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/**
* @file
* @brief Misc functions.
**/
#include "AppHdr.h"
#include "item-name.h"
#include <cctype>
#include <cstring>
#include <iomanip>
#include <sstream>
#include "areas.h"
#include "artefact.h"
#include "art-enum.h"
#include "branch.h"
#include "cio.h"
#include "colour.h"
#include "decks.h"
#include "describe.h"
#include "dgn-overview.h"
#include "english.h"
#include "env.h" // LSTATE_STILL_WINDS
#include "errors.h" // sysfail
#include "evoke.h"
#include "god-item.h"
#include "god-passive.h" // passive_t::want_curses, no_haste
#include "invent.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "item-use.h"
#include "level-state-type.h"
#include "libutil.h"
#include "makeitem.h"
#include "mutation.h"
#include "notes.h"
#include "options.h"
#include "orb-type.h"
#include "player.h"
#include "potion.h"
#include "prompt.h"
#include "religion.h"
#include "shopping.h"
#include "showsymb.h"
#include "skills.h"
#include "spl-book.h"
#include "spl-goditem.h"
#include "state.h"
#include "stringutil.h"
#include "syscalls.h"
#include "tag-version.h"
#include "throw.h"
#include "transform.h"
#include "unicode.h"
#include "unwind.h"
#include "viewgeom.h"
#include "zot.h" // gem_clock_active
static bool _is_consonant(char let);
static char _random_vowel();
static char _random_cons();
static string _random_consonant_set(size_t seed);
static void _maybe_identify_pack_item()
{
for (auto &item : you.inv)
if (item.defined() && !type_is_identified(item))
maybe_identify_base_type(item);
}
// quant_name is useful since it prints out a different number of items
// than the item actually contains.
string quant_name(const item_def &item, int quant,
description_level_type des, bool terse)
{
// item_name now requires a "real" item, so we'll mangle a tmp
item_def tmp = item;
tmp.quantity = quant;
return tmp.name(des, terse);
}
static const char* _interesting_origin(const item_def &item)
{
if (origin_as_god_gift(item) != GOD_NO_GOD)
return "god gift";
if (item.orig_monnum == MONS_DONALD && get_equip_desc(item)
&& item.is_type(OBJ_ARMOUR, ARM_KITE_SHIELD))
{
return "Donald";
}
return nullptr;
}
/**
* What inscription should be appended to the given item's name?
*/
static string _item_inscription(const item_def &item)
{
vector<string> insparts;
if (const char *orig = _interesting_origin(item))
{
if (bool(Options.show_god_gift)
|| Options.show_god_gift == maybe_bool::maybe
&& !item.is_identified())
{
insparts.push_back(orig);
}
}
if (is_artefact(item) && item.is_identified())
{
const string part = artefact_inscription(item);
if (!part.empty())
insparts.push_back(part);
}
if (!item.inscription.empty())
insparts.push_back(item.inscription);
if (insparts.empty())
return "";
return make_stringf(" {%s}",
comma_separated_line(begin(insparts),
end(insparts),
", ").c_str());
}
string item_def::name(description_level_type descrip, bool terse, bool ident,
bool with_inscription, bool quantity_in_words) const
{
if (descrip == DESC_NONE)
return "";
ostringstream buff;
const string auxname = name_aux(descrip, terse, ident, with_inscription);
const bool startvowel = is_vowel(auxname[0]);
const bool qualname = (descrip == DESC_QUALNAME);
if (descrip == DESC_INVENTORY_EQUIP || descrip == DESC_INVENTORY)
{
if (in_inventory(*this)) // actually in inventory
{
buff << static_cast<char>(slot);
if (terse)
buff << ") ";
else
buff << " - ";
}
else
descrip = DESC_A;
}
if (base_type == OBJ_BOOKS && book_has_title(*this))
{
if (descrip != DESC_DBNAME)
descrip = DESC_PLAIN;
}
if (terse && descrip != DESC_DBNAME)
descrip = DESC_PLAIN;
monster_flags_t corpse_flags;
// no "a dragon scales"
const bool always_plural = armour_is_hide(*this)
&& sub_type != ARM_TROLL_LEATHER_ARMOUR;
if ((base_type == OBJ_CORPSES && is_named_corpse(*this)
&& !(((corpse_flags.flags = props[CORPSE_NAME_TYPE_KEY].get_int64())
& MF_NAME_SPECIES)
&& !(corpse_flags & MF_NAME_DEFINITE))
&& !(corpse_flags & MF_NAME_ADJECTIVE)
&& !(corpse_flags & MF_NAME_SUFFIX))
|| item_is_orb(*this)
|| item_is_horn_of_geryon(*this)
|| (ident || is_identified())
&& is_artefact(*this) && special != UNRAND_OCTOPUS_KING_RING
&& base_type != OBJ_GIZMOS)
{
// Artefacts always get "the" unless we just want the plain name.
switch (descrip)
{
default:
buff << "the ";
case DESC_PLAIN:
case DESC_DBNAME:
case DESC_BASENAME:
case DESC_QUALNAME:
break;
}
}
else if (quantity > 1 || always_plural)
{
switch (descrip)
{
case DESC_THE: buff << "the "; break;
case DESC_YOUR: buff << "your "; break;
case DESC_ITS: buff << "its "; break;
case DESC_A:
case DESC_INVENTORY_EQUIP:
case DESC_INVENTORY:
case DESC_PLAIN:
default:
break;
}
if (descrip != DESC_BASENAME && descrip != DESC_QUALNAME
&& descrip != DESC_DBNAME && !always_plural)
{
if (quantity_in_words)
buff << number_in_words(quantity) << " ";
else
buff << quantity << " ";
}
}
else
{
switch (descrip)
{
case DESC_THE: buff << "the "; break;
case DESC_YOUR: buff << "your "; break;
case DESC_ITS: buff << "its "; break;
case DESC_A:
case DESC_INVENTORY_EQUIP:
case DESC_INVENTORY:
buff << (startvowel ? "an " : "a "); break;
case DESC_PLAIN:
default:
break;
}
}
buff << auxname;
if (descrip == DESC_INVENTORY_EQUIP)
{
equipment_slot eq = item_equip_slot(*this);
if (eq != SLOT_UNUSED)
{
if (item_is_melded(*this))
buff << " (melded)";
else
{
switch (eq)
{
case SLOT_WEAPON:
if (is_weapon(*this))
buff << " (weapon)";
break;
case SLOT_WEAPON_OR_OFFHAND:
if (is_weapon(*this))
{
buff << " (offhand)";
break;
}
// fallthrough for non-weapons in that slot
case SLOT_OFFHAND:
case SLOT_CLOAK:
case SLOT_HELMET:
case SLOT_GLOVES:
case SLOT_BOOTS:
case SLOT_BARDING:
case SLOT_BODY_ARMOUR:
case SLOT_RING:
case SLOT_AMULET:
buff << " (worn)";
break;
case SLOT_GIZMO:
buff << " (installed)";
break;
case SLOT_HAUNTED_AUX:
buff << " (haunted)";
break;
default:
die("Item in an invalid slot (%d)", eq);
}
}
}
else if (base_type == OBJ_TALISMANS && you.active_talisman() == this)
buff << " (worn)";
else if (you.quiver_action.item_is_quivered(*this))
buff << " (quivered)";
}
if (descrip != DESC_BASENAME && descrip != DESC_DBNAME
&& descrip != DESC_QUALNAME && with_inscription)
{
buff << _item_inscription(*this);
}
// These didn't have "cursed " prepended; add them here so that
// it comes after the inscription.
if (terse && descrip != DESC_DBNAME && descrip != DESC_BASENAME
&& !qualname
&& is_artefact(*this) && cursed())
{
buff << " (curse)";
}
return buff.str();
}
static bool _missile_brand_is_prefix(special_missile_type brand)
{
switch (brand)
{
case SPMSL_POISONED:
case SPMSL_CURARE:
case SPMSL_BLINDING:
case SPMSL_FRENZY:
#if TAG_MAJOR_VERSION == 34
case SPMSL_EXPLODING:
case SPMSL_STEEL:
#endif
case SPMSL_SILVER:
return true;
default:
return false;
}
}
static bool _missile_brand_is_postfix(special_missile_type brand)
{
return brand != SPMSL_NORMAL && !_missile_brand_is_prefix(brand);
}
const char* missile_brand_name(const item_def &item, mbn_type t)
{
const special_missile_type brand
= static_cast<special_missile_type>(item.brand);
switch (brand)
{
#if TAG_MAJOR_VERSION == 34
case SPMSL_FLAME:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
case SPMSL_FROST:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
#endif
case SPMSL_POISONED:
return t == MBN_NAME ? "poisoned" : "poison";
case SPMSL_CURARE:
return t == MBN_NAME ? "curare-tipped" : "curare";
#if TAG_MAJOR_VERSION == 34
case SPMSL_EXPLODING:
return "obsolete";
case SPMSL_STEEL:
return "obsolete";
case SPMSL_RETURNING:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
case SPMSL_PENETRATION:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
#endif
case SPMSL_SILVER:
return "silver";
#if TAG_MAJOR_VERSION == 34
case SPMSL_PARALYSIS:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
case SPMSL_SLOW:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
case SPMSL_SLEEP:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
case SPMSL_CONFUSION:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
case SPMSL_SICKNESS:
return t == MBN_TERSE ? "obsolete" : "obsolescence";
#endif
case SPMSL_FRENZY:
return t == MBN_NAME ? "datura-tipped" : "datura";
case SPMSL_CHAOS:
return "chaos";
case SPMSL_DISPERSAL:
return t == MBN_TERSE ? "disperse" : "dispersal";
case SPMSL_DISJUNCTION:
return t == MBN_TERSE ? "disjunct" : "disjunction";
case SPMSL_BLINDING:
return t == MBN_NAME ? "atropa-tipped" : "atropa";
case SPMSL_NORMAL:
return "";
default:
return t == MBN_TERSE ? "buggy" : "bugginess";
}
}
static const char *weapon_brands_terse[] =
{
"", "flame", "freeze", "holy", "elec",
#if TAG_MAJOR_VERSION == 34
"obsolete", "obsolete",
#endif
"venom", "protect", "drain", "speed", "heavy",
#if TAG_MAJOR_VERSION == 34
"obsolete", "obsolete",
#endif
"vamp", "pain", "antimagic", "distort",
#if TAG_MAJOR_VERSION == 34
"obsolete", "obsolete",
#endif
"chaos",
#if TAG_MAJOR_VERSION == 34
"obsolete", "confuse",
#endif
"penet", "reap", "spect", "rebuke", "valour",
"entangle", "sunder", "concuss", "devious",
"num_special", "acid",
#if TAG_MAJOR_VERSION > 34
"confuse",
#endif
"weak",
"vuln",
"foul flame",
"debug",
};
static const char *weapon_brands_verbose[] =
{
"", "flaming", "freezing", "holy wrath", "electrocution",
#if TAG_MAJOR_VERSION == 34
"obsolescence", "obsolescence",
#endif
"venom", "protection", "draining", "speed", "heavy",
#if TAG_MAJOR_VERSION == 34
"obsolescence", "obsolescence",
#endif
"vampirism", "pain", "antimagic", "distortion",
#if TAG_MAJOR_VERSION == 34
"obsolescence", "obsolescence",
#endif
"chaos",
#if TAG_MAJOR_VERSION == 34
"obsolescence", "confusion",
#endif
"penetration", "reaping", "spectralising", "rebuke", "valour",
"entangling", "sundering", "concussion", "devious",
"num_special", "acid",
#if TAG_MAJOR_VERSION > 34
"confusion",
#endif
"weakness",
"vulnerability",
"foul flame",
"debug",
};
static const char *weapon_brands_adj[] =
{
"", "flaming", "freezing", "holy", "electric",
#if TAG_MAJOR_VERSION == 34
"obsolete", "obsolete",
#endif
"venomous", "protective", "draining", "fast", "heavy",
#if TAG_MAJOR_VERSION == 34
"obsolete", "obsolete",
#endif
"vampiric", "painful", "antimagic", "distorting",
#if TAG_MAJOR_VERSION == 34
"obsolete", "obsolete",
#endif
"chaotic",
#if TAG_MAJOR_VERSION == 34
"obsolete", "confusing",
#endif
"penetrating", "reaping", "spectral", "rebuking", "valourous",
"entangling", "sundering", "concussing", "devious",
"num_special", "acidic",
#if TAG_MAJOR_VERSION > 34
"confusing",
#endif
"weakening",
"will-reducing",
"foul flame",
"debug",
};
COMPILE_CHECK(ARRAYSZ(weapon_brands_terse) == NUM_SPECIAL_WEAPONS);
COMPILE_CHECK(ARRAYSZ(weapon_brands_verbose) == NUM_SPECIAL_WEAPONS);
COMPILE_CHECK(ARRAYSZ(weapon_brands_adj) == NUM_SPECIAL_WEAPONS);
static const set<brand_type> brand_prefers_adj =
{ SPWPN_VAMPIRISM, SPWPN_ANTIMAGIC, SPWPN_HEAVY, SPWPN_SPECTRAL, SPWPN_DEVIOUS };
/**
* What's the name of a type of weapon brand?
*
* @param brand The type of brand in question.
* @param bool Whether to use a terse or verbose name.
* @return The name of the given brand.
*/
const char* brand_type_name(brand_type brand, bool terse)
{
if (brand < 0 || brand >= NUM_SPECIAL_WEAPONS)
return terse ? "buggy" : "bugginess";
return (terse ? weapon_brands_terse : weapon_brands_verbose)[brand];
}
const char* brand_type_adj(brand_type brand)
{
if (brand < 0 || brand >= NUM_SPECIAL_WEAPONS)
return "buggy";
return weapon_brands_adj[brand];
}
/**
* What's the name of a given weapon's brand?
*
* @param item The weapon with the brand.
* @param bool Whether to use a terse or verbose name.
