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Comparing deliantra/server/common/item.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.60 by root, Thu Oct 15 20:12:35 2009 UTC

1
2/* 1/*
3 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: item.C,v 1.4 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32#include <living.h> 26#include <living.h>
33#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
34 30
35/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
36 * 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
37 * 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
38 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
52 * may be better. 48 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
54 * "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
55 */ 51 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"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"},
58 , 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
59 {"body_arm", "on your arm", "on a human's arm"} 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
60 , 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
61 {"body_torso", "on your body", "on a human's torso"} 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
62 , 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
63 {"body_head", "on your head", "on a human's head"} 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
64 , 60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
65 {"body_neck", "around your neck", "around a humans neck"} 61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
71 {"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"},
72 , 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
73 {"body_foot", "on your feet", "on a human's feet"} 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
74 , 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
75 {"body_hand", "on your hands", "on a human's hands"} 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
83}; 68};
84 69
85static char numbers[21][20] = { 70static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 103 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 104 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 105 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 106 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 107 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 108 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 109 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 110 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 111 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 112 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 132 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 133 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 134 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 135 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 136 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 137 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 138 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 139 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 140 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 141 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 161 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 165 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 168 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {T_HANDLE, "cf handle", "cf handles", 0, 0},
199 {HOLE, "hole", "holes", 0, 0}, 176 {HOLE, "hole", "holes", 0, 0},
200 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
201 {SIGN, "sign", "signs", 0, 0}, 178 {SIGN, "sign", "signs", 0, 0},
202 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 179 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
203 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 182 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 183 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 184 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 185 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 186 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 187 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 189 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 191 {FORCE, "force", "forces", 0, 0},
278}; 253};
279 254
280int 255int
281get_power_from_ench (int ench) 256get_power_from_ench (int ench)
282{ 257{
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 return enc_to_item_power[ench]; 258 return enc_to_item_power [clamp (ench, 0, 20)];
288} 259}
289 260
290/* 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
291 * 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
292 * generation code, and when loading legacy objects. It returns 263 * generation code, and when loading legacy objects. It returns
299{ 270{
300 int i, tmp, enc; 271 int i, tmp, enc;
301 272
302 enc = 0; 273 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 274 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 275 enc += op->stats.stat (i);
305 276
306 /* This protection logic is pretty flawed. 20% fire resistance 277 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 278 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 279 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 280 * armour shouldn't be counted against
326 if (op->type == WEAPON) 297 if (op->type == WEAPON)
327 { 298 {
328 for (i = 1; i < NROFATTACKS; i++) 299 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i)) 300 if (op->attacktype & (1 << i))
330 enc++; 301 enc++;
302
331 if (op->slaying) 303 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
333 } 305 }
306
334 /* Items the player can equip */ 307 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) || 309 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) || 310 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (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))
341 enc += op->stats.hp; /* hp regen */ 314 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */ 315 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */ 316 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */ 317 enc += op->stats.exp; /* speed bonus */
345 } 318 }
319
346 enc += op->stats.luck; 320 enc += op->stats.luck;
347 321
348 /* Do spell paths now */ 322 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++) 323 for (i = 1; i < NRSPELLPATHS; i++)
350 { 324 {
354 enc -= 2; 328 enc -= 2;
355 else if (op->path_repelled & (1 << i)) 329 else if (op->path_repelled & (1 << i))
356 enc--; 330 enc--;
357 } 331 }
358 332
359 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 333 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
360 enc += 5; 334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
362 enc += 3; 336 if (op->flag [FLAG_XRAYS ]) enc += 2;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 337 if (op->flag [FLAG_STEALTH ]) enc += 1;
364 enc += 2; 338 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
365 if (QUERY_FLAG (op, FLAG_STEALTH)) 339 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
366 enc += 1;
367 if (QUERY_FLAG (op, FLAG_XRAYS))
368 enc += 2;
369 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 enc += 1;
371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1;
373 340
374 return get_power_from_ench (enc); 341 return get_power_from_ench (enc);
375
376} 342}
377 343
378/* 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
379 * isn't one, returns NULL */ 345 * isn't one, returns NULL */
380
381const typedata * 346const typedata *
382get_typedata (int itemtype) 347get_typedata (int itemtype)
383{ 348{
384 int i;
385
386 for (i = 0; i < item_types_size; i++) 349 for (int i = 0; i < item_types_size; i++)
387 if (item_types[i].number == itemtype) 350 if (item_types[i].number == itemtype)
388 return &item_types[i]; 351 return &item_types[i];
352
389 return NULL; 353 return NULL;
390} 354}
391 355
392/* 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
393 * 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
394 * one return NULL */ 358 * one return NULL */
395
396const typedata * 359const typedata *
397get_typedata_by_name (const char *name) 360get_typedata_by_name (const char *name)
398{ 361{
399 int i;
400
401 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name)) 363 if (!strcmp (item_types[i].name, name))
403 return &item_types[i]; 364 return &item_types[i];
365
404 for (i = 0; i < item_types_size; i++) 366 for (int i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name)) 367 if (!strcmp (item_types[i].name_pl, name))
406 { 368 {
407 LOG (llevInfo, 369 LOG (llevInfo,
408 "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);
409 return &item_types[i]; 371 return &item_types[i];
410 } 372 }
373
411 return NULL; 374 return 0;
412} 375}
413 376
414/* describe_resistance generates the visible naming for resistances. 377/* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return 378 * returns a static array of the description. This can return
416 * a big buffer. 379 * a big buffer.
417 * 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
418 * 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
419 */ 382 */
420char * 383const char *
421describe_resistance (const object *op, int newline) 384describe_resistance (const object *op, int newline)
422{ 385{
423 static char buf[VERY_BIG_BUF]; 386 static dynbuf_text buf; buf.clear ();
424 char buf1[VERY_BIG_BUF];
425 int tmpvar;
426 387
427 buf[0] = 0; 388 for (int i = 0; i < NROFATTACKS; i++)
428 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
429 {
430 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 389 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
431 { 390 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
432 if (!newline)
433 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
434 else
435 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
436 391
437 strcat (buf, buf1);
438 }
439 }
440 return buf; 392 return buf;
441} 393}
442 394
443 395
444/* 396/*
445 * query_weight(object) returns a character pointer to a static buffer 397 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 398 * containing the text-representation of the weight of the given object.
447 * The buffer will be overwritten by the next call to query_weight(). 399 * The buffer will be overwritten by the next call to query_weight().
448 */ 400 *
449 401 * Seems to be used only by unimportant stuff. Remove?
