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Comparing deliantra/server/common/item.C (file contents):
Revision 1.10 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.59 by root, Mon Oct 12 21:27:54 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
46 * may be better. 48 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 51 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 68};
65 69
66static char numbers[21][20] = { 70static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 103 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 104 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 105 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 106 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 107 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 108 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 109 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 110 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 111 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 112 {PEDESTAL, "pedestal", "pedestals", 0, 0},
158 {FLOOR, "floor", "floors", 0, 0}, 161 {FLOOR, "floor", "floors", 0, 0},
159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162 {LIGHTER, "lighter", "lighters", 0, 0}, 165 {LIGHTER, "lighter", "lighters", 0, 0},
163 {TRAP_PART, "trap part", "trap parts", 0, 0}, 166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
164 {WALL, "wall", "walls", 0, 0},
165 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167 {MONSTER, "monster", "monsters", 0, 0},
168 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
169 {LAMP, "lamp", "lamps", 0, 0}, 168 {LAMP, "lamp", "lamps", 0, 0},
170 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
171 {TOOL, "tool", "tools", 0, 0},
172 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
173 {BUILDFAC, "building facility", "building facilities", 0, 0},
174 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
175 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
176 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
177 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
178 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {T_HANDLE, "cf handle", "cf handles", 0, 0},
179 {HOLE, "hole", "holes", 0, 0}, 176 {HOLE, "hole", "holes", 0, 0},
180 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
181 {SIGN, "sign", "signs", 0, 0}, 178 {SIGN, "sign", "signs", 0, 0},
182 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 179 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
183 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
185 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 182 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
186 {CONVERTER, "converter", "converters", 0, 0}, 183 {CONVERTER, "converter", "converters", 0, 0},
187 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 184 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
188 {POISONING, "poisoning", "poisonings", 0, 0}, 185 {POISONING, "poisoning", "poisonings", 0, 0},
189 {SAVEBED, "savebed", "savebeds", 0, 0}, 186 {SAVEBED, "savebed", "savebeds", 0, 0},
190 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
191 {FIREHOLES, "fireholes", "fireholes", 0, 0},
192 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 187 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
193 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
194 {DIRECTOR, "director", "directors", 0, 0}, 189 {DIRECTOR, "director", "directors", 0, 0},
195 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
196 {FORCE, "force", "forces", 0, 0}, 191 {FORCE, "force", "forces", 0, 0},
258}; 253};
259 254
260int 255int
261get_power_from_ench (int ench) 256get_power_from_ench (int ench)
262{ 257{
263 if (ench < 0)
264 ench = 0;
265 if (ench > 20)
266 ench = 20;
267 return enc_to_item_power[ench]; 258 return enc_to_item_power [clamp (ench, 0, 20)];
268} 259}
269 260
270/* This takes an object 'op' and figures out what its item_power 261/* This takes an object 'op' and figures out what its item_power
271 * rating should be. This should only really be used by the treasure 262 * rating should be. This should only really be used by the treasure
272 * generation code, and when loading legacy objects. It returns 263 * generation code, and when loading legacy objects. It returns
279{ 270{
280 int i, tmp, enc; 271 int i, tmp, enc;
281 272
282 enc = 0; 273 enc = 0;
283 for (i = 0; i < NUM_STATS; i++) 274 for (i = 0; i < NUM_STATS; i++)
284 enc += get_attr_value (&op->stats, i); 275 enc += op->stats.stat (i);
285 276
286 /* This protection logic is pretty flawed. 20% fire resistance 277 /* This protection logic is pretty flawed. 20% fire resistance
287 * is much more valuable than 20% confusion, or 20% slow, or 278 * is much more valuable than 20% confusion, or 20% slow, or
288 * several others. Start at 1 - ignore physical - all that normal 279 * several others. Start at 1 - ignore physical - all that normal
289 * armour shouldn't be counted against 280 * armour shouldn't be counted against
306 if (op->type == WEAPON) 297 if (op->type == WEAPON)
307 { 298 {
308 for (i = 1; i < NROFATTACKS; i++) 299 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) 300 if (op->attacktype & (1 << i))
310 enc++; 301 enc++;
302
311 if (op->slaying) 303 if (op->slaying)
312 enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
313 } 305 }
306
314 /* Items the player can equip */ 307 /* Items the player can equip */
315 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
316 (op->type == SHIELD) || (op->type == RING) || 309 (op->type == SHIELD) || (op->type == RING) ||
317 (op->type == BOOTS) || (op->type == GLOVES) || 310 (op->type == BOOTS) || (op->type == GLOVES) ||
318 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
321 enc += op->stats.hp; /* hp regen */ 314 enc += op->stats.hp; /* hp regen */
322 enc += op->stats.sp; /* mana regen */ 315 enc += op->stats.sp; /* mana regen */
323 enc += op->stats.grace; /* grace regen */ 316 enc += op->stats.grace; /* grace regen */
324 enc += op->stats.exp; /* speed bonus */ 317 enc += op->stats.exp; /* speed bonus */
325 } 318 }
319
326 enc += op->stats.luck; 320 enc += op->stats.luck;
327 321
328 /* Do spell paths now */ 322 /* Do spell paths now */
329 for (i = 1; i < NRSPELLPATHS; i++) 323 for (i = 1; i < NRSPELLPATHS; i++)
330 { 324 {
334 enc -= 2; 328 enc -= 2;
335 else if (op->path_repelled & (1 << i)) 329 else if (op->path_repelled & (1 << i))
336 enc--; 330 enc--;
337 } 331 }
338 332
339 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 333 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
340 enc += 5; 334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
341 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
342 enc += 3; 336 if (op->flag [FLAG_XRAYS ]) enc += 2;
343 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 337 if (op->flag [FLAG_STEALTH ]) enc += 1;
344 enc += 2; 338 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
345 if (QUERY_FLAG (op, FLAG_STEALTH)) 339 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
346 enc += 1;
347 if (QUERY_FLAG (op, FLAG_XRAYS))
348 enc += 2;
349 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
350 enc += 1;
351 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
352 enc += 1;
353 340
354 return get_power_from_ench (enc); 341 return get_power_from_ench (enc);
355
356} 342}
357 343
358/* returns the typedata that has a number equal to itemtype, if there 344/* returns the typedata that has a number equal to itemtype, if there
359 * isn't one, returns NULL */ 345 * isn't one, returns NULL */
360
361const typedata * 346const typedata *
362get_typedata (int itemtype) 347get_typedata (int itemtype)
363{ 348{
364 int i;
365
366 for (i = 0; i < item_types_size; i++) 349 for (int i = 0; i < item_types_size; i++)
367 if (item_types[i].number == itemtype) 350 if (item_types[i].number == itemtype)
368 return &item_types[i]; 351 return &item_types[i];
352
369 return NULL; 353 return NULL;
370} 354}
371 355
372/* returns the typedata that has a name equal to itemtype, if there 356/* returns the typedata that has a name equal to itemtype, if there
373 * isn't one, return the plural name that matches, if there still isn't 357 * isn't one, return the plural name that matches, if there still isn't
374 * one return NULL */ 358 * one return NULL */
375
376const typedata * 359const typedata *
377get_typedata_by_name (const char *name) 360get_typedata_by_name (const char *name)
378{ 361{
379 int i;
380
381 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
382 if (!strcmp (item_types[i].name, name)) 363 if (!strcmp (item_types[i].name, name))
383 return &item_types[i]; 364 return &item_types[i];
365
384 for (i = 0; i < item_types_size; i++) 366 for (int i = 0; i < item_types_size; i++)
385 if (!strcmp (item_types[i].name_pl, name)) 367 if (!strcmp (item_types[i].name_pl, name))
386 { 368 {
387 LOG (llevInfo, 369 LOG (llevInfo,
388 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 370 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
389 return &item_types[i]; 371 return &item_types[i];
390 } 372 }
373
391 return NULL; 374 return 0;
392} 375}
393 376
394/* describe_resistance generates the visible naming for resistances. 377/* describe_resistance generates the visible naming for resistances.
