--- deliantra/server/common/item.C 2006/08/29 08:01:35 1.2
+++ deliantra/server/common/item.C 2008/04/20 18:48:51 1.45
@@ -1,36 +1,33 @@
/*
- * static char *rcsid_item_c =
- * "$Id: item.C,v 1.2 2006/08/29 08:01:35 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
#include
#include
#include
#include
+const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
+
/* the ordering of this is actually doesn't make a difference
* However, for ease of use, new entries should go at the end
* so those people that debug the code that get used to something
@@ -53,43 +50,44 @@
* "This item goes %s\n", with the use/nonuse values filling in the %s
*/
Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
-{"body_range", "in your range slot", "in a human's range slot"},
-{"body_arm", "on your arm", "on a human's arm"},
-{"body_torso", "on your body", "on a human's torso"},
-{"body_head", "on your head", "on a human's head"},
-{"body_neck", "around your neck", "around a humans neck"},
-{"body_skill", "in your skill slot", "in a human's skill slot"},
-{"body_finger", "on your finger", "on a human's finger"},
-{"body_shoulder", "around your shoulders", "around a human's shoulders"},
-{"body_foot", "on your feet", "on a human's feet"},
-{"body_hand", "on your hands", "on a human's hands"},
-{"body_wrist", "around your wrists", "around a human's wrist"},
-{"body_waist", "around your waist", "around a human's waist"},
-
+ {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
+ {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
+ {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
+ {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
+ {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
+ {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
+ {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
+ {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
+ {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
+ {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
+ {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
+ {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
+ {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
+ {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
/*{"body_dragon_torso", "your body", "a dragon's body"} */
};
static char numbers[21][20] = {
- "no","","two","three","four","five","six","seven","eight","nine","ten",
- "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen",
- "eighteen","nineteen","twenty"
+ "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
+ "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
+ "eighteen", "nineteen", "twenty"
};
static char numbers_10[10][20] = {
- "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy",
- "eighty","ninety"
+ "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
+ "eighty", "ninety"
};
static char levelnumbers[21][20] = {
- "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh",
+ "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
"eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
"fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
"nineteen", "twentieth"
};
static char levelnumbers_10[11][20] = {
- "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth",
- "seventieth","eightieth","ninetieth"
+ "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
+ "seventieth", "eightieth", "ninetieth"
};
/* The following is a large table of item types, the fields are:
@@ -99,129 +97,119 @@
* define.h
*/
static const typedata item_types[] = {
-{PLAYER, "player", "players", 0, 0},
-{ROD, "rod", "rods", SK_THAUMATURGY, 0},
-{TREASURE, "treasure", "treasure", 0, 0},
-{POTION, "potion", "potions", SK_ALCHEMY, 0},
-{FOOD, "food", "food", SK_WOODSMAN, 0},
-{POISON, "poison", "poisons", SK_ALCHEMY, 0},
-{BOOK, "book", "books", SK_LITERACY, 0},
-{CLOCK, "clock", "clocks", 0, 0},
-{LIGHTNING, "lightning", "lightning", 0, 0},
-{ARROW, "arrow", "arrows", SK_BOWYER, 0},
-{BOW, "bow", "bows", SK_BOWYER, 0},
-{WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
-{ARMOUR, "armour", "armour", SK_SMITHERY, 0},
-{PEDESTAL, "pedestal", "pedestals", 0, 0},
-{ALTAR, "altar", "altars", 0, 0},
-{LOCKED_DOOR, "locked door", "locked doors", 0, 0},
-{SPECIAL_KEY, "special key", "special keys", 0, 0},
-{MAP, "map", "maps", 0, 0},
-{DOOR, "door", "doors", 0, 0},
-{KEY, "key", "keys", 0, 0},
-{TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
-{TRIGGER, "trigger", "triggers", 0, 0},
-{GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
-{MAGIC_EAR, "magic ear", "magic ears", 0, 0},
-{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
-{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
-{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
-{SHIELD, "shield", "shields", SK_SMITHERY, 0},
-{HELMET, "helmet", "helmets", SK_SMITHERY, 0},
-{HORN, "horn", "horns", SK_THAUMATURGY, 0},
-{MONEY, "money", "money", 0, 0},