450char * 402 */
403const char *
451query_weight (const object *op) 404query_weight (const object *op)
452{ 405{
453 static char buf[10]; 406 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 407 sint32 i = op->total_weight ();
455 408
456 if (op->weight < 0) 409 if (op->weight < 0)
457 return " "; 410 return " ";
411
458 if (i % 1000) 412 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 413 sprintf (buf, "%6.1f", i / 1000.0);
460 else 414 else
461 sprintf (buf, "%4d ", i / 1000); 415 sprintf (buf, "%4d ", i / 1000);
416
462 return buf; 417 return buf;
463} 418}
464 419
465/* 420/*
466 * Returns the pointer to a static buffer containing 421 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 422 * the number requested (of the form first, second, third...)
468 */ 423 */
469 424const char *
470char *
471get_levelnumber (int i) 425get_levelnumber (int i)
472{ 426{
473 static char buf[MAX_BUF]; 427 static char buf[MAX_BUF];
474 428
475 if (i > 99) 429 if (i > 99)
476 { 430 {
477 sprintf (buf, "%d.", i); 431 sprintf (buf, "%d.", i);
478 return buf; 432 return buf;
479 } 433 }
434
480 if (i < 21) 435 if (i < 21)
481 return levelnumbers[i]; 436 return levelnumbers[i];
437
482 if (!(i % 10)) 438 if (!(i % 10))
483 return levelnumbers_10[i / 10]; 439 return levelnumbers_10[i / 10];
440
484 strcpy (buf, numbers_10[i / 10]); 441 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]); 442 strcat (buf, levelnumbers[i % 10]);
486 return buf; 443 return buf;
487} 444}
488
489 445
490/* 446/*
491 * get_number(integer) returns the text-representation of the given number 447 * get_number(integer) returns the text-representation of the given number
492 * in a static buffer. The buffer might be overwritten at the next 448 * in a static buffer. The buffer might be overwritten at the next
493 * call to get_number(). 449 * call to get_number().
494 * It is currently only used by the query_name() function. 450 * It is currently only used by the query_name() function.
495 */ 451 */
496 452const char *
497char *
498get_number (int i) 453get_number (int i)
499{ 454{
500 if (i <= 20) 455 if (i <= 20)
501 return numbers[i]; 456 return numbers[i];
502 else 457 else
519 */ 474 */
520 475
521/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 476/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
522 * from stats.sp - b.t. 477 * from stats.sp - b.t.
523 */ 478 */
524char * 479const char *
525ring_desc (const object *op) 480ring_desc (const object *op)
526{ 481{
527 static char buf[VERY_BIG_BUF]; 482 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 483 int attr, val, len;
529 484
530 buf[0] = 0;
531
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 485 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf; 486 {
534
535 for (attr = 0; attr < NUM_STATS; attr++) 487 for (attr = 0; attr < NUM_STATS; attr++)
536 { 488 if ((val = op->stats.stat (attr)))
537 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 489 buf.printf ("(%s%+d)", short_stat_name[attr], val);
540 }
541 }
542 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam)
547 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548 if (op->stats.ac)
549 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550 490
491 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
492 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
493 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
494 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
495
551 strcat (buf, describe_resistance (op, 0)); 496 buf << describe_resistance (op, 0);
552 497
553 if (op->stats.food != 0) 498 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 499 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 500 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 501 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 502 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
558 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559 if (op->stats.sp && op->type != SKILL)
560 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561 if (op->stats.hp)
562 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563 if (op->stats.luck)
564 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565 if (QUERY_FLAG (op, FLAG_LIFESAVE))
566 strcat (buf, "(lifesaving)");
567 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)");
573 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578 503
579 /* if(op->item_power) 504 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 505 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
581 */ 506 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 507 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 508
509 buf.add_paths ("Attuned" , op->path_attuned);
510 buf.add_paths ("Repelled", op->path_repelled);
511 buf.add_paths ("Denied" , op->path_denied);
512
513 if (buf.empty ())
514 buf << "of adornment";
515 }
585 516
586 return buf; 517 return buf;
587} 518}
588 519
589/* 520/*
590 * query_short_name(object) is similar to query_name, but doesn't 521 * query_short_name(object) is similar to query_name, but doesn't
591 * contain any information about object status (worn/cursed/etc.) 522 * contain any information about object status (worn/cursed/etc.)
523 *
524 * It is sometimes used when printing messages, so should fit well into a sentence.
592 */ 525 */
593const char * 526const char *
594query_short_name (const object *op) 527query_short_name (const object *op)
595{ 528{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 529 if (!op->name)
601 return "(null)"; 530 return "(null)";
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 531
532 if (!op->nrof
533 && !op->weight
534 && !op->title
535 && !is_magical (op)
536 && op->slaying != shstr_money)
603 return op->name; /* To speed things up (or make things slower?) */ 537 return op->name; /* To speed things up (or make things slower?) */
604 538
605 if (op->nrof <= 1) 539 static dynbuf_text buf; buf.clear ();
606 safe_strcat (buf, op->name, &len, HUGE_BUF); 540
607 else 541 buf << (op->nrof <= 1 ? op->name : op->name_pl);
608 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
609 542
610 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 543 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
611 { 544 buf << ' ' << op->title;
612 safe_strcat (buf, " ", &len, HUGE_BUF);
613 safe_strcat (buf, op->title, &len, HUGE_BUF);
614 }
615 545
616 switch (op->type) 546 switch (op->type)
617 { 547 {
618 case SPELLBOOK: 548 case SPELLBOOK:
619 case SCROLL: 549 case SCROLL:
620 case WAND: 550 case WAND:
621 case ROD: 551 case ROD:
622 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 552 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
623 { 553 {
624 if (!op->title) 554 if (!op->title)
625 { 555 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
626 safe_strcat (buf, " of ", &len, HUGE_BUF); 556
627 if (op->inv)
628 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
629 else
630 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
631 }
632 if (op->type != SPELLBOOK) 557 if (op->type != SPELLBOOK)
633 {
634 sprintf (buf2, " (lvl %d)", op->level); 558 buf.printf (" (lvl %d)", op->level);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 } 559 }
638 break; 560 break;
639 561
562 case ALTAR:
563 case TRIGGER_ALTAR:
564 case IDENTIFY_ALTAR:
565 case CONVERTER:
566 if (op->slaying == shstr_money)
567 {
568 bool wrap = !!buf.size ();
569
570 if (wrap) buf << " [";
571
572 archetype *coin = 0;
573
574 for (char const *const *c = coins; *coins; ++c)
575 if ((coin = archetype::find (*c)))
576 if (op->stats.food % coin->value == 0)
577 break;
578
579 sint32 coins = op->stats.food / coin->value;
580
581 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
582
583 if (wrap) buf << ']';
584 }
585 break;
586
640 case SKILL: 587 case SKILL:
641 case AMULET: 588 case AMULET:
642 case RING: 589 case RING:
643 if (!op->title) 590 if (!op->title)
644 { 591 {
645 /* If ring has a title, full description isn't so useful */ 592 /* If ring has a title, full description isn't so useful */
646 char *s = ring_desc (op); 593 const char *s = ring_desc (op);
647 594
648 if (s[0]) 595 if (s && *s)
649 { 596 buf << " " << s;
650 safe_strcat (buf, " ", &len, HUGE_BUF);
651 safe_strcat (buf, s, &len, HUGE_BUF);
652 }
653 } 597 }
654 break; 598 break;
599
655 default: 600 default:
656 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 601 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
657 {
658 sprintf (buf2, " %+d", op->magic); 602 buf.printf (" %+d", op->magic);
659 safe_strcat (buf, buf2, &len, HUGE_BUF);
660 }
661 } 603 }
604
662 return buf; 605 return buf;
663} 606}
664 607
665/* 608/*
666 * query_name(object) returns a character pointer pointing to a static 609 * query_name(object) returns a character pointer pointing to a static
670 * you can make several calls to query_name before the bufs start getting 613 * you can make several calls to query_name before the bufs start getting
671 * overwritten. This may be a bad thing (it may be easier to assume the value 614 * overwritten. This may be a bad thing (it may be easier to assume the value
672 * returned is good forever.) However, it makes printing statements that 615 * returned is good forever.) However, it makes printing statements that
673 * use several names much easier (don't need to store them to temp variables.) 616 * use several names much easier (don't need to store them to temp variables.)