395 * returns a static array of the description. This can return 378 * returns a static array of the description. This can return
396 * a big buffer. 379 * a big buffer.
397 * if newline is true, we don't put parens around the description 380 * if newline is true, we don't put parens around the description
398 * but do put a newline at the end. Useful when dumping to files 381 * but do put a newline at the end. Useful when dumping to files
399 */ 382 */
400char * 383const char *
401describe_resistance (const object *op, int newline) 384describe_resistance (const object *op, int newline)
402{ 385{
403 static char buf[VERY_BIG_BUF]; 386 static char buf[VERY_BIG_BUF];
404 char buf1[VERY_BIG_BUF]; 387 char buf1[VERY_BIG_BUF];
405 int tmpvar; 388 int tmpvar;
415 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 398 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
416 399
417 strcat (buf, buf1); 400 strcat (buf, buf1);
418 } 401 }
419 } 402 }
403
420 return buf; 404 return buf;
421} 405}
422 406
423 407
424/* 408/*
425 * query_weight(object) returns a character pointer to a static buffer 409 * query_weight(object) returns a character pointer to a static buffer
426 * containing the text-representation of the weight of the given object. 410 * containing the text-representation of the weight of the given object.
427 * The buffer will be overwritten by the next call to query_weight(). 411 * The buffer will be overwritten by the next call to query_weight().
428 */ 412 *
429 413 * Seems to be used only by unimportant stuff. Remove?
430char * 414 */
415const char *
431query_weight (const object *op) 416query_weight (const object *op)
432{ 417{
433 static char buf[10]; 418 static char buf[10];
434 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 419 sint32 i = op->total_weight ();
435 420
436 if (op->weight < 0) 421 if (op->weight < 0)
437 return " "; 422 return " ";
423
438 if (i % 1000) 424 if (i % 1000)
439 sprintf (buf, "%6.1f", i / 1000.0); 425 sprintf (buf, "%6.1f", i / 1000.0);
440 else 426 else
441 sprintf (buf, "%4d ", i / 1000); 427 sprintf (buf, "%4d ", i / 1000);
428
442 return buf; 429 return buf;
443} 430}
444 431
445/* 432/*
446 * Returns the pointer to a static buffer containing 433 * Returns the pointer to a static buffer containing
447 * the number requested (of the form first, second, third...) 434 * the number requested (of the form first, second, third...)
448 */ 435 */
449 436const char *
450char *
451get_levelnumber (int i) 437get_levelnumber (int i)
452{ 438{
453 static char buf[MAX_BUF]; 439 static char buf[MAX_BUF];
454 440
455 if (i > 99) 441 if (i > 99)
456 { 442 {
457 sprintf (buf, "%d.", i); 443 sprintf (buf, "%d.", i);
458 return buf; 444 return buf;
459 } 445 }
446
460 if (i < 21) 447 if (i < 21)
461 return levelnumbers[i]; 448 return levelnumbers[i];
449
462 if (!(i % 10)) 450 if (!(i % 10))
463 return levelnumbers_10[i / 10]; 451 return levelnumbers_10[i / 10];
452
464 strcpy (buf, numbers_10[i / 10]); 453 strcpy (buf, numbers_10[i / 10]);
465 strcat (buf, levelnumbers[i % 10]); 454 strcat (buf, levelnumbers[i % 10]);
466 return buf; 455 return buf;
467} 456}
468
469 457
470/* 458/*
471 * get_number(integer) returns the text-representation of the given number 459 * get_number(integer) returns the text-representation of the given number
472 * in a static buffer. The buffer might be overwritten at the next 460 * in a static buffer. The buffer might be overwritten at the next
473 * call to get_number(). 461 * call to get_number().
474 * It is currently only used by the query_name() function. 462 * It is currently only used by the query_name() function.
475 */ 463 */
476 464const char *
477char *
478get_number (int i) 465get_number (int i)
479{ 466{
480 if (i <= 20) 467 if (i <= 20)
481 return numbers[i]; 468 return numbers[i];
482 else 469 else
499 */ 486 */
500 487
501/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 488/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
502 * from stats.sp - b.t. 489 * from stats.sp - b.t.
503 */ 490 */
504char * 491const char *
505ring_desc (const object *op) 492ring_desc (const object *op)
506{ 493{
507 static char buf[VERY_BIG_BUF]; 494 static dynbuf_text buf; buf.clear ();
508 int attr, val, len; 495 int attr, val, len;
509 496
510 buf[0] = 0;
511
512 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 497 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
513 return buf; 498 {
514
515 for (attr = 0; attr < NUM_STATS; attr++) 499 for (attr = 0; attr < NUM_STATS; attr++)
516 { 500 if ((val = op->stats.stat (attr)))
517 if ((val = get_attr_value (&(op->stats), attr)) != 0)
518 {
519 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 501 buf.printf ("(%s%+d)", short_stat_name[attr], val);
520 }
521 }
522 if (op->stats.exp)
523 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
524 if (op->stats.wc)
525 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
526 if (op->stats.dam)
527 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
528 if (op->stats.ac)
529 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
530 502
503 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
504 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
505 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
506 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
507
531 strcat (buf, describe_resistance (op, 0)); 508 buf << describe_resistance (op, 0);
532 509
533 if (op->stats.food != 0) 510 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
534 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 511 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
535 /* else if (op->stats.food < 0) 512 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
536 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 513 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
537 if (op->stats.grace) 514 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
538 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
539 if (op->stats.sp && op->type != SKILL)
540 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
541 if (op->stats.hp)
542 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
543 if (op->stats.luck)
544 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
545 if (QUERY_FLAG (op, FLAG_LIFESAVE))
546 strcat (buf, "(lifesaving)");
547 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
548 strcat (buf, "(reflect spells)");
549 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
550 strcat (buf, "(reflect missiles)");
551 if (QUERY_FLAG (op, FLAG_STEALTH))
552 strcat (buf, "(stealth)");
553 /* Shorten some of the names, so they appear better in the windows */
554 len = strlen (buf);
555 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
557 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
558 515
559 /* if(op->item_power) 516 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
560 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 517 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
561 */ 518 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
562 if (buf[0] == 0 && op->type != SKILL) 519 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
563 strcpy (buf, "of adornment");
564 520
521 buf.add_paths ("Attuned" , op->path_attuned);
522 buf.add_paths ("Repelled", op->path_repelled);
523 buf.add_paths ("Denied" , op->path_denied);
524
525 if (buf.empty ())
526 buf << "of adornment";
527 }
565 528
566 return buf; 529 return buf;
567} 530}
568 531
569/* 532/*
570 * query_short_name(object) is similar to query_name, but doesn't 533 * query_short_name(object) is similar to query_name, but doesn't
571 * contain any information about object status (worn/cursed/etc.) 534 * contain any information about object status (worn/cursed/etc.)
