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Revision: 1.98
Committed: Wed Nov 16 23:41:59 2016 UTC (7 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.97: +1 -1 lines
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copyright update 2016

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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <living.h>
27 #include <spells.h>
28
29 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30
31 /* the ordering of this is actually doesn't make a difference
32 * However, for ease of use, new entries should go at the end
33 * so those people that debug the code that get used to something
34 * being in the location 4 don't get confused.
35 *
36 * The ordering in save_name, use_name, nonuse_name.
37 * save_name is the name used to load/save it from files. It should
38 * match that of the doc/Developers/objects. The only
39 * real limitation is that it shouldn't have spaces or other characters
40 * that may mess up the match code. It must also start with body_
41 * use_name is how we describe the location if we can use it.
42 * nonuse_name is how we describe it if we can't use it. I think
43 * the values below will make it pretty clear how those work out
44 * They are basically there to make life a little easier - if a character
45 * examines an item and it says it goes on 'your arm', its pretty clear
46 * they can use it. See the last sample (commented out) for a dragon
47 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better.
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
51 */
52 // see include/object.h
53 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
54 # define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
55 # include "slotinc.h"
56 # undef def
57 };
58
59 static char numbers_10[10][20] = {
60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
61 "eighty", "ninety"
62 };
63
64 static char ordnumbers[21][20] = {
65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
68 "nineteenth", "twentieth"
69 };
70
71 static char ordnumbers_10[11][20] = {
72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
73 "seventieth", "eightieth", "ninetieth"
74 };
75
76 /* The following is a large table of item types, the fields are:
77 * item number, item name, item name (plural), and two numbers that are the skills
78 * used to identify them. Anytime a new item type is added or removed, this list
79 * should be altered to reflect that. The defines for the numerical values are in
80 * define.h
81 */
82 static const typedata item_types[] = {
83 {PLAYER, "player", "players", 0, 0},
84 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
85 {TREASURE, "treasure", "treasure", 0, 0},
86 {POTION, "potion", "potions", SK_ALCHEMY, 0},
87 {FOOD, "food", "food", SK_WOODSMAN, 0},
88 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
89 {BOOK, "book", "books", SK_LITERACY, 0},
90 {CLOCK, "clock", "clocks", 0, 0},
91 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
92 {BOW, "bow", "bows", SK_BOWYER, 0},
93 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
94 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
95 {PEDESTAL, "pedestal", "pedestals", 0, 0},
96 {ALTAR, "altar", "altars", 0, 0},
97 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
98 {SPECIAL_KEY, "special key", "special keys", 0, 0},
99 {MAP, "map", "maps", 0, 0},
100 {DOOR, "door", "doors", 0, 0},
101 {KEY, "key", "keys", 0, 0},
102 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
103 {TRIGGER, "trigger", "triggers", 0, 0},
104 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
105 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
106 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
107 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
108 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
109 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
110 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
111 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
112 {MONEY, "money", "money", 0, 0},
113 {CLASS, "class", "classes", 0, 0},
114 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
115 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
116 {PLAYERMOVER, "player mover", "player movers", 0, 0},
117 {TELEPORTER, "teleporter", "teleporters", 0, 0},
118 {CREATOR, "creator", "creators", 0, 0},
119 {SKILL, "skill", "skills", 0, 0},
120 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
121 {GOLEM, "golem", "golems", 0, 0},
122 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
123 {BLINDNESS, "blindness", "blindness", 0, 0},
124 {GOD, "god", "gods", 0, 0},
125 {DETECTOR, "detector", "detectors", 0, 0},
126 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
127 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
128 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
129 {MARKER, "marker", "markers", 0, 0},
130 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
131 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
