Пример #1
0
static int fsck_walk_tag(struct tag *tag, void *data, struct fsck_options *options)
{
	char *name = get_object_name(options, &tag->object);

	if (parse_tag(tag))
		return -1;
	if (name)
		put_object_name(options, tag->tagged, "%s", name);
	return options->walk(tag->tagged, OBJ_ANY, data, options);
}
Пример #2
0
static int fsck_walk_tree(struct tree *tree, void *data, struct fsck_options *options)
{
	struct tree_desc desc;
	struct name_entry entry;
	int res = 0;
	const char *name;

	if (parse_tree(tree))
		return -1;

	name = get_object_name(options, &tree->object);
	if (init_tree_desc_gently(&desc, tree->buffer, tree->size))
		return -1;
	while (tree_entry_gently(&desc, &entry)) {
		struct object *obj;
		int result;

		if (S_ISGITLINK(entry.mode))
			continue;

		if (S_ISDIR(entry.mode)) {
			obj = (struct object *)lookup_tree(entry.oid);
			if (name && obj)
				put_object_name(options, obj, "%s%s/", name,
					entry.path);
			result = options->walk(obj, OBJ_TREE, data, options);
		}
		else if (S_ISREG(entry.mode) || S_ISLNK(entry.mode)) {
			obj = (struct object *)lookup_blob(entry.oid);
			if (name && obj)
				put_object_name(options, obj, "%s%s", name,
					entry.path);
			result = options->walk(obj, OBJ_BLOB, data, options);
		}
		else {
			result = error("in tree %s: entry %s has bad mode %.6o",
					describe_object(options, &tree->object), entry.path, entry.mode);
		}
		if (result < 0)
			return result;
		if (!res)
			res = result;
	}
	return res;
}
Пример #3
0
/*
 * 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);
	}
}
Пример #4
0
/*
 * 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 */
}
Пример #5
0
utility::string_t get_queue_name()
{
    return get_object_name(queue_type_name);
}
Пример #6
0
utility::string_t get_table_name()
{
    return get_object_name(table_type_name);
}
Пример #7
0
static int fsck_walk_commit(struct commit *commit, void *data, struct fsck_options *options)
{
	int counter = 0, generation = 0, name_prefix_len = 0;
	struct commit_list *parents;
	int res;
	int result;
	const char *name;

	if (parse_commit(commit))
		return -1;

	name = get_object_name(options, &commit->object);
	if (name)
		put_object_name(options, &get_commit_tree(commit)->object,
				"%s:", name);

	result = options->walk((struct object *)get_commit_tree(commit),
			       OBJ_TREE, data, options);
	if (result < 0)
		return result;
	res = result;

	parents = commit->parents;
	if (name && parents) {
		int len = strlen(name), power;

		if (len && name[len - 1] == '^') {
			generation = 1;
			name_prefix_len = len - 1;
		}
		else { /* parse ~<generation> suffix */
			for (generation = 0, power = 1;
			     len && isdigit(name[len - 1]);
			     power *= 10)
				generation += power * (name[--len] - '0');
			if (power > 1 && len && name[len - 1] == '~')
				name_prefix_len = len - 1;
		}
	}

	while (parents) {
		if (name) {
			struct object *obj = &parents->item->object;

			if (++counter > 1)
				put_object_name(options, obj, "%s^%d",
					name, counter);
			else if (generation > 0)
				put_object_name(options, obj, "%.*s~%d",
					name_prefix_len, name, generation + 1);
			else
				put_object_name(options, obj, "%s^", name);
		}
		result = options->walk((struct object *)parents->item, OBJ_COMMIT, data, options);
		if (result < 0)
			return result;
		if (!res)
			res = result;
		parents = parents->next;
	}
	return res;
}
Пример #8
0
static DBusHandlerResult
filter_cb (DBusConnection *connection, DBusMessage *msg, void *data)
{
    (void) connection;
    (void) data;

    const char *obj_path;
    char *stream_name;
    GList *list, *i;
    SubscribeItem *item;
    int volume = 0;

    if (dbus_message_has_interface (msg, DBUS_INTERFACE_LOCAL) &&
        dbus_message_has_path      (msg, DBUS_PATH_LOCAL) &&
        dbus_message_has_member    (msg, DISCONNECTED_SIG))
    {
        N_DEBUG (LOG_CAT "pulseaudio disconnected, reconnecting in %d seconds",
            RETRY_TIMEOUT);

        disconnect_from_pulseaudio ();

