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Comparing deliantra/server/common/item.C (file contents):
Revision 1.59 by root, Mon Oct 12 21:27:54 2009 UTC vs.
Revision 1.98 by root, Wed Nov 16 23:41:59 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
47 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better. 48 * may be better.
49 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */ 51 */
52// see include/object.h
52Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67/*{"body_dragon_torso", "your body", "a dragon's body"} */
68};
69
70static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74}; 57};
75 58
76static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety" 61 "eighty", "ninety"
79}; 62};
80 63
81static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
82 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
83 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
84 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
85 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
86}; 69};
87 70
88static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
89 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
90 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
91}; 74};
92 75
93/* 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:
156 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
157 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
158 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
159 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
160 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
161 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
165 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
151 {TORCH, "torch", "torches", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172 {SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
207 {BUILDER, "item builder", "item builders", 0, 0}, 191 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0}, 192 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 194};
211 195
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 196static const int item_types_size = array_length (item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
224 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
225 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
226 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
227 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
228 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
230 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
231 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
232 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
233 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
234 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
235 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
236};
237*/
238 197
239/* 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
240 * 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
241 * wear whatever they want with no worries. Perhaps having the steep 200 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 201 * curve is good (maybe even steeper), but allowing players to
244 * able to use 2-3 of the most powerful items. 203 * able to use 2-3 of the most powerful items.
245 * 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 -
246 * custom objects can use whatever they want. 205 * custom objects can use whatever they want.
247 */ 206 */
248static int enc_to_item_power[21] = { 207static int enc_to_item_power[21] = {
208 0,
249 0, 0, 1, 2, 3, 4, /* 5 */ 209 0, 1, 2, 3, 4, // 5
250 5, 7, 9, 11, 13, /* 10 */ 210 5, 7, 9, 11, 13, // 10
251 15, 18, 21, 24, 27, /* 15 */ 211 15, 18, 21, 24, 27, // 15
252 30, 35, 40, 45, 50 /* 20 */ 212 30, 35, 40, 45, 50 // 20
253}; 213};
254 214
255int 215int
256get_power_from_ench (int ench) 216get_power_from_ench (int ench)
257{ 217{
258 return enc_to_item_power [clamp (ench, 0, 20)]; 218 return enc_to_item_power [clamp (ench, 0, 20)];
219}
220
221static const struct need_identify_types : typeset
222{
223 need_identify_types ()
224 {
225 set (RING);
226 set (WAND);
227 set (ROD);
228 set (HORN);
229 set (SCROLL);
230 set (SKILL);
231 set (SKILLSCROLL);
232 set (SPELLBOOK);
233 set (FOOD);
234 set (POTION);
235 set (BOW);
236 set (ARROW);
237 set (WEAPON);
238 set (ARMOUR);
239 set (SHIELD);
240 set (HELMET);
241 set (AMULET);
242 set (BOOTS);
243 set (GLOVES);
244 set (BRACERS);
245 set (GIRDLE);
246 set (CONTAINER);
247 set (DRINK);
248 set (FLESH);
249 set (INORGANIC);
250 set (CLOSE_CON);
251 set (CLOAK);
252 set (GEM);
253 set (POWER_CRYSTAL);
254 set (POISON);
255 set (BOOK);
256 set (SKILL_TOOL);
257 }
258} need_identify_types;
259
260bool
261object::need_identify () const
262{
263 return need_identify_types [type];
259} 264}
260 265