535 *
536 * It is sometimes used when printing messages, so should fit well into a sentence.
572 */ 537 */
573const char * 538const char *
574query_short_name (const object *op) 539query_short_name (const object *op)
575{ 540{
576 static char buf[HUGE_BUF];
577 char buf2[HUGE_BUF];
578 int len = 0;
579
580 if (op->name == NULL) 541 if (!op->name)
581 return "(null)"; 542 return "(null)";
582 543
583 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 544 if (!op->nrof
545 && !op->weight
546 && !op->title
547 && !is_magical (op)
548 && op->slaying != shstr_money)
584 return op->name; /* To speed things up (or make things slower?) */ 549 return op->name; /* To speed things up (or make things slower?) */
585 550
586 if (op->nrof <= 1) 551 static dynbuf_text buf; buf.clear ();
587 safe_strcat (buf, op->name, &len, HUGE_BUF); 552
588 else 553 buf << (op->nrof <= 1 ? op->name : op->name_pl);
589 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
590 554
591 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 555 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
592 { 556 buf << ' ' << op->title;
593 safe_strcat (buf, " ", &len, HUGE_BUF);
594 safe_strcat (buf, op->title, &len, HUGE_BUF);
595 }
596 557
597 switch (op->type) 558 switch (op->type)
598 { 559 {
599 case SPELLBOOK: 560 case SPELLBOOK:
600 case SCROLL: 561 case SCROLL:
601 case WAND: 562 case WAND:
602 case ROD: 563 case ROD:
603 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 564 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
604 { 565 {
605 if (!op->title) 566 if (!op->title)
606 { 567 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
607 safe_strcat (buf, " of ", &len, HUGE_BUF); 568
608 if (op->inv)
609 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
610 else
611 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
612 }
613 if (op->type != SPELLBOOK) 569 if (op->type != SPELLBOOK)
614 {
615 sprintf (buf2, " (lvl %d)", op->level); 570 buf.printf (" (lvl %d)", op->level);
616 safe_strcat (buf, buf2, &len, HUGE_BUF);
617 }
618 } 571 }
619 break; 572 break;
620 573
574 case ALTAR:
575 case TRIGGER_ALTAR:
576 case IDENTIFY_ALTAR:
577 case CONVERTER:
578 if (op->slaying == shstr_money)
579 {
580 bool wrap = !!buf.size ();
581
582 if (wrap) buf << " [";
583
584 archetype *coin = 0;
585
586 for (char const *const *c = coins; *coins; ++c)
587 if ((coin = archetype::find (*c)))
588 if (op->stats.food % coin->value == 0)
589 break;
590
591 sint32 coins = op->stats.food / coin->value;
592
593 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
594
595 if (wrap) buf << ']';
596 }
597 break;
598
621 case SKILL: 599 case SKILL:
622 case AMULET: 600 case AMULET:
623 case RING: 601 case RING:
624 if (!op->title) 602 if (!op->title)
625 { 603 {
626 /* If ring has a title, full description isn't so useful */ 604 /* If ring has a title, full description isn't so useful */
627 char *s = ring_desc (op); 605 const char *s = ring_desc (op);
628 606
629 if (s[0]) 607 if (s && *s)
630 { 608 buf << " " << s;
631 safe_strcat (buf, " ", &len, HUGE_BUF);
632 safe_strcat (buf, s, &len, HUGE_BUF);
633 }
634 } 609 }
635 break; 610 break;
611
636 default: 612 default:
637 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 613 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
638 {
639 sprintf (buf2, " %+d", op->magic); 614 buf.printf (" %+d", op->magic);
640 safe_strcat (buf, buf2, &len, HUGE_BUF);
641 }
642 } 615 }
616
643 return buf; 617 return buf;
644} 618}
645 619
646/* 620/*
647 * query_name(object) returns a character pointer pointing to a static 621 * query_name(object) returns a character pointer pointing to a static
651 * you can make several calls to query_name before the bufs start getting 625 * you can make several calls to query_name before the bufs start getting
652 * overwritten. This may be a bad thing (it may be easier to assume the value 626 * overwritten. This may be a bad thing (it may be easier to assume the value
653 * returned is good forever.) However, it makes printing statements that 627 * returned is good forever.) However, it makes printing statements that
654 * use several names much easier (don't need to store them to temp variables.) 628 * use several names much easier (don't need to store them to temp variables.)
655 * 629 *
630 * It is used extensively within messages, so should return only a prose
631 * and short description of the item.
656 */ 632 */
657char * 633const char *
658query_name (const object *op) 634query_name (const object *op)
659{ 635{
660 static char buf[5][HUGE_BUF]; 636 int len = 0;
637 static dynbuf_text bufs[5];
661 static int use_buf = 0; 638 static int use_buf = 0;
662 int len = 0;
663
664#ifdef NEW_MATERIAL_CODE
665 materialtype_t *mt;
666#endif
667 639
668 use_buf++; 640 use_buf++;
669 use_buf %= 5; 641 use_buf %= 5;
670 642
671#ifdef NEW_MATERIAL_CODE 643 dynbuf_text &buf = bufs [use_buf];
644 buf.clear ();
645
672 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 646 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
673 {
674 mt = name_to_material (op->materialname); 647 if (materialtype_t *mt = name_to_material (op->materialname))
675 if (mt) 648 buf << mt->description << ' ';
676 {
677 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
678 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
679 }
680 }
681#endif
682 649
683 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 650 buf << query_short_name (op);
684 651
685 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 652 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
686 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 653 buf << " *";
687 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
688 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 655 buf << " (open)";
689 656
690 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
691 { 658 {
692 if (QUERY_FLAG (op, FLAG_DAMNED)) 659 if (QUERY_FLAG (op, FLAG_DAMNED))
693 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 660 buf << " (damned)";
694 else if (QUERY_FLAG (op, FLAG_CURSED)) 661 else if (QUERY_FLAG (op, FLAG_CURSED))
695 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 662 buf << " (cursed)";
696 } 663 }
664
697 /* Basically, if the object is known magical (detect magic spell on it), 665 /* Basically, if the object is known magical (detect magic spell on it),
698 * and it isn't identified, print out the fact that 666 * and it isn't identified, print out the fact that
699 * it is magical. Assume that the detect magical spell will only set 667 * it is magical. Assume that the detect magical spell will only set
700 * KNOWN_MAGICAL if the item actually is magical. 668 * KNOWN_MAGICAL if the item actually is magical.
701 * 669 *
702 * Changed in V 0.91.4 - still print that the object is magical even 670 * Changed in V 0.91.4 - still print that the object is magical even
703 * if it has been applied. Equipping an item does not tell full 671 * if it has been applied. Equipping an item does not tell full
704 * abilities, especially for artifact items. 672 * abilities, especially for artifact items.
705 */ 673 */
706 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
707 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 675 buf << " (magic)";
708 676
709#if 0 677#if 0
710 /* item_power will be returned in desribe_item - it shouldn't really 678 /* item_power will be returned in describe_item - it shouldn't really
711 * be returned in the name. 679 * be returned in the name.
