/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ #include #include #include const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; /* the ordering of this is actually doesn't make a difference * However, for ease of use, new entries should go at the end * so those people that debug the code that get used to something * being in the location 4 don't get confused. * * The ordering in save_name, use_name, nonuse_name. * save_name is the name used to load/save it from files. It should * match that of the doc/Developers/objects. The only * real limitation is that it shouldn't have spaces or other characters * that may mess up the match code. It must also start with body_ * use_name is how we describe the location if we can use it. * nonuse_name is how we describe it if we can't use it. I think * the values below will make it pretty clear how those work out * They are basically there to make life a little easier - if a character * examines an item and it says it goes on 'your arm', its pretty clear * they can use it. See the last sample (commented out) for a dragon * Note that using the term 'human' may not be very accurate, humanoid * may be better. * Basically, for the use/nonuse, the code does something like: * "This item goes %s\n", with the use/nonuse values filling in the %s */ Body_Locations body_locations[NUM_BODY_LOCATIONS] = { {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, /*{"body_dragon_torso", "your body", "a dragon's body"} */ }; static char numbers_10[10][20] = { "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", "eighty", "ninety" }; static char levelnumbers[21][20] = { "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", "nineteen", "twentieth" }; static char levelnumbers_10[11][20] = { "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", "seventieth", "eightieth", "ninetieth" }; /* The following is a large table of item types, the fields are: * item number, item name, item name (plural), and two numbers that are the skills * used to identify them. Anytime a new item type is added or removed, this list * should be altered to reflect that. The defines for the numerical values are in * define.h */ static const typedata item_types[] = { {PLAYER, "player", "players", 0, 0}, {ROD, "rod", "rods", SK_THAUMATURGY, 0}, {TREASURE, "treasure", "treasure", 0, 0}, {POTION, "potion", "potions", SK_ALCHEMY, 0}, {FOOD, "food", "food", SK_WOODSMAN, 0}, {POISON, "poison", "poisons", SK_ALCHEMY, 0}, {BOOK, "book", "books", SK_LITERACY, 0}, {CLOCK, "clock", "clocks", 0, 0}, {ARROW, "arrow", "arrows", SK_BOWYER, 0}, {BOW, "bow", "bows", SK_BOWYER, 0}, {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, {PEDESTAL, "pedestal", "pedestals", 0, 0}, {ALTAR, "altar", "altars", 0, 0}, {LOCKED_DOOR, "locked door", "locked doors", 0, 0}, {SPECIAL_KEY, "special key", "special keys", 0, 0}, {MAP, "map", "maps", 0, 0}, {DOOR, "door", "doors", 0, 0}, {KEY, "key", "keys", 0, 0}, {TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, {TRIGGER, "trigger", "triggers", 0, 0}, {GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, {MAGIC_EAR, "magic ear", "magic ears", 0, 0}, {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, {SHIELD, "shield", "shields", SK_SMITHERY, 0}, {HELMET, "helmet", "helmets", SK_SMITHERY, 0}, {HORN, "horn", "horns", SK_THAUMATURGY, 0}, {MONEY, "money", "money", 0, 0}, {CLASS, "class", "classes", 0, 0}, {GRAVESTONE, "gravestone", "gravestones", 0, 0}, {AMULET, "amulet", "amulets", SK_JEWELER, 0}, {PLAYERMOVER, "player mover", "player movers", 0, 0}, {TELEPORTER, "teleporter", "teleporters", 0, 0}, {CREATOR, "creator", "creators", 0, 0}, {SKILL, "skill", "skills", 0, 0}, {EARTHWALL, "earthwall", "earthwalls", 0, 0}, {GOLEM, "golem", "golems", 0, 0}, {THROWN_OBJ, "projectile", "projectiles", 0, 0}, {BLINDNESS, "blindness", "blindness", 0, 0}, {GOD, "god", "gods", 0, 0}, {DETECTOR, "detector", "detectors", 0, 0}, {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, {DEAD_OBJECT, "dead object", "dead objects", 0, 0}, {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, {MARKER, "marker", "markers", 0, 0}, {HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, {PLAYER_CHANGER, "player changer", "player changers", 0, 0}, {BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, {PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, {GEM, "gem", "gems", SK_JEWELER, 0}, {FIREWALL, "firewall", "firewalls", 0, 0}, {ANVIL, "anvil", "anvils", 0, 0}, {CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, {MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, {EXIT, "exit", "exits", 0, 