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Comparing deliantra/server/common/item.C (file contents):
Revision 1.57 by root, Mon Oct 12 04:03:41 2009 UTC vs.
Revision 1.93 by root, Tue Jan 3 11:25:30 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
46 * 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
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
49 * "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
50 */ 51 */
52// see include/object.h
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {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 },
53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */
67};
68
69static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72 "eighteen", "nineteen", "twenty"
73}; 57};
74 58
75static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety" 61 "eighty", "ninety"
78}; 62};
79 63
80static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
84 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
85}; 69};
86 70
87static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
90}; 74};
91 75
92/* 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:
155 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
156 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
160 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
151 {TORCH, "torch", "torches", 0, 0},
167 {LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0}, 157 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0}, 158 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 159 {T_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0}, 160 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 161 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0}, 162 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 163 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 164 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
206 {BUILDER, "item builder", "item builders", 0, 0}, 191 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0}, 192 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209}; 194};
210 195
211const int item_types_size = sizeof (item_types) / sizeof (*item_types); 196static const int item_types_size = array_length (item_types);
212
213materialtype_t *materialt;
214
215/*
216materialtype material[NROFMATERIALS] = {
217 * P M F E C C A D W G P S P T F C D D C C G H B I *
218 * H A I L O O C R E H O L A U E A E E H O O O L N *
219 * Y G R E L N I A A O I O R R A N P A A U D L I T *
220 * S I E C D F D I P S S W A N R C L T O N Y N R *
221 * I C T U N O T O L E E H S T P D N *
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}}
235};
236*/
237 197
238/* This curve may be too steep. But the point is that there should 198/* This curve may be too steep. But the point is that there should
239 * be tough choices - there is no real point to this if everyone can 199 * be tough choices - there is no real point to this if everyone can
240 * wear whatever they want with no worries. Perhaps having the steep 200 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to 201 * curve is good (maybe even steeper), but allowing players to
243 * able to use 2-3 of the most powerful items. 203 * able to use 2-3 of the most powerful items.
244 * note that this table is only really used for program generated items - 204 * note that this table is only really used for program generated items -
245 * custom objects can use whatever they want. 205 * custom objects can use whatever they want.
246 */ 206 */
247static int enc_to_item_power[21] = { 207static int enc_to_item_power[21] = {
208 0,
248 0, 0, 1, 2, 3, 4, /* 5 */ 209 0, 1, 2, 3, 4, // 5
249 5, 7, 9, 11, 13, /* 10 */ 210 5, 7, 9, 11, 13, // 10
250 15, 18, 21, 24, 27, /* 15 */ 211 15, 18, 21, 24, 27, // 15
251 30, 35, 40, 45, 50 /* 20 */ 212 30, 35, 40, 45, 50 // 20
252}; 213};
253 214
254int 215int
255get_power_from_ench (int ench) 216get_power_from_ench (int ench)
256{ 217{
257 return enc_to_item_power [clamp (ench, 0, 20)]; 218 return enc_to_item_power [clamp (ench, 0, 20)];
219}
220
221static const struct need_identify_types : typeset
222{
223 need_identify_types ()
224 {
225 set (RING);
226 set (WAND);
227 set (ROD);
228 set (HORN);
229 set (SCROLL);
230 set (SKILL);
231 set (SKILLSCROLL);
232 set (SPELLBOOK);
233 set (FOOD);
234 set (POTION);
235 set (BOW);
236 set (ARROW);
237 set (WEAPON);
238 set (ARMOUR);
239 set (SHIELD);
240 set (HELMET);
241 set (AMULET);
242 set (BOOTS);
243 set (GLOVES);
244 set (BRACERS);
245 set (GIRDLE);
246 set (CONTAINER);
247 set (DRINK);
248 set (FLESH);
249 set (INORGANIC);
250 set (CLOSE_CON);
251 set (CLOAK);
252 set (GEM);
253 set (POWER_CRYSTAL);
254 set (POISON);
255 set (BOOK);
256 set (SKILL_TOOL);
257 }
258} need_identify_types;
259
260bool
261object::need_identify () const
262{
263 return need_identify_types [type];
258} 264}
259 265
260/* This takes an object 'op' and figures out what its item_power 266/* This takes an object 'op' and figures out what its item_power
261 * rating should be. This should only really be used by the treasure 267 * rating should be. This should only really be used by the treasure
262 * generation code, and when loading legacy objects. It returns 268 * generation code, and when loading legacy objects. It returns
318 324
319 enc += op->stats.luck; 325 enc += op->stats.luck;
