コード例 #1
0
ファイル: obj-info.c プロジェクト: NickMcConnell/FAangband
static void describe_flavor_text(textblock * tb, const object_type * o_ptr)
{
	/* Display the known artifact description */
	if (o_ptr->name1 && object_known_p(o_ptr) && a_info[o_ptr->name1].text) {
		textblock_append(tb, "%s\n\n", a_info[o_ptr->name1].text);
	}

	/* Display the known object description */
	else if (object_aware_p(o_ptr) || object_known_p(o_ptr)) {
		bool did_desc = FALSE;

		if (k_info[o_ptr->k_idx].text) {
			textblock_append(tb, "%s", k_info[o_ptr->k_idx].text);
			did_desc = TRUE;
		}

		/* Display an additional ego-item description */
		if (has_ego_properties(o_ptr) && e_info[o_ptr->name2].text) {
			if (did_desc)
				textblock_append(tb, "  ");
			textblock_append(tb, "%s\n\n", e_info[o_ptr->name2].text);
		} else if (did_desc) {
			textblock_append(tb, "\n\n");
		}
	}
}
コード例 #2
0
ファイル: obj-info.c プロジェクト: MarvinPA/mpa-sil
/*
 * Header for additional information when printing to screen.
 *
 * Header for additional information when printing to screen.
 */
static bool screen_out_head(const object_type *o_ptr)
{
	char *o_name;
	int name_size = Term->wid;

	bool has_description = FALSE;

	/* Allocate memory to the size of the screen */
	o_name = C_RNEW(name_size, char);

	/* Description */
	object_desc(o_name, name_size, o_ptr, TRUE, 3);

	/* Print, in colour */
	text_out_c(TERM_YELLOW, format("%^s", o_name));

	/* Free up the memory */
	FREE(o_name);

	/* Display the known artefact description */
	if (!adult_rand_artefacts && o_ptr->name1 &&
	    object_known_p(o_ptr) && a_info[o_ptr->name1].text)

	{
		p_text_out("\n\n   ");
		p_text_out(a_text + a_info[o_ptr->name1].text);
		has_description = TRUE;
	}
	/* Display the known object description */
	else if (object_aware_p(o_ptr) || object_known_p(o_ptr))
	{
		if (k_info[o_ptr->k_idx].text)
		{
			p_text_out("\n\n   ");
			p_text_out(k_text + k_info[o_ptr->k_idx].text);
			has_description = TRUE;
		}

		/* Display an additional special item description */
		if (o_ptr->name2 && object_known_p(o_ptr) && e_info[o_ptr->name2].text)
		{
			p_text_out("\n\n   ");
			p_text_out(e_text + e_info[o_ptr->name2].text);
			has_description = TRUE;
		}
	}

	return (has_description);
}
コード例 #3
0
ファイル: object2.c プロジェクト: jcubic/ToME
/*
 * Allow one item to "absorb" another, assuming they are similar
 */
void object_absorb(object_type *o_ptr, object_type *j_ptr)
{
	s32b total = o_ptr->number + j_ptr->number;

	/* Add together the item counts */
	o_ptr->number = ((total < MAX_STACK_SIZE) ? total : (MAX_STACK_SIZE - 1));

	/* Probably move most or indeed all of this to ToME code
	   instead of T-engine code */

	/* Hack -- blend "known" status */
	if (object_known_p(j_ptr)) object_known(o_ptr);

	/* Hack -- clear "storebought" if only one has it */
	if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
	                (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
	{
		if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
		if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
	}

	/* Hack -- blend "mental" status */
	if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);

	/* Hack -- blend "inscriptions" */
	if (j_ptr->note) o_ptr->note = j_ptr->note;

	/* Hack -- could average discounts XXX XXX XXX */
	/* Hack -- save largest discount XXX XXX XXX */
	if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;

	process_hooks(HOOK_OBJECT_ABSORB,"(O,O)",o_ptr,j_ptr);
}
コード例 #4
0
ファイル: obj-info.c プロジェクト: NickMcConnell/FAangband
static bool describe_food(textblock * tb, const object_type * o_ptr,
						  bool subjective, bool full)
{
	/* Describe boring bits */
	if ((o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION) &&
		o_ptr->pval) {
		/* Sometimes adjust for player speed */
		int multiplier = extract_energy[p_ptr->state.pspeed];
		if (!subjective)
			multiplier = 10;

		if (object_known_p(o_ptr) || full) {
			textblock_append(tb, "Nourishes for around ");
			textblock_append_c(tb, TERM_L_GREEN, "%d", (o_ptr->pval / 2) *
							   multiplier / 10);
			textblock_append(tb, " turns.\n");
		} else {
			textblock_append(tb, "Provides some nourishment.\n");
		}

		return TRUE;
	}

	return FALSE;
}
コード例 #5
0
ファイル: obj-info.c プロジェクト: NickMcConnell/FAangband
bool describe_set(textblock * tb, const object_type * o_ptr,
				  oinfo_detail_t mode)
{
	bool full = mode & OINFO_FULL;

	if (!full && !object_known_p(o_ptr))
		return FALSE;
	if (!o_ptr->name1)
		return FALSE;
	else {
		artifact_type *a_ptr = &a_info[o_ptr->name1];

		/* Is it a set item? */
		if (a_ptr->set_no) {
			set_type *set_ptr = &set_info[a_ptr->set_no];

			/* Description */
			textblock_append(tb, "\n");
			textblock_append_c(tb, TERM_BLUE, set_ptr->text);

			/* End sentence */
			textblock_append_c(tb, TERM_BLUE, ".");
		} else
			return FALSE;
	}

	return TRUE;
}
コード例 #6
0
ファイル: squelch.c プロジェクト: NickMcConnell/FAangband
/**
 * Determines if an object is eligable for squelching.
 */
extern bool squelch_item_ok(const object_type * o_ptr)
{
	size_t i;
	int num = -1;

	object_kind *k_ptr = &k_info[o_ptr->k_idx];
	bool fullid = object_known_p(o_ptr);
	bool sensed = (o_ptr->ident & IDENT_SENSE) || fullid;
	byte feel =
		fullid ? value_check_aux1((object_type *) o_ptr) : o_ptr->feel;
	int quality_squelch = SQUELCH_NONE;

	/* Don't squelch artifacts */
	if (artifact_p(o_ptr))
		return FALSE;

	/* Don't squelch stuff inscribed not to be destroyed (!k) */
	if (check_for_inscrip(o_ptr, "!k") || check_for_inscrip(o_ptr, "!*")) {
		return FALSE;
	}

	/* Auto-squelch dead chests */
	if (o_ptr->tval == TV_CHEST && o_ptr->pval == 0)
		return TRUE;

	/* Do squelching by sval, if we 'know' the flavour. */
	if (k_ptr->squelch && (k_ptr->flavor == 0 || k_ptr->aware)) {
		if (squelch_tval(k_info[o_ptr->k_idx].tval))
			return TRUE;
	}

	/* Squelch some ego items if known */
	if (has_ego_properties(o_ptr) && (e_info[o_ptr->name2].squelch)) {
		return TRUE;
	}

	/* Don't check pseudo-ID for nonsensed things */
	if (!sensed)
		return FALSE;

	/* Find the appropriate squelch group */
	for (i = 0; i < N_ELEMENTS(quality_choices); i++) {
		if (quality_choices[i].tval == o_ptr->tval) {
			num = i;
			break;
		}
	}

	/* Never squelched */
	if (num == -1)
		return FALSE;

	/* Get result based on the feeling and the squelch_profile */
	quality_squelch = feel_to_squelch_level(feel);

	if (quality_squelch == SQUELCH_NONE)
		return FALSE;
	else
		return squelch_profile[num][quality_squelch];
}
コード例 #7
0
ファイル: object2.c プロジェクト: jcubic/ToME
/*
 * Return the price of an item including plusses (and charges)
 *
 * This function returns the "value" of the given item (qty one)
 *
 * Never notice "unknown" bonuses or properties, including "curses",
 * since that would give the player information he did not have.
 *
 * Note that discounted items stay discounted forever, even if
 * the discount is "forgotten" by the player via memory loss.
 */
s32b object_value(object_type *o_ptr)
{
	s32b value;


	/* Known items -- acquire the actual value */
	if (object_known_p(o_ptr))
	{
		/* Cursed items -- worthless */
		if (cursed_p(o_ptr)) return (0L);

		/* Real value (see above) */
		value = object_value_real(o_ptr);
	}

	/* Unknown items -- acquire a base value */
	else
	{
		/* Hack -- Felt cursed items */
		if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);

		/* Base value (see above) */
		// DGDGDGDG fix me, make a nice way to get base values
		value = 1;
	}


	/* Apply discount (if any) */
	if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);


	/* Return the final value */
	return (value);
}
コード例 #8
0
ファイル: obj-info.c プロジェクト: NickMcConnell/FAangband
/**
 * Display the damage done with a multiplier
 */
static void output_dam(textblock * tb, player_state * state,
					   const object_type * o_ptr, int mult,
					   const char *against, bool * first,
					   oinfo_detail_t mode)
{
	int dam, die_average, add = 0, i, deadliness, crit, chance;
	bool full = mode & OINFO_FULL;

	/* Average damage for one standard side (x10) */
	die_average = (10 * (o_ptr->ds + 1)) / 2;

	/* Multiply by slay or brand (x10) */
	die_average *= mult;

	/* Record the addend */
	if (mult > MULTIPLE_BASE)
		add = (mult - MULTIPLE_BASE);

	/* Multiply by deadliness (x100) */
	deadliness = state->dis_to_d;
	if (if_has(o_ptr->id_other, IF_TO_D) || full)
		deadliness += o_ptr->to_d;
	if (deadliness > 150)
		deadliness = 150;
	if (deadliness < -150)
		deadliness = -150;
	if (deadliness >= 0)
		die_average *= (100 + deadliness_conversion[deadliness]);
	else {
		i = deadliness_conversion[ABS(deadliness)];
		if (i >= 100)
			die_average = 0;
		else
			die_average *= (100 - i);
	}

	/* Factor in criticals (x 10) */
	chance = state->skills[SKILL_TO_HIT_MELEE] + state->dis_to_h;
	if (object_known_p(o_ptr))
		chance += o_ptr->to_h;
	chance = (100 * chance) / (chance + 240);
	if (player_has(PF_ARMSMAN))
		chance = 100 - (83 * (100 - chance)) / 100;
	crit = 259 * chance;
	crit /= 1000;

	/* Multiply by number of sides */
	dam = die_average * (o_ptr->dd * 10 + crit);

	CHECK_FIRST("", *first);
	if ((dam > 50000) || (add > 0))
		textblock_append_c(tb, TERM_L_GREEN, "%d", add + dam / 100000);
	else
		textblock_append_c(tb, TERM_L_RED, "0");
	textblock_append(tb, " against %s", against);
}
コード例 #9
0
ファイル: obj-desc.c プロジェクト: LostTemplar/Beleriand
/**
 * 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_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_known_p(o_ptr) || 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", o_ptr->pval,
		       k_ptr->name);
    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 || (o_ptr->ident & IDENT_WORN))
	    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;
}
コード例 #10
0
ファイル: cmd6.c プロジェクト: BackupTheBerlios/nangband
/*
 * Hook to determine if an object is activatable
 */
static bool item_tester_hook_activate(const object_type *o_ptr)
{
	u32b f1, f2, f3;

	/* Not known */
	if (!object_known_p(o_ptr)) return (FALSE);

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

	/* Check activation flag */
	if (f3 & (TR3_ACTIVATE)) return (TRUE);

	/* Assume not */
	return (FALSE);
}
コード例 #11
0
ファイル: cmd2.c プロジェクト: CJNyfalt/Oangband
/*
 * Return the number of chests around (or under) the character. -TNB-
 * If requested, count only trapped chests.
 */
static int count_chests(int *y, int *x, bool trapped)
{
	int d, count, o_idx;

	object_type *o_ptr;

	/* Count how many matches */
	count = 0;

	/* Check around (and under) the character */
	for (d = 0; d < 9; d++)
	{
		/* Extract adjacent (legal) location */
		int yy = p_ptr->py + ddy_ddd[d];
		int xx = p_ptr->px + ddx_ddd[d];

		/* No (visible) chest is there */
		if ((o_idx = chest_check(yy, xx)) == 0) continue;

		/* Grab the object */
		o_ptr = &o_list[o_idx];

		/* Already open */
		if (o_ptr->pval == 0) continue;

		/* No (known) traps here */
		if (trapped &&
			(!object_known_p(o_ptr) ||
			(o_ptr->pval < 0) ||
			!chest_traps[o_ptr->pval])) continue;

		/* OK */
		++count;

		/* Remember the location of the last chest found */
		*y = yy;
		*x = xx;
	}

	/* All done */
	return count;
}
コード例 #12
0
ファイル: obj-desc.c プロジェクト: LostTemplar/Beleriand
static size_t obj_desc_inscrip(const object_type * o_ptr, char *buf, size_t max,
			       size_t end)
{
    const char *u[4] = { 0, 0, 0, 0 };
    int n = 0;

    /* Get inscription */
    if (o_ptr->note)
	u[n++] = quark_str(o_ptr->note);

    /* Use special inscription, if any */
    if (o_ptr->feel) {
	u[n++] = feel_text[o_ptr->feel];
    } else if ((o_ptr->ident & IDENT_EMPTY) && !object_known_p(o_ptr))
	u[n++] = "empty";
    else if (!object_aware_p(o_ptr) && object_tried_p(o_ptr))
	u[n++] = "tried";
    
    /* Use the discount, if any. No annoying inscription for homemade
     * branded items. */
    if ((o_ptr->discount > 0) && (o_ptr->discount != 80)) 
	u[n++] = format("%d%% off", o_ptr->discount);

