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Comparing deliantra/server/common/item.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.97 by root, Mon Dec 17 02:02:29 2012 UTC

1/* 1/*
2 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: item.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */ 3 *
5 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31#include <living.h> 26#include <living.h>
32#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
33 30
34/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
35 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
36 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
37 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
50 * 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
51 * may be better. 48 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
53 * "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
54 */ 51 */
52// see include/object.h
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"body_range", "in your range slot", "in a human's range slot"}, 54# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
57{"body_arm", "on your arm", "on a human's arm"}, 55# include "slotinc.h"
58{"body_torso", "on your body", "on a human's torso"}, 56# undef def
59{"body_head", "on your head", "on a human's head"},
60{"body_neck", "around your neck", "around a humans neck"},
61{"body_skill", "in your skill slot", "in a human's skill slot"},
62{"body_finger", "on your finger", "on a human's finger"},
63{"body_shoulder", "around your shoulders", "around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"},
65{"body_hand", "on your hands", "on a human's hands"},
66{"body_wrist", "around your wrists", "around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 57};
71 58
72static char numbers[21][20] = { 59static char numbers_10[10][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 61 "eighty", "ninety"
75 "eighteen","nineteen","twenty"
76}; 62};
77 63
78static char numbers_10[10][20] = { 64static char ordnumbers[21][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
80 "eighty","ninety" 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
68 "nineteenth", "twentieth"
81}; 69};
82 70
83static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth"
88};
89
90static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 73 "seventieth", "eightieth", "ninetieth"
93}; 74};
94 75
95/* 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:
96 * item number, item name, item name (plural), and two numbers that are the skills 77 * item number, item name, item name (plural), and two numbers that are the skills
97 * used to identify them. Anytime a new item type is added or removed, this list 78 * used to identify them. Anytime a new item type is added or removed, this list
98 * should be altered to reflect that. The defines for the numerical values are in 79 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 80 * define.h
100 */ 81 */
101static const typedata item_types[] = { 82static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 83 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 84 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 85 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 86 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 87 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 88 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 89 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 90 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 91 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 92 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 93 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 94 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 95 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 96 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 97 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 98 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 99 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 100 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 101 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 102 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 103 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 104 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 105 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 106 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 107 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 108 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 109 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 110 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 111 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 112 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 113 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 114 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 115 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 116 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 117 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 118 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 119 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 120 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 121 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 122 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 123 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 124 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 125 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 126 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 127 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 128 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 129 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 130 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 131 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 132 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 133 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 134 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 135 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 136 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 137 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 138 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
171{WALL, "wall", "walls", 0, 0},
172{LIGHT_SOURCE, "light source", "light sources", 0, 0},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0}, 151 {TORCH, "torch", "torches", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 157 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 158 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 159 {T_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 160 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 161 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 162 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 163 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 164 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 165 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 166 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 167 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 168 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 169 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 170 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 171 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 172 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 173 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 174 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 175 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 176 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 177 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 178 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 179 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 180 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 181 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 182 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 183 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 184 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 185 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 186 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 187 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 188 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 189 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 190 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 191 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 192 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 194};
223 195
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 196static const int item_types_size = array_length (item_types);
225
226materialtype_t *materialt;
227
228/*
229materialtype material[NROFMATERIALS] = {
230 * P M F E C C A D W G P S P T F C D D C C G H B I *
231 * H A I L O O C R E H O L A U E A E E H O O O L N *
232 * Y G R E L N I A A O I O R R A N P A A U D L I T *
233 * S I E C D F D I P S S W A N R C L T O N Y N R *
234 * I C T U N O T O L E E H S T P D N *
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}},
239 {"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}},
240 {"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}},
241 {"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}},
242 {"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}},
243 {"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}},
244 {"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}},
245 {"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}},
246 {"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}},
247 {"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}}
248};
249*/
250 197
251/* 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
252 * 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
253 * wear whatever they want with no worries. Perhaps having the steep 200 * wear whatever they want with no worries. Perhaps having the steep
254 * curve is good (maybe even steeper), but allowing players to 201 * curve is good (maybe even steeper), but allowing players to
256 * able to use 2-3 of the most powerful items. 203 * able to use 2-3 of the most powerful items.
257 * 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 -
258 * custom objects can use whatever they want. 205 * custom objects can use whatever they want.
259 */ 206 */
260static int enc_to_item_power[21] = { 207static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 208 0,
2625, 7, 9, 11, 13, /* 10 */ 209 0, 1, 2, 3, 4, // 5
26315, 18, 21, 24, 27, /* 15 */ 210 5, 7, 9, 11, 13, // 10
26430, 35, 40, 45, 50 /* 20 */ 211 15, 18, 21, 24, 27, // 15
212 30, 35, 40, 45, 50 // 20
265}; 213};
266 214
215int
267int get_power_from_ench(int ench) 216get_power_from_ench (int ench)
268{ 217{
269 if (ench < 0) ench = 0;
270 if (ench > 20) ench = 20;
271 return enc_to_item_power[ench]; 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];
272} 264}
273 265
274/* 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
275 * 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
276 * generation code, and when loading legacy objects. It returns 268 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 269 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 270 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 271 * the power. This is used in the treasure code.
280 */ 272 */
273int
281int calc_item_power(const object *op, int flag) 274calc_item_power (const object *op, int flag)
282{ 275{
283 int i, tmp, enc; 276 int i, tmp, enc;
284 277
285 enc = 0; 278 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 279 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 280 enc += op->stats.stat (i);
288 281
289 /* This protection logic is pretty flawed. 20% fire resistance 282 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 283 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 284 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 285 * armour shouldn't be counted against
293 */ 286 */
294 tmp = 0; 287 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 288 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 289 tmp += op->resist[i];
297 290
298 /* Add/substract 10 so that the rounding works out right */ 291 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 292 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 293 enc += (tmp + 10) / 20;
294 else if (tmp < 0)
295 enc += (tmp - 10) / 20;
301 296
302 enc += op->magic; 297 enc += op->magic;
303 298
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 299 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 300 * physical doesn't count against total.