320 326
321 /* Do spell paths now */ 327 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 328 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 329 if (op->path_attuned & (1 << i))
325 enc++; 330 enc++;
326 else if (op->path_denied & (1 << i)) 331 else if (op->path_denied & (1 << i))
327 enc -= 2; 332 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 333 else if (op->path_repelled & (1 << i))
329 enc--; 334 enc--;
330 }
331 335
332 if (op->flag [FLAG_LIFESAVE ]) enc += 5; 336 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3; 337 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2; 338 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 if (op->flag [FLAG_XRAYS ]) enc += 2; 339 if (op->flag [FLAG_XRAYS ]) enc += 2;
338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 342 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 343
340 return get_power_from_ench (enc); 344 return get_power_from_ench (enc);
341} 345}
342 346
347static const struct get_typedata
348{
349 const typedata *data [NUM_TYPES];
350
351 get_typedata ()
352 {
353 for (int i = 0; i < item_types_size; i++)
354 data [item_types[i].number] = &item_types [i];
355 }
356
357 const typedata *operator ()(int itemtype) const
358 {
359 return data [itemtype];
360 }
361} get_typedata_;
362
343/* returns the typedata that has a number equal to itemtype, if there 363/* returns the typedata that has a number equal to itemtype, if there
344 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
345const typedata * 365const typedata *
346get_typedata (int itemtype) 366get_typedata (int itemtype)
347{ 367{
348 for (int i = 0; i < item_types_size; i++) 368 return get_typedata_ (itemtype);
349 if (item_types[i].number == itemtype)
350 return &item_types[i];
351
352 return NULL;
353} 369}
354 370
355/* returns the typedata that has a name equal to itemtype, if there 371/* returns the typedata that has a name equal to itemtype, if there
356 * isn't one, return the plural name that matches, if there still isn't 372 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 373 * one return NULL */
380 * but do put a newline at the end. Useful when dumping to files 396 * but do put a newline at the end. Useful when dumping to files
381 */ 397 */
382const char * 398const char *
383describe_resistance (const object *op, int newline) 399describe_resistance (const object *op, int newline)
384{ 400{
385 static char buf[VERY_BIG_BUF]; 401 static dynbuf_text buf; buf.clear ();
386 char buf1[VERY_BIG_BUF];
387 int tmpvar;
388 402
389 buf[0] = 0; 403 for (int i = 0; i < NROFATTACKS; i++)
390 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
391 {
392 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 404 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
393 { 405 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
394 if (!newline)
395 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
396 else
397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
398
399 strcat (buf, buf1);
400 }
401 }
402 406
403 return buf; 407 return buf;
404} 408}
405
406 409
407/* 410/*
408 * query_weight(object) returns a character pointer to a static buffer 411 * query_weight(object) returns a character pointer to a static buffer
409 * containing the text-representation of the weight of the given object. 412 * containing the text-representation of the weight of the given object.
410 * The buffer will be overwritten by the next call to query_weight(). 413 * The buffer will be overwritten by the next call to query_weight().
431/* 434/*
432 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
433 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
434 */ 437 */
435const char * 438const char *
436get_levelnumber (int i) 439ordinal (int i)
437{ 440{
438 static char buf[MAX_BUF]; 441 if (i < 0)
439 442 return format ("minus %s", ordinal (-i));
440 if (i > 99)
441 {
442 sprintf (buf, "%d.", i);
443 return buf;
444 }
445 443
446 if (i < 21) 444 if (i < 21)
447 return levelnumbers[i];
448
449 if (!(i % 10))
450 return levelnumbers_10[i / 10];
451
452 strcpy (buf, numbers_10[i / 10]);
453 strcat (buf, levelnumbers[i % 10]);
454 return buf;
455}
456
457/*
458 * get_number(integer) returns the text-representation of the given number
459 * in a static buffer. The buffer might be overwritten at the next
460 * call to get_number().
461 * It is currently only used by the query_name() function.
462 */
463const char *
464get_number (int i)
465{
466 if (i <= 20)
467 return numbers[i]; 445 return ordnumbers[i];
446
447 int digit = i % 10;
448
449 if (i >= 100)
450 return format (
451 digit == 1 ? "%dst"
452 : digit == 2 ? "%dnd"
453 : digit == 3 ? "%drd"
454 : "%dth",
455 i
456 );
457
458 if (digit == 0)
459 return ordnumbers_10[i / 10];
468 else 460 else
469 { 461 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
470 static char buf[MAX_BUF];
471
472 sprintf (buf, "%d", i);
473 return buf;
474 }
475} 462}
476 463
477/* 464/*
478 * Returns pointer to static buffer containing ring's or amulet's 465 * Returns pointer to static buffer containing ring's or amulet's
479 * abilities 466 * abilities
485 */ 472 */
486 473
487/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 474/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
488 * from stats.sp - b.t. 475 * from stats.sp - b.t.