-{CLASS, "class", "classes", 0, 0},
-{GRAVESTONE, "gravestone", "gravestones", 0, 0},
-{AMULET, "amulet", "amulets", SK_JEWELER, 0},
-{PLAYERMOVER, "player mover", "player movers", 0, 0},
-{TELEPORTER, "teleporter", "teleporters", 0, 0},
-{CREATOR, "creator", "creators", 0, 0},
-{SKILL, "skill", "skills", 0, 0},
-{EXPERIENCE, "experience", "experience", 0, 0},
-{EARTHWALL, "earthwall", "earthwalls", 0, 0},
-{GOLEM, "golem", "golems", 0, 0},
-{THROWN_OBJ, "projectile", "projectiles", 0, 0},
-{BLINDNESS, "blindness", "blindness", 0, 0},
-{GOD, "god", "gods", 0, 0},
-{DETECTOR, "detector", "detectors", 0, 0},
-{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
-{DEAD_OBJECT, "dead object", "dead objects", 0, 0},
-{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
-{MARKER, "marker", "markers", 0, 0},
-{HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
-{PLAYER_CHANGER, "player changer", "player changers", 0, 0},
-{BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
-{PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
-{GEM, "gem", "gems", SK_JEWELER, 0},
-{FIREWALL, "firewall", "firewalls", 0, 0},
-{ANVIL, "anvil", "anvils", 0, 0},
-{CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
-{MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
-{EXIT, "exit", "exits", 0, 0},
-{ENCOUNTER, "encounter", "encounters", 0, 0},
-{SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
-{SHOP_MAT, "shop mat", "shop mats", 0, 0},
-{RING, "ring", "rings", SK_JEWELER, 0},
-{FLOOR, "floor", "floors", 0, 0},
-{FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
-{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
-{SKILL_TOOL, "skill tool", "skill tools", 0, 0},
-{LIGHTER, "lighter", "lighters", 0, 0},
-{TRAP_PART, "trap part", "trap parts", 0, 0},
-{WALL, "wall", "walls", 0, 0},
-{LIGHT_SOURCE, "light source", "light sources", 0, 0},
-{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
-{MONSTER, "monster", "monsters", 0, 0},
-{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
-{LAMP, "lamp", "lamps", 0, 0},
-{DUPLICATOR, "duplicator", "duplicators", 0, 0},
-{TOOL, "tool", "tools", 0, 0},
-{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
-{BUILDFAC, "building facility", "building facilities", 0, 0},
-{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
-{SPINNER, "spinner", "spinners", 0, 0},
-{GATE, "gate", "gates", 0, 0},
-{BUTTON, "button", "buttons", 0, 0},
-{CF_HANDLE, "cf handle", "cf handles", 0, 0},
-{HOLE, "hole", "holes", 0, 0},
-{TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
-{SIGN, "sign", "signs", 0, 0},
-{BOOTS, "boots", "boots", SK_SMITHERY, 0},
-{GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
-{SPELL, "spell", "spells", 0, 0},
-{SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
-{CONVERTER, "converter", "converters", 0, 0},
-{BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
-{POISONING, "poisoning", "poisonings", 0, 0},
-{SAVEBED, "savebed", "savebeds", 0, 0},
-{POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
-{FIREHOLES, "fireholes", "fireholes", 0, 0},
-{WAND, "wand", "wands", SK_THAUMATURGY, 0},
-{SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
-{DIRECTOR, "director", "directors", 0, 0},
-{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
-{FORCE, "force", "forces", 0, 0},
-{POTION_EFFECT, "potion effect", "potion effects", 0, 0},
-{CLOSE_CON, "closed container", "closed container", 0, 0},
-{CONTAINER, "container", "containers", SK_ALCHEMY, 0},
-{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
-{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
-{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
-{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
-{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
-{MENU, "inventory list", "inventory lists", 0, 0},
-{RUNE, "rune", "runes", 0, 0},
-{TRAP, "trap", "traps", 0, 0},
-{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
-{CORPSE, "corpse", "corpses", 0, 0},
-{DISEASE, "disease", "diseases", 0, 0},
-{SYMPTOM, "symptom", "symptoms", 0, 0},
-{BUILDER, "item builder", "item builders", 0, 0},
-{MATERIAL, "building material", "building materials", 0, 0},
-{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
+ {PLAYER, "player", "players", 0, 0},
+ {ROD, "rod", "rods", SK_THAUMATURGY, 0},
+ {TREASURE, "treasure", "treasure", 0, 0},
+ {POTION, "potion", "potions", SK_ALCHEMY, 0},
+ {FOOD, "food", "food", SK_WOODSMAN, 0},
+ {POISON, "poison", "poisons", SK_ALCHEMY, 0},
+ {BOOK, "book", "books", SK_LITERACY, 0},
+ {CLOCK, "clock", "clocks", 0, 0},
+ {ARROW, "arrow", "arrows", SK_BOWYER, 0},
+ {BOW, "bow", "bows", SK_BOWYER, 0},
+ {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
+ {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
+ {PEDESTAL, "pedestal", "pedestals", 0, 0},
+ {ALTAR, "altar", "altars", 0, 0},