* @param override_brand A brand to use instead of the weapon's actual brand.
* @return The name of the given item's brand.
*/
const char* weapon_brand_name(const item_def& item, bool terse,
brand_type override_brand)
{
const brand_type brand = override_brand ? override_brand : get_weapon_brand(item);
return brand_type_name(brand, terse);
}
const char* special_armour_type_name(special_armour_type ego, bool terse)
{
if (!terse)
{
switch (ego)
{
case SPARM_NORMAL: return "";
#if TAG_MAJOR_VERSION == 34
case SPARM_RUNNING: return "obsolescence";
#endif
case SPARM_FIRE_RESISTANCE: return "fire resistance";
case SPARM_COLD_RESISTANCE: return "cold resistance";
case SPARM_POISON_RESISTANCE: return "poison resistance";
case SPARM_SEE_INVISIBLE: return "see invisible";
case SPARM_INVISIBILITY: return "invisibility";
case SPARM_STRENGTH: return "strength";
case SPARM_DEXTERITY: return "dexterity";
case SPARM_INTELLIGENCE: return "intelligence";
case SPARM_PONDEROUSNESS: return "ponderousness";
case SPARM_FLYING: return "flying";
case SPARM_WILLPOWER: return "willpower";
case SPARM_PROTECTION: return "protection";
case SPARM_STEALTH: return "stealth";
case SPARM_RESISTANCE: return "resistance";
case SPARM_POSITIVE_ENERGY: return "positive energy";
case SPARM_ARCHMAGI: return "the Archmagi";
#if TAG_MAJOR_VERSION == 34
case SPARM_JUMPING: return "obsolescence";
#endif
case SPARM_CORROSION_RESISTANCE: return "corrosion resistance";
case SPARM_REFLECTION: return "reflection";
case SPARM_SPIRIT_SHIELD: return "spirit shield";
case SPARM_HURLING: return "hurling";
case SPARM_REPULSION: return "repulsion";
#if TAG_MAJOR_VERSION == 34
case SPARM_CLOUD_IMMUNE: return "obsolescence";
#endif
case SPARM_HARM: return "harm";
case SPARM_SHADOWS: return "shadows";
case SPARM_RAMPAGING: return "rampaging";
case SPARM_INFUSION: return "infusion";
case SPARM_LIGHT: return "light";
case SPARM_RAGE: return "wrath";
case SPARM_MAYHEM: return "mayhem";
case SPARM_GUILE: return "guile";
case SPARM_ENERGY: return "energy";
case SPARM_SNIPING: return "sniping";
case SPARM_ICE: return "ice";
case SPARM_FIRE: return "fire";
case SPARM_AIR: return "air";
case SPARM_EARTH: return "earth";
case SPARM_ARCHERY: return "archery";
case SPARM_COMMAND: return "command";
case SPARM_DEATH: return "death";
case SPARM_RESONANCE: return "resonance";
case SPARM_PARRYING: return "parrying";
case SPARM_GLASS: return "glass";
case SPARM_PYROMANIA: return "pyromania";
case SPARM_STARDUST: return "stardust";
case SPARM_MESMERISM: return "mesmerism";
case SPARM_ATTUNEMENT: return "attunement";
default: return "bugginess";
}
}
else
{
switch (ego)
{
case SPARM_NORMAL: return "";
#if TAG_MAJOR_VERSION == 34
case SPARM_RUNNING: return "obsolete";
#endif
case SPARM_FIRE_RESISTANCE: return "rF+";
case SPARM_COLD_RESISTANCE: return "rC+";
case SPARM_POISON_RESISTANCE: return "rPois";
case SPARM_SEE_INVISIBLE: return "SInv";
case SPARM_INVISIBILITY: return "+Inv";
case SPARM_STRENGTH: return "Str+3";
case SPARM_DEXTERITY: return "Dex+3";
case SPARM_INTELLIGENCE: return "Int+3";
case SPARM_PONDEROUSNESS: return "Ponderous";
case SPARM_FLYING: return "Fly";
case SPARM_WILLPOWER: return "Will+";
case SPARM_PROTECTION: return "AC+3";
case SPARM_STEALTH: return "Stlth+";
case SPARM_RESISTANCE: return "rC+ rF+";
case SPARM_POSITIVE_ENERGY: return "rN+";
case SPARM_ARCHMAGI: return "Archmagi";
#if TAG_MAJOR_VERSION == 34
case SPARM_JUMPING: return "obsolete";
#endif
case SPARM_CORROSION_RESISTANCE: return "rCorr";
case SPARM_REFLECTION: return "Reflect";
case SPARM_SPIRIT_SHIELD: return "Spirit";
case SPARM_HURLING: return "Hurl";
case SPARM_REPULSION: return "Repulsion";
#if TAG_MAJOR_VERSION == 34
case SPARM_CLOUD_IMMUNE: return "obsolete";
#endif
case SPARM_HARM: return "Harm";
case SPARM_SHADOWS: return "Shadows";
case SPARM_RAMPAGING: return "Rampage";
case SPARM_INFUSION: return "Infuse";
case SPARM_LIGHT: return "Light";
case SPARM_RAGE: return "*Rage";
case SPARM_MAYHEM: return "Mayhem";
case SPARM_GUILE: return "Guile";
case SPARM_ENERGY: return "Energy";
case SPARM_SNIPING: return "Snipe";
case SPARM_ICE: return "Ice";
case SPARM_FIRE: return "Fire";
case SPARM_AIR: return "Air";
case SPARM_EARTH: return "Earth";
case SPARM_ARCHERY: return "Archery";
case SPARM_COMMAND: return "Command";
case SPARM_DEATH: return "Death";
case SPARM_RESONANCE: return "Resonance";
case SPARM_PARRYING: return "Parrying";
case SPARM_GLASS: return "Glass";
case SPARM_PYROMANIA: return "Pyromania";
case SPARM_STARDUST: return "Stardust";
case SPARM_MESMERISM: return "Mesmerism";
case SPARM_ATTUNEMENT: return "Attunement";
default: return "buggy";
}
}
}
const char* armour_ego_name(const item_def& item, bool terse)
{
return special_armour_type_name(get_armour_ego_type(item), terse);
}
static const char* _wand_type_name(int wandtype)
{
switch (wandtype)
{
case WAND_FLAME: return "flame";
case WAND_PARALYSIS: return "paralysis";
case WAND_DIGGING: return "digging";
case WAND_ICEBLAST: return "iceblast";
case WAND_POLYMORPH: return "polymorph";
case WAND_CHARMING: return "charming";
case WAND_ACID: return "acid";
case WAND_MINDBURST: return "mindburst";
case WAND_LIGHT: return "light";
case WAND_QUICKSILVER: return "quicksilver";
case WAND_ROOTS: return "roots";
case WAND_WARPING: return "warping";
default: return item_type_removed(OBJ_WANDS, wandtype)
? "removedness"
: "bugginess";
}
}
static const char* wand_secondary_string(uint32_t s)
{
static const char* const secondary_strings[] = {
"", "jewelled ", "curved ", "long ", "short ", "twisted ", "crooked ",
"forked ", "shiny ", "blackened ", "tapered ", "glowing ", "worn ",
"encrusted ", "runed ", "sharpened "
};
COMPILE_CHECK(ARRAYSZ(secondary_strings) == NDSC_WAND_SEC);
return secondary_strings[s % NDSC_WAND_SEC];
}
static const char* wand_primary_string(uint32_t p)
{
static const char* const primary_strings[] = {
"iron", "brass", "bone", "wooden", "copper", "gold", "silver",
"bronze", "ivory", "glass", "lead", "fluorescent"
};
COMPILE_CHECK(ARRAYSZ(primary_strings) == NDSC_WAND_PRI);
return primary_strings[p % NDSC_WAND_PRI];
}
const char* potion_type_name(int potiontype)
{
switch (static_cast<potion_type>(potiontype))
{
case POT_CURING: return "curing";
case POT_HEAL_WOUNDS: return "heal wounds";
case POT_HASTE: return "haste";
case POT_MIGHT: return "might";
case POT_ATTRACTION: return "attraction";
case POT_BRILLIANCE: return "brilliance";
case POT_ENLIGHTENMENT: return "enlightenment";
case POT_CANCELLATION: return "cancellation";
case POT_AMBROSIA: return "ambrosia";
case POT_INVISIBILITY: return "invisibility";
case POT_MOONSHINE: return "moonshine";
case POT_EXPERIENCE: return "experience";
case POT_MAGIC: return "magic";
case POT_BERSERK_RAGE: return "berserk rage";
case POT_MUTATION: return "mutation";
case POT_RESISTANCE: return "resistance";
case POT_LIGNIFY: return "lignification";
// FIXME: Remove this once known-items no longer uses this as a sentinel.
default:
return "bugginess";
CASE_REMOVED_POTIONS(potiontype); // TODO: this will crash, is that correct??
}
}
const char* scroll_type_name(int scrolltype)
{
switch (static_cast<scroll_type>(scrolltype))
{
case SCR_IDENTIFY: return "identify";
case SCR_TELEPORTATION: return "teleportation";
case SCR_FEAR: return "fear";
case SCR_NOISE: return "noise";
case SCR_SUMMONING: return "summoning";
case SCR_ENCHANT_WEAPON: return "enchant weapon";
case SCR_ENCHANT_ARMOUR: return "enchant armour";
case SCR_TORMENT: return "torment";
case SCR_IMMOLATION: return "immolation";
case SCR_POISON: return "poison";
case SCR_BUTTERFLIES: return "butterflies";
case SCR_BLINKING: return "blinking";
case SCR_REVELATION: return "revelation";
case SCR_FOG: return "fog";
case SCR_ACQUIREMENT: return "acquirement";
case SCR_BRAND_WEAPON: return "brand weapon";
case SCR_VULNERABILITY: return "vulnerability";
case SCR_SILENCE: return "silence";
case SCR_AMNESIA: return "amnesia";
#if TAG_MAJOR_VERSION == 34
case SCR_HOLY_WORD: return "holy word";
case SCR_CURSE_WEAPON: return "curse weapon";
case SCR_CURSE_ARMOUR: return "curse armour";
case SCR_CURSE_JEWELLERY: return "curse jewellery";
#endif
default: return item_type_removed(OBJ_SCROLLS,
scrolltype)
? "removedness"
: "bugginess";
}
}
/**
* Get the name for the effect provided by a kind of jewellery.
*
* @param jeweltype The jewellery_type of the item in question.
* @return A string describing the effect of the given jewellery
* subtype.
*/
const char* jewellery_effect_name(int jeweltype, bool terse)
{
if (!terse)
{
switch (static_cast<jewellery_type>(jeweltype))
{
#if TAG_MAJOR_VERSION == 34
case RING_REGENERATION: return "obsoleteness";
case RING_ATTENTION: return "obsoleteness";
#endif
case RING_PROTECTION: return "protection";
case RING_PROTECTION_FROM_FIRE: return "protection from fire";
case RING_POISON_RESISTANCE: return "poison resistance";
case RING_PROTECTION_FROM_COLD: return "protection from cold";
case RING_SLAYING: return "slaying";
case RING_SEE_INVISIBLE: return "see invisible";
case RING_RESIST_CORROSION: return "resist corrosion";
case RING_EVASION: return "evasion";
case RING_STEALTH: return "stealth";
#if TAG_MAJOR_VERSION == 34
case RING_SUSTAIN_ATTRIBUTES: return "obsoleteness";
#endif
case RING_STRENGTH: return "strength";
case RING_DEXTERITY: return "dexterity";
case RING_INTELLIGENCE: return "intelligence";
case RING_WIZARDRY: return "wizardry";
case RING_MAGICAL_POWER: return "magical power";
case RING_FLIGHT: return "flight";
case RING_POSITIVE_ENERGY: return "positive energy";
case RING_WILLPOWER: return "willpower";
#if TAG_MAJOR_VERSION == 34
case RING_FIRE: return "obsoleteness";
case RING_ICE: return "obsoleteness";
case RING_TELEPORTATION: return "obsoleteness";
case RING_TELEPORT_CONTROL: return "obsoleteness";
#endif
case AMU_MANA_REGENERATION: return "magic regeneration";
case AMU_ACROBAT: return "the acrobat";
#if TAG_MAJOR_VERSION == 34
case AMU_RAGE: return "obsoleteness";
case AMU_THE_GOURMAND: return "obsoleteness";
case AMU_HARM: return "obsoleteness";
case AMU_CONSERVATION: return "obsoleteness";
case AMU_CONTROLLED_FLIGHT: return "obsoleteness";
case AMU_INACCURACY: return "obsoleteness";
#endif
case AMU_GUARDIAN_SPIRIT: return "guardian spirit";
case AMU_FAITH: return "faith";
case AMU_REFLECTION: return "reflection";
case AMU_REGENERATION: return "regeneration";
case AMU_WILDSHAPE: return "wildshape";
case AMU_CHEMISTRY: return "chemistry";
case AMU_DISSIPATION: return "dissipation";
case AMU_NOTHING: return "nothing";
default: return "buggy jewellery";
}
}
else
{
switch (static_cast<jewellery_type>(jeweltype))
{
#if TAG_MAJOR_VERSION == 34
case RING_REGENERATION: return "obsolete";
case RING_ATTENTION: return "obsolete";
#endif
case RING_PROTECTION: return "AC";
case RING_PROTECTION_FROM_FIRE: return "rF+";
case RING_POISON_RESISTANCE: return "rPois";
case RING_PROTECTION_FROM_COLD: return "rC+";
case RING_SLAYING: return "Slay";
case RING_SEE_INVISIBLE: return "sInv";
case RING_RESIST_CORROSION: return "rCorr";
case RING_EVASION: return "EV";
case RING_STEALTH: return "Stlth+";
#if TAG_MAJOR_VERSION == 34
case RING_SUSTAIN_ATTRIBUTES: return "obsolete";
#endif
case RING_STRENGTH: return "Str";
case RING_DEXTERITY: return "Dex";
case RING_INTELLIGENCE: return "Int";
case RING_WIZARDRY: return "Wiz";
case RING_MAGICAL_POWER: return "MP+9";
case RING_FLIGHT: return "Fly";
case RING_POSITIVE_ENERGY: return "rN+";
case RING_WILLPOWER: return "Will+";
#if TAG_MAJOR_VERSION == 34
case RING_FIRE: return "obsolete";
case RING_ICE: return "obsolete";
case RING_TELEPORTATION: return "obsolete";
case RING_TELEPORT_CONTROL: return "obsolete";
#endif
case AMU_MANA_REGENERATION: return "RegenMP";
case AMU_ACROBAT: return "Acrobat";
#if TAG_MAJOR_VERSION == 34
case AMU_RAGE: return "obsolete";
case AMU_THE_GOURMAND: return "obsolete";
case AMU_HARM: return "obsolete";
case AMU_CONSERVATION: return "obsolete";
case AMU_CONTROLLED_FLIGHT: return "obsolete";
case AMU_INACCURACY: return "obsolete";
#endif
case AMU_GUARDIAN_SPIRIT: return "Spirit";
case AMU_FAITH: return "Faith";
case AMU_REFLECTION: return "Reflect";
case AMU_REGENERATION: return "Regen";
case AMU_WILDSHAPE: return "Wildshape";
case AMU_CHEMISTRY: return "Chemistry";
case AMU_DISSIPATION: return "Dissipate";
case AMU_NOTHING: return "";
default: return "buggy";
}
}
}
/**
* Get the name for the category of a type of jewellery.