674 * 617 *
618 * It is used extensively within messages, so should return only a prose
619 * and short description of the item.
675 */ 620 */
676char * 621const char *
677query_name (const object *op) 622query_name (const object *op)
678{ 623{
679 static char buf[5][HUGE_BUF]; 624 int len = 0;
625 static dynbuf_text bufs[5];
680 static int use_buf = 0; 626 static int use_buf = 0;
681 int len = 0;
682
683#ifdef NEW_MATERIAL_CODE
684 materialtype_t *mt;
685#endif
686 627
687 use_buf++; 628 use_buf++;
688 use_buf %= 5; 629 use_buf %= 5;
689 630
690#ifdef NEW_MATERIAL_CODE 631 dynbuf_text &buf = bufs [use_buf];
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 632 buf.clear ();
692 { 633
634 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
693 mt = name_to_material (op->materialname); 635 if (materialtype_t *mt = name_to_material (op->materialname))
694 if (mt) 636 buf << mt->description << ' ';
695 {
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
697 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
698 }
699 }
700#endif
701 637
702 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 638 buf << query_short_name (op);
703 639
704 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 640 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
705 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 641 buf << " *";
706 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 642 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
707 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 643 buf << " (open)";
708 644
709 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 645 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
710 { 646 {
711 if (QUERY_FLAG (op, FLAG_DAMNED)) 647 if (QUERY_FLAG (op, FLAG_DAMNED))
712 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 648 buf << " (damned)";
713 else if (QUERY_FLAG (op, FLAG_CURSED)) 649 else if (QUERY_FLAG (op, FLAG_CURSED))
714 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 650 buf << " (cursed)";
715 } 651 }
652
716 /* Basically, if the object is known magical (detect magic spell on it), 653 /* Basically, if the object is known magical (detect magic spell on it),
717 * and it isn't identified, print out the fact that 654 * and it isn't identified, print out the fact that
718 * it is magical. Assume that the detect magical spell will only set 655 * it is magical. Assume that the detect magical spell will only set
719 * KNOWN_MAGICAL if the item actually is magical. 656 * KNOWN_MAGICAL if the item actually is magical.
720 * 657 *
721 * Changed in V 0.91.4 - still print that the object is magical even 658 * Changed in V 0.91.4 - still print that the object is magical even
722 * if it has been applied. Equipping an item does not tell full 659 * if it has been applied. Equipping an item does not tell full
723 * abilities, especially for artifact items. 660 * abilities, especially for artifact items.
724 */ 661 */
725 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 662 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
726 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 663 buf << " (magic)";
727 664
728#if 0 665#if 0
729 /* item_power will be returned in desribe_item - it shouldn't really 666 /* item_power will be returned in describe_item - it shouldn't really
730 * be returned in the name. 667 * be returned in the name.
731 */ 668 */
732 if (op->item_power) 669 if (op->item_power)
733 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 670 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
734 671
736 673
737 if (QUERY_FLAG (op, FLAG_APPLIED)) 674 if (QUERY_FLAG (op, FLAG_APPLIED))
738 { 675 {
739 switch (op->type) 676 switch (op->type)
740 { 677 {
741 case BOW: 678 case BOW:
742 case WAND: 679 case WAND:
743 case ROD: 680 case ROD:
744 case HORN: 681 case HORN:
745 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 682 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
746 break; 683 break;
747 case WEAPON: 684 case WEAPON:
748 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 685 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
749 break; 686 break;
750 case ARMOUR: 687 case ARMOUR:
751 case HELMET: 688 case HELMET:
752 case SHIELD: 689 case SHIELD:
753 case RING: 690 case RING:
754 case BOOTS: 691 case BOOTS:
755 case GLOVES: 692 case GLOVES:
756 case AMULET: 693 case AMULET:
757 case GIRDLE: 694 case GIRDLE:
758 case BRACERS: 695 case BRACERS:
759 case CLOAK: 696 case CLOAK:
760 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 697 buf << " (worn)";
761 break; 698 break;
762 case CONTAINER: 699 case CONTAINER:
763 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 700 buf << " (active)";
764 break; 701 break;
765 case SKILL: 702 case SKILL:
766 default: 703 default:
767 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 704 buf << " (applied)";
768 } 705 }
769 } 706 }
707
708 switch (op->type)
709 {
710 case LAMP:
711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
718
719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
770 if (QUERY_FLAG (op, FLAG_UNPAID)) 727 if (QUERY_FLAG (op, FLAG_UNPAID))
771 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 728 buf << " (unpaid)";
772 729
773 return buf[use_buf]; 730 return buf;
774} 731}
775 732
776/* 733/*
777 * query_base_name(object) returns a character pointer pointing to a static 734 * query_base_name(object) returns a character pointer pointing to a static
778 * buffer which contains a verbose textual representation of the name 735 * buffer which contains a verbose textual representation of the name
779 * of the given object. The buffer will be overwritten at the next 736 * of the given object. The buffer will be overwritten at the next
780 * call to query_base_name(). This is a lot like query_name, but we 737 * call to query_base_name(). This is a lot like query_name, but we
781 * don't include the item count or item status. Used for inventory sorting 738 * don't include the item count or item status. Used for inventory sorting
782 * and sending to client. 739 * and sending to client.