        // After disconnecting re-query stream restore object names.
        if (subscribe_map && object_map) {
            list = g_hash_table_get_values (subscribe_map);

            for (i = g_list_first (list); i; i = g_list_next (i)) {
                SubscribeItem *item = (SubscribeItem*) i->data;
                if (item->object_path) {
                    g_free (item->object_path);
                    item->object_path = NULL;
                }
            }
            g_list_free (list);
            queue_subscribe = TRUE;
        }
        // If PulseAudio is restarting path to runtime files may change so we'll
        // have to request DBus address again.
        if (volume_pulse_address) {
            g_free(volume_pulse_address);
            volume_pulse_address = NULL;
        }
        retry_connect();
    }
    else if (subscribe_callback &&
             dbus_message_has_interface (msg, STREAM_RESTORE_IF) &&
             dbus_message_has_path      (msg, STREAM_RESTORE_PATH) &&
             dbus_message_has_member    (msg, NEW_ENTRY_MEMBER))
    {
        if (!dbus_message_get_args (msg, NULL, DBUS_TYPE_OBJECT_PATH, &obj_path, DBUS_TYPE_INVALID)) {
            N_WARNING (LOG_CAT "failed to get arguments for new entry");
            goto end;
        }

        // If the entry is in subscribe_map but not in object_map, look up the entry
        // and add to object_map
        if (!object_map_complete && !g_hash_table_lookup (object_map, obj_path)) {

            if ((stream_name = get_object_name (obj_path))) {

                if ((item = g_hash_table_lookup (subscribe_map, stream_name))) {
                    item->object_path = g_strdup (obj_path);
                    N_DEBUG (LOG_CAT "stream restore entry for %s appeared (%s)", item->stream_name, item->object_path);
                    update_object_map_listen ();
                }
                g_free (stream_name);
            }
        }
    }
    else if (subscribe_callback &&
             dbus_message_has_interface (msg, STREAM_RESTORE_IF) &&
             dbus_message_has_path      (msg, STREAM_RESTORE_PATH) &&
             dbus_message_has_member    (msg, ENTRY_REMOVED_MEMBER))
    {
        if (!dbus_message_get_args (msg, NULL, DBUS_TYPE_OBJECT_PATH, &obj_path, DBUS_TYPE_INVALID)) {
            N_WARNING (LOG_CAT "failed to get arguments for removed entry");
            goto end;
        }

        if ((item = g_hash_table_lookup (object_map, obj_path))) {
            g_hash_table_remove (object_map, item->object_path);
            g_free (item->object_path);
            item->object_path = NULL;
            update_object_map_listen ();
            N_DEBUG (LOG_CAT "removed entry %s from object map (%s)", item->stream_name, obj_path);
        }
    }
    else if (subscribe_callback &&
             dbus_message_has_interface (msg, STREAM_ENTRY_IF) &&
             dbus_message_has_member    (msg, VOLUME_UPDATED_MEMBER))
    {
        if (!(obj_path = dbus_message_get_path (msg)))
            goto end;

        if ((item = g_hash_table_lookup (object_map, obj_path))) {
            N_DEBUG (LOG_CAT "volume updated for stream %s (%s)", item->stream_name, item->object_path);
            if (get_volume (msg, &volume)) {
                subscribe_callback (item->stream_name, FROM_PA_VOL(volume), item->data, subscribe_userdata);
            }
        }
    }