    /* Note squelch */
    if (squelch_item_ok(o_ptr))
	u[n++] = "squelch";

    if (n) {
	int i;
	for (i = 0; i < n; i++) {
	    if (i == 0)
		strnfcat(buf, max, &end, " {");
	    strnfcat(buf, max, &end, "%s", u[i]);
	    if (i < n - 1)
		strnfcat(buf, max, &end, ", ");
	}

	strnfcat(buf, max, &end, "}");
    }

    return end;
}
コード例 #13
0
ファイル: obj-info.c プロジェクト: MarvinPA/mpa-sil
/*
 * Place an item description on the screen.
 */
void object_info_screen(const object_type *o_ptr)
{
	bool has_description, has_info;

	/* Redirect output to the screen */
	text_out_hook = text_out_to_screen;

	/* Save the screen */
	screen_save();

	has_description = screen_out_head(o_ptr);

	object_info_out_flags = object_flags_known;

	/* Dump the info */
	new_paragraph = TRUE;
	has_info = object_info_out(o_ptr);
	new_paragraph = FALSE;

	if (!object_known_p(o_ptr))
	{
		p_text_out("\n\n   This item has not been identified.");
	}
	else if ((!has_description) && (!has_info))
	{
		p_text_out("\n\n   This item does not seem to possess any special abilities.");
	}

	text_out_c(TERM_L_BLUE, "\n\n(press any key)\n");

	/* Wait for input */
	(void)inkey();

	/* Load the screen */
	screen_load();

	return;
}
コード例 #14
0
ファイル: object3.c プロジェクト: jcubic/ToME
/* Preserve arts if needed */
void preserve_artifacts_in_inven(flags_type *inven)
{
	if (p_ptr->preserve)
	{
		for_inventory_slot_ro(inven, o_ptr);
		{
			/* Hack -- Preserve unknown artifacts */
			if (artifact_p(o_ptr) && !object_known_p(o_ptr))
			{
				/* Mega-Hack -- Preserve the artifact */
				if (has_flag(&k_info[o_ptr->k_idx], FLAG_NORM_ART))
				{
					k_info[o_ptr->k_idx].artifact = FALSE;
				}
				else
				{
					a_info[o_ptr->artifact_id].cur_num = 0;
				}
			}
		}
		end_inventory();
	}
}
コード例 #15
0
ファイル: obj-info.c プロジェクト: MarvinPA/mpa-sil
/*
 * Describe abilities granted by an object.
 */
static bool describe_abilities(const object_type *o_ptr)
{
	cptr ability[8];
	int ac = 0;
	ability_type *b_ptr;
	int i;
		
	// only describe when identified
	if (!object_known_p(o_ptr) && !(o_ptr->ident & (IDENT_SPOIL))) return (FALSE);
	
	// check its abilities
	for (i = 0; i < o_ptr->abilities; i++)
	{
		b_ptr = &b_info[ability_index(o_ptr->skilltype[i], o_ptr->abilitynum[i])];
		ability[ac++] = b_name + b_ptr->name;
	}
	
	/* Describe */
	if (ac)
	{
		/* Output intro */
		if (ac == 1)	p_text_out("It grants you the ability: ");
		else			p_text_out("It grants you the abilities: ");
				
		/* Output list */
		output_list(ability, ac);
		
		/* Output end (if needed) */
		p_text_out(".  ");
		
		/* It granted abilities */
		return (TRUE);
	}
	
	/* No abilities granted */
	return (FALSE);
}
コード例 #16
0
ファイル: object1.c プロジェクト: kaypy/NPPAngband
static size_t obj_desc_combat(const object_type *o_ptr, char *buf, size_t max,
		size_t end, bool spoil)
{
	object_kind *k_ptr = &k_info[o_ptr->k_idx];
	u32b f1, f2, f3, fn, knownf1, knownf2, knownf3, knownfn;
	object_flags(o_ptr, &f1, &f2, &f3, &fn);

	object_flags_known(o_ptr, &knownf1, &knownf2, &knownf3, &knownfn);

	/* Dump base weapon info */
	switch (o_ptr->tval)
	{
		/* Weapons */
		case TV_SHOT:
		case TV_BOLT:
		case TV_ARROW:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_DIGGING:
		{
			/* Only display the real damage dice if the combat stats are known */
			if ((spoil) || (object_known_p(o_ptr)))
				strnfcat(buf, max, &end, " (%dd%d)", o_ptr->dd, o_ptr->ds);
			else
				strnfcat(buf, max, &end, " (%dd%d)", k_ptr->dd, k_ptr->ds);
			break;
		}

		/* Missile launchers */
		case TV_BOW:
		{
			/* Display shooting power as part of the multiplier */
			if ((f1 & TR1_MIGHT) && (spoil || (knownf1 & TR1_MIGHT)))
				strnfcat(buf, max, &end, " (x%d)", (o_ptr->sval % 10) + o_ptr->pval);
			else
				strnfcat(buf, max, &end, " (x%d)", o_ptr->sval % 10);
			break;
		}
	}


	/* Show weapon bonuses */
	if (spoil || object_known_p(o_ptr))
	{
		if (obj_desc_show_weapon(o_ptr) || o_ptr->to_d || o_ptr->to_h)
		{
			/* Make an exception for body armor with only a to-hit penalty */
			if (o_ptr->to_h < 0 && o_ptr->to_d == 0 &&
			    (o_ptr->tval == TV_SOFT_ARMOR ||
			     o_ptr->tval == TV_HARD_ARMOR ||
			     o_ptr->tval == TV_DRAG_ARMOR ||
			     o_ptr->tval == TV_DRAG_SHIELD))
				strnfcat(buf, max, &end, " (%+d)", o_ptr->to_h);

			/* Otherwise, always use the full tuple */
			else
				strnfcat(buf, max, &end, " (%+d,%+d)", o_ptr->to_h, o_ptr->to_d);
		}
	}


	/* Show armor bonuses */
	if (spoil || object_known_p(o_ptr))
	{
		if (obj_desc_show_armor(o_ptr))
			strnfcat(buf, max, &end, " [%d,%+d]", o_ptr->ac, o_ptr->to_a);
		else if (o_ptr->to_a)
			strnfcat(buf, max, &end, " [%+d]", o_ptr->to_a);
	}
	else if (obj_desc_show_armor(o_ptr))
	{
		strnfcat(buf, max, &end, " [%d]", o_ptr->ac);
	}

	return end;
}
コード例 #17
0
ファイル: cmd3.c プロジェクト: BackupTheBerlios/nangband
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
	int item, amt;
	int old_number;

	object_type *o_ptr;

	char o_name[80];

	char out_val[160];

	cptr q, s;


	/* Get an item */
	q = "Destroy which item? ";
	s = "You have nothing to destroy.";
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}

	/* Get a quantity */
	amt = get_quantity(NULL, o_ptr->number);

	/* Allow user abort */
	if (amt <= 0) return;

	/* Describe the object */
	old_number = o_ptr->number;
	o_ptr->number = amt;
	object_desc(o_name, o_ptr, TRUE, 3);
	o_ptr->number = old_number;

	/* Verify destruction */
	if (verify_destroy)
	{
		sprintf(out_val, "Really destroy %s? ", o_name);
		if (!get_check(out_val)) return;
	}

	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Artifacts cannot be destroyed */
	if (artifact_p(o_ptr))
	{
		/* Message */
		msg_format("You cannot destroy %s.", o_name);

		/* Don't mark id'ed objects */
		if (object_known_p(o_ptr)) return;

		/* It has already been sensed */
		if (o_ptr->ident & (IDENT_SENSE))
		{
			/* Already sensed objects always get improved feelings */
			if (cursed_p(o_ptr) || broken_p(o_ptr))
				o_ptr->discount = INSCRIP_TERRIBLE;
			else
				o_ptr->discount = INSCRIP_SPECIAL;
		}
		else
		{
			/* Mark the object as indestructible */
			o_ptr->discount = INSCRIP_INDESTRUCTIBLE;
		}

		/* Combine the pack */
		p_ptr->notice |= (PN_COMBINE);

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		p_ptr->redraw |= (PR_EQUIPPY);

		/* Done */
		return;
	}

	/* Message */
	msg_format("You destroy %s.", o_name);

	/* Eliminate the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -amt);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Eliminate the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -amt);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}
}
コード例 #18
0
ファイル: flavor.c プロジェクト: jcheatham/Zangband
/*
 * Creates a description of the item "o_ptr", and stores it in "out_val".
 *
 * One can choose the "verbosity" of the description, including whether
 * or not the "number" of items should be described, and how much detail
 * should be used when describing the item.
 *
 * The given "buf" must be 80 chars long to hold the longest possible
 * description, which can get pretty long, including incriptions, such as:
 * "no more Maces of Disruption (Defender) (+10,+10) [+5] (+3 to stealth)".
 * Note that the inscription will be clipped to keep the total description
 * under size - 1 chars (plus a terminator).
 *
 * Note the use of "object_desc_num()" and "object_desc_int()" as
 * hyper-efficient, portable, versions of some common "sprintf()" commands.
 *
 * Note that all ego-items (when known) append an "Ego-Item Name", unless
 * the item is also an artifact, which should NEVER happen.
 *
 * Note that all artifacts (when known) append an "Artifact Name", so we
 * have special processing for "Specials" (artifact Lites, Rings, Amulets).
 * The "Specials" never use "modifiers" if they are "known", since they
 * have special "descriptions", such as "The Necklace of the Dwarves".
 *
 * Special Lite's use the "k_info" base-name (Phial, Star, or Arkenstone),
 * plus the artifact name, just like any other artifact, if known.
 *
 * Special Ring's and Amulet's, if not "aware", use the same code as normal
 * rings and amulets, and if "aware", use the "k_info" base-name (Ring or
 * Amulet or Necklace).  They will NEVER "append" the "k_info" name.  But,
 * they will append the artifact name, just like any artifact, if known.
 *
 * None of the Special Rings/Amulets are "EASY_KNOW", though they could be,
 * at least, those which have no "pluses", such as the three artifact lites.
 *
 * Hack -- Display "The One Ring" as "a Plain Gold Ring" until aware.
 *
 * If "pref" then a "numeric" prefix will be pre-pended.
 *
 * Mode:
 *   0 -- The Cloak of Death
 *   1 -- The Cloak of Death [1,+3]
 *   2 -- The Cloak of Death [1,+3] (+2 to Stealth)
 *   3 -- The Cloak of Death [1,+3] (+2 to Stealth) {nifty}
 */
void object_desc(char *buf, const object_type *o_ptr, int pref, int mode,
                 int max)
{
	cptr basenm, modstr;
	int power;

	bool aware = FALSE;
	bool known = FALSE;

	bool append_name = FALSE;

	bool show_weapon = FALSE;
	bool show_armour = FALSE;

	cptr s;

	object_type *bow_ptr;

	/* damage dice, damage sides, damage bonus, energy */
	int dd, ds, db, energy_use;
	int tmul;
	long avgdam;
	
	int len = 0;

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

	monster_race *r_ptr = &r_info[o_ptr->pval];

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

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

	/* Artifacts are not "aware' unless "known" */
	if ((FLAG(o_ptr, TR_INSTA_ART)) && !known) aware = FALSE;

	/* Extract default "base" string */
	basenm = get_object_name(o_ptr);

	/* Assume no "modifier" string */
	modstr = "";
	
	/* Empty description */
	buf[0] = '\0';

	/* Analyze the object */
	switch (o_ptr->tval)
	{
		case TV_SKELETON:
		case TV_BOTTLE:
		case TV_JUNK:
		case TV_SPIKE:
		case TV_FLASK:
		case TV_CHEST:
		{
			/* Some objects are easy to describe */
			break;
		}

		case TV_FIGURINE:
		case TV_STATUE:
		{
			/* Figurines/Statues */
			cptr tmp = mon_race_name(r_ptr);
			
			char idol_name[512];

			if (!FLAG(r_ptr, RF_UNIQUE))
			{
				strnfmt(idol_name, 512, "%s%s",
						(is_a_vowel(*tmp) ? "an " : "a "), tmp);

				modstr = idol_name;
			}
			else
			{
				modstr = tmp;
			}

			break;
		}

		case TV_SHOT:
		case TV_BOLT:
		case TV_ARROW:
		case TV_BOW:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_DIGGING:
		{
			/* Missiles/ Bows/ Weapons */
			show_weapon = TRUE;
			break;
		}

		case TV_BOOTS:
		case TV_GLOVES:
		case TV_CLOAK:
		case TV_CROWN:
		case TV_HELM:
		case TV_SHIELD:
		case TV_SOFT_ARMOR:
		case TV_HARD_ARMOR:
		case TV_DRAG_ARMOR:
		{
			/* Armour */
			show_armour = TRUE;
			break;
		}

		case TV_LITE:
		{
			/* Lites (including a few "Specials") */
			break;
		}

		case TV_AMULET:
		{
			/* Amulets (including a few "Specials") */

			/* Known artifacts */
			if ((FLAG(k_ptr, TR_INSTA_ART)) && aware) break;

			/* Color the object */
			modstr = amulet_adj[o_ptr->sval];
			if (aware) append_name = TRUE;

			if (((plain_descriptions) && (aware)) || (o_ptr->info & OB_STOREB))
				basenm = "& Amulet~";
			else
				basenm = "& # Amulet~";
			break;
		}

		case TV_RING:
		{
			/* Rings (including a few "Specials") */

			/* Known artifacts */
			if ((FLAG(k_ptr, TR_INSTA_ART)) && aware) break;