783 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
784 */ 744 */
785const char * 745const char *
786query_base_name (const object *op, int plural) 746query_base_name (const object *op, int plural)
787{ 747{
788 static char buf[MAX_BUF], buf2[MAX_BUF];
789 int len;
790 materialtype_t *mt;
791
792 if ((!plural && !op->name) || (plural && !op->name_pl)) 748 if ((!plural && !op->name) || (plural && !op->name_pl))
793 return "(null)"; 749 return "(null)";
794 750
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 751 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
796 return op->name; /* To speed things up (or make things slower?) */ 752 return op->name; /* To speed things up (or make things slower?) */
797 753
798 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 754 static dynbuf_text buf; buf.clear ();
755
756 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
799 mt = name_to_material (op->materialname); 757 if (materialtype_t *mt = name_to_material (op->materialname))
758 if (op->arch->materialname != mt->name)
759 buf << mt->description << ' ';
800 760
801#ifdef NEW_MATERIAL_CODE 761 buf << (plural ? op->name_pl : op->name);
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
804 {
805 strcpy (buf, mt->description);
806 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF);
808 if (!plural)
809 safe_strcat (buf, op->name, &len, MAX_BUF);
810 else
811 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
812 }
813 else
814 {
815#endif
816 if (!plural)
817 strcpy (buf, op->name);
818 else
819 strcpy (buf, op->name_pl);
820 len = strlen (buf);
821#ifdef NEW_MATERIAL_CODE
822 }
823#endif
824 762
825 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 763 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
826 { 764 buf << ' ' << op->title;
827 safe_strcat (buf, " ", &len, MAX_BUF);
828 safe_strcat (buf, op->title, &len, MAX_BUF);
829 }
830 765
831 switch (op->type) 766 switch (op->type)
832 { 767 {
833 case SPELLBOOK: 768 case SPELLBOOK:
834 case SCROLL: 769 case SCROLL:
835 case WAND: 770 case WAND:
836 case ROD: 771 case ROD:
837 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 772 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
838 { 773 {
839 if (!op->title) 774 if (!op->title)
840 { 775 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
841 safe_strcat (buf, " of ", &len, MAX_BUF); 776
842 if (op->inv)
843 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
844 else
845 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
846 }
847 if (op->type != SPELLBOOK) 777 if (op->type != SPELLBOOK)
848 {
849 sprintf (buf2, " (lvl %d)", op->level); 778 buf.printf (" (lvl %d)", op->level);
850 safe_strcat (buf, buf2, &len, MAX_BUF);
851 }
852 } 779 }
853 break; 780 break;
854 781
855 782
856 case SKILL: 783 case SKILL:
857 case AMULET: 784 case AMULET:
858 case RING: 785 case RING:
859 if (!op->title) 786 if (!op->title)
860 { 787 {
861 /* If ring has a title, full description isn't so useful */ 788 /* If ring has a title, full description isn't so useful */
862 char *s = ring_desc (op); 789 const char *s = ring_desc (op);
863 790
864 if (s[0]) 791 if (s && *s)
865 { 792 buf << ' ' << s;
866 safe_strcat (buf, " ", &len, MAX_BUF);
867 safe_strcat (buf, s, &len, MAX_BUF);
868 }
869 } 793 }
870 break; 794 break;
795
871 default: 796 default:
872 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 797 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
873 { 798 buf.printf (" %+d", op->magic);
874 sprintf (buf + strlen (buf), " %+d", op->magic);
875 }
876 } 799 }
800
877 return buf; 801 return buf;
878} 802}
879 803
880/* Break this off from describe_item - that function was way 804/* Break this off from describe_item - that function was way
881 * too long, making it difficult to read. This function deals 805 * too long, making it difficult to read. This function deals
882 * with describing the monsters & players abilities. It should only 806 * with describing the monsters & players abilities. It should only
883 * be called with monster & player objects. Returns a description 807 * be called with monster & player objects. Returns a description
884 * in a static buffer. 808 * in a static buffer.
885 */ 809 */
886
887static char * 810static const char *
888describe_monster (const object *op) 811describe_monster (const object *op)
889{ 812{
890 char buf[MAX_BUF]; 813 static dynbuf_text buf; buf.clear ();
891 static char retbuf[VERY_BIG_BUF];
892 int i;
893
894 retbuf[0] = '\0';
895 814
896 /* Note that the resolution this provides for players really isn't 815 /* Note that the resolution this provides for players really isn't
897 * very good. Any player with a speed greater than .67 will 816 * very good. Any player with a speed greater than .67 will
898 * fall into the 'lightning fast movement' category. 817 * fall into the 'lightning fast movement' category.
899 */ 818 */
900 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 819 if (op->has_active_speed ())
901 {
902 switch ((int) ((FABS (op->speed)) * 15)) 820 switch ((int) ((FABS (op->speed)) * 15))
903 { 821 {
904 case 0: 822 case 0:
905 strcat (retbuf, "(very slow movement)"); 823 buf << "(very slow movement)";
906 break; 824 break;
907 case 1: 825 case 1:
908 strcat (retbuf, "(slow movement)"); 826 buf << "(slow movement)";
909 break; 827 break;
910 case 2: 828 case 2:
911 strcat (retbuf, "(normal movement)"); 829 buf << "(normal movement)";
912 break; 830 break;
913 case 3: 831 case 3:
914 case 4: 832 case 4:
915 strcat (retbuf, "(fast movement)"); 833 buf << "(fast movement)";
916 break; 834 break;
917 case 5: 835 case 5:
918 case 6: 836 case 6:
919 strcat (retbuf, "(very fast movement)"); 837 buf << "(very fast movement)";
920 break; 838 break;
921 case 7: 839 case 7:
922 case 8: 840 case 8:
923 case 9: 841 case 9:
924 case 10: 842 case 10:
925 strcat (retbuf, "(extremely fast movement)"); 843 buf << "(extremely fast movement)";
926 break; 844 break;
927 default: 845 default:
928 strcat (retbuf, "(lightning fast movement)"); 846 buf << "(lightning fast movement)";
929 break; 847 break;
930 } 848 }
931 } 849
932 if (QUERY_FLAG (op, FLAG_UNDEAD)) 850 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
933 strcat (retbuf, "(undead)");
934 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 851 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
935 strcat (retbuf, "(see invisible)"); 852 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
936 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 853 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
937 strcat (retbuf, "(wield weapon)"); 854 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
938 if (QUERY_FLAG (op, FLAG_USE_BOW)) 855 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
939 strcat (retbuf, "(archer)"); 856 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
940 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 857 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