+ {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
+ {SPECIAL_KEY, "special key", "special keys", 0, 0},
+ {MAP, "map", "maps", 0, 0},
+ {DOOR, "door", "doors", 0, 0},
+ {KEY, "key", "keys", 0, 0},
+ {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
+ {TRIGGER, "trigger", "triggers", 0, 0},
+ {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
+ {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
+ {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
+ {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
+ {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
+ {SHIELD, "shield", "shields", SK_SMITHERY, 0},
+ {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
+ {HORN, "horn", "horns", SK_THAUMATURGY, 0},
+ {MONEY, "money", "money", 0, 0},
+ {CLASS, "class", "classes", 0, 0},
+ {GRAVESTONE, "gravestone", "gravestones", 0, 0},
+ {AMULET, "amulet", "amulets", SK_JEWELER, 0},
+ {PLAYERMOVER, "player mover", "player movers", 0, 0},
+ {TELEPORTER, "teleporter", "teleporters", 0, 0},
+ {CREATOR, "creator", "creators", 0, 0},
+ {SKILL, "skill", "skills", 0, 0},
+ {EARTHWALL, "earthwall", "earthwalls", 0, 0},
+ {GOLEM, "golem", "golems", 0, 0},
+ {THROWN_OBJ, "projectile", "projectiles", 0, 0},
+ {BLINDNESS, "blindness", "blindness", 0, 0},
+ {GOD, "god", "gods", 0, 0},
+ {DETECTOR, "detector", "detectors", 0, 0},
+ {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
+ {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
+ {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
+ {MARKER, "marker", "markers", 0, 0},
+ {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
+ {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
+ {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
+ {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
+ {GEM, "gem", "gems", SK_JEWELER, 0},
+ {FIREWALL, "firewall", "firewalls", 0, 0},
+ {ANVIL, "anvil", "anvils", 0, 0},
+ {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
+ {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
+ {EXIT, "exit", "exits", 0, 0},
+ {ENCOUNTER, "encounter", "encounters", 0, 0},
+ {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
+ {SHOP_MAT, "shop mat", "shop mats", 0, 0},
+ {RING, "ring", "rings", SK_JEWELER, 0},
+ {FLOOR, "floor", "floors", 0, 0},
+ {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
+ {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
+ {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
+ {LIGHTER, "lighter", "lighters", 0, 0},
+ {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
+ {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
+ {LAMP, "lamp", "lamps", 0, 0},
+ {DUPLICATOR, "duplicator", "duplicators", 0, 0},
+ {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
+ {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
+ {SPINNER, "spinner", "spinners", 0, 0},
+ {GATE, "gate", "gates", 0, 0},
+ {BUTTON, "button", "buttons", 0, 0},
+ {CF_HANDLE, "cf handle", "cf handles", 0, 0},
+ {HOLE, "hole", "holes", 0, 0},
+ {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
+ {SIGN, "sign", "signs", 0, 0},
+ {BOOTS, "boots", "boots", SK_SMITHERY, 0},
+ {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
+ {SPELL, "spell", "spells", 0, 0},
+ {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
+ {CONVERTER, "converter", "converters", 0, 0},
+ {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
+ {POISONING, "poisoning", "poisonings", 0, 0},
+ {SAVEBED, "savebed", "savebeds", 0, 0},
+ {WAND, "wand", "wands", SK_THAUMATURGY, 0},
+ {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
+ {DIRECTOR, "director", "directors", 0, 0},
+ {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
+ {FORCE, "force", "forces", 0, 0},
+ {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
+ {CLOSE_CON, "closed container", "closed container", 0, 0},
+ {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
+ {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
+ {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
+ {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
+ {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
+ {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
+ {MENU, "inventory list", "inventory lists", 0, 0},
+ {RUNE, "rune", "runes", 0, 0},
+ {TRAP, "trap", "traps", 0, 0},
+ {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
+ {CORPSE, "corpse", "corpses", 0, 0},
+ {DISEASE, "disease", "diseases", 0, 0},
+ {SYMPTOM, "symptom", "symptoms", 0, 0},
+ {BUILDER, "item builder", "item builders", 0, 0},
+ {MATERIAL, "building material", "building materials", 0, 0},
+ {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
};
-const int item_types_size=sizeof(item_types)/sizeof(*item_types);
+const int item_types_size = sizeof (item_types) / sizeof (*item_types);
materialtype_t *materialt;
@@ -258,17 +246,19 @@
* custom objects can use whatever they want.