261/* 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
262 * 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
263 * generation code, and when loading legacy objects. It returns 268 * generation code, and when loading legacy objects. It returns
319 324
320 enc += op->stats.luck; 325 enc += op->stats.luck;
321 326
322 /* Do spell paths now */ 327 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++) 328 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i)) 329 if (op->path_attuned & (1 << i))
326 enc++; 330 enc++;
327 else if (op->path_denied & (1 << i)) 331 else if (op->path_denied & (1 << i))
328 enc -= 2; 332 enc -= 2;
329 else if (op->path_repelled & (1 << i)) 333 else if (op->path_repelled & (1 << i))
330 enc--; 334 enc--;
331 }
332 335
333 if (op->flag [FLAG_LIFESAVE ]) enc += 5; 336 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3; 337 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2; 338 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 if (op->flag [FLAG_XRAYS ]) enc += 2; 339 if (op->flag [FLAG_XRAYS ]) enc += 2;
339 if (op->flag [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} 345}
343 346
347static const struct get_typedata
348{
349 const typedata *data [NUM_TYPES];
350
351 get_typedata ()
352 {
353 for (int i = 0; i < item_types_size; i++)
354 data [item_types[i].number] = &item_types [i];
355 }
356
357 const typedata *operator ()(int itemtype) const
358 {
359 return data [itemtype];
360 }
361} get_typedata_;
362
344/* 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
345 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
346const typedata * 365const typedata *
347get_typedata (int itemtype) 366get_typedata (int itemtype)
348{ 367{
349 for (int i = 0; i < item_types_size; i++) 368 return get_typedata_ (itemtype);
350 if (item_types[i].number == itemtype)
351 return &item_types[i];
352
353 return NULL;
354} 369}
355 370
356/* 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
357 * 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
358 * one return NULL */ 373 * one return NULL */
381 * 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
382 */ 397 */
383const char * 398const char *
384describe_resistance (const object *op, int newline) 399describe_resistance (const object *op, int newline)
385{ 400{
386 static char buf[VERY_BIG_BUF]; 401 static dynbuf_text buf; buf.clear ();
387 char buf1[VERY_BIG_BUF];
388 int tmpvar;
389 402
390 buf[0] = 0; 403 for (int i = 0; i < NROFATTACKS; i++)
391 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
392 {
393 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))
394 { 405 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
395 if (!newline)
396 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
397 else
398 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
399
400 strcat (buf, buf1);
401 }
402 }
403 406
404 return buf; 407 return buf;
405} 408}
406
407 409
408/* 410/*
409 * query_weight(object) returns a character pointer to a static buffer 411 * query_weight(object) returns a character pointer to a static buffer
410 * containing the text-representation of the weight of the given object. 412 * containing the text-representation of the weight of the given object.
411 * 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().
432/* 434/*
433 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
434 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
435 */ 437 */
436const char * 438const char *
437get_levelnumber (int i) 439ordinal (int i)
438{ 440{
439 static char buf[MAX_BUF]; 441 if (i < 0)
440 442 return format ("minus %s", ordinal (-i));
441 if (i > 99)
442 {
443 sprintf (buf, "%d.", i);
444 return buf;
445 }
446 443
447 if (i < 21) 444 if (i < 21)
448 return levelnumbers[i];
449
450 if (!(i % 10))
451 return levelnumbers_10[i / 10];
452
453 strcpy (buf, numbers_10[i / 10]);
454 strcat (buf, levelnumbers[i % 10]);
455 return buf;
456}
457
458/*
459 * get_number(integer) returns the text-representation of the given number
460 * in a static buffer. The buffer might be overwritten at the next
461 * call to get_number().
462 * It is currently only used by the query_name() function.
463 */
464const char *
465get_number (int i)
466{
467 if (i <= 20)
468 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];
469 else 460 else
470 { 461 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
471 static char buf[MAX_BUF];
472
473 sprintf (buf, "%d", i);
474 return buf;
475 }
476} 462}
477 463
478/* 464/*
479 * Returns pointer to static buffer containing ring's or amulet's 465 * Returns pointer to static buffer containing ring's or amulet's
480 * abilities 466 * abilities
486 */ 472 */
487 473
488/* 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
489 * from stats.sp - b.t. 475 * from stats.sp - b.t.