489 */ 476 */
490const char * 477static const char *
491ring_desc (const object *op) 478ring_desc (const object *op)
492{ 479{
493 static dynbuf_text buf; buf.clear (); 480 static dynbuf_text buf; buf.clear ();
494 int attr, val, len; 481 int attr, val, len;
495 482
496 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 483 if (op->flag [FLAG_IDENTIFIED])
497 { 484 {
498 for (attr = 0; attr < NUM_STATS; attr++) 485 for (attr = 0; attr < NUM_STATS; attr++)
499 if ((val = op->stats.stat (attr))) 486 if ((val = op->stats.stat (attr)))
500 buf.printf ("(%s%+d)", short_stat_name[attr], val); 487 buf.printf ("(%s%+d)", short_stat_name[attr], val);
501 488
502 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 489 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
503 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 490 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
504 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 491 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
505 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 492 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
506 493
507 buf << describe_resistance (op, 0); 494 buf << describe_resistance (op, 0);
510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 498 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 500 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
514 501
515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
519 506
520 buf.add_paths ("Attuned" , op->path_attuned); 507 buf.add_paths ("Attuned" , op->path_attuned);
521 buf.add_paths ("Repelled", op->path_repelled); 508 buf.add_paths ("Repelled", op->path_repelled);
522 buf.add_paths ("Denied" , op->path_denied); 509 buf.add_paths ("Denied" , op->path_denied);
523 510
549 536
550 static dynbuf_text buf; buf.clear (); 537 static dynbuf_text buf; buf.clear ();
551 538
552 buf << (op->nrof <= 1 ? op->name : op->name_pl); 539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
553 540
554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 541 if (op->title && op->flag [FLAG_IDENTIFIED])
555 buf << ' ' << op->title; 542 buf << ' ' << op->title;
556 543
557 switch (op->type) 544 switch (op->type)
558 { 545 {
559 case SPELLBOOK: 546 case SPELLBOOK:
560 case SCROLL: 547 case SCROLL:
561 case WAND: 548 case WAND:
562 case ROD: 549 case ROD:
563 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
564 { 551 {
565 if (!op->title) 552 if (!op->title)
566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
567 554
568 if (op->type != SPELLBOOK) 555 if (op->type != SPELLBOOK)
607 buf << " " << s; 594 buf << " " << s;
608 } 595 }
609 break; 596 break;
610 597
611 default: 598 default:
612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 599 if (op->magic
600 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
601 || op->flag [FLAG_IDENTIFIED]))
613 buf.printf (" %+d", op->magic); 602 buf.printf (" %+d", op->magic);
614 } 603 }
615 604
616 return buf; 605 return buf;
617} 606}
626 * returned is good forever.) However, it makes printing statements that 615 * returned is good forever.) However, it makes printing statements that
627 * use several names much easier (don't need to store them to temp variables.) 616 * use several names much easier (don't need to store them to temp variables.)
628 * 617 *
629 * It is used extensively within messages, so should return only a prose 618 * It is used extensively within messages, so should return only a prose
630 * and short description of the item. 619 * and short description of the item.
620 * It is also used by examine/ex and similar functions.
631 */ 621 */
632const char * 622const char *
633query_name (const object *op) 623query_name (const object *op)
634{ 624{
635 int len = 0; 625 int len = 0;
640 use_buf %= 5; 630 use_buf %= 5;
641 631
642 dynbuf_text &buf = bufs [use_buf]; 632 dynbuf_text &buf = bufs [use_buf];
643 buf.clear (); 633 buf.clear ();
644 634
635#if 0
645 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 636 if ((op->is_armor () || op->is_weapon ()) && op->material)
646 if (materialtype_t *mt = name_to_material (op->materialname))
647 buf << mt->description << ' '; 637 buf << op->material->description << ' ';
638#endif
648 639
649 buf << query_short_name (op); 640 buf << query_short_name (op);
650 641
651 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 642 if (op->flag [FLAG_INV_LOCKED])
652 buf << " *"; 643 buf << " *";
653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 644 if (op->is_open_container ())
654 buf << " (open)"; 645 buf << " (open)";
655 646
656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 647 if (op->flag [FLAG_KNOWN_CURSED])
657 { 648 {
658 if (QUERY_FLAG (op, FLAG_DAMNED)) 649 if (op->flag [FLAG_DAMNED])
659 buf << " (damned)"; 650 buf << " (damned)";
660 else if (QUERY_FLAG (op, FLAG_CURSED)) 651 else if (op->flag [FLAG_CURSED])
661 buf << " (cursed)"; 652 buf << " (cursed)";
662 } 653 }
663 654
664 /* Basically, if the object is known magical (detect magic spell on it), 655 /* Basically, if the object is known magical (detect magic spell on it),
665 * and it isn't identified, print out the fact that 656 * and it isn't identified, print out the fact that
668 * 659 *
669 * Changed in V 0.91.4 - still print that the object is magical even 660 * Changed in V 0.91.4 - still print that the object is magical even
670 * if it has been applied. Equipping an item does not tell full 661 * if it has been applied. Equipping an item does not tell full
671 * abilities, especially for artifact items. 662 * abilities, especially for artifact items.