306 */ 301 */
307 if (op->type == WEAPON) { 302 if (op->type == WEAPON)
303 {
308 for (i=1; i<NROFATTACKS; i++) 304 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 305 if (op->attacktype & (1 << i))
306 enc++;
307
308 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 309 enc += 2; /* What it slays is probably more relevent */
311 } 310 }
311
312 /* Items the player can equip */ 312 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 314 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 315 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 317 {
318 enc += op->stats.food; /* sustenance */ 318 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 319 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 320 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 321 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 322 enc += op->stats.exp; /* speed bonus */
323 } 323 }
324
324 enc += op->stats.luck; 325 enc += op->stats.luck;
325 326
326 /* Do spell paths now */ 327 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 328 for (i = 1; i < NRSPELLPATHS; i++)
328 if (op->path_attuned& (1 << i)) enc++; 329 if (op->path_attuned & (1 << i))
330 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 331 else if (op->path_denied & (1 << i))
332 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 333 else if (op->path_repelled & (1 << i))
331 } 334 enc--;
332 335
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 336 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 337 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 338 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 339 if (op->flag [FLAG_XRAYS ]) enc += 2;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 340 if (op->flag [FLAG_STEALTH ]) enc += 1;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 341 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 342 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340 343
341 return get_power_from_ench(enc); 344 return get_power_from_ench (enc);
342
343} 345}
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_;
344 362
345/* 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
346 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
347 365const typedata *
348const typedata *get_typedata(int itemtype) { 366get_typedata (int itemtype)
349 int i; 367{
350 for (i=0;i<item_types_size;i++) 368 return get_typedata_ (itemtype);
351 if (item_types[i].number==itemtype) return &item_types[i];
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 */
358 374const typedata *
359const typedata *get_typedata_by_name(const char *name) { 375get_typedata_by_name (const char *name)
360 int i; 376{
361 for (i=0;i<item_types_size;i++) 377 for (int i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i];
363 for (i=0;i<item_types_size;i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 378 if (!strcmp (item_types[i].name, name))
365 LOG(llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n",
367 name, item_types[i].name);
368 return &item_types[i]; 379 return &item_types[i];
369 } 380
370 return NULL; 381 for (int i = 0; i < item_types_size; i++)
382 if (!strcmp (item_types[i].name_pl, name))
383 {
384 LOG (llevInfo,
385 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
386 return &item_types[i];
387 }
388
389 return 0;
371} 390}
391
372/* describe_resistance generates the visible naming for resistances. 392/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 393 * returns a static array of the description. This can return
374 * a big buffer. 394 * a big buffer.
375 * if newline is true, we don't put parens around the description 395 * if newline is true, we don't put parens around the description
376 * 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
377 */ 397 */
398const char *
378char *describe_resistance(const object *op, int newline) 399describe_resistance (const object *op, int newline)
379{ 400{
380 static char buf[VERY_BIG_BUF]; 401 static dynbuf_text buf; buf.clear ();
381 char buf1[VERY_BIG_BUF];
382 int tmpvar;
383 402
384 buf[0]=0; 403 for (int i = 0; i < NROFATTACKS; i++)
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) {
386 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))
387 if (!newline) 405 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 406
392 strcat(buf, buf1);
393 }
394 }
395 return buf; 407 return buf;
396} 408}
397
398 409
399/* 410/*
400 * query_weight(object) returns a character pointer to a static buffer 411 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 412 * containing the text-representation of the weight of the given object.
402 * 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().
403 */ 414 *
404 415 * Seems to be used only by unimportant stuff. Remove?
416 */
417const char *
405char *query_weight(const object *op) { 418query_weight (const object *op)
419{
406 static char buf[10]; 420 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 421 sint32 i = op->total_weight ();
408 422
409 if(op->weight<0) 423 if (op->weight < 0)
410 return " "; 424 return " ";
425
411 if(i%1000) 426 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 427 sprintf (buf, "%6.1f", i / 1000.0);
413 else 428 else
414 sprintf(buf,"%4d ",i/1000); 429 sprintf (buf, "%4d ", i / 1000);
430
415 return buf; 431 return buf;
416} 432}
417 433
418/* 434/*
419 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
421 */ 437 */
438const char *
439ordinal (int i)
440{
441 if (i < 0)
442 return format ("minus %s", ordinal (-i));
422 443
423char *get_levelnumber(int i) {
424 static char buf[MAX_BUF];
425 if (i > 99) {
426 sprintf(buf, "%d.", i);
427 return buf;
428 }
429 if(i < 21) 444 if (i < 21)
430 return levelnumbers[i];
431 if(!(i%10))
432 return levelnumbers_10[i/10];
433 strcpy(buf, numbers_10[i/10]);
434 strcat(buf, levelnumbers[i%10]);
435 return buf;
436}
437
438
439/*
440 * get_number(integer) returns the text-representation of the given number
441 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number().
443 * It is currently only used by the query_name() function.
444 */
445
446char *get_number(int i) {
447 if(i<=20)
448 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];
449 else { 460 else
450 static char buf[MAX_BUF]; 461 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
451 sprintf(buf,"%d",i);
452 return buf;
453 }
454} 462}
455 463
456/* 464/*
457 * Returns pointer to static buffer containing ring's or amulet's 465 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 466 * abilities
460 * if describle_item() would be called to get this information and 468 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 469 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 470 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 471 * client handle names.
464 */ 472 */
473
465/* 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
466 * from stats.sp - b.t. 475 * from stats.sp - b.t.
467 */ 476 */
477static const char *
468char *ring_desc (const object *op) 478ring_desc (const object *op)
469{ 479{
470 static char buf[VERY_BIG_BUF]; 480 static dynbuf_text buf; buf.clear ();
471 int attr, val,len; 481 int attr, val;
482
483 if (op->flag [FLAG_IDENTIFIED])
472 484 {
473 buf[0] = 0;
474
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED))
476 return buf;
477
478 for (attr=0; attr<NUM_STATS; attr++) { 485 for (attr = 0; attr < NUM_STATS; attr++)
479 if ((val=get_attr_value(&(op->stats),attr))!=0) { 486 if ((val = op->stats.stat (attr)))
480 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val); 487 buf.printf ("(%s%+d)", short_stat_name[attr], val);
481 }
482 }
483 if(op->stats.exp)
484 sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
485 if(op->stats.wc)
486 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 if(op->stats.dam)
488 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 if(op->stats.ac)
490 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491 488
489 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
490 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
491 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
492 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
493
492 strcat(buf,describe_resistance(op, 0)); 494 buf << describe_resistance (op, 0);
493 495
494 if (op->stats.food != 0) 496 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
495 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food); 497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
496 /* else if (op->stats.food < 0) 498 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
497 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
498 if(op->stats.grace) 500 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
499 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 if(op->stats.sp && op->type!=SKILL)
501 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 if(op->stats.hp)
503 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 if(op->stats.luck)
505 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 strcat(buf,"(lifesaving)");
508 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 strcat(buf,"(reflect spells)");
510 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 strcat(buf,"(reflect missiles)");
512 if(QUERY_FLAG(op,FLAG_STEALTH))
513 strcat(buf,"(stealth)");
514 /* Shorten some of the names, so they appear better in the windows */
515 len=strlen(buf);
516 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519 501
520 /* if(op->item_power) 502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
521 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
522 */ 504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
523 if(buf[0] == 0 && op->type!=SKILL) 505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
524 strcpy(buf,"of adornment");
525 506
507 buf.add_paths ("Attuned" , op->path_attuned);
508 buf.add_paths ("Repelled", op->path_repelled);
509 buf.add_paths ("Denied" , op->path_denied);
526 510
511 if (buf.empty ())
512 buf << "of adornment";
513 }
514
527 return buf; 515 return buf;
528} 516}
529 517
530/* 518/*
531 * query_short_name(object) is similar to query_name, but doesn't 519 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 520 * contain any information about object status (worn/cursed/etc.)
533 */ 521 *
522 * It is sometimes used when printing messages, so should fit well into a sentence.