*/
static int enc_to_item_power[21] = {
-0, 0, 1, 2, 3, 4, /* 5 */
-5, 7, 9, 11, 13, /* 10 */
-15, 18, 21, 24, 27, /* 15 */
-30, 35, 40, 45, 50 /* 20 */
+ 0, 0, 1, 2, 3, 4, /* 5 */
+ 5, 7, 9, 11, 13, /* 10 */
+ 15, 18, 21, 24, 27, /* 15 */
+ 30, 35, 40, 45, 50 /* 20 */
};
-int get_power_from_ench(int ench)
+int
+get_power_from_ench (int ench)
{
- if (ench < 0) ench = 0;
- if (ench > 20) ench = 20;
- return enc_to_item_power[ench];
+ if (ench < 0) ench = 0;
+ if (ench > 20) ench = 20;
+
+ return enc_to_item_power[ench];
}
/* This takes an object 'op' and figures out what its item_power
@@ -278,121 +268,147 @@
* If flag is 1, we return the number of enchantment, and not the
* the power. This is used in the treasure code.
*/
-int calc_item_power(const object *op, int flag)
+int
+calc_item_power (const object *op, int flag)
{
- int i, tmp, enc;
-
- enc = 0;
- for (i=0; istats, i);
-
- /* This protection logic is pretty flawed. 20% fire resistance
- * is much more valuable than 20% confusion, or 20% slow, or
- * several others. Start at 1 - ignore physical - all that normal
- * armour shouldn't be counted against
- */
- tmp = 0;
- for (i=1; iresist[i];
-
- /* Add/substract 10 so that the rounding works out right */
- if (tmp>0) enc += (tmp+10)/20;
- else if (tmp<0) enc += (tmp - 10) / 20;
-
- enc += op->magic;
-
- /* For each attacktype a weapon has, one more encantment. Start at 1 -
- * physical doesn't count against total.
- */
- if (op->type == WEAPON) {
- for (i=1; iattacktype & (1 << i)) enc++;
- if (op->slaying) enc += 2; /* What it slays is probably more relevent */
- }
- /* Items the player can equip */
- if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
- (op->type == SHIELD) || (op->type == RING) ||
- (op->type == BOOTS) || (op->type == GLOVES) ||
- (op->type == AMULET ) || (op->type == GIRDLE) ||
- (op->type == BRACERS ) || (op->type == CLOAK)) {
- enc += op->stats.food; /* sustenance */
- enc += op->stats.hp; /* hp regen */
- enc += op->stats.sp; /* mana regen */
- enc += op->stats.grace; /* grace regen */
- enc += op->stats.exp; /* speed bonus */
- }
- enc += op->stats.luck;
-
- /* Do spell paths now */
- for (i=1; ipath_attuned& (1 << i)) enc++;
- else if (op->path_denied & (1 << i)) enc-=2;
- else if (op->path_repelled & (1 << i)) enc--;
- }
+ int i, tmp, enc;
- if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5;
- if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3;
- if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2;
- if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1;
- if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2;
- if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1;
- if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1;
-
- return get_power_from_ench(enc);
+ enc = 0;
+ for (i = 0; i < NUM_STATS; i++)
+ enc += op->stats.stat (i);
+
+ /* This protection logic is pretty flawed. 20% fire resistance
+ * is much more valuable than 20% confusion, or 20% slow, or
+ * several others. Start at 1 - ignore physical - all that normal
+ * armour shouldn't be counted against
+ */
+ tmp = 0;
+ for (i = 1; i < NROFATTACKS; i++)
+ tmp += op->resist[i];
+
+ /* Add/substract 10 so that the rounding works out right */
+ if (tmp > 0)
+ enc += (tmp + 10) / 20;
+ else if (tmp < 0)
+ enc += (tmp - 10) / 20;
+
+ enc += op->magic;
+
+ /* For each attacktype a weapon has, one more encantment. Start at 1 -
+ * physical doesn't count against total.