*
* @param jeweltype The jewellery_type of the item in question.
* @return A string describing the kind of jewellery it is.
*/
static const char* _jewellery_class_name(int jeweltype)
{
#if TAG_MAJOR_VERSION == 34
if (jeweltype == RING_REGENERATION)
return "ring of";
#endif
if (jeweltype < RING_FIRST_RING || jeweltype >= NUM_JEWELLERY
|| jeweltype >= NUM_RINGS && jeweltype < AMU_FIRST_AMULET)
{
return "buggy"; // "buggy buggy jewellery"
}
if (jeweltype < NUM_RINGS)
return "ring of";
return "amulet of";
}
/**
* Get the name for a type of jewellery.
*
* @param jeweltype The jewellery_type of the item in question.
* @return The full name of the jewellery type in question.
*/
static string jewellery_type_name(int jeweltype)
{
return make_stringf("%s %s", _jewellery_class_name(jeweltype),
jewellery_effect_name(jeweltype));
}
static const char* ring_secondary_string(uint32_t s)
{
static const char* const secondary_strings[] = {
"", "encrusted ", "glowing ", "tubular ", "runed ", "blackened ",
"scratched ", "small ", "large ", "twisted ", "shiny ", "notched ",
"knobbly "
};
COMPILE_CHECK(ARRAYSZ(secondary_strings) == NDSC_JEWEL_SEC);
return secondary_strings[s % NDSC_JEWEL_SEC];
}
static const char* ring_primary_string(uint32_t p)
{
static const char* const primary_strings[] = {
"wooden", "silver", "golden", "iron", "steel", "tourmaline", "brass",
"copper", "granite", "ivory", "ruby", "marble", "jade", "glass",
"agate", "bone", "diamond", "emerald", "peridot", "garnet", "opal",
"pearl", "coral", "sapphire", "cabochon", "gilded", "onyx", "bronze",
"moonstone"
};
COMPILE_CHECK(ARRAYSZ(primary_strings) == NDSC_JEWEL_PRI);
return primary_strings[p % NDSC_JEWEL_PRI];
}
static const char* amulet_secondary_string(uint32_t s)
{
static const char* const secondary_strings[] = {
"dented ", "square ", "thick ", "thin ", "runed ", "blackened ",
"glowing ", "small ", "large ", "twisted ", "tiny ", "triangular ",
"lumpy "
};
COMPILE_CHECK(ARRAYSZ(secondary_strings) == NDSC_JEWEL_SEC);
return secondary_strings[s % NDSC_JEWEL_SEC];
}
static const char* amulet_primary_string(uint32_t p)
{
static const char* const primary_strings[] = {
"sapphire", "zirconium", "golden", "emerald", "garnet", "bronze",
"brass", "copper", "ruby", "citrine", "bone", "platinum", "jade",
"fluorescent", "amethyst", "cameo", "pearl", "blue", "peridot",
"jasper", "diamond", "malachite", "steel", "cabochon", "silver",
"soapstone", "lapis lazuli", "filigree", "beryl"
};
COMPILE_CHECK(ARRAYSZ(primary_strings) == NDSC_JEWEL_PRI);
return primary_strings[p % NDSC_JEWEL_PRI];
}
const char* rune_type_name(short p)
{
switch (static_cast<rune_type>(p))
{
case RUNE_DIS: return "iron";
case RUNE_GEHENNA: return "obsidian";
case RUNE_COCYTUS: return "icy";
case RUNE_TARTARUS: return "bone";
case RUNE_SLIME: return "slimy";
case RUNE_VAULTS: return "silver";
case RUNE_SNAKE: return "serpentine";
case RUNE_ELF: return "elven";
case RUNE_TOMB: return "golden";
case RUNE_SWAMP: return "decaying";
case RUNE_SHOALS: return "barnacled";
case RUNE_SPIDER: return "gossamer";
case RUNE_FOREST: return "mossy";
// pandemonium and abyss runes:
case RUNE_DEMONIC: return "demonic";
case RUNE_ABYSSAL: return "abyssal";
// special pandemonium runes:
case RUNE_MNOLEG: return "glowing";
case RUNE_LOM_LOBON: return "magical";
case RUNE_CEREBOV: return "fiery";
case RUNE_GLOORX_VLOQ: return "dark";
default: return "buggy";
}
}
static string gem_type_name(gem_type g)
{
return string(gem_adj(g)) + " gem";
}
static string misc_type_name(int type)
{
#if TAG_MAJOR_VERSION == 34
if (is_deck_type(type))
return "removed deck";
#endif
switch (static_cast<misc_item_type>(type))
{
#if TAG_MAJOR_VERSION == 34
case MISC_CRYSTAL_BALL_OF_ENERGY: return "removed crystal ball";
#endif
case MISC_BOX_OF_BEASTS: return "box of beasts";
#if TAG_MAJOR_VERSION == 34
case MISC_BUGGY_EBONY_CASKET: return "removed ebony casket";
case MISC_FAN_OF_GALES: return "removed fan of gales";
case MISC_LAMP_OF_FIRE: return "removed lamp of fire";
case MISC_BUGGY_LANTERN_OF_SHADOWS: return "removed lantern of shadows";
#endif
case MISC_HORN_OF_GERYON: return "horn of Geryon";
case MISC_LIGHTNING_ROD: return "lightning rod";
#if TAG_MAJOR_VERSION == 34
case MISC_BOTTLED_EFREET: return "empty flask";
case MISC_RUNE_OF_ZOT: return "obsolete rune of zot";
case MISC_STONE_OF_TREMORS: return "removed stone of tremors";
#endif
case MISC_QUAD_DAMAGE: return "quad damage";
case MISC_PHIAL_OF_FLOODS: return "phial of floods";
case MISC_SACK_OF_SPIDERS: return "sack of spiders";
case MISC_PHANTOM_MIRROR: return "phantom mirror";
case MISC_ZIGGURAT: return "figurine of a ziggurat";
#if TAG_MAJOR_VERSION == 34
case MISC_XOMS_CHESSBOARD: return "removed chess piece";
#endif
case MISC_TIN_OF_TREMORSTONES: return "tin of tremorstones";
case MISC_CONDENSER_VANE: return "condenser vane";
case MISC_GRAVITAMBOURINE: return "Gell's gravitambourine";
case MISC_SHOP_VOUCHER: return "shop voucher";
default:
return "buggy miscellaneous item";
}
}
const char* gizmo_effect_name(int type)
{
switch (static_cast<special_gizmo_type>(type))
{
case SPGIZMO_SPELLMOTOR: return "SpellMotor";
case SPGIZMO_GADGETEER: return "Gadgeteer";
case SPGIZMO_REVGUARD: return "RevGuard";
case SPGIZMO_AUTODAZZLE: return "AutoDazzle";
default:
case SPGIZMO_NORMAL: return "";
}
}
static const char* _book_type_name(int booktype)
{
switch (static_cast<book_type>(booktype))
{
case BOOK_MINOR_MAGIC: return "Minor Magic";
case BOOK_CONJURATIONS: return "Conjurations";
case BOOK_FLAMES: return "Flames";
case BOOK_FROST: return "Frost";
case BOOK_WILDERNESS: return "the Wilderness";
case BOOK_FIRE: return "Fire";
case BOOK_ICE: return "Ice";
case BOOK_SPATIAL_TRANSLOCATIONS: return "Spatial Translocations";
case BOOK_HEXES: return "Hexes";
case BOOK_LIGHTNING: return "Lightning";
case BOOK_DEATH: return "Death";
case BOOK_MISFORTUNE: return "Misfortune";
case BOOK_SPONTANEOUS_COMBUSTION: return "Spontaneous Combustion";
#if TAG_MAJOR_VERSION == 34
case BOOK_TRANSFIGURATIONS: return "Transfigurations";
#endif
case BOOK_BATTLE: return "Battle";
case BOOK_NECROMANCY: return "Necromancy";
case BOOK_CALLINGS: return "Callings";
#if TAG_MAJOR_VERSION == 34
case BOOK_MALEDICT: return "Maledictions";
#endif
case BOOK_AIR: return "Air";
#if TAG_MAJOR_VERSION == 34
case BOOK_SKY: return "the Sky";
#endif
case BOOK_WARP: return "the Warp";
#if TAG_MAJOR_VERSION == 34
case BOOK_ENVENOMATIONS: return "Envenomations";
#endif
case BOOK_ANNIHILATIONS: return "Annihilations";
case BOOK_UNLIFE: return "Unlife";
#if TAG_MAJOR_VERSION == 34
case BOOK_CONTROL: return "Control";
#endif
case BOOK_GEOMANCY: return "Geomancy";
case BOOK_EARTH: return "the Earth";
#if TAG_MAJOR_VERSION == 34
case BOOK_WIZARDRY: return "Wizardry";
#endif
case BOOK_POWER: return "Power";
case BOOK_CANTRIPS: return "Cantrips";
case BOOK_PARTY_TRICKS: return "Party Tricks";
case BOOK_DEBILITATION: return "Debilitation";
case BOOK_DRAGON: return "the Dragon";
case BOOK_BURGLARY: return "Burglary";
case BOOK_DREAMS: return "Dreams";
case BOOK_TRANSMUTATION: return "Transmutation";
case BOOK_BEASTS: return "Beasts";
case BOOK_SPECTACLE: return "Spectacle";
case BOOK_WINTER: return "Winter";
case BOOK_SPHERES: return "the Spheres";
case BOOK_ARMAMENTS: return "Armaments";
#if TAG_MAJOR_VERSION == 34
case BOOK_PAIN: return "Pain";
#endif
case BOOK_DECAY: return "Decay";
case BOOK_DISPLACEMENT: return "Displacement";
#if TAG_MAJOR_VERSION == 34
case BOOK_RIME: return "Rime";
case BOOK_STONE: return "Stone";
#endif
case BOOK_SENSES: return "the Senses";
case BOOK_BLASTING: return "Blasting";
case BOOK_IRON: return "Iron";
case BOOK_TUNDRA: return "the Tundra";
case BOOK_MOON: return "the Moon";
case BOOK_STORMS: return "Storms";
case BOOK_WEAPONS: return "Weapons";
case BOOK_SLOTH: return "Sloth";
case BOOK_BLOOD: return "Blood";
case BOOK_DANGEROUS_FRIENDS: return "Dangerous Friends";
case BOOK_TOUCH: return "Touch";
case BOOK_CHAOS: return "Chaos";
case BOOK_HUNTER: return "the Hunter";
case BOOK_SCORCHING: return "Scorching";
case BOOK_MOVEMENT: return "Movement";
case BOOK_WICKED_CREATION: return "Wicked Creation";
case BOOK_MALADIES: return "Maladies";
case BOOK_FORTRESS: return "the Fortress";
case BOOK_CRYOFORMATION: return "Cryoformation";
case BOOK_GRAVE: return "the Grave";
case BOOK_METALWORKING: return "Metalworking";
case BOOK_DUALITY: return "Duality";
case BOOK_CONTRAPTIONS: return "Contraptions";
case BOOK_RANDART_LEVEL: return "Fixed Level";
case BOOK_RANDART_THEME: return "Fixed Theme";
default: return "Bugginess";
}
}
static const char* staff_secondary_string(uint32_t s)
{
static const char* const secondary_strings[] = {
"crooked ", "knobbly ", "weird ", "gnarled ", "thin ", "curved ",
"twisted ", "thick ", "long ", "short ",
};
COMPILE_CHECK(NDSC_STAVE_SEC == ARRAYSZ(secondary_strings));
return secondary_strings[s % ARRAYSZ(secondary_strings)];
}
static const char* staff_primary_string(uint32_t p)
{
static const char* const primary_strings[] = {
"glowing ", "jewelled ", "runed ", "smoking "
};
COMPILE_CHECK(NDSC_STAVE_PRI == ARRAYSZ(primary_strings));
return primary_strings[p % ARRAYSZ(primary_strings)];
}
const char *base_type_string(const item_def &item)
{
return base_type_string(item.base_type);
}
const char *base_type_string(object_class_type type)
{
switch (type)
{
case OBJ_WEAPONS: return "weapon";
case OBJ_MISSILES: return "missile";
case OBJ_ARMOUR: return "armour";
case OBJ_WANDS: return "wand";
case OBJ_SCROLLS: return "scroll";
case OBJ_JEWELLERY: return "jewellery";
case OBJ_POTIONS: return "potion";
case OBJ_BOOKS: return "book";
case OBJ_STAVES: return "staff";
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS: return "removed rod";
#endif
case OBJ_ORBS: return "orb";
case OBJ_MISCELLANY: return "miscellaneous";
case OBJ_CORPSES: return "corpse";
case OBJ_GOLD: return "gold";
case OBJ_RUNES: return "rune";
case OBJ_GEMS: return "gem";
case OBJ_TALISMANS: return "talisman";
case OBJ_GIZMOS: return "gizmo";
case OBJ_BAUBLES: return "bauble";
default: return "";
}
}
string sub_type_string(const item_def &item, bool known)
{
const object_class_type type = item.base_type;
const int sub_type = item.sub_type;
switch (type)
{
case OBJ_WEAPONS: // deliberate fall through, as XXX_prop is a local
case OBJ_MISSILES: // variable to item-prop.cc.