712 */ 680 */
713 if (op->item_power) 681 if (op->item_power)
714 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
715 683
717 685
718 if (QUERY_FLAG (op, FLAG_APPLIED)) 686 if (QUERY_FLAG (op, FLAG_APPLIED))
719 { 687 {
720 switch (op->type) 688 switch (op->type)
721 { 689 {
722 case BOW: 690 case BOW:
723 case WAND: 691 case WAND:
724 case ROD: 692 case ROD:
725 case HORN: 693 case HORN:
726 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
727 break; 695 break;
728 case WEAPON: 696 case WEAPON:
729 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
730 break; 698 break;
731 case ARMOUR: 699 case ARMOUR:
732 case HELMET: 700 case HELMET:
733 case SHIELD: 701 case SHIELD:
734 case RING: 702 case RING:
735 case BOOTS: 703 case BOOTS:
736 case GLOVES: 704 case GLOVES:
737 case AMULET: 705 case AMULET:
738 case GIRDLE: 706 case GIRDLE:
739 case BRACERS: 707 case BRACERS:
740 case CLOAK: 708 case CLOAK:
741 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 709 buf << " (worn)";
742 break; 710 break;
743 case CONTAINER: 711 case CONTAINER:
744 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 712 buf << " (active)";
745 break; 713 break;
746 case SKILL: 714 case SKILL:
747 default: 715 default:
748 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 716 buf << " (applied)";
749 } 717 }
750 } 718 }
719
720 switch (op->type)
721 {
722 case LAMP:
723 if (op->glow_radius)
724 buf << " (on)";
725 else if (op->stats.food <= 0)
726 buf << " (empty)";
727 else
728 buf << " (off)";
729 break;
730
731 case TORCH:
732 if (op->glow_radius)
733 buf << " (burning)";
734 else if (op->stats.food <= 0)
735 buf << " (burned out)";
736 break;
737 }
738
751 if (QUERY_FLAG (op, FLAG_UNPAID)) 739 if (QUERY_FLAG (op, FLAG_UNPAID))
752 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 740 buf << " (unpaid)";
753 741
754 return buf[use_buf]; 742 return buf;
755} 743}
756 744
757/* 745/*
758 * query_base_name(object) returns a character pointer pointing to a static 746 * query_base_name(object) returns a character pointer pointing to a static
759 * buffer which contains a verbose textual representation of the name 747 * buffer which contains a verbose textual representation of the name
760 * of the given object. The buffer will be overwritten at the next 748 * of the given object. The buffer will be overwritten at the next
761 * call to query_base_name(). This is a lot like query_name, but we 749 * call to query_base_name(). This is a lot like query_name, but we
762 * don't include the item count or item status. Used for inventory sorting 750 * don't include the item count or item status. Used for inventory sorting
763 * and sending to client. 751 * and sending to client.
764 * If plural is set, we generate the plural name of this. 752 * If plural is set, we generate the plural name of this.
753 *
754 * It is sometimes used to display messages, and usually only used to match stuff,
755 * so maybe this function should be removed.
765 */ 756 */
766const char * 757const char *
767query_base_name (const object *op, int plural) 758query_base_name (const object *op, int plural)
768{ 759{
769 static char buf[MAX_BUF], buf2[MAX_BUF];
770 int len;
771 materialtype_t *mt;
772
773 if ((!plural && !op->name) || (plural && !op->name_pl)) 760 if ((!plural && !op->name) || (plural && !op->name_pl))
774 return "(null)"; 761 return "(null)";
775 762
776 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 763 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
777 return op->name; /* To speed things up (or make things slower?) */ 764 return op->name; /* To speed things up (or make things slower?) */
778 765
766 static dynbuf_text buf; buf.clear ();
767
779 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 768 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
780 mt = name_to_material (op->materialname); 769 if (materialtype_t *mt = name_to_material (op->materialname))
770 if (op->arch->materialname != mt->name)
771 buf << mt->description << ' ';
781 772
782#ifdef NEW_MATERIAL_CODE 773 buf << (plural ? op->name_pl : op->name);
783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
785 {
786 strcpy (buf, mt->description);
787 len = strlen (buf);
788 safe_strcat (buf, " ", &len, MAX_BUF);
789 if (!plural)
790 safe_strcat (buf, op->name, &len, MAX_BUF);
791 else
792 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
793 }
794 else
795 {
796#endif
797 if (!plural)
798 strcpy (buf, op->name);
799 else
800 strcpy (buf, op->name_pl);
801 len = strlen (buf);
802#ifdef NEW_MATERIAL_CODE
803 }
804#endif
805 774
806 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 775 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
807 { 776 buf << ' ' << op->title;
808 safe_strcat (buf, " ", &len, MAX_BUF);
809 safe_strcat (buf, op->title, &len, MAX_BUF);
810 }
811 777
812 switch (op->type) 778 switch (op->type)
813 { 779 {
814 case SPELLBOOK: 780 case SPELLBOOK:
815 case SCROLL: 781 case SCROLL:
816 case WAND: 782 case WAND:
817 case ROD: 783 case ROD:
818 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 784 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
819 { 785 {
820 if (!op->title) 786 if (!op->title)
821 { 787 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
822 safe_strcat (buf, " of ", &len, MAX_BUF); 788
823 if (op->inv)
824 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
825 else
826 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
827 }
828 if (op->type != SPELLBOOK) 789 if (op->type != SPELLBOOK)
829 {
830 sprintf (buf2, " (lvl %d)", op->level); 790 buf.printf (" (lvl %d)", op->level);
831 safe_strcat (buf, buf2, &len, MAX_BUF);
832 }
833 } 791 }
834 break; 792 break;
835 793
836 794
837 case SKILL: 795 case SKILL:
838 case AMULET: 796 case AMULET:
839 case RING: 797 case RING:
840 if (!op->title) 798 if (!op->title)
841 { 799 {
842 /* If ring has a title, full description isn't so useful */ 800 /* If ring has a title, full description isn't so useful */
843 char *s = ring_desc (op); 801 const char *s = ring_desc (op);
844 802
845 if (s[0]) 803 if (s && *s)
846 { 804 buf << ' ' << s;
847 safe_strcat (buf, " ", &len, MAX_BUF);
848 safe_strcat (buf, s, &len, MAX_BUF);
849 }
850 } 805 }
851 break; 806 break;
807
852 default: 808 default:
853 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
854 { 810 buf.printf (" %+d", op->magic);
855 sprintf (buf + strlen (buf), " %+d", op->magic);
856 }
857 } 811 }
812
858 return buf; 813 return buf;
859} 814}
860 815
861/* Break this off from describe_item - that function was way 816/* Break this off from describe_item - that function was way
862 * too long, making it difficult to read. This function deals 817 * too long, making it difficult to read. This function deals
863 * with describing the monsters & players abilities. It should only 818 * with describing the monsters & players abilities. It should only
864 * be called with monster & player objects. Returns a description 819 * be called with monster & player objects. Returns a description
865 * in a static buffer. 820 * in a static buffer.
866 */ 821 */
867
868static char * 822static const char *
869describe_monster (const object *op) 823describe_monster (const object *op)
870{ 824{
871 char buf[MAX_BUF]; 825 static dynbuf_text buf; buf.clear ();
872 static char retbuf[VERY_BIG_BUF];
873 int i;
874
875 retbuf[0] = '\0';
876 826
877 /* Note that the resolution this provides for players really isn't 827 /* Note that the resolution this provides for players really isn't
878 * very good. Any player with a speed greater than .67 will 828 * very good. Any player with a speed greater than .67 will
879 * fall into the 'lightning fast movement' category. 829 * fall into the 'lightning fast movement' category.