+ */
+ if (op->type == WEAPON)
+ {
+ for (i = 1; i < NROFATTACKS; i++)
+ if (op->attacktype & (1 << i))
+ enc++;
+ if (op->slaying)
+ enc += 2; /* What it slays is probably more relevent */
+ }
+ /* Items the player can equip */
+ if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
+ (op->type == SHIELD) || (op->type == RING) ||
+ (op->type == BOOTS) || (op->type == GLOVES) ||
+ (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
+ {
+ enc += op->stats.food; /* sustenance */
+ enc += op->stats.hp; /* hp regen */
+ enc += op->stats.sp; /* mana regen */
+ enc += op->stats.grace; /* grace regen */
+ enc += op->stats.exp; /* speed bonus */
+ }
+ enc += op->stats.luck;
+
+ /* Do spell paths now */
+ for (i = 1; i < NRSPELLPATHS; i++)
+ {
+ if (op->path_attuned & (1 << i))
+ enc++;
+ else if (op->path_denied & (1 << i))
+ enc -= 2;
+ else if (op->path_repelled & (1 << i))
+ enc--;
+ }
+
+ if (QUERY_FLAG (op, FLAG_LIFESAVE))
+ enc += 5;
+ if (QUERY_FLAG (op, FLAG_REFL_SPELL))
+ enc += 3;
+ if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
+ enc += 2;
+ if (QUERY_FLAG (op, FLAG_STEALTH))
+ enc += 1;
+ if (QUERY_FLAG (op, FLAG_XRAYS))
+ enc += 2;
+ if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
+ enc += 1;
+ if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
+ enc += 1;
+ return get_power_from_ench (enc);
}
/* returns the typedata that has a number equal to itemtype, if there
* isn't one, returns NULL */
+const typedata *
+get_typedata (int itemtype)
+{
+ int i;
-const typedata *get_typedata(int itemtype) {
- int i;
- for (i=0;iresist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) {
- if (!newline)
- sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
- else
- sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
+ static char buf[VERY_BIG_BUF];
+ char buf1[VERY_BIG_BUF];
+ int tmpvar;
+
+ buf[0] = 0;
+ for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
+ {
+ if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
+ {
+ if (!newline)
+ sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
+ else
+ sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
- strcat(buf, buf1);
- }
+ strcat (buf, buf1);
+ }
}
- return buf;
+ return buf;
}
@@ -401,17 +417,20 @@
* containing the text-representation of the weight of the given object.
* The buffer will be overwritten by the next call to query_weight().
*/
-
-char *query_weight(const object *op) {
+const char *
+query_weight (const object *op)
+{
static char buf[10];
- sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying;
+ sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
- if(op->weight<0)
+ if (op->weight < 0)
return " ";
- if(i%1000)
- sprintf(buf,"%6.1f",i/1000.0);
+
+ if (i % 1000)
+ sprintf (buf, "%6.1f", i / 1000.0);
else
- sprintf(buf,"%4d ",i/1000);
+ sprintf (buf, "%4d ", i / 1000);
+
return buf;
}
@@ -419,38 +438,45 @@
* Returns the pointer to a static buffer containing
* the number requested (of the form first, second, third...)
