" , op->path_denied);
459 463
485 489
486 static dynbuf_text buf; buf.clear (); 490 static dynbuf_text buf; buf.clear ();
487 491
488 buf << (op->nrof <= 1 ? op->name : op->name_pl); 492 buf << (op->nrof <= 1 ? op->name : op->name_pl);
489 493
490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 494 if (op->title && op->flag [FLAG_IDENTIFIED])
491 buf << ' ' << op->title; 495 buf << ' ' << op->title;
492 496
493 switch (op->type) 497 switch (op->type)
494 { 498 {
495 case SPELLBOOK: 499 case SPELLBOOK:
496 case SCROLL: 500 case SCROLL:
497 case WAND: 501 case WAND:
498 case ROD: 502 case ROD:
499 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 503 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
500 { 504 {
501 if (!op->title) 505 if (!op->title)
502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 506 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
503 507
504 if (op->type != SPELLBOOK) 508 if (op->type != SPELLBOOK)
543 buf << " " << s; 547 buf << " " << s;
544 } 548 }
545 break; 549 break;
546 550
547 default: 551 default:
548 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 552 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
549 buf.printf (" %+d", op->magic); 553 buf.printf (" %+d", op->magic);
550 } 554 }
551 555
552 return buf; 556 return buf;
553} 557}
584 buf << op->material->description << ' '; 588 buf << op->material->description << ' ';
585#endif 589#endif
586 590
587 buf << query_short_name (op); 591 buf << query_short_name (op);
588 592
589 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 593 if (op->flag [FLAG_INV_LOCKED])
590 buf << " *"; 594 buf << " *";
591 if (op->is_open_container ()) 595 if (op->is_open_container ())
592 buf << " (open)"; 596 buf << " (open)";
593 597
594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 598 if (op->flag [FLAG_KNOWN_CURSED])
595 { 599 {
596 if (QUERY_FLAG (op, FLAG_DAMNED)) 600 if (op->flag [FLAG_DAMNED])
597 buf << " (damned)"; 601 buf << " (damned)";
598 else if (QUERY_FLAG (op, FLAG_CURSED)) 602 else if (op->flag [FLAG_CURSED])
599 buf << " (cursed)"; 603 buf << " (cursed)";
600 } 604 }
601 605
602 /* Basically, if the object is known magical (detect magic spell on it), 606 /* Basically, if the object is known magical (detect magic spell on it),
603 * and it isn't identified, print out the fact that 607 * and it isn't identified, print out the fact that
606 * 610 *
607 * Changed in V 0.91.4 - still print that the object is magical even 611 * Changed in V 0.91.4 - still print that the object is magical even
608 * if it has been applied. Equipping an item does not tell full 612 * if it has been applied. Equipping an item does not tell full
609 * abilities, especially for artifact items. 613 * abilities, especially for artifact items.
610 */ 614 */
611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 615 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
612 buf << " (magic)"; 616 buf << " (magic)";
613 617
614#if 0 618#if 0
615 /* item_power will be returned in describe_item - it shouldn't really 619 /* item_power will be returned in describe_item - it shouldn't really
616 * be returned in the name. 620 * be returned in the name.