880 */ 830 */
881 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 831 if (op->has_active_speed ())
882 {
883 switch ((int) ((FABS (op->speed)) * 15)) 832 switch ((int) ((FABS (op->speed)) * 15))
884 { 833 {
885 case 0: 834 case 0:
886 strcat (retbuf, "(very slow movement)"); 835 buf << "(very slow movement)";
887 break; 836 break;
888 case 1: 837 case 1:
889 strcat (retbuf, "(slow movement)"); 838 buf << "(slow movement)";
890 break; 839 break;
891 case 2: 840 case 2:
892 strcat (retbuf, "(normal movement)"); 841 buf << "(normal movement)";
893 break; 842 break;
894 case 3: 843 case 3:
895 case 4: 844 case 4:
896 strcat (retbuf, "(fast movement)"); 845 buf << "(fast movement)";
897 break; 846 break;
898 case 5: 847 case 5:
899 case 6: 848 case 6:
900 strcat (retbuf, "(very fast movement)"); 849 buf << "(very fast movement)";
901 break; 850 break;
902 case 7: 851 case 7:
903 case 8: 852 case 8:
904 case 9: 853 case 9:
905 case 10: 854 case 10:
906 strcat (retbuf, "(extremely fast movement)"); 855 buf << "(extremely fast movement)";
907 break; 856 break;
908 default: 857 default:
909 strcat (retbuf, "(lightning fast movement)"); 858 buf << "(lightning fast movement)";
910 break; 859 break;
911 } 860 }
912 } 861
913 if (QUERY_FLAG (op, FLAG_UNDEAD)) 862 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
914 strcat (retbuf, "(undead)");
915 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 863 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
916 strcat (retbuf, "(see invisible)"); 864 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
917 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 865 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
918 strcat (retbuf, "(wield weapon)"); 866 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
919 if (QUERY_FLAG (op, FLAG_USE_BOW)) 867 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
920 strcat (retbuf, "(archer)"); 868 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
921 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 869 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
922 strcat (retbuf, "(wear armour)");
923 if (QUERY_FLAG (op, FLAG_USE_RING))
924 strcat (retbuf, "(wear ring)");
925 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
926 strcat (retbuf, "(read scroll)");
927 if (QUERY_FLAG (op, FLAG_USE_RANGE))
928 strcat (retbuf, "(fires wand/rod/horn)");
929 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 870 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
930 strcat (retbuf, "(skill user)"); 871 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
931 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 872 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
932 strcat (retbuf, "(spellcaster)");
933 if (QUERY_FLAG (op, FLAG_FRIENDLY))
934 strcat (retbuf, "(friendly)");
935 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 873 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
936 strcat (retbuf, "(unaggressive)"); 874 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
937 if (QUERY_FLAG (op, FLAG_HITBACK)) 875 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
938 strcat (retbuf, "(hitback)"); 876
939 if (QUERY_FLAG (op, FLAG_STEALTH))
940 strcat (retbuf, "(stealthy)");
941 if (op->randomitems != NULL) 877 if (op->randomitems)
942 { 878 {
943 treasure *t;
944 int first = 1; 879 bool first = 1;
945 880
946 for (t = op->randomitems->items; t != NULL; t = t->next) 881 for (treasure *t = op->randomitems->items; t; t = t->next)
947 if (t->item && (t->item->clone.type == SPELL)) 882 if (t->item && t->item->type == SPELL)
948 { 883 {
949 if (first) 884 if (first)
950 { 885 buf << "(Spell abilities:)";
886
951 first = 0; 887 first = 0;
952 strcat (retbuf, "(Spell abilities:)"); 888
953 } 889 buf << '(' << t->item->object::name << ')';
954 strcat (retbuf, "(");
955 strcat (retbuf, t->item->clone.name);
956 strcat (retbuf, ")");
957 } 890 }
958 } 891 }
892
959 if (op->type == PLAYER) 893 if (op->type == PLAYER)
960 { 894 {
961 if (op->contr->digestion) 895 if (op->contr->digestion)
962 {
963 if (op->contr->digestion != 0)
964 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 896 buf.printf ("(sustenance%+d)", op->contr->digestion);
965 strcat (retbuf, buf); 897
966 }
967 if (op->contr->gen_grace) 898 if (op->contr->gen_grace)
968 {
969 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 899 buf.printf ("(grace%+d)", op->contr->gen_grace);
970 strcat (retbuf, buf); 900
971 }
972 if (op->contr->gen_sp) 901 if (op->contr->gen_sp)
973 {
974 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 902 buf.printf ("(magic%+d)", op->contr->gen_sp);
975 strcat (retbuf, buf); 903
976 }
977 if (op->contr->gen_hp) 904 if (op->contr->gen_hp)
978 {
979 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 905 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
980 strcat (retbuf, buf); 906
981 }
982 if (op->stats.luck) 907 if (op->stats.luck)
983 {
984 sprintf (buf, "(luck%+d)", op->stats.luck); 908 buf.printf ("(luck%+d)", op->stats.luck);
985 strcat (retbuf, buf);
986 }
987 } 909 }
988 910
989 /* describe attacktypes */ 911 /* describe attacktypes */
990 if (is_dragon_pl (op)) 912 if (is_dragon_pl (op))
991 { 913 {
993 * Break apart the for loop - move the comparison checking down - 915 * Break apart the for loop - move the comparison checking down -
994 * this makes it more readable. 916 * this makes it more readable.
995 */ 917 */
996 object *tmp; 918 object *tmp;
997 919
998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 920 for (tmp = op->inv; tmp; tmp = tmp->below)
999 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 921 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1000 break; 922 break;
1001 923
1002 if (tmp && tmp->attacktype != 0) 924 if (tmp && tmp->attacktype)
1003 { 925 buf.add_abilities ("Claws", tmp->attacktype);
1004 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1005 }
1006 else 926 else
1007 { 927 buf.add_abilities ("Attacks", op->attacktype);
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1009 }
1010 } 928 }
1011 else 929 else
1012 { 930 buf.add_abilities ("Attacks", op->attacktype);
1013 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 931
1014 } 932 buf.add_paths ("Attuned" , op->path_attuned);
1015 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 933 buf.add_paths ("Repelled", op->path_repelled);
1016 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 934 buf.add_paths ("Denied" , op->path_denied);
1017 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 935
1018 for (i = 0; i < NROFATTACKS; i++) 936 for (int i = 0; i < NROFATTACKS; i++)
1019 {
1020 if (op->resist[i]) 937 if (op->resist[i])
1021 {
1022 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 938 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1023 strcat (retbuf, buf); 939
1024 }
1025 }
1026 return retbuf; 940 return buf;
1027} 941}
1028
1029 942
1030/* 943/*
1031 * Returns a pointer to a static buffer which contains a 944 * Returns a pointer to a static buffer which contains a
1032 * description of the given object. 945 * description of the given object.
1033 * If it is a monster, lots of information about its abilities 946 * If it is a monster, lots of information about its abilities
1042 * wouldn't need to use the SEE_INVISIBLE flag to know it is 955 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1043 * a dragon player examining food. Could have things like 956 * a dragon player examining food. Could have things like
1044 * a dwarven axe, in which the full abilities are only known to 957 * a dwarven axe, in which the full abilities are only known to
1045 * dwarves, etc. 958 * dwarves, etc.
1046 * 959 *
1047 * This function is really much more complicated than it should
1048 * be, because different objects have different meanings
1049 * for the same field (eg, wands use 'food' for charges). This
1050 * means these special cases need to be worked out.