*/
-
-char *get_levelnumber(int i) {
+const char *
+get_levelnumber (int i)
+{
static char buf[MAX_BUF];
- if (i > 99) {
- sprintf(buf, "%d.", i);
- return buf;
- }
- if(i < 21)
+
+ if (i > 99)
+ {
+ sprintf (buf, "%d.", i);
+ return buf;
+ }
+
+ if (i < 21)
return levelnumbers[i];
- if(!(i%10))
- return levelnumbers_10[i/10];
- strcpy(buf, numbers_10[i/10]);
- strcat(buf, levelnumbers[i%10]);
+ if (!(i % 10))
+ return levelnumbers_10[i / 10];
+
+ strcpy (buf, numbers_10[i / 10]);
+ strcat (buf, levelnumbers[i % 10]);
return buf;
}
-
/*
* get_number(integer) returns the text-representation of the given number
* in a static buffer. The buffer might be overwritten at the next
* call to get_number().
* It is currently only used by the query_name() function.
*/
-
-char *get_number(int i) {
- if(i<=20)
+const char *
+get_number (int i)
+{
+ if (i <= 20)
return numbers[i];
- else {
- static char buf[MAX_BUF];
- sprintf(buf,"%d",i);
- return buf;
- }
+ else
+ {
+ static char buf[MAX_BUF];
+
+ sprintf (buf, "%d", i);
+ return buf;
+ }
}
/*
@@ -462,136 +488,135 @@
* Or make FULL_RING_DESCRIPTION standard part of a game and let
* client handle names.
*/
+
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
* from stats.sp - b.t.
*/
-char *ring_desc (const object *op)
+const char *
+ring_desc (const object *op)
{
- static char buf[VERY_BIG_BUF];
- int attr, val,len;
-
- buf[0] = 0;
+ static dynbuf_text buf; buf.clear ();
+ int attr, val, len;
- if (! QUERY_FLAG(op, FLAG_IDENTIFIED))
- return buf;
+ if (QUERY_FLAG (op, FLAG_IDENTIFIED))
+ {
+ for (attr = 0; attr < NUM_STATS; attr++)
+ if ((val = op->stats.stat (attr)))
+ buf.printf ("(%s%+d)", short_stat_name[attr], val);
+
+ if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
+ if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
+ if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
+ if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
+
+ buf << describe_resistance (op, 0);
+
+ if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
+ if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
+ if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
+ if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
+ if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
+
+ if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
+ if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
+ if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
+ if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
+
+ buf.add_paths ("Attuned" , op->path_attuned);
+ buf.add_paths ("Repelled", op->path_repelled);
+ buf.add_paths ("Denied" , op->path_denied);
- for (attr=0; attrstats),attr))!=0) {
- sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
- }
+ if (buf.empty ())
+ buf << "of adornment";
}
- if(op->stats.exp)
- sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
- if(op->stats.wc)
- sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
- if(op->stats.dam)
- sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
- if(op->stats.ac)
- sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
-
- strcat(buf,describe_resistance(op, 0));
-
- if (op->stats.food != 0)
- sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
- /* else if (op->stats.food < 0)
- sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
- if(op->stats.grace)
- sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
- if(op->stats.sp && op->type!=SKILL)
- sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
- if(op->stats.hp)
- sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
- if(op->stats.luck)
- sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
- if(QUERY_FLAG(op,FLAG_LIFESAVE))
- strcat(buf,"(lifesaving)");
- if(QUERY_FLAG(op,FLAG_REFL_SPELL))
- strcat(buf,"(reflect spells)");
- if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
- strcat(buf,"(reflect missiles)");
- if(QUERY_FLAG(op,FLAG_STEALTH))
- strcat(buf,"(stealth)");
- /* Shorten some of the names, so they appear better in the windows */
- len=strlen(buf);
- DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
- DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
- DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
-
- /* if(op->item_power)
- sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
- */
- if(buf[0] == 0 && op->type!=SKILL)
- strcpy(buf,"of adornment");
-
- return buf;
+ return buf;
}
/*
* query_short_name(object) is similar to query_name, but doesn't
* contain any information about object status (worn/cursed/etc.)