523 */
524const char *
534const char *query_short_name(const object *op) 525query_short_name (const object *op)
535{ 526{
536 static char buf[HUGE_BUF]; 527 if (!op->name)
537 char buf2[HUGE_BUF];
538 int len=0;
539
540 if(op->name == NULL)
541 return "(null)"; 528 return "(null)";
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 529
530 if (!op->nrof
531 && !op->weight
532 && !op->title
533 && !is_magical (op)
534 && op->slaying != shstr_money)
543 return op->name; /* To speed things up (or make things slower?) */ 535 return op->name; /* To speed things up (or make things slower?) */
544 536
545 if (op->nrof <= 1) 537 static dynbuf_text buf; buf.clear ();
546 safe_strcat(buf,op->name, &len, HUGE_BUF);
547 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF);
549 538
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
551 safe_strcat(buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF);
553 }
554 540
541 if (op->title && op->flag [FLAG_IDENTIFIED])
542 buf << ' ' << op->title;
543
555 switch(op->type) { 544 switch (op->type)
545 {
556 case SPELLBOOK: 546 case SPELLBOOK:
557 case SCROLL: 547 case SCROLL:
558 case WAND: 548 case WAND:
559 case ROD: 549 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
561 if(!op->title) { 551 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 552 if (!op->title)
563 if (op->inv) 553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 554
565 else 555 if (op->type != SPELLBOOK)
566 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 556 buf.printf (" (lvl %d)", op->level);
567 } 557 }
568 if(op->type != SPELLBOOK) {
569 sprintf(buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF);
571 }
572 }
573 break; 558 break;
559
560 case ALTAR:
561 case TRIGGER_ALTAR:
562 case IDENTIFY_ALTAR:
563 case CONVERTER:
564 if (op->slaying == shstr_money)
565 {
566 bool wrap = !!buf.size ();
567
568 if (wrap) buf << " [";
569
570 archetype *coin = 0;
571
572 for (char const *const *c = coins; *coins; ++c)
573 if ((coin = archetype::find (*c)))
574 if (op->stats.food % coin->value == 0)
575 break;
576
577 sint32 coins = op->stats.food / coin->value;
578
579 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
580
581 if (wrap) buf << ']';
582 }
583 break;
574 584
575 case SKILL: 585 case SKILL:
576 case AMULET: 586 case AMULET:
577 case RING: 587 case RING:
578 if (!op->title) { 588 if (!op->title)
589 {
579 /* If ring has a title, full description isn't so useful */ 590 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 591 const char *s = ring_desc (op);
581 if (s[0]) { 592
582 safe_strcat (buf, " ", &len, HUGE_BUF); 593 if (s && *s)
583 safe_strcat(buf, s, &len, HUGE_BUF); 594 buf << " " << s;
584 } 595 }
585 } 596 break;
586 break; 597
587 default: 598 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 599 if (op->magic
589 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 600 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
590 sprintf(buf2, " %+d", op->magic); 601 || op->flag [FLAG_IDENTIFIED]))
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 602 buf.printf (" %+d", op->magic);
592 }
593 } 603 }
604
594 return buf; 605 return buf;
595} 606}
596 607
597/* 608/*
598 * query_name(object) returns a character pointer pointing to a static 609 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 610 * buffer which contains a verbose textual representation of the name
602 * you can make several calls to query_name before the bufs start getting 613 * you can make several calls to query_name before the bufs start getting
603 * overwritten. This may be a bad thing (it may be easier to assume the value 614 * overwritten. This may be a bad thing (it may be easier to assume the value
604 * returned is good forever.) However, it makes printing statements that 615 * returned is good forever.) However, it makes printing statements that
605 * 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.)
606 * 617 *
618 * It is used extensively within messages, so should return only a prose
619 * and short description of the item.
620 * It is also used by examine/ex and similar functions.
607 */ 621 */
622const char *
608char *query_name(const object *op) { 623query_name (const object *op)
609 static char buf[5][HUGE_BUF]; 624{
625 static dynbuf_text bufs[5];
610 static int use_buf=0; 626 static int use_buf = 0;
611 int len=0; 627
612#ifdef NEW_MATERIAL_CODE 628 use_buf++;
613 materialtype_t *mt; 629 use_buf %= 5;
630
631 dynbuf_text &buf = bufs [use_buf];
632 buf.clear ();
633
634#if 0
635 if ((op->is_armor () || op->is_weapon ()) && op->material)
636 buf << op->material->description << ' ';
614#endif 637#endif
615 638
616 use_buf++; 639 buf << query_short_name (op);
617 use_buf %=5;
618 640
619#ifdef NEW_MATERIAL_CODE 641 if (op->flag [FLAG_INV_LOCKED])
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 642 buf << " *";
621 mt = name_to_material(op->materialname); 643 if (op->is_open_container ())
622 if (mt) { 644 buf << " (open)";
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 645
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 646 if (op->flag [FLAG_KNOWN_CURSED])
625 }
626 } 647 {
648 if (op->flag [FLAG_DAMNED])
649 buf << " (damned)";
650 else if (op->flag [FLAG_CURSED])
651 buf << " (cursed)";
652 }
653
654 /* Basically, if the object is known magical (detect magic spell on it),
655 * and it isn't identified, print out the fact that
656 * it is magical. Assume that the detect magical spell will only set
657 * KNOWN_MAGICAL if the item actually is magical.
658 *
659 * Changed in V 0.91.4 - still print that the object is magical even
660 * if it has been applied. Equipping an item does not tell full
661 * abilities, especially for artifact items.
662 */
663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
664 buf << " (magic)";
665
666#if 0
667 /* item_power will be returned in describe_item - it shouldn't really
668 * be returned in the name.
669 */
670 if (op->item_power)
671 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
672
627#endif 673#endif
628 674
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 675 if (op->flag [FLAG_APPLIED])
630
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
634 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
635 safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF);
636
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
638 if(QUERY_FLAG(op,FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 676 {
643 /* Basically, if the object is known magical (detect magic spell on it), 677 switch (op->type)
644 * and it isn't identified, print out the fact that 678 {
645 * it is magical. Assume that the detect magical spell will only set 679 case RANGED:
646 * KNOWN_MAGICAL if the item actually is magical. 680 case BOW:
647 * 681 case WAND:
648 * Changed in V 0.91.4 - still print that the object is magical even 682 case ROD:
649 * if it has been applied. Equipping an item does not tell full 683 case HORN:
650 * abilities, especially for artifact items. 684 case WEAPON:
651 */ 685 buf << " (applied)";
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 686 break;
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 687 case ARMOUR:
688 case HELMET:
689 case SHIELD:
690 case RING:
691 case BOOTS:
692 case GLOVES:
693 case AMULET:
694 case GIRDLE:
695 case BRACERS:
696 case CLOAK:
697 buf << " (worn)";
698 break;
699 case CONTAINER:
700 buf << " (active)";
701 break;
702 case SKILL:
703 default:
704 buf << " (applied)";
705 }
706 }
654 707
655#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name.
