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Comparing deliantra/server/common/item.C (file contents):
Revision 1.61 by root, Mon Oct 19 21:48:48 2009 UTC vs.
Revision 1.79 by root, Sun Apr 4 02:51:56 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
47 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better. 48 * may be better.
49 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */ 51 */
52// see include/object.h
52Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
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};
69
70static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74}; 69};
75 70
76static char numbers_10[10][20] = { 71static 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"
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
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
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 *
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 *
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 *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}}
236};
237*/
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 {
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 }
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;
390 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
391 359
392 return buf; 360 return buf;
393} 361}
394 362
395
396/* 363/*
397 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
398 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
399 * 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().
400 * 367 *
439 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
440 407
441 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
442 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
443 return buf; 410 return buf;
444}
445
446/*
447 * get_number(integer) returns the text-representation of the given number
448 * in a static buffer. The buffer might be overwritten at the next
449 * call to get_number().
450 * It is currently only used by the query_name() function.
451 */
452const char *
453get_number (int i)
454{
455 if (i <= 20)
456 return numbers[i];
457 else
458 {
459 static char buf[MAX_BUF];
460
461 sprintf (buf, "%d", i);
462 return buf;
463 }
464} 411}
465 412
466/* 413/*
467 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
468 * abilities 415 * abilities
474 */ 421 */
475 422
476/* 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
477 * from stats.sp - b.t. 424 * from stats.sp - b.t.
478 */ 425 */
479const char * 426static const char *
480ring_desc (const object *op) 427ring_desc (const object *op)
481{ 428{
482 static dynbuf_text buf; buf.clear (); 429 static dynbuf_text buf; buf.clear ();
483 int attr, val, len; 430 int attr, val, len;
484 431
615 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
616 * 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.)
617 * 564 *
618 * 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
619 * and short description of the item. 566 * and short description of the item.
567 * It is also used by examine/ex and similar functions.
620 */ 568 */
621const char * 569const char *
622query_name (const object *op) 570query_name (const object *op)
623{ 571{
624 int len = 0; 572 int len = 0;
629 use_buf %= 5; 577 use_buf %= 5;
630 578
631 dynbuf_text &buf = bufs [use_buf]; 579 dynbuf_text &buf = bufs [use_buf];
632 buf.clear (); 580 buf.clear ();
633 581
582#if 0
634 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
635 if (materialtype_t *mt = name_to_material (op->materialname))
636 buf << mt->description << ' '; 584 buf << op->material->description << ' ';
585#endif
637 586
638 buf << query_short_name (op); 587 buf << query_short_name (op);
639 588
640 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
641 buf << " *"; 590 buf << " *";
677 { 626 {
678 case BOW: 627 case BOW:
679 case WAND: 628 case WAND:
680 case ROD: 629 case ROD:
681 case HORN: 630 case HORN:
682 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 631 buf << " (applied)";
683 break; 632 break;
684 case WEAPON: 633 case WEAPON:
685 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 634 buf << " (applied)";
686 break; 635 break;
687 case ARMOUR: 636 case ARMOUR:
688 case HELMET: 637 case HELMET:
689 case SHIELD: 638 case SHIELD:
690 case RING: 639 case RING:
739 * and sending to client. 688 * and sending to client.
740 * If plural is set, we generate the plural name of this. 689 * If plural is set, we generate the plural name of this.
741 * 690 *
742 * 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,
743 * so maybe this function should be removed. 692 * so maybe this function should be removed.
693 * It is also used for client-side inventory/item descriptions.
744 */ 694 */
745const char * 695const char *
746query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
747{ 697{
748 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
749 return "(null)"; 699 return "(null)";
750 700
751 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 701 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
702 && op->type != EXIT)
752 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
753 704
754 static dynbuf_text buf; buf.clear (); 705 static dynbuf_text buf; buf.clear ();
755 706
707#if 0
756 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
757 if (materialtype_t *mt = name_to_material (op->materialname))
758 if (op->arch->materialname != mt->name) 709 if (op->arch->material != op->material)
759 buf << mt->description << ' '; 710 buf << op->material->description << ' ';
711#endif
760 712
761 buf << (plural ? op->name_pl : op->name); 713 buf << (plural ? op->name_pl : op->name);
762 714
763 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
764 buf << ' ' << op->title; 716 buf << ' ' << op->title;
791 if (s && *s) 743 if (s && *s)
792 buf << ' ' << s; 744 buf << ' ' << s;
793 } 745 }
794 break; 746 break;
795 747
748 case EXIT:
749 // random map exits "unfortunately" get patched, so this only works before entering
750 if (EXIT_PATH (op) == shstr_random_map_exit)
751 buf << " (random map)";
752 else if (!EXIT_PATH (op))
753 buf << " (closed)";
754 break;
755
796 default: 756 default:
797 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)))
798 buf.printf (" %+d", op->magic); 758 buf.printf (" %+d", op->magic);
799 } 759 }
800 760
815 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
816 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
817 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
818 */ 778 */
819 if (op->has_active_speed ()) 779 if (op->has_active_speed ())
820 switch ((int) ((FABS (op->speed)) * 15)) 780 switch ((int)(op->speed * 15.))