case OBJ_ARMOUR:
return item_base_name(type, sub_type);
case OBJ_WANDS: return _wand_type_name(sub_type);
case OBJ_SCROLLS: return scroll_type_name(sub_type);
case OBJ_JEWELLERY: return jewellery_type_name(sub_type);
case OBJ_POTIONS: return potion_type_name(sub_type);
case OBJ_STAVES: return staff_type_name(static_cast<stave_type>(sub_type));
case OBJ_BOOKS:
{
switch (sub_type)
{
case BOOK_MANUAL:
{
if (!known)
return "manual";
string bookname = "manual of ";
bookname += skill_name(static_cast<skill_type>(item.plus));
return bookname;
}
case BOOK_PARCHMENT:
{
if (item.plus == 0 || !known)
return "parchment";
string parchmentname = "parchment of ";
parchmentname += spell_title(static_cast<spell_type>(item.plus));
return parchmentname;
}
case BOOK_NECRONOMICON:
return "Necronomicon";
case BOOK_GRAND_GRIMOIRE:
return "Grand Grimoire";
#if TAG_MAJOR_VERSION == 34
case BOOK_BUGGY_DESTRUCTION:
return "tome of obsoleteness";
#endif
case BOOK_EVERBURNING:
// Aus. English apparently follows the US spelling, not UK.
return "Everburning Encyclopedia";
#if TAG_MAJOR_VERSION == 34
case BOOK_OZOCUBU:
return "Ozocubu's Autobiography";
#endif
case BOOK_MAXWELL:
return "Maxwell's Memoranda";
case BOOK_YOUNG_POISONERS:
return "Young Poisoner's Handbook";
case BOOK_FEN:
return "Fen Folio";
#if TAG_MAJOR_VERSION == 34
case BOOK_NEARBY:
return "Inescapable Atlas";
#endif
case BOOK_THERE_AND_BACK:
return "There-And-Back Book";
case BOOK_BIOGRAPHIES_II:
return "Great Wizards, Vol. II";
case BOOK_BIOGRAPHIES_VII:
return "Great Wizards, Vol. VII";
case BOOK_TRISMEGISTUS:
return "Trismegistus Codex";
case BOOK_UNRESTRAINED:
return "the Unrestrained Analects";
case BOOK_SIEGECRAFT:
return "Compendium of Siegecraft";
case BOOK_CONDUCTIVITY:
return "Codex of Conductivity";
case BOOK_CONSTRUCTION:
return "Handbook of Applied Construction";
case BOOK_TRAPS:
return "Treatise on Traps";
case BOOK_SWAMP_SOJOURN:
return "My Sojourn through Swampland";
#if TAG_MAJOR_VERSION == 34
case BOOK_AKASHIC_RECORD:
return "Akashic Record";
#endif
default:
return string("book of ") + _book_type_name(sub_type);
}
}
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS: return "removed rod";
#endif
case OBJ_MISCELLANY: return misc_type_name(sub_type);
case OBJ_TALISMANS: return talisman_type_name(sub_type);
// these repeat as base_type_string
case OBJ_ORBS: return "orb of Zot";
case OBJ_CORPSES: return "corpse";
case OBJ_GOLD: return "gold";
case OBJ_RUNES: return "rune of Zot";
case OBJ_GEMS: return gem_type_name(static_cast<gem_type>(sub_type));
default: return "";
}
}
/**
* What's the name for the weapon used by a given ghost / pan lord?
*
* There's no actual weapon info, just brand, so we have to improvise...
*
* @param brand The brand_type used by the ghost or pan lord.
* @param mtype Monster type; determines whether the fake weapon is
* described as a `weapon` or a `touch`.
* @return The name of the ghost's weapon (e.g. "weapon of flaming",
* "antimagic weapon"). SPWPN_NORMAL returns "".
*/
string ghost_brand_name(brand_type brand, monster_type mtype)
{
if (brand == SPWPN_NORMAL)
return "";
const bool weapon = mtype != MONS_PANDEMONIUM_LORD;
if (weapon)
{
// n.b. heavy only works if it is adjectival
if (brand_prefers_adj.count(brand))
return make_stringf("%s weapon", brand_type_adj(brand));
else
return make_stringf("weapon of %s", brand_type_name(brand, false));
}
else
return make_stringf("%s touch", brand_type_adj(brand));
}
string ego_type_string(const item_def &item, bool terse)
{
switch (item.base_type)
{
case OBJ_ARMOUR:
return armour_ego_name(item, terse);
case OBJ_WEAPONS:
if (get_weapon_brand(item) != SPWPN_NORMAL)
return weapon_brand_name(item, terse);
else
return "";
case OBJ_MISSILES:
return missile_brand_name(item, terse ? MBN_TERSE : MBN_BRAND);
case OBJ_JEWELLERY:
return jewellery_effect_name(item.sub_type, terse);
case OBJ_GIZMOS:
return gizmo_effect_name(item.brand);
default:
return "";
}
}
/**
* When naming the given item, should the base name be used?
*/
static bool _use_basename(const item_def &item, description_level_type desc,
bool ident)
{
const bool know_type = ident || item.is_identified();
return desc == DESC_BASENAME
|| desc == DESC_DBNAME && !know_type;
}
/**
* The plus-describing prefix to a weapon's name, including trailing space.
*/
static string _plus_prefix(const item_def &weap)
{
if (is_unrandom_artefact(weap, UNRAND_WOE))
return Options.char_set == CSET_ASCII ? "+inf " : "+\u221e "; // ∞
return make_stringf("%+d ", weap.plus);
}
/**
* Cosmetic text for weapons (e.g. glowing, runed). Includes trailing space,
* if appropriate. (Empty if there is no cosmetic property.)
*/
static string _cosmetic_text(const item_def &weap)
{
const iflags_t desc = get_equip_desc(weap);
switch (desc)
{
case ISFLAG_RUNED:
return "runed ";
case ISFLAG_GLOWING:
return "glowing ";
default:
return "";
}
}
/**
* Surrounds a given string with the weapon's brand-describing prefix/suffix
* as appropriate.
*/
string weapon_brand_desc(const char *body, const item_def &weap,
bool terse, brand_type override_brand)
{
const string brand_name = weapon_brand_name(weap, terse, override_brand);
if (brand_name.empty())
return body;
if (terse)
return make_stringf("%s (%s)", body, brand_name.c_str());
const brand_type brand = override_brand ? override_brand :
get_weapon_brand(weap);
if (brand_prefers_adj.count(brand))
return make_stringf("%s %s", brand_type_adj(brand), body);
else if (brand == SPWPN_NORMAL)
{
if (get_equip_desc(weap))
return make_stringf("enchanted %s", body);
else
return body;
}
else
return make_stringf("%s of %s", body, brand_name.c_str());
}
/**
* Build the appropriate name for a given weapon.
*
* @param weap The weapon in question.
* @param desc The type of name to provide. (E.g. the name to be used
* in database lookups for description, or...)
* @param terse Whether to provide a terse version of the name for
* display in the HUD.
* @param ident Whether the weapon should be named as if it were
* identified.
* @param inscr Whether an inscription will be added later.
* @return A name for the weapon.
* TODO: example
*/
static string _name_weapon(const item_def &weap, description_level_type desc,
bool terse, bool ident, bool inscr)
{
const bool dbname = (desc == DESC_DBNAME);
const bool basename = _use_basename(weap, desc, ident);
const bool qualname = (desc == DESC_QUALNAME);
const bool identified = ident || weap.is_identified();
const string curse_prefix = !dbname && !terse && weap.cursed() ? "cursed " : "";
const string plus_text = identified && !dbname && !qualname ? _plus_prefix(weap) : "";
const string chaotic = testbits(weap.flags, ISFLAG_CHAOTIC) ? "chaotic " : "";
const string replica = testbits(weap.flags, ISFLAG_REPLICA) ? "replica " : "";
if (is_artefact(weap) && !dbname)
{
const string long_name = curse_prefix + chaotic + plus_text + replica
+ get_artefact_name(weap, ident);
// crop long artefact names when not controlled by webtiles -
// webtiles displays weapon names across multiple lines
#ifdef USE_TILE_WEB
if (!tiles.is_controlled_from_web())
#endif
{
const bool has_inscript = desc != DESC_BASENAME
&& desc != DESC_DBNAME
&& inscr;
const string inscription = _item_inscription(weap);
const int total_length = long_name.size()
+ (has_inscript ? inscription.size() : 0);
const string inv_slot_text = "x) ";
const int max_length = crawl_view.hudsz.x - inv_slot_text.size();
if (!terse || total_length <= max_length)
return long_name;
}
#ifdef USE_TILE_WEB
else
return long_name;
#endif
// special case: these two shouldn't ever have their base name revealed
// (since showing 'eudaemon blade' is unhelpful in the former case, and
// showing 'broad axe' is misleading in the latter)
// could be a flag, but doesn't seem worthwhile for only two items
if (is_unrandom_artefact(weap, UNRAND_ZEALOT_SWORD)
|| is_unrandom_artefact(weap, UNRAND_DEMON_AXE))
{
return long_name;
}
const string short_name
= curse_prefix + chaotic + plus_text + replica
+ get_artefact_base_name(weap, true);
return short_name;
}
const bool show_cosmetic = !basename && !qualname && !dbname
&& !identified
&& !terse;
const string cosmetic_text
= show_cosmetic ? _cosmetic_text(weap) : "";
const string base_name = item_base_name(weap);
const string name_with_ego
= identified && !dbname ? weapon_brand_desc(base_name.c_str(), weap, terse)
: base_name;
const string curse_suffix
= weap.cursed() && terse && !dbname && !qualname ? " (curse)" : "";
return curse_prefix + plus_text + cosmetic_text
+ name_with_ego + curse_suffix;
}
// Note that "terse" is only currently used for the "in hand" listing on
// the game screen.
string item_def::name_aux(description_level_type desc, bool terse, bool ident,
bool with_inscription) const
{
// Shortcuts
const int item_typ = sub_type;
const bool dbname = (desc == DESC_DBNAME);
const bool basename = _use_basename(*this, desc, ident);
const bool qualname = (desc == DESC_QUALNAME);
const bool identified = ident || is_identified();
// Display runed/glowing/embroidered etc?
// Only display this if brand is unknown.
const bool show_cosmetic = !identified
&& !basename && !qualname && !dbname
&& !terse;
const bool need_plural = !basename && !dbname;
ostringstream buff;
switch (base_type)
{
case OBJ_WEAPONS:
buff << _name_weapon(*this, desc, terse, ident, with_inscription);
break;
case OBJ_MISSILES:
{
special_missile_type msl_brand = get_ammo_brand(*this);
if (!terse && !dbname && !basename)
{
if (_missile_brand_is_prefix(msl_brand)) // see below for postfix brands
buff << missile_brand_name(*this, MBN_NAME) << ' ';
}
buff << missile_name(static_cast<missile_type>(item_typ));
if (msl_brand != SPMSL_NORMAL
&& !basename && !dbname)
{
if (terse)
buff << " (" << missile_brand_name(*this, MBN_TERSE) << ")";
else if (_missile_brand_is_postfix(msl_brand)) // see above for prefix brands
buff << " of " << missile_brand_name(*this, MBN_NAME);
}
break;
}
case OBJ_ARMOUR:
if (!terse && cursed())
buff << "cursed ";
// Don't list unenchantable armor as +0.
if (identified && !dbname && !qualname && armour_is_enchantable(*this))
buff << make_stringf("%+d ", plus);
if ((item_typ == ARM_GLOVES || item_typ == ARM_BOOTS)
&& !is_unrandom_artefact(*this, UNRAND_POWER_GLOVES)
&& !is_unrandom_artefact(*this, UNRAND_DELATRAS_GLOVES))
{
buff << "pair of ";
}
if (is_artefact(*this) && !dbname)
{
buff << get_artefact_name(*this, ident);
break;
}
if (show_cosmetic)
{
switch (get_equip_desc(*this))
{
case ISFLAG_EMBROIDERED_SHINY:
if (item_typ == ARM_ROBE || item_typ == ARM_CLOAK
|| item_typ == ARM_GLOVES || item_typ == ARM_BOOTS
|| item_typ == ARM_SCARF || item_typ == ARM_HAT)
{
buff << "embroidered ";
}
else if (item_typ != ARM_LEATHER_ARMOUR
&& item_typ != ARM_ANIMAL_SKIN)
{
buff << "shiny ";
}
else
buff << "dyed ";
break;
case ISFLAG_RUNED:
buff << "runed ";
break;
case ISFLAG_GLOWING:
buff << "glowing ";
break;
}
}
buff << item_base_name(*this);
if (identified && !dbname && !qualname && !is_artefact(*this))
{
const special_armour_type sparm = get_armour_ego_type(*this);
if (sparm != SPARM_NORMAL)
{
if (!terse)
buff << " of ";
else
buff << " {";
buff << armour_ego_name(*this, terse);
if (terse)
buff << "}";
}
}
if (cursed() && terse && !dbname && !qualname)
buff << " (curse)";
break;
case OBJ_WANDS:
if (basename)
{
buff << "wand";
break;
}
if (identified)
buff << "wand of " << _wand_type_name(item_typ);
else
{
buff << wand_secondary_string(subtype_rnd / NDSC_WAND_PRI)
<< wand_primary_string(subtype_rnd % NDSC_WAND_PRI)
<< " wand";
}
if (dbname)
break;
if (identified && charges > 0)
buff << " (" << charges << ")";
break;
case OBJ_POTIONS:
if (basename)
{
buff << "potion";
break;
}
if (identified)
buff << "potion of " << potion_type_name(item_typ);
else
{
const int pqual = PQUAL(subtype_rnd);
const int pcolour = PCOLOUR(subtype_rnd);
static const char *potion_qualifiers[] =
{
"", "bubbling ", "fuming ", "fizzy ", "viscous ", "lumpy ",
"smoky ", "glowing ", "sedimented ", "metallic ", "murky ",
"gluggy ", "oily ", "slimy ", "emulsified ",
};
COMPILE_CHECK(ARRAYSZ(potion_qualifiers) == PDQ_NQUALS);
static const char *potion_colours[] =
{
#if TAG_MAJOR_VERSION == 34
"clear",
#endif
"blue", "black", "silvery", "cyan", "purple", "orange",
"inky", "red", "yellow", "green", "brown", "ruby", "white",
"emerald", "grey", "pink", "coppery", "golden", "dark", "puce",
"amethyst", "sapphire",
};
COMPILE_CHECK(ARRAYSZ(potion_colours) == PDC_NCOLOURS);
const char *qualifier =
(pqual < 0 || pqual >= PDQ_NQUALS) ? "bug-filled "
: potion_qualifiers[pqual];
const char *clr = (pcolour < 0 || pcolour >= PDC_NCOLOURS) ?