658 */
659 if(op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)",
661 op->item_power);
662
663#endif
664
665 if (QUERY_FLAG(op,FLAG_APPLIED)) {
666 switch(op->type) { 708 switch (op->type)
667 case BOW:
668 case WAND:
669 case ROD:
670 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF);
672 break;
673 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF);
675 break;
676 case ARMOUR:
677 case HELMET:
678 case SHIELD:
679 case RING:
680 case BOOTS:
681 case GLOVES:
682 case AMULET:
683 case GIRDLE:
684 case BRACERS:
685 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF);
687 break;
688 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF);
690 break;
691 case SKILL:
692 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF);
694 }
695 } 709 {
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 710 case LAMP:
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
698 718
699 return buf[use_buf]; 719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
727 if (op->flag [FLAG_UNPAID])
728 buf << " (unpaid)";
729
730 return buf;
700} 731}
701 732
702/* 733/*
703 * query_base_name(object) returns a character pointer pointing to a static 734 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 735 * buffer which contains a verbose textual representation of the name
705 * of the given object. The buffer will be overwritten at the next 736 * of the given object. The buffer will be overwritten at the next
706 * call to query_base_name(). This is a lot like query_name, but we 737 * call to query_base_name(). This is a lot like query_name, but we
707 * don't include the item count or item status. Used for inventory sorting 738 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 739 * and sending to client.
709 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
710 */ 741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
745 */
746const char *
711const char *query_base_name(const object *op, int plural) { 747query_base_name (const object *op, int plural)
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 748{
713 int len;
714 materialtype_t *mt;
715
716 if((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 750 return "(null)";
718 751
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 752 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
753 && op->type != EXIT)
720 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
721 755
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 756 static dynbuf_text buf; buf.clear ();
723 mt = name_to_material(op->materialname);
724 757
725#ifdef NEW_MATERIAL_CODE 758#if 0
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 759 if ((op->is_armor () || op->is_weapon ()) && op->material)
727 op->arch->clone.materialname != mt->name && 760 if (op->arch->material != op->material)
728 !(op->material & M_SPECIAL)) { 761 buf << op->material->description << ' ';
729 strcpy(buf, mt->description);
730 len=strlen(buf);
731 safe_strcat(buf, " ", &len, MAX_BUF);
732 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF);
734 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF);
736 } else {
737#endif 762#endif
738 if (!plural)
739 strcpy(buf, op->name);
740 else
741 strcpy(buf, op->name_pl);
742 len=strlen(buf);
743#ifdef NEW_MATERIAL_CODE
744 }
745#endif
746 763
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 764 buf << (plural ? op->name_pl : op->name);
748 safe_strcat(buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF);
750 }
751 765
766 if (op->title && op->flag [FLAG_IDENTIFIED])
767 buf << ' ' << op->title;
768
752 switch(op->type) { 769 switch (op->type)
770 {
753 case SPELLBOOK: 771 case SPELLBOOK:
754 case SCROLL: 772 case SCROLL:
755 case WAND: 773 case WAND:
756 case ROD: 774 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
758 if(!op->title) { 776 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 777 if (!op->title)
760 if (op->inv) 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 779
762 else 780 if (op->type != SPELLBOOK)
763 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 781 buf.printf (" (lvl %d)", op->level);
764 } 782 }
765 if(op->type != SPELLBOOK) {
766 sprintf(buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF);
768 }
769 }
770 break; 783 break;
771 784
772 785
773 case SKILL: 786 case SKILL:
774 case AMULET: 787 case AMULET:
775 case RING: 788 case RING:
776 if (!op->title) { 789 if (!op->title)
790 {
777 /* If ring has a title, full description isn't so useful */ 791 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 792 const char *s = ring_desc (op);
779 if (s[0]) { 793
780 safe_strcat (buf, " ", &len, MAX_BUF); 794 if (s && *s)
781 safe_strcat (buf, s, &len, MAX_BUF); 795 buf << ' ' << s;
782 } 796 }
783 } 797 break;
784 break; 798
799 case EXIT:
800 // random map exits "unfortunately" get patched, so this only works before entering
801 if (EXIT_PATH (op) == shstr_random_map_exit)
802 buf << " (random map)";
803 else if (!EXIT_PATH (op))
804 buf << " (closed)";
805 break;
806
785 default: 807 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 808 if (op->magic
787 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
788 sprintf(buf + strlen(buf), " %+d", op->magic); 810 || op->flag [FLAG_IDENTIFIED]))
789 } 811 buf.printf (" %+d", op->magic);
790 } 812 }
813
791 return buf; 814 return buf;
792} 815}
793 816
794/* Break this off from describe_item - that function was way 817/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 818 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 819 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 820 * be called with monster & player objects. Returns a description
798 * in a static buffer. 821 * in a static buffer.
799 */ 822 */
800 823static const char *
801static char *describe_monster(const object *op) { 824describe_monster (const object *op)
802 char buf[MAX_BUF]; 825{
803 static char retbuf[VERY_BIG_BUF]; 826 static dynbuf_text buf; buf.clear ();
804 int i;
805 827
806 retbuf[0]='\0';
807
808 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
811 */ 831 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 832 if (op->has_active_speed ())
813 switch((int)((FABS(op->speed))*15)) { 833 switch ((int)(op->speed * 15.))
834 {
814 case 0: 835 case 0:
815 strcat(retbuf,"(very slow movement)"); 836 buf << "(very slow movement)";
816 break; 837 break;
817 case 1: 838 case 1:
818 strcat(retbuf,"(slow movement)"); 839 buf << "(slow movement)";
819 break; 840 break;
820 case 2: 841 case 2:
821 strcat(retbuf,"(normal movement)"); 842 buf << "(normal movement)";
822 break; 843 break;
823 case 3: 844 case 3:
824 case 4: 845 case 4:
825 strcat(retbuf,"(fast movement)"); 846 buf << "(fast movement)";
826 break; 847 break;
827 case 5: 848 case 5:
828 case 6: 849 case 6:
829 strcat(retbuf,"(very fast movement)"); 850 buf << "(very fast movement)";
830 break; 851 break;
831 case 7: 852 case 7:
832 case 8: 853 case 8:
833 case 9: 854 case 9:
834 case 10: 855 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 856 buf << "(extremely fast movement)";
836 break; 857 break;
837 default: 858 default:
838 strcat(retbuf,"(lightning fast movement)"); 859 buf << "(lightning fast movement)";
839 break; 860 break;
840 }
841 } 861 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 862
843 strcat(retbuf,"(undead)"); 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
845 strcat(retbuf,"(see invisible)"); 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
847 strcat(retbuf,"(wield weapon)"); 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
849 strcat(retbuf,"(archer)"); 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
851 strcat(retbuf,"(wear armour)"); 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
853 strcat(retbuf,"(wear ring)"); 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
855 strcat(retbuf,"(read scroll)"); 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
857 strcat(retbuf,"(fires wand/rod/horn)"); 877
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK))
867 strcat(retbuf,"(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)");
870 if(op->randomitems != NULL) { 878 if (op->randomitems)
871 treasure *t; 879 {
872 int first = 1; 880 bool first = 1;
873 for(t=op->randomitems->items; t != NULL; t=t->next) 881
882 for (treasure *t = op->randomitems->items; t; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 883 if (t->item && t->item->type == SPELL)
875 if(first) { 884 {
876 first = 0; 885 if (first)
877 strcat(retbuf,"(Spell abilities:)"); 886 buf << "(Spell abilities:)";
878 } 887
879 strcat(retbuf,"("); 888 first = 0;
880 strcat(retbuf,t->item->clone.name); 889
881 strcat(retbuf,")"); 890 buf << '(' << t->item->object::name << ')';
891 }
882 } 892 }
883 } 893
884 if (op->type == PLAYER) { 894 if (op->type == PLAYER)
885 if(op->contr->digestion) { 895 {
886 if(op->contr->digestion!=0) 896 if (op->contr->digestion)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 897 buf.printf ("(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 898
889 }
890 if(op->contr->gen_grace) { 899 if (op->contr->gen_grace)
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 900 buf.printf ("(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 901
893 }
894 if(op->contr->gen_sp) { 902 if (op->contr->gen_sp)
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 903 buf.printf ("(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 904
897 }
898 if(op->contr->gen_hp) { 905 if (op->contr->gen_hp)
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 906 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 907
901 }
902 if(op->stats.luck) { 908 if (op->stats.luck)
903 sprintf(buf,"(luck%+d)",op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf);
905 }
906 } 910 }
907 911
908 /* describe attacktypes */ 912 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 913 if (op->is_dragon ())
914 {
910 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 917 * this makes it more readable.