618 if (op->item_power) 622 if (op->item_power)
619 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 623 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
620 624
621#endif 625#endif
622 626
623 if (QUERY_FLAG (op, FLAG_APPLIED)) 627 if (op->flag [FLAG_APPLIED])
624 { 628 {
625 switch (op->type) 629 switch (op->type)
626 { 630 {
627 case BOW: 631 case BOW:
628 case WAND: 632 case WAND:
671 else if (op->stats.food <= 0) 675 else if (op->stats.food <= 0)
672 buf << " (burned out)"; 676 buf << " (burned out)";
673 break; 677 break;
674 } 678 }
675 679
676 if (QUERY_FLAG (op, FLAG_UNPAID)) 680 if (op->flag [FLAG_UNPAID])
677 buf << " (unpaid)"; 681 buf << " (unpaid)";
678 682
679 return buf; 683 return buf;
680} 684}
681 685
710 buf << op->material->description << ' '; 714 buf << op->material->description << ' ';
711#endif 715#endif
712 716
713 buf << (plural ? op->name_pl : op->name); 717 buf << (plural ? op->name_pl : op->name);
714 718
715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 719 if (op->title && op->flag [FLAG_IDENTIFIED])
716 buf << ' ' << op->title; 720 buf << ' ' << op->title;
717 721
718 switch (op->type) 722 switch (op->type)
719 { 723 {
720 case SPELLBOOK: 724 case SPELLBOOK:
721 case SCROLL: 725 case SCROLL:
722 case WAND: 726 case WAND:
723 case ROD: 727 case ROD:
724 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 728 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
725 { 729 {
726 if (!op->title) 730 if (!op->title)
727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 731 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
728 732
729 if (op->type != SPELLBOOK) 733 if (op->type != SPELLBOOK)
752 else if (!EXIT_PATH (op)) 756 else if (!EXIT_PATH (op))
753 buf << " (closed)"; 757 buf << " (closed)";
754 break; 758 break;
755 759
756 default: 760 default:
757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 761 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
758 buf.printf (" %+d", op->magic); 762 buf.printf (" %+d", op->magic);
759 } 763 }
760 764
761 return buf; 765 return buf;
762} 766}
805 default: 809 default:
806 buf << "(lightning fast movement)"; 810 buf << "(lightning fast movement)";
807 break; 811 break;
808 } 812 }
809 813
810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 814 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 815 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 816 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 817 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 818 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 819 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 820 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 821 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 822 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 823 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 824 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 825 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 826 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 827 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
824 828
825 if (op->randomitems) 829 if (op->randomitems)
826 { 830 {
827 bool first = 1; 831 bool first = 1;
828 832
910 * item (eg, debug dump or the like) 914 * item (eg, debug dump or the like)
911 */ 915 */
912const char * 916const char *
913describe_item (const object *op, object *owner) 917describe_item (const object *op, object *owner)
914{ 918{
915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 919 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
916 return describe_monster (op); 920 return describe_monster (op);
917 921
918 static dynbuf_text buf; buf.clear (); 922 static dynbuf_text buf; buf.clear ();
919 int identified, i; 923 int identified, i;
920 924
921 /* figure this out once, instead of making multiple calls to need_identify. 925 /* figure this out once, instead of making multiple calls to need_identify.
922 * also makes the code easier to read. 926 * also makes the code easier to read.
923 */ 927 */
924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 928 identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED];
925 if (!identified) 929 if (!identified)
926 buf << "(unidentified)"; 930 buf << "(unidentified)";
927 931
928 switch (op->type) 932 switch (op->type)
929 { 933 {
948 if (op->stats.maxsp > 1000) 952 if (op->stats.maxsp > 1000)
949 { /*higher capacity crystals */ 953 { /*higher capacity crystals */
950 i = (op->stats.maxsp % 1000) / 100; 954 i = (op->stats.maxsp % 1000) / 100;
951 955
