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Comparing deliantra/server/common/item.C (file contents):
Revision 1.78 by root, Sat Apr 3 03:13:47 2010 UTC vs.
Revision 1.91 by root, Sat Apr 23 04:56:45 2011 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
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 52// see include/object.h
53Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
68/*{"body_dragon_torso", "your body", "a dragon's body"} */
69}; 57};
70 58
71static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
73 "eighty", "ninety" 61 "eighty", "ninety"
74}; 62};
75 63
76static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
80 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
81}; 69};
82 70
83static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
85 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
86}; 74};
87 75
88/* The following is a large table of item types, the fields are: 76/* The following is a large table of item types, the fields are:
151 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
152 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
154 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
155 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
156 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
160 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
202 {BUILDER, "item builder", "item builders", 0, 0}, 190 {BUILDER, "item builder", "item builders", 0, 0},
203 {MATERIAL, "building material", "building materials", 0, 0}, 191 {MATERIAL, "building material", "building materials", 0, 0},
204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 192 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
205}; 193};
206 194
207static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 195static const int item_types_size = array_length (item_types);
208 196
209/* This curve may be too steep. But the point is that there should 197/* This curve may be too steep. But the point is that there should
210 * be tough choices - there is no real point to this if everyone can 198 * be tough choices - there is no real point to this if everyone can
211 * wear whatever they want with no worries. Perhaps having the steep 199 * wear whatever they want with no worries. Perhaps having the steep
212 * curve is good (maybe even steeper), but allowing players to 200 * curve is good (maybe even steeper), but allowing players to
214 * able to use 2-3 of the most powerful items. 202 * able to use 2-3 of the most powerful items.
215 * note that this table is only really used for program generated items - 203 * note that this table is only really used for program generated items -
216 * custom objects can use whatever they want. 204 * custom objects can use whatever they want.
217 */ 205 */
218static int enc_to_item_power[21] = { 206static int enc_to_item_power[21] = {
207 0,
219 0, 0, 1, 2, 3, 4, /* 5 */ 208 0, 1, 2, 3, 4, // 5
220 5, 7, 9, 11, 13, /* 10 */ 209 5, 7, 9, 11, 13, // 10
221 15, 18, 21, 24, 27, /* 15 */ 210 15, 18, 21, 24, 27, // 15
222 30, 35, 40, 45, 50 /* 20 */ 211 30, 35, 40, 45, 50 // 20
223}; 212};
224 213
225int 214int
226get_power_from_ench (int ench) 215get_power_from_ench (int ench)
227{ 216{
228 return enc_to_item_power [clamp (ench, 0, 20)]; 217 return enc_to_item_power [clamp (ench, 0, 20)];
218}
219
220static const struct need_identify_types : typeset
221{
222 need_identify_types ()
223 {
224 set (RING);
225 set (WAND);
226 set (ROD);
227 set (HORN);
228 set (SCROLL);
229 set (SKILL);
230 set (SKILLSCROLL);
231 set (SPELLBOOK);
232 set (FOOD);
233 set (POTION);
234 set (BOW);
235 set (ARROW);
236 set (WEAPON);
237 set (ARMOUR);
238 set (SHIELD);
239 set (HELMET);
240 set (AMULET);
241 set (BOOTS);
242 set (GLOVES);
243 set (BRACERS);
244 set (GIRDLE);
245 set (CONTAINER);
246 set (DRINK);
247 set (FLESH);
248 set (INORGANIC);
249 set (CLOSE_CON);
250 set (CLOAK);
251 set (GEM);
252 set (POWER_CRYSTAL);
253 set (POISON);
254 set (BOOK);
255 set (SKILL_TOOL);
256 }
257} need_identify_types;
258
259bool
260object::need_identify () const
261{
262 return need_identify_types [type];
229} 263}
230 264
231/* This takes an object 'op' and figures out what its item_power 265/* This takes an object 'op' and figures out what its item_power
232 * rating should be. This should only really be used by the treasure 266 * rating should be. This should only really be used by the treasure
233 * generation code, and when loading legacy objects. It returns 267 * generation code, and when loading legacy objects. It returns
307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 341 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
308 342
309 return get_power_from_ench (enc); 343 return get_power_from_ench (enc);
310} 344}
311 345
346static const struct get_typedata
347{
348 const typedata *data [NUM_TYPES];
349
350 get_typedata ()
351 {
352 for (int i = 0; i < item_types_size; i++)
353 data [item_types[i].number] = &item_types [i];
354 }
355
356 const typedata *operator ()(int itemtype) const
357 {
358 return data [itemtype];
359 }
360} get_typedata_;
361
312/* returns the typedata that has a number equal to itemtype, if there 362/* returns the typedata that has a number equal to itemtype, if there
313 * isn't one, returns NULL */ 363 * isn't one, returns NULL */
314const typedata * 364const typedata *
315get_typedata (int itemtype) 365get_typedata (int itemtype)
316{ 366{
317 for (int i = 0; i < item_types_size; i++) 367 return get_typedata_ (itemtype);
318 if (item_types[i].number == itemtype)
319 return &item_types[i];
320
321 return NULL;
322} 368}
323 369
324/* returns the typedata that has a name equal to itemtype, if there 370/* returns the typedata that has a name equal to itemtype, if there
325 * isn't one, return the plural name that matches, if there still isn't 371 * isn't one, return the plural name that matches, if there still isn't
326 * one return NULL */ 372 * one return NULL */
387/* 433/*
388 * Returns the pointer to a static buffer containing 434 * Returns the pointer to a static buffer containing
389 * the number requested (of the form first, second, third...) 435 * the number requested (of the form first, second, third...)