"bogus" : potion_colours[pcolour];
buff << qualifier << clr << " potion";
}
break;
#if TAG_MAJOR_VERSION == 34
case OBJ_FOOD:
buff << "removed food"; break;
break;
#endif
case OBJ_SCROLLS:
buff << "scroll";
if (basename)
break;
else
buff << " ";
if (identified)
buff << "of " << scroll_type_name(item_typ);
else
buff << "labelled " << make_name(subtype_rnd, MNAME_SCROLL);
break;
case OBJ_JEWELLERY:
{
if (basename)
{
if (jewellery_is_amulet(*this))
buff << "amulet";
else
buff << "ring";
break;
}
const bool is_randart = is_artefact(*this);
if (!terse && cursed())
buff << "cursed ";
if (is_randart && !dbname)
{
buff << get_artefact_name(*this, ident);
break;
}
if (identified)
{
if (!dbname && jewellery_has_pluses(*this))
buff << make_stringf("%+d ", plus);
buff << jewellery_type_name(item_typ);
}
else
{
if (jewellery_is_amulet(*this))
{
buff << amulet_secondary_string(subtype_rnd / NDSC_JEWEL_PRI)
<< amulet_primary_string(subtype_rnd % NDSC_JEWEL_PRI)
<< " amulet";
}
else // i.e., a ring
{
buff << ring_secondary_string(subtype_rnd / NDSC_JEWEL_PRI)
<< ring_primary_string(subtype_rnd % NDSC_JEWEL_PRI)
<< " ring";
}
}
if (cursed() && terse && !dbname && !qualname)
buff << " (curse)";
break;
}
case OBJ_MISCELLANY:
{
if (!dbname && item_typ == MISC_ZIGGURAT && you.zigs_completed > 0)
buff << "+" << you.zigs_completed << " ";
else if (!dbname && is_xp_evoker(*this) && in_inventory(*this))
buff << "+" << evoker_plus(item_typ) << " ";
buff << misc_type_name(item_typ);
if (is_xp_evoker(*this) && !dbname && !evoker_charges(sub_type))
buff << " (inert)";
else if (is_xp_evoker(*this) &&
!dbname && evoker_max_charges(sub_type) > 1)
{
buff << " (" << evoker_charges(sub_type) << "/"
<< evoker_max_charges(sub_type) << ")";
}
break;
}
case OBJ_TALISMANS:
if (is_random_artefact(*this) && !dbname && !basename)
buff << get_artefact_name(*this, ident);
else
buff << talisman_type_name(item_typ);
break;
case OBJ_BOOKS:
if (is_random_artefact(*this) && !dbname && !basename)
{
buff << get_artefact_name(*this, true);
break;
}
if (basename)
buff << (item_typ == BOOK_MANUAL ? "manual" : "book");
else
buff << sub_type_string(*this, !dbname);
break;
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS:
buff << "removed rod";
break;
#endif
case OBJ_STAVES:
if (!terse && cursed())
buff << "cursed ";
if (is_artefact(*this) && !dbname)
{
if (identified)
buff << staff_type_name(static_cast<stave_type>(sub_type)) << " staff";
// TODO: crop long artefact names when not controlled by webtiles
buff << get_artefact_name(*this, ident);
if (!identified)
buff << "staff";
}
else if (!identified)
{
if (!basename)
{
buff << staff_secondary_string(subtype_rnd / NDSC_STAVE_PRI)
<< staff_primary_string(subtype_rnd % NDSC_STAVE_PRI);
}
buff << "staff";
}
else
buff << "staff of " << staff_type_name(static_cast<stave_type>(item_typ));
if (cursed() && terse && !dbname && !qualname)
buff << " (curse)";
break;
// rearranged 15 Apr 2000 {dlb}:
case OBJ_ORBS:
buff.str("Orb of Zot");
break;
case OBJ_RUNES:
if (!dbname)
buff << rune_type_name(sub_type) << " ";
buff << "rune of Zot";
break;
case OBJ_GEMS:
if (sub_type == NUM_GEM_TYPES)
buff << "gem";
else
buff << gem_type_name(static_cast<gem_type>(sub_type));
break;
case OBJ_GOLD:
buff << "gold piece";
break;
case OBJ_CORPSES:
{
if (dbname && item_typ == CORPSE_SKELETON)
return "decaying skeleton";
monster_flags_t name_flags;
const string _name = get_corpse_name(*this, &name_flags);
const monster_flags_t name_type = name_flags & MF_NAME_MASK;
if (!_name.empty() && name_type == MF_NAME_ADJECTIVE)
buff << _name << " ";
if ((name_flags & MF_NAME_SPECIES) && name_type == MF_NAME_REPLACE)
buff << _name << " ";
else if (!dbname && !starts_with(_name, "the "))
{
const monster_type mc = mon_type;
if (!(mons_is_unique(mc) && mons_species(mc) == mc))
buff << mons_type_name(mc, DESC_PLAIN) << ' ';
}
if (!_name.empty() && name_type == MF_NAME_SUFFIX)
buff << _name << " ";
if (item_typ == CORPSE_BODY)
buff << "corpse";
else if (item_typ == CORPSE_SKELETON)
buff << "skeleton";
else
buff << "corpse bug";
if (!_name.empty() && name_type != MF_NAME_ADJECTIVE
&& !(name_flags & MF_NAME_SPECIES) && name_type != MF_NAME_SUFFIX
&& !dbname)
{
buff << " of " << _name;
}
break;
}
case OBJ_GIZMOS:
{
if (props.exists(ARTEFACT_NAME_KEY))
buff << props[ARTEFACT_NAME_KEY].get_string();
else
buff << "Unnamed gizmo";
}
break;
case OBJ_BAUBLES:
buff << "flux bauble";
break;
default:
buff << "!";
}
// One plural to rule them all.
if (need_plural && quantity > 1 && !basename && !qualname)
buff.str(pluralise(buff.str()));
// debugging output -- oops, I probably block it above ... dang! {dlb}
if (buff.str().length() < 3)
{
buff << "bad item (cl:" << static_cast<int>(base_type)
<< ",ty:" << item_typ << ",pl:" << plus
<< ",pl2:" << plus2 << ",sp:" << special
<< ",qu:" << quantity << ")";
}
return buff.str();
}
// WARNING: You can break save compatibility if you edit this without
// amending tags.cc to properly marshall the change.
bool item_type_has_ids(object_class_type base_type)
{
COMPILE_CHECK(NUM_WEAPONS < MAX_SUBTYPES);
COMPILE_CHECK(NUM_MISSILES < MAX_SUBTYPES);
COMPILE_CHECK(NUM_ARMOURS < MAX_SUBTYPES);
COMPILE_CHECK(NUM_WANDS < MAX_SUBTYPES);
COMPILE_CHECK(NUM_SCROLLS < MAX_SUBTYPES);
COMPILE_CHECK(NUM_JEWELLERY < MAX_SUBTYPES);
COMPILE_CHECK(NUM_POTIONS < MAX_SUBTYPES);
COMPILE_CHECK(NUM_STAVES < MAX_SUBTYPES);
COMPILE_CHECK(NUM_MISCELLANY < MAX_SUBTYPES);
#if TAG_MAJOR_VERSION == 34
COMPILE_CHECK(NUM_RODS < MAX_SUBTYPES);
COMPILE_CHECK(NUM_FOODS < MAX_SUBTYPES);
#endif
// no check for NUM_BOOKS (which exceeds MAX_SUBTYPES), not used here
return base_type == OBJ_WANDS || base_type == OBJ_SCROLLS
|| base_type == OBJ_JEWELLERY || base_type == OBJ_POTIONS
|| base_type == OBJ_STAVES;
}
bool item_type_known(const item_def& item)
{
switch (item.base_type)
{
case OBJ_MISSILES:
case OBJ_BOOKS:
case OBJ_ORBS:
case OBJ_MISCELLANY:
case OBJ_CORPSES:
case OBJ_GOLD:
case OBJ_RUNES:
case OBJ_GEMS:
case OBJ_BAUBLES:
#if TAG_MAJOR_VERSION == 34
case OBJ_FOOD:
case OBJ_RODS:
#endif
return true;
default:
break;
}
// Artefacts have different descriptions from other items,
// so we can't use general item knowledge for them.
if (is_artefact(item))
return false;
if (!item_type_has_ids(item.base_type))
return false;
return you.type_ids[item.base_type][item.sub_type];
}
bool item_type_known(const object_class_type base_type, const int sub_type)
{
if (!item_type_has_ids(base_type))
return false;
return you.type_ids[base_type][sub_type];
}
// Has every item a scroll can identify that is worth identifying
// (i.e. all scrolls and potions for non-mummies) been identified by "you"?
void check_if_everything_is_identified()
{
vector<object_class_type> types = { OBJ_SCROLLS };
if (you.can_drink(false))
types.push_back(OBJ_POTIONS);
for (const auto t : types)
{
ASSERT(item_type_has_ids(t));
int unidentified = 0;
for (const auto s : all_item_subtypes(t))
{
if (!item_type_known(t, s)
&& !item_known_excluded_from_set(t, s)
&& unidentified++)
{
you.props.erase(IDENTIFIED_ALL_KEY);
return;
}
}
}
you.props[IDENTIFIED_ALL_KEY] = true;
}
bool identify_item_type(object_class_type basetype, int subtype)
{
if (!item_type_has_ids(basetype))
return false;
// If this subtype was already identified, do nothing.
if (you.type_ids[basetype][subtype])
return false;
you.type_ids[basetype][subtype] = true;
maybe_mark_set_known(basetype, subtype);
request_autoinscribe();
// Our item knowledge changed in a way that could possibly affect shop
// prices.
shopping_list.item_type_identified(basetype, subtype);
// We identified something, maybe we identified other things by process of
// elimination.
if (!you.pending_revival && !crawl_state.updating_scores)
_maybe_identify_pack_item();
check_if_everything_is_identified();
return true;
}
bool type_is_identified(const item_def &item)
{
if (is_artefact(item))
return false;
return type_is_identified(item.base_type, item.sub_type);
}
bool type_is_identified(object_class_type basetype, int subtype)
{
if (!item_type_has_ids(basetype))
return false;
ASSERT(subtype < MAX_SUBTYPES);
return you.type_ids[basetype][subtype];
}
static colour_t _gem_colour(const item_def *gem)
{
if (!you.gems_found[gem->sub_type])
return DARKGREY;
return gem->gem_colour();
}
static string _gem_parenthetical(gem_type gem)
{
string text = " (";
text += branches[branch_for_gem(gem)].longname;
const int lim = gem_time_limit(gem);
const int left = lim - you.gem_time_spent[gem];
// We need to check time left rather than shattered, since the latter is
// only set when the gem is actually broken, and we may not have loaded
// the relevant level since we ran out of time.
if (left <= 0)
{
if (Options.more_gem_info || !you.gems_found[gem])
return text + ", shattered)";
return text + ")";
}
if (!gem_clock_active()
|| !Options.more_gem_info && you.gems_found[gem])
{
return text + ")";
}
// Rescale from aut to dAut. Round up.
text += make_stringf(", %d", (left + 9) / 10);
if (left < lim)
text += make_stringf("/%d", (lim + 9) / 10);
else
text += " turns"; // XXX: ?
return text + " until shattered)";
}
static string _gem_text(const item_def *gem_it)
{
string text = gem_it->name(DESC_PLAIN);
const gem_type gem = static_cast<gem_type>(gem_it->sub_type);
text = colourize_str(text, _gem_colour(gem_it));
const bool in_branch = player_in_branch(branch_for_gem(gem));
const colour_t pcol = in_branch ? WHITE
: you.gems_found[gem] ? LIGHTGREY
: DARKGREY;
text += colourize_str(_gem_parenthetical(gem), pcol);
return text;
}
static MenuEntry* _fixup_runeorb_entry(MenuEntry* me)
{
auto entry = static_cast<InvEntry*>(me);
ASSERT(entry);
switch (entry->item->base_type)
{
case OBJ_RUNES:
{
auto rune = static_cast<rune_type>(entry->item->sub_type);
colour_t colour;
// Make Gloorx's rune more distinguishable from uncollected runes.