941 strcat (retbuf, "(wear armour)");
942 if (QUERY_FLAG (op, FLAG_USE_RING))
943 strcat (retbuf, "(wear ring)");
944 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
945 strcat (retbuf, "(read scroll)");
946 if (QUERY_FLAG (op, FLAG_USE_RANGE))
947 strcat (retbuf, "(fires wand/rod/horn)");
948 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 858 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
949 strcat (retbuf, "(skill user)"); 859 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
950 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 860 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
951 strcat (retbuf, "(spellcaster)");
952 if (QUERY_FLAG (op, FLAG_FRIENDLY))
953 strcat (retbuf, "(friendly)");
954 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
955 strcat (retbuf, "(unaggressive)"); 862 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
956 if (QUERY_FLAG (op, FLAG_HITBACK)) 863 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
957 strcat (retbuf, "(hitback)"); 864
958 if (QUERY_FLAG (op, FLAG_STEALTH))
959 strcat (retbuf, "(stealthy)");
960 if (op->randomitems != NULL) 865 if (op->randomitems)
961 { 866 {
962 treasure *t;
963 int first = 1; 867 bool first = 1;
964 868
965 for (t = op->randomitems->items; t != NULL; t = t->next) 869 for (treasure *t = op->randomitems->items; t; t = t->next)
966 if (t->item && (t->item->clone.type == SPELL)) 870 if (t->item && t->item->type == SPELL)
967 { 871 {
968 if (first) 872 if (first)
969 { 873 buf << "(Spell abilities:)";
874
970 first = 0; 875 first = 0;
971 strcat (retbuf, "(Spell abilities:)"); 876
972 } 877 buf << '(' << t->item->object::name << ')';
973 strcat (retbuf, "(");
974 strcat (retbuf, t->item->clone.name);
975 strcat (retbuf, ")");
976 } 878 }
977 } 879 }
880
978 if (op->type == PLAYER) 881 if (op->type == PLAYER)
979 { 882 {
980 if (op->contr->digestion) 883 if (op->contr->digestion)
981 {
982 if (op->contr->digestion != 0)
983 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 884 buf.printf ("(sustenance%+d)", op->contr->digestion);
984 strcat (retbuf, buf); 885
985 }
986 if (op->contr->gen_grace) 886 if (op->contr->gen_grace)
987 {
988 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 887 buf.printf ("(grace%+d)", op->contr->gen_grace);
989 strcat (retbuf, buf); 888
990 }
991 if (op->contr->gen_sp) 889 if (op->contr->gen_sp)
992 {
993 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 890 buf.printf ("(magic%+d)", op->contr->gen_sp);
994 strcat (retbuf, buf); 891
995 }
996 if (op->contr->gen_hp) 892 if (op->contr->gen_hp)
997 {
998 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 893 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
999 strcat (retbuf, buf); 894
1000 }
1001 if (op->stats.luck) 895 if (op->stats.luck)
1002 {
1003 sprintf (buf, "(luck%+d)", op->stats.luck); 896 buf.printf ("(luck%+d)", op->stats.luck);
1004 strcat (retbuf, buf);
1005 }
1006 } 897 }
1007 898
1008 /* describe attacktypes */ 899 /* describe attacktypes */
1009 if (is_dragon_pl (op)) 900 if (is_dragon_pl (op))
1010 { 901 {
1012 * Break apart the for loop - move the comparison checking down - 903 * Break apart the for loop - move the comparison checking down -
1013 * this makes it more readable. 904 * this makes it more readable.
1014 */ 905 */
1015 object *tmp; 906 object *tmp;
1016 907
1017 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 908 for (tmp = op->inv; tmp; tmp = tmp->below)
1018 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 909 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1019 break; 910 break;
1020 911
1021 if (tmp && tmp->attacktype != 0) 912 if (tmp && tmp->attacktype)
1022 { 913 buf.add_abilities ("Claws", tmp->attacktype);
1023 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1024 }
1025 else 914 else
1026 { 915 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1028 }
1029 } 916 }
1030 else 917 else
1031 { 918 buf.add_abilities ("Attacks", op->attacktype);
1032 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 919
1033 } 920 buf.add_paths ("Attuned" , op->path_attuned);
1034 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 921 buf.add_paths ("Repelled", op->path_repelled);
1035 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 922 buf.add_paths ("Denied" , op->path_denied);
1036 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 923
1037 for (i = 0; i < NROFATTACKS; i++) 924 for (int i = 0; i < NROFATTACKS; i++)
1038 {
1039 if (op->resist[i]) 925 if (op->resist[i])
1040 {
1041 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 926 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1042 strcat (retbuf, buf); 927
1043 }
1044 }
1045 return retbuf; 928 return buf;
1046} 929}
1047
1048 930
1049/* 931/*
1050 * Returns a pointer to a static buffer which contains a 932 * Returns a pointer to a static buffer which contains a
1051 * description of the given object. 933 * description of the given object.
1052 * If it is a monster, lots of information about its abilities 934 * If it is a monster, lots of information about its abilities
1061 * wouldn't need to use the SEE_INVISIBLE flag to know it is 943 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1062 * a dragon player examining food. Could have things like 944 * a dragon player examining food. Could have things like
1063 * a dwarven axe, in which the full abilities are only known to 945 * a dwarven axe, in which the full abilities are only known to
1064 * dwarves, etc. 946 * dwarves, etc.
1065 * 947 *
1066 * This function is really much more complicated than it should
1067 * be, because different objects have different meanings
1068 * for the same field (eg, wands use 'food' for charges). This
1069 * means these special cases need to be worked out.
1070 *
1071 * Add 'owner' who is the person examining this object. 948 * Add 'owner' who is the person examining this object.
1072 * owner can be null if no one is being associated with this 949 * owner can be null if no one is being associated with this
1073 * item (eg, debug dump or the like) 950 * item (eg, debug dump or the like)
1074 */ 951 */
1075 952const char *
1076char *
1077describe_item (const object *op, object *owner) 953describe_item (const object *op, object *owner)
1078{ 954{
1079 char buf[MAX_BUF]; 955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1080 static char retbuf[VERY_BIG_BUF]; 956 return describe_monster (op);
957
958 static dynbuf_text buf; buf.clear ();
1081 int identified, i; 959 int identified, i;
1082 960
1083 retbuf[0] = '\0';
1084 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1085 {
1086 return describe_monster (op);
1087 }
1088 /* figure this out once, instead of making multiple calls to need_identify. 961 /* figure this out once, instead of making multiple calls to need_identify.
1089 * also makes the code easier to read. 962 * also makes the code easier to read.