			/* Color the object */
			modstr = ring_adj[o_ptr->sval];
			if (aware) append_name = TRUE;

			if (((plain_descriptions) && (aware)) || (o_ptr->info & OB_STOREB))
				basenm = "& Ring~";
			else
				basenm = "& # Ring~";

			/* Hack -- The One Ring */
			if (!aware && (o_ptr->sval == SV_RING_POWER)) modstr = "Plain Gold";

			break;
		}

		case TV_STAFF:
		{
			/* Color the object */
			modstr = staff_adj[o_ptr->sval];
			if (aware) append_name = TRUE;
			if (((plain_descriptions) && (aware)) || (o_ptr->info & OB_STOREB))
				basenm = "& Staff~";
			else
				basenm = "& # Staff~";
			break;
		}

		case TV_WAND:
		{
			/* Color the object */
			modstr = wand_adj[o_ptr->sval];
			if (aware) append_name = TRUE;
			if (((plain_descriptions) && (aware)) || (o_ptr->info & OB_STOREB))
				basenm = "& Wand~";
			else
				basenm = "& # Wand~";
			break;
		}

		case TV_ROD:
		{
			/* Color the object */
			modstr = rod_adj[o_ptr->sval];
			if (aware) append_name = TRUE;
			if (((plain_descriptions) && (aware)) || (o_ptr->info & OB_STOREB))
				basenm = "& Rod~";
			else
				basenm = "& # Rod~";
			break;
		}

		case TV_SCROLL:
		{
			/* Color the object */
			modstr = scroll_adj[o_ptr->sval];
			if (aware) append_name = TRUE;
			if (((plain_descriptions) && (aware)) || (o_ptr->info & OB_STOREB))
				basenm = "& Scroll~";
			else
				basenm = "& Scroll~ titled \"#\"";
			break;
		}

		case TV_POTION:
		{
			/* Color the object */
			modstr = potion_adj[o_ptr->sval];
			if (aware) append_name = TRUE;
			if (((plain_descriptions) && (aware)) || (o_ptr->info & OB_STOREB))
				basenm = "& Potion~";
			else
				basenm = "& # Potion~";
			break;
		}

		case TV_FOOD:
		{
			/* Ordinary food is "boring" */
			if (o_ptr->sval >= SV_FOOD_MIN_FOOD) break;

			/* Color the object */
			modstr = food_adj[o_ptr->sval];
			if (aware) append_name = TRUE;
			if (((plain_descriptions) && (aware)) || (o_ptr->info & OB_STOREB))
				basenm = "& Mushroom~";
			else
				basenm = "& # Mushroom~";
			break;
		}

			/*** Magic Books ***/

		case TV_LIFE_BOOK:
		{
			modstr = basenm;
			if (mp_ptr->spell_book == TV_LIFE_BOOK)
				basenm = "& Book~ of Life Magic #";
			else
				basenm = "& Life Spellbook~ #";
			break;
		}

		case TV_SORCERY_BOOK:
		{
			modstr = basenm;
			if (mp_ptr->spell_book == TV_LIFE_BOOK)
				basenm = "& Book~ of Sorcery #";
			else
				basenm = "& Sorcery Spellbook~ #";
			break;
		}

		case TV_NATURE_BOOK:
		{
			modstr = basenm;
			if (mp_ptr->spell_book == TV_LIFE_BOOK)
				basenm = "& Book~ of Nature Magic #";
			else
				basenm = "& Nature Spellbook~ #";
			break;
		}

		case TV_CHAOS_BOOK:
		{
			modstr = basenm;
			if (mp_ptr->spell_book == TV_LIFE_BOOK)
				basenm = "& Book~ of Chaos Magic #";
			else
				basenm = "& Chaos Spellbook~ #";
			break;
		}

		case TV_DEATH_BOOK:
		{
			modstr = basenm;
			if (mp_ptr->spell_book == TV_LIFE_BOOK)
				basenm = "& Book~ of Death Magic #";
			else
				basenm = "& Death Spellbook~ #";
			break;
		}

		case TV_TRUMP_BOOK:
		{
			modstr = basenm;
			if (mp_ptr->spell_book == TV_LIFE_BOOK)
				basenm = "& Book~ of Trump Magic #";
			else
				basenm = "& Trump Spellbook~ #";
			break;
		}

		case TV_ARCANE_BOOK:
		{
			modstr = basenm;
			if (mp_ptr->spell_book == TV_LIFE_BOOK)
				basenm = "& Book~ of Arcane Magic #";
			else
				basenm = "& Arcane Spellbook~ #";
			break;
		}


		case TV_GOLD:
		{
			/* Hack -- Gold/Gems */
			strcpy(buf, basenm);
			return;
		}

		default:
		{
			/* Used in the "inventory" routine */
			strcpy(buf, "(nothing)");
			return;
		}
	}

	/* The object "expects" a "number" */
	if (basenm[0] == '&')
	{
		/* Skip the ampersand (and space) */
		s = basenm + 2;

		/* No prefix */
		if (!pref)
		{
			/* Nothing */
		}

		/* Hack -- None left */
		else if (o_ptr->number <= 0)
		{
			strnfcat(buf, max, &len, "no more ");
		}

		/* Extract the number */
		else if (o_ptr->number > 1)
		{
			strnfcat(buf, max, &len, "%d ", o_ptr->number);
		}

		/* Hack -- The only one of its kind */
		else if (known && (FLAG(o_ptr, TR_INSTA_ART)))
		{
			strnfcat(buf, max, &len, "The ");
		}

		/* A single one, with a vowel in the modifier */
		else if ((*s == '#') && (is_a_vowel(modstr[0])))
		{
			strnfcat(buf, max, &len, "an ");
		}

		/* A single one, with a vowel */
		else if (is_a_vowel(*s))
		{
			strnfcat(buf, max, &len, "an ");
		}

		/* A single one, without a vowel */
		else
		{
			strnfcat(buf, max, &len, "a ");
		}
	}

	/* Hack -- objects that "never" take an article */
	else
	{
		/* No ampersand */
		s = basenm;

		/* No pref */
		if (!pref)
		{
			/* Nothing */
		}

		/* Hack -- all gone */
		else if (o_ptr->number <= 0)
		{
			strnfcat(buf, max, &len, "no more ");
		}

		/* Prefix a number if required */
		else if (o_ptr->number > 1)
		{
			strnfcat(buf, max, &len, "%d ", o_ptr->number);
		}

		/* Hack -- The only one of its kind */
		else if (known && (FLAG(o_ptr, TR_INSTA_ART)))
		{
			strnfcat(buf, max, &len, "The ");
		}

		/* Hack -- single items get no prefix */
		else
		{
			/* Nothing */
		}
	}

	/* Copy the string */
	while (*s)
	{
		/* Pluralizer */
		if (*s == '~')
		{
			/* Add a plural if needed */
			if (o_ptr->number != 1)
			{
				/* Get previous character */
				char k = s[-1];

				/* XXX XXX XXX Mega-Hack */

				/* Hack -- "Cutlass-es" and "Torch-es" */
				if ((k == 's') || (k == 'h'))
				{
					strnfcat(buf, max, &len, "es");
				}
				else
				{
					/* Add an 's' */
					strnfcat(buf, max, &len, "s");
				}
			}
		}

		/* Modifier */
		else if (*s == '#')
		{
			/* Insert the modifier */
			strnfcat(buf, max, &len, "%s", modstr);
		}

		/* Normal */
		else
		{
			/* Copy character */
			strnfcat(buf, max, &len, "%c", *s);
		}
		
		s++;
	}

	/* Append the "kind name" to the "base name" */
	if (append_name)
	{
		strnfcat(buf, max, &len, " of %s", get_object_name(o_ptr));
	}


	/* Hack -- Append "Artifact" or "Special" names */
	if (known)
	{
		if (o_ptr->inscription && strchr(quark_str(o_ptr->inscription), '#'))
		{
			/* Find the '#' */
			cptr str = strchr(quark_str(o_ptr->inscription), '#');

			/* Add the false name */
			strnfcat(buf, max, &len, " %s" CLR_DEFAULT, &str[1]);
		}

		/* Is it a new artifact or ego item? */
		else if (o_ptr->xtra_name)
		{
			strnfcat(buf, max, &len, " %s", quark_str(o_ptr->xtra_name));
		}
	}

	/* No more details wanted */
	if (mode < 1) return;

	/* Hack -- Chests must be described in detail */
	if (o_ptr->tval == TV_CHEST)
	{
		/* Not searched yet */
		if (!known)
		{
			/* Nothing */
		}

		/* May be "empty" */
		else if (!o_ptr->pval)
		{
			strnfcat(buf, max, &len, " (empty)");
		}

		/* May be "disarmed" */
		else if (o_ptr->pval < 0)
		{
			if (chest_traps[0 - o_ptr->pval])
			{
				strnfcat(buf, max, &len, " (disarmed)");
			}
			else
			{
				strnfcat(buf, max, &len, " (unlocked)");
			}
		}

		/* Describe the traps, if any */
		else
		{
			/* Describe the traps */
			switch (chest_traps[o_ptr->pval])
			{
				case 0:
				{
					strnfcat(buf, max, &len, " (Locked)");
					break;
				}
				case CHEST_LOSE_STR:
				{
					strnfcat(buf, max, &len, " (Poison Needle)");
					break;
				}
				case CHEST_LOSE_CON:
				{
					strnfcat(buf, max, &len, " (Poison Needle)");
					break;
				}
				case CHEST_POISON:
				{
					strnfcat(buf, max, &len, " (Gas Trap)");
					break;
				}
				case CHEST_PARALYZE:
				{
					strnfcat(buf, max, &len, " (Gas Trap)");
					break;
				}
				case CHEST_EXPLODE:
				{
					strnfcat(buf, max, &len, " (Explosion Device)");
					break;
				}
				case CHEST_SUMMON:
				{
					strnfcat(buf, max, &len, " (Summoning Runes)");
					break;
				}
				default:
				{
					strnfcat(buf, max, &len, " (Multiple Traps)");
					break;
				}
			}
		}
	}


	/* Display the item like a weapon */
	if (FLAG(o_ptr, TR_SHOW_MODS)) show_weapon = TRUE;

	/* Display the item like a weapon */
	if (o_ptr->to_h && o_ptr->to_d) show_weapon = TRUE;

	/* Display the item like armour */
	if ((o_ptr->ac) && (o_ptr->tval != TV_WAND)) show_armour = TRUE;

	/* Dump base weapon info */
	switch (o_ptr->tval)
	{
		case TV_SHOT:
		case TV_BOLT:
		case TV_ARROW:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_DIGGING:
		{
			/* Missiles and Weapons */

			/* Append a "damage" string */
			strnfcat(buf, max, &len, " (%dd%d)", o_ptr->dd, o_ptr->ds);

			/* All done */
			break;
		}

		case TV_BOW:
		{
			/* Bows get a special "damage string" */

			/* Extract the "base power" */
			switch (o_ptr->sval)
			{
				case SV_SLING:
				{
					power = 2;
					break;
				}
				case SV_SHORT_BOW:
				{
					power = 2;
					break;
				}
				case SV_LONG_BOW:
				{
					if (p_ptr->stat[A_STR].use >= 160)
					{
						power = 3;
					}
					else
					{
						/* hack- weak players cannot use a longbow well */
						power = 2;
					}
					break;
				}
				case SV_LIGHT_XBOW:
				{
					power = 4;
					break;
				}
				case SV_HEAVY_XBOW:
				{
					power = 5;
					break;
				}
				default:
				{
					msgf("Unknown firing multiplier.");
					power = 0;
				}
			}

			/* Apply the "Extra Might" flag */
			if (FLAG(o_ptr, TR_XTRA_MIGHT)) power++;

			/* Append a special "damage" string */
			strnfcat(buf, max, &len, " (x%d)", power);

			/* All done */
			break;
		}
	}


	/* Add the weapon bonuses */
	if (known)
	{
		/* Show the tohit/todam on request */
		if (show_weapon)
		{
			strnfcat(buf, max, &len, " (%+d,%+d%%)", o_ptr->to_h, 
					deadliness_calc(o_ptr->to_d) - 100);
		}

		/* Show the tohit if needed */
		else if (o_ptr->to_h)
		{
			strnfcat(buf, max, &len, " (%+d)", o_ptr->to_h);
		}

		/* Show the todam if needed */
		else if (o_ptr->to_d)
		{
			strnfcat(buf, max, &len, " (%+d%%)", o_ptr->to_d * 5);
		}
	}

	bow_ptr = &p_ptr->equipment[EQUIP_BOW];

	/* if have a firing weapon + ammo matches bow */
	if (bow_ptr->k_idx && (p_ptr->ammo_tval == o_ptr->tval))
	{
		/* See if the bow is "known" - then set damage bonus */
		if (object_known_p(bow_ptr))
		{
			db = bow_ptr->to_d;
		}
		else
		{
			db = 0;
		}

		/* effect of player */
		db += p_ptr->dis_to_d;

		/* effect of ammo */
		if (known) db += o_ptr->to_d;

		dd = o_ptr->dd;
		ds = o_ptr->ds;

		/* effect of damage dice x2 */
		avgdam = avg_dam(db, dd, ds);

		/* Bow properties */
		energy_use = p_ptr->bow_energy;
		tmul = p_ptr->ammo_mult;

		/* Get extra "power" from "extra might" */
		if (FLAG(p_ptr, TR_XTRA_MIGHT)) tmul++;

		/* launcher multiplier */
		avgdam *= tmul;

		/* display (shot damage/ avg damage) */
		strnfcat(buf, max, &len, " (%d/", avgdam / 200);

		tmul = p_ptr->num_fire;
		if (tmul == 0)
		{
			strnfcat(buf, max, &len, "0)");
		}
		else
		{
			/* calc effects of energy  x2 */
			avgdam *= (1 + p_ptr->num_fire);