end:
    return DBUS_HANDLER_RESULT_NOT_YET_HANDLED;
}
Пример #9
0
/*
 * 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 MAX_NLEN 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 MAX_NLEN-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.
 *
 * Hack -- Display "The One Ring" as "a Plain Gold Ring" until aware.
 *
 * Mode:
 *   OD_NAME_ONLY        : The Cloak of Death
 *   OD_NAME_AND_ENCHANT : The Cloak of Death [1,+3]
 *   OD_OMIT_INSCRIPTION : The Cloak of Death [1,+3] (+2 to Stealth)
 *   0                   : The Cloak of Death [1,+3] (+2 to Stealth) {nifty}
 *
 *   OD_OMIT_PREFIX      : Forbidden numeric prefix
 *   OD_NO_PLURAL        : Forbidden use of plural 
 *   OD_STORE            : Assume to be aware and known
 *   OD_NO_FLAVOR        : Allow to hidden flavor
 *   OD_FORCE_FLAVOR     : Get un-shuffled flavor name
 */
void object_desc(char *buf, const object_type *o_ptr, u32b mode)
{
	/* Extract object kind name */
	cptr            kindname = get_object_name(o_ptr);

	/* Extract default "base" string */
	cptr            basenm = kindname;

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

	int             power;

	bool            aware = FALSE;
	bool            known = FALSE;
	bool            flavor = TRUE;

	bool            show_weapon = FALSE;
	bool            show_armour = FALSE;

	cptr            s, s0;
	char            *t;

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

	char            tmp_val[MAX_NLEN+160];
	char            tmp_val2[MAX_NLEN+10];
	char            fake_insc_buf[30];

	u32b            f1, f2, f3;
	bool            fullname = FALSE;

	object_type *bow_ptr;

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

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

	/* 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;

	/* Allow flavors to be hidden when aware */
	if (aware && ((mode & OD_NO_FLAVOR) || plain_descriptions)) flavor = FALSE;

	/* Object is in the inventory of a store or spoiler */
	if ((mode & OD_STORE) || (o_ptr->ident & IDENT_STORE))
	{
		/* Don't show flavors */
		flavor = FALSE;

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

	/* Force to be flavor name only */
	if (mode & OD_FORCE_FLAVOR)
	{
		aware = FALSE;
		flavor = TRUE;
		known = FALSE;

		/* Cancel shuffling */
		flavor_k_ptr = k_ptr;
	}

	/* 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:
		case TV_FOOD:
		{
			break;
		}

		/* Figurines/Statues */
		case TV_FIGURINE:
		case TV_STATUE:
		{
			monster_race *r_ptr = &r_info[o_ptr->pval];

#ifdef JP
			modstr = r_name + r_ptr->name;
#else
			cptr t = r_name + r_ptr->name;

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

				modstr = tmp_val2;
			}
			else
			{
				modstr = t;
			}
#endif


			break;
		}

		/* Corpses */
		case TV_CORPSE:
		{
			monster_race *r_ptr = &r_info[o_ptr->pval];

			modstr = r_name + r_ptr->name;

#ifdef JP
			basenm = "#%";
#else
			if (r_ptr->flags1 & RF1_UNIQUE)
				basenm = "& % of #";
			else
				basenm = "& # %";
#endif

			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 (aware)
			{
				if (artifact_p(o_ptr)) break;
				if (k_ptr->gen_flags & TRG_INSTA_ART) break;
			}

			/* Color the object */
			modstr = k_name + flavor_k_ptr->flavor_name;

#ifdef JP
			if (!flavor)    basenm = "%のアミュレット";
			else if (aware) basenm = "%の#アミュレット";
			else            basenm = "#アミュレット";
#else
			if (!flavor)    basenm = "& Amulet~ of %";
			else if (aware) basenm = "& # Amulet~ of %";
			else            basenm = "& # Amulet~";
#endif

			break;
		}

		/* Rings (including a few "Specials") */
		case TV_RING:
		{
			/* Known artifacts */
			if (aware)
			{
				if (artifact_p(o_ptr)) break;
				if (k_ptr->gen_flags & TRG_INSTA_ART) break;
			}

			/* Color the object */
			modstr = k_name + flavor_k_ptr->flavor_name;