*/
-const char *query_short_name(const object *op)
+const char *
+query_short_name (const object *op)
{
- static char buf[HUGE_BUF];
- char buf2[HUGE_BUF];
- int len=0;
-
- if(op->name == NULL)
- return "(null)";
- if(!op->nrof && !op->weight && !op->title && !is_magical(op))
- return op->name; /* To speed things up (or make things slower?) */
-
- if (op->nrof <= 1)
- safe_strcat(buf,op->name, &len, HUGE_BUF);
- else
- safe_strcat(buf,op->name_pl, &len, HUGE_BUF);
-
- if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
- safe_strcat(buf, " ", &len, HUGE_BUF);
- safe_strcat(buf, op->title, &len, HUGE_BUF);
- }
+ if (op->name == 0)
+ return "(null)";
- switch(op->type) {
- case SPELLBOOK:
- case SCROLL:
- case WAND:
- case ROD:
- if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
- if(!op->title) {
- safe_strcat(buf," of ", &len, HUGE_BUF);
- if (op->inv)
- safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
- else
- LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
- }
- if(op->type != SPELLBOOK) {
- sprintf(buf2, " (lvl %d)", op->level);
- safe_strcat(buf, buf2, &len, HUGE_BUF);
- }
+ if (!op->nrof
+ && !op->weight
+ && !op->title
+ && !is_magical (op)
+ && op->slaying != shstr_money)
+ return op->name; /* To speed things up (or make things slower?) */
+
+ static dynbuf_text buf; buf.clear ();
+
+ buf << (op->nrof <= 1 ? op->name : op->name_pl);
+
+ if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
+ buf << ' ' << op->title;
+
+ switch (op->type)
+ {
+ case SPELLBOOK:
+ case SCROLL:
+ case WAND:
+ case ROD:
+ if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
+ {
+ if (!op->title)
+ buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
+
+ if (op->type != SPELLBOOK)
+ buf.printf (" (lvl %d)", op->level);
+ }
+ break;
+
+ case ALTAR:
+ case TRIGGER_ALTAR:
+ case IDENTIFY_ALTAR:
+ case CONVERTER:
+ if (op->slaying == shstr_money)
+ {
+ bool wrap = !!buf.size ();
+
+ if (wrap) buf << " [";
+
+ archetype *coin = 0;
+
+ for (char const *const *c = coins; *coins; ++c)
+ if ((coin = archetype::find (*c)))
+ if (op->stats.food % coin->value == 0)
+ break;
+
+ sint32 coins = op->stats.food / coin->value;
+
+ buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
+
+ if (wrap) buf << ']';
}
- break;
+ break;
case SKILL:
case AMULET:
case RING:
- if (!op->title) {
- /* If ring has a title, full description isn't so useful */
- char *s = ring_desc(op);
- if (s[0]) {
- safe_strcat (buf, " ", &len, HUGE_BUF);
- safe_strcat(buf, s, &len, HUGE_BUF);
- }
- }
+ if (!op->title)
+ {
+ /* If ring has a title, full description isn't so useful */
+ const char *s = ring_desc (op);
+
+ if (s && *s)
+ buf << " " << s;
+ }
break;
+
default:
- if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
- need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
- sprintf(buf2, " %+d", op->magic);
- safe_strcat(buf, buf2, &len, HUGE_BUF);
- }
+ if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
+ buf.printf (" %+d", op->magic);
}
- return buf;
+
+ return buf;
}
/*
@@ -605,73 +630,71 @@
* use several names much easier (don't need to store them to temp variables.)
*
*/
-char *query_name(const object *op) {
- static char buf[5][HUGE_BUF];
- static int use_buf=0;
- int len=0;
-#ifdef NEW_MATERIAL_CODE
- materialtype_t *mt;
-#endif
-
- use_buf++;
- use_buf %=5;
-
-#ifdef NEW_MATERIAL_CODE
- if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) {
- mt = name_to_material(op->materialname);
- if (mt) {
- safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF);
- safe_strcat(buf[use_buf], " ", &len, HUGE_BUF);
- }
- }
-#endif
-
- safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF);
-
- if (QUERY_FLAG(op,FLAG_INV_LOCKED))
- safe_strcat(buf[use_buf], " *", &len, HUGE_BUF);
- if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
- (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
- safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF);
-
- if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
- if(QUERY_FLAG(op,FLAG_DAMNED))
- safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF);
- else if(QUERY_FLAG(op,FLAG_CURSED))
- safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF);
- }
- /* Basically, if the object is known magical (detect magic spell on it),
- * and it isn't identified, print out the fact that
- * it is magical. Assume that the detect magical spell will only set
- * KNOWN_MAGICAL if the item actually is magical.