1090 */ 963 */
1091 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1092 identified = 1; 965 if (!identified)
1093 else 966 buf << "(unidentified)";
1094 { 967
1095 strcpy (retbuf, "(unidentified)");
1096 identified = 0;
1097 }
1098 switch (op->type) 968 switch (op->type)
1099 { 969 {
1100 case BOW: 970 case BOW:
1101 case ARROW: 971 case ARROW:
1102 case WAND: 972 case WAND:
1103 case ROD: 973 case ROD:
1104 case HORN: 974 case HORN:
1105 case WEAPON: 975 case WEAPON:
1106 case ARMOUR: 976 case ARMOUR:
1107 case HELMET: 977 case HELMET:
1108 case SHIELD: 978 case SHIELD:
1109 case BOOTS: 979 case BOOTS:
1110 case GLOVES: 980 case GLOVES:
1111 case GIRDLE: 981 case GIRDLE:
1112 case BRACERS: 982 case BRACERS:
1113 case CLOAK: 983 case CLOAK:
1114 case SKILL_TOOL: 984 case SKILL_TOOL:
1115 break; /* We have more information to do below this switch */ 985 break; /* We have more information to do below this switch */
1116 986
1117 case POWER_CRYSTAL: 987 case POWER_CRYSTAL:
1118 if (op->stats.maxsp > 1000) 988 if (op->stats.maxsp > 1000)
1119 { /*higher capacity crystals */ 989 { /*higher capacity crystals */
1120 i = (op->stats.maxsp % 100) / 10; 990 i = (op->stats.maxsp % 1000) / 100;
991
1121 if (i) 992 if (i)
1122 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1123 else 994 else
1124 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1125 } 996 }
1126 else 997 else
1127 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 998 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1128 strcat (retbuf, buf); 999
1129 i = (op->stats.sp * 10) / op->stats.maxsp; 1000 i = (op->stats.sp * 10) / op->stats.maxsp;
1130 if (op->stats.sp == 0) 1001 if (op->stats.sp == 0)
1131 strcat (retbuf, "empty."); 1002 buf << "empty.";
1132 else if (i == 0) 1003 else if (i == 0)
1133 strcat (retbuf, "almost empty."); 1004 buf << "almost empty.";
1134 else if (i < 3) 1005 else if (i < 3)
1135 strcat (retbuf, "partially filled."); 1006 buf << "partially filled.";
1136 else if (i < 6) 1007 else if (i < 6)
1137 strcat (retbuf, "half full."); 1008 buf << "half full.";
1138 else if (i < 9) 1009 else if (i < 9)
1139 strcat (retbuf, "well charged."); 1010 buf << "well charged.";
1140 else if (op->stats.sp == op->stats.maxsp) 1011 else if (op->stats.sp == op->stats.maxsp)
1141 strcat (retbuf, "fully charged."); 1012 buf << "fully charged.";
1142 else 1013 else
1143 strcat (retbuf, "almost full."); 1014 buf << "almost full.";
1144 break; 1015 break;
1016
1017 case LAMP:
1018 {
1019 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1020 buf << "(fuel: ";
1021 if (percent == 0)
1022 buf << "empty";
1023 else if (percent < 10)
1024 buf << "very low";
1025 else if (percent < 25)
1026 buf << "low";
1027 else if (percent < 50)
1028 buf << "half empty";
1029 else if (percent < 75)
1030 buf << "half full";
1031 else if (percent < 95)
1032 buf << "well filled";
1033 else if (percent <= 100)
1034 buf << "full";
1035 buf << ")";
1036 }
1037 break;
1038
1145 case FOOD: 1039 case FOOD:
1146 case FLESH: 1040 case FLESH:
1147 case DRINK: 1041 case DRINK:
1148 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1042 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1149 { 1043 {
1150 sprintf (buf, "(food+%d)", op->stats.food); 1044 buf.printf ("(food+%d)", op->stats.food);
1151 strcat (retbuf, buf);
1152 1045
1153 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1046 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1154 {
1155 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1047 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1156 strcat (retbuf, buf);
1157 }
1158 1048
1159 if (!QUERY_FLAG (op, FLAG_CURSED)) 1049 if (!QUERY_FLAG (op, FLAG_CURSED))
1160 { 1050 {
1161 if (op->stats.hp) 1051 if (op->stats.hp) buf << "(heals)";
1162 strcat (retbuf, "(heals)");
1163 if (op->stats.sp)
1164 strcat (retbuf, "(spellpoint regen)"); 1052 if (op->stats.sp) buf << "(spellpoint regen)";
1165 } 1053 }
1166 else 1054 else
1167 { 1055 {
1168 if (op->stats.hp) 1056 if (op->stats.hp) buf << "(damages)";
1169 strcat (retbuf, "(damages)");
1170 if (op->stats.sp)
1171 strcat (retbuf, "(spellpoint depletion)"); 1057 if (op->stats.sp) buf << "(spellpoint depletion)";
1172 } 1058 }
1173 } 1059 }
1174 break; 1060 break;
1175 1061
1176
1177 case SKILL: 1062 case SKILL:
1178 case RING: 1063 case RING:
1179 case AMULET: 1064 case AMULET:
1180 if (op->item_power) 1065 if (op->item_power)
1181 {
1182 sprintf (buf, "(item_power %+d)", op->item_power); 1066 buf.printf ("(item_power %+d)", op->item_power);
1183 strcat (retbuf, buf); 1067
1184 }
1185 if (op->title) 1068 if (op->title)
1186 strcat (retbuf, ring_desc (op)); 1069 buf << ring_desc (op);
1070
1187 return retbuf; 1071 return buf;
1188 1072
1189 default: 1073 default:
1190 return retbuf; 1074 return buf;
1191 } 1075 }
1192 1076
1193 /* Down here, we more further describe equipment type items. 1077 /* Down here, we more further describe equipment type items.
1194 * only describe them if they have been identified or the like. 1078 * only describe them if they have been identified or the like.