#ifdef JP
			if (!flavor)    basenm = "%の指輪";
			else if (aware) basenm = "%の#指輪";
			else            basenm = "#指輪";
#else
			if (!flavor)    basenm = "& Ring~ of %";
			else if (aware) basenm = "& # Ring~ of %";
			else            basenm = "& # Ring~";
#endif

			if (!k_ptr->to_h && !k_ptr->to_d && (o_ptr->to_h || o_ptr->to_d)) show_weapon = TRUE;

			break;
		}

		case TV_STAFF:
		{
			/* Color the object */
			modstr = k_name + flavor_k_ptr->flavor_name;

#ifdef JP
			if (!flavor)    basenm = "%のスタッフ";
			else if (aware) basenm = "%の#スタッフ";
			else            basenm = "#スタッフ";
#else
			if (!flavor)    basenm = "& Staff~ of %";
			else if (aware) basenm = "& # Staff~ of %";
			else            basenm = "& # Staff~";
#endif

			break;
		}

		case TV_WAND:
		{
			/* Color the object */
			modstr = k_name + flavor_k_ptr->flavor_name;

#ifdef JP
			if (!flavor)    basenm = "%のワンド";
			else if (aware) basenm = "%の#ワンド";
			else            basenm = "#ワンド";
#else
			if (!flavor)    basenm = "& Wand~ of %";
			else if (aware) basenm = "& # Wand~ of %";
			else            basenm = "& # Wand~";
#endif

			break;
		}

		case TV_ROD:
		{
			/* Color the object */
			modstr = k_name + flavor_k_ptr->flavor_name;

#ifdef JP
			if (!flavor)    basenm = "%のロッド";
			else if (aware) basenm = "%の#ロッド";
			else            basenm = "#ロッド";
#else
			if (!flavor)    basenm = "& Rod~ of %";
			else if (aware) basenm = "& # Rod~ of %";
			else            basenm = "& # Rod~";
#endif

			break;
		}

		case TV_SCROLL:
		{
			/* Color the object */
			modstr = k_name + flavor_k_ptr->flavor_name;

#ifdef JP
			if (!flavor)    basenm = "%の巻物";
			else if (aware) basenm = "\"#\"と書かれた%の巻物";
			else            basenm = "\"#\"と書かれた巻物";
#else
			if (!flavor)    basenm = "& Scroll~ of %";
			else if (aware) basenm = "& Scroll~ titled \"#\" of %";
			else            basenm = "& Scroll~ titled \"#\"";
#endif

			break;
		}

		case TV_POTION:
		{
			/* Color the object */
			modstr = k_name + flavor_k_ptr->flavor_name;

#ifdef JP
			if (!flavor)    basenm = "%の薬";
			else if (aware) basenm = "%の#薬";
			else            basenm = "#薬";
#else
			if (!flavor)    basenm = "& Potion~ of %";
			else if (aware) basenm = "& # Potion~ of %";
			else            basenm = "& # Potion~";
#endif

			break;
		}

		/* Magic Books */
		case TV_LIFE_BOOK:
		{
#ifdef JP
			basenm = "生命の魔法書%";
#else
			if (mp_ptr->spell_type == ST_PRAYER)
				basenm = "& Book~ of Life Magic %";
			else
				basenm = "& Life Spellbook~ %";
#endif

			break;
		}

		case TV_SORCERY_BOOK:
		{
#ifdef JP
			basenm = "仙術の魔法書%";
#else
			if (mp_ptr->spell_type == ST_PRAYER)
				basenm = "& Book~ of Sorcery %";
			else
				basenm = "& Sorcery Spellbook~ %";
#endif

			break;
		}

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

		/* Used in the "inventory" routine */
		default:
		{
#ifdef JP
			strcpy(buf, "(なし)");
#else
			strcpy(buf, "(nothing)");
#endif

			return;
		}
	}

	/* Use full name from a_info */
	if (known && o_ptr->name1)
	{
		artifact_type *a_ptr = &a_info[o_ptr->name1];
		if (prefix(a_name + a_ptr->name, "$"))
		{
			basenm = a_name + a_info[o_ptr->name1].name + 1;
			fullname = TRUE;
		}
	}

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

#ifdef JP
	if (basenm[0] == '&')
		s = basenm + 2;
	else
		s = basenm;