913 */ 918 */
914 object *tmp; 919 object *tmp;
915 920
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 921 for (tmp = op->inv; tmp; tmp = tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; 922 if (tmp->type == SKILL && tmp->name == shstr_clawing)
923 break;
918 924
919 if (tmp && tmp->attacktype!=0) { 925 if (tmp && tmp->attacktype)
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 926 buf.add_abilities ("Claws", tmp->attacktype);
921 }
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else { 927 else
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 928 buf.add_abilities ("Attacks", op->attacktype);
927 } 929 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 930 else
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 931 buf.add_abilities ("Attacks", op->attacktype);
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 932
933 buf.add_paths ("Attuned" , op->path_attuned);
934 buf.add_paths ("Repelled", op->path_repelled);
935 buf.add_paths ("Denied" , op->path_denied);
936
931 for (i=0; i < NROFATTACKS; i++) { 937 for (int i = 0; i < NROFATTACKS; i++)
932 if (op->resist[i]) { 938 if (op->resist[i])
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 939 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 940
935 }
936 }
937 return retbuf; 941 return buf;
938} 942}
939
940 943
941/* 944/*
942 * Returns a pointer to a static buffer which contains a 945 * Returns a pointer to a static buffer which contains a
943 * description of the given object. 946 * description of the given object.
944 * If it is a monster, lots of information about its abilities 947 * If it is a monster, lots of information about its abilities
953 * wouldn't need to use the SEE_INVISIBLE flag to know it is 956 * wouldn't need to use the SEE_INVISIBLE flag to know it is
954 * a dragon player examining food. Could have things like 957 * a dragon player examining food. Could have things like
955 * a dwarven axe, in which the full abilities are only known to 958 * a dwarven axe, in which the full abilities are only known to
956 * dwarves, etc. 959 * dwarves, etc.
957 * 960 *
958 * This function is really much more complicated than it should
959 * be, because different objects have different meanings
960 * for the same field (eg, wands use 'food' for charges). This
961 * means these special cases need to be worked out.
962 *
963 * Add 'owner' who is the person examining this object. 961 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 962 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
966 */ 964 */
967 965const char *
968char *describe_item(const object *op, object *owner) { 966describe_item (const object *op, object *owner)
969 char buf[MAX_BUF]; 967{
970 static char retbuf[VERY_BIG_BUF]; 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
969 return describe_monster (op);
970
971 static dynbuf_text buf; buf.clear ();
971 int identified,i; 972 int identified, i;
972 973
973 retbuf[0]='\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) {
975 return describe_monster(op);
976 }
977 /* 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.
978 * also makes the code easier to read. 975 * also makes the code easier to read.
979 */ 976 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
981 else { 978 if (!identified)
982 strcpy(retbuf,"(unidentified)"); 979 buf << "(unidentified)";
983 identified = 0; 980
984 }
985 switch(op->type) { 981 switch (op->type)
986 case BOW: 982 {
983 case RANGED:
984 case BOW:
987 case ARROW: 985 case ARROW:
988 case WAND: 986 case WAND:
989 case ROD: 987 case ROD:
990 case HORN: 988 case HORN:
991 case WEAPON: 989 case WEAPON:
992 case ARMOUR: 990 case ARMOUR:
993 case HELMET: 991 case HELMET:
994 case SHIELD: 992 case SHIELD:
995 case BOOTS: 993 case BOOTS:
996 case GLOVES: 994 case GLOVES:
997 case GIRDLE: 995 case GIRDLE:
998 case BRACERS: 996 case BRACERS:
999 case CLOAK: 997 case CLOAK:
1000 case SKILL_TOOL: 998 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 999 break; /* We have more information to do below this switch */
1002 1000
1003 case POWER_CRYSTAL: 1001 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1002 if (op->stats.maxsp > 1000)
1003 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1004 i = (op->stats.maxsp % 1000) / 100;
1005
1006 if (i) 1006 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1007 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1008 else 1008 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1010 }else 1010 }
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1011 else
1012 strcat(retbuf,buf); 1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1013
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1014 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
1014 if (op->stats.sp==0) 1015
1015 strcat(retbuf,"empty."); 1016 if (op->stats.sp == 0) buf << "empty";
1016 else if (i==0) 1017 else if (i <= 0) buf << "almost empty";
1017 strcat(retbuf,"almost empty."); 1018 else if (i <= 2) buf << "partially filled";
1018 else if (i<3) 1019 else if (i <= 5) buf << "half full";
1019 strcat(retbuf,"partially filled."); 1020 else if (i <= 8) buf << "well charged";
1020 else if (i<6) 1021 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
1021 strcat(retbuf,"half full."); 1022 else buf << "fully charged";
1022 else if (i<9) 1023
1023 strcat(retbuf,"well charged."); 1024 buf << ')';
1024 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged.");
1026 else
1027 strcat(retbuf,"almost full.");
1028 break; 1025 break;
1029 case FOOD: 1026
1027 case LAMP:
1028 {
1029 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1030 buf << "(fuel: ";
1031 if (percent == 0)
1032 buf << "empty";
1033 else if (percent < 10)
1034 buf << "very low";
1035 else if (percent < 25)
1036 buf << "low";
1037 else if (percent < 50)
1038 buf << "half empty";
1039 else if (percent < 75)
1040 buf << "half full";
1041 else if (percent < 95)
1042 buf << "well filled";
1043 else if (percent <= 100)
1044 buf << "full";
1045 buf << ")";
1046 }
1047 break;
1048
1049 case FOOD:
1030 case FLESH: 1050 case FLESH:
1031 case DRINK: 1051 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1052 if (identified || op->flag [FLAG_BEEN_APPLIED])
1053 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1054 buf.printf ("(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1055
1035
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1056 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1057 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1058
1039 } 1059 if (!op->flag [FLAG_CURSED])
1040 1060 {
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1061 if (op->stats.hp) buf << "(heals)";
1042 if (op->stats.hp) 1062 if (op->stats.sp) buf << "(spellpoint regen)";
1043 strcat(retbuf,"(heals)"); 1063 }
1044 if (op->stats.sp) 1064 else
1045 strcat(retbuf,"(spellpoint regen)"); 1065 {
1046 } 1066 if (op->stats.hp) buf << "(damages)";
1047 else { 1067 if (op->stats.sp) buf << "(spellpoint depletion)";
1048 if (op->stats.hp) 1068 }
1049 strcat(retbuf,"(damages)"); 1069 }
1050 if (op->stats.sp) 1070 break;
1051 strcat(retbuf,"(spellpoint depletion)"); 1071
1052 } 1072 case SKILL:
1073 case RING:
1074 case AMULET:
1075 if (op->item_power)
1076 buf.printf ("(item_power %+d)", op->item_power);
1077
1078 if (op->title)
1079 buf << ring_desc (op);
1080
1081 return buf;
1082
1083 default:
1084 return buf;
1053 } 1085 }
1054 break;
1055 1086
1056
1057 case SKILL:
1058 case RING:
1059 case AMULET:
1060 if(op->item_power) {
1061 sprintf(buf,"(item_power %+d)",op->item_power);
1062 strcat(retbuf,buf);
1063 }
1064 if (op->title)
1065 strcat (retbuf, ring_desc(op));
1066 return retbuf;
1067
1068 default:
1069 return retbuf;
1070 }
1071
1072 /* Down here, we more further describe equipment type items. 1087 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1088 * only describe them if they have been identified or the like.