			/* rescale */
			avgdam /= 4 * energy_use;
			strnfcat(buf, max, &len, "%d)", avgdam);
		}
	}

	/* Add the armor bonuses */
	if (known)
	{
		/* Show the armor class info */
		if (show_armour)
		{
			strnfcat(buf, max, &len, " [%d,%+d]", o_ptr->ac,  o_ptr->to_a);
		}

		/* No base armor, but does increase armor */
		else if (o_ptr->to_a)
		{
			strnfcat(buf, max, &len, " [%+d]", o_ptr->to_a);
		}
	}

	/* Hack -- always show base armor */
	else if (show_armour)
	{
		strnfcat(buf, max, &len, " [%d]", o_ptr->ac);
	}


	/* No more details wanted */
	if (mode < 2) return;


	/*
	 * Hack -- Wands and Staffs have charges.  Make certain how many charges
	 * a stack of staffs really has is clear. -LM-
	 */
	if (known && ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)))
	{
		/* Dump " (N charges)" */
		strnfcat(buf, max, &len, " (");

		/* Clear explaination for staffs. */
		if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
		{
			strnfcat(buf, max, &len, "%dx ", o_ptr->number);
		}
		
		if (o_ptr->pval == 1)
		{
			strnfcat(buf, max, &len, "%d charge)", o_ptr->pval);
		}
		else
		{
			strnfcat(buf, max, &len, "%d charges)", o_ptr->pval);
		}
	}
	/* Hack -- Rods have a "charging" indicator.  Now that stacks of rods may
	 * be in any state of charge or discharge, this now includes a number. -LM-
	 */
	else if (o_ptr->tval == TV_ROD)
	{
		/* Hack -- Dump " (# charging)" if relevant */
		if (o_ptr->timeout)
		{
			/* Stacks of rods display an exact count of charging rods. */
			if (o_ptr->number > 1)
			{
				/* Paranoia. */
				if (k_ptr->pval == 0) k_ptr->pval = 1;

				/*
				 * Find out how many rods are charging, by dividing
				 * current timeout by each rod's maximum timeout.
				 * Ensure that any remainder is rounded up.  Display
				 * very discharged stacks as merely fully discharged.
				 */
				power = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
				if (power > o_ptr->number) power = o_ptr->number;

				/* Display prettily. */
				strnfcat(buf, max, &len, " (%d charging)", power);
			}

			/* "one Rod of Perception (1 charging)" would look tacky. */
			else
			{
				strnfcat(buf, max, &len, " (charging)");
			}
		}
	}

	/* Hack -- Process Lanterns/Torches */
	else if (o_ptr->tval == TV_LITE)
	{
		if (FLAG(o_ptr, TR_LITE))
		{
			/* Hack - tell us when lites of everburning are "empty" */
			if ((o_ptr->sval <= SV_LITE_LANTERN) && !o_ptr->timeout)
			{
				strnfcat(buf, max, &len, " (empty)");
			}
		}
		else
		{
			/* Hack -- Turns of light for normal lites */
			strnfcat(buf, max, &len, " (with %d turns of light)", o_ptr->timeout);
		}
	}


	/* Dump "pval" flags for wearable items */
	if (known && (FLAG(o_ptr, TR_PVAL_MASK)))
	{
		/* Start the display */
		strnfcat(buf, max, &len, " (%+d", o_ptr->pval);

		/* Do not display the "pval" flags */
		if (FLAG(o_ptr, TR_HIDE_TYPE))
		{
			/* Nothing */
		}

		/* Speed */
		else if (FLAG(o_ptr, TR_SPEED))
		{
			/* Dump " to speed" */
			strnfcat(buf, max, &len, " to speed");
		}

		/* Attack speed */
		else if (FLAG(o_ptr, TR_BLOWS))
		{
			if (ABS(o_ptr->pval) == 1)
			{
				/* Add " attack" */
				strnfcat(buf, max, &len, " attack");
			}
			else
			{
				/* Add "attacks" */
				strnfcat(buf, max, &len, " attacks");
			}
		}

		/* Finish the display */
		strnfcat(buf, max, &len, ")");
	}

	/* Indicate charging objects, but not rods. */
	if (known && o_ptr->timeout && (o_ptr->tval != TV_ROD)
		&& (o_ptr->tval != TV_LITE))
	{
		/* Hack -- Dump " (charging)" if relevant */
		strnfcat(buf, max, &len, " (charging)");
	}


	/* No more details wanted */
	if (mode < 3) return;

	/* Use the standard inscription if available */
	if (o_ptr->inscription)
	{
		cptr tmp = quark_str(o_ptr->inscription);
	
		/* Append the inscription */
		strnfcat(buf, max, &len, " {");

		/* Scan for the '#' character which marks a fake name. */
		while(*tmp && (*tmp != '#'))
		{
			strnfcat(buf, max, &len, "%c", *tmp);
		
			tmp++;
		}
		
		/* Finish the inscription */
		strnfcat(buf, max, &len, CLR_DEFAULT "}");
	}

	/* Use the game-generated "feeling" otherwise, if available */
	else if (o_ptr->feeling)
	{
		/* Append the inscription */
		strnfcat(buf, max, &len, " {%s" CLR_DEFAULT "}", game_inscriptions[o_ptr->feeling]);
	}

	/* Note "cursed" if the item is known to be cursed */
	else if (cursed_p(o_ptr) && (known || (o_ptr->info & (OB_SENSE))))
	{
		/* Append the inscription */
		strnfcat(buf, max, &len, " {cursed}");
	}

	/* Mega-Hack -- note empty wands/staffs */
	else if (!known && (o_ptr->info & (OB_EMPTY)))
	{
		/* Append the inscription */
		strnfcat(buf, max, &len, " {empty}");
	}

	/* Note "tried" if the object has been tested unsuccessfully */
	else if (!aware && object_tried_p(o_ptr))
	{
		/* Append the inscription */
		strnfcat(buf, max, &len, " {tried}");
	}

	/* Note the discount, if any */
	else if (o_ptr->discount)
	{
		/* Append the inscription */
		strnfcat(buf, max, &len, " {%d%% off}", o_ptr->discount);
	}
}
コード例 #19
0
ファイル: flavor.c プロジェクト: BackupTheBerlios/randomband
/*
 * Creates a description of the item "o_ptr", and stores it in "out_val".
 *
 * One can choose the "verbosity" of the description, including whether
 * or not the "number" of items should be described, and how much detail
 * should be used when describing the item.
 *
 * The given "buf" must be 80 chars long to hold the longest possible
 * description, which can get pretty long, including incriptions, such as:
 * "no more Maces of Disruption (Defender) (+10,+10) [+5] (+3 to stealth)".
 * Note that the inscription will be clipped to keep the total description
 * under 79 chars (plus a terminator).
 *
 * Note the use of "object_desc_num()" and "object_desc_int()" as
 * hyper-efficient, portable, versions of some common "sprintf()" commands.
 *
 * Note that all ego-items (when known) append an "Ego-Item Name", unless
 * the item is also an artifact, which should NEVER happen.
 *
 * Note that all artifacts (when known) append an "Artifact Name", so we
 * have special processing for "Specials" (artifact Lites, Rings, Amulets).
 * The "Specials" never use "modifiers" if they are "known", since they
 * have special "descriptions", such as "The Necklace of the Dwarves".
 *
 * Special Lite's use the "k_info" base-name (Phial, Star, or Arkenstone),
 * plus the artifact name, just like any other artifact, if known.
 *
 * Special Ring's and Amulet's, if not "aware", use the same code as normal
 * rings and amulets, and if "aware", use the "k_info" base-name (Ring or
 * Amulet or Necklace).  They will NEVER "append" the "k_info" name.  But,
 * they will append the artifact name, just like any artifact, if known.
 *
 * None of the Special Rings/Amulets are "EASY_KNOW", though they could be,
 * at least, those which have no "pluses", such as the three artifact lites.
 *
 * Hack -- Display "The One Ring" as "a Plain Gold Ring" until aware.
 *
 * If "pref" then a "numeric" prefix will be pre-pended.
 *
 * Mode:
 *   0 -- The Cloak of Death
 *   1 -- The Cloak of Death [1,+3]
 *   2 -- The Cloak of Death [1,+3] (+2 to Stealth)
 *   3 -- The Cloak of Death [1,+3] (+2 to Stealth) {nifty}
 */
void object_desc(char *buf, const object_type *o_ptr, int pref, int mode)
{
	cptr            basenm, modstr;
	int             power, indexx, durable;

	bool            aware = FALSE;
	bool            known = FALSE;

	bool            append_name = FALSE;

	bool            show_weapon = FALSE;
	bool            show_armour = FALSE;

	cptr            s, u;
	char            *t;

	char            p1 = '(', p2 = ')';
	char            b1 = '[', b2 = ']';
	char            c1 = '{', c2 = '}';
   char            pv1 = '<', pv2 = '>';

	char            tmp_val[160];
	char            tmp_val2[90];

	u32b            f1, f2, f3, f4, f5, f6;

	object_type	*bow_ptr;

	/* damage dice, damage sides, damage bonus, energy */
	int		dd, ds, db, energy_use;
	int		tmul;
	long	avgdam;


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

	monster_race *r_ptr = &r_info[o_ptr->pval];

	/* Extract some flags */
	object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &f6);

   /*****   NEEDS   REWORKING   *****/

   durable = 0;

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

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

	/* Hack -- Extract the sub-type "indexx" */
	indexx = o_ptr->sval;

	/* Extract default "base" string */
	basenm = get_object_name(o_ptr);

	/* Assume no "modifier" string */
	modstr = "";

	/* Analyze the object */
	switch (o_ptr->tval)
	{
		/* Some objects are easy to describe */
		case TV_SKELETON:
		case TV_BOTTLE:
		case TV_JUNK:
		case TV_SPIKE:
		case TV_FLASK:
		case TV_CHEST:
		{
			break;
		}

		/* Figurines/Statues */
		case TV_FIGURINE:
		case TV_STATUE:
		{
			cptr tmp = r_name + r_ptr->name;

			if (!(r_ptr->flags1 & RF1_UNIQUE))
			{
				sprintf(tmp_val2, "%s%s",
					 (is_a_vowel(*tmp) ? "an " : "a "), tmp);

				modstr = tmp_val2;
			}
			else
			{
				modstr = tmp;
			}

			break;
		}

		/* Missiles/ Bows/ Weapons */
		case TV_SHOT:
		case TV_BOLT:
		case TV_ARROW:
		case TV_BOW:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_DIGGING:
		{
			show_weapon = TRUE;
			break;
		}


		/* Armour */
		case TV_BOOTS:
		case TV_GLOVES:
		case TV_CLOAK:
		case TV_CROWN:
		case TV_HELM:
		case TV_SHIELD:
		case TV_SOFT_ARMOR:
		case TV_HARD_ARMOR:
		case TV_DRAG_ARMOR:
		{
			show_armour = TRUE;
			break;
		}


		/* Lites (including a few "Specials") */
		case TV_LITE:
		{
			break;
		}

		/* Amulets (including a few "Specials") */
		case TV_AMULET:
		{
			/* Known artifacts */
			if ((o_ptr->flags3 & TR3_INSTA_ART) && aware) break;

			/* Color the object */
			modstr = amulet_adj[indexx];
			break;

		}

		/* Rings (including a few "Specials") */
		case TV_RING:
		{
			/* Known artifacts */
			if ((o_ptr->flags3 & TR3_INSTA_ART) && aware) break;

			/* Color the object */
			modstr = ring_adj[indexx];
			/* Hack -- The One Ring */
			/*if (!aware && (o_ptr->sval == SV_RING_POWER)) modstr = "Plain Gold";*/
			break;
		}

		case TV_STAFF:
		{
			/* Color the object */
			modstr = staff_adj[indexx];
			break;
		}

		case TV_WAND:
		{
			/* Color the object */
			modstr = wand_adj[indexx];
			break;
		}

		case TV_ROD:
		{
			/* Color the object */
			modstr = rod_adj[indexx];
			break;
		}

		case TV_SCROLL:
		{
			/* Color the object */
			modstr = scroll_adj[indexx];
			break;
		}

		case TV_POTION:
		{
			/* Color the object */
			modstr = potion_adj[indexx];
			break;
		}

		case TV_FOOD:
		{
			/* Ordinary food is "boring" */
			if (o_ptr->sval >= SV_FOOD_MIN_FOOD) break;

			/* Color the object */
			modstr = food_adj[indexx];
			break;
		}

		/* Magic Books */
		case TV_SPELL_BOOK:
		{
			modstr = basenm;
			break;
		}

		/* Hack -- Gold/Gems */
		case TV_GOLD:
		{
			strcpy(buf, basenm);
			return;
		}

		/* Used in the "inventory" routine */
		default:
		{
			strcpy(buf, "(nothing)");
			return;
		}
	}

	/* Start dumping the result */
	t = tmp_val;

   /* Durability Check */
   durable = (o_ptr->C_Durability / (o_ptr->weight * 3));
   if (durable > 7) durable = 7;

   if (durable ==  0) t = object_desc_str(t, "(J) ");
   if (durable ==  1) t = object_desc_str(t, "(B) ");
   if (durable ==  2) t = object_desc_str(t, "(P) ");
   if (durable ==  3) t = object_desc_str(t, "(N) ");
   if (durable ==  4) t = object_desc_str(t, "(G) ");
   if (durable ==  5) t = object_desc_str(t, "(E) ");
   if (durable ==  6) t = object_desc_str(t, "(W) ");
   if (durable ==  7) t = object_desc_str(t, "(M) ");