	/* No prefix */
	if (mode & OD_OMIT_PREFIX)
	{
		/* Nothing */
	}
	else if (o_ptr->number > 1)
	{
		t = object_desc_kosuu(t, o_ptr);
		t = object_desc_str(t, "の ");
	}

	/* 英語の場合アーティファクトは The が付くので分かるが
	 * 日本語では分からないのでマークをつける 
	 */
	if (known)
	{
		if (artifact_p(o_ptr)) t = object_desc_str(t, "★");
		else if (o_ptr->art_name) t = object_desc_str(t, "☆");
	}

#else

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

		/* No prefix */
		if (mode & OD_OMIT_PREFIX)
		{
			/* 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 && (artifact_p(o_ptr) || o_ptr->art_name)) ||
		         ((o_ptr->tval == TV_CORPSE) &&
		          (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)))
		{
			t = object_desc_str(t, "The ");
		}

		/* A single one */
		else
		{
			bool vowel;

			switch (*s)
			{
			case '#': vowel = is_a_vowel(modstr[0]); break;
			case '%': vowel = is_a_vowel(*kindname); break;
			default:  vowel = is_a_vowel(*s); break;
			}

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

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

		/* No pref */
		if (mode & OD_OMIT_PREFIX)
		{
			/* 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 && (artifact_p(o_ptr) || o_ptr->art_name))
		{
			t = object_desc_str(t, "The ");
		}

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

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

#ifdef JP
	/* 伝説のアイテム、名のあるアイテムの名前を付加する */
	if (known)
	{
		/* ランダム・アーティファクト */
		if (o_ptr->art_name)
		{
			cptr temp = quark_str(o_ptr->art_name);

			/* '『' から始まらない伝説のアイテムの名前は最初に付加する */
			/* 英語版のセーブファイルから来た 'of XXX' は,「XXXの」と表示する */
			if (strncmp(temp, "of ", 3) == 0)
			{
				t = object_desc_str(t, &temp[3]);
				t = object_desc_str(t, "の");
			}
			else if ((strncmp(temp, "『", 2) != 0) && (temp[0] != '\''))
				t = object_desc_str(t, temp);
		}
		/* 伝説のアイテム */
		else if (o_ptr->name1 && !fullname)
		{
			artifact_type *a_ptr = &a_info[o_ptr->name1];
			/* '『' から始まらない伝説のアイテムの名前は最初に付加する */
			if (strncmp(a_name + a_ptr->name, "『", 2) != 0)
			{
				t = object_desc_str(t, a_name + a_ptr->name);
			}
		}
		/* 名のあるアイテム */
		else if (o_ptr->name2)
		{
			ego_item_type *e_ptr = &e_info[o_ptr->name2];
			t = object_desc_str(t, e_name + e_ptr->name);
		}
	}
#endif

	/* Copy the string */
	for (s0 = NULL; *s || s0; )
	{
		/* The end of the flavour/kind string. */
		if (!*s)
		{
			s = s0 + 1;
			s0 = NULL;
		}

		/* Begin to append the modifier (flavor) */
		else if ((*s == '#') && !s0)
		{
			s0 = s;
			s = modstr;

			/* Paranoia -- Never append multiple modstrs */
			modstr = "";
		}

		/* Begin to append the kind name */
		else if ((*s == '%') && !s0)
		{
			s0 = s;
			s = kindname;

			/* Paranoia -- Never append multiple kindnames */
			kindname = "";
		}

#ifndef JP
		/* Pluralizer */
		else if (*s == '~')
		{
			/* Add a plural if needed */
			if (!(mode & OD_NO_PLURAL) && (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';
			}
			s++;
		}
#endif