1074 */ 1089 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1090 if (identified || op->flag [FLAG_BEEN_APPLIED])
1076 int attr,val; 1091 {
1077
1078 for (attr=0; attr<NUM_STATS; attr++) { 1092 for (int attr = 0; attr < NUM_STATS; attr++)
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1093 if (int val = op->stats.stat (attr))
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1094 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf);
1082 }
1083 }
1084 1095
1085 if(op->stats.exp) { 1096 if (op->stats.exp)
1086 sprintf(buf,"(speed %+lld)",op->stats.exp); 1097 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf);
1088 }
1089 1098
1090
1091 switch(op->type) { 1099 switch (op->type)
1100 {
1101 case RANGED:
1092 case BOW: 1102 case BOW:
1093 case ARROW: 1103 case ARROW:
1094 case GIRDLE: 1104 case GIRDLE:
1095 case HELMET: 1105 case HELMET:
1096 case SHIELD: 1106 case SHIELD:
1097 case BOOTS: 1107 case BOOTS:
1098 case GLOVES: 1108 case GLOVES:
1099 case WEAPON: 1109 case WEAPON:
1100 case SKILL: 1110 case SKILL:
1101 case RING: 1111 case RING:
1102 case AMULET: 1112 case AMULET:
1103 case ARMOUR: 1113 case ARMOUR:
1104 case BRACERS: 1114 case BRACERS:
1105 case FORCE: 1115 case FORCE:
1106 case CLOAK: 1116 case CLOAK:
1107 if(op->stats.wc) { 1117 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1118 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1109 strcat(retbuf,buf); 1119 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1110 } 1120
1111 if(op->stats.dam) {
1112 sprintf(buf,"(dam%+d)",op->stats.dam);
1113 strcat(retbuf,buf);
1114 }
1115 if(op->stats.ac) {
1116 sprintf(buf,"(ac%+d)",op->stats.ac);
1117 strcat(retbuf,buf);
1118 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1121 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1122 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf);
1122 }
1123 break;
1124 1123
1125 default: 1124 break;
1126 break;
1127 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)");
1132 1125
1126 default:
1127 break;
1128 }
1129
1130 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1131 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1132
1133 /* levitate was what is was before, so we'll keep it */ 1133 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1134 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1135 strcat(retbuf,"(levitate)"); 1135 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1136 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1136 1137
1137 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)");
1139
1140 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)");
1142
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1138 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1139
1145 if(op->item_power) { 1140 if (op->item_power)
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1141 buf.printf ("(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf);
1148 }
1149 } /* End if identified or applied */ 1142 } /* End if identified or applied */
1150 1143
1151 /* This blocks only deals with fully identified object. 1144 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1145 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1146 * in this way, information is added.
1154 */ 1147 */
1155 if(identified) { 1148 if (identified)
1149 {
1156 int more_info = 0; 1150 int more_info = 0;
1157 1151
1158 switch(op->type) { 1152 switch (op->type)
1153 {
1154 case RANGED:
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1155 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1156 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1157 case BOW:
1162 case ARROW: 1158 case ARROW:
1163 case WAND: 1159 case WAND:
1164 case FOOD: 1160 case FOOD:
1165 case FLESH: 1161 case FLESH:
1166 case DRINK: 1162 case DRINK:
1167 more_info = 0; 1163 more_info = 0;
1168 break; 1164 break;
1169 1165
1170 /* Armor type objects */ 1166 /* Armor type objects */
1171 case ARMOUR: 1167 case ARMOUR:
1172 case HELMET: 1168 case HELMET:
1173 case SHIELD: 1169 case SHIELD:
1174 case BOOTS: 1170 case BOOTS:
1175 case GLOVES: 1171 case GLOVES:
1176 case GIRDLE: 1172 case GIRDLE:
1177 case BRACERS: 1173 case BRACERS:
1178 case CLOAK: 1174 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1175 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1176 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1181 strcat(retbuf, buf); 1177 more_info = 1;
1182 } 1178 break;
1183 if (ARMOUR_SPELLS(op)) {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op));
1185 strcat(retbuf, buf);
1186 }
1187 more_info=1;
1188 break;
1189 1179
1190 case WEAPON: 1180 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1181 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1182 * make sense.