490 */ 476 */
491const char * 477static const char *
492ring_desc (const object *op) 478ring_desc (const object *op)
493{ 479{
494 static dynbuf_text buf; buf.clear (); 480 static dynbuf_text buf; buf.clear ();
495 int attr, val, len; 481 int attr, val;
496 482
497 if (QUERY_FLAG (op, FLAG_IDENTIFIED)) 483 if (op->flag [FLAG_IDENTIFIED])
498 { 484 {
499 for (attr = 0; attr < NUM_STATS; attr++) 485 for (attr = 0; attr < NUM_STATS; attr++)
500 if ((val = op->stats.stat (attr))) 486 if ((val = op->stats.stat (attr)))
501 buf.printf ("(%s%+d)", short_stat_name[attr], val); 487 buf.printf ("(%s%+d)", short_stat_name[attr], val);
502 488
503 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 489 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
504 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 490 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
505 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 491 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
506 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 492 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
507 493
508 buf << describe_resistance (op, 0); 494 buf << describe_resistance (op, 0);
511 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
512 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); 498 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
513 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
514 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); 500 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
515 501
516 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
517 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
518 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
519 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
520 506
521 buf.add_paths ("Attuned" , op->path_attuned); 507 buf.add_paths ("Attuned" , op->path_attuned);
522 buf.add_paths ("Repelled", op->path_repelled); 508 buf.add_paths ("Repelled", op->path_repelled);
523 buf.add_paths ("Denied" , op->path_denied); 509 buf.add_paths ("Denied" , op->path_denied);
524 510
550 536
551 static dynbuf_text buf; buf.clear (); 537 static dynbuf_text buf; buf.clear ();
552 538
553 buf << (op->nrof <= 1 ? op->name : op->name_pl); 539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
554 540
555 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 541 if (op->title && op->flag [FLAG_IDENTIFIED])
556 buf << ' ' << op->title; 542 buf << ' ' << op->title;
557 543
558 switch (op->type) 544 switch (op->type)
559 { 545 {
560 case SPELLBOOK: 546 case SPELLBOOK:
561 case SCROLL: 547 case SCROLL:
562 case WAND: 548 case WAND:
563 case ROD: 549 case ROD:
564 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
565 { 551 {
566 if (!op->title) 552 if (!op->title)
567 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
568 554
569 if (op->type != SPELLBOOK) 555 if (op->type != SPELLBOOK)
608 buf << " " << s; 594 buf << " " << s;
609 } 595 }
610 break; 596 break;
611 597
612 default: 598 default:
613 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 599 if (op->magic
600 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
601 || op->flag [FLAG_IDENTIFIED]))
614 buf.printf (" %+d", op->magic); 602 buf.printf (" %+d", op->magic);
615 } 603 }
616 604
617 return buf; 605 return buf;
618} 606}
627 * returned is good forever.) However, it makes printing statements that 615 * returned is good forever.) However, it makes printing statements that
628 * 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.)
629 * 617 *
630 * It is used extensively within messages, so should return only a prose 618 * It is used extensively within messages, so should return only a prose
631 * and short description of the item. 619 * and short description of the item.
620 * It is also used by examine/ex and similar functions.
632 */ 621 */
633const char * 622const char *
634query_name (const object *op) 623query_name (const object *op)
635{ 624{
636 int len = 0;
637 static dynbuf_text bufs[5]; 625 static dynbuf_text bufs[5];
638 static int use_buf = 0; 626 static int use_buf = 0;
639 627
640 use_buf++; 628 use_buf++;
641 use_buf %= 5; 629 use_buf %= 5;
642 630
643 dynbuf_text &buf = bufs [use_buf]; 631 dynbuf_text &buf = bufs [use_buf];
644 buf.clear (); 632 buf.clear ();
645 633
634#if 0
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 635 if ((op->is_armor () || op->is_weapon ()) && op->material)
647 if (materialtype_t *mt = name_to_material (op->materialname))
648 buf << mt->description << ' '; 636 buf << op->material->description << ' ';
637#endif
649 638
650 buf << query_short_name (op); 639 buf << query_short_name (op);
651 640
652 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 641 if (op->flag [FLAG_INV_LOCKED])
653 buf << " *"; 642 buf << " *";
654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 643 if (op->is_open_container ())
655 buf << " (open)"; 644 buf << " (open)";
656 645
657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 646 if (op->flag [FLAG_KNOWN_CURSED])
658 { 647 {
659 if (QUERY_FLAG (op, FLAG_DAMNED)) 648 if (op->flag [FLAG_DAMNED])
660 buf << " (damned)"; 649 buf << " (damned)";
661 else if (QUERY_FLAG (op, FLAG_CURSED)) 650 else if (op->flag [FLAG_CURSED])
662 buf << " (cursed)"; 651 buf << " (cursed)";
663 } 652 }
664 653
665 /* Basically, if the object is known magical (detect magic spell on it), 654 /* Basically, if the object is known magical (detect magic spell on it),
666 * and it isn't identified, print out the fact that 655 * and it isn't identified, print out the fact that
669 * 658 *
670 * Changed in V 0.91.4 - still print that the object is magical even 659 * Changed in V 0.91.4 - still print that the object is magical even
671 * if it has been applied. Equipping an item does not tell full 660 * if it has been applied. Equipping an item does not tell full
672 * abilities, especially for artifact items. 661 * abilities, especially for artifact items.