	/* The object "expects" a "number" */
	if (basenm[0] == '&')
	{
		/* Skip the ampersand (and space) */
		s = basenm + 2;

		/* No prefix */
		if (!pref)
		{
			/* Nothing */
		}

		/* Hack -- None left */
		else if (o_ptr->number <= 0)
		{
			t = object_desc_str(t, "no more ");
		}

		/* Extract the number */
		else if (o_ptr->number > 1)
		{
			t = object_desc_num(t, o_ptr->number);
			t = object_desc_chr(t, ' ');
		}

		/* Hack -- The only one of its kind */
		else if (known && (o_ptr->flags3 & TR3_INSTA_ART))
		{
			t = object_desc_str(t, "The ");
		}

		/* A single one, with a vowel in the modifier */
		else if ((*s == '#') && (is_a_vowel(modstr[0])))
		{
			t = object_desc_str(t, "an ");
		}

		/* A single one, with a vowel */
		else if (is_a_vowel(*s))
		{
			t = object_desc_str(t, "an ");
		}

		/* A single one, without a vowel */
		else
		{
			t = object_desc_str(t, "a ");
		}
	}

	/* Hack -- objects that "never" take an article */
	else
	{
		/* No ampersand */
		s = basenm;

		/* No pref */
		if (!pref)
		{
			/* Nothing */
		}

		/* Hack -- all gone */
		else if (o_ptr->number <= 0)
		{
			t = object_desc_str(t, "no more ");
		}

		/* Prefix a number if required */
		else if (o_ptr->number > 1)
		{
			t = object_desc_num(t, o_ptr->number);
			t = object_desc_chr(t, ' ');
		}

		/* Hack -- The only one of its kind */
		else if (known && (o_ptr->flags3 & TR3_INSTA_ART))
		{
			t = object_desc_str(t, "The ");
		}

		/* Hack -- single items get no prefix */
		else
		{
			/* Nothing */
		}
	}

	/* Paranoia -- skip illegal tildes */
	/* while (*s == '~') s++; */

	/* Copy the string */
	for (; *s; s++)
	{
		/* Pluralizer */
		if (*s == '~')
		{
			/* Add a plural if needed */
			if (o_ptr->number != 1)
			{
				char k = t[-1];

				/* XXX XXX XXX Mega-Hack */

				/* Hack -- "Cutlass-es" and "Torch-es" */
				if ((k == 's') || (k == 'h')) *t++ = 'e';

				/* Add an 's' */
				*t++ = 's';
			}
		}

		/* Modifier */
		else if (*s == '#')
		{
			/* Insert the modifier */
			for (u = modstr; *u; u++) *t++ = *u;
		}

		/* Normal */
		else
		{
			/* Copy */
			*t++ = *s;
		}
	}

	/* Terminate */
	*t = '\0';


	/* Append the "kind name" to the "base name" */
	if (append_name)
	{
		t = object_desc_str(t, " of ");
		t = object_desc_str(t, get_object_name(o_ptr));
	}


	/* Hack -- Append "Artifact" or "Special" names */
	if (known)
	{
		if (o_ptr->inscription && strchr(quark_str(o_ptr->inscription), '#'))
		{
			/* Find the '#' */
			cptr str = strchr(quark_str(o_ptr->inscription), '#');

			/* Add the false name */
			t = object_desc_chr(t, ' ');
			t = object_desc_str(t, &str[1]);
		}

		/* Is it a new artifact or ego item? */
		else if (o_ptr->xtra_name)
		{
			t = object_desc_chr(t, ' ');

			t = object_desc_str(t, quark_str(o_ptr->xtra_name));
		}
	}


	/* No more details wanted */
	if (mode < 1) goto copyback;

	/* Hack -- Chests must be described in detail */
	if (o_ptr->tval == TV_CHEST)
	{
		/* Not searched yet */
		if (!known)
		{
			/* Nothing */
		}

		/* May be "empty" */
		else if (!o_ptr->pval)
		{
			t = object_desc_str(t, " (empty)");
		}

		/* May be "disarmed" */
		else if (o_ptr->pval < 0)
		{
			if (chest_traps[0 - o_ptr->pval])
			{
				t = object_desc_str(t, " (disarmed)");
			}
			else
			{
				t = object_desc_str(t, " (unlocked)");
			}
		}

		/* Describe the traps, if any */
		else
		{
			/* Describe the traps */
			switch (chest_traps[o_ptr->pval])
			{
				case 0:
				{
					t = object_desc_str(t, " (Locked)");
					break;
				}
				case CHEST_LOSE_STR:
				{
					t = object_desc_str(t, " (Poison Needle)");
					break;
				}
				case CHEST_LOSE_CON:
				{
					t = object_desc_str(t, " (Poison Needle)");
					break;
				}
				case CHEST_POISON:
				{
					t = object_desc_str(t, " (Gas Trap)");
					break;
				}
				case CHEST_PARALYZE:
				{
					t = object_desc_str(t, " (Gas Trap)");
					break;
				}
				case CHEST_EXPLODE:
				{
					t = object_desc_str(t, " (Explosion Device)");
					break;
				}
				case CHEST_SUMMON:
				{
					t = object_desc_str(t, " (Summoning Runes)");
					break;
				}
				default:
				{
					t = object_desc_str(t, " (Multiple Traps)");
					break;
				}
			}
		}
	}


	/* Display the item like a weapon */
	if (f3 & (TR3_SHOW_MODS)) show_weapon = TRUE;

	/* Display the item like a weapon */
	if (o_ptr->to_h && o_ptr->to_d) show_weapon = TRUE;

	/* Display the item like armour */
	if ((o_ptr->ac) && (o_ptr->tval != TV_WAND)) show_armour = TRUE;

	/* Dump base weapon info */
	switch (o_ptr->tval)
	{
		/* Missiles and Weapons */
		case TV_SHOT:
		case TV_BOLT:
		case TV_ARROW:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_DIGGING:

		/* Append a "damage" string */
		t = object_desc_chr(t, ' ');
		t = object_desc_chr(t, p1);
		t = object_desc_num(t, o_ptr->dd);
		t = object_desc_chr(t, 'd');
		t = object_desc_num(t, o_ptr->ds);
		t = object_desc_chr(t, p2);

		/* All done */
		break;


		/* Bows get a special "damage string" */
		case TV_BOW:

		/* Extract the "base power" */
		switch (o_ptr->sval)
		{
			case SV_SLING:
			power = 2;
			break;

			case SV_SHORT_BOW:
			power = 2;
			break;

			case SV_LONG_BOW:
			if (p_ptr->stat_use[A_STR] >= 16)
			{
				power = 3;
			}
			else
			{
				/* hack- weak players cannot use a longbow well */
				power = 2;
			}
			break;

			case SV_LIGHT_XBOW:
			power = 4;
			break;

			case SV_HEAVY_XBOW:
			power = 5;
			break;

			default:
			msg_print("Unknown firing multiplier.");
			power = 0;
		}

		/* Apply the "Extra Might" flag */
		if (f3 & (TR3_XTRA_MIGHT)) power++;

		/* Append a special "damage" string */
		t = object_desc_chr(t, ' ');
		t = object_desc_chr(t, p1);
		t = object_desc_chr(t, 'x');
		t = object_desc_num(t, power);
		t = object_desc_chr(t, p2);

		/* All done */
		break;
	}


	/* Add the weapon bonuses */
	if (known)
	{
		/* Show the tohit/todam on request */
		if (show_weapon)
		{
			t = object_desc_chr(t, ' ');
			t = object_desc_chr(t, p1);
			t = object_desc_int(t, o_ptr->to_h);
			t = object_desc_chr(t, ',');
			t = object_desc_int(t, o_ptr->to_d);
			t = object_desc_chr(t, p2);
		}

		/* Show the tohit if needed */
		else if (o_ptr->to_h)
		{
			t = object_desc_chr(t, ' ');
			t = object_desc_chr(t, p1);
			t = object_desc_int(t, o_ptr->to_h);
			t = object_desc_chr(t, p2);
		}

		/* Show the todam if needed */
		else if (o_ptr->to_d)
		{
			t = object_desc_chr(t, ' ');
			t = object_desc_chr(t, p1);
			t = object_desc_int(t, o_ptr->to_d);
			t = object_desc_chr(t, p2);
		}
	}

	bow_ptr = &inventory[INVEN_BOW];

	/* if have a firing weapon + ammo matches bow */
	if (bow_ptr->k_idx && (p_ptr->ammo_tval == o_ptr->tval))
	{
		/* See if the bow is "known" - then set damage bonus */
		if (object_known_p(bow_ptr))
		{
			db = bow_ptr->to_d;
		}
		else
		{
			db = 0;
		}

		/* effect of player */
		db += p_ptr->dis_to_d;

		/* effect of ammo */
		if (known) db += o_ptr->to_d;

		dd = o_ptr->dd;
		ds = o_ptr->ds;

/*		avgdam = deadliness_calc(db);*/

		/* effect of damage dice x2 */
		avgdam = dd * (ds + 1);

      avgdam += db;

		/* Bow properties */
		energy_use = p_ptr->bow_energy;
		tmul = p_ptr->ammo_mult;

		/* Get extra "power" from "extra might" */
		if (p_ptr->xtra_might) tmul++;

		/* launcher multiplier */
		avgdam *= tmul;

		/* display (shot damage/ avg damage) */
		t = object_desc_chr(t, ' ');
		t = object_desc_chr(t, p1);
		t = object_desc_num(t, avgdam / 2/*00*/);
		t = object_desc_chr(t, '/');

		tmul = p_ptr->num_fire;
		if (tmul == 0)
		{
			t = object_desc_chr(t, '-');
		}
		else
		{
			/* calc effects of energy  x2 */
			avgdam *= (1 + p_ptr->num_fire);

			/* rescale */
			avgdam /= ((int)(4 * (int)(energy_use / 100.0)));
			t = object_desc_num(t, avgdam);
		}

		t = object_desc_chr(t, p2);
	}

	/* Add the armor bonuses */
	if (known)
	{
		/* Show the armor class info */
		if (show_armour)
		{
			t = object_desc_chr(t, ' ');
			t = object_desc_chr(t, b1);
			t = object_desc_num(t, o_ptr->ac);
			t = object_desc_chr(t, ',');
			t = object_desc_int(t, o_ptr->to_a);
			t = object_desc_chr(t, b2);
		}

		/* No base armor, but does increase armor */
		else if (o_ptr->to_a)
		{
			t = object_desc_chr(t, ' ');
			t = object_desc_chr(t, b1);
			t = object_desc_int(t, o_ptr->to_a);
			t = object_desc_chr(t, b2);
		}
	}

	/* Hack -- always show base armor */
	else if (show_armour)
	{
		t = object_desc_chr(t, ' ');
		t = object_desc_chr(t, b1);
		t = object_desc_num(t, o_ptr->ac);
		t = object_desc_chr(t, b2);
	}


	/* No more details wanted */
	if (mode < 2) goto copyback;


	/*
	 * Hack -- Wands and Staffs have charges.  Make certain how many charges
	 * a stack of staffs really has is clear. -LM-
	 */
	if (known &&
	    ((o_ptr->tval == TV_STAFF) ||
	     (o_ptr->tval == TV_WAND)))
	{
		/* Dump " (N charges)" */
		t = object_desc_chr(t, ' ');
		t = object_desc_chr(t, p1);

		/* Clear explaination for staffs. */
		if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
		{
			t = object_desc_num(t, o_ptr->number);
			t = object_desc_str(t, "x ");
		}
		t = object_desc_num(t, o_ptr->pval);
		t = object_desc_str(t, " charge");

		if (o_ptr->pval != 1)
		{
			t = object_desc_chr(t, 's');
		}

		t = object_desc_chr(t, p2);
	}
	/* Hack -- Rods have a "charging" indicator.  Now that stacks of rods may
	 * be in any state of charge or discharge, this now includes a number. -LM-
	 */
	else if (known && (o_ptr->tval == TV_ROD))
	{
		/* Hack -- Dump " (# charging)" if relevant */
 		if ((o_ptr->timeout) && (o_ptr->tval != TV_LITE))
		{
			/* Stacks of rods display an exact count of charging rods. */
			if (o_ptr->number > 1)
			{
				/* Paranoia. */
				if (k_ptr->pval == 0) k_ptr->pval = 1;

				/* Find out how many rods are charging, by dividing
				 * current timeout by each rod's maximum timeout.
				 * Ensure that any remainder is rounded up.  Display
			 	 * very discharged stacks as merely fully discharged.
			 	 */
				power = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
				if (power > o_ptr->number) power = o_ptr->number;

				/* Display prettily. */
				t = object_desc_str(t, " (");
				t = object_desc_num(t, power);
				t = object_desc_str(t, " charging)");
			}

			/* "one Rod of Perception (1 charging)" would look tacky. */
			else
			{
				t = object_desc_str(t, " (charging)");
			}
		}
	}

	/* Hack -- Process Lanterns/Torches */
	else if ((o_ptr->tval == TV_LITE) && (!(o_ptr->flags3 & TR3_LITE)))
	{
		/* Hack -- Turns of light for normal lites */
		t = object_desc_str(t, " (with ");
		t = object_desc_num(t, o_ptr->timeout);
		t = object_desc_str(t, " turns of light)");
	}


	/* Dump "pval" flags for wearable items */
	if (known && (f1 & (TR1_PVAL_MASK)))
	{
      if (o_ptr->tval != TV_STAFF && o_ptr->tval != TV_ROD && o_ptr->tval != TV_POTION && o_ptr->tval != TV_FOOD && o_ptr->tval != TV_WAND && o_ptr->tval != TV_SCROLL)
      {
   		/* Start the display */
	   	t = object_desc_chr(t, ' ');
		   t = object_desc_chr(t, p1);