1195 */ 1079 */
1196 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1080 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1197 { 1081 {
1198 int attr, val; 1082 int attr, val;
1199 1083
1200 for (attr = 0; attr < NUM_STATS; attr++) 1084 for (attr = 0; attr < NUM_STATS; attr++)
1201 { 1085 if ((val = op->stats.stat (attr)))
1202 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1203 {
1204 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1086 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1205 strcat (retbuf, buf);
1206 }
1207 }
1208 1087
1209 if (op->stats.exp) 1088 if (op->stats.exp)
1210 {
1211 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1089 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1212 strcat (retbuf, buf);
1213 }
1214
1215 1090
1216 switch (op->type) 1091 switch (op->type)
1217 { 1092 {
1218 case BOW: 1093 case BOW:
1219 case ARROW: 1094 case ARROW:
1220 case GIRDLE: 1095 case GIRDLE:
1221 case HELMET: 1096 case HELMET:
1222 case SHIELD: 1097 case SHIELD:
1223 case BOOTS: 1098 case BOOTS:
1224 case GLOVES: 1099 case GLOVES:
1225 case WEAPON: 1100 case WEAPON:
1226 case SKILL: 1101 case SKILL:
1227 case RING: 1102 case RING:
1228 case AMULET: 1103 case AMULET:
1229 case ARMOUR: 1104 case ARMOUR:
1230 case BRACERS: 1105 case BRACERS:
1231 case FORCE: 1106 case FORCE:
1232 case CLOAK: 1107 case CLOAK:
1233 if (op->stats.wc) 1108 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1234 { 1109 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1235 sprintf (buf, "(wc%+d)", op->stats.wc); 1110 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1236 strcat (retbuf, buf); 1111
1237 }
1238 if (op->stats.dam)
1239 {
1240 sprintf (buf, "(dam%+d)", op->stats.dam);
1241 strcat (retbuf, buf);
1242 }
1243 if (op->stats.ac)
1244 {
1245 sprintf (buf, "(ac%+d)", op->stats.ac);
1246 strcat (retbuf, buf);
1247 }
1248 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1112 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1249 {
1250 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1113 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1251 strcat (retbuf, buf); 1114
1252 }
1253 break; 1115 break;
1254 1116
1255 default: 1117 default:
1256 break; 1118 break;
1257 } 1119 }
1258 if (QUERY_FLAG (op, FLAG_XRAYS)) 1120
1259 strcat (retbuf, "(xray-vision)"); 1121 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1260 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1122 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1261 strcat (retbuf, "(infravision)");
1262 1123
1263 /* levitate was what is was before, so we'll keep it */ 1124 /* levitate was what is was before, so we'll keep it */
1264 if (op->move_type & MOVE_FLY_LOW) 1125 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1265 strcat (retbuf, "(levitate)");
1266
1267 if (op->move_type & MOVE_FLY_HIGH) 1126 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1268 strcat (retbuf, "(fly)");
1269
1270 if (op->move_type & MOVE_SWIM) 1127 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1271 strcat (retbuf, "(swim)");
1272 1128
1273 /* walking is presumed as 'normal', so doesn't need mentioning */ 1129 /* walking is presumed as 'normal', so doesn't need mentioning */
1274 1130
1275 if (op->item_power) 1131 if (op->item_power)
1276 {
1277 sprintf (buf, "(item_power %+d)", op->item_power); 1132 buf.printf ("(item_power %+d)", op->item_power);
1278 strcat (retbuf, buf);
1279 }
1280 } /* End if identified or applied */ 1133 } /* End if identified or applied */
1281 1134
1282 /* This blocks only deals with fully identified object. 1135 /* This blocks only deals with fully identified object.
1283 * it is intentional that this is not an 'else' from a above - 1136 * it is intentional that this is not an 'else' from a above -
1284 * in this way, information is added. 1137 * in this way, information is added.
1287 { 1140 {
1288 int more_info = 0; 1141 int more_info = 0;
1289 1142
1290 switch (op->type) 1143 switch (op->type)
1291 { 1144 {
1292 case ROD: /* These use stats.sp for spell selection and stats.food */ 1145 case ROD: /* These use stats.sp for spell selection and stats.food */
1293 case HORN: /* and stats.hp for spell-point regeneration... */ 1146 case HORN: /* and stats.hp for spell-point regeneration... */
1294 case BOW: 1147 case BOW:
1295 case ARROW: 1148 case ARROW:
1296 case WAND: 1149 case WAND:
1297 case FOOD: 1150 case FOOD:
1298 case FLESH: 1151 case FLESH:
1299 case DRINK: 1152 case DRINK:
1300 more_info = 0; 1153 more_info = 0;
1301 break; 1154 break;
1302 1155
1303 /* Armor type objects */ 1156 /* Armor type objects */
1304 case ARMOUR: 1157 case ARMOUR:
1305 case HELMET: 1158 case HELMET:
1306 case SHIELD: 1159 case SHIELD:
1307 case BOOTS: 1160 case BOOTS:
1308 case GLOVES: 1161 case GLOVES:
1309 case GIRDLE: 1162 case GIRDLE:
1310 case BRACERS: 1163 case BRACERS:
1311 case CLOAK: 1164 case CLOAK:
1312 if (ARMOUR_SPEED (op)) 1165 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1313 { 1166 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1314 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1315 strcat (retbuf, buf);
1316 }
1317 if (ARMOUR_SPELLS (op))
1318 {
1319 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1320 strcat (retbuf, buf);
1321 }
1322 more_info = 1; 1167 more_info = 1;
1323 break; 1168 break;
1324 1169
1325 case WEAPON: 1170 case WEAPON:
1326 /* Calculate it the same way fix_player does so the results 1171 /* Calculate it the same way fix_player does so the results
1327 * make sense. 1172 * make sense.
1328 */ 1173 */
1329 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1174 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1330 if (i < 0) 1175 if (i < 0)
1331 i = 0; 1176 i = 0;
1332 1177
1333 sprintf (buf, "(weapon speed %d)", i); 1178 buf.printf ("(weapon speed %d)", i);
1334 strcat (retbuf, buf);
1335 more_info = 1; 1179 more_info = 1;
1336 break; 1180 break;
1337
1338 } 1181 }
1182
1339 if (more_info) 1183 if (more_info)
1340 { 1184 {
1341 if (op->stats.food)
1342 {
1343 if (op->stats.food != 0)
1344 sprintf (buf, "(sustenance%+d)", op->stats.food); 1185 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1345 strcat (retbuf, buf);
1346 }
1347 if (op->stats.grace)
1348 {
1349 sprintf (buf, "(grace%+d)", op->stats.grace); 1186 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1350 strcat (retbuf, buf); 1187 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1351 }
1352 if (op->stats.sp)
1353 {
1354 sprintf (buf, "(magic%+d)", op->stats.sp);
1355 strcat (retbuf, buf);
1356 }
1357 if (op->stats.hp)
1358 {
1359 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1188 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1360 strcat (retbuf, buf);
1361 }
1362 } 1189 }
1363 1190
1364 if (op->stats.luck) 1191 if (op->stats.luck)
1365 {
1366 sprintf (buf, "(luck%+d)", op->stats.luck); 1192 buf.printf ("(luck%+d)", op->stats.luck);
1367 strcat (retbuf, buf); 1193
1368 }
1369 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1194 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1370 strcat (retbuf, "(lifesaving)"); 1195 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1371 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1372 strcat (retbuf, "(reflect spells)");
1373 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1196 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1374 strcat (retbuf, "(reflect missiles)");
1375 if (QUERY_FLAG (op, FLAG_STEALTH)) 1197 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1376 strcat (retbuf, "(stealth)"); 1198
1377 if (op->slaying != NULL && op->type != FOOD) 1199 if (op->slaying && op->type != FOOD)
1378 {
1379 sprintf (buf, "(slay %s)", &op->slaying); 1200 buf.printf ("(slay %s)", &op->slaying);
1380 strcat (retbuf, buf); 1201
1381 } 1202 if (op->type == SKILL_TOOL && op->skill)
1382 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1203 buf.printf ("(%s)", &op->skill);
1204
1205 buf.add_abilities ("Attacks", op->attacktype);
1383 /* resistance on flesh is only visible for quetzals. If 1206 /* resistance on flesh is only visible for quetzals. If
1384 * non flesh, everyone can see its resistances 1207 * non flesh, everyone can see its resistances
1385 */ 1208 */
1386 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1209 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1387 strcat (retbuf, describe_resistance (op, 0)); 1210 buf << describe_resistance (op, 0);
1388 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1389 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1390 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1391 }
1392 1211
1212 buf.add_paths ("Attuned", op->path_attuned);
1213 buf.add_paths ("Repelled", op->path_repelled);
1214 buf.add_paths ("Denied", op->path_denied);
1215 }
1216
1393 return retbuf; 1217 return buf;
1218}
1219
1220std::string
1221object::describe_item (object *who)
1222{
1223 return std::string (::describe_item (this, who));
1224}
1225
1226void
1227examine (object *op, object *tmp)
1228{
1229 std::string info = tmp->describe (op);
1230
1231 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1232}
1233
1234/*
1235 * inventory prints object's inventory. If inv==NULL then print player's
1236 * inventory.