390 */ 436 */
391const char * 437const char *
392get_levelnumber (int i) 438ordinal (int i)
393{ 439{
394 static char buf[MAX_BUF]; 440 if (i < 0)
395 441 return format ("minus %s", ordinal (-i));
396 if (i > 99)
397 {
398 sprintf (buf, "%d.", i);
399 return buf;
400 }
401 442
402 if (i < 21) 443 if (i < 21)
403 return levelnumbers[i]; 444 return ordnumbers[i];
404 445
446 int digit = i % 10;
447
405 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)
406 return levelnumbers_10[i / 10]; 458 return ordnumbers_10[i / 10];
407 459 else
408 strcpy (buf, numbers_10[i / 10]); 460 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
409 strcat (buf, levelnumbers[i % 10]);
410 return buf;
411} 461}
412 462
413/* 463/*
414 * Returns pointer to static buffer containing ring's or amulet's 464 * Returns pointer to static buffer containing ring's or amulet's
415 * abilities 465 * abilities
427ring_desc (const object *op) 477ring_desc (const object *op)
428{ 478{
429 static dynbuf_text buf; buf.clear (); 479 static dynbuf_text buf; buf.clear ();
430 int attr, val, len; 480 int attr, val, len;
431 481
432 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 482 if (op->flag [FLAG_IDENTIFIED])
433 { 483 {
434 for (attr = 0; attr < NUM_STATS; attr++) 484 for (attr = 0; attr < NUM_STATS; attr++)
435 if ((val = op->stats.stat (attr))) 485 if ((val = op->stats.stat (attr)))
436 buf.printf ("(%s%+d)", short_stat_name[attr], val); 486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
437 487
438 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 488 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
439 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 489 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
440 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 490 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
441 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 491 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
442 492
443 buf << describe_resistance (op, 0); 493 buf << describe_resistance (op, 0);
446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 496 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); 497 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); 498 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 499 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
450 500
451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 501 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 502 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 503 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 504 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
455 505
456 buf.add_paths ("Attuned" , op->path_attuned); 506 buf.add_paths ("Attuned" , op->path_attuned);
457 buf.add_paths ("Repelled", op->path_repelled); 507 buf.add_paths ("Repelled", op->path_repelled);
458 buf.add_paths ("Denied" , op->path_denied); 508 buf.add_paths ("Denied" , op->path_denied);
459 509
485 535
486 static dynbuf_text buf; buf.clear (); 536 static dynbuf_text buf; buf.clear ();
487 537
488 buf << (op->nrof <= 1 ? op->name : op->name_pl); 538 buf << (op->nrof <= 1 ? op->name : op->name_pl);
489 539
490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 540 if (op->title && op->flag [FLAG_IDENTIFIED])
491 buf << ' ' << op->title; 541 buf << ' ' << op->title;
492 542
493 switch (op->type) 543 switch (op->type)
494 { 544 {
495 case SPELLBOOK: 545 case SPELLBOOK:
496 case SCROLL: 546 case SCROLL:
497 case WAND: 547 case WAND:
498 case ROD: 548 case ROD:
499 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 549 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
500 { 550 {
501 if (!op->title) 551 if (!op->title)
502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 552 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
503 553
504 if (op->type != SPELLBOOK) 554 if (op->type != SPELLBOOK)
543 buf << " " << s; 593 buf << " " << s;
544 } 594 }
545 break; 595 break;
546 596
547 default: 597 default:
548 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]))
549 buf.printf (" %+d", op->magic); 601 buf.printf (" %+d", op->magic);
550 } 602 }
551 603
552 return buf; 604 return buf;
553} 605}
584 buf << op->material->description << ' '; 636 buf << op->material->description << ' ';
585#endif 637#endif
586 638
587 buf << query_short_name (op); 639 buf << query_short_name (op);
588 640
589 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 641 if (op->flag [FLAG_INV_LOCKED])
590 buf << " *"; 642 buf << " *";
591 if (op->is_open_container ()) 643 if (op->is_open_container ())
592 buf << " (open)"; 644 buf << " (open)";
593 645
594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 646 if (op->flag [FLAG_KNOWN_CURSED])
595 { 647 {
596 if (QUERY_FLAG (op, FLAG_DAMNED)) 648 if (op->flag [FLAG_DAMNED])
597 buf << " (damned)"; 649 buf << " (damned)";
598 else if (QUERY_FLAG (op, FLAG_CURSED)) 650 else if (op->flag [FLAG_CURSED])
599 buf << " (cursed)"; 651 buf << " (cursed)";
600 } 652 }
601 653
602 /* 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),
603 * and it isn't identified, print out the fact that 655 * and it isn't identified, print out the fact that
606 * 658 *
607 * 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
608 * 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
609 * abilities, especially for artifact items. 661 * abilities, especially for artifact items.