821 { 781 {
822 case 0: 782 case 0:
823 buf << "(very slow movement)"; 783 buf << "(very slow movement)";
824 break; 784 break;
825 case 1: 785 case 1:
895 if (op->stats.luck) 855 if (op->stats.luck)
896 buf.printf ("(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
897 } 857 }
898 858
899 /* describe attacktypes */ 859 /* describe attacktypes */
900 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
901 { 861 {
902 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
903 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
904 * this makes it more readable. 864 * this makes it more readable.
905 */ 865 */
988 if (op->stats.maxsp > 1000) 948 if (op->stats.maxsp > 1000)
989 { /*higher capacity crystals */ 949 { /*higher capacity crystals */
990 i = (op->stats.maxsp % 1000) / 100; 950 i = (op->stats.maxsp % 1000) / 100;
991 951
992 if (i) 952 if (i)
993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 953 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
994 else 954 else
995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 955 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
996 } 956 }
997 else 957 else
998 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 958 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
999 959
1000 i = (op->stats.sp * 10) / op->stats.maxsp; 960 i = (op->stats.sp * 10) / op->stats.maxsp;
1001 if (op->stats.sp == 0) 961 if (op->stats.sp == 0)
1002 buf << "empty."; 962 buf << "empty";
1003 else if (i == 0) 963 else if (i == 0)
1004 buf << "almost empty."; 964 buf << "almost empty";
1005 else if (i < 3) 965 else if (i < 3)
1006 buf << "partially filled."; 966 buf << "partially filled";
1007 else if (i < 6) 967 else if (i < 6)
1008 buf << "half full."; 968 buf << "half full";
1009 else if (i < 9) 969 else if (i < 9)
1010 buf << "well charged."; 970 buf << "well charged";
1011 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1012 buf << "fully charged."; 972 buf << "fully charged";
1013 else 973 else
1014 buf << "almost full."; 974 buf << "almost full";
975
976 buf << ')';
1015 break; 977 break;
1016 978
1017 case LAMP: 979 case LAMP:
1018 { 980 {
1019 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 981 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1204 1166
1205 buf.add_abilities ("Attacks", op->attacktype); 1167 buf.add_abilities ("Attacks", op->attacktype);
1206 /* resistance on flesh is only visible for quetzals. If 1168 /* resistance on flesh is only visible for quetzals. If
1207 * non flesh, everyone can see its resistances 1169 * non flesh, everyone can see its resistances
1208 */ 1170 */
1209 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1171 if (op->type != FLESH || (owner && owner->is_dragon ()))
1210 buf << describe_resistance (op, 0); 1172 buf << describe_resistance (op, 0);
1211 1173
1212 buf.add_paths ("Attuned", op->path_attuned); 1174 buf.add_paths ("Attuned", op->path_attuned);
1213 buf.add_paths ("Repelled", op->path_repelled); 1175 buf.add_paths ("Repelled", op->path_repelled);
1214 buf.add_paths ("Denied", op->path_denied); 1176 buf.add_paths ("Denied", op->path_denied);
1219 1181
1220std::string 1182std::string
1221object::describe_item (object *who) 1183object::describe_item (object *who)
1222{ 1184{
1223 return std::string (::describe_item (this, who)); 1185 return std::string (::describe_item (this, who));
1186}
1187
1188static void
1189describe_dump_object (dynbuf &buf, object *ob)
1190{
1191 char *txt = dump_object (ob);
1192 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1193 buf << "\n" << txt << "\n";
1194
1195 if (!ob->is_arch ())
1196 describe_dump_object (buf, ob->arch);
1197}
1198
1199std::string
1200object::describe (object *who)
1201{
1202 dynbuf_text buf (1024, 1024);
1203
1204 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1205
1206 if (custom_name)
1207 buf.printf ("You call it %s.\r", &custom_name);
1208
1209 switch (type)
1210 {
1211 case SPELLBOOK:
1212 if (flag [FLAG_IDENTIFIED] && inv)
1213 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1214 break;
1215
1216 case BOOK:
1217 if (msg)
1218 buf << "Something is written in it.\r";
1219 break;
1220
1221 case CONTAINER:
1222 if (race)
1223 {
1224 if (weight_limit && stats.Str < 100)
1225 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1226 &race, weight_limit / (10.0 * (100 - stats.Str)));
1227 else
1228 buf.printf ("It can hold only %s.\r", &race);
1229 }
1230 else if (weight_limit && stats.Str < 100)
1231 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1232 break;
1233