1051 *
1052 * Add 'owner' who is the person examining this object. 960 * Add 'owner' who is the person examining this object.
1053 * owner can be null if no one is being associated with this 961 * owner can be null if no one is being associated with this
1054 * item (eg, debug dump or the like) 962 * item (eg, debug dump or the like)
1055 */ 963 */
1056 964const char *
1057char *
1058describe_item (const object *op, object *owner) 965describe_item (const object *op, object *owner)
1059{ 966{
1060 char buf[MAX_BUF]; 967 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1061 static char retbuf[VERY_BIG_BUF]; 968 return describe_monster (op);
969
970 static dynbuf_text buf; buf.clear ();
1062 int identified, i; 971 int identified, i;
1063 972
1064 retbuf[0] = '\0';
1065 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1066 {
1067 return describe_monster (op);
1068 }
1069 /* figure this out once, instead of making multiple calls to need_identify. 973 /* figure this out once, instead of making multiple calls to need_identify.
1070 * also makes the code easier to read. 974 * also makes the code easier to read.
1071 */ 975 */
1072 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 976 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1073 identified = 1; 977 if (!identified)
1074 else 978 buf << "(unidentified)";
1075 { 979
1076 strcpy (retbuf, "(unidentified)");
1077 identified = 0;
1078 }
1079 switch (op->type) 980 switch (op->type)
1080 { 981 {
1081 case BOW: 982 case BOW:
1082 case ARROW: 983 case ARROW:
1083 case WAND: 984 case WAND:
1084 case ROD: 985 case ROD:
1085 case HORN: 986 case HORN:
1086 case WEAPON: 987 case WEAPON:
1087 case ARMOUR: 988 case ARMOUR:
1088 case HELMET: 989 case HELMET:
1089 case SHIELD: 990 case SHIELD:
1090 case BOOTS: 991 case BOOTS:
1091 case GLOVES: 992 case GLOVES:
1092 case GIRDLE: 993 case GIRDLE:
1093 case BRACERS: 994 case BRACERS:
1094 case CLOAK: 995 case CLOAK:
1095 case SKILL_TOOL: 996 case SKILL_TOOL:
1096 break; /* We have more information to do below this switch */ 997 break; /* We have more information to do below this switch */
1097 998
1098 case POWER_CRYSTAL: 999 case POWER_CRYSTAL:
1099 if (op->stats.maxsp > 1000) 1000 if (op->stats.maxsp > 1000)
1100 { /*higher capacity crystals */ 1001 { /*higher capacity crystals */
1101 i = (op->stats.maxsp % 100) / 10; 1002 i = (op->stats.maxsp % 1000) / 100;
1003
1102 if (i) 1004 if (i)
1103 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1005 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1104 else 1006 else
1105 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1007 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1106 } 1008 }
1107 else 1009 else
1108 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1010 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1109 strcat (retbuf, buf); 1011
1110 i = (op->stats.sp * 10) / op->stats.maxsp; 1012 i = (op->stats.sp * 10) / op->stats.maxsp;
1111 if (op->stats.sp == 0) 1013 if (op->stats.sp == 0)
1112 strcat (retbuf, "empty."); 1014 buf << "empty.";
1113 else if (i == 0) 1015 else if (i == 0)
1114 strcat (retbuf, "almost empty."); 1016 buf << "almost empty.";
1115 else if (i < 3) 1017 else if (i < 3)
1116 strcat (retbuf, "partially filled."); 1018 buf << "partially filled.";
1117 else if (i < 6) 1019 else if (i < 6)
1118 strcat (retbuf, "half full."); 1020 buf << "half full.";
1119 else if (i < 9) 1021 else if (i < 9)
1120 strcat (retbuf, "well charged."); 1022 buf << "well charged.";
1121 else if (op->stats.sp == op->stats.maxsp) 1023 else if (op->stats.sp == op->stats.maxsp)
1122 strcat (retbuf, "fully charged."); 1024 buf << "fully charged.";
1123 else 1025 else
1124 strcat (retbuf, "almost full."); 1026 buf << "almost full.";
1125 break; 1027 break;
1028
1029 case LAMP:
1030 {
1031 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1032 buf << "(fuel: ";
1033 if (percent == 0)
1034 buf << "empty";
1035 else if (percent < 10)
1036 buf << "very low";
1037 else if (percent < 25)
1038 buf << "low";
1039 else if (percent < 50)
1040 buf << "half empty";
1041 else if (percent < 75)
1042 buf << "half full";
1043 else if (percent < 95)
1044 buf << "well filled";
1045 else if (percent <= 100)
1046 buf << "full";
1047 buf << ")";
1048 }
1049 break;
1050
1126 case FOOD: 1051 case FOOD:
1127 case FLESH: 1052 case FLESH:
1128 case DRINK: 1053 case DRINK:
1129 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1054 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1130 { 1055 {
1131 sprintf (buf, "(food+%d)", op->stats.food); 1056 buf.printf ("(food+%d)", op->stats.food);
1132 strcat (retbuf, buf);
1133 1057
1134 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1058 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1135 {
1136 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1059 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1137 strcat (retbuf, buf);
1138 }
1139 1060
1140 if (!QUERY_FLAG (op, FLAG_CURSED)) 1061 if (!QUERY_FLAG (op, FLAG_CURSED))
1141 { 1062 {
1142 if (op->stats.hp) 1063 if (op->stats.hp) buf << "(heals)";
1143 strcat (retbuf, "(heals)");
1144 if (op->stats.sp)
1145 strcat (retbuf, "(spellpoint regen)"); 1064 if (op->stats.sp) buf << "(spellpoint regen)";
1146 } 1065 }
1147 else 1066 else
1148 { 1067 {
1149 if (op->stats.hp) 1068 if (op->stats.hp) buf << "(damages)";
1150 strcat (retbuf, "(damages)");
1151 if (op->stats.sp)
1152 strcat (retbuf, "(spellpoint depletion)"); 1069 if (op->stats.sp) buf << "(spellpoint depletion)";
1153 } 1070 }
1154 } 1071 }
1155 break; 1072 break;
1156 1073
1157
1158 case SKILL: 1074 case SKILL:
1159 case RING: 1075 case RING:
1160 case AMULET: 1076 case AMULET:
1161 if (op->item_power) 1077 if (op->item_power)
1162 {
1163 sprintf (buf, "(item_power %+d)", op->item_power); 1078 buf.printf ("(item_power %+d)", op->item_power);
1164 strcat (retbuf, buf); 1079
1165 }
1166 if (op->title) 1080 if (op->title)
1167 strcat (retbuf, ring_desc (op)); 1081 buf << ring_desc (op);
1082
1168 return retbuf; 1083 return buf;
1169 1084
1170 default: 1085 default:
1171 return retbuf; 1086 return buf;
1172 } 1087 }
1173 1088
1174 /* Down here, we more further describe equipment type items. 1089 /* Down here, we more further describe equipment type items.
1175 * only describe them if they have been identified or the like. 1090 * only describe them if they have been identified or the like.