952 if (i) 956 if (i)
953 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 957 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
954 else 958 else
955 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
956 } 960 }
957 else 961 else
958 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 962 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
959 963
960 i = (op->stats.sp * 10) / op->stats.maxsp; 964 i = (op->stats.sp * 10) / op->stats.maxsp;
961 if (op->stats.sp == 0) 965 if (op->stats.sp == 0)
962 buf << "empty."; 966 buf << "empty";
963 else if (i == 0) 967 else if (i == 0)
964 buf << "almost empty."; 968 buf << "almost empty";
965 else if (i < 3) 969 else if (i < 3)
966 buf << "partially filled."; 970 buf << "partially filled";
967 else if (i < 6) 971 else if (i < 6)
968 buf << "half full."; 972 buf << "half full";
969 else if (i < 9) 973 else if (i < 9)
970 buf << "well charged."; 974 buf << "well charged";
971 else if (op->stats.sp == op->stats.maxsp) 975 else if (op->stats.sp == op->stats.maxsp)
972 buf << "fully charged."; 976 buf << "fully charged";
973 else 977 else
974 buf << "almost full."; 978 buf << "almost full";
979
980 buf << ')';
975 break; 981 break;
976 982
977 case LAMP: 983 case LAMP:
978 { 984 {
979 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 985 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
997 break; 1003 break;
998 1004
999 case FOOD: 1005 case FOOD:
1000 case FLESH: 1006 case FLESH:
1001 case DRINK: 1007 case DRINK:
1002 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1008 if (identified || op->flag [FLAG_BEEN_APPLIED])
1003 { 1009 {
1004 buf.printf ("(food+%d)", op->stats.food); 1010 buf.printf ("(food+%d)", op->stats.food);
1005 1011
1006 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1012 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1007 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1013 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1008 1014
1009 if (!QUERY_FLAG (op, FLAG_CURSED)) 1015 if (!op->flag [FLAG_CURSED])
1010 { 1016 {
1011 if (op->stats.hp) buf << "(heals)"; 1017 if (op->stats.hp) buf << "(heals)";
1012 if (op->stats.sp) buf << "(spellpoint regen)"; 1018 if (op->stats.sp) buf << "(spellpoint regen)";
1013 } 1019 }
1014 else 1020 else
1035 } 1041 }
1036 1042
1037 /* Down here, we more further describe equipment type items. 1043 /* Down here, we more further describe equipment type items.
1038 * only describe them if they have been identified or the like. 1044 * only describe them if they have been identified or the like.
1039 */ 1045 */
1040 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1046 if (identified || op->flag [FLAG_BEEN_APPLIED])
1041 { 1047 {
1042 int attr, val; 1048 int attr, val;
1043 1049
1044 for (attr = 0; attr < NUM_STATS; attr++) 1050 for (attr = 0; attr < NUM_STATS; attr++)
1045 if ((val = op->stats.stat (attr))) 1051 if ((val = op->stats.stat (attr)))
1076 1082
1077 default: 1083 default:
1078 break; 1084 break;
1079 } 1085 }
1080 1086
1081 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1087 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1082 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1088 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1083 1089
1084 /* levitate was what is was before, so we'll keep it */ 1090 /* levitate was what is was before, so we'll keep it */
1085 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1091 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1086 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1092 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1087 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1093 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1149 } 1155 }
1150 1156
1151 if (op->stats.luck) 1157 if (op->stats.luck)
1152 buf.printf ("(luck%+d)", op->stats.luck); 1158 buf.printf ("(luck%+d)", op->stats.luck);
1153 1159
1154 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1160 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1155 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1161 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1156 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1162 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1163 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1158 1164
1159 if (op->slaying && op->type != FOOD) 1165 if (op->slaying && op->type != FOOD)
1160 buf.printf ("(slay %s)", &op->slaying); 1166 buf.printf ("(slay %s)", &op->slaying);
1161 1167