0}, {ENCOUNTER, "encounter", "encounters", 0, 0}, {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, {SHOP_MAT, "shop mat", "shop mats", 0, 0}, {RING, "ring", "rings", SK_JEWELER, 0}, {FLOOR, "floor", "floors", 0, 0}, {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, {LIGHTER, "lighter", "lighters", 0, 0}, {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, {LAMP, "lamp", "lamps", 0, 0}, {DUPLICATOR, "duplicator", "duplicators", 0, 0}, {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, {SPINNER, "spinner", "spinners", 0, 0}, {GATE, "gate", "gates", 0, 0}, {BUTTON, "button", "buttons", 0, 0}, {T_HANDLE, "cf handle", "cf handles", 0, 0}, {HOLE, "hole", "holes", 0, 0}, {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, {SIGN, "sign", "signs", 0, 0}, {BOOTS, "boots", "boots", SK_SMITHERY, 0}, {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, {SPELL, "spell", "spells", 0, 0}, {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, {CONVERTER, "converter", "converters", 0, 0}, {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, {POISONING, "poisoning", "poisonings", 0, 0}, {SAVEBED, "savebed", "savebeds", 0, 0}, {WAND, "wand", "wands", SK_THAUMATURGY, 0}, {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, {DIRECTOR, "director", "directors", 0, 0}, {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, {FORCE, "force", "forces", 0, 0}, {POTION_EFFECT, "potion effect", "potion effects", 0, 0}, {CLOSE_CON, "closed container", "closed container", 0, 0}, {CONTAINER, "container", "containers", SK_ALCHEMY, 0}, {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, {MENU, "inventory list", "inventory lists", 0, 0}, {RUNE, "rune", "runes", 0, 0}, {TRAP, "trap", "traps", 0, 0}, {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, {CORPSE, "corpse", "corpses", 0, 0}, {DISEASE, "disease", "diseases", 0, 0}, {SYMPTOM, "symptom", "symptoms", 0, 0}, {BUILDER, "item builder", "item builders", 0, 0}, {MATERIAL, "building material", "building materials", 0, 0}, {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, }; static const int item_types_size = sizeof (item_types) / sizeof (*item_types); /* This curve may be too steep. But the point is that there should * be tough choices - there is no real point to this if everyone can * wear whatever they want with no worries. Perhaps having the steep * curve is good (maybe even steeper), but allowing players to * have 2 * level instead. Ideally, top level characters should only be * able to use 2-3 of the most powerful items. * note that this table is only really used for program generated items - * custom objects can use whatever they want. */ static int enc_to_item_power[21] = { 0, 0, 1, 2, 3, 4, /* 5 */ 5, 7, 9, 11, 13, /* 10 */ 15, 18, 21, 24, 27, /* 15 */ 30, 35, 40, 45, 50 /* 20 */ }; int get_power_from_ench (int ench) { return enc_to_item_power [clamp (ench, 0, 20)]; } /* This takes an object 'op' and figures out what its item_power * rating should be. This should only really be used by the treasure * generation code, and when loading legacy objects. It returns * the item_power it calculates. * If flag is 1, we return the number of enchantment, and not the * the power. This is used in the treasure code. */ int calc_item_power (const object *op, int flag) { int i, tmp, enc; enc = 0; for (i = 0; i < NUM_STATS; i++) enc += op->stats.stat (i); /* This protection logic is pretty flawed. 20% fire resistance * is much more valuable than 20% confusion, or 20% slow, or * several others. Start at 1 - ignore physical - all that normal * armour shouldn't be counted against */ tmp = 0; for (i = 1; i < NROFATTACKS; i++) tmp += op->resist[i]; /* Add/substract 10 so that the rounding works out right */ if (tmp > 0) enc += (tmp + 10) / 20; else if (tmp < 0) enc += (tmp - 10) / 20; enc += op->magic; /* For each attacktype a weapon has, one more encantment. Start at 1 - * physical doesn't count against total. */ if (op->type == WEAPON) { for (i = 1; i < NROFATTACKS; i++) if (op->attacktype & (1 << i)) enc++; if (op->slaying) enc += 2; /* What it slays is probably more relevent */ } /* Items the player can equip */ if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || (op->type == SHIELD) || (op->type == RING) || (op->type == BOOTS) || (op->type == GLOVES) || (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) { enc += op->stats.food; /* sustenance */ enc += op->stats.hp; /* hp regen */ enc += op->stats.sp; /* mana regen */ enc += op->stats.grace; /* grace regen */ enc += op->stats.exp; /* speed bonus */ } enc += op->stats.luck; /* Do spell paths now */ for (i = 1; i < NRSPELLPATHS; i++) if (op->path_attuned & (1 << i)) enc++; else if (op->path_denied & (1 << i)) enc -= 2; else if (op->path_repelled & (1 << i)) enc--; if (op->flag [FLAG_LIFESAVE ]) enc += 5; if (op->flag [FLAG_REFL_SPELL ]) enc += 3; if (op->flag [FLAG_REFL_MISSILE]) enc += 2; if (op->flag [FLAG_XRAYS ]) enc += 2; if (op->flag [FLAG_STEALTH ]) enc += 1; if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1; if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; return get_power_from_ench (enc); } /* returns the typedata that has a number equal to itemtype, if there * isn't one, returns NULL */ const typedata * get_typedata (int itemtype) { for (int i = 0; i < item_types_size; i++) if (item_types[i].number == itemtype) return &item_types[i]; return NULL; } /* returns the typedata that has a name equal to itemtype, if there * isn't one, return the plural name that matches, if there still isn't * one return NULL */ const typedata * get_typedata_by_name (const char *name) { for (int i = 0; i < item_types_size; i++) if (!strcmp (item_types[i].name, name)) return &item_types[i]; for (int i = 0; i < item_types_size; i++) if (!strcmp (item_types[i].name_pl, name)) { LOG (llevInfo, "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name); return &item_types[i]; } return 0; } /* describe_resistance generates the visible naming for resistances. * returns a static array of the description. This can return * a big buffer. * if newline is true, we don't put parens around the description * but do put a newline at the end. Useful when dumping to files */ const char * describe_resistance (const object *op, int newline) { static dynbuf_text buf; buf.clear (); for (int i = 0; i < NROFATTACKS; i++) if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1)) buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); return buf; } /* * query_weight(object) returns a character pointer to a static buffer * containing the text-representation of the weight of the given object. * The buffer will be overwritten by the next call to query_weight(). * * Seems to be used only by unimportant stuff. Remove? */ const char * query_weight (const object *op) { static char buf[10]; sint32 i = op->total_weight (); if (op->weight < 0) return " "; if (i % 1000) sprintf (buf, "%6.1f", i / 1000.0); else sprintf (buf, "%4d ", i / 1000); return buf; } /* * Returns the pointer to a static buffer containing * the number requested (of the form first, second, third...) */ const char * get_levelnumber (int i) { static char buf[MAX_BUF]; if (i > 99) { sprintf (buf, "%d.", i); return buf; } if (i < 21) return levelnumbers[i]; if (!(i % 10)) return levelnumbers_10[i / 10]; strcpy (buf, numbers_10[i / 10]); strcat (buf, levelnumbers[i % 10]); return buf; } /* * Returns pointer to static buffer containing ring's or amulet's * abilities * These are taken from old query_name(), but it would work better * if describle_item() would be called to get this information and * caller would handle FULL_RING_DESCRIPTION definition. * Or make FULL_RING_DESCRIPTION standard part of a game and let * client handle names. */ /* Aug 95 modified this slightly so that Skill tools don't have magic bonus * from stats.sp - b.t. */ static const char * ring_desc (const object *op) { static dynbuf_text buf; buf.clear (); int attr, val, len; if (QUERY_FLAG (op, FLAG_IDENTIFIED)) { for (attr = 0; attr < NUM_STATS; attr++) if ((val = op->stats.stat (attr))) buf.printf ("(%s%+d)", short_stat_name[attr], val); if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); buf << describe_resistance (op, 0); if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; buf.add_paths ("Attuned" , op->path_attuned); buf.add_paths ("Repelled", op->path_repelled); buf.add_paths ("Denied" , op->path_denied); if (buf.empty ()) buf << "of adornment"; } return buf; } /* * query_short_name(object) is similar to query_name, but doesn't * contain any information about object status (worn/cursed/etc.) * * It is sometimes used when printing messages, so should fit well into a sentence. */ const char * query_short_name (const object *op) { if (!op->name) return "(null)"; if (!op->nrof && !op->weight && !op->title && !is_magical (op) && op->slaying != shstr_money) return op->name; /* To speed things up (or make things slower?) */ static dynbuf_text buf; buf.clear (); buf << (op->nrof <= 1 ? op->name : op->name_pl); if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) buf << ' ' << op->title; switch (op->type) { case SPELLBOOK: case SCROLL: case WAND: case ROD: if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) { if (!op->title) buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); if (op->type != SPELLBOOK) buf.printf (" (lvl %d)", op->level); } break; case ALTAR: case TRIGGER_ALTAR: case IDENTIFY_ALTAR: case CONVERTER: if (op->slaying == shstr_money) { bool wrap = !!buf.size (); if (wrap) buf << " ["; archetype *coin = 0; for (char const *const *c = coins; *coins; ++c) if ((coin = archetype::find (*c))) if (op->stats.food % coin->value == 0) break; sint32 coins = op->stats.food / coin->value; buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); if (wrap) buf << ']'; } break; case SKILL: case AMULET: case RING: if (!op->title) { /* If ring has a title, full description isn't so useful */ const char *s = ring_desc (op); if (s && *s) buf << " " << s; } break; default: if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) buf.printf (" %+d", op->magic); } return buf; } /* * query_name(object) returns a character pointer pointing to a static * buffer which contains a verbose textual representation of the name * of the given object. * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way, * you can make several calls to query_name before the bufs start getting * overwritten. This may be a bad thing (it may be easier to assume the value * returned is good forever.) However, it makes printing statements that * use several names much easier (don't need to store them to temp variables.) * * It is used extensively within messages, so should return only a prose * and short description of the item. */ const char * query_name (const object *op) { int len = 0; static dynbuf_text bufs[5]; static int use_buf = 0; use_buf++; use_buf %= 5; dynbuf_text &buf = bufs [use_buf]; buf.clear (); #if 0 if ((op->is_armor () || op->is_weapon ()) && op->material) buf << op->material->description << ' '; #endif buf << query_short_name (op); if (QUERY_FLAG (op, FLAG_INV_LOCKED)) buf << " *"; if (op->is_open_container ()) buf << " (open)"; if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) { if (QUERY_FLAG (op, FLAG_DAMNED)) buf << " (damned)"; else if (QUERY_FLAG (op, FLAG_CURSED)) buf << " (cursed)"; } /* Basically, if the object is known magical (detect magic spell on it), * and it isn't identified, print out the fact that * it is magical. Assume that the detect magical spell will only set * KNOWN_MAGICAL if the item actually is magical. * * Changed in V 0.91.4 - still print that the object is magical even * if it has been applied. Equipping an item does not tell full * abilities, especially for artifact items. */ if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) buf << " (magic)"; #if 0 /* item_power will be returned in describe_item - it shouldn't really * be returned in the name. */ if (op->item_power) sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); #endif if (QUERY_FLAG (op, FLAG_APPLIED)) { switch (op->type) { case BOW: case WAND: case ROD: case HORN: buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); break; case WEAPON: buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); break; case ARMOUR: case HELMET: case SHIELD: case RING: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BRACERS: case CLOAK: buf << " (worn)"; break; case CONTAINER: buf << " (active)"; break; case SKILL: default: buf << " (applied)"; } } switch (op->type) { case LAMP: if (op->glow_radius) buf << " (on)"; else if (op->stats.food <= 0) buf << " (empty)"; else buf << " (off)"; break; case TORCH: if (op->glow_radius) buf << " (burning)"; else if (op->stats.food <= 0) buf << " (burned out)"; break; } if (QUERY_FLAG (op, FLAG_UNPAID)) buf << " (unpaid)"; return buf; } /* * query_base_name(object) returns a character pointer pointing to a static * buffer which contains a verbose textual representation of the name * of the given object. The buffer will be overwritten at the next * call to query_base_name(). This is a lot like query_name, but we * don't include the item count or item status. Used for inventory sorting * and sending to client. * If plural is set, we generate the plural name of this. * * It is sometimes used to display messages, and usually only used to match stuff, * so maybe this function should be removed. */ const char * query_base_name (const object *op, int plural) { if ((!plural && !op->name) || (plural && !op->name_pl)) return "(null)"; if (!op->nrof && !op->weight && !op->title && !is_magical (op)) return op->name; /* To speed things up (or make things slower?) */ static dynbuf_text buf; buf.clear (); #if 0 if ((op->is_armor () || op->is_weapon ()) && op->material) if (op->arch->material != op->material) buf << op->material->description << ' '; #endif