1193 */ 1183 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1184 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1185 if (i < 0)
1186 i = 0;
1196 1187
1197 sprintf(buf,"(weapon speed %d)", i); 1188 buf.printf ("(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1189 more_info = 1;
1199 more_info=1; 1190 break;
1200 break; 1191 }
1201 1192
1202 }
1203 if (more_info) { 1193 if (more_info)
1204 if(op->stats.food) { 1194 {
1205 if(op->stats.food!=0) 1195 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1196 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1207 strcat(retbuf,buf); 1197 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1208 } 1198 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1209 if(op->stats.grace) { 1199 }
1210 sprintf(buf,"(grace%+d)",op->stats.grace);
1211 strcat(retbuf,buf);
1212 }
1213 if(op->stats.sp) {
1214 sprintf(buf,"(magic%+d)",op->stats.sp);
1215 strcat(retbuf,buf);
1216 }
1217 if(op->stats.hp) {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp);
1219 strcat(retbuf,buf);
1220 }
1221 }
1222 1200
1223 if(op->stats.luck) { 1201 if (op->stats.luck)
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1202 buf.printf ("(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1203
1226 } 1204 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1205 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1228 strcat(retbuf,"(lifesaving)"); 1206 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1207 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1230 strcat(retbuf,"(reflect spells)"); 1208
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1209 if (op->slaying && op->type != FOOD)
1236 sprintf(buf,"(slay %s)",op->slaying); 1210 buf.printf ("(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1211
1238 } 1212 if (op->type == SKILL_TOOL && op->skill)
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1213 buf.printf ("(%s)", &op->skill);
1214
1215 buf.add_abilities ("Attacks", op->attacktype);
1240 /* resistance on flesh is only visible for quetzals. If 1216 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1217 * non flesh, everyone can see its resistances
1218 */
1219 if (op->type != FLESH || (owner && owner->is_dragon ()))
1220 buf << describe_resistance (op, 0);
1221
1222 buf.add_paths ("Attuned", op->path_attuned);
1223 buf.add_paths ("Repelled", op->path_repelled);
1224 buf.add_paths ("Denied", op->path_denied);
1225 }
1226
1227 return buf;
1228}
1229
1230std::string
1231object::describe_item (object *who)
1232{
1233 return std::string (::describe_item (this, who));
1234}
1235
1236static void
1237describe_dump_object (dynbuf &buf, object *ob)
1238{
1239 char *txt = dump_object (ob);
1240 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1241 buf << "\n" << txt << "\n";
1242
1243 if (!ob->is_arch ())
1244 describe_dump_object (buf, ob->arch);
1245}
1246
1247std::string
1248object::describe (object *who)
1249{
1250 dynbuf_text buf (1024, 1024);
1251
1252 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1253
1254 if (custom_name)
1255 buf.printf ("You call it %s.\r", &custom_name);
1256
1257 switch (type)
1258 {
1259 case SPELLBOOK:
1260 if (flag [FLAG_IDENTIFIED] && inv)
1261 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1262 break;
1263
1264 case BOOK:
1265 if (msg)
1266 buf << "Something is written in it.\r";
1267 break;
1268
1269 case CONTAINER:
1270 if (race)
1271 {
1272 if (weight_limit && stats.Str < 100)
1273 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1274 &race, weight_limit / (10.0 * (100 - stats.Str)));
1275 else
1276 buf.printf ("It can hold only %s.\r", &race);
1277 }
1278 else if (weight_limit && stats.Str < 100)
1279 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1280 break;
1281
1282 case WAND:
1283 if (flag [FLAG_IDENTIFIED])
1284 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1285 break;
1286 }
1287
1288 if (material != MATERIAL_NULL && !msg)
1289 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1290 << material->description
1291 << ".\r";
1292
1293 if (who)
1294 /* Where to wear this item */
1295 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1296 if (slot[i].info)
1297 {
1298 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1299
1300 if (slot[i].info < -1 && who->slot[i].info)
1301 buf.printf ("(%d)", -slot[i].info);
1302
1303 buf << ".\r";
1304 }
1305
1306 if (weight)
1307 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1308
1309 if (flag [FLAG_STARTEQUIP])
1310 buf << (nrof > 1 ? "They were" : "It was")
1311 << " given by a god and will vanish when dropped.\r";
1312
1313 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1314 {
1315 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1316
1317 if (who->is_in_shop ())
1318 {
1319 if (flag [FLAG_UNPAID])
1320 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1321 else
1322 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1323 }
1324 }
1325
1326 if (flag [FLAG_MONSTER])
1327 buf << describe_monster (who);
1328
1329 /* Is this item buildable? */
1330 if (flag [FLAG_IS_BUILDABLE])
1331 buf << "This is a buildable item.\r";
1332
1333 /* Does the object have a message? Don't show message for all object
1334 * types - especially if the first entry is a match
1335 */
1336 if (msg)
1337 {
1338 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1339 {
1340 if (!need_identify ())
1341 buf << '\r' << msg << '\n';
1342 else if (flag [FLAG_IDENTIFIED])
1343 buf << '\r' << "The object has a story:\r" << msg;
1344 }
1345 }
1346 else if (inv
1347 && inv->msg
1348 && inv->type == SPELL
1349 && flag [FLAG_IDENTIFIED]
1350 && (type == SPELLBOOK || type == ROD || type == WAND
1351 || type == POTION || type == SCROLL))
1352 // for spellbooks and other stuff that contains spells, print the spell message,
1353 // unless the object has a custom message handled above.
1354 buf << '\r' << inv->msg << '\n';
1355
1356 // try to display the duration for some potions and scrolls
1357 // this includes change ability potions and group spells,
1358 // but does not handle protection potions
1359 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1360 && (type == POTION || type == SCROLL))
1361 {
1362 object *spell = inv;
1363
1364 if (spell->subtype == SP_PARTY_SPELL)
1365 spell = spell->other_arch;
1366
1367 if (spell->subtype == SP_CHANGE_ABILITY)
1368 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1369 TICK2TIME (change_ability_duration (spell, this)));
1370 }
1371
1372 // some help text for skill tools
1373 if (type == SKILL_TOOL)
1374 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1375 "you can use the " << &skill << " skill as if you had learned it.>";
1376
1377 // Display a hint about inscribable items [empty books]
1378 // This includes the amount of text they can hold.
1379 if (type == INSCRIBABLE)
1380 {
1381 if (other_arch && other_arch->type == SCROLL)
1382 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1383 else
1384 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1385 weight_limit);
1386 }
1387
1388 buf << '\n';
1389
1390 // the dungeon master additionally gets a complete dump
1391 if (who && who->flag [FLAG_WIZLOOK])
1392 {
1393 buf << "\nT<Object>\n";
1394 describe_dump_object (buf, this);
1395
1396 if (inv)
1397 {
1398 buf << "\nT<Top Inventory>\n";
1399 describe_dump_object (buf, inv);
1400 }
1401 }
1402
1403 return std::string (buf.linearise (), buf.size ());
1404}
1405
1406void
1407examine (object *op, object *tmp)
1408{
1409 std::string info = tmp->describe (op);
1410
1411 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1412}
1413
1414/*
1415 * inventory prints object's inventory. If inv==NULL then print player's
1416 * inventory.
1417 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1242 */ 1418 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1419const char *
1244 strcat(retbuf,describe_resistance(op, 0)); 1420object::query_inventory (object *who, const char *indent)
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1421{
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1422 static dynbuf_text buf; buf.clear ();
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
1248 }
1249 1423
1424 for (object *tmp = inv; tmp; tmp = tmp->below)
1425 if (who && who->flag [FLAG_WIZ])
1426 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1427 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1428 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1429
1430 if (buf.size ())
1431 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1432 else
1433 buf.printf ("%s(empty)\n", indent);
1434
1250 return retbuf; 1435 return buf;
1251} 1436}
1252 1437
1253/* Return true if the item is magical. A magical item is one that 1438/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1439 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1440 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1441 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1442 * should be marked as magical.
1258 */ 1443 */
1259 1444int
1260int is_magical(const object *op) { 1445is_magical (const object *op)
1446{
1261 int i; 1447 int i;
1262 1448
1263 /* living creatures are considered non magical */ 1449 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1450 if (op->flag [FLAG_ALIVE])
1265
1266 /* This is a test for it being an artifact, as artifacts have titles */
1267 if (op->title!=NULL) return 1;
1268
1269 /* Handle rings and amulets specially. If they change any of these
1270 * values, it means they are magical.