if (you.runes[rune])
{
colour = (rune == RUNE_GLOORX_VLOQ) ? colour_t{LIGHTGREY}
: rune_colour(rune);
}
else
colour = DARKGREY;
string text = "<";
text += colour_to_str(colour);
text += ">";
text += rune_type_name(rune);
text += " rune of Zot";
if (!you.runes[rune])
{
text += " (";
text += branches[rune_location(rune)].longname;
text += ")";
}
text += "</";
text += colour_to_str(colour);
text += ">";
entry->text = text;
break;
}
case OBJ_GEMS:
entry->text = _gem_text(entry->item);
break;
case OBJ_ORBS:
if (player_has_orb())
entry->text = "<magenta>The Orb of Zot</magenta>";
else
{
entry->text = "<darkgrey>The Orb of Zot"
" (the Realm of Zot)</darkgrey>";
}
break;
default:
entry->text = "Eggplant"; // bug!
break;
}
return entry;
}
class RuneMenu : public InvMenu
{
virtual bool process_key(int keyin) override;
public:
RuneMenu();
private:
void populate();
string get_title();
string gem_title();
void fill_contents();
void set_normal_runes();
void set_sprint_runes();
void set_gems();
void set_footer();
bool can_show_gems();
bool can_show_more_gems();
bool show_gems;
// For player morale, default to hiding gems you've already missed.
bool more_gems;
vector<item_def> contents;
};
RuneMenu::RuneMenu()
: InvMenu(MF_NOSELECT | MF_ALLOW_FORMATTING),
show_gems(false), more_gems(false)
{
populate();
}
void RuneMenu::populate()
{
contents.clear();
items.clear();
set_title(get_title());
fill_contents();
// We've sorted this vector already, so disable menu sorting. Maybe we
// could a menu entry comparator and modify InvMenu::load_items() to allow
// passing this in instead of doing a sort ahead of time.
load_items(contents, _fixup_runeorb_entry, 0, false);
set_footer();
}
string RuneMenu::get_title()
{
if (show_gems)
return gem_title();
auto col = runes_in_pack() < ZOT_ENTRY_RUNES ? "lightgrey" :
runes_in_pack() < you.obtainable_runes ? "green" :
"lightgreen";
return make_stringf("<white>Runes of Zot (</white>"
"<%s>%d</%s><white> collected) & Orbs of Power</white>",
col, runes_in_pack(), col);
}
string RuneMenu::gem_title()
{
const int found = gems_found();
const int lost = gems_lost();
string gem_title = make_stringf("<white>Gems (%d collected", found);
if (Options.more_gem_info && lost < found)
gem_title += make_stringf(", %d intact", found - lost);
// don't explicitly mention that your gems are all broken otherwise - sad!
return gem_title + ")</white>";
}
void RuneMenu::set_footer()
{
if (!can_show_gems())
return;
string more_text = make_stringf("[<w>!</w>/<w>^</w>"
#ifdef USE_TILE_LOCAL
"|<w>Right-click</w>"
#endif
"]: %s", show_gems ? "Show Runes" : "Show Gems");
if (!Options.more_gem_info && can_show_more_gems())
more_text += make_stringf("\n[<w>-</w>]: %s", more_gems ? "Less" : "More");
set_more(more_text);
}
bool RuneMenu::can_show_gems()
{
return !crawl_state.game_is_sprint() || !crawl_state.game_is_descent();
}
bool RuneMenu::can_show_more_gems()
{
if (!show_gems)
return false;
for (int i = 0; i < NUM_GEM_TYPES; i++)
if (you.gems_shattered[i] && !you.gems_found[i])
return true;
return false;
}
void RuneMenu::fill_contents()
{
if (show_gems)
{
set_gems();
return;
}
item_def item;
item.base_type = OBJ_ORBS;
item.sub_type = ORB_ZOT;
item.quantity = player_has_orb() ? 1 : 0;
contents.push_back(item);
if (crawl_state.game_is_sprint())
set_sprint_runes();
else
set_normal_runes();
}
void RuneMenu::set_normal_runes()
{
// Add the runes in order of challenge (semi-arbitrary).
for (branch_iterator it(branch_iterator_type::danger); it; ++it)
{
const branch_type br = it->id;
if (!connected_branch_can_exist(br))
continue;
for (auto rune : branches[br].runes)
{
item_def item;
item.base_type = OBJ_RUNES;
item.sub_type = rune;
item.quantity = you.runes[rune] ? 1 : 0;
::item_colour(item);
contents.push_back(item);
}
}
}
void RuneMenu::set_sprint_runes()
{
// We don't know what runes are accessible in the sprint, so just show
// the ones you have. We can't iterate over branches as above since the
// elven rune and mossy rune may exist in sprint.
for (int i = 0; i < NUM_RUNE_TYPES; ++i)
{
if (!you.runes[i])
continue;
item_def item;
item.base_type = OBJ_RUNES;
item.sub_type = i;
item.quantity = 1;
::item_colour(item);
contents.push_back(item);
}
}
void RuneMenu::set_gems()
{
// Add the gems in order of challenge (semi-arbitrary).
for (branch_iterator it(branch_iterator_type::danger); it; ++it)
{
const branch_type br = it->id;
if (!connected_branch_can_exist(br))
continue;
const gem_type gem = gem_for_branch(br);
if (gem == NUM_GEM_TYPES)
continue;
if (!Options.more_gem_info
&& !more_gems
&& !you.gems_found[gem]
// We need to check time left rather than shattered, since the latter is
// only set when the gem is actually broken, and we may not have loaded
// the relevant level since we ran out of time.
&& you.gem_time_spent[gem] >= gem_time_limit(gem))
{
continue;
}
item_def item;
item.base_type = OBJ_GEMS;
item.sub_type = gem;
item.quantity = you.gems_found[gem] ? 1 : 0;
::item_colour(item);
contents.push_back(item);
}
}
bool RuneMenu::process_key(int keyin)
{
if (!can_show_gems())
return Menu::process_key(keyin);
switch (keyin)
{
case '!':
case '^':
case CK_MOUSE_CMD:
show_gems = !show_gems;
populate();
update_menu(true);
return true;
case '-':
if (show_gems)
{
more_gems = !more_gems;
populate();
update_menu(true);
return true;
}
return Menu::process_key(keyin);
default:
return Menu::process_key(keyin);
}
}
void display_runes()
{
RuneMenu().show();
}
static string _unforbid(string name)
{
// Ironically, the ROT13'd versions can be pretty good names.
set<string> forbidden_words = set<string>{
"puvax", "snt", "avt", "avttre",
"xvxr", "ovgpu", "juber", "tvzc",
"ergneq", "phag", "pbba", "fdhnj",
"jbt", "qlxr", "ubzb", "genaal",
"anmv"
};
auto parts = split_string(" ", name);
for (size_t i = 0; i < parts.size(); i++)
{
string part = parts[i];
string rot13d = "";
for (size_t j = 0; j < part.size(); j++)
rot13d += ((part[j] + 13 - 'a') % 26) + 'a';
if (forbidden_words.count(rot13d))
parts[i] = rot13d;
}
return join_strings(parts.begin(), parts.end());
}
// Seed ranges for _random_consonant_set: (B)eginning and one-past-the-(E)nd
// of the (B)eginning, (E)nding, and (M)iddle cluster ranges.
const size_t RCS_BB = 0;
const size_t RCS_EB = 27;
const size_t RCS_BE = 14;
const size_t RCS_EE = 56;
const size_t RCS_BM = 0;
const size_t RCS_EM = 67;
const size_t RCS_END = RCS_EM;
#define ITEMNAME_SIZE 200
/**
* Make a random name from the given seed.
*
* Used for: Pandemonium demonlords, shopkeepers, scrolls, random artefacts.
*
* This function is insane, but that might be useful.
*
* @param seed The seed to generate the name from.
* The same seed will always generate the same name.
* By default a random number from the current RNG.
* @param name_type The type of name to be generated.
* If MNAME_SCROLL, increase length by 6 and force to allcaps.
* If MNAME_JIYVA, start with J, do not generate spaces,
* recurse instead of ploggifying, and cap length at 8.
* Otherwise, no special behaviour.
* @return A randomly generated name.
* E.g. "Joiduir", "Jays Fya", ZEFOKY WECZYXE,
* THE GIAGGOSTUONO, etc.
*/
string make_name(uint32_t seed, makename_type name_type)
{
// use the seed to select sequence, rather than seed per se. This is
// because it is not important that the sequence be randomly distributed
// in uint64_t.
rng::subgenerator subgen(you.game_seed, static_cast<uint64_t>(seed));
string name;
bool has_space = false; // Keep track of whether the name contains a space.
size_t len = 3;
len += random2(5);
len += (random2(5) == 0) ? random2(6) : 1;
if (name_type == MNAME_SCROLL) // scrolls have longer names
len += 6;
const size_t maxlen = name_type == MNAME_JIYVA ? 8 : SIZE_MAX;
len = min(len, maxlen);
ASSERT_RANGE(len, 1, ITEMNAME_SIZE + 1);
static const int MAX_ITERS = 150;
for (int iters = 0; iters < MAX_ITERS && name.length() < len; ++iters)
{
const char prev_char = name.length() ? name[name.length() - 1]
: '\0';
const char penult_char = name.length() > 1 ? name[name.length() - 2]
: '\0';
if (name.empty() && name_type == MNAME_JIYVA)
{
// Start the name with a predefined letter.
name += 'j';
}
else if (name.empty() || prev_char == ' ')
{
// Start the word with any letter.
name += 'a' + random2(26);
}
else if (!has_space && name_type != MNAME_JIYVA
&& name.length() > 5 && name.length() < len - 4
&& random2(5) != 0) // 4/5 chance
{
// Hand out a space.
name += ' ';
}
else if (name.length()
&& (_is_consonant(prev_char)
|| (name.length() > 1
&& !_is_consonant(prev_char)
&& _is_consonant(penult_char)
&& random2(5) <= 1))) // 2/5
{
// Place a vowel.
const char vowel = _random_vowel();
if (vowel == ' ')
{
if (len < 7
|| name.length() <= 2 || name.length() >= len - 3
|| prev_char == ' ' || penult_char == ' '
|| name_type == MNAME_JIYVA
|| name.length() > 2
&& _is_consonant(prev_char)
&& _is_consonant(penult_char))
{
// Replace the space with something else if ...
// * the name is really short
// * we're close to the start/end of the name
// * we just got a space
// * we're generating a jiyva name, or
// * the last two letters were consonants
continue;
}
}
else if (name.length() > 1
&& vowel == prev_char
&& (vowel == 'y' || vowel == 'i'
|| random2(5) <= 1))
{
// Replace the vowel with something else if the previous
// letter was the same, and it's a 'y', 'i' or with 2/5 chance.
continue;
}
name += vowel;
}
else // We want a consonant.
{
// Are we at start or end of the (sub) name?
const bool beg = (name.empty() || prev_char == ' ');
const bool end = (name.length() >= len - 2);
// Use one of number of predefined letter combinations.
if ((len > 3 || !name.empty())
&& random2(7) <= 1 // 2/7 chance
&& (!beg || !end))
{
const int first = (beg ? RCS_BB : (end ? RCS_BE : RCS_BM));
const int last = (beg ? RCS_EB : (end ? RCS_EE : RCS_EM));
const int range = last - first;
const int cons_seed = random2(range) + first;
const string consonant_set = _random_consonant_set(cons_seed);
ASSERT(consonant_set.size() > 1);
len += consonant_set.size() - 2; // triples increase len
name += consonant_set;
}
else // Place a single letter instead.
{
// Pick a random consonant.
name += _random_cons();
}
}
if (name[name.length() - 1] == ' ')
{
ASSERT(name_type != MNAME_JIYVA);
has_space = true;
}
}
// Catch early exit and try to give a final letter.
const char last_char = name[name.length() - 1];
if (!name.empty()
&& last_char != ' '
&& last_char != 'y'
&& !_is_consonant(name[name.length() - 1])
&& (name.length() < len // early exit
|| (len < 8
&& random2(3) != 0))) // 2/3 chance for other short names
{
// Specifically, add a consonant.
name += _random_cons();
}
if (maxlen != SIZE_MAX)
name = chop_string(name, maxlen);
trim_string_right(name);
// Fallback if the name was too short.
if (name.length() < 4)
{
// convolute & recurse
if (name_type == MNAME_JIYVA)
return make_name(rng::get_uint32(), MNAME_JIYVA);
name = "plog";
}
name = _unforbid(name);
string uppercased_name;
for (size_t i = 0; i < name.length(); i++)
{
if (name_type == MNAME_JIYVA)
ASSERT(name[i] != ' ');
if (name_type == MNAME_SCROLL || i == 0 || name[i - 1] == ' ')
uppercased_name += toupper_safe(name[i]);
else
uppercased_name += name[i];
}
return uppercased_name;
}
#undef ITEMNAME_SIZE
string make_name_randgen()
{
return make_name();
}
/**
* Is the given character a lower-case ascii consonant?
*
* For our purposes, y is not a consonant.
*/
static bool _is_consonant(char let)
{
static const set<char> all_consonants = { 'b', 'c', 'd', 'f', 'g',
'h', 'j', 'k', 'l', 'm',
'n', 'p', 'q', 'r', 's',
't', 'v', 'w', 'x', 'z' };
return all_consonants.count(let);
}
// Returns a random vowel (a, e, i, o, u with equal probability) or space
// or 'y' with lower chances.
static char _random_vowel()
{
static const char vowels[] = "aeiouaeiouaeiouy ";
return vowels[random2(sizeof(vowels) - 1)];
}
// Returns a random consonant with not quite equal probability.
// Does not include 'y'.
static char _random_cons()
{
static const char consonants[] = "bcdfghjklmnpqrstvwxzcdfghlmnrstlmnrst";
return consonants[random2(sizeof(consonants) - 1)];
}
/**
* Choose a random consonant tuple/triple, based on the given seed.