buf << (plural ? op->name_pl : op->name); if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) buf << ' ' << op->title; switch (op->type) { case SPELLBOOK: case SCROLL: case WAND: case ROD: if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) { if (!op->title) buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); if (op->type != SPELLBOOK) buf.printf (" (lvl %d)", op->level); } break; case SKILL: case AMULET: case RING: if (!op->title) { /* If ring has a title, full description isn't so useful */ const char *s = ring_desc (op); if (s && *s) buf << ' ' << s; } break; default: if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) buf.printf (" %+d", op->magic); } return buf; } /* Break this off from describe_item - that function was way * too long, making it difficult to read. This function deals * with describing the monsters & players abilities. It should only * be called with monster & player objects. Returns a description * in a static buffer. */ static const char * describe_monster (const object *op) { static dynbuf_text buf; buf.clear (); /* Note that the resolution this provides for players really isn't * very good. Any player with a speed greater than .67 will * fall into the 'lightning fast movement' category. */ if (op->has_active_speed ()) switch ((int)((fabs (op->speed)) * 15.)) { case 0: buf << "(very slow movement)"; break; case 1: buf << "(slow movement)"; break; case 2: buf << "(normal movement)"; break; case 3: case 4: buf << "(fast movement)"; break; case 5: case 6: buf << "(very fast movement)"; break; case 7: case 8: case 9: case 10: buf << "(extremely fast movement)"; break; default: buf << "(lightning fast movement)"; break; } if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; if (op->randomitems) { bool first = 1; for (treasure *t = op->randomitems->items; t; t = t->next) if (t->item && t->item->type == SPELL) { if (first) buf << "(Spell abilities:)"; first = 0; buf << '(' << t->item->object::name << ')'; } } if (op->type == PLAYER) { if (op->contr->digestion) buf.printf ("(sustenance%+d)", op->contr->digestion); if (op->contr->gen_grace) buf.printf ("(grace%+d)", op->contr->gen_grace); if (op->contr->gen_sp) buf.printf ("(magic%+d)", op->contr->gen_sp); if (op->contr->gen_hp) buf.printf ("(regeneration%+d)", op->contr->gen_hp); if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); } /* describe attacktypes */ if (is_dragon_pl (op)) { /* for dragon players display the attacktypes from clawing skill * Break apart the for loop - move the comparison checking down - * this makes it more readable. */ object *tmp; for (tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == SKILL && tmp->name == shstr_clawing) break; if (tmp && tmp->attacktype) buf.add_abilities ("Claws", tmp->attacktype); else buf.add_abilities ("Attacks", op->attacktype); } else buf.add_abilities ("Attacks", op->attacktype); buf.add_paths ("Attuned" , op->path_attuned); buf.add_paths ("Repelled", op->path_repelled); buf.add_paths ("Denied" , op->path_denied); for (int i = 0; i < NROFATTACKS; i++) if (op->resist[i]) buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]); return buf; } /* * Returns a pointer to a static buffer which contains a * description of the given object. * If it is a monster, lots of information about its abilities * will be returned. * If it is an item, lots of information about which abilities * will be gained about its user will be returned. * If it is a player, it writes out the current abilities * of the player, which is usually gained by the items applied. * It would be really handy to actually pass another object * pointer on who is examining this object. Then, you could reveal * certain information depending on what the examiner knows, eg, * wouldn't need to use the SEE_INVISIBLE flag to know it is * a dragon player examining food. Could have things like * a dwarven axe, in which the full abilities are only known to * dwarves, etc. * * Add 'owner' who is the person examining this object. * owner can be null if no one is being associated with this * item (eg, debug dump or the like) */ const char * describe_item (const object *op, object *owner) { if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) return describe_monster (op); static dynbuf_text buf; buf.clear (); int identified, i; /* figure this out once, instead of making multiple calls to need_identify. * also makes the code easier to read. */ identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); if (!identified) buf << "(unidentified)"; switch (op->type) { case BOW: case ARROW: case WAND: case ROD: case HORN: case