1162 if (op->type == SKILL_TOOL && op->skill) 1168 if (op->type == SKILL_TOOL && op->skill)
1181object::describe_item (object *who) 1187object::describe_item (object *who)
1182{ 1188{
1183 return std::string (::describe_item (this, who)); 1189 return std::string (::describe_item (this, who));
1184} 1190}
1185 1191
1192static void
1193describe_dump_object (dynbuf &buf, object *ob)
1194{
1195 char *txt = dump_object (ob);
1196 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1197 buf << "\n" << txt << "\n";
1198
1199 if (!ob->is_arch ())
1200 describe_dump_object (buf, ob->arch);
1201}
1202
1203std::string
1204object::describe (object *who)
1205{
1206 dynbuf_text buf (1024, 1024);
1207
1208 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1209
1210 if (custom_name)
1211 buf.printf ("You call it %s.\r", &custom_name);
1212
1213 switch (type)
1214 {
1215 case SPELLBOOK:
1216 if (flag [FLAG_IDENTIFIED] && inv)
1217 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1218 break;
1219
1220 case BOOK:
1221 if (msg)
1222 buf << "Something is written in it.\r";
1223 break;
1224
1225 case CONTAINER:
1226 if (race)
1227 {
1228 if (weight_limit && stats.Str < 100)
1229 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1230 &race, weight_limit / (10.0 * (100 - stats.Str)));
1231 else
1232 buf.printf ("It can hold only %s.\r", &race);
1233 }
1234 else if (weight_limit && stats.Str < 100)
1235 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1236 break;
1237
1238 case WAND:
1239 if (flag [FLAG_IDENTIFIED])
1240 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1241 break;
1242 }
1243
1244 if (material != MATERIAL_NULL && !msg)
1245 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1246 << material->description
1247 << ".\r";
1248
1249 if (who)
1250 /* Where to wear this item */
1251 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1252 if (slot[i].info)
1253 {
1254 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1255
1256 if (slot[i].info < -1 && who->slot[i].info)
1257 buf.printf ("(%d)", -slot[i].info);
1258
1259 buf << ".\r";
1260 }
1261
1262 if (weight)
1263 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1264
1265 if (flag [FLAG_STARTEQUIP])
1266 buf << (nrof > 1 ? "They were" : "It was")
1267 << " given by a god and will vanish when dropped.\r";
1268
1269 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1270 {
1271 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1272
1273 if (who->is_in_shop ())
1274 {
1275 if (flag [FLAG_UNPAID])
1276 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1277 else
1278 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1279 }
1280 }
1281
1282 if (flag [FLAG_MONSTER])
1283 buf << describe_monster (who);
1284
1285 /* Is this item buildable? */
1286 if (flag [FLAG_IS_BUILDABLE])
1287 buf << "This is a buildable item.\r";
1288
1289 /* Does the object have a message? Don't show message for all object
1290 * types - especially if the first entry is a match
1291 */
1292 if (msg)
1293 {
1294 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1295 {
1296 buf << '\r';
1297
1298 /* This is just a hack so when identifying the items, we print
1299 * out the extra message
1300 */
1301 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1302 buf << "The object has a story:\r";
1303
1304 buf << msg << '\n';
1305 }
1306 }
1307 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1308 && (type == SPELLBOOK || type == ROD || type == WAND
1309 || type == ROD || type == POTION || type == SCROLL))
1310 // for spellbooks and other stuff that contains spells, print the spell message,
1311 // unless the object has a custom message handled above.
1312 buf << '\r' << inv->msg << '\n';
1313
1314 // try to display the duration for some potions and scrolls
1315 // this includes change ability potions and group spells,
1316 // but does not handle protection potions
1317 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1318 && (type == POTION || type == SCROLL))
1319 {
1320 object *spell = inv;
1321
1322 if (spell->subtype == SP_PARTY_SPELL)
1323 spell = spell->other_arch;
1324
1325 if (spell->subtype == SP_CHANGE_ABILITY)
1326 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1327 TICK2TIME (change_ability_duration (spell, this)));
1328 }
1329
1330 // some help text for skill tools
1331 if (type == SKILL_TOOL)
1332 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1333 "you can use the " << &skill << " skill as if you had learned it.>";
1334
1335 // Display a hint about inscribable items [empty books]
1336 // This includes the amount of text they can hold.