132 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
133 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
134 {GEM, "gem", "gems", SK_JEWELER, 0},
135 {FIREWALL, "firewall", "firewalls", 0, 0},
136 {ANVIL, "anvil", "anvils", 0, 0},
137 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
138 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
139 {EXIT, "exit", "exits", 0, 0},
140 {ENCOUNTER, "encounter", "encounters", 0, 0},
141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
143 {RING, "ring", "rings", SK_JEWELER, 0},
144 // {FLOOR, "floor", "floors", 0, 0},
145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
148 {LIGHTER, "lighter", "lighters", 0, 0},
149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
151 {TORCH, "torch", "torches", 0, 0},
152 {LAMP, "lamp", "lamps", 0, 0},
153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
156 {SPINNER, "spinner", "spinners", 0, 0},
157 {GATE, "gate", "gates", 0, 0},
158 {BUTTON, "button", "buttons", 0, 0},
159 {T_HANDLE, "cf handle", "cf handles", 0, 0},
160 {HOLE, "hole", "holes", 0, 0},
161 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
162 {SIGN, "sign", "signs", 0, 0},
163 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
164 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
165 {SPELL, "spell", "spells", 0, 0},
166 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
167 {CONVERTER, "converter", "converters", 0, 0},
168 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
169 {POISONING, "poisoning", "poisonings", 0, 0},
170 {SAVEBED, "savebed", "savebeds", 0, 0},
171 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
172 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
173 {DIRECTOR, "director", "directors", 0, 0},
174 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
175 {FORCE, "force", "forces", 0, 0},
176 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
177 {CLOSE_CON, "closed container", "closed container", 0, 0},
178 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
179 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
180 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
181 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
182 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
183 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
184 {MENU, "inventory list", "inventory lists", 0, 0},
185 {RUNE, "rune", "runes", 0, 0},
186 {TRAP, "trap", "traps", 0, 0},
187 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
188 {CORPSE, "corpse", "corpses", 0, 0},
189 {DISEASE, "disease", "diseases", 0, 0},
190 {SYMPTOM, "symptom", "symptoms", 0, 0},
191 {BUILDER, "item builder", "item builders", 0, 0},
192 {MATERIAL, "building material", "building materials", 0, 0},
193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
194 };
195
196 static const int item_types_size = array_length (item_types);
197
198 /* This curve may be too steep. But the point is that there should
199 * be tough choices - there is no real point to this if everyone can
200 * wear whatever they want with no worries. Perhaps having the steep
201 * curve is good (maybe even steeper), but allowing players to
202 * have 2 * level instead. Ideally, top level characters should only be
203 * able to use 2-3 of the most powerful items.
204 * note that this table is only really used for program generated items -
205 * custom objects can use whatever they want.
206 */
207 static int enc_to_item_power[21] = {
208 0,
209 0, 1, 2, 3, 4, // 5
210 5, 7, 9, 11, 13, // 10
211 15, 18, 21, 24, 27, // 15
212 30, 35, 40, 45, 50 // 20
213 };
214
215 int
216 get_power_from_ench (int ench)
217 {
218 return enc_to_item_power [clamp (ench, 0, 20)];
219 }
220
221 static 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
260 bool
261 object::need_identify () const
262 {
263 return need_identify_types [type];
264 }
265
266 /* This takes an object 'op' and figures out what its item_power
267 * rating should be. This should only really be used by the treasure
268 * generation code, and when loading legacy objects. It returns
269 * the item_power it calculates.
270 * If flag is 1, we return the number of enchantment, and not the
271 * the power. This is used in the treasure code.
272 */
273 int
274 calc_item_power (const object *op, int flag)
275 {
276 int i, tmp, enc;
277
278 enc = 0;
279 for (i = 0; i < NUM_STATS; i++)
280 enc += op->stats.stat (i);
281
282 /* This protection logic is pretty flawed. 20% fire resistance
283 * is much more valuable than 20% confusion, or 20% slow, or
284 * several others. Start at 1 - ignore physical - all that normal
285 * armour shouldn't be counted against
286 */
287 tmp = 0;
288 for (i = 1; i < NROFATTACKS; i++)
289 tmp += op->resist[i];
290
291 /* Add/substract 10 so that the rounding works out right */
292 if (tmp > 0)
293 enc += (tmp + 10) / 20;
294 else if (tmp < 0)
295 enc += (tmp - 10) / 20;
296
297 enc += op->magic;
298
299 /* For each attacktype a weapon has, one more encantment. Start at 1 -
300 * physical doesn't count against total.