WEAPON: case ARMOUR: case HELMET: case SHIELD: case BOOTS: case GLOVES: case GIRDLE: case BRACERS: case CLOAK: case SKILL_TOOL: break; /* We have more information to do below this switch */ case POWER_CRYSTAL: if (op->stats.maxsp > 1000) { /*higher capacity crystals */ i = (op->stats.maxsp % 1000) / 100; if (i) buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); else buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); } else buf.printf ("(capacity %d). It is ", op->stats.maxsp); i = (op->stats.sp * 10) / op->stats.maxsp; if (op->stats.sp == 0) buf << "empty."; else if (i == 0) buf << "almost empty."; else if (i < 3) buf << "partially filled."; else if (i < 6) buf << "half full."; else if (i < 9) buf << "well charged."; else if (op->stats.sp == op->stats.maxsp) buf << "fully charged."; else buf << "almost full."; break; case LAMP: { int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; buf << "(fuel: "; if (percent == 0) buf << "empty"; else if (percent < 10) buf << "very low"; else if (percent < 25) buf << "low"; else if (percent < 50) buf << "half empty"; else if (percent < 75) buf << "half full"; else if (percent < 95) buf << "well filled"; else if (percent <= 100) buf << "full"; buf << ")"; } break; case FOOD: case FLESH: case DRINK: if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) { buf.printf ("(food+%d)", op->stats.food); if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); if (!QUERY_FLAG (op, FLAG_CURSED)) { if (op->stats.hp) buf << "(heals)"; if (op->stats.sp) buf << "(spellpoint regen)"; } else { if (op->stats.hp) buf << "(damages)"; if (op->stats.sp) buf << "(spellpoint depletion)"; } } break; case SKILL: case RING: case AMULET: if (op->item_power) buf.printf ("(item_power %+d)", op->item_power); if (op->title) buf << ring_desc (op); return buf; default: return buf; } /* Down here, we more further describe equipment type items. * only describe them if they have been identified or the like. */ if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) { int attr, val; for (attr = 0; attr < NUM_STATS; attr++) if ((val = op->stats.stat (attr))) buf.printf ("(%s%+d)", short_stat_name[attr], val); if (op->stats.exp) buf.printf ("(speed %+lld)", (long long) op->stats.exp); switch (op->type) { case BOW: case ARROW: case GIRDLE: case HELMET: case SHIELD: case BOOTS: case GLOVES: case WEAPON: case SKILL: case RING: case AMULET: case ARMOUR: case BRACERS: case FORCE: case CLOAK: if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); if ((op->type == WEAPON || op->type == BOW) && op->level > 0) buf.printf ("(improved %d/%d)", op->last_eat, op->level); break; default: break; } if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; /* levitate was what is was before, so we'll keep it */ if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; if (op->move_type & MOVE_SWIM) buf << "(swim)"; /* walking is presumed as 'normal', so doesn't need mentioning */ if (op->item_power) buf.printf ("(item_power %+d)", op->item_power); } /* End if identified or applied */ /* This blocks only deals with fully identified object. * it is intentional that this is not an 'else' from a above - * in this way, information is added. */ if (identified) { int more_info = 0; switch (op->type) { case ROD: /* These use stats.sp for spell selection and stats.food */ case HORN: /* and stats.hp for spell-point regeneration... */ case BOW: case ARROW: case WAND: case FOOD: case FLESH: case DRINK: more_info = 0; break; /* Armor type objects */ case ARMOUR: case HELMET: case SHIELD: case BOOTS: case GLOVES: case GIRDLE: case BRACERS: case CLOAK: if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0); if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op)); more_info = 1; break; case WEAPON: /* Calculate it the same way fix_player does so the results * make sense. */ i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; if (i < 0) i = 0; buf.printf ("(weapon speed %d)", i); more_info = 1; break; } if (more_info) { if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); } if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; if (op->slaying && op->type != FOOD) buf.printf ("(slay %s)", &op->slaying); if (op->type == SKILL_TOOL && op->skill) buf.printf ("(%s)", &op->skill); buf.add_abilities ("Attacks", op->attacktype); /* resistance on flesh is only visible for quetzals. If * non flesh, everyone can see its resistances */ if (op->type != FLESH || (owner && is_dragon_pl (owner))) buf << describe_resistance (op, 0); buf.add_paths ("Attuned", op->path_attuned); buf.add_paths ("Repelled", op->path_repelled); buf.add_paths ("Denied", op->path_denied); } return buf; } std::string object::describe_item (object *who) { return std::string (::describe_item (this, who)); } void examine (object *op, object *tmp) { std::string info = tmp->describe (op); op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); } /* * inventory prints object's inventory. If inv==NULL then print player's * inventory. * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] */ const char * object::query_inventory (object *who, const char *indent) { static dynbuf_text buf; buf.clear (); for (object *tmp = inv; tmp; tmp = tmp->below) if (who && QUERY_FLAG (who, FLAG_WIZ)) buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); if (buf.size ()) buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); else buf.printf ("%s(empty)\n", indent); return buf; } /* Return true if the item is magical. A magical item is one that * increases/decreases any abilities, provides a resistance, * has a generic magical bonus, or is an artifact. * This function is used by detect_magic to determine if an item * should be marked as magical. */ int is_magical (const object *op) { int i; /* living creatures are considered non magical */ if (QUERY_FLAG (op, FLAG_ALIVE)) return 0; /* This is a test for it being an artifact, as artifacts have titles */ if (op->title != NULL) return 1; /* Handle rings and amulets specially. If they change any of these * values, it means they are magical. */ if ((op->type == AMULET || op->type == RING) && (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) return 1; /* Check for stealty, speed, flying, or just plain magic in the boots */ /* Presume any boots that hvae a move_type are special. */ if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) return 1; /* Take care of amulet/shield that reflects spells/missiles */ if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) return 1; /* Take care of helmet of xrays */ if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) return 1; /* Potions & rods are always magical. Wands/staves are also magical, * assuming they still have any charges left. */ if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food)) return 1; /* if something gives a protection, either positive or negative, its magical */ /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0, * so this always works out fine. */ for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++) if (op->resist[i]) return 1; /* Physical protection is expected on some item types, so they should * not be considered magical. */ if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD && op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1; /* power crystal, spellbooks, and scrolls are always magical. */ if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) return 1; /* Check to see if it increases/decreases any stats */ for (i = 0; i < NUM_STATS; i++) if (op->stats.stat (i)) return 1; /* If it doesn't fall into any of the above categories, must * be non magical. */ return 0; } /* need_identify returns true if the item should be identified. This * function really should not exist - by default, any item not identified * should need it. */ int need_identify (const object *op) { switch (op->type) { case RING: case WAND: case ROD: case HORN: case SCROLL: case SKILL: case SKILLSCROLL: case SPELLBOOK: case FOOD: case POTION: case BOW: case ARROW: case WEAPON: case ARMOUR: case SHIELD: case HELMET: case AMULET: case BOOTS: case GLOVES: case BRACERS: case GIRDLE: case CONTAINER: case DRINK: case FLESH: case INORGANIC: case CLOSE_CON: case CLOAK: case GEM: case POWER_CRYSTAL: case POISON: case BOOK: case SKILL_TOOL: return 1; } /* Try to track down some stuff that may show up here. Thus, the * archetype file can be updated, and this function removed. */ #if 0 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); #endif return 0; } /* * Supposed to fix face-values as well here, but later. */ void identify (object *op) { SET_FLAG (op, FLAG_IDENTIFIED); CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); /* * We want autojoining of equal objects: */ if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) SET_FLAG (op, FLAG_KNOWN_CURSED); if (op->type == POTION) { if (op->inv && op->randomitems) op->title = op->inv->name; else if (op->arch) { op->name = op->arch->object::name; op->name_pl = op->arch->object::name_pl; } } /* If the object is on a map, make sure we update its face */ if (op->map) update_object (op, UP_OBJ_CHANGE); if (object *pl = op->visible_to ()) /* A lot of the values can change from an update - might as well send * it all. */ esrv_send_item (pl, op); }