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

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


#ifdef JP
	/* '『'から始まる伝説のアイテムの名前は最後に付加する */
	if (known)
	{
		/* ランダムアーティファクトの名前はセーブファイルに記録
		   されるので、英語版の名前もそれらしく変換する */
		if (o_ptr->art_name)
		{
			char temp[256];
			int itemp;
			strcpy(temp, quark_str(o_ptr->art_name));
			/* MEGA HACK by ita */
			if (strncmp(temp, "『", 2) == 0) t = object_desc_str(t, temp);
			else if (temp[0] == '\'')
			{
				itemp = strlen(temp);
				temp[itemp - 1] = 0;
				t = object_desc_str(t, "『");
				t = object_desc_str(t, &temp[1]);
				t = object_desc_str(t, "』");
			}
		}
		else if (o_ptr->name1)
		{
			artifact_type *a_ptr = &a_info[o_ptr->name1];
			if (strncmp(a_name + a_ptr->name, "『", 2) == 0)
			{
				t = object_desc_str(t, a_name + a_ptr->name);
			}
		}
		else if (o_ptr->ego_name)
		{
			t = object_desc_str(t, quark_str(o_ptr->ego_name));
		}
		else if (o_ptr->inscription)
		{
			cptr str = quark_str(o_ptr->inscription);

			while(*str)
			{
				if (iskanji(*str))
				{
					str += 2;
					continue;
				}
				if (*str == '#') break;
				str++;
			}
			if (*str)
			{
				/* Find the '#' */
				cptr str = my_strchr(quark_str(o_ptr->inscription), '#');

				/* Add the false name */
				t = object_desc_str(t,"『");
				t = object_desc_str(t, &str[1]);
				t = object_desc_str(t,"』");
			}
		}
	}
#else
	/* Hack -- Append "Artifact" or "Special" names */
	if (known && !fullname)
	{
		/* Is it a new random artifact ? */
		if (o_ptr->art_name)
		{
			t = object_desc_chr(t, ' ');
			t = object_desc_str(t, quark_str(o_ptr->art_name));
		}

		/* Grab any artifact name */
		else if (o_ptr->name1)
		{
			artifact_type *a_ptr = &a_info[o_ptr->name1];

			t = object_desc_chr(t, ' ');
			t = object_desc_str(t, a_name + a_ptr->name);
		}

		/* Grab any ego-item name */
		else
		{
			if (o_ptr->name2)
			{
				ego_item_type *e_ptr = &e_info[o_ptr->name2];

				t = object_desc_chr(t, ' ');
				t = object_desc_str(t, e_name + e_ptr->name);
			}

			if (o_ptr->ego_name)
			{
				t = object_desc_chr(t, ' ');
				t = object_desc_str(t, quark_str(o_ptr->ego_name));
			}
			else if (o_ptr->inscription && my_strchr(quark_str(o_ptr->inscription), '#'))
			{
				/* Find the '#' */
				cptr str = my_strchr(quark_str(o_ptr->inscription), '#');

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


	/* No more details wanted */
	if (mode & OD_NAME_ONLY) goto object_desc_done;

	/* 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)
		{
#ifdef JP
			t = object_desc_str(t, "(空)");
#else
			t = object_desc_str(t, " (empty)");
#endif
		}

		/* May be "disarmed" */
		else if (o_ptr->pval < 0)
		{
			if (chest_traps[0 - o_ptr->pval])
			{
#ifdef JP
				t = object_desc_str(t, "(解除済)");
#else
				t = object_desc_str(t, " (disarmed)");
#endif
			}
			else
			{
#ifdef JP
				t = object_desc_str(t, "(非施錠)");
#else
				t = object_desc_str(t, " (unlocked)");
#endif
			}
		}