672 */ 663 */
673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 664 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
674 buf << " (magic)"; 665 buf << " (magic)";
675 666
676#if 0 667#if 0
677 /* item_power will be returned in describe_item - it shouldn't really 668 /* item_power will be returned in describe_item - it shouldn't really
678 * be returned in the name. 669 * be returned in the name.
680 if (op->item_power) 671 if (op->item_power)
681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 672 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
682 673
683#endif 674#endif
684 675
685 if (QUERY_FLAG (op, FLAG_APPLIED)) 676 if (op->flag [FLAG_APPLIED])
686 { 677 {
687 switch (op->type) 678 switch (op->type)
688 { 679 {
680 case RANGED:
689 case BOW: 681 case BOW:
690 case WAND: 682 case WAND:
691 case ROD: 683 case ROD:
692 case HORN: 684 case HORN:
693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
694 break;
695 case WEAPON: 685 case WEAPON:
696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 686 buf << " (applied)";
697 break; 687 break;
698 case ARMOUR: 688 case ARMOUR:
699 case HELMET: 689 case HELMET:
700 case SHIELD: 690 case SHIELD:
701 case RING: 691 case RING:
733 else if (op->stats.food <= 0) 723 else if (op->stats.food <= 0)
734 buf << " (burned out)"; 724 buf << " (burned out)";
735 break; 725 break;
736 } 726 }
737 727
738 if (QUERY_FLAG (op, FLAG_UNPAID)) 728 if (op->flag [FLAG_UNPAID])
739 buf << " (unpaid)"; 729 buf << " (unpaid)";
740 730
741 return buf; 731 return buf;
742} 732}
743 733
750 * and sending to client. 740 * and sending to client.
751 * If plural is set, we generate the plural name of this. 741 * If plural is set, we generate the plural name of this.
752 * 742 *
753 * It is sometimes used to display messages, and usually only used to match stuff, 743 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed. 744 * so maybe this function should be removed.
745 * It is also used for client-side inventory/item descriptions.
755 */ 746 */
756const char * 747const char *
757query_base_name (const object *op, int plural) 748query_base_name (const object *op, int plural)
758{ 749{
759 if ((!plural && !op->name) || (plural && !op->name_pl)) 750 if ((!plural && !op->name) || (plural && !op->name_pl))
760 return "(null)"; 751 return "(null)";
761 752
762 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 753 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
754 && op->type != EXIT)
763 return op->name; /* To speed things up (or make things slower?) */ 755 return op->name; /* To speed things up (or make things slower?) */
764 756
765 static dynbuf_text buf; buf.clear (); 757 static dynbuf_text buf; buf.clear ();
766 758
759#if 0
767 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 760 if ((op->is_armor () || op->is_weapon ()) && op->material)
768 if (materialtype_t *mt = name_to_material (op->materialname))
769 if (op->arch->materialname != mt->name) 761 if (op->arch->material != op->material)
770 buf << mt->description << ' '; 762 buf << op->material->description << ' ';
763#endif
771 764
772 buf << (plural ? op->name_pl : op->name); 765 buf << (plural ? op->name_pl : op->name);
773 766
774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
775 buf << ' ' << op->title; 768 buf << ' ' << op->title;
776 769
777 switch (op->type) 770 switch (op->type)
778 { 771 {
779 case SPELLBOOK: 772 case SPELLBOOK:
780 case SCROLL: 773 case SCROLL:
781 case WAND: 774 case WAND:
782 case ROD: 775 case ROD:
783 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
784 { 777 {
785 if (!op->title) 778 if (!op->title)
786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
787 780
788 if (op->type != SPELLBOOK) 781 if (op->type != SPELLBOOK)
802 if (s && *s) 795 if (s && *s)
803 buf << ' ' << s; 796 buf << ' ' << s;
804 } 797 }
805 break; 798 break;
806 799
800 case EXIT:
801 // random map exits "unfortunately" get patched, so this only works before entering
802 if (EXIT_PATH (op) == shstr_random_map_exit)
803 buf << " (random map)";
804 else if (!EXIT_PATH (op))
805 buf << " (closed)";
806 break;
807
807 default: 808 default:
808 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic
810 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
811 || op->flag [FLAG_IDENTIFIED]))
809 buf.printf (" %+d", op->magic); 812 buf.printf (" %+d", op->magic);
810 } 813 }
811 814
812 return buf; 815 return buf;
813} 816}
826 /* Note that the resolution this provides for players really isn't 829 /* Note that the resolution this provides for players really isn't
827 * very good. Any player with a speed greater than .67 will 830 * very good. Any player with a speed greater than .67 will
828 * fall into the 'lightning fast movement' category. 831 * fall into the 'lightning fast movement' category.