*
* @param seed The index into the consonant array; different seed ranges are
* expected to correspond with the place in the name being
* generated where the consonants should be inserted.
* @return A random length 2 or 3 consonant set; e.g. "kl", "str", etc.
* If the seed is out of bounds, return "";
*/
static string _random_consonant_set(size_t c)
{
// Pick a random combination of consonants from the set below.
// begin -> [RCS_BB, RCS_EB) = [ 0, 27)
// middle -> [RCS_BM, RCS_EM) = [ 0, 67)
// end -> [RCS_BE, RCS_EE) = [14, 56)
static const string consonant_sets[] = {
// 0-13: start, middle
"kl", "gr", "cl", "cr", "fr",
"pr", "tr", "tw", "br", "pl",
"bl", "str", "shr", "thr",
// 14-26: start, middle, end
"sm", "sh", "ch", "th", "ph",
"pn", "kh", "gh", "mn", "ps",
"st", "sk", "sch",
// 27-55: middle, end
"ts", "cs", "xt", "nt", "ll",
"rr", "ss", "wk", "wn", "ng",
"cw", "mp", "ck", "nk", "dd",
"tt", "bb", "pp", "nn", "mm",
"kk", "gg", "ff", "pt", "tz",
"dgh", "rgh", "rph", "rch",
// 56-66: middle only
"cz", "xk", "zx", "xz", "cv",
"vv", "nl", "rh", "dw", "nw",
"khl",
};
COMPILE_CHECK(ARRAYSZ(consonant_sets) == RCS_END);
ASSERT_RANGE(c, 0, ARRAYSZ(consonant_sets));
return consonant_sets[c];
}
/**
* Write all possible scroll names to the given file.
*/
static void _test_scroll_names(const string& fname)
{
FILE *f = fopen_u(fname.c_str(), "w");
if (!f)
sysfail("can't write test output");
string longest;
for (int i = 0; i < 151; i++)
{
for (int j = 0; j < 151; j++)
{
const int seed = i | (j << 8) | (OBJ_SCROLLS << 16);
const string name = make_name(seed, MNAME_SCROLL);
if (name.length() > longest.length())
longest = name;
fprintf(f, "%s\n", name.c_str());
}
}
fprintf(f, "\nLongest: %s (%d)\n", longest.c_str(), (int)longest.length());
fclose(f);
}
/**
* Write one million random Jiyva names to the given file.
*/
static void _test_jiyva_names(const string& fname)
{
FILE *f = fopen_u(fname.c_str(), "w");
if (!f)
sysfail("can't write test output");
string longest;
rng::seed(27);
for (int i = 0; i < 1000000; i++)
{
const string name = make_name(rng::get_uint32(), MNAME_JIYVA);
ASSERT(name[0] == 'J');
if (name.length() > longest.length())
longest = name;
fprintf(f, "%s\n", name.c_str());
}
fprintf(f, "\nLongest: %s (%d)\n", longest.c_str(), (int)longest.length());
fclose(f);
}
/**
* Test make_name().
*
* Currently just a stress test iterating over all possible scroll names.
*/
void make_name_tests()
{
_test_jiyva_names("jiyva_names.out");
_test_scroll_names("scroll_names.out");
rng::seed(27);
for (int i = 0; i < 1000000; ++i)
make_name();
}
bool is_interesting_item(const item_def& item)
{
if (item.is_identified() && is_artefact(item))
return true;
const string iname = item_prefix(item, false) + " " + item.name(DESC_PLAIN);
for (const text_pattern &pat : Options.note_items)
if (pat.matches(iname))
return true;
return false;
}
/**
* Is an item a potentially life-saving consumable in emergency situations?
* Unlike similar functions, this one never takes temporary conditions into
* account. It does, however, take religion and mutations into account.
* Permanently unusable items are in general not considered emergency items.
*
* @param item The item being queried.
* @return True if the item is known to be an emergency item.
*/
bool is_emergency_item(const item_def &item)
{
if (!item.is_identified())
return false;
switch (item.base_type)
{
case OBJ_SCROLLS:
switch (item.sub_type)
{
case SCR_TELEPORTATION:
case SCR_BLINKING:
return !you.stasis();
case SCR_FEAR:
case SCR_FOG:
return true;
default:
return false;
}
case OBJ_POTIONS:
if (!you.can_drink())
return false;
switch (item.sub_type)
{
case POT_HASTE:
return !have_passive(passive_t::no_haste)
&& !you.stasis();
case POT_HEAL_WOUNDS:
return you.can_potion_heal();
case POT_MAGIC:
return !you.has_mutation(MUT_HP_CASTING);
case POT_CURING:
case POT_RESISTANCE:
return true;
default:
return false;
}
case OBJ_MISSILES:
// Missiles won't help Felids.
if (you.has_mutation(MUT_NO_GRASPING))
return false;
switch (item.sub_type)
{
case MI_THROWING_NET:
return true;
default:
return false;
}
default:
return false;
}
}
/**
* Is an item a particularly good consumable? Unlike similar functions,
* this one never takes temporary conditions into account. Permanently
* unusable items are in general not considered good.
*
* @param item The item being queried.
* @return True if the item is known to be good.
*/
bool is_good_item(const item_def &item)
{
if (!item.is_identified())
return false;
if (is_emergency_item(item))
return true;
switch (item.base_type)
{
case OBJ_SCROLLS:
if (item.sub_type == SCR_TORMENT)
return you.res_torment();
return item.sub_type == SCR_ACQUIREMENT;
case OBJ_POTIONS:
if (!you.can_drink(false)) // still want to pick them up in lichform?
return false;
// Recolor healing potions to indicate their additional goodness
//
// XX: By default, this doesn't actually change the color of anything
// but !ambrosia, since yellow for 'emergency' takes priority over
// cyan for 'good'. Should this get a *new* color?
if (you.has_mutation(MUT_DRUNKEN_BRAWLING)
&& oni_likes_potion(static_cast<potion_type>(item.sub_type)))
{
return true;
}
switch (item.sub_type)
{
case POT_EXPERIENCE:
return true;
default:
return false;
CASE_REMOVED_POTIONS(item.sub_type)
}
default:
return false;
}
}
/**
* Is an item strictly harmful?
*
* @param item The item being queried.
* @return True if the item is known to have only harmful effects.
*/
bool is_bad_item(const item_def &item)
{
if (!item.is_identified())
return false;
switch (item.base_type)
{
case OBJ_POTIONS:
// Can't be bad if you can't use them.
if (!you.can_drink(false))
return false;
switch (item.sub_type)
{
case POT_MOONSHINE:
return true;
default:
return false;
CASE_REMOVED_POTIONS(item.sub_type);
}
case OBJ_ARMOUR:
if (is_unrandom_artefact(item, UNRAND_CHARLATANS_ORB)
&& you.has_mutation(MUT_NO_ARTIFICE))
{
return true;
}
return false;
default:
return false;
}
}
/**
* Is an item dangerous but potentially worthwhile?
*
* @param item The item being queried.
* @param temp Should temporary conditions such as transformations be taken into
* account? Religion (but not its absence) is considered to be
* permanent here.
* @return True if using the item is known to be risky but occasionally
* worthwhile.
*/
bool is_dangerous_item(const item_def &item, bool temp)
{
// can't assume there is a sensible `you` for various checks here
if (crawl_state.game_is_arena())
return false;
if (!item.is_identified())
return false;
// useless items can hardly be dangerous.
if (is_useless_item(item, temp))
return false;
switch (item.base_type)
{
case OBJ_SCROLLS:
switch (item.sub_type)
{
case SCR_IMMOLATION:
case SCR_VULNERABILITY:
case SCR_NOISE:
case SCR_SILENCE:
return true;
case SCR_TORMENT:
return !you.res_torment();
case SCR_POISON:
return player_res_poison(false, temp, true) <= 0
&& !you.cloud_immune();
default:
return false;
}
case OBJ_POTIONS:
switch (item.sub_type)
{
case POT_MUTATION:
if (have_passive(passive_t::cleanse_mut_potions))
return false;
// intentional fallthrough
case POT_LIGNIFY:
case POT_ATTRACTION:
return true;
default:
return false;
}
case OBJ_MISCELLANY:
// Tremorstones will blow you right up.
return item.sub_type == MISC_TIN_OF_TREMORSTONES;
case OBJ_ARMOUR:
// Tilting at windmills can be dangerous.
return get_armour_ego_type(item) == SPARM_RAMPAGING;
default:
return false;
}
}
/**
* If the player has no items matching the given selector, give an appropriate
* response to print. Otherwise, if they do have such items, return the empty
* string.
*/
static string _no_items_reason(object_selector type, bool check_floor = false)
{
if (!any_items_of_type(type, -1, check_floor))
return no_selectables_message(type);
return "";
}
static string _general_cannot_read_reason()
{
// general checks
if (player_in_branch(BRANCH_GEHENNA))
return "You cannot see clearly; the smoke and ash is too thick!";
if (you.berserk())
return "You are too berserk!";
if (you.confused())
return "You are too confused!";
if (you.duration[DUR_NO_SCROLLS])
return "You cannot read scrolls in your current state!";
if (you.is_silenced())
return make_stringf("You cannot read scrolls while %s!", player_silenced_reason());
if (you.has_mutation(MUT_RENOUNCE_SCROLLS) && you.props.exists(RENOUNCE_SCROLLS_TIMER_KEY))
return "You refuse to depend on such disposable conveniences.";
return "";
}
/**
* If the player is unable to (r)ead the item in the given slot, return the
* reason why. Otherwise (if they are able to read it), returns "", the empty
* string. If item is nullptr, do only general reading checks.
*/
string cannot_read_item_reason(const item_def *item, bool temp, bool ident)
{
// convoluted ordering is because the general checks below need to go before
// the item id check, but non-temp messages go before general checks
if (item && item->base_type == OBJ_SCROLLS
&& (ident || item_type_known(*item)))
{
// this function handles a few cases of perma-uselessness. For those,
// be sure to print the message first. (XX generalize)
switch (item->sub_type)
{
case SCR_AMNESIA:
if (you.has_mutation(MUT_INNATE_CASTER))
return "You don't have control over your spell memory.";
// XX possibly amnesia should be allowed to work under Trog, despite
// being marked useless..
if (you_worship(GOD_TROG))
return "Trog doesn't allow you to memorise spells!";
break;
case SCR_ENCHANT_WEAPON:
case SCR_BRAND_WEAPON:
if (you.has_mutation(MUT_NO_GRASPING))
return "There's no point in enhancing weapons you can't use!";
break;
case SCR_ENCHANT_ARMOUR:
if (you.has_mutation(MUT_NO_GRASPING))
return "There's no point in enchanting armour you can't use!";
break;
case SCR_IDENTIFY:
if (you.props.exists(IDENTIFIED_ALL_KEY))
return "There is nothing left to identify.";
if (have_passive(passive_t::identify_items))
return "You have no need of identification.";
break;
case SCR_SUMMONING:
case SCR_BUTTERFLIES:
if (you.allies_forbidden())
return "You cannot coerce anything to answer your summons.";
break;
case SCR_BLINKING:
case SCR_TELEPORTATION:
// XX code duplication with you.no_tele_reason
if (you.stasis())
return you.no_tele_reason(item->sub_type == SCR_BLINKING);
break;
default:
break;
}
}
if (temp)
{
const string gen = _general_cannot_read_reason();
if (gen.size())
return gen;
}
if (!item)
return "";
// item-specific checks
// still possible to use * at the `r` prompt. (Why do we allow this now?)
if (item->base_type != OBJ_SCROLLS)
return "You can't read that!";
// temp uselessness only below this check
if (!temp || (!ident && !item_type_known(*item)))
return "";
// don't waste the player's time reading known scrolls in situations where
// they'd be useless
switch (item->sub_type)
{
case SCR_BLINKING:
case SCR_TELEPORTATION:
// note: stasis handled separately above
return you.no_tele_reason(item->sub_type == SCR_BLINKING);
case SCR_AMNESIA:
if (you.spell_no == 0)
return "You have no spells to forget.";
return "";
case SCR_ENCHANT_ARMOUR:
return _no_items_reason(OSEL_ENCHANTABLE_ARMOUR, true);
case SCR_ENCHANT_WEAPON:
return _no_items_reason(OSEL_ENCHANTABLE_WEAPON, true);
case SCR_BRAND_WEAPON:
return _no_items_reason(OSEL_BRANDABLE_WEAPON, true);
case SCR_IDENTIFY:
return _no_items_reason(OSEL_UNIDENT, true);
case SCR_FOG:
case SCR_POISON:
if (env.level_state & LSTATE_STILL_WINDS)
return "The air is too still for clouds to form.";
return "";
case SCR_REVELATION:
if (!is_map_persistent())
return "This place cannot be mapped!";
return "";
default:
return "";
}
}
string cannot_drink_item_reason(const item_def *item, bool temp,
bool use_check, bool ident)
{
// general permanent reasons
if (!you.can_drink(false))
return "You can't drink.";
const bool valid = item && item->base_type == OBJ_POTIONS
&& (item->is_identified() || ident);
const potion_type ptyp = valid
? static_cast<potion_type>(item->sub_type)
: NUM_POTIONS;
string r;
if (valid)
{
// For id'd potions, print temp=false message before temp=true messages
get_potion_effect(ptyp)->can_quaff(&r, false);
if (!r.empty())
return r;
}
// general temp reasons
if (temp)
{
if (!you.can_drink(true))
return "You cannot drink potions in your current state!";
if (you.berserk())
return "You are too berserk!";
if (you.has_mutation(MUT_RENOUNCE_POTIONS) && you.props.exists(RENOUNCE_POTIONS_TIMER_KEY))
return "You refuse to indulge in frivolous drinking.";
if (player_in_branch(BRANCH_COCYTUS))
return "It's too cold; everything's frozen solid!";
}
if (item && item->base_type != OBJ_POTIONS)
return "You can't drink that!";
// !valid now means either no item, or unid'd item.
if (!temp || !valid)
return "";
// potion of invis can be used even if temp useless, a warning is printed
if (use_check && ptyp == POT_INVISIBILITY)
return "";
get_potion_effect(ptyp)->can_quaff(&r, true);
return r;
}
/**
* Is an item (more or less) useless to the player? Uselessness includes
* but is not limited to situations such as:
* \li The item cannot be used.