		/* Describe the traps, if any */
		else
		{
			/* Describe the traps */
			switch (chest_traps[o_ptr->pval])
			{
				case 0:
				{
#ifdef JP
					t = object_desc_str(t, "(施錠)");
#else
					t = object_desc_str(t, " (Locked)");
#endif
					break;
				}
				case CHEST_LOSE_STR:
				{
#ifdef JP
					t = object_desc_str(t, "(毒針)");
#else
					t = object_desc_str(t, " (Poison Needle)");
#endif
					break;
				}
				case CHEST_LOSE_CON:
				{
#ifdef JP
					t = object_desc_str(t, "(毒針)");
#else
					t = object_desc_str(t, " (Poison Needle)");
#endif
					break;
				}
				case CHEST_POISON:
				{
#ifdef JP
					t = object_desc_str(t, "(ガス・トラップ)");
#else
					t = object_desc_str(t, " (Gas Trap)");
#endif
					break;
				}
				case CHEST_PARALYZE:
				{
#ifdef JP
					t = object_desc_str(t, "(ガス・トラップ)");
#else
					t = object_desc_str(t, " (Gas Trap)");
#endif
					break;
				}
				case CHEST_EXPLODE:
				{
#ifdef JP
					t = object_desc_str(t, "(爆発装置)");
#else
					t = object_desc_str(t, " (Explosion Device)");
#endif
					break;
				}
				case CHEST_SUMMON:
				{
#ifdef JP
					t = object_desc_str(t, "(召喚のルーン)");
#else
					t = object_desc_str(t, " (Summoning Runes)");
#endif
					break;
				}
				default:
				{
#ifdef JP
					t = object_desc_str(t, "(マルチ・トラップ)");
#else
					t = object_desc_str(t, " (Multiple Traps)");
#endif
					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) 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:

		/* Mega-Hack -- Extract the "base power" */
		power = bow_tmul(o_ptr->sval);

		/* 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 && (o_ptr->tval == p_ptr->tval_ammo))
	{
		int avgdam = o_ptr->dd * (o_ptr->ds + 1) * 10 / 2;
		int tmul = bow_tmul(bow_ptr->sval);
		s16b energy_fire = bow_energy(bow_ptr->sval);

		/* See if the bow is "known" - then set damage bonus */
		if (object_known_p(bow_ptr)) avgdam += (bow_ptr->to_d * 10);

		/* Effect of ammo */
		if (known) avgdam += (o_ptr->to_d * 10);

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

		tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);

		/* Launcher multiplier */
		avgdam *= tmul;
		avgdam /= (100 * 10);
	
		if (avgdam < 0) avgdam = 0;

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

		if (p_ptr->num_fire == 0)
		{
			t = object_desc_chr(t, '0');
		}
		else
		{
			/* Calc effects of energy */
			avgdam *= (p_ptr->num_fire * 100);
			avgdam /= energy_fire * 100;
			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 & OD_NAME_AND_ENCHANT) goto object_desc_done;


	if (known) /* Known item only */
	{
		/*
		 * Hack -- Wands and Staffs have charges.  Make certain how many charges
		 * a stack of staffs really has is clear. -LM-
		 */
		if (((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);
#ifdef JP
			t = object_desc_str(t, "回分");
#else
			t = object_desc_str(t, " charge");
			if (o_ptr->pval != 1) t = object_desc_chr(t, 's');
#endif

			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 (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. */
					t = object_desc_str(t, " (");
					t = object_desc_num(t, power);
#ifdef JP
					t = object_desc_str(t, "本 充填中)");
#else
					t = object_desc_str(t, " charging)");
#endif
				}

				/* "one Rod of Perception (1 charging)" would look tacky. */
				else
				{
#ifdef JP
					t = object_desc_str(t, "(充填中)");
#else
					t = object_desc_str(t, " (charging)");
#endif
				}
			}
		}

		/* Dump "pval" flags for wearable items */
		if (f1 & TR1_PVAL_MASK)
		{
			/* 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" */
#ifdef JP
				t = object_desc_str(t, "加速");
#else
				t = object_desc_str(t, " to speed");
#endif
			}

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

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

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

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

			/* Infravision */
			else if (f1 & TR1_INFRA)
			{
				/* Dump " to infravision" */
#ifdef JP
				t = object_desc_str(t, "赤外線視力");
#else
				t = object_desc_str(t, " to infravision");
#endif
			}

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

		/* Hack -- Process Lanterns/Torches */
		if ((o_ptr->tval == TV_LITE) && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
		{
			/* Hack -- Turns of light for normal lites */
#ifdef JP
			t = object_desc_chr(t, '(');
#else
			t = object_desc_str(t, " (with ");
#endif
			t = object_desc_num(t, o_ptr->xtra3);
#ifdef JP
			t = object_desc_str(t, "ターンの寿命)");
#else
			t = object_desc_str(t, " turns of light)");
#endif
		}