829 */ 832 */
830 if (op->has_active_speed ()) 833 if (op->has_active_speed ())
831 switch ((int) ((FABS (op->speed)) * 15)) 834 switch ((int)(op->speed * 15.))
832 { 835 {
833 case 0: 836 case 0:
834 buf << "(very slow movement)"; 837 buf << "(very slow movement)";
835 break; 838 break;
836 case 1: 839 case 1:
856 default: 859 default:
857 buf << "(lightning fast movement)"; 860 buf << "(lightning fast movement)";
858 break; 861 break;
859 } 862 }
860 863
861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
875 878
876 if (op->randomitems) 879 if (op->randomitems)
877 { 880 {
878 bool first = 1; 881 bool first = 1;
879 882
906 if (op->stats.luck) 909 if (op->stats.luck)
907 buf.printf ("(luck%+d)", op->stats.luck); 910 buf.printf ("(luck%+d)", op->stats.luck);
908 } 911 }
909 912
910 /* describe attacktypes */ 913 /* describe attacktypes */
911 if (is_dragon_pl (op)) 914 if (op->is_dragon ())
912 { 915 {
913 /* for dragon players display the attacktypes from clawing skill 916 /* for dragon players display the attacktypes from clawing skill
914 * Break apart the for loop - move the comparison checking down - 917 * Break apart the for loop - move the comparison checking down -
915 * this makes it more readable. 918 * this makes it more readable.
916 */ 919 */
961 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
962 */ 965 */
963const char * 966const char *
964describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
965{ 968{
966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
967 return describe_monster (op); 970 return describe_monster (op);
968 971
969 static dynbuf_text buf; buf.clear (); 972 static dynbuf_text buf; buf.clear ();
970 int identified, i; 973 int identified, i;
971 974
972 /* figure this out once, instead of making multiple calls to need_identify. 975 /* figure this out once, instead of making multiple calls to need_identify.
973 * also makes the code easier to read. 976 * also makes the code easier to read.
974 */ 977 */
975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
976 if (!identified) 979 if (!identified)
977 buf << "(unidentified)"; 980 buf << "(unidentified)";
978 981
979 switch (op->type) 982 switch (op->type)
980 { 983 {
984 case RANGED:
981 case BOW: 985 case BOW:
982 case ARROW: 986 case ARROW:
983 case WAND: 987 case WAND:
984 case ROD: 988 case ROD:
985 case HORN: 989 case HORN:
999 if (op->stats.maxsp > 1000) 1003 if (op->stats.maxsp > 1000)
1000 { /*higher capacity crystals */ 1004 { /*higher capacity crystals */
1001 i = (op->stats.maxsp % 1000) / 100; 1005 i = (op->stats.maxsp % 1000) / 100;
1002 1006
1003 if (i) 1007 if (i)
1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1008 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1005 else 1009 else
1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1010 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1007 } 1011 }
1008 else 1012 else
1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1013 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1010 1014
1011 i = (op->stats.sp * 10) / op->stats.maxsp; 1015 i = (op->stats.sp * 10) / op->stats.maxsp;
1012 if (op->stats.sp == 0) 1016 if (op->stats.sp == 0)
1013 buf << "empty."; 1017 buf << "empty";
1014 else if (i == 0) 1018 else if (i == 0)
1015 buf << "almost empty."; 1019 buf << "almost empty";
1016 else if (i < 3) 1020 else if (i < 3)
1017 buf << "partially filled."; 1021 buf << "partially filled";
1018 else if (i < 6) 1022 else if (i < 6)
1019 buf << "half full."; 1023 buf << "half full";
1020 else if (i < 9) 1024 else if (i < 9)
1021 buf << "well charged."; 1025 buf << "well charged";
1022 else if (op->stats.sp == op->stats.maxsp) 1026 else if (op->stats.sp == op->stats.maxsp)
1023 buf << "fully charged."; 1027 buf << "fully charged";
1024 else 1028 else
1025 buf << "almost full."; 1029 buf << "almost full";
1030
1031 buf << ')';
1026 break; 1032 break;
1027 1033
1028 case LAMP: 1034 case LAMP:
1029 { 1035 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 1036 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1048 break; 1054 break;
1049 1055
1050 case FOOD: 1056 case FOOD:
1051 case FLESH: 1057 case FLESH:
1052 case DRINK: 1058 case DRINK:
1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1059 if (identified || op->flag [FLAG_BEEN_APPLIED])
1054 { 1060 {
1055 buf.printf ("(food+%d)", op->stats.food); 1061 buf.printf ("(food+%d)", op->stats.food);
1056 1062
1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1063 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1064 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1059 1065
1060 if (!QUERY_FLAG (op, FLAG_CURSED)) 1066 if (!op->flag [FLAG_CURSED])
1061 { 1067 {
1062 if (op->stats.hp) buf << "(heals)"; 1068 if (op->stats.hp) buf << "(heals)";
1063 if (op->stats.sp) buf << "(spellpoint regen)"; 1069 if (op->stats.sp) buf << "(spellpoint regen)";
1064 } 1070 }
1065 else 1071 else
1086 } 1092 }
1087 1093
1088 /* Down here, we more further describe equipment type items. 1094 /* Down here, we more further describe equipment type items.
