Beispiel #1
0
/**
 * Describes item `obj` into buffer `buf` of size `max`.
 *
 * ODESC_PREFIX prepends a 'the', 'a' or number
 * ODESC_BASE results in a base description.
 * ODESC_COMBAT will add to-hit, to-dam and AC info.
 * ODESC_EXTRA will add pval/charge/inscription/ignore info.
 * ODESC_PLURAL will pluralise regardless of the number in the stack.
 * ODESC_STORE turns off ignore markers, for in-store display.
 * ODESC_SPOIL treats the object as fully identified.
 *
 * Setting 'prefix' to TRUE prepends a 'the', 'a' or the number in the stack,
 * respectively.
 *
 * \returns The number of bytes used of the buffer.
 */
size_t object_desc(char *buf, size_t max, const struct object *obj, int mode)
{
	bool prefix = mode & ODESC_PREFIX ? TRUE : FALSE;
	bool spoil = mode & ODESC_SPOIL ? TRUE : FALSE;
	bool terse = mode & ODESC_TERSE ? TRUE : FALSE;

	size_t end = 0;

	/* Simple description for null item */
	if (!obj)
		return strnfmt(buf, max, "(nothing)");

	/* Egos whose name we know are seen */
	if (object_name_is_visible(obj) && obj->ego && !spoil)
		obj->ego->everseen = TRUE;


	/*** Some things get really simple descriptions ***/

	if (obj->marked == MARK_AWARE) {
		if (prefix)
			return strnfmt(buf, max, "an unknown item");
		return strnfmt(buf, max, "unknown item");
	}

	if (tval_is_money(obj))
		return strnfmt(buf, max, "%d gold pieces worth of %s%s",
				obj->pval, obj->kind->name,
				ignore_item_ok(obj) ? " {ignore}" : "");

	/** Construct the name **/

	/* Copy the base name to the buffer */
	end = obj_desc_name(buf, max, end, obj, prefix, mode, spoil, terse);

	if (mode & ODESC_COMBAT)
	{
		if (tval_is_chest(obj))
			end = obj_desc_chest(obj, buf, max, end);
		else if (tval_is_light(obj))
			end = obj_desc_light(obj, buf, max, end);

		end = obj_desc_combat(obj, buf, max, end, spoil);
	}

	if (mode & ODESC_EXTRA)
	{
		end = obj_desc_mods(obj, buf, max, end, spoil);

		end = obj_desc_charges(obj, buf, max, end, mode);

		if (mode & ODESC_STORE)
			end = obj_desc_aware(obj, buf, max, end);
		else
			end = obj_desc_inscrip(obj, buf, max, end);
	}

	return end;
}
Beispiel #2
0
/**
 * Describes item `o_ptr` into buffer `buf` of size `max`.
 *
 * ODESC_PREFIX prepends a 'the', 'a' or number
 * ODESC_BASE results in a base description.
 * ODESC_COMBAT will add to-hit, to-dam and AC info.
 * ODESC_EXTRA will add pval/charge/inscription/squelch info.
 * ODESC_PLURAL will pluralise regardless of the number in the stack.
 * ODESC_STORE turns off squelch markers, for in-store display.
 * ODESC_SPOIL treats the object as fully identified.
 *
 * Setting 'prefix' to TRUE prepends a 'the', 'a' or the number in the stack,
 * respectively.
 *
 * \returns The number of bytes used of the buffer.
 */
size_t object_desc(char *buf, size_t max, const object_type *o_ptr,
				   odesc_detail_t mode)
{
	object_kind *k_ptr = &k_info[o_ptr->k_idx];

	bool prefix = mode & ODESC_PREFIX;
	bool spoil = (mode & ODESC_SPOIL);
	bool known = object_is_known(o_ptr) ||
			(o_ptr->ident & IDENT_STORE) || spoil;

	size_t end = 0;


	/* We've seen it at least once now we're aware of it */
	if (known && o_ptr->name2) e_info[o_ptr->name2].everseen = TRUE;