		/* Indicate charging objects, but not rods. */
		if (o_ptr->timeout && (o_ptr->tval != TV_ROD))
		{
			/* Hack -- Dump " (charging)" if relevant */
#ifdef JP
			t = object_desc_str(t, "(充填中)");
#else
			t = object_desc_str(t, " (charging)");
#endif
		}
	}


	/* No more details wanted */
	if (mode & OD_OMIT_INSCRIPTION) goto object_desc_done;


	/* Prepare real inscriptions in a buffer */
	tmp_val2[0] = '\0';

	/* Auto abbreviation inscribe */
	if ((abbrev_extra || abbrev_all) && (o_ptr->ident & IDENT_MENTAL))
	{
		if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '%'))
		{
			bool kanji, all;

#ifdef JP
			kanji = TRUE;
#else
			kanji = FALSE;
#endif
			all = abbrev_all;

			get_ability_abbreviation(tmp_val2, o_ptr, kanji, all, FALSE);
		}
	}

	/* Use the standard inscription if available */
	if (o_ptr->inscription)
	{
		char buff[1024];

		if (tmp_val2[0]) strcat(tmp_val2, ", ");

		/* Get inscription and convert {%} */
		get_inscription(buff, o_ptr);

		/* strcat with correct treating of kanji */
		my_strcat(tmp_val2, buff, sizeof(tmp_val2));
	}


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

	/* Use the game-generated "feeling" otherwise, if available */
	if (o_ptr->feeling)
	{
		strcpy(fake_insc_buf, 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)))
	{
#ifdef JP
		strcpy(fake_insc_buf, "呪われている");
#else
		strcpy(fake_insc_buf, "cursed");
#endif
	}

	/* Note "unidentified" if the item is unidentified */
	else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)
		   || (o_ptr->tval == TV_LITE) || (o_ptr->tval == TV_FIGURINE))
		 && aware && !known
		 && !(o_ptr->ident & IDENT_SENSE))
	{
#ifdef JP
		strcpy(fake_insc_buf, "未鑑定");
#else
		strcpy(fake_insc_buf, "unidentified");
#endif
	}

	/* Mega-Hack -- note empty wands/staffs */
	else if (!known && (o_ptr->ident & IDENT_EMPTY))
	{
#ifdef JP
		strcpy(fake_insc_buf, "空");
#else
		strcpy(fake_insc_buf, "empty");
#endif
	}

	/* Note "tried" if the object has been tested unsuccessfully */
	else if (!aware && object_tried_p(o_ptr))
	{
#ifdef JP
		strcpy(fake_insc_buf, "未判明");
#else
		strcpy(fake_insc_buf, "tried");
#endif
	}

	/* Note the discount, if any */
	if (o_ptr->discount)
	{
		/* Hidden by real inscription unless in a store */
		if (!tmp_val2[0] || (o_ptr->ident & IDENT_STORE))
		{
			char discount_num_buf[4];

			/* Append to other fake inscriptions if any */
			if (fake_insc_buf[0]) strcat(fake_insc_buf, ", ");

			(void)object_desc_num(discount_num_buf, o_ptr->discount);
			strcat(fake_insc_buf, discount_num_buf);
#ifdef JP
			strcat(fake_insc_buf, "%引き");
#else
			strcat(fake_insc_buf, "% off");
#endif
		}
	}


	/* Append the inscription, if any */
	if (fake_insc_buf[0] || tmp_val2[0])
	{
		/* Append the inscription */
		t = object_desc_chr(t, ' ');
		t = object_desc_chr(t, c1);

		/* Append fake inscriptions */
		if (fake_insc_buf[0])
		{
			t = object_desc_str(t, fake_insc_buf);
		}

		/* Append a separater */
		if (fake_insc_buf[0] && tmp_val2[0])
		{
			t = object_desc_chr(t, ',');
			t = object_desc_chr(t, ' ');
		}

		/* Append real inscriptions */
		if (tmp_val2[0])
		{
			t = object_desc_str(t, tmp_val2);
		}

		t = object_desc_chr(t, c2);
	}

object_desc_done:
	my_strcpy(buf, tmp_val, MAX_NLEN);
}