1089 * only describe them if they have been identified or the like. 1095 * only describe them if they have been identified or the like.
1090 */ 1096 */
1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1097 if (identified || op->flag [FLAG_BEEN_APPLIED])
1092 { 1098 {
1093 int attr, val;
1094
1095 for (attr = 0; attr < NUM_STATS; attr++) 1099 for (int attr = 0; attr < NUM_STATS; attr++)
1096 if ((val = op->stats.stat (attr))) 1100 if (int val = op->stats.stat (attr))
1097 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1101 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1098 1102
1099 if (op->stats.exp) 1103 if (op->stats.exp)
1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1104 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1101 1105
1102 switch (op->type) 1106 switch (op->type)
1103 { 1107 {
1108 case RANGED:
1104 case BOW: 1109 case BOW:
1105 case ARROW: 1110 case ARROW:
1106 case GIRDLE: 1111 case GIRDLE:
1107 case HELMET: 1112 case HELMET:
1108 case SHIELD: 1113 case SHIELD:
1127 1132
1128 default: 1133 default:
1129 break; 1134 break;
1130 } 1135 }
1131 1136
1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1137 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1138 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1134 1139
1135 /* levitate was what is was before, so we'll keep it */ 1140 /* levitate was what is was before, so we'll keep it */
1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1141 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1142 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1138 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1143 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1151 { 1156 {
1152 int more_info = 0; 1157 int more_info = 0;
1153 1158
1154 switch (op->type) 1159 switch (op->type)
1155 { 1160 {
1161 case RANGED:
1156 case ROD: /* These use stats.sp for spell selection and stats.food */ 1162 case ROD: /* These use stats.sp for spell selection and stats.food */
1157 case HORN: /* and stats.hp for spell-point regeneration... */ 1163 case HORN: /* and stats.hp for spell-point regeneration... */
1158 case BOW: 1164 case BOW:
1159 case ARROW: 1165 case ARROW:
1160 case WAND: 1166 case WAND:
1200 } 1206 }
1201 1207
1202 if (op->stats.luck) 1208 if (op->stats.luck)
1203 buf.printf ("(luck%+d)", op->stats.luck); 1209 buf.printf ("(luck%+d)", op->stats.luck);
1204 1210
1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1211 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1212 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1213 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1214 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1209 1215
1210 if (op->slaying && op->type != FOOD) 1216 if (op->slaying && op->type != FOOD)
1211 buf.printf ("(slay %s)", &op->slaying); 1217 buf.printf ("(slay %s)", &op->slaying);
1212 1218
1213 if (op->type == SKILL_TOOL && op->skill) 1219 if (op->type == SKILL_TOOL && op->skill)
1215 1221
1216 buf.add_abilities ("Attacks", op->attacktype); 1222 buf.add_abilities ("Attacks", op->attacktype);
1217 /* resistance on flesh is only visible for quetzals. If 1223 /* resistance on flesh is only visible for quetzals. If
1218 * non flesh, everyone can see its resistances 1224 * non flesh, everyone can see its resistances
1219 */ 1225 */
1220 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1226 if (op->type != FLESH || (owner && owner->is_dragon ()))
1221 buf << describe_resistance (op, 0); 1227 buf << describe_resistance (op, 0);
1222 1228
1223 buf.add_paths ("Attuned", op->path_attuned); 1229 buf.add_paths ("Attuned", op->path_attuned);
1224 buf.add_paths ("Repelled", op->path_repelled); 1230 buf.add_paths ("Repelled", op->path_repelled);
1225 buf.add_paths ("Denied", op->path_denied); 1231 buf.add_paths ("Denied", op->path_denied);
1230 1236
1231std::string 1237std::string
1232object::describe_item (object *who) 1238object::describe_item (object *who)
1233{ 1239{
1234 return std::string (::describe_item (this, who)); 1240 return std::string (::describe_item (this, who));
1241}
1242
1243static void
1244describe_dump_object (dynbuf &buf, object *ob)