610 */ 662 */
611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
612 buf << " (magic)"; 664 buf << " (magic)";
613 665
614#if 0 666#if 0
615 /* 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
616 * be returned in the name. 668 * be returned in the name.
618 if (op->item_power) 670 if (op->item_power)
619 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);
620 672
621#endif 673#endif
622 674
623 if (QUERY_FLAG (op, FLAG_APPLIED)) 675 if (op->flag [FLAG_APPLIED])
624 { 676 {
625 switch (op->type) 677 switch (op->type)
626 { 678 {
679 case RANGED:
627 case BOW: 680 case BOW:
628 case WAND: 681 case WAND:
629 case ROD: 682 case ROD:
630 case HORN: 683 case HORN:
631 buf << " (applied)";
632 break;
633 case WEAPON: 684 case WEAPON:
634 buf << " (applied)"; 685 buf << " (applied)";
635 break; 686 break;
636 case ARMOUR: 687 case ARMOUR:
637 case HELMET: 688 case HELMET:
671 else if (op->stats.food <= 0) 722 else if (op->stats.food <= 0)
672 buf << " (burned out)"; 723 buf << " (burned out)";
673 break; 724 break;
674 } 725 }
675 726
676 if (QUERY_FLAG (op, FLAG_UNPAID)) 727 if (op->flag [FLAG_UNPAID])
677 buf << " (unpaid)"; 728 buf << " (unpaid)";
678 729
679 return buf; 730 return buf;
680} 731}
681 732
710 buf << op->material->description << ' '; 761 buf << op->material->description << ' ';
711#endif 762#endif
712 763
713 buf << (plural ? op->name_pl : op->name); 764 buf << (plural ? op->name_pl : op->name);
714 765
715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
716 buf << ' ' << op->title; 767 buf << ' ' << op->title;
717 768
718 switch (op->type) 769 switch (op->type)
719 { 770 {
720 case SPELLBOOK: 771 case SPELLBOOK:
721 case SCROLL: 772 case SCROLL:
722 case WAND: 773 case WAND:
723 case ROD: 774 case ROD:
724 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
725 { 776 {
726 if (!op->title) 777 if (!op->title)
727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
728 779
729 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
752 else if (!EXIT_PATH (op)) 803 else if (!EXIT_PATH (op))
753 buf << " (closed)"; 804 buf << " (closed)";
754 break; 805 break;
755 806
756 default: 807 default:
757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
758 buf.printf (" %+d", op->magic); 811 buf.printf (" %+d", op->magic);
759 } 812 }
760 813
761 return buf; 814 return buf;
762} 815}
805 default: 858 default:
806 buf << "(lightning fast movement)"; 859 buf << "(lightning fast movement)";
807 break; 860 break;
808 } 861 }
809 862
810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
824 877
825 if (op->randomitems) 878 if (op->randomitems)
826 { 879 {
827 bool first = 1; 880 bool first = 1;
828 881
910 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
911 */ 964 */
912const char * 965const char *
913describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
914{ 967{
915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
916 return describe_monster (op); 969 return describe_monster (op);
917 970
918 static dynbuf_text buf; buf.clear (); 971 static dynbuf_text buf; buf.clear ();
919 int identified, i; 972 int identified, i;
920 973
921 /* figure this out once, instead of making multiple calls to need_identify. 974 /* figure this out once, instead of making multiple calls to need_identify.
922 * also makes the code easier to read. 975 * also makes the code easier to read.