   		/* Dump the "pval" itself */
	   	t = object_desc_int(t, o_ptr->pval);

		   /* Do not display the "pval" flags */
   		if (f3 & (TR3_HIDE_TYPE))
	   	{
		   	/* Nothing */
   		}

	   	/* Speed */
		   else if (f1 & (TR1_SPEED))
   		{
	   		/* Dump " to speed" */
		   	t = object_desc_str(t, " to speed");
   		}

	   	/* Attack speed */
		   else if (f1 & (TR1_BLOWS))
   		{
	   		/* Add " attack" */
		   	t = object_desc_str(t, " attack");

			   /* Add "attacks" */
   			if (ABS(o_ptr->pval) != 1) t = object_desc_chr(t, 's');
	   	}

   		/* Stealth */
	   	else if (f1 & (TR1_STEALTH))
		   {
   			/* Dump " to stealth" */
	   		t = object_desc_str(t, " to stealth");
		   }

   		/* Search */
	   	else if (f1 & (TR1_SEARCH))
		   {
			   /* Dump " to searching" */
   			t = object_desc_str(t, " to searching");
	   	}

		   /* Infravision */
   		else if (f1 & (TR1_INFRA))
	   	{
		   	/* Dump " to infravision" */
			   t = object_desc_str(t, " to infravision");
   		}

	   	/* Finish the display */
		   t = object_desc_chr(t, p2);
      }
	}

   if (known && o_ptr->pval2)
   {
		t = object_desc_chr(t, ' ');
		t = object_desc_chr(t, pv1);
		t = object_desc_num(t, o_ptr->pval2);
		t = object_desc_chr(t, pv2);
   }

	/* Indicate charging objects, but not rods. */
	if (known && o_ptr->timeout && o_ptr->tval != TV_ROD
		 && o_ptr->tval != TV_LITE)
	{
		/* Hack -- Dump " (charging)" if relevant */
		t = object_desc_str(t, " (charging)");
	}


	/* No more details wanted */
	if (mode < 3) goto copyback;


	/* No inscription yet */
	tmp_val2[0] = '\0';

	/* Use the standard inscription if available */
	if (o_ptr->inscription)
	{
		char *tmp = tmp_val2;

		strcpy(tmp_val2, quark_str(o_ptr->inscription));

		for (; *tmp && (*tmp != '#'); tmp++);

		*tmp = '\0';
	}

	/* Use the game-generated "feeling" otherwise, if available */
	else if (o_ptr->feeling)
	{
		strcpy(tmp_val2, game_inscriptions[o_ptr->feeling]);
	}

	/* Note "cursed" if the item is known to be cursed */
	else if (cursed_p(o_ptr) && (known || (o_ptr->ident & (IDENT_SENSE))))
	{
		strcpy(tmp_val2, "cursed");
	}

	/* Mega-Hack -- note empty wands/staffs */
	else if (!known && (o_ptr->ident & (IDENT_EMPTY)))
	{
		strcpy(tmp_val2, "empty");
	}

	/* Note "tried" if the object has been tested unsuccessfully */
	else if (!aware && object_tried_p(o_ptr))
	{
		strcpy(tmp_val2, "tried");
	}

	/* Note the discount, if any */
	else if (o_ptr->discount)
	{
		(void)object_desc_num(tmp_val2, o_ptr->discount);
		strcat(tmp_val2, "% off");
	}

	/* Append the inscription, if any */
	if (tmp_val2[0])
	{
		int n;

		/* Hack -- How much so far */
		n = (t - tmp_val);

		/* Paranoia -- do not be stupid */
		if (n > 75) n = 75;

		/* Hack -- shrink the inscription */
		tmp_val2[75 - n] = '\0';

		/* Append the inscription */
		t = object_desc_chr(t, ' ');
		t = object_desc_chr(t, c1);
		t = object_desc_str(t, tmp_val2);
		t = object_desc_chr(t, c2);
	}

copyback:
	/* Here's where we dump the built string into buf. */
	tmp_val[79] = '\0';
	t = tmp_val;
	while ((*(buf++) = *(t++))); /* copy the string over */
}
コード例 #20
0
ファイル: squelch.c プロジェクト: NickMcConnell/Beleriand
/**
 * Determines if an object is eligable for squelching.
 */
extern bool squelch_item_ok(const object_type * o_ptr)
{
	size_t i;
	int num = -1;

	object_kind *k_ptr = &k_info[o_ptr->k_idx];
	bool fullid = object_known_p(o_ptr);
	bool sensed = (o_ptr->ident & IDENT_SENSE) || fullid;
	byte feel =
		fullid ? value_check_aux1((object_type *) o_ptr) : o_ptr->feel;


	/* Don't squelch artifacts */
	if (artifact_p(o_ptr))
		return FALSE;

	/* Don't squelch stuff inscribed not to be destroyed (!k) */
	if (check_for_inscrip(o_ptr, "!k") || check_for_inscrip(o_ptr, "!*")) {
		return FALSE;
	}

	/* Auto-squelch dead chests */
	if (o_ptr->tval == TV_CHEST && o_ptr->pval == 0)
		return TRUE;

	/* Do squelching by sval, if we 'know' the flavour. */
	if (k_ptr->squelch && (k_ptr->flavor == 0 || k_ptr->aware)) {
		if (squelch_tval(k_info[o_ptr->k_idx].tval))
			return TRUE;
	}

	/* Squelch some ego items if known */
	if (has_ego_properties(o_ptr) && (e_info[o_ptr->name2].squelch)) {
		return TRUE;
	}


	/* Don't check pseudo-ID for nonsensed things */
	if (!sensed)
		return FALSE;



	/* Find the appropriate squelch group */
	for (i = 0; i < N_ELEMENTS(quality_choices); i++) {
		if (quality_choices[i].enum_val == o_ptr->tval) {
			num = i;
			break;
		}
	}

	/* Never squelched */
	if (num == -1)
		return FALSE;


	/* Get result based on the feeling and the squelch_level */
	switch (squelch_level[num]) {
	case SQUELCH_CURSED:
		{
			if (o_ptr->ident & IDENT_CURSED) {
				return TRUE;
			}

			break;
		}

	case SQUELCH_DUBIOUS:
		{
			if ((feel == FEEL_DUBIOUS_WEAK) || (feel == FEEL_PERILOUS) ||
				(feel == FEEL_DUBIOUS_STRONG)) {
				return TRUE;
			}

			break;
		}

	case SQUELCH_DUBIOUS_NON:
		{
			if (feel == FEEL_DUBIOUS_STRONG) {
				return TRUE;
			}

			break;
		}

	case SQUELCH_NON_EGO:
		{
			if ((feel == FEEL_DUBIOUS_STRONG) || (feel == FEEL_AVERAGE) ||
				(feel == FEEL_GOOD_STRONG)) {
				return TRUE;
			}

			break;
		}

	case SQUELCH_AVERAGE:
		{
			if ((feel == FEEL_DUBIOUS_WEAK) || (feel == FEEL_PERILOUS) ||
				(feel == FEEL_DUBIOUS_STRONG) || (feel == FEEL_AVERAGE)) {
				return TRUE;
			}

			break;
		}

	case SQUELCH_GOOD_STRONG:
		{
			if ((feel == FEEL_PERILOUS) || (feel == FEEL_DUBIOUS_STRONG) ||
				(feel == FEEL_AVERAGE) || (feel == FEEL_GOOD_STRONG)) {
				return TRUE;
			}

			break;
		}

	case SQUELCH_GOOD_WEAK:
		{
			if ((feel == FEEL_PERILOUS) || (feel == FEEL_DUBIOUS_STRONG) ||
				(feel == FEEL_AVERAGE) || (feel == FEEL_GOOD_WEAK) ||
				(feel == FEEL_GOOD_STRONG)) {
				return TRUE;
			}

			break;
		}

	case SQUELCH_ALL:
		{
			return TRUE;
			break;
		}
	}

	/* Failure */
	return FALSE;
}
コード例 #21
0
ファイル: obj-info.c プロジェクト: MarvinPA/mpa-sil
/*
 * Describe miscellaneous powers such as see invisible, free action,
 * permanent light, etc; also note curses and penalties.
 */
static bool describe_misc_magic(const object_type *o_ptr, u32b f2, u32b f3)
{
	cptr good[7], bad[6];
	int gc = 0, bc = 0;
	bool something = FALSE;

	/* Throwing weapons. */
	if (f3 & (TR3_THROWING))
	{
		good[gc++] = (format("can be thrown effectively (%d squares)",throwing_range(o_ptr)));
	}

	/* Collect stuff which can't be categorized */
	if (((o_ptr->tval == TV_LIGHT) && artefact_p(o_ptr)) || ((o_ptr->tval != TV_LIGHT) && (f2 & (TR2_LIGHT))))
		good[gc++] = "lights the dungeon around you";
	if ((f2 & (TR2_LIGHT)) && (o_ptr->tval == TV_LIGHT))	good[gc++] = "burns brightly, increasing your light radius by an additional square";
	if (f2 & (TR2_SLOW_DIGEST))								good[gc++] = "reduces your need for food";
	if ((f2 & (TR2_RADIANCE)) && (o_ptr->tval == TV_BOW))	good[gc++] = "fires shining arrows";
	if ((f2 & (TR2_RADIANCE)) && (o_ptr->tval == TV_BOOTS))	good[gc++] = "lights your path behind you";
	if (f2 & (TR2_REGEN))									good[gc++] = "speeds your regeneration (which increases your hunger while active)";

	/* Describe */
	output_desc_list("It ", good, gc);

	/* Set "something" */
	if (gc) something = TRUE;

	/* Collect granted powers */
	gc = 0;
	if (f2 & (TR2_SPEED))     good[gc++] = "great speed";
	if (f2 & (TR2_FREE_ACT))  good[gc++] = "freedom of movement";
	if (f2 & (TR2_SEE_INVIS)) good[gc++] = "the ability to see invisible creatures";

	/* Collect penalties */
	if (f2 & (TR2_DANGER))	   bad[bc++] = "makes you encounter more dangerous creatures (even when not worn)";
	if (f2 & (TR2_FEAR))	   bad[bc++] = "causes you to panic in combat";
	if (f2 & (TR2_HUNGER))	   bad[bc++] = "increases your hunger";
	if (f2 & (TR2_DARKNESS))   bad[bc++] = "creates an unnatural darkness";
	if (f2 & (TR2_SLOWNESS))   bad[bc++] = "slows your movement";
	if (f2 & (TR2_AGGRAVATE))  bad[bc++] = "enrages nearby creatures";
	if (f2 & (TR2_HAUNTED))	   bad[bc++] = "draws wraiths to your level";

	/* Deal with cursed stuff */
	if (cursed_p(o_ptr))
	{
		if (f3 & (TR3_PERMA_CURSE)) bad[bc++] = "is permanently cursed";
		else if (f3 & (TR3_HEAVY_CURSE)) bad[bc++] = "is heavily cursed";
		else if (object_known_p(o_ptr)) bad[bc++] = "is cursed";
	}

	/* Describe */
	if (gc)
	{
		/* Output intro */
		p_text_out("It grants you ");

		/* Output list */
		output_list(good, gc);

		/* Output end (if needed) */
		if (!bc) p_text_out(".  ");
	}

	if (bc)
	{
		/* Output intro */
		if (gc) p_text_out(", but it also ");
		else p_text_out("It ");

		/* Output list */
		output_list(bad, bc);

		/* Output end */
		p_text_out(".  ");
	}

	/* Set "something" */
	if (gc || bc) something = TRUE;

	/* Return "something" */
	return (something);
}
コード例 #22
0
ファイル: cmd2.c プロジェクト: CJNyfalt/Oangband
/*
 * Attempt to disarm the chest at the given location
 *
 * Assume there is no monster blocking the destination
 *
 * Returns TRUE if repeated commands may continue
 */
static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
{
	int i, j;

	bool more = FALSE;

	object_type *o_ptr = &o_list[o_idx];


	/* Get the "disarm" factor */
	i = p_ptr->skill_dis;

	/* Penalize some conditions */
	if (p_ptr->blind || no_lite()) i = i / 10;
	if (p_ptr->confused || p_ptr->image) i = i / 10;

	/* Difficulty rating. */
	j = i - (5 + o_ptr->pval / 2);

	/* Always have a small chance of success */
	if (j < 2) j = 2;

	/* Must find the trap first. */
	if (!object_known_p(o_ptr))
	{
		msg_print("I don't see any traps.");
	}

	/* Already disarmed/unlocked */
	else if (o_ptr->pval <= 0)
	{
		msg_print("The chest is not trapped.");
	}

	/* No traps to find. */
	else if (!chest_traps[o_ptr->pval])
	{
		msg_print("The chest is not trapped.");
	}

	/* Success (get a fair amount of experience) */
	else if (randint0(100) < j)
	{
		msg_print("You have disarmed the chest.");
		gain_exp(o_ptr->pval * o_ptr->pval / 10);
		o_ptr->pval = (0 - o_ptr->pval);
	}

	/* Failure -- Keep trying */
	else if ((i > 5) && (randint1(i) > 5))
	{
		/* We may keep trying */
		more = TRUE;
		if (flush_failure) flush();
		msg_print("You failed to disarm the chest.");
	}

	/* Failure -- Set off the trap */
	else
	{
		msg_print("You set off a trap!");
		chest_trap(y, x, o_idx);
	}

	/* Result */
	return (more);
}
コード例 #23
0
ファイル: object1.c プロジェクト: kaypy/NPPAngband
/*
 * 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;