673 */ 662 */
674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
675 buf << " (magic)"; 664 buf << " (magic)";
676 665
677#if 0 666#if 0
678 /* item_power will be returned in describe_item - it shouldn't really 667 /* item_power will be returned in describe_item - it shouldn't really
679 * be returned in the name. 668 * be returned in the name.
681 if (op->item_power) 670 if (op->item_power)
682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 671 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
683 672
684#endif 673#endif
685 674
686 if (QUERY_FLAG (op, FLAG_APPLIED)) 675 if (op->flag [FLAG_APPLIED])
687 { 676 {
688 switch (op->type) 677 switch (op->type)
689 { 678 {
679 case RANGED:
690 case BOW: 680 case BOW:
691 case WAND: 681 case WAND:
692 case ROD: 682 case ROD:
693 case HORN: 683 case HORN:
694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
695 break;
696 case WEAPON: 684 case WEAPON:
697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 685 buf << " (applied)";
698 break; 686 break;
699 case ARMOUR: 687 case ARMOUR:
700 case HELMET: 688 case HELMET:
701 case SHIELD: 689 case SHIELD:
702 case RING: 690 case RING:
734 else if (op->stats.food <= 0) 722 else if (op->stats.food <= 0)
735 buf << " (burned out)"; 723 buf << " (burned out)";
736 break; 724 break;
737 } 725 }
738 726
739 if (QUERY_FLAG (op, FLAG_UNPAID)) 727 if (op->flag [FLAG_UNPAID])
740 buf << " (unpaid)"; 728 buf << " (unpaid)";
741 729
742 return buf; 730 return buf;
743} 731}
744 732
751 * and sending to client. 739 * and sending to client.
752 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
753 * 741 *
754 * It is sometimes used to display messages, and usually only used to match stuff, 742 * It is sometimes used to display messages, and usually only used to match stuff,
755 * so maybe this function should be removed. 743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
756 */ 745 */
757const char * 746const char *
758query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
759{ 748{
760 if ((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
761 return "(null)"; 750 return "(null)";
762 751
763 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)
764 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
765 755
766 static dynbuf_text buf; buf.clear (); 756 static dynbuf_text buf; buf.clear ();
767 757
758#if 0
768 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 759 if ((op->is_armor () || op->is_weapon ()) && op->material)
769 if (materialtype_t *mt = name_to_material (op->materialname))
770 if (op->arch->materialname != mt->name) 760 if (op->arch->material != op->material)
771 buf << mt->description << ' '; 761 buf << op->material->description << ' ';
762#endif
772 763
773 buf << (plural ? op->name_pl : op->name); 764 buf << (plural ? op->name_pl : op->name);
774 765
775 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
776 buf << ' ' << op->title; 767 buf << ' ' << op->title;
777 768
778 switch (op->type) 769 switch (op->type)
779 { 770 {
780 case SPELLBOOK: 771 case SPELLBOOK:
781 case SCROLL: 772 case SCROLL:
782 case WAND: 773 case WAND:
783 case ROD: 774 case ROD:
784 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
785 { 776 {
786 if (!op->title) 777 if (!op->title)
787 buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
788 779
789 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
803 if (s && *s) 794 if (s && *s)
804 buf << ' ' << s; 795 buf << ' ' << s;
805 } 796 }
806 break; 797 break;
807 798
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
808 default: 807 default:
809 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
810 buf.printf (" %+d", op->magic); 811 buf.printf (" %+d", op->magic);
811 } 812 }
812 813
813 return buf; 814 return buf;
814} 815}
827 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
828 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
829 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
830 */ 831 */
831 if (op->has_active_speed ()) 832 if (op->has_active_speed ())
832 switch ((int) ((FABS (op->speed)) * 15)) 833 switch ((int)(op->speed * 15.))
833 { 834 {
834 case 0: 835 case 0:
835 buf << "(very slow movement)"; 836 buf << "(very slow movement)";
836 break; 837 break;
837 case 1: 838 case 1:
857 default: 858 default:
858 buf << "(lightning fast movement)"; 859 buf << "(lightning fast movement)";
859 break; 860 break;
860 } 861 }
861 862
862 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
863 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
864 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
865 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
866 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
867 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
868 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
869 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
870 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
871 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
872 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
873 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
874 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
875 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
876 877
877 if (op->randomitems) 878 if (op->randomitems)
878 { 879 {
879 bool first = 1; 880 bool first = 1;
880 881
907 if (op->stats.luck) 908 if (op->stats.luck)
908 buf.printf ("(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
909 } 910 }
910 911
911 /* describe attacktypes */ 912 /* describe attacktypes */
912 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
913 { 914 {
914 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
915 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
916 * this makes it more readable. 917 * this makes it more readable.