1245{
1246 char *txt = dump_object (ob);
1247 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1248 buf << "\n" << txt << "\n";
1249
1250 if (!ob->is_arch ())
1251 describe_dump_object (buf, ob->arch);
1252}
1253
1254std::string
1255object::describe (object *who)
1256{
1257 dynbuf_text buf (1024, 1024);
1258
1259 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1260
1261 if (custom_name)
1262 buf.printf ("You call it %s.\r", &custom_name);
1263
1264 switch (type)
1265 {
1266 case SPELLBOOK:
1267 if (flag [FLAG_IDENTIFIED] && inv)
1268 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1269 break;
1270
1271 case BOOK:
1272 if (msg)
1273 buf << "Something is written in it.\r";
1274 break;
1275
1276 case CONTAINER:
1277 if (race)
1278 {
1279 if (weight_limit && stats.Str < 100)
1280 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1281 &race, weight_limit / (10.0 * (100 - stats.Str)));
1282 else
1283 buf.printf ("It can hold only %s.\r", &race);
1284 }
1285 else if (weight_limit && stats.Str < 100)
1286 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1287 break;
1288
1289 case WAND:
1290 if (flag [FLAG_IDENTIFIED])
1291 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1292 break;
1293 }
1294
1295 if (material != MATERIAL_NULL && !msg)
1296 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1297 << material->description
1298 << ".\r";
1299
1300 if (who)
1301 /* Where to wear this item */
1302 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1303 if (slot[i].info)
1304 {
1305 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1306
1307 if (slot[i].info < -1 && who->slot[i].info)
1308 buf.printf ("(%d)", -slot[i].info);
1309
1310 buf << ".\r";
1311 }
1312
1313 if (weight)
1314 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1315
1316 if (flag [FLAG_STARTEQUIP])
1317 buf << (nrof > 1 ? "They were" : "It was")
1318 << " given by a god and will vanish when dropped.\r";
1319
1320 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1321 {
1322 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1323
1324 if (who->is_in_shop ())
1325 {
1326 if (flag [FLAG_UNPAID])
1327 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1328 else
1329 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1330 }
1331 }
1332
1333 if (flag [FLAG_MONSTER])
1334 buf << describe_monster (who);
1335
1336 /* Is this item buildable? */
1337 if (flag [FLAG_IS_BUILDABLE])
1338 buf << "This is a buildable item.\r";
1339
1340 /* Does the object have a message? Don't show message for all object
1341 * types - especially if the first entry is a match
1342 */
1343 if (msg)
1344 {
1345 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1346 {
1347 if (!need_identify ())
1348 buf << '\r' << msg << '\n';
1349 else if (flag [FLAG_IDENTIFIED])
1350 buf << '\r' << "The object has a story:\r" << msg;
1351 }
1352 }
1353 else if (inv
1354 && inv->msg
1355 && inv->type == SPELL
1356 && flag [FLAG_IDENTIFIED]
1357 && (type == SPELLBOOK || type == ROD || type == WAND
1358 || type == ROD || type == POTION || type == SCROLL))
1359 // for spellbooks and other stuff that contains spells, print the spell message,
1360 // unless the object has a custom message handled above.
1361 buf << '\r' << inv->msg << '\n';
1362
1363 // try to display the duration for some potions and scrolls
1364 // this includes change ability potions and group spells,
1365 // but does not handle protection potions
1366 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1367 && (type == POTION || type == SCROLL))
1368 {
1369 object *spell = inv;
1370
1371 if (spell->subtype == SP_PARTY_SPELL)
1372 spell = spell->other_arch;
1373
1374 if (spell->subtype == SP_CHANGE_ABILITY)
1375 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1376 TICK2TIME (change_ability_duration (spell, this)));
1377 }
1378
1379 // some help text for skill tools
1380 if (type == SKILL_TOOL)
1381 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1382 "you can use the " << &skill << " skill as if you had learned it.>";
1383
1384 // Display a hint about inscribable items [empty books]
1385 // This includes the amount of text they can hold.