301 */
302 if (op->type == WEAPON)
303 {
304 for (i = 1; i < NROFATTACKS; i++)
305 if (op->attacktype & (1 << i))
306 enc++;
307
308 if (op->slaying)
309 enc += 2; /* What it slays is probably more relevent */
310 }
311
312 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 {
318 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */
323 }
324
325 enc += op->stats.luck;
326
327 /* Do spell paths now */
328 for (i = 1; i < NRSPELLPATHS; i++)
329 if (op->path_attuned & (1 << i))
330 enc++;
331 else if (op->path_denied & (1 << i))
332 enc -= 2;
333 else if (op->path_repelled & (1 << i))
334 enc--;
335
336 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
337 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
338 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
339 if (op->flag [FLAG_XRAYS ]) enc += 2;
340 if (op->flag [FLAG_STEALTH ]) enc += 1;
341 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
342 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
343
344 return get_power_from_ench (enc);
345 }
346
347 static 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
363 /* returns the typedata that has a number equal to itemtype, if there
364 * isn't one, returns NULL */
365 const typedata *
366 get_typedata (int itemtype)
367 {
368 return get_typedata_ (itemtype);
369 }
370
371 /* returns the typedata that has a name equal to itemtype, if there
372 * isn't one, return the plural name that matches, if there still isn't
373 * one return NULL */
374 const typedata *
375 get_typedata_by_name (const char *name)
376 {
377 for (int i = 0; i < item_types_size; i++)
378 if (!strcmp (item_types[i].name, name))
379 return &item_types[i];
380
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;
390 }
391
392 /* describe_resistance generates the visible naming for resistances.
393 * returns a static array of the description. This can return
394 * a big buffer.
395 * if newline is true, we don't put parens around the description
396 * but do put a newline at the end. Useful when dumping to files
397 */
398 const char *
399 describe_resistance (const object *op, int newline)
400 {
401 static dynbuf_text buf; buf.clear ();
402
403 for (int i = 0; i < NROFATTACKS; i++)
404 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
405 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
406
407 return buf;
408 }
409
410 /*
411 * query_weight(object) returns a character pointer to a static buffer
412 * containing the text-representation of the weight of the given object.
413 * The buffer will be overwritten by the next call to query_weight().
414 *
415 * Seems to be used only by unimportant stuff. Remove?
416 */
417 const char *
418 query_weight (const object *op)
419 {
420 static char buf[10];
421 sint32 i = op->total_weight ();
422
423 if (op->weight < 0)
424 return " ";
425
426 if (i % 1000)
427 sprintf (buf, "%6.1f", i / 1000.0);
428 else
429 sprintf (buf, "%4d ", i / 1000);
430
431 return buf;
432 }
433
434 /*
435 * Returns the pointer to a static buffer containing
436 * the number requested (of the form first, second, third...)
437 */
438 const char *
439 ordinal (int i)
440 {
441 if (i < 0)
442 return format ("minus %s", ordinal (-i));
443
444 if (i < 21)
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];
460 else
461 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
462 }
463
464 /*
465 * Returns pointer to static buffer containing ring's or amulet's
466 * abilities
467 * These are taken from old query_name(), but it would work better
468 * if describle_item() would be called to get this information and
469 * caller would handle FULL_RING_DESCRIPTION definition.
470 * Or make FULL_RING_DESCRIPTION standard part of a game and let
471 * client handle names.
472 */
473
474 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
475 * from stats.sp - b.t.