1176 */ 1091 */
1177 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1092 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1178 { 1093 {
1179 int attr, val; 1094 int attr, val;
1180 1095
1181 for (attr = 0; attr < NUM_STATS; attr++) 1096 for (attr = 0; attr < NUM_STATS; attr++)
1182 { 1097 if ((val = op->stats.stat (attr)))
1183 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1184 {
1185 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1098 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1186 strcat (retbuf, buf);
1187 }
1188 }
1189 1099
1190 if (op->stats.exp) 1100 if (op->stats.exp)
1191 {
1192 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1101 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1193 strcat (retbuf, buf);
1194 }
1195
1196 1102
1197 switch (op->type) 1103 switch (op->type)
1198 { 1104 {
1199 case BOW: 1105 case BOW:
1200 case ARROW: 1106 case ARROW:
1201 case GIRDLE: 1107 case GIRDLE:
1202 case HELMET: 1108 case HELMET:
1203 case SHIELD: 1109 case SHIELD:
1204 case BOOTS: 1110 case BOOTS:
1205 case GLOVES: 1111 case GLOVES:
1206 case WEAPON: 1112 case WEAPON:
1207 case SKILL: 1113 case SKILL:
1208 case RING: 1114 case RING:
1209 case AMULET: 1115 case AMULET:
1210 case ARMOUR: 1116 case ARMOUR:
1211 case BRACERS: 1117 case BRACERS:
1212 case FORCE: 1118 case FORCE:
1213 case CLOAK: 1119 case CLOAK:
1214 if (op->stats.wc) 1120 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1215 { 1121 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1216 sprintf (buf, "(wc%+d)", op->stats.wc); 1122 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1217 strcat (retbuf, buf); 1123
1218 }
1219 if (op->stats.dam)
1220 {
1221 sprintf (buf, "(dam%+d)", op->stats.dam);
1222 strcat (retbuf, buf);
1223 }
1224 if (op->stats.ac)
1225 {
1226 sprintf (buf, "(ac%+d)", op->stats.ac);
1227 strcat (retbuf, buf);
1228 }
1229 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1124 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1230 {
1231 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1125 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1232 strcat (retbuf, buf); 1126
1233 }
1234 break; 1127 break;
1235 1128
1236 default: 1129 default:
1237 break; 1130 break;
1238 } 1131 }
1239 if (QUERY_FLAG (op, FLAG_XRAYS)) 1132
1240 strcat (retbuf, "(xray-vision)"); 1133 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1241 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1134 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1242 strcat (retbuf, "(infravision)");
1243 1135
1244 /* levitate was what is was before, so we'll keep it */ 1136 /* levitate was what is was before, so we'll keep it */
1245 if (op->move_type & MOVE_FLY_LOW) 1137 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1246 strcat (retbuf, "(levitate)");
1247
1248 if (op->move_type & MOVE_FLY_HIGH) 1138 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1249 strcat (retbuf, "(fly)");
1250
1251 if (op->move_type & MOVE_SWIM) 1139 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1252 strcat (retbuf, "(swim)");
1253 1140
1254 /* walking is presumed as 'normal', so doesn't need mentioning */ 1141 /* walking is presumed as 'normal', so doesn't need mentioning */
1255 1142
1256 if (op->item_power) 1143 if (op->item_power)
1257 {
1258 sprintf (buf, "(item_power %+d)", op->item_power); 1144 buf.printf ("(item_power %+d)", op->item_power);
1259 strcat (retbuf, buf);
1260 }
1261 } /* End if identified or applied */ 1145 } /* End if identified or applied */
1262 1146
1263 /* This blocks only deals with fully identified object. 1147 /* This blocks only deals with fully identified object.
1264 * it is intentional that this is not an 'else' from a above - 1148 * it is intentional that this is not an 'else' from a above -
1265 * in this way, information is added. 1149 * in this way, information is added.
1268 { 1152 {
1269 int more_info = 0; 1153 int more_info = 0;
1270 1154
1271 switch (op->type) 1155 switch (op->type)
1272 { 1156 {
1273 case ROD: /* These use stats.sp for spell selection and stats.food */ 1157 case ROD: /* These use stats.sp for spell selection and stats.food */
1274 case HORN: /* and stats.hp for spell-point regeneration... */ 1158 case HORN: /* and stats.hp for spell-point regeneration... */
1275 case BOW: 1159 case BOW:
1276 case ARROW: 1160 case ARROW:
1277 case WAND: 1161 case WAND:
1278 case FOOD: 1162 case FOOD:
1279 case FLESH: 1163 case FLESH:
1280 case DRINK: 1164 case DRINK:
1281 more_info = 0; 1165 more_info = 0;
1282 break; 1166 break;
1283 1167
1284 /* Armor type objects */ 1168 /* Armor type objects */
1285 case ARMOUR: 1169 case ARMOUR:
1286 case HELMET: 1170 case HELMET:
1287 case SHIELD: 1171 case SHIELD:
1288 case BOOTS: 1172 case BOOTS:
1289 case GLOVES: 1173 case GLOVES:
1290 case GIRDLE: 1174 case GIRDLE:
1291 case BRACERS: 1175 case BRACERS:
1292 case CLOAK: 1176 case CLOAK:
1293 if (ARMOUR_SPEED (op)) 1177 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1294 { 1178 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1295 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1296 strcat (retbuf, buf);
1297 }
1298 if (ARMOUR_SPELLS (op))
1299 {
1300 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1301 strcat (retbuf, buf);
1302 }
1303 more_info = 1; 1179 more_info = 1;
1304 break; 1180 break;
1305 1181
1306 case WEAPON: 1182 case WEAPON:
1307 /* Calculate it the same way fix_player does so the results 1183 /* Calculate it the same way fix_player does so the results
1308 * make sense. 1184 * make sense.
1309 */ 1185 */
1310 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1186 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1311 if (i < 0) 1187 if (i < 0)
1312 i = 0; 1188 i = 0;
1313 1189
1314 sprintf (buf, "(weapon speed %d)", i); 1190 buf.printf ("(weapon speed %d)", i);
1315 strcat (retbuf, buf);
1316 more_info = 1; 1191 more_info = 1;
1317 break; 1192 break;
1318
1319 } 1193 }
1194
1320 if (more_info) 1195 if (more_info)
1321 { 1196 {
1322 if (op->stats.food)
1323 {
1324 if (op->stats.food != 0)
1325 sprintf (buf, "(sustenance%+d)", op->stats.food); 1197 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1326 strcat (retbuf, buf);
1327 }
1328 if (op->stats.grace)
1329 {
1330 sprintf (buf, "(grace%+d)", op->stats.grace); 1198 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1331 strcat (retbuf, buf); 1199 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1332 }
1333 if (op->stats.sp)
1334 {
1335 sprintf (buf, "(magic%+d)", op->stats.sp);
1336 strcat (retbuf, buf);
1337 }
1338 if (op->stats.hp)
1339 {
1340 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1200 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1341 strcat (retbuf, buf);
1342 }
1343 } 1201 }
1344 1202
1345 if (op->stats.luck) 1203 if (op->stats.luck)
1346 {
1347 sprintf (buf, "(luck%+d)", op->stats.luck); 1204 buf.printf ("(luck%+d)", op->stats.luck);
1348 strcat (retbuf, buf); 1205
1349 }
1350 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1206 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1351 strcat (retbuf, "(lifesaving)"); 1207 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1352 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1353 strcat (retbuf, "(reflect spells)");
1354 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1208 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1355 strcat (retbuf, "(reflect missiles)");
1356 if (QUERY_FLAG (op, FLAG_STEALTH)) 1209 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1357 strcat (retbuf, "(stealth)"); 1210
1358 if (op->slaying != NULL && op->type != FOOD) 1211 if (op->slaying && op->type != FOOD)
1359 {
1360 sprintf (buf, "(slay %s)", &op->slaying); 1212 buf.printf ("(slay %s)", &op->slaying);
1361 strcat (retbuf, buf); 1213
1362 } 1214 if (op->type == SKILL_TOOL && op->skill)
1363 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1215 buf.printf ("(%s)", &op->skill);
1216
1217 buf.add_abilities ("Attacks", op->attacktype);
1364 /* resistance on flesh is only visible for quetzals. If 1218 /* resistance on flesh is only visible for quetzals. If
1365 * non flesh, everyone can see its resistances 1219 * non flesh, everyone can see its resistances
1366 */ 1220 */
1367 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1221 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1368 strcat (retbuf, describe_resistance (op, 0)); 1222 buf << describe_resistance (op, 0);
1369 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1370 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1371 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1372 }
1373 1223
1224 buf.add_paths ("Attuned", op->path_attuned);
1225 buf.add_paths ("Repelled", op->path_repelled);
1226 buf.add_paths ("Denied", op->path_denied);
1227 }
1228
1374 return retbuf; 1229 return buf;
1230}
1231
1232std::string
1233object::describe_item (object *who)
1234{
1235 return std::string (::describe_item (this, who));
1236}
1237
1238void
1239examine (object *op, object *tmp)
1240{
1241 std::string info = tmp->describe (op);
1242
1243 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1244}
1245
1246/*
1247 * inventory prints object's inventory. If inv==NULL then print player's
1248 * inventory.