917 */ 918 */
962 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
963 */ 964 */
964const char * 965const char *
965describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
966{ 967{
967 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
968 return describe_monster (op); 969 return describe_monster (op);
969 970
970 static dynbuf_text buf; buf.clear (); 971 static dynbuf_text buf; buf.clear ();
971 int identified, i; 972 int identified, i;
972 973
973 /* 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.
974 * also makes the code easier to read. 975 * also makes the code easier to read.
975 */ 976 */
976 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
977 if (!identified) 978 if (!identified)
978 buf << "(unidentified)"; 979 buf << "(unidentified)";
979 980
980 switch (op->type) 981 switch (op->type)
981 { 982 {
983 case RANGED:
982 case BOW: 984 case BOW:
983 case ARROW: 985 case ARROW:
984 case WAND: 986 case WAND:
985 case ROD: 987 case ROD:
986 case HORN: 988 case HORN:
1000 if (op->stats.maxsp > 1000) 1002 if (op->stats.maxsp > 1000)
1001 { /*higher capacity crystals */ 1003 { /*higher capacity crystals */
1002 i = (op->stats.maxsp % 1000) / 100; 1004 i = (op->stats.maxsp % 1000) / 100;
1003 1005
1004 if (i) 1006 if (i)
1005 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1007 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1006 else 1008 else
1007 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1008 } 1010 }
1009 else 1011 else
1010 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1011 1013
1012 i = (op->stats.sp * 10) / op->stats.maxsp; 1014 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
1013 if (op->stats.sp == 0) 1015
1014 buf << "empty."; 1016 if (op->stats.sp == 0) buf << "empty";
1015 else if (i == 0) 1017 else if (i <= 0) buf << "almost empty";
1016 buf << "almost empty."; 1018 else if (i <= 2) buf << "partially filled";
1017 else if (i < 3) 1019 else if (i <= 5) buf << "half full";
1018 buf << "partially filled."; 1020 else if (i <= 8) buf << "well charged";
1019 else if (i < 6)
1020 buf << "half full.";
1021 else if (i < 9)
1022 buf << "well charged.";
1023 else if (op->stats.sp == op->stats.maxsp) 1021 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
1024 buf << "fully charged."; 1022 else buf << "fully charged";
1025 else 1023
1026 buf << "almost full."; 1024 buf << ')';
1027 break; 1025 break;
1028 1026
1029 case LAMP: 1027 case LAMP:
1030 { 1028 {
1031 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; 1029 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1049 break; 1047 break;
1050 1048
1051 case FOOD: 1049 case FOOD:
1052 case FLESH: 1050 case FLESH:
1053 case DRINK: 1051 case DRINK:
1054 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1052 if (identified || op->flag [FLAG_BEEN_APPLIED])
1055 { 1053 {
1056 buf.printf ("(food+%d)", op->stats.food); 1054 buf.printf ("(food+%d)", op->stats.food);
1057 1055
1058 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))
1059 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); 1057 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1060 1058
1061 if (!QUERY_FLAG (op, FLAG_CURSED)) 1059 if (!op->flag [FLAG_CURSED])
1062 { 1060 {
1063 if (op->stats.hp) buf << "(heals)"; 1061 if (op->stats.hp) buf << "(heals)";
1064 if (op->stats.sp) buf << "(spellpoint regen)"; 1062 if (op->stats.sp) buf << "(spellpoint regen)";
1065 } 1063 }
1066 else 1064 else
1087 } 1085 }
1088 1086
1089 /* Down here, we more further describe equipment type items. 1087 /* Down here, we more further describe equipment type items.
1090 * only describe them if they have been identified or the like. 1088 * only describe them if they have been identified or the like.