476 */
477 static const char *
478 ring_desc (const object *op)
479 {
480 static dynbuf_text buf; buf.clear ();
481 int attr, val;
482
483 if (op->flag [FLAG_IDENTIFIED])
484 {
485 for (attr = 0; attr < NUM_STATS; attr++)
486 if ((val = op->stats.stat (attr)))
487 buf.printf ("(%s%+d)", short_stat_name[attr], val);
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
494 buf << describe_resistance (op, 0);
495
496 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
498 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
500 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
501
502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
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);
510
511 if (buf.empty ())
512 buf << "of adornment";
513 }
514
515 return buf;
516 }
517
518 /*
519 * query_short_name(object) is similar to query_name, but doesn't
520 * contain any information about object status (worn/cursed/etc.)
521 *
522 * It is sometimes used when printing messages, so should fit well into a sentence.
523 */
524 const char *
525 query_short_name (const object *op)
526 {
527 if (!op->name)
528 return "(null)";
529
530 if (!op->nrof
531 && !op->weight
532 && !op->title
533 && !is_magical (op)
534 && op->slaying != shstr_money)
535 return op->name; /* To speed things up (or make things slower?) */
536
537 static dynbuf_text buf; buf.clear ();
538
539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
540
541 if (op->title && op->flag [FLAG_IDENTIFIED])
542 buf << ' ' << op->title;
543
544 switch (op->type)
545 {
546 case SPELLBOOK:
547 case SCROLL:
548 case WAND:
549 case ROD:
550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
551 {
552 if (!op->title)
553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
554
555 if (op->type != SPELLBOOK)
556 buf.printf (" (lvl %d)", op->level);
557 }
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;
584
585 case SKILL:
586 case AMULET:
587 case RING:
588 if (!op->title)
589 {
590 /* If ring has a title, full description isn't so useful */
591 const char *s = ring_desc (op);
592
593 if (s && *s)
594 buf << " " << s;
595 }
596 break;
597
598 default:
599 if (op->magic
600 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
601 || op->flag [FLAG_IDENTIFIED]))
602 buf.printf (" %+d", op->magic);
603 }
604
605 return buf;
606 }
607
608 /*
609 * query_name(object) returns a character pointer pointing to a static
610 * buffer which contains a verbose textual representation of the name
611 * of the given object.
612 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
613 * you can make several calls to query_name before the bufs start getting
614 * overwritten. This may be a bad thing (it may be easier to assume the value
615 * returned is good forever.) However, it makes printing statements that
616 * use several names much easier (don't need to store them to temp variables.)
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.
621 */
622 const char *
623 query_name (const object *op)
624 {
625 static dynbuf_text bufs[5];
626 static int use_buf = 0;
627
628 use_buf++;
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 << ' ';
637 #endif
638
639 buf << query_short_name (op);
640
641 if (op->flag [FLAG_INV_LOCKED])
642 buf << " *";
643 if (op->is_open_container ())
644 buf << " (open)";
645
646 if (op->flag [FLAG_KNOWN_CURSED])
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
673 #endif
674
675 if (op->flag [FLAG_APPLIED])
676 {
677 switch (op->type)
678 {
679 case RANGED:
680 case BOW:
681 case WAND:
682 case ROD:
683 case HORN:
684 case WEAPON:
685 buf << " (applied)";
686 break;
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 }
707
708 switch (op->type)
709 {
710 case LAMP:
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;
718
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;
731 }
732
733 /*
734 * query_base_name(object) returns a character pointer pointing to a static
735 * buffer which contains a verbose textual representation of the name
736 * of the given object. The buffer will be overwritten at the next
737 * call to query_base_name(). This is a lot like query_name, but we
738 * don't include the item count or item status. Used for inventory sorting
739 * and sending to client.
740 * If plural is set, we generate the plural name of this.