* \li Using the item would have no effect.
* \li Using the item would have purely negative effects (<tt>is_bad_item</tt>).
* \li Using the item is expected to produce no benefit for a player of their
* religious standing. For example, magic enhancers for Trog worshippers
* are "useless", even if the player knows a spell and therefore could
* benefit.
*
* @param item The item being queried.
* @param temp Should temporary conditions such as transformations be taken into
* account? Religion (but not its absence) is considered to be
* permanent here.
* @param ident Should uselessness be checked as if the item were already
* identified?
* @return True if the item is known to be useless.
*/
bool is_useless_item(const item_def &item, bool temp, bool ident)
{
// During game startup, no item is useless. If someone re-glyphs an item
// based on its uselessness, the glyph-to-item cache will use the useless
// value even if your god or species can make use of it.
// similarly for arena: bugs will ensue if the game tries to check any of
// this
if (you.species == SP_UNKNOWN // is this really the best way to check this?
|| crawl_state.game_is_arena())
{
return false;
}
// An ash item that is already being worn and is cursed, counts as useful
// even if it would otherwise be useless.
if (will_have_passive(passive_t::bondage_skill_boost)
&& item_is_equipped(item)
&& bool(item.flags & ISFLAG_CURSED))
{
if (!temp || !item_is_melded(item))
return false;
// if it's melded, just fall through. This might not be accurate in
// all cases.
}
if (temp && you.cannot_act())
return true;
switch (item.base_type)
{
case OBJ_WEAPONS:
case OBJ_STAVES:
return !can_equip_item(item);
case OBJ_MISSILES:
// All missiles are useless for felids.
if (you.has_mutation(MUT_NO_GRASPING))
return true;
return !is_throwable(&you, item);
case OBJ_ARMOUR:
if (!can_equip_item(item, temp))
return true;
if (is_unrandom_artefact(item, UNRAND_WUCAD_MU))
return you.has_mutation(MUT_HP_CASTING) || you_worship(GOD_TROG);
if (is_artefact(item))
return false;
if (item.sub_type == ARM_SCARF && (ident || item.is_identified()))
{
special_armour_type ego = get_armour_ego_type(item);
switch (ego)
{
#if TAG_MAJOR_VERSION == 34
case SPARM_SPIRIT_SHIELD:
return you.spirit_shield(false);
#endif
case SPARM_REPULSION:
return temp && have_passive(passive_t::upgraded_storm_shield)
|| you.get_mutation_level(MUT_DISTORTION_FIELD) == 3;
case SPARM_INVISIBILITY:
return you.has_mutation(MUT_NO_ARTIFICE)
|| !invis_allowed(true, nullptr, temp);
default:
return false;
}
}
if (item.sub_type == ARM_ORB && (ident || item.is_identified()))
{
special_armour_type ego = get_armour_ego_type(item);
switch (ego)
{
case SPARM_RAGE:
return !you.can_go_berserk(false, false, true, nullptr, temp);
case SPARM_ENERGY:
return you.has_mutation(MUT_HP_CASTING) || you_worship(GOD_TROG);
case SPARM_STARDUST:
return you.has_mutation(MUT_HP_CASTING);
default:
return false;
}
}
return false;
case OBJ_SCROLLS:
{
// general reasons: player is berserk, in gehenna, drowning, etc.
// even unid'd items count as useless under these circumstances
if (cannot_read_item_reason(nullptr, temp).size())
return true;
// otherwise, unid'd items can always be read
if (!ident && !item.is_identified())
return false;
// An (id'd) bad item is always useless.
if (is_bad_item(item))
return true;
const string reasons = cannot_read_item_reason(&item, temp, ident);
return reasons.size();
}
case OBJ_MISCELLANY:
if (is_xp_evoker(item) && evoker_plus(item.sub_type) >= MAX_EVOKER_ENCHANT)
{
for (const item_def &inv_item : you.inv)
{
if (inv_item.base_type == OBJ_MISCELLANY
&& inv_item.sub_type == item.sub_type
// Have to check this way because stash passes item with pos == you.pos()
// instead of pos == ITEM_IN_INVENTORY so in_inventory check doesn't work
&& inv_item.pos != item.pos && inv_item.link != item.link)
{
return true;
}
}
}
// Deliberate fallthrough.
case OBJ_BAUBLES:
case OBJ_WANDS:
return cannot_evoke_item_reason(&item, temp, ident || item_type_known(item)).size();
case OBJ_POTIONS:
{
// general reasons: player is a mummy, player in cocytus, etc.
if (cannot_drink_item_reason(nullptr, temp).size())
return true;
// always allow drinking unid'd potions if the player can drink at all
if (!ident && !item.is_identified())
return false;
// A bad item is always useless.
if (is_bad_item(item))
return true;
// specific reasons
return cannot_drink_item_reason(&item, temp, false, ident).size();
}
case OBJ_JEWELLERY:
if (!can_equip_item(item, temp))
return true;
if (!ident && !item.is_identified())
return false;
// Potentially useful. TODO: check the properties.
if (is_artefact(item))
return false;
if (is_bad_item(item))
return true;
switch (item.sub_type)
{
case RING_RESIST_CORROSION:
return player_res_corrosion(false, false, false);
case AMU_ACROBAT:
return you.has_mutation(MUT_ACROBATIC);
case AMU_FAITH:
return (you.has_mutation(MUT_FORLORN) && !you.religion) // ??
|| you.has_mutation(MUT_FAITH)
|| !ignore_faith_reason().empty();
case AMU_GUARDIAN_SPIRIT:
return you.spirit_shield(false) || you.has_mutation(MUT_HP_CASTING);
case RING_POSITIVE_ENERGY:
return player_prot_life(false, temp, false) == 3;
case AMU_REGENERATION:
return
#if TAG_MAJOR_VERSION == 34
you.get_mutation_level(MUT_NO_REGENERATION) > 0 ||
#endif
(temp && regeneration_is_inhibited());
case AMU_MANA_REGENERATION:
return !you.max_magic_points;
case RING_MAGICAL_POWER:
return you.has_mutation(MUT_HP_CASTING);
case RING_SEE_INVISIBLE:
return you.innate_sinv();
case RING_POISON_RESISTANCE:
return player_res_poison(false, temp, false) > 0;
case RING_WIZARDRY:
return you_worship(GOD_TROG);
case RING_FLIGHT:
return you.permanent_flight(false);
case RING_STEALTH:
return you.get_mutation_level(MUT_NO_STEALTH);
case AMU_WILDSHAPE:
return you.has_mutation(MUT_NO_FORMS)
|| species_apt(SK_SHAPESHIFTING) == UNUSABLE_SKILL;
case AMU_CHEMISTRY:
return you.has_mutation(MUT_NO_ALCHEMY_MAGIC)
&& !you.can_drink(temp);
default:
return false;
}
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS:
return true;
#endif
case OBJ_CORPSES:
return true;
case OBJ_BOOKS:
if (you.has_mutation(MUT_INNATE_CASTER) && item.sub_type != BOOK_MANUAL)
return true;
if (item.sub_type == NUM_BOOKS)
return false;
if (item.sub_type != BOOK_MANUAL)
{
// Spellbooks are useless if all spells are either in the library
// already or are uncastable.
bool useless = true;
for (spell_type st : spells_in_book(item))
if (!you.spell_library[st] && you_can_memorise(st))
useless = false;
return useless;
}
// If we're here, it's a manual.
if (you.skills[item.plus] >= 27)
return true;
return is_useless_skill((skill_type)item.plus);
case OBJ_TALISMANS:
return !cannot_put_on_talisman_reason(item, temp).empty();
default:
return false;
}
return false;
}
string item_prefix(const item_def &item, bool temp)
{
vector<const char *> prefixes;
if (!item.defined())
return "";
if (item.is_identified())
prefixes.push_back("identified");
else
prefixes.push_back("unidentified");
if (god_hates_item(item))
{
prefixes.push_back("evil_item");
prefixes.push_back("forbidden");
}
if (is_emergency_item(item))
prefixes.push_back("emergency_item");
if (is_good_item(item))
prefixes.push_back("good_item");
if (is_dangerous_item(item, temp))
prefixes.push_back("dangerous_item");
if (is_bad_item(item))
prefixes.push_back("bad_item");
if (is_useless_item(item, temp))
prefixes.push_back("useless_item");
if (item_is_stationary(item))
prefixes.push_back("stationary");
if (!is_artefact(item) && (item.base_type == OBJ_WEAPONS
|| item.base_type == OBJ_ARMOUR)
&& item.is_identified())
{
if (item.plus > 0)
prefixes.push_back("enchanted");
if (item.brand)
prefixes.push_back("ego");
}
switch (item.base_type)
{
case OBJ_STAVES:
case OBJ_WEAPONS:
if (is_range_weapon(item))
prefixes.push_back("ranged");
else if (is_melee_weapon(item)) // currently redundant
prefixes.push_back("melee");
// fall through
case OBJ_ARMOUR:
case OBJ_JEWELLERY:
case OBJ_TALISMANS:
if (is_unrandom_artefact(item))
prefixes.push_back("unrand");
if (is_artefact(item))
prefixes.push_back("artefact");
// fall through
case OBJ_MISSILES:
if (item_is_equipped(item, true))
prefixes.push_back("equipped");
break;
case OBJ_BOOKS:
if (item.sub_type != BOOK_MANUAL && item.sub_type != NUM_BOOKS)
prefixes.push_back("spellbook");
break;
case OBJ_MISCELLANY:
if (is_xp_evoker(item))
prefixes.push_back("evoker");
break;
default:
break;
}
prefixes.push_back(item_class_name(item.base_type, true));
string result = comma_separated_line(prefixes.begin(), prefixes.end(),
" ", " ");
return result;
}
/**
* Return an item's name surrounded by colour tags, using menu colouring
*
* @param item The item being queried
* @param desc The description level to use for the name string
* @return A string containing the item's name surrounded by colour tags
*/
string menu_colour_item_name(const item_def &item, description_level_type desc)
{
const string cprf = item_prefix(item, false);
const string item_name = item.name(desc);
const int col = menu_colour(item_name, cprf, "pickup", false);
if (col == -1)
return item_name;
const string colour = colour_to_str(col);
const char * const colour_z = colour.c_str();
return make_stringf("<%s>%s</%s>", colour_z, item_name.c_str(), colour_z);
}
typedef map<string, item_kind> item_names_map;
static item_names_map item_names_cache;
typedef map<unsigned, vector<string> > item_names_by_glyph_map;
static item_names_by_glyph_map item_names_by_glyph_cache;
void init_item_name_cache()
{
item_names_cache.clear();
item_names_by_glyph_cache.clear();
for (int i = 0; i < NUM_OBJECT_CLASSES; i++)
{
const object_class_type base_type = static_cast<object_class_type>(i);
for (const auto sub_type : all_item_subtypes(base_type))
{
if (base_type == OBJ_BOOKS)
{
if (sub_type == BOOK_RANDART_LEVEL
|| sub_type == BOOK_RANDART_THEME)
{
// These are randart only and have no fixed names.
continue;
}
}
int npluses = 0;
// this iterates through all skills for manuals, caching the
// resulting names. Weird.
if (base_type == OBJ_BOOKS && sub_type == BOOK_MANUAL)
npluses = NUM_SKILLS;
item_def item;
item.base_type = base_type;
item.sub_type = sub_type;
for (int plus = 0; plus <= npluses; plus++)
{
// strange logic: this seems to be designed to put both "Manual"
// and "Manual of fighting" in the cache for item.plus == 0
if (plus > 0)
item.plus = max(0, plus - 1);
string name = item.name(plus || item.base_type == OBJ_RUNES ? DESC_PLAIN : DESC_DBNAME,
true, true);
lowercase(name);
cglyph_t g = get_item_glyph(item);
if (base_type == OBJ_JEWELLERY && sub_type >= NUM_RINGS
&& sub_type < AMU_FIRST_AMULET)
{
continue;
}
else if (name.find("buggy") != string::npos)
{
mprf(MSGCH_ERROR, "Bad name for item name cache: %s",
name.c_str());
continue;
}
const bool removed = item_type_removed(base_type, sub_type)
|| base_type == OBJ_BOOKS && sub_type == BOOK_MANUAL
&& is_removed_skill(static_cast<skill_type>(item.plus));
if (!item_names_cache.count(name))
{
// what would happen if we don't put removed items in the
// item name cache?
item_names_cache[name] = { base_type, (uint8_t)sub_type,
(int8_t)item.plus, 0 };
// only used for help lookup, skip removed items
if (g.ch && !removed)
item_names_by_glyph_cache[g.ch].push_back(name);
}
}
}
}
ASSERT(!item_names_cache.empty());
}
item_kind item_kind_by_name(const string &name)
{
return lookup(item_names_cache, lowercase_string(name),
{ OBJ_UNASSIGNED, 0, 0, 0 });
}
vector<string> item_name_list_for_glyph(char32_t glyph)
{
return lookup(item_names_by_glyph_cache, glyph, {});
}
bool is_named_corpse(const item_def &corpse)
{
ASSERT(corpse.base_type == OBJ_CORPSES);
return corpse.props.exists(CORPSE_NAME_KEY);
}
string get_corpse_name(const item_def &corpse, monster_flags_t *name_type)
{
ASSERT(corpse.base_type == OBJ_CORPSES);
if (!corpse.props.exists(CORPSE_NAME_KEY))
return "";
if (name_type != nullptr)
name_type->flags = corpse.props[CORPSE_NAME_TYPE_KEY].get_int64();
return corpse.props[CORPSE_NAME_KEY].get_string();
}
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