1091 */ 1089 */
1092 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1090 if (identified || op->flag [FLAG_BEEN_APPLIED])
1093 { 1091 {
1094 int attr, val;
1095
1096 for (attr = 0; attr < NUM_STATS; attr++) 1092 for (int attr = 0; attr < NUM_STATS; attr++)
1097 if ((val = op->stats.stat (attr))) 1093 if (int val = op->stats.stat (attr))
1098 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1094 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1099 1095
1100 if (op->stats.exp) 1096 if (op->stats.exp)
1101 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1097 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1102 1098
1103 switch (op->type) 1099 switch (op->type)
1104 { 1100 {
1101 case RANGED:
1105 case BOW: 1102 case BOW:
1106 case ARROW: 1103 case ARROW:
1107 case GIRDLE: 1104 case GIRDLE:
1108 case HELMET: 1105 case HELMET:
1109 case SHIELD: 1106 case SHIELD:
1128 1125
1129 default: 1126 default:
1130 break; 1127 break;
1131 } 1128 }
1132 1129
1133 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; 1130 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1134 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; 1131 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1135 1132
1136 /* levitate was what is was before, so we'll keep it */ 1133 /* levitate was what is was before, so we'll keep it */
1137 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; 1134 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1138 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; 1135 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1139 if (op->move_type & MOVE_SWIM) buf << "(swim)"; 1136 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1152 { 1149 {
1153 int more_info = 0; 1150 int more_info = 0;
1154 1151
1155 switch (op->type) 1152 switch (op->type)
1156 { 1153 {
1154 case RANGED:
1157 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 */
1158 case HORN: /* and stats.hp for spell-point regeneration... */ 1156 case HORN: /* and stats.hp for spell-point regeneration... */
1159 case BOW: 1157 case BOW:
1160 case ARROW: 1158 case ARROW:
1161 case WAND: 1159 case WAND:
1201 } 1199 }
1202 1200
1203 if (op->stats.luck) 1201 if (op->stats.luck)
1204 buf.printf ("(luck%+d)", op->stats.luck); 1202 buf.printf ("(luck%+d)", op->stats.luck);
1205 1203
1206 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; 1204 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1207 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; 1205 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1208 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; 1206 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1209 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1207 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1210 1208
1211 if (op->slaying && op->type != FOOD) 1209 if (op->slaying && op->type != FOOD)
1212 buf.printf ("(slay %s)", &op->slaying); 1210 buf.printf ("(slay %s)", &op->slaying);
1213 1211
1214 if (op->type == SKILL_TOOL && op->skill) 1212 if (op->type == SKILL_TOOL && op->skill)
1216 1214
1217 buf.add_abilities ("Attacks", op->attacktype); 1215 buf.add_abilities ("Attacks", op->attacktype);
1218 /* resistance on flesh is only visible for quetzals. If 1216 /* resistance on flesh is only visible for quetzals. If
1219 * non flesh, everyone can see its resistances 1217 * non flesh, everyone can see its resistances
1220 */ 1218 */
1221 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1219 if (op->type != FLESH || (owner && owner->is_dragon ()))
1222 buf << describe_resistance (op, 0); 1220 buf << describe_resistance (op, 0);
1223 1221
1224 buf.add_paths ("Attuned", op->path_attuned); 1222 buf.add_paths ("Attuned", op->path_attuned);
1225 buf.add_paths ("Repelled", op->path_repelled); 1223 buf.add_paths ("Repelled", op->path_repelled);
1226 buf.add_paths ("Denied", op->path_denied); 1224 buf.add_paths ("Denied", op->path_denied);
1231 1229
1232std::string 1230std::string
1233object::describe_item (object *who) 1231object::describe_item (object *who)
1234{ 1232{
1235 return std::string (::describe_item (this, who)); 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 ());
1236} 1404}
1237 1405
1238void 1406void
1239examine (object *op, object *tmp) 1407examine (object *op, object *tmp)
1240{ 1408{
1252object::query_inventory (object *who, const char *indent) 1420object::query_inventory (object *who, const char *indent)
1253{ 1421{
1254 static dynbuf_text buf; buf.clear (); 1422 static dynbuf_text buf; buf.clear ();
1255 1423
1256 for (object *tmp = inv; tmp; tmp = tmp->below) 1424 for (object *tmp = inv; tmp; tmp = tmp->below)
1257 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1425 if (who && who->flag [FLAG_WIZ])