1337 if (type == INSCRIBABLE)
1338 {
1339 if (other_arch && other_arch->type == SCROLL)
1340 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1341 else
1342 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1343 weight_limit);
1344 }
1345
1346 buf << '\n';
1347
1348 // the dungeon master additionally gets a complete dump
1349 if (who && who->flag [FLAG_WIZLOOK])
1350 {
1351 buf << "\nT<Object>\n";
1352 describe_dump_object (buf, this);
1353
1354 if (inv)
1355 {
1356 buf << "\nT<Top Inventory>\n";
1357 describe_dump_object (buf, inv);
1358 }
1359 }
1360
1361 return std::string (buf.linearise (), buf.size ());
1362}
1363
1186void 1364void
1187examine (object *op, object *tmp) 1365examine (object *op, object *tmp)
1188{ 1366{
1189 std::string info = tmp->describe (op); 1367 std::string info = tmp->describe (op);
1190 1368
1200object::query_inventory (object *who, const char *indent) 1378object::query_inventory (object *who, const char *indent)
1201{ 1379{
1202 static dynbuf_text buf; buf.clear (); 1380 static dynbuf_text buf; buf.clear ();
1203 1381
1204 for (object *tmp = inv; tmp; tmp = tmp->below) 1382 for (object *tmp = inv; tmp; tmp = tmp->below)
1205 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1383 if (who && who->flag [FLAG_WIZ])
1206 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); 1384 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1385 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1208 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1386 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1209 1387
1210 if (buf.size ()) 1388 if (buf.size ())
1211 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1389 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1212 else 1390 else
1225is_magical (const object *op) 1403is_magical (const object *op)
1226{ 1404{
1227 int i; 1405 int i;
1228 1406
1229 /* living creatures are considered non magical */ 1407 /* living creatures are considered non magical */
1230 if (QUERY_FLAG (op, FLAG_ALIVE)) 1408 if (op->flag [FLAG_ALIVE])
1231 return 0; 1409 return 0;
1232 1410
1233 /* This is a test for it being an artifact, as artifacts have titles */ 1411 /* This is a test for it being an artifact, as artifacts have titles */
1234 if (op->title != NULL) 1412 if (op->title != NULL)
1235 return 1; 1413 return 1;
1241 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1419 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1242 return 1; 1420 return 1;
1243 1421
1244 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1422 /* Check for stealty, speed, flying, or just plain magic in the boots */
1245 /* Presume any boots that hvae a move_type are special. */ 1423 /* Presume any boots that hvae a move_type are special. */
1246 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1424 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1247 return 1; 1425 return 1;
1248 1426
1249 /* Take care of amulet/shield that reflects spells/missiles */ 1427 /* Take care of amulet/shield that reflects spells/missiles */
1250 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1428 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1251 return 1; 1429 return 1;
1252 1430
1253 /* Take care of helmet of xrays */ 1431 /* Take care of helmet of xrays */
1254 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1432 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1255 return 1; 1433 return 1;
1256 1434
1257 /* Potions & rods are always magical. Wands/staves are also magical, 1435 /* Potions & rods are always magical. Wands/staves are also magical,
1258 * assuming they still have any charges left. 1436 * assuming they still have any charges left.
1259 */ 1437 */
1348 * Supposed to fix face-values as well here, but later. 1526 * Supposed to fix face-values as well here, but later.
1349 */ 1527 */
1350void 1528void
1351identify (object *op) 1529identify (object *op)
1352{ 1530{
1353 SET_FLAG (op, FLAG_IDENTIFIED); 1531 op->set_flag (FLAG_IDENTIFIED);
1354 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1532 op->clr_flag (FLAG_KNOWN_MAGICAL);
1355 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1533 op->clr_flag (FLAG_NO_SKILL_IDENT);
1356 1534
1357 /* 1535 /*
1358 * We want autojoining of equal objects: 1536 * We want autojoining of equal objects:
1359 */ 1537 */
1360 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1538 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1361 SET_FLAG (op, FLAG_KNOWN_CURSED); 1539 op->set_flag (FLAG_KNOWN_CURSED);
1362 1540
1363 if (op->type == POTION) 1541 if (op->type == POTION)
1364 { 1542 {
1365 if (op->inv && op->randomitems) 1543 if (op->inv && op->randomitems)
1366 op->title = op->inv->name; 1544 op->title = op->inv->name;

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