923 */ 976 */
924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
925 if (!identified) 978 if (!identified)
926 buf << "(unidentified)"; 979 buf << "(unidentified)";
927 980
928 switch (op->type) 981 switch (op->type)
929 { 982 {
983 case RANGED:
930 case BOW: 984 case BOW:
931 case ARROW: 985 case ARROW:
932 case WAND: 986 case WAND:
933 case ROD: 987 case ROD:
934 case HORN: 988 case HORN:
999 break; 1053 break;
1000 1054
1001 case FOOD: 1055 case FOOD:
1002 case FLESH: 1056 case FLESH:
1003 case DRINK: 1057 case DRINK:
1004 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || op->flag [FLAG_BEEN_APPLIED])
1005 { 1059 {
1006 buf.printf ("(food+%d)", op->stats.food); 1060 buf.printf ("(food+%d)", op->stats.food);
1007 1061
1008 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))
1009 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1063 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1010 1064
1011 if (!QUERY_FLAG (op, FLAG_CURSED)) 1065 if (!op->flag [FLAG_CURSED])
1012 { 1066 {
1013 if (op->stats.hp) buf << "(heals)"; 1067 if (op->stats.hp) buf << "(heals)";
1014 if (op->stats.sp) buf << "(spellpoint regen)"; 1068 if (op->stats.sp) buf << "(spellpoint regen)";
1015 } 1069 }
1016 else 1070 else
1037 } 1091 }
1038 1092
1039 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1040 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1041 */ 1095 */
1042 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1043 { 1097 {
1044 int attr, val;
1045
1046 for (attr = 0; attr < NUM_STATS; attr++) 1098 for (int attr = 0; attr < NUM_STATS; attr++)
1047 if ((val = op->stats.stat (attr))) 1099 if (int val = op->stats.stat (attr))
1048 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1100 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1049 1101
1050 if (op->stats.exp) 1102 if (op->stats.exp)
1051 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1103 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1052 1104
1053 switch (op->type) 1105 switch (op->type)
1054 { 1106 {
1107 case RANGED:
1055 case BOW: 1108 case BOW:
1056 case ARROW: 1109 case ARROW:
1057 case GIRDLE: 1110 case GIRDLE:
1058 case HELMET: 1111 case HELMET:
1059 case SHIELD: 1112 case SHIELD:
1078 1131
1079 default: 1132 default:
1080 break; 1133 break;
1081 } 1134 }
1082 1135
1083 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1084 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1085 1138
1086 /* levitate was what is was before, so we'll keep it */ 1139 /* levitate was what is was before, so we'll keep it */
1087 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1088 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1089 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1102 { 1155 {
1103 int more_info = 0; 1156 int more_info = 0;
1104 1157
1105 switch (op->type) 1158 switch (op->type)
1106 { 1159 {
1160 case RANGED:
1107 case ROD: /* These use stats.sp for spell selection and stats.food */ 1161 case ROD: /* These use stats.sp for spell selection and stats.food */
1108 case HORN: /* and stats.hp for spell-point regeneration... */ 1162 case HORN: /* and stats.hp for spell-point regeneration... */
1109 case BOW: 1163 case BOW:
1110 case ARROW: 1164 case ARROW:
1111 case WAND: 1165 case WAND:
1151 } 1205 }
1152 1206
1153 if (op->stats.luck) 1207 if (op->stats.luck)
1154 buf.printf ("(luck%+d)", op->stats.luck); 1208 buf.printf ("(luck%+d)", op->stats.luck);
1155 1209
1156 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1210 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1157 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1211 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1158 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1212 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1159 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1213 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1160 1214
1161 if (op->slaying && op->type != FOOD) 1215 if (op->slaying && op->type != FOOD)
1162 buf.printf ("(slay %s)", &op->slaying); 1216 buf.printf ("(slay %s)", &op->slaying);
1163 1217
1164 if (op->type == SKILL_TOOL && op->skill) 1218 if (op->type == SKILL_TOOL && op->skill)
1183object::describe_item (object *who) 1237object::describe_item (object *who)
1184{ 1238{
1185 return std::string (::describe_item (this, who)); 1239 return std::string (::describe_item (this, who));
1186} 1240}
1187 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
1188void 1412void
1189examine (object *op, object *tmp) 1413examine (object *op, object *tmp)
1190{ 1414{
1191 std::string info = tmp->describe (op); 1415 std::string info = tmp->describe (op);
1192 1416
1202object::query_inventory (object *who, const char *indent) 1426object::query_inventory (object *who, const char *indent)