1237 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1238 */
1239const char *
1240object::query_inventory (object *who, const char *indent)
1241{
1242 static dynbuf_text buf; buf.clear ();
1243
1244 for (object *tmp = inv; tmp; tmp = tmp->below)
1245 if (who && QUERY_FLAG (who, FLAG_WIZ))
1246 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1247 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1248 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1249
1250 if (buf.size ())
1251 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1252 else
1253 buf.printf ("%s(empty)\n", indent);
1254
1255 return buf;
1394} 1256}
1395 1257
1396/* Return true if the item is magical. A magical item is one that 1258/* Return true if the item is magical. A magical item is one that
1397 * increases/decreases any abilities, provides a resistance, 1259 * increases/decreases any abilities, provides a resistance,
1398 * has a generic magical bonus, or is an artifact. 1260 * has a generic magical bonus, or is an artifact.
1399 * This function is used by detect_magic to determine if an item 1261 * This function is used by detect_magic to determine if an item
1400 * should be marked as magical. 1262 * should be marked as magical.
1401 */ 1263 */
1402
1403int 1264int
1404is_magical (const object *op) 1265is_magical (const object *op)
1405{ 1266{
1406 int i; 1267 int i;
1407 1268
1458 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1319 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1459 return 1; 1320 return 1;
1460 1321
1461 /* Check to see if it increases/decreases any stats */ 1322 /* Check to see if it increases/decreases any stats */
1462 for (i = 0; i < NUM_STATS; i++) 1323 for (i = 0; i < NUM_STATS; i++)
1463 if (get_attr_value (&(op->stats), i) != 0) 1324 if (op->stats.stat (i))
1464 return 1; 1325 return 1;
1465 1326
1466 /* If it doesn't fall into any of the above categories, must 1327 /* If it doesn't fall into any of the above categories, must
1467 * be non magical. 1328 * be non magical.
1468 */ 1329 */
1477int 1338int
1478need_identify (const object *op) 1339need_identify (const object *op)
1479{ 1340{
1480 switch (op->type) 1341 switch (op->type)
1481 { 1342 {
1482 case RING: 1343 case RING:
1483 case WAND: 1344 case WAND:
1484 case ROD: 1345 case ROD:
1485 case HORN: 1346 case HORN:
1486 case SCROLL: 1347 case SCROLL:
1487 case SKILL: 1348 case SKILL:
1488 case SKILLSCROLL: 1349 case SKILLSCROLL:
1489 case SPELLBOOK: 1350 case SPELLBOOK:
1490 case FOOD: 1351 case FOOD:
1491 case POTION: 1352 case POTION:
1492 case BOW: 1353 case BOW:
1493 case ARROW: 1354 case ARROW:
1494 case WEAPON: 1355 case WEAPON:
1495 case ARMOUR: 1356 case ARMOUR:
1496 case SHIELD: 1357 case SHIELD:
1497 case HELMET: 1358 case HELMET:
1498 case AMULET: 1359 case AMULET:
1499 case BOOTS: 1360 case BOOTS:
1500 case GLOVES: 1361 case GLOVES:
1501 case BRACERS: 1362 case BRACERS:
1502 case GIRDLE: 1363 case GIRDLE:
1503 case CONTAINER: 1364 case CONTAINER:
1504 case DRINK: 1365 case DRINK:
1505 case FLESH: 1366 case FLESH:
1506 case INORGANIC: 1367 case INORGANIC:
1507 case CLOSE_CON: 1368 case CLOSE_CON:
1508 case CLOAK: 1369 case CLOAK:
1509 case GEM: 1370 case GEM:
1510 case POWER_CRYSTAL: 1371 case POWER_CRYSTAL:
1511 case POISON: 1372 case POISON:
1512 case BOOK: 1373 case BOOK:
1513 case SKILL_TOOL: 1374 case SKILL_TOOL:
1514 return 1; 1375 return 1;
1515 } 1376 }
1377
1516 /* Try to track down some stuff that may show up here. Thus, the 1378 /* Try to track down some stuff that may show up here. Thus, the
1517 * archetype file can be updated, and this function removed. 1379 * archetype file can be updated, and this function removed.
1518 */ 1380 */
1519#if 0 1381#if 0
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1382 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif 1383#endif
1522 return 0; 1384 return 0;
1523} 1385}
1524 1386
1525
1526/* 1387/*
1527 * Supposed to fix face-values as well here, but later. 1388 * Supposed to fix face-values as well here, but later.
1528 */ 1389 */
1529
1530void 1390void
1531identify (object *op) 1391identify (object *op)
1532{ 1392{
1533 object *pl;
1534
1535 SET_FLAG (op, FLAG_IDENTIFIED); 1393 SET_FLAG (op, FLAG_IDENTIFIED);
1536 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1394 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1537 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1395 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1538 1396
1539 /* 1397 /*
1546 { 1404 {
1547 if (op->inv && op->randomitems) 1405 if (op->inv && op->randomitems)
1548 op->title = op->inv->name; 1406 op->title = op->inv->name;
1549 else if (op->arch) 1407 else if (op->arch)
1550 { 1408 {
1551 op->name = op->arch->clone.name; 1409 op->name = op->arch->object::name;
1552 op->name_pl = op->arch->clone.name_pl; 1410 op->name_pl = op->arch->object::name_pl;
1553 } 1411 }
1554 } 1412 }
1555 1413
1556 /* If the object is on a map, make sure we update its face */ 1414 /* If the object is on a map, make sure we update its face */
1557 if (op->map) 1415 if (op->map)
1558 update_object (op, UP_OBJ_FACE); 1416 update_object (op, UP_OBJ_CHANGE);
1559 else 1417
1560 { 1418 if (object *pl = op->visible_to ())
1561 pl = is_player_inv (op->env);
1562 if (pl)
1563 /* A lot of the values can change from an update - might as well send 1419 /* A lot of the values can change from an update - might as well send
1564 * it all. 1420 * it all.
1565 */ 1421 */
1566 esrv_send_item (pl, op); 1422 esrv_send_item (pl, op);
1567 }
1568} 1423}
1424

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