1234 case WAND:
1235 if (flag [FLAG_IDENTIFIED])
1236 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1237 break;
1238 }
1239
1240 if (material != MATERIAL_NULL && !msg)
1241 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1242 << material->description
1243 << ".\r";
1244
1245 if (who)
1246 /* Where to wear this item */
1247 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1248 if (slot[i].info)
1249 {
1250 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1251
1252 if (slot[i].info < -1 && who->slot[i].info)
1253 buf.printf ("(%d)", -slot[i].info);
1254
1255 buf << ".\r";
1256 }
1257
1258 if (weight)
1259 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1260
1261 if (flag [FLAG_STARTEQUIP])
1262 buf << (nrof > 1 ? "They were" : "It was")
1263 << " given by a god and will vanish when dropped.\r";
1264
1265 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1266 {
1267 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1268
1269 if (who->is_in_shop ())
1270 {
1271 if (flag [FLAG_UNPAID])
1272 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1273 else
1274 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1275 }
1276 }
1277
1278 if (flag [FLAG_MONSTER])
1279 buf << describe_monster (who);
1280
1281 /* Is this item buildable? */
1282 if (flag [FLAG_IS_BUILDABLE])
1283 buf << "This is a buildable item.\r";
1284
1285 /* Does the object have a message? Don't show message for all object
1286 * types - especially if the first entry is a match
1287 */
1288 if (msg)
1289 {
1290 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1291 {
1292 buf << '\r';
1293
1294 /* This is just a hack so when identifying the items, we print
1295 * out the extra message
1296 */
1297 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1298 buf << "The object has a story:\r";
1299
1300 buf << msg << '\n';
1301 }
1302 }
1303 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1304 && (type == SPELLBOOK || type == ROD || type == WAND
1305 || type == ROD || type == POTION || type == SCROLL))
1306 // for spellbooks and other stuff that contains spells, print the spell message,
1307 // unless the object has a custom message handled above.
1308 buf << '\r' << inv->msg << '\n';
1309
1310 // try to display the duration for some potions and scrolls
1311 // this includes change ability potions and group spells,
1312 // but does not handle protection potions
1313 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1314 && (type == POTION || type == SCROLL))
1315 {
1316 object *spell = inv;
1317
1318 if (spell->subtype == SP_PARTY_SPELL)
1319 spell = spell->other_arch;
1320
1321 if (spell->subtype == SP_CHANGE_ABILITY)
1322 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1323 TICK2TIME (change_ability_duration (spell, this)));
1324 }
1325
1326 // Display a hint about inscribable items [empty books]
1327 // This includes the amount of text they can hold.
1328 if (type == INSCRIBABLE)
1329 {
1330 if (other_arch && other_arch->type == SCROLL)
1331 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1332 else
1333 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1334 weight_limit);
1335 }
1336
1337 buf << '\n';
1338
1339 // the dungeon master additionally gets a complete dump
1340 if (who && who->flag [FLAG_WIZLOOK])
1341 {
1342 buf << "\nT<Object>\n";
1343 describe_dump_object (buf, this);
1344
1345 if (inv)
1346 {
1347 buf << "\nT<Top Inventory>\n";
1348 describe_dump_object (buf, inv);
1349 }
1350 }
1351
1352 return std::string (buf.linearise (), buf.size ());
1224} 1353}
1225 1354
1226void 1355void
1227examine (object *op, object *tmp) 1356examine (object *op, object *tmp)
1228{ 1357{
1241{ 1370{
1242 static dynbuf_text buf; buf.clear (); 1371 static dynbuf_text buf; buf.clear ();
1243 1372
1244 for (object *tmp = inv; tmp; tmp = tmp->below) 1373 for (object *tmp = inv; tmp; tmp = tmp->below)
1245 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1374 if (who && QUERY_FLAG (who, FLAG_WIZ))
1246 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1375 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1247 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1376 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1248 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1377 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1249 1378
1250 if (buf.size ()) 1379 if (buf.size ())
1251 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1380 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());

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