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 */
746 const char *
747 query_base_name (const object *op, int plural)
748 {
749 if ((!plural && !op->name) || (plural && !op->name_pl))
750 return "(null)";
751
752 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
753 && op->type != EXIT)
754 return op->name; /* To speed things up (or make things slower?) */
755
756 static dynbuf_text buf; buf.clear ();
757
758 #if 0
759 if ((op->is_armor () || op->is_weapon ()) && op->material)
760 if (op->arch->material != op->material)
761 buf << op->material->description << ' ';
762 #endif
763
764 buf << (plural ? op->name_pl : op->name);
765
766 if (op->title && op->flag [FLAG_IDENTIFIED])
767 buf << ' ' << op->title;
768
769 switch (op->type)
770 {
771 case SPELLBOOK:
772 case SCROLL:
773 case WAND:
774 case ROD:
775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
776 {
777 if (!op->title)
778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
779
780 if (op->type != SPELLBOOK)
781 buf.printf (" (lvl %d)", op->level);
782 }
783 break;
784
785
786 case SKILL:
787 case AMULET:
788 case RING:
789 if (!op->title)
790 {
791 /* If ring has a title, full description isn't so useful */
792 const char *s = ring_desc (op);
793
794 if (s && *s)
795 buf << ' ' << s;
796 }
797 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
807 default:
808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
811 buf.printf (" %+d", op->magic);
812 }
813
814 return buf;
815 }
816
817 /* Break this off from describe_item - that function was way
818 * too long, making it difficult to read. This function deals
819 * with describing the monsters & players abilities. It should only
820 * be called with monster & player objects. Returns a description
821 * in a static buffer.
822 */
823 static const char *
824 describe_monster (const object *op)
825 {
826 static dynbuf_text buf; buf.clear ();
827
828 /* Note that the resolution this provides for players really isn't
829 * very good. Any player with a speed greater than .67 will
830 * fall into the 'lightning fast movement' category.
831 */
832 if (op->has_active_speed ())
833 switch ((int)(op->speed * 15.))
834 {
835 case 0:
836 buf << "(very slow movement)";
837 break;
838 case 1:
839 buf << "(slow movement)";
840 break;
841 case 2:
842 buf << "(normal movement)";
843 break;
844 case 3:
845 case 4:
846 buf << "(fast movement)";
847 break;
848 case 5:
849 case 6:
850 buf << "(very fast movement)";
851 break;
852 case 7:
853 case 8:
854 case 9:
855 case 10:
856 buf << "(extremely fast movement)";
857 break;
858 default:
859 buf << "(lightning fast movement)";
860 break;
861 }
862
863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
877
878 if (op->randomitems)
879 {
880 bool first = 1;
881
882 for (treasure *t = op->randomitems->items; t; t = t->next)
883 if (t->item && t->item->type == SPELL)
884 {
885 if (first)
886 buf << "(Spell abilities:)";
887
888 first = 0;
889
890 buf << '(' << t->item->object::name << ')';
891 }
892 }
893
894 if (op->type == PLAYER)
895 {
896 if (op->contr->digestion)
897 buf.printf ("(sustenance%+d)", op->contr->digestion);
898
899 if (op->contr->gen_grace)
900 buf.printf ("(grace%+d)", op->contr->gen_grace);
901
902 if (op->contr->gen_sp)
903 buf.printf ("(magic%+d)", op->contr->gen_sp);
904
905 if (op->contr->gen_hp)
906 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
907
908 if (op->stats.luck)
909 buf.printf ("(luck%+d)", op->stats.luck);
910 }
911
912 /* describe attacktypes */
913 if (op->is_dragon ())
914 {
915 /* for dragon players display the attacktypes from clawing skill
916 * Break apart the for loop - move the comparison checking down -
917 * this makes it more readable.
918 */
919 object *tmp;
920
921 for (tmp = op->inv; tmp; tmp = tmp->below)
922 if (tmp->type == SKILL && tmp->name == shstr_clawing)
923 break;
924
925 if (tmp && tmp->attacktype)
926 buf.add_abilities ("Claws", tmp->attacktype);
927 else
928 buf.add_abilities ("Attacks", op->attacktype);
929 }
930 else
931 buf.add_abilities ("Attacks", op->attacktype);
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
937 for (int i = 0; i < NROFATTACKS; i++)
938 if (op->resist[i])
939 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
940
941 return buf;
942 }
943
944 /*
945 * Returns a pointer to a static buffer which contains a
946 * description of the given object.