	/*** Some things get really simple descriptions ***/

	if (o_ptr->tval == TV_GOLD)
		return strnfmt(buf, max, "%d gold pieces worth of %s%s",
				o_ptr->pval, k_name + k_ptr->name,
				squelch_item_ok(o_ptr) ? " {squelch}" : "");
	else if (!o_ptr->tval)
		return strnfmt(buf, max, "(nothing)");


	/** Construct the name **/

	/* Copy the base name to the buffer */
	end = obj_desc_name(buf, max, end, o_ptr, prefix, mode, spoil);

	if (mode & ODESC_COMBAT)
	{
		if (o_ptr->tval == TV_CHEST)
			end = obj_desc_chest(o_ptr, buf, max, end);
		else if (o_ptr->tval == TV_LIGHT)
			end = obj_desc_light(o_ptr, buf, max, end);

		end = obj_desc_combat(o_ptr, buf, max, end, spoil);
	}

	if (mode & ODESC_EXTRA)
	{
		if (spoil || object_pval_is_visible(o_ptr))
			end = obj_desc_pval(o_ptr, buf, max, end);

		end = obj_desc_charges(o_ptr, buf, max, end);

		if (mode & ODESC_STORE)
		{
			end = obj_desc_aware(o_ptr, buf, max, end);
		}
		else
			end = obj_desc_inscrip(o_ptr, buf, max, end);
	}

	return end;
}
Beispiel #3
0
/*
 * Creates a description of the item "o_ptr", and stores it in "buf".
 *
 * The given "buf" should be at least 80 chars long to hold the longest
 * possible description, which can get pretty long, including inscriptions,
 * such as:
 * "no more Maces of Disruption (Defender) (+10,+10) [+5] (+3 to stealth)".
 *
 * Describes item `o_ptr` into buffer `buf` of size `max`.
 *
 * ODESC_PREFIX prepends a 'the', 'a' or number
 * ODESC_BASE results in a base description.
 * ODESC_COMBAT will add to-hit, to-dam and AC info.
 * ODESC_EXTRA will add pval/charge/inscription/squelch info.
 * ODESC_PLURAL will pluralise regardless of the number in the stack.
 * ODESC_STORE turns off squelch markers, for in-store display.
 * ODESC_SPOIL treats the object as fully identified.
 *
 * Setting 'prefix' to TRUE prepends a 'the', 'a' or the number in the stack,
 * respectively.
 *
 * \returns The number of bytes used of the buffer.
 */
size_t object_desc(char *buf, size_t max, const object_type *o_ptr, byte mode)
{
	bool prefix = mode & ODESC_PREFIX;
	bool spoil = (mode & ODESC_SPOIL);

	size_t end = 0;

	bool aware;
	bool known;

	u32b f1, f2, f3, fn;

	object_kind *k_ptr = &k_info[o_ptr->k_idx];

	/* Extract some flags */
	object_flags(o_ptr, &f1, &f2, &f3, &fn);

	/* See if the object is "aware" */
	aware = (object_aware_p(o_ptr) ? TRUE : FALSE);

	/* See if the object is "known" */
	known = (object_known_p(o_ptr) ? TRUE : FALSE);

	/* Object is in the inventory of a store */
	if (o_ptr->ident & IDENT_STORE)
	{

		/* Pretend known and aware */
		aware = TRUE;
		known = TRUE;
	}

	/* Player has now seen the item
	 *
	 * This code must be exactly here to properly handle objects in
	 * stores (fake assignment to "aware", see above) and unaware objects
	 * in the dungeon.
	 */
	if (aware) k_ptr->everseen = TRUE;

	/* We've seen it at least once now we're aware of it */
	if (known && o_ptr->ego_num) e_info[o_ptr->ego_num].everseen = TRUE;