}
コード例 #24
0
ファイル: object1.c プロジェクト: kaypy/NPPAngband
static size_t obj_desc_charges(const object_type *o_ptr, char *buf, size_t max, size_t end)
{
	object_kind *k_ptr = &k_info[o_ptr->k_idx];

	bool aware = object_flavor_is_aware(o_ptr) || (o_ptr->ident & IDENT_STORE);

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

	/* Wands and Staffs have charges */
	if (aware && known && (o_ptr->tval == TV_STAFF || o_ptr->tval == TV_WAND))
		strnfcat(buf, max, &end, " (%d charge%s)", o_ptr->pval, PLURAL(o_ptr->pval));

	/* Charging things */
	else if (o_ptr->timeout > 0)
	{
		/* Hack -- Rods have a "charging" indicator */
		if (known && (o_ptr->tval == TV_ROD))
		{
			/* Hack -- Dump " (# charging)" if relevant */
			if (o_ptr->timeout >= 1)
			{

				/* Stacks of rods display an exact count of charging rods. */
				if (o_ptr->number > 1)
				{
					int power;

					/* Paranoia. */
					if (k_ptr->pval == 0) k_ptr->pval = 1;

					/* Find out how many rods are charging, by dividing
				 	 * current timeout by each rod's maximum timeout.
				 	 * Ensure that any remainder is rounded up.  Display
				 	 * very discharged stacks as merely fully discharged.
				 	 */
					power = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;

					if (power > o_ptr->number) power = o_ptr->number;

					/* Display prettily */
					strnfcat(buf, max, &end, " (%d charging)", power);
				}


				/* Display prettily */
				else strnfcat(buf, max, &end, " (charging)");
			}
		}


		/* Indicate "charging" objects, but not rods or lites */
		if (known && o_ptr->timeout && o_ptr->tval != TV_ROD
			    && !fuelable_lite_p(o_ptr))
		{

			/* Hack -- Dump " (charging)" if relevant */
			strnfcat(buf, max, &end, " (charging)");
		}
	}

	return end;
}
コード例 #25
0
ファイル: obj-desc.c プロジェクト: LostTemplar/Beleriand
/*
 * Copy 'src' into 'buf, replacing '#' with 'modstr' (if found), putting a plural
 * in the place indicated by '~' if required, or using alterate...
 */
static size_t obj_desc_name(char *buf, size_t max, size_t end,
			    const object_type * o_ptr, bool prefix,
			    odesc_detail_t mode, bool spoil)
{
    object_kind *k_ptr = &k_info[o_ptr->k_idx];

    bool known = object_known_p(o_ptr) || spoil;
    bool aware = object_aware_p(o_ptr) || spoil;

    const char *basename = obj_desc_get_basename(o_ptr, aware);
    const char *modstr = obj_desc_get_modstr(o_ptr);

    bool pluralise = (mode & ODESC_PLURAL) ? TRUE : FALSE;

    if (aware && !k_ptr->everseen)
	k_ptr->everseen = TRUE;

    if (o_ptr->number > 1)
	pluralise = TRUE;
    if (mode & ODESC_SINGULAR)
	pluralise = FALSE;

    /* Add a pseudo-numerical prefix if desired */
    if (prefix) {
	if (o_ptr->number <= 0) {
	    strnfcat(buf, max, &end, "no more ");

	    /* Pluralise for grammatical correctness */
	    pluralise = TRUE;
	} else if (o_ptr->number > 1)
	    strnfcat(buf, max, &end, "%d ", o_ptr->number);
	else if ((known) && artifact_p(o_ptr))
	    strnfcat(buf, max, &end, "The ");

	else if (*basename == '&') {
	    bool an = FALSE;
	    const char *lookahead = basename + 1;

	    while (*lookahead == ' ')
		lookahead++;

	    if (*lookahead == '#') {
		if (modstr && is_a_vowel(*modstr))
		    an = TRUE;
	    } else if (is_a_vowel(*lookahead)) {
		an = TRUE;
	    }

	    if (an)
		strnfcat(buf, max, &end, "an ");
	    else
		strnfcat(buf, max, &end, "a ");
	}
    }


/*
 * Names have the following elements:
 *
 * '~' indicates where to place an 's' or an 'es'.  Other plural forms should
 * be handled with the syntax '|singular|plural|', e.g. "kni|fe|ves|".
 *
 * '#' indicates the position of the "modifier", e.g. the flavour or spellbook
 * name.
 */



    /* Copy the string */
    while (*basename) {
	if (*basename == '&') {
	    while (*basename == ' ' || *basename == '&')
		basename++;
	    continue;
	}

	/* Pluralizer (regular English plurals) */
	else if (*basename == '~') {
	    char prev = *(basename - 1);

	    if (!pluralise) {
		basename++;
		continue;
	    }

	    /* e.g. cutlass-e-s, torch-e-s, box-e-s */
	    if (prev == 's' || prev == 'h' || prev == 'x')
		strnfcat(buf, max, &end, "es");
	    else
		strnfcat(buf, max, &end, "s");
	}

	/* Special plurals */
	else if (*basename == '|') {
	    /* e.g. & Wooden T|o|e|rch~ ^ ^^ */
	    const char *singular = basename + 1;
	    const char *plural = strchr(singular, '|');
	    const char *endmark = NULL;

	    if (plural) {
		plural++;
		endmark = strchr(plural, '|');
	    }

	    if (!singular || !plural || !endmark)
		return end;

	    if (!pluralise)
		strnfcat(buf, max, &end, "%.*s", plural - singular - 1,
			 singular);
	    else
		strnfcat(buf, max, &end, "%.*s", endmark - plural, plural);

	    basename = endmark;
	}

	/* Handle pluralisation in the modifier XXX */
	else if (*basename == '#') {
	    const char *basename = modstr;

	    while (basename && *basename && (end < max - 1)) {
		/* Special plurals */
		if (*basename == '|') {
		    /* e.g. & Wooden T|o|e|rch~ ^ ^^ */
		    const char *singular = basename + 1;
		    const char *plural = strchr(singular, '|');
		    const char *endmark = NULL;

		    if (plural) {
			plural++;
			endmark = strchr(plural, '|');
		    }

		    if (!singular || !plural || !endmark)
			return end;

		    if (!pluralise)
			strnfcat(buf, max, &end, "%.*s", plural - singular - 1,
				 singular);
		    else
			strnfcat(buf, max, &end, "%.*s", endmark - plural,
				 plural);

		    basename = endmark;
		}

		else
		    buf[end++] = *basename;

		basename++;
	    }
	}

	else
	    buf[end++] = *basename;

	basename++;
    }

    /* 0-terminate, just in case XXX */
    buf[end] = 0;


	/** Append extra names of various kinds **/

    if ((known) && o_ptr->name1)
	strnfcat(buf, max, &end, " %s", a_info[o_ptr->name1].name);
    
    else if ((spoil && o_ptr->name2) || has_ego_properties(o_ptr))
	strnfcat(buf, max, &end, " %s", e_info[o_ptr->name2].name);
    
    else if (aware && !artifact_p(o_ptr)
	     && (k_ptr->flavor || k_ptr->tval == TV_SCROLL)
	     && ((k_ptr->tval != TV_FOOD) || (k_ptr->sval < SV_FOOD_MIN_FOOD)))
	strnfcat(buf, max, &end, " of %s", k_ptr->name);
    
    return end;
}
コード例 #26
0
ファイル: obj-desc.c プロジェクト: LostTemplar/Beleriand
static size_t obj_desc_chest(const object_type * o_ptr, char *buf, size_t max,
			     size_t end)
{
    bool known = object_known_p(o_ptr);

    if (o_ptr->tval != TV_CHEST)
	return end;
    if (!known)
	return end;

    /* May be "empty" */
    if (!o_ptr->pval)
	strnfcat(buf, max, &end, " (empty)");

    /* May be "disarmed" */
    else if (o_ptr->pval < 0) {
	if (chest_traps[0 - o_ptr->pval])
	    strnfcat(buf, max, &end, " (disarmed)");
	else
	    strnfcat(buf, max, &end, " (unlocked)");
    }

    /* Describe the traps, if any */
    else {
	/* Describe the traps */
	/* Describe the traps */
	switch (chest_traps[o_ptr->pval]) {
	case 0:
	{
	    strnfcat(buf, max, &end, " (Locked)");
	    break;
	}
	case CHEST_LOSE_STR:
	case CHEST_LOSE_CON:
	{
	    strnfcat(buf, max, &end, " (Poison Needle)");
	    break;
	}
	case CHEST_POISON:
	case CHEST_PARALYZE:
	{
	    strnfcat(buf, max, &end, " (Gas Trap)");
	    break;
	}
	case CHEST_SCATTER:
	{
	    strnfcat(buf, max, &end, " (A Strange Rune)");
	    break;
	}
	case CHEST_EXPLODE:
	{
	    strnfcat(buf, max, &end, " (Explosion Device)");
	    break;
	}
	case CHEST_SUMMON:
	case CHEST_E_SUMMON:
	case CHEST_H_SUMMON:
	case CHEST_BIRD_STORM:
	{
	    strnfcat(buf, max, &end, " (Summoning Runes)");
	    break;
	}
	case CHEST_RUNES_OF_EVIL:
	{
	    strnfcat(buf, max, &end, " (Gleaming Black Runes)");
	    break;
	}
	default:
	{
	    strnfcat(buf, max, &end, " (Multiple Traps)");
	    break;
	}
	}
    }
    
    return end;
}
コード例 #27
0
ファイル: object1.c プロジェクト: kaypy/NPPAngband
static size_t obj_desc_inscrip(const object_type *o_ptr, char *buf, size_t max, size_t end)
{
	const char *u[6] = { 0, 0, 0, 0, 0, 0};
	int n = 0;

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

	u32b f1, f2, f3, fn;
	object_flags(o_ptr, &f1, &f2, &f3, &fn);

	/* Get inscription, pdeudo-id, or store discount */
	if (o_ptr->obj_note) u[n++] = quark_str(o_ptr->obj_note);
	if (o_ptr->discount >= INSCRIP_NULL)
	{
		u[n++] = inscrip_text[o_ptr->discount - INSCRIP_NULL];
	}
	else if (cursed_p(o_ptr) && known)
	{
		u[n++] = "cursed";
	}
	else if ((o_ptr->ident & IDENT_EMPTY) && (!known))
	{
		u[n++] = "empty";
	}
	else if ((!aware) && object_tried_p(o_ptr))
	{
		u[n++] = "tried";
	}
	else if (o_ptr->discount > 0)
	{
		char buf[80];
		my_strcpy(buf, format("%d%% off", o_ptr->discount), sizeof(buf));

		u[n++] = buf;
	}

	/* Use the "unknown" inscription */
	else if (!known && can_be_pseudo_ided(o_ptr) &&
			(o_ptr->discount < INSCRIP_NULL))
	{
		u[n++] = "unknown";
	}

	if (n)
	{
		int i;
		for (i = 0; i < n; i++)
		{
			if (i == 0)
				strnfcat(buf, max, &end, " {");
			strnfcat(buf, max, &end, "%s", u[i]);
			if (i < n-1)
				strnfcat(buf, max, &end, ", ");
		}

		strnfcat(buf, max, &end, "}");
	}

	return end;
}
コード例 #28
0
ファイル: cmd1.c プロジェクト: artes-liberales/FAangband
/**
 * Carry an object and delete it.
 */
extern void py_pickup_aux(int o_idx, bool msg)
{
    int slot, quiver_slot = 0;

    char o_name[120];
    object_type *o_ptr = &o_list[o_idx];
    object_type *i_ptr = &p_ptr->inventory[INVEN_LIGHT];
    bitflag f[OF_SIZE], obvious_mask[OF_SIZE];


    flags_init(obvious_mask, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END);
    of_copy(f, o_ptr->flags_obj);
    
    /* Carry the object */
    slot = inven_carry(p_ptr, o_ptr);

    /* Handle errors (paranoia) */
    if (slot < 0) return;

    /* If we have picked up ammo which matches something in the quiver, note
     * that it so that we can wield it later (and suppress pick up message) */
    if (obj_is_quiver_obj(o_ptr)) 
    {
	int i;
	for (i = QUIVER_START; i < QUIVER_END; i++) 
	{
	    if (!p_ptr->inventory[i].k_idx) continue;
	    if (!object_similar(&p_ptr->inventory[i], o_ptr,
				OSTACK_QUIVER)) continue;
	    quiver_slot = i;
	    break;
	}
    }

    /* Get the object again */
    o_ptr = &p_ptr->inventory[slot];

    /* Set squelch status */
    p_ptr->notice |= PN_SQUELCH;

    /* Stone of Lore gives id on pickup */
    if (!object_known_p(o_ptr)) {
	if (i_ptr->sval == SV_STONE_LORE)
	    identify_object(o_ptr);

	/* Otherwise pseudo-ID */
	else {
	    bool heavy = FALSE;
	    int feel;

	    /* Heavy sensing */
	    heavy = (player_has(PF_PSEUDO_ID_HEAVY));

	    /* Type of feeling */
	    feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));

	    /* We have "felt" it */
	    o_ptr->ident |= (IDENT_SENSE);

	    /* Inscribe it textually */
	    o_ptr->feel = feel;

	    /* Set squelch flag as appropriate */
	    p_ptr->notice |= PN_SQUELCH;
	}
    }

    /* Log artifacts if found */
    if (artifact_p(o_ptr))
	history_add_artifact(o_ptr->name1, object_is_known(o_ptr), TRUE);

    /* Notice dice and other obvious stuff */
    notice_other(IF_DD_DS, slot + 1);
    (void) of_inter(f, obvious_mask);
    of_union(o_ptr->id_obj, f);