947 * If it is a monster, lots of information about its abilities
948 * will be returned.
949 * If it is an item, lots of information about which abilities
950 * will be gained about its user will be returned.
951 * If it is a player, it writes out the current abilities
952 * of the player, which is usually gained by the items applied.
953 * It would be really handy to actually pass another object
954 * pointer on who is examining this object. Then, you could reveal
955 * certain information depending on what the examiner knows, eg,
956 * wouldn't need to use the SEE_INVISIBLE flag to know it is
957 * a dragon player examining food. Could have things like
958 * a dwarven axe, in which the full abilities are only known to
959 * dwarves, etc.
960 *
961 * Add 'owner' who is the person examining this object.
962 * owner can be null if no one is being associated with this
963 * item (eg, debug dump or the like)
964 */
965 const char *
966 describe_item (const object *op, object *owner)
967 {
968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
969 return describe_monster (op);
970
971 static dynbuf_text buf; buf.clear ();
972 int identified, i;
973
974 /* figure this out once, instead of making multiple calls to need_identify.
975 * also makes the code easier to read.
976 */
977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
978 if (!identified)
979 buf << "(unidentified)";
980
981 switch (op->type)
982 {
983 case RANGED:
984 case BOW:
985 case ARROW:
986 case WAND:
987 case ROD:
988 case HORN:
989 case WEAPON:
990 case ARMOUR:
991 case HELMET:
992 case SHIELD:
993 case BOOTS:
994 case GLOVES:
995 case GIRDLE:
996 case BRACERS:
997 case CLOAK:
998 case SKILL_TOOL:
999 break; /* We have more information to do below this switch */
1000
1001 case POWER_CRYSTAL:
1002 if (op->stats.maxsp > 1000)
1003 { /*higher capacity crystals */
1004 i = (op->stats.maxsp % 1000) / 100;
1005
1006 if (i)
1007 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1008 else
1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1010 }
1011 else
1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1013
1014 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
1015
1016 if (op->stats.sp == 0) buf << "empty";
1017 else if (i <= 0) buf << "almost empty";
1018 else if (i <= 2) buf << "partially filled";
1019 else if (i <= 5) buf << "half full";
1020 else if (i <= 8) buf << "well charged";
1021 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
1022 else buf << "fully charged";
1023
1024 buf << ')';
1025 break;
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:
1050 case FLESH:
1051 case DRINK:
1052 if (identified || op->flag [FLAG_BEEN_APPLIED])
1053 {
1054 buf.printf ("(food+%d)", op->stats.food);
1055
1056 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1057 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1058
1059 if (!op->flag [FLAG_CURSED])
1060 {
1061 if (op->stats.hp) buf << "(heals)";
1062 if (op->stats.sp) buf << "(spellpoint regen)";
1063 }
1064 else
1065 {
1066 if (op->stats.hp) buf << "(damages)";
1067 if (op->stats.sp) buf << "(spellpoint depletion)";
1068 }
1069 }
1070 break;
1071
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;
1085 }
1086
1087 /* Down here, we more further describe equipment type items.
1088 * only describe them if they have been identified or the like.
1089 */
1090 if (identified || op->flag [FLAG_BEEN_APPLIED])
1091 {
1092 for (int attr = 0; attr < NUM_STATS; attr++)
1093 if (int val = op->stats.stat (attr))
1094 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1095
1096 if (op->stats.exp)
1097 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1098
1099 switch (op->type)
1100 {
1101 case RANGED:
1102 case BOW:
1103 case ARROW:
1104 case GIRDLE:
1105 case HELMET:
1106 case SHIELD:
1107 case BOOTS:
1108 case GLOVES:
1109 case WEAPON:
1110 case SKILL:
1111 case RING:
1112 case AMULET:
1113 case ARMOUR:
1114 case BRACERS:
1115 case FORCE:
1116 case CLOAK:
1117 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1118 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1119 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1120
1121 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1122 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1123
1124 break;
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 */
1134 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1135 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1136 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1137
1138 /* walking is presumed as 'normal', so doesn't need mentioning */
1139
1140 if (op->item_power)
1141 buf.printf ("(item_power %+d)", op->item_power);
1142 } /* End if identified or applied */
1143
1144 /* This blocks only deals with fully identified object.