1386 if (type == INSCRIBABLE)
1387 {
1388 if (other_arch && other_arch->type == SCROLL)
1389 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1390 else
1391 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1392 weight_limit);
1393 }
1394
1395 buf << '\n';
1396
1397 // the dungeon master additionally gets a complete dump
1398 if (who && who->flag [FLAG_WIZLOOK])
1399 {
1400 buf << "\nT<Object>\n";
1401 describe_dump_object (buf, this);
1402
1403 if (inv)
1404 {
1405 buf << "\nT<Top Inventory>\n";
1406 describe_dump_object (buf, inv);
1407 }
1408 }
1409
1410 return std::string (buf.linearise (), buf.size ());
1235} 1411}
1236 1412
1237void 1413void
1238examine (object *op, object *tmp) 1414examine (object *op, object *tmp)
1239{ 1415{
1251object::query_inventory (object *who, const char *indent) 1427object::query_inventory (object *who, const char *indent)
1252{ 1428{
1253 static dynbuf_text buf; buf.clear (); 1429 static dynbuf_text buf; buf.clear ();
1254 1430
1255 for (object *tmp = inv; tmp; tmp = tmp->below) 1431 for (object *tmp = inv; tmp; tmp = tmp->below)
1256 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1432 if (who && who->flag [FLAG_WIZ])
1257 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1433 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1258 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1434 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1259 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1435 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1260 1436
1261 if (buf.size ()) 1437 if (buf.size ())
1262 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1438 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1263 else 1439 else
1276is_magical (const object *op) 1452is_magical (const object *op)
1277{ 1453{
1278 int i; 1454 int i;
1279 1455
1280 /* living creatures are considered non magical */ 1456 /* living creatures are considered non magical */
1281 if (QUERY_FLAG (op, FLAG_ALIVE)) 1457 if (op->flag [FLAG_ALIVE])
1282 return 0; 1458 return 0;
1283 1459
1284 /* This is a test for it being an artifact, as artifacts have titles */ 1460 /* This is a test for it being an artifact, as artifacts have titles */
1285 if (op->title != NULL) 1461 if (op->title != NULL)
1286 return 1; 1462 return 1;
1292 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1468 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1293 return 1; 1469 return 1;
1294 1470
1295 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1471 /* Check for stealty, speed, flying, or just plain magic in the boots */
1296 /* Presume any boots that hvae a move_type are special. */ 1472 /* Presume any boots that hvae a move_type are special. */
1297 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1473 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1298 return 1; 1474 return 1;
1299 1475
1300 /* Take care of amulet/shield that reflects spells/missiles */ 1476 /* Take care of amulet/shield that reflects spells/missiles */
1301 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1477 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1302 return 1; 1478 return 1;
1303 1479
1304 /* Take care of helmet of xrays */ 1480 /* Take care of helmet of xrays */
1305 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1481 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1306 return 1; 1482 return 1;
1307 1483
1308 /* Potions & rods are always magical. Wands/staves are also magical, 1484 /* Potions & rods are always magical. Wands/staves are also magical,
1309 * assuming they still have any charges left. 1485 * assuming they still have any charges left.
1310 */ 1486 */
1339 * be non magical. 1515 * be non magical.
1340 */ 1516 */
1341 return 0; 1517 return 0;
1342} 1518}
1343 1519
1344/* need_identify returns true if the item should be identified. This
1345 * function really should not exist - by default, any item not identified
1346 * should need it.
1347 */
1348
1349int
1350need_identify (const object *op)
1351{
1352 switch (op->type)
1353 {
1354 case RING:
1355 case WAND:
1356 case ROD:
1357 case HORN:
1358 case SCROLL:
1359 case SKILL:
1360 case SKILLSCROLL:
1361 case SPELLBOOK:
1362 case FOOD:
1363 case POTION:
1364 case BOW:
1365 case ARROW:
1366 case WEAPON:
1367 case ARMOUR:
1368 case SHIELD:
1369 case HELMET:
1370 case AMULET:
1371 case BOOTS:
1372 case GLOVES:
1373 case BRACERS:
1374 case GIRDLE:
1375 case CONTAINER:
1376 case DRINK:
1377 case FLESH:
1378 case INORGANIC:
1379 case CLOSE_CON:
1380 case CLOAK:
1381 case GEM:
1382 case POWER_CRYSTAL:
1383 case POISON:
1384 case BOOK:
1385 case SKILL_TOOL:
1386 return 1;
1387 }
1388
1389 /* Try to track down some stuff that may show up here. Thus, the
1390 * archetype file can be updated, and this function removed.
1391 */
1392#if 0
1393 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1394#endif
1395 return 0;
1396}
1397
1398/* 1520/*
1399 * Supposed to fix face-values as well here, but later. 1521 * Supposed to fix face-values as well here, but later.
1400 */ 1522 */
1401void 1523void
1402identify (object *op) 1524identify (object *op)
1403{ 1525{
1404 SET_FLAG (op, FLAG_IDENTIFIED); 1526 op->set_flag (FLAG_IDENTIFIED);
1405 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1527 op->clr_flag (FLAG_KNOWN_MAGICAL);
1406 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1528 op->clr_flag (FLAG_NO_SKILL_IDENT);
1407 1529
1408 /* 1530 /*
1409 * We want autojoining of equal objects: 1531 * We want autojoining of equal objects:
1410 */ 1532 */
1411 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1533 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1412 SET_FLAG (op, FLAG_KNOWN_CURSED); 1534 op->set_flag (FLAG_KNOWN_CURSED);
1413 1535
1414 if (op->type == POTION) 1536 if (op->type == POTION)
1415 { 1537 {
1416 if (op->inv && op->randomitems) 1538 if (op->inv && op->randomitems)
1417 op->title = op->inv->name; 1539 op->title = op->inv->name;

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