1203{ 1427{
1204 static dynbuf_text buf; buf.clear (); 1428 static dynbuf_text buf; buf.clear ();
1205 1429
1206 for (object *tmp = inv; tmp; tmp = tmp->below) 1430 for (object *tmp = inv; tmp; tmp = tmp->below)
1207 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1431 if (who && who->flag [FLAG_WIZ])
1208 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); 1432 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1209 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1433 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1210 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 ());
1211 1435
1212 if (buf.size ()) 1436 if (buf.size ())
1213 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1437 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1214 else 1438 else
1227is_magical (const object *op) 1451is_magical (const object *op)
1228{ 1452{
1229 int i; 1453 int i;
1230 1454
1231 /* living creatures are considered non magical */ 1455 /* living creatures are considered non magical */
1232 if (QUERY_FLAG (op, FLAG_ALIVE)) 1456 if (op->flag [FLAG_ALIVE])
1233 return 0; 1457 return 0;
1234 1458
1235 /* 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 */
1236 if (op->title != NULL) 1460 if (op->title != NULL)
1237 return 1; 1461 return 1;
1243 (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))
1244 return 1; 1468 return 1;
1245 1469
1246 /* 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 */
1247 /* Presume any boots that hvae a move_type are special. */ 1471 /* Presume any boots that hvae a move_type are special. */
1248 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)))
1249 return 1; 1473 return 1;
1250 1474
1251 /* Take care of amulet/shield that reflects spells/missiles */ 1475 /* Take care of amulet/shield that reflects spells/missiles */
1252 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]))
1253 return 1; 1477 return 1;
1254 1478
1255 /* Take care of helmet of xrays */ 1479 /* Take care of helmet of xrays */
1256 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1480 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1257 return 1; 1481 return 1;
1258 1482
1259 /* Potions & rods are always magical. Wands/staves are also magical, 1483 /* Potions & rods are always magical. Wands/staves are also magical,
1260 * assuming they still have any charges left. 1484 * assuming they still have any charges left.
1261 */ 1485 */
1290 * be non magical. 1514 * be non magical.
1291 */ 1515 */
1292 return 0; 1516 return 0;
1293} 1517}
1294 1518
1295/* need_identify returns true if the item should be identified. This
1296 * function really should not exist - by default, any item not identified
1297 * should need it.
1298 */
1299
1300int
1301need_identify (const object *op)
1302{
1303 switch (op->type)
1304 {
1305 case RING:
1306 case WAND:
1307 case ROD:
1308 case HORN:
1309 case SCROLL:
1310 case SKILL:
1311 case SKILLSCROLL:
1312 case SPELLBOOK:
1313 case FOOD:
1314 case POTION:
1315 case BOW:
1316 case ARROW:
1317 case WEAPON:
1318 case ARMOUR:
1319 case SHIELD:
1320 case HELMET:
1321 case AMULET:
1322 case BOOTS:
1323 case GLOVES:
1324 case BRACERS:
1325 case GIRDLE:
1326 case CONTAINER:
1327 case DRINK:
1328 case FLESH:
1329 case INORGANIC:
1330 case CLOSE_CON:
1331 case CLOAK:
1332 case GEM:
1333 case POWER_CRYSTAL:
1334 case POISON:
1335 case BOOK:
1336 case SKILL_TOOL:
1337 return 1;
1338 }
1339
1340 /* Try to track down some stuff that may show up here. Thus, the
1341 * archetype file can be updated, and this function removed.
1342 */
1343#if 0
1344 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1345#endif
1346 return 0;
1347}
1348
1349/* 1519/*
1350 * Supposed to fix face-values as well here, but later. 1520 * Supposed to fix face-values as well here, but later.
1351 */ 1521 */
1352void 1522void
1353identify (object *op) 1523identify (object *op)
1354{ 1524{
1355 SET_FLAG (op, FLAG_IDENTIFIED); 1525 op->set_flag (FLAG_IDENTIFIED);
1356 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1526 op->clr_flag (FLAG_KNOWN_MAGICAL);
1357 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1527 op->clr_flag (FLAG_NO_SKILL_IDENT);
1358 1528
1359 /* 1529 /*
1360 * We want autojoining of equal objects: 1530 * We want autojoining of equal objects:
1361 */ 1531 */
1362 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1532 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1363 SET_FLAG (op, FLAG_KNOWN_CURSED); 1533 op->set_flag (FLAG_KNOWN_CURSED);
1364 1534
1365 if (op->type == POTION) 1535 if (op->type == POTION)
1366 { 1536 {
1367 if (op->inv && op->randomitems) 1537 if (op->inv && op->randomitems)
1368 op->title = op->inv->name; 1538 op->title = op->inv->name;

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