1145 * it is intentional that this is not an 'else' from a above -
1146 * in this way, information is added.
1147 */
1148 if (identified)
1149 {
1150 int more_info = 0;
1151
1152 switch (op->type)
1153 {
1154 case RANGED:
1155 case ROD: /* These use stats.sp for spell selection and stats.food */
1156 case HORN: /* and stats.hp for spell-point regeneration... */
1157 case BOW:
1158 case ARROW:
1159 case WAND:
1160 case FOOD:
1161 case FLESH:
1162 case DRINK:
1163 more_info = 0;
1164 break;
1165
1166 /* Armor type objects */
1167 case ARMOUR:
1168 case HELMET:
1169 case SHIELD:
1170 case BOOTS:
1171 case GLOVES:
1172 case GIRDLE:
1173 case BRACERS:
1174 case CLOAK:
1175 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1176 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1177 more_info = 1;
1178 break;
1179
1180 case WEAPON:
1181 /* Calculate it the same way fix_player does so the results
1182 * make sense.
1183 */
1184 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1185 if (i < 0)
1186 i = 0;
1187
1188 buf.printf ("(weapon speed %d)", i);
1189 more_info = 1;
1190 break;
1191 }
1192
1193 if (more_info)
1194 {
1195 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1196 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1197 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1198 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1199 }
1200
1201 if (op->stats.luck)
1202 buf.printf ("(luck%+d)", op->stats.luck);
1203
1204 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1205 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1206 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1207 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1208
1209 if (op->slaying && op->type != FOOD)
1210 buf.printf ("(slay %s)", &op->slaying);
1211
1212 if (op->type == SKILL_TOOL && op->skill)
1213 buf.printf ("(%s)", &op->skill);
1214
1215 buf.add_abilities ("Attacks", op->attacktype);
1216 /* resistance on flesh is only visible for quetzals. If
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
1230 std::string
1231 object::describe_item (object *who)
1232 {
1233 return std::string (::describe_item (this, who));
1234 }
1235
1236 static void
1237 describe_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
1247 std::string
1248 object::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
1406 void
1407 examine (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 ]
1418 */
1419 const char *
1420 object::query_inventory (object *who, const char *indent)
1421 {
1422 static dynbuf_text buf; buf.clear ();
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
1435 return buf;
1436 }
1437
1438 /* Return true if the item is magical. A magical item is one that
1439 * increases/decreases any abilities, provides a resistance,
1440 * has a generic magical bonus, or is an artifact.
1441 * This function is used by detect_magic to determine if an item
1442 * should be marked as magical.
1443 */
1444 int
1445 is_magical (const object *op)
1446 {
1447 int i;
1448
1449 /* living creatures are considered non magical */
1450 if (op->flag [FLAG_ALIVE])
1451 return 0;
1452
1453 /* This is a test for it being an artifact, as artifacts have titles */
1454 if (op->title != NULL)
1455 return 1;
1456
1457 /* Handle rings and amulets specially. If they change any of these
1458 * values, it means they are magical.
1459 */
1460 if ((op->type == AMULET || op->type == RING) &&
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))
1462 return 1;
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 }
1512
1513 /*
1514 * Supposed to fix face-values as well here, but later.
1515 */
1516 void
1517 identify (object *op)
1518 {
1519 op->set_flag (FLAG_IDENTIFIED);
1520 op->clr_flag (FLAG_KNOWN_MAGICAL);
1521 op->clr_flag (FLAG_NO_SKILL_IDENT);
1522
1523 /*
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.
1547 */
1548 esrv_send_item (pl, op);
1549 }
1550