	/*** Some things get really simple descriptions ***/

	if (o_ptr->tval == TV_GOLD)
	{
		return strnfmt(buf, max, "%d gold pieces worth of %s",
				o_ptr->pval, k_name + k_ptr->name);
	}
	else if (!o_ptr->tval)
	{
		return strnfmt(buf, max, "(nothing)");
	}

	/* Copy the base name to the buffer */
	end = obj_desc_name(buf, max, end, o_ptr, prefix, mode, spoil);

	if (mode & ODESC_COMBAT)
	{
		if (o_ptr->tval == TV_CHEST)
			end = obj_desc_chest(o_ptr, buf, max, end);
		else if (o_ptr->tval == TV_LIGHT)
			end = obj_desc_light(o_ptr, buf, max, end);
		end = obj_desc_combat(o_ptr, buf, max, end, spoil);
	}

	if (mode & ODESC_EXTRA)
	{
		if (spoil || known)
			end = obj_desc_pval(o_ptr, buf, max, end);

		end = obj_desc_charges(o_ptr, buf, max, end);

		end = obj_desc_inscrip(o_ptr, buf, max, end);
	}

	return end;

}
Beispiel #4
0
/**
 * Describes item `o_ptr` into buffer `buf` of size `max`.
 *
 * ODESC_PREFIX prepends a 'the', 'a' or number
 * ODESC_BASE results in a base description.
 * ODESC_COMBAT will add to-hit, to-dam and AC info.
 * ODESC_EXTRA will add pval/charge/inscription/squelch info.
 * ODESC_PLURAL will pluralise regardless of the number in the stack.
 * ODESC_STORE turns off squelch markers, for in-store display.
 * ODESC_SPOIL treats the object as fully identified.
 *
 * Setting 'prefix' to TRUE prepends a 'the', 'a' or the number in the stack,
 * respectively.
 *
 * \returns The number of bytes used of the buffer.
 */
size_t object_desc(char *buf, size_t max, const object_type *o_ptr,
				   odesc_detail_t mode)
{
	bool prefix = mode & ODESC_PREFIX;
	bool spoil = (mode & ODESC_SPOIL);
	bool known;

	size_t end = 0, i = 0;

	/* Simple description for null item */
	if (!o_ptr->tval)
		return strnfmt(buf, max, "(nothing)");

	known = object_is_known(o_ptr) ||
			(o_ptr->ident & IDENT_STORE) || spoil;

	/* We've seen it at least once now we're aware of it */
	if (known && o_ptr->ego && !spoil) o_ptr->ego->everseen = TRUE;


	/*** Some things get really simple descriptions ***/

	if (o_ptr->marked == MARK_AWARE) {
		return strnfmt(buf, max, "an unknown item");
	}

	if (o_ptr->tval == TV_GOLD)
		return strnfmt(buf, max, "%d gold pieces worth of %s%s",
				o_ptr->pval[DEFAULT_PVAL], o_ptr->kind->name,
				squelch_item_ok(o_ptr) ? " {squelch}" : "");

	/** Construct the name **/

	/* Copy the base name to the buffer */
	end = obj_desc_name(buf, max, end, o_ptr, prefix, mode, spoil);

	if (mode & ODESC_COMBAT)
	{
		if (o_ptr->tval == TV_CHEST)
			end = obj_desc_chest(o_ptr, buf, max, end);
		else if (o_ptr->tval == TV_LIGHT)
			end = obj_desc_light(o_ptr, buf, max, end);

		end = obj_desc_combat(o_ptr, buf, max, end, spoil);
	}

	if (mode & ODESC_EXTRA)
	{
		for (i = 0; i < o_ptr->num_pvals; i++)
			if (spoil || object_this_pval_is_visible(o_ptr, i)) {
				end = obj_desc_pval(o_ptr, buf, max, end, spoil);
				break;
			}

		end = obj_desc_charges(o_ptr, buf, max, end);

		if (mode & ODESC_STORE)
			end = obj_desc_aware(o_ptr, buf, max, end);
		else
			end = obj_desc_inscrip(o_ptr, buf, max, end);
	}

	return end;
}