1258 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1426 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1259 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1427 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1260 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1428 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1261 1429
1262 if (buf.size ()) 1430 if (buf.size ())
1263 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1431 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1264 else 1432 else
1277is_magical (const object *op) 1445is_magical (const object *op)
1278{ 1446{
1279 int i; 1447 int i;
1280 1448
1281 /* living creatures are considered non magical */ 1449 /* living creatures are considered non magical */
1282 if (QUERY_FLAG (op, FLAG_ALIVE)) 1450 if (op->flag [FLAG_ALIVE])
1283 return 0; 1451 return 0;
1284 1452
1285 /* This is a test for it being an artifact, as artifacts have titles */ 1453 /* This is a test for it being an artifact, as artifacts have titles */
1286 if (op->title != NULL) 1454 if (op->title != NULL)
1287 return 1; 1455 return 1;
1293 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 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))
1294 return 1; 1462 return 1;
1295 1463
1296 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1464 /* Check for stealty, speed, flying, or just plain magic in the boots */
1297 /* Presume any boots that hvae a move_type are special. */ 1465 /* Presume any boots that hvae a move_type are special. */
1298 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1466 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1299 return 1; 1467 return 1;
1300 1468
1301 /* Take care of amulet/shield that reflects spells/missiles */ 1469 /* Take care of amulet/shield that reflects spells/missiles */
1302 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1470 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1303 return 1; 1471 return 1;
1304 1472
1305 /* Take care of helmet of xrays */ 1473 /* Take care of helmet of xrays */
1306 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1474 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1307 return 1; 1475 return 1;
1308 1476
1309 /* Potions & rods are always magical. Wands/staves are also magical, 1477 /* Potions & rods are always magical. Wands/staves are also magical,
1310 * assuming they still have any charges left. 1478 * assuming they still have any charges left.
1311 */ 1479 */
1340 * be non magical. 1508 * be non magical.
1341 */ 1509 */
1342 return 0; 1510 return 0;
1343} 1511}
1344 1512
1345/* need_identify returns true if the item should be identified. This
1346 * function really should not exist - by default, any item not identified
1347 * should need it.
1348 */
1349
1350int
1351need_identify (const object *op)
1352{
1353 switch (op->type)
1354 {
1355 case RING:
1356 case WAND:
1357 case ROD:
1358 case HORN:
1359 case SCROLL:
1360 case SKILL:
1361 case SKILLSCROLL:
1362 case SPELLBOOK:
1363 case FOOD:
1364 case POTION:
1365 case BOW:
1366 case ARROW:
1367 case WEAPON:
1368 case ARMOUR:
1369 case SHIELD:
1370 case HELMET:
1371 case AMULET:
1372 case BOOTS:
1373 case GLOVES:
1374 case BRACERS:
1375 case GIRDLE:
1376 case CONTAINER:
1377 case DRINK:
1378 case FLESH:
1379 case INORGANIC:
1380 case CLOSE_CON:
1381 case CLOAK:
1382 case GEM:
1383 case POWER_CRYSTAL:
1384 case POISON:
1385 case BOOK:
1386 case SKILL_TOOL:
1387 return 1;
1388 }
1389
1390 /* Try to track down some stuff that may show up here. Thus, the
1391 * archetype file can be updated, and this function removed.
1392 */
1393#if 0
1394 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1395#endif
1396 return 0;
1397}
1398
1399/* 1513/*
1400 * Supposed to fix face-values as well here, but later. 1514 * Supposed to fix face-values as well here, but later.
1401 */ 1515 */
1402void 1516void
1403identify (object *op) 1517identify (object *op)
1404{ 1518{
1405 SET_FLAG (op, FLAG_IDENTIFIED); 1519 op->set_flag (FLAG_IDENTIFIED);
1406 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1520 op->clr_flag (FLAG_KNOWN_MAGICAL);
1407 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1521 op->clr_flag (FLAG_NO_SKILL_IDENT);
1408 1522
1409 /* 1523 /*
1410 * We want autojoining of equal objects: 1524 * We want autojoining of equal objects:
1411 */ 1525 */
1412 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1526 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1413 SET_FLAG (op, FLAG_KNOWN_CURSED); 1527 op->set_flag (FLAG_KNOWN_CURSED);
1414 1528
1415 if (op->type == POTION) 1529 if (op->type == POTION)
1416 { 1530 {
1417 if (op->inv && op->randomitems) 1531 if (op->inv && op->randomitems)
1418 op->title = op->inv->name; 1532 op->title = op->inv->name;

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