1271 */
1272 if ((op->type==AMULET || op->type==RING) &&
1273 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1274 op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1275 return 1;
1276
1277 /* Check for stealty, speed, flying, or just plain magic in the boots */
1278 /* Presume any boots that hvae a move_type are special. */
1279 if (op->type== BOOTS &&
1280 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1281 return 1;
1282
1283 /* Take care of amulet/shield that reflects spells/missiles */
1284 if ((op->type==AMULET || op->type==SHIELD) &&
1285 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1286 return 1;
1287
1288 /* Take care of helmet of xrays */
1289 if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1290
1291 /* Potions & rods are always magical. Wands/staves are also magical,
1292 * assuming they still have any charges left.
1293 */
1294 if (op->type==POTION || op->type==ROD ||
1295 (op->type==WAND && op->stats.food))
1296 return 1;
1297
1298 /* if something gives a protection, either positive or negative, its magical */
1299 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1300 * so this always works out fine.
1301 */
1302 for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1303 if (op->resist[i]) return 1;
1304
1305 /* Physical protection is expected on some item types, so they should
1306 * not be considered magical.
1307 */
1308 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1309 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1310
1311 /* power crystal, spellbooks, and scrolls are always magical. */
1312 if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1313 op->type==SCROLL || op->type==GIRDLE)
1314 return 1;
1315
1316 /* Check to see if it increases/decreases any stats */
1317 for (i=0; i<NUM_STATS; i++)
1318 if (get_attr_value(&(op->stats),i)!=0) return 1;
1319
1320 /* If it doesn't fall into any of the above categories, must
1321 * be non magical.
1322 */
1323 return 0; 1451 return 0;
1324}
1325 1452
1326/* need_identify returns true if the item should be identified. This 1453 /* This is a test for it being an artifact, as artifacts have titles */
1327 * function really should not exist - by default, any item not identified 1454 if (op->title != NULL)
1328 * should need it.
1329 */
1330
1331int need_identify(const object *op) {
1332 switch(op->type) {
1333 case RING:
1334 case WAND:
1335 case ROD:
1336 case HORN:
1337 case SCROLL:
1338 case SKILL:
1339 case SKILLSCROLL:
1340 case SPELLBOOK:
1341 case FOOD:
1342 case POTION:
1343 case BOW:
1344 case ARROW:
1345 case WEAPON:
1346 case ARMOUR:
1347 case SHIELD:
1348 case HELMET:
1349 case AMULET:
1350 case BOOTS:
1351 case GLOVES:
1352 case BRACERS:
1353 case GIRDLE:
1354 case CONTAINER:
1355 case DRINK:
1356 case FLESH:
1357 case INORGANIC:
1358 case CLOSE_CON:
1359 case CLOAK:
1360 case GEM:
1361 case POWER_CRYSTAL:
1362 case POISON:
1363 case BOOK:
1364 case SKILL_TOOL:
1365 return 1; 1455 return 1;
1366 } 1456
1367 /* Try to track down some stuff that may show up here. Thus, the 1457 /* Handle rings and amulets specially. If they change any of these
1368 * archetype file can be updated, and this function removed. 1458 * values, it means they are magical.
1369 */ 1459 */
1370#if 0 1460 if ((op->type == AMULET || op->type == RING) &&
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1461 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1372#endif
1373 return 0; 1462 return 1;
1374}
1375 1463
1464 /* Check for stealty, speed, flying, or just plain magic in the boots */
1465 /* Presume any boots that hvae a move_type are special. */
1466 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1467 return 1;
1468
1469 /* Take care of amulet/shield that reflects spells/missiles */
1470 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1471 return 1;
1472
1473 /* Take care of helmet of xrays */
1474 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1475 return 1;
1476
1477 /* Potions & rods are always magical. Wands/staves are also magical,
1478 * assuming they still have any charges left.
1479 */
1480 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1481 return 1;
1482
1483 /* if something gives a protection, either positive or negative, its magical */
1484 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1485 * so this always works out fine.
1486 */
1487 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1488 if (op->resist[i])
1489 return 1;
1490
1491 /* Physical protection is expected on some item types, so they should
1492 * not be considered magical.
1493 */
1494 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1495 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1496 return 1;
1497
1498 /* power crystal, spellbooks, and scrolls are always magical. */
1499 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1500 return 1;
1501
1502 /* Check to see if it increases/decreases any stats */
1503 for (i = 0; i < NUM_STATS; i++)
1504 if (op->stats.stat (i))
1505 return 1;
1506
1507 /* If it doesn't fall into any of the above categories, must
1508 * be non magical.
1509 */
1510 return 0;
1511}
1376 1512
1377/* 1513/*
1378 * Supposed to fix face-values as well here, but later. 1514 * Supposed to fix face-values as well here, but later.
1379 */ 1515 */
1380 1516void
1381void identify(object *op) { 1517identify (object *op)
1382 object *pl; 1518{
1519 op->set_flag (FLAG_IDENTIFIED);
1520 op->clr_flag (FLAG_KNOWN_MAGICAL);
1521 op->clr_flag (FLAG_NO_SKILL_IDENT);
1383 1522
1384 SET_FLAG(op,FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT);
1387
1388 /* 1523 /*
1389 * We want autojoining of equal objects: 1524 * We want autojoining of equal objects:
1525 */
1526 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1527 op->set_flag (FLAG_KNOWN_CURSED);
1528
1529 if (op->type == POTION)
1530 {
1531 if (op->inv && op->randomitems)
1532 op->title = op->inv->name;
1533 else if (op->arch)
1534 {
1535 op->name = op->arch->object::name;
1536 op->name_pl = op->arch->object::name_pl;
1537 }
1538 }
1539
1540 /* If the object is on a map, make sure we update its face */
1541 if (op->map)
1542 update_object (op, UP_OBJ_CHANGE);
1543
1544 if (object *pl = op->visible_to ())
1545 /* A lot of the values can change from an update - might as well send
1546 * it all.
1390 */ 1547 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED);
1393
1394 if (op->type == POTION) {
1395 if (op->inv && op->randomitems) {
1396 if (op->title) free_string(op->title);
1397 op->title = add_refcount(op->inv->name);
1398 } else if (op->arch) {
1399 free_string(op->name);
1400 op->name = add_refcount(op->arch->clone.name);
1401 free_string(op->name_pl);
1402 op->name_pl = add_refcount(op->arch->clone.name_pl);
1403 }
1404 }
1405
1406 /* If the object is on a map, make sure we update its face */
1407 if (op->map)
1408 update_object(op,UP_OBJ_FACE);
1409 else {
1410 pl = is_player_inv(op->env);
1411 if (pl)
1412 /* A lot of the values can change from an update - might as well send
1413 * it all.
1414 */
1415 esrv_send_item(pl, op); 1548 esrv_send_item (pl, op);
1416 }
1417} 1549}
1550

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