1249 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1250 */
1251const char *
1252object::query_inventory (object *who, const char *indent)
1253{
1254 static dynbuf_text buf; buf.clear ();
1255
1256 for (object *tmp = inv; tmp; tmp = tmp->below)
1257 if (who && QUERY_FLAG (who, FLAG_WIZ))
1258 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1259 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1260 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1261
1262 if (buf.size ())
1263 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1264 else
1265 buf.printf ("%s(empty)\n", indent);
1266
1267 return buf;
1375} 1268}
1376 1269
1377/* Return true if the item is magical. A magical item is one that 1270/* Return true if the item is magical. A magical item is one that
1378 * increases/decreases any abilities, provides a resistance, 1271 * increases/decreases any abilities, provides a resistance,
1379 * has a generic magical bonus, or is an artifact. 1272 * has a generic magical bonus, or is an artifact.
1380 * This function is used by detect_magic to determine if an item 1273 * This function is used by detect_magic to determine if an item
1381 * should be marked as magical. 1274 * should be marked as magical.
1382 */ 1275 */
1383
1384int 1276int
1385is_magical (const object *op) 1277is_magical (const object *op)
1386{ 1278{
1387 int i; 1279 int i;
1388 1280
1439 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1331 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1440 return 1; 1332 return 1;
1441 1333
1442 /* Check to see if it increases/decreases any stats */ 1334 /* Check to see if it increases/decreases any stats */
1443 for (i = 0; i < NUM_STATS; i++) 1335 for (i = 0; i < NUM_STATS; i++)
1444 if (get_attr_value (&(op->stats), i) != 0) 1336 if (op->stats.stat (i))
1445 return 1; 1337 return 1;
1446 1338
1447 /* If it doesn't fall into any of the above categories, must 1339 /* If it doesn't fall into any of the above categories, must
1448 * be non magical. 1340 * be non magical.
1449 */ 1341 */
1458int 1350int
1459need_identify (const object *op) 1351need_identify (const object *op)
1460{ 1352{
1461 switch (op->type) 1353 switch (op->type)
1462 { 1354 {
1463 case RING: 1355 case RING:
1464 case WAND: 1356 case WAND:
1465 case ROD: 1357 case ROD:
1466 case HORN: 1358 case HORN:
1467 case SCROLL: 1359 case SCROLL:
1468 case SKILL: 1360 case SKILL:
1469 case SKILLSCROLL: 1361 case SKILLSCROLL:
1470 case SPELLBOOK: 1362 case SPELLBOOK:
1471 case FOOD: 1363 case FOOD:
1472 case POTION: 1364 case POTION:
1473 case BOW: 1365 case BOW:
1474 case ARROW: 1366 case ARROW:
1475 case WEAPON: 1367 case WEAPON:
1476 case ARMOUR: 1368 case ARMOUR:
1477 case SHIELD: 1369 case SHIELD:
1478 case HELMET: 1370 case HELMET:
1479 case AMULET: 1371 case AMULET:
1480 case BOOTS: 1372 case BOOTS:
1481 case GLOVES: 1373 case GLOVES:
1482 case BRACERS: 1374 case BRACERS:
1483 case GIRDLE: 1375 case GIRDLE:
1484 case CONTAINER: 1376 case CONTAINER:
1485 case DRINK: 1377 case DRINK:
1486 case FLESH: 1378 case FLESH:
1487 case INORGANIC: 1379 case INORGANIC:
1488 case CLOSE_CON: 1380 case CLOSE_CON:
1489 case CLOAK: 1381 case CLOAK:
1490 case GEM: 1382 case GEM:
1491 case POWER_CRYSTAL: 1383 case POWER_CRYSTAL:
1492 case POISON: 1384 case POISON:
1493 case BOOK: 1385 case BOOK:
1494 case SKILL_TOOL: 1386 case SKILL_TOOL:
1495 return 1; 1387 return 1;
1496 } 1388 }
1389
1497 /* Try to track down some stuff that may show up here. Thus, the 1390 /* Try to track down some stuff that may show up here. Thus, the
1498 * archetype file can be updated, and this function removed. 1391 * archetype file can be updated, and this function removed.
1499 */ 1392 */
1500#if 0 1393#if 0
1501 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1394 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1507 * Supposed to fix face-values as well here, but later. 1400 * Supposed to fix face-values as well here, but later.
1508 */ 1401 */
1509void 1402void
1510identify (object *op) 1403identify (object *op)
1511{ 1404{
1512 object *pl;
1513
1514 SET_FLAG (op, FLAG_IDENTIFIED); 1405 SET_FLAG (op, FLAG_IDENTIFIED);
1515 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1406 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1516 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1407 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1517 1408
1518 /* 1409 /*
1525 { 1416 {
1526 if (op->inv && op->randomitems) 1417 if (op->inv && op->randomitems)
1527 op->title = op->inv->name; 1418 op->title = op->inv->name;
1528 else if (op->arch) 1419 else if (op->arch)
1529 { 1420 {
1530 op->name = op->arch->clone.name; 1421 op->name = op->arch->object::name;
1531 op->name_pl = op->arch->clone.name_pl; 1422 op->name_pl = op->arch->object::name_pl;
1532 } 1423 }
1533 } 1424 }
1534 1425
1535 /* If the object is on a map, make sure we update its face */ 1426 /* If the object is on a map, make sure we update its face */
1536 if (op->map) 1427 if (op->map)
1537 update_object (op, UP_OBJ_FACE); 1428 update_object (op, UP_OBJ_CHANGE);
1538 else 1429
1539 { 1430 if (object *pl = op->visible_to ())
1540 pl = op->in_player ();
1541 if (pl)
1542 /* A lot of the values can change from an update - might as well send 1431 /* A lot of the values can change from an update - might as well send
1543 * it all. 1432 * it all.
1544 */ 1433 */
1545 esrv_send_item (pl, op); 1434 esrv_send_item (pl, op);
1546 }
1547} 1435}
1548 1436

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