    /* Average things are average */
    if ((o_ptr->feel == FEEL_AVERAGE) && (is_weapon(o_ptr) || is_armour(o_ptr))){
	notice_other(IF_AC, slot + 1);
	notice_other(IF_TO_A, slot + 1);
	notice_other(IF_TO_H, slot + 1);
	notice_other(IF_TO_D, slot + 1);
    }

    /* Recalculate the bonuses */
    p_ptr->update |= (PU_BONUS);

    /* Optionally, display a message */
    if (msg && !quiver_slot)
    {
	/* Describe the object */
	object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);

	/* Message */
	msg_format("You have %s (%c).", o_name, index_to_label(slot));
    }


    /* Delete the object */
    delete_object_idx(o_idx);

    /* If we have a quiver slot that this item matches, use it */
    if (quiver_slot) wield_item(o_ptr, slot, quiver_slot);
}
コード例 #29
0
ファイル: cmd-context.c プロジェクト: blubaron/z-angband
int context_menu_cave(int cy, int cx, int adjacent, int mx, int my)
{
	menu_type *m;
	rect_region r;
	int selected;
	char *labels;

	cave_type *c_ptr = area(cx,cy);
	pcave_type *pc_ptr = parea(cx,cy);
	feature_type *feat;
	object_type *o_ptr;

	/* paranoia */
	if (!in_boundsp(cx,cy)) return 0;

	m = menu_dynamic_new();
	if (!m) {
		return 0;
	}

	labels = (char*)string_make(lower_case);
	m->selections = labels;

	feat  = &(f_info[c_ptr->feat]);

	menu_dynamic_add_label(m, "Look At", 'l', 1, labels);
	if (c_ptr->m_idx) {
		menu_dynamic_add_label(m, "Recall Info", '/', 18, labels);
	}
	menu_dynamic_add_label(m, "Use Item On", 'u', 2, labels);
	if (player_can_cast()) {
		menu_dynamic_add_label(m, "Cast On", 'm', 3, labels);
	}
	if (adjacent) {
		if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) {
			menu_dynamic_add_label(m, "Attack", '+', 4, labels);
		} else {
			menu_dynamic_add_label(m, "Alter", '+', 4, labels);
		}
		if (c_ptr->o_idx) {
			o_ptr = chest_check(cx,cy);
			if (o_ptr && o_ptr->pval) {
				//if (!squelch_item_ok(o_ptr)) {
					if (object_known_p(o_ptr)) {
						if (chest_traps[o_ptr->pval]) {
							menu_dynamic_add_label(m, "Disarm Chest", 'D', 5, labels);
							menu_dynamic_add_label(m, "Open Chest", 'o', 8, labels);
						} else {
							menu_dynamic_add_label(m, "Open Disarmed Chest", 'o', 8, labels);
						}
					} else {
						menu_dynamic_add_label(m, "Open Chest", 'o', 8, labels);
					}
				//}
			}
		}
		if (is_visible_trap(c_ptr)) {
			menu_dynamic_add_label(m, "Disarm", 'D', 5, labels);
			menu_dynamic_add_label(m, "Jump Onto", 'W', 6, labels);
		}
		if (pc_ptr->feat) {
			if ((feat->flags & FF_CLOSEABLE)
				|| ((feat->flags & FF_BROKEN) && (feat->flags & FF_DOOR)))
			{
				menu_dynamic_add_label(m, "Close", 'c', 7, labels);
			}
			if (feat->flags & FF_CLOSED) {
				menu_dynamic_add_label(m, "Open", 'o', 8, labels);
				menu_dynamic_add_label(m, "Bash Open", 'B', 9, labels);
				menu_dynamic_add_label(m, "Lock", 'D', 5, labels);
				menu_dynamic_add_label(m, "Jam", 'j', 10, labels);
			}
			if (feat->flags & FF_DIG) {
				menu_dynamic_add_label(m, "Tunnel", 'T', 11, labels);
			}
		}
		menu_dynamic_add_label(m, "Search", 's', 12, labels);
		menu_dynamic_add_label(m, "Walk Towards", ';', 14, labels);
	} else {
		menu_dynamic_add_label(m, "Pathfind To", ',', 13, labels);
		menu_dynamic_add_label(m, "Walk Towards", ';', 14, labels);
		menu_dynamic_add_label(m, "Run Towards", '.', 15, labels);
	}
	if (player_can_fire()) {
		menu_dynamic_add_label(m, "Fire On", 'f', 16, labels);
	}
	if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) {
		if (is_pet(&(m_list[c_ptr->m_idx]))) {
			menu_dynamic_add_label(m, "Pet Commands", 'p', 19, labels);
		}
	}
	menu_dynamic_add_label(m, "Throw To", 'v', 17, labels);

	/* work out display region */
	r.width = menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */
	if (mx > Term->wid - r.width - 1) {
		r.col = Term->wid - r.width - 1;
	} else {
		r.col = mx + 1;
	}
	r.page_rows = m->count;
	if (my > Term->hgt - r.page_rows - 1) {
		if (my - r.page_rows - 1 <= 0) {
			/* menu has too many items, so put in upper right corner */
			r.row = 1;
			r.col = Term->wid - r.width - 1;
		} else {
			r.row = Term->hgt - r.page_rows - 1;
		}
	} else {
		r.row = my + 1;
	}

	/* Hack -- no flush needed */
	msg_flag = FALSE;

	screen_save();
	button_backup_all(TRUE);

	/* if there is a monster, draw a target path, which will be erased by the
	 * screen load below */
	if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) {
		sint path_n;
		coord path_g[2*MAX_RANGE+1];

		/* Find the path. */
		path_n = project_path(path_g, p_ptr->px, p_ptr->py, cx, cy, PROJECT_THRU);
		/* Draw the path. */
		draw_path(path_n, path_g, NULL, NULL, p_ptr->px, p_ptr->py);
	}

	menu_layout(m, &r);
	rect_region_erase_bordered(&r);

	/* display the prompt for the context menu */
	target_look_grid_prompt(0, 0, cx, cy,
		format("($UEnter to select command$Y\n$V, $UESC$ to cancel$Y%c$V) You see", ESCAPE));

	/* Hack - redraw stuff to show the target health bar */
	health_redraw();

	/* show the menu and pick from it */
	selected = menu_dynamic_select(m);

	menu_dynamic_free(m);
	string_free(labels);

	button_restore();
	screen_load();

	if (selected == 1) {
		/* look at the spot */
		if (target_set_interactive(TARGET_LOOK, cx, cy)) {
			msgf("Target Selected.");
		}
	} else
	if (selected == 2) {
		/* use an item on the spot */
		p_ptr->cmd.dir = 5;
		p_ptr->cmd.cmd = 'u';
		repeat_check();
		do_cmd_use();
		/*cmd_insert(CMD_USE_AIMED);
		cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/
	} else
	if (selected == 3) {
		/* cast a spell on the spot */
		p_ptr->cmd.dir = 5;
		p_ptr->cmd.cmd = 'm';
		repeat_check();
		do_cmd_cast_wrapper();
		/*if (textui_obj_cast_ret() >= 0) {
			cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);
		}*/
	} else
	if (selected == 4) {
		/* attack a spot adjacent to the player */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.arg = 16;
		p_ptr->cmd.cmd = '+';
		repeat_check();
		do_cmd_alter();
		/*cmd_insert(CMD_ALTER);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 5) {
		/* disarm an adjacent trap or chest */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.arg = 1;
		p_ptr->cmd.cmd = 'D';
		repeat_check();
		do_cmd_disarm();
		/*cmd_insert(CMD_DISARM);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 6) {
		/* walk onto an adjacent spot even if there is a trap there */
		bool orig_disarm = easy_disarm;
		easy_disarm = always_pickup;
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.arg = 1;
		p_ptr->cmd.cmd = 'W';
		repeat_check();
		do_cmd_walk(always_pickup);
		easy_disarm = orig_disarm;
		/*cmd_insert(CMD_JUMP);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 7) {
		/* close a door */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 'c';
		repeat_check();
		do_cmd_close();
		/*cmd_insert(CMD_CLOSE);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 8) {
		/* open a door or chest */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 'o';
		repeat_check();
		do_cmd_open();
		/*cmd_insert(CMD_OPEN);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 9) {
		/* bash a door */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 'o';
		repeat_check();
		do_cmd_open();
		/*p_ptr->cmd.cmd = 'B';
		do_cmd_bash();*/
		/*cmd_insert(CMD_BASH);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 10) {
		/* jam a door */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 'j';
		repeat_check();
		do_cmd_spike();
		/*cmd_insert(CMD_JAM);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 11) {
		/* Tunnel in a direction */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.arg = 16;
		p_ptr->cmd.cmd = 'T';
		repeat_check();
		do_cmd_tunnel();
		/*cmd_insert(CMD_TUNNEL);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 12) {
		/* Search */
		/*p_ptr->cmd.arg = 1;*/
		p_ptr->cmd.cmd = 's';
		repeat_check();
		do_cmd_search();
		/*cmd_insert(CMD_SEARCH);*/
	} else
	if (selected == 13) {
		/* pathfind to the spot */
		/*p_ptr->cmd.arg = 16;*/
		p_ptr->cmd.cmd = ',';
		do_cmd_pathfind(cx,cy);
		/*cmd_insert(CMD_PATHFIND);
		cmd_set_arg_point(cmd_get_top(), 0, cx, cy);*/
	} else
	if (selected == 14) {
		/* walk towards the spot */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.cmd = ';';
		repeat_check();
		do_cmd_walk(always_pickup);
		/*cmd_insert(CMD_WALK);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 15) {
		/* run towards the spot */
		p_ptr->cmd.dir = coords_to_dir(cx, cy);
		p_ptr->cmd.cmd = '.';
		repeat_check();
		do_cmd_run();
		/*cmd_insert(CMD_RUN);
		cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(cy,cx));*/
	} else
	if (selected == 16) {
		/* Fire ammo towards the spot */
		p_ptr->cmd.dir = 5;
		p_ptr->cmd.cmd = 'f';
		repeat_check();
		do_cmd_fire();
		/*cmd_insert(CMD_FIRE);
		cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/
	} else
	if (selected == 17) {
		/* throw an item towards the spot */
		p_ptr->cmd.dir = 5;
		p_ptr->cmd.cmd = 'v';
		repeat_check();
		do_cmd_throw();
		/*cmd_insert(CMD_THROW);
 		cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);*/
	} else
	if (selected == 18) {
		/* recall monster Info */
		monster_type *m_ptr = &m_list[c_ptr->m_idx];
		if (m_ptr) {

			/* Save screen */
			screen_save();
			button_backup_all(TRUE);

			/* Recall on screen */
			screen_roff_mon(m_ptr->r_idx, 0);

			/* wait for a key or mouse press */
			inkey();

			/* Load screen */
			button_restore();
			screen_load();
		}
	} else
	if (selected == 19) {
		/* issue a pet command */
		p_ptr->cmd.cmd = 'p';
		repeat_check();
		do_cmd_pet();
	}

	return 1;
}
コード例 #30
0
ファイル: cmd1.c プロジェクト: artes-liberales/FAangband
/**
 * Search for hidden things
 */
bool search(bool verbose)
{
    int py = p_ptr->py;
    int px = p_ptr->px;

    int y, x, chance;

    bool found = FALSE;

    object_type *o_ptr;

    /* Start with base search ability */
    chance = p_ptr->state.skills[SKILL_SEARCH];

    /* Penalize various conditions */
    if (p_ptr->timed[TMD_BLIND] || no_light())
	chance = chance / 10;
    if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE])
	chance = chance / 10;

    /* Prevent fruitless searches */
    if (chance <= 0)
    {
	if (verbose)
	{
	    msg_print("You can't make out your surroundings well enough to search.");

	    /* Cancel repeat */
	    disturb(0, 0);
	}

	return FALSE;
    }

    /* Search the nearby grids, which are always in bounds */
    for (y = (py - 1); y <= (py + 1); y++) {
	for (x = (px - 1); x <= (px + 1); x++) {
	    feature_type *f_ptr = &f_info[cave_feat[y][x]];

	    /* Sometimes, notice things */
	    if (randint0(100) < chance) {
		/* Invisible trap */
		if (tf_has(f_ptr->flags, TF_TRAP_INVIS)) {
		    found = TRUE;

		    /* Pick a trap */
		    pick_trap(y, x);

		    /* Message */
		    msg_print("You have found a trap.");

		    /* Disturb */
		    disturb(0, 0);
		}

		/* Secret door */
		if (cave_feat[y][x] == FEAT_SECRET) {
		    found = TRUE;

		    /* Message */
		    msg_print("You have found a secret door.");

		    /* Pick a door */
		    place_closed_door(y, x);

		    /* Disturb */
		    disturb(0, 0);
		}

		/* Scan all objects in the grid */
		for (o_ptr = get_first_object(y, x); o_ptr; 
		     o_ptr = get_next_object(o_ptr)) 
		{
		    /* Skip non-chests */
		    if (o_ptr->tval != TV_CHEST)
			continue;

		    /* Skip disarmed chests */
		    if (o_ptr->pval <= 0) continue;

		    /* Skip non-trapped chests */
		    if (!chest_traps[o_ptr->pval])
			continue;

		    /* Identify once */
		    if (!object_known_p(o_ptr)) {
			found = TRUE;

			/* Message */
			msg_print("You have discovered a trap on the chest!");

			/* Know the trap */
			object_known(o_ptr);

			/* Notice it */
			disturb(0, 0);
		    }
		}
	    }
	}
    }
    if (verbose && !found)
    {
	if (chance >= 100)
	    msg_print("There are no secrets here.");
	else
	    msg_print("You found nothing.");
    }

    return TRUE;
}