- *
- * Changed in V 0.91.4 - still print that the object is magical even
- * if it has been applied. Equipping an item does not tell full
- * abilities, especially for artifact items.
- */
- if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
- safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF);
+const char *
+query_name (const object *op)
+{
+ int len = 0;
+ static dynbuf_text bufs[5];
+ static int use_buf = 0;
+
+ use_buf++;
+ use_buf %= 5;
+
+ dynbuf_text &buf = bufs [use_buf];
+ buf.clear ();
+
+ if ((op->is_armor () || op->is_weapon ()) && op->materialname)
+ if (materialtype_t *mt = name_to_material (op->materialname))
+ buf << mt->description << ' ';
+
+ buf << query_short_name (op);
+
+ if (QUERY_FLAG (op, FLAG_INV_LOCKED))
+ buf << " *";
+ if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
+ buf << " (open)";
+
+ if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
+ {
+ if (QUERY_FLAG (op, FLAG_DAMNED))
+ buf << " (damned)";
+ else if (QUERY_FLAG (op, FLAG_CURSED))
+ buf << " (cursed)";
+ }
+
+ /* Basically, if the object is known magical (detect magic spell on it),
+ * and it isn't identified, print out the fact that
+ * it is magical. Assume that the detect magical spell will only set
+ * KNOWN_MAGICAL if the item actually is magical.
+ *
+ * Changed in V 0.91.4 - still print that the object is magical even
+ * if it has been applied. Equipping an item does not tell full
+ * abilities, especially for artifact items.
+ */
+ if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
+ buf << " (magic)";
#if 0
- /* item_power will be returned in desribe_item - it shouldn't really
- * be returned in the name.
- */
- if(op->item_power)
- sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)",
- op->item_power);
+ /* item_power will be returned in desribe_item - it shouldn't really
+ * be returned in the name.
+ */
+ if (op->item_power)
+ sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
#endif
- if (QUERY_FLAG(op,FLAG_APPLIED)) {
- switch(op->type) {
+ if (QUERY_FLAG (op, FLAG_APPLIED))
+ {
+ switch (op->type)
+ {
case BOW:
case WAND:
case ROD:
case HORN:
- safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF);
+ buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
break;
case WEAPON:
- safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF);
+ buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
break;
case ARMOUR:
case HELMET:
@@ -683,20 +706,21 @@
case GIRDLE:
case BRACERS:
case CLOAK:
- safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF);
+ buf << " (worn)";
break;
case CONTAINER:
- safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF);
+ buf << " (active)";
break;
case SKILL:
default:
- safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF);
+ buf << " (applied)";
}
}
- if(QUERY_FLAG(op, FLAG_UNPAID))
- safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF);
- return buf[use_buf];
+ if (QUERY_FLAG (op, FLAG_UNPAID))
+ buf << " (unpaid)";
+
+ return buf;
}
/*
@@ -708,87 +732,63 @@
* and sending to client.
* If plural is set, we generate the plural name of this.
*/
-const char *query_base_name(const object *op, int plural) {
- static char buf[MAX_BUF], buf2[MAX_BUF];
- int len;
- materialtype_t *mt;
-
- if((!plural && !op->name) || (plural && !op->name_pl))
- return "(null)";
-
- if(!op->nrof && !op->weight && !op->title && !is_magical(op))
- return op->name; /* To speed things up (or make things slower?) */
-
- if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname)
- mt = name_to_material(op->materialname);
-
-#ifdef NEW_MATERIAL_CODE
- if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt &&
- op->arch->clone.materialname != mt->name &&
- !(op->material & M_SPECIAL)) {
- strcpy(buf, mt->description);
- len=strlen(buf);
- safe_strcat(buf, " ", &len, MAX_BUF);
- if (!plural)
- safe_strcat(buf, op->name, &len, MAX_BUF);
- else
- safe_strcat(buf, op->name_pl, &len, MAX_BUF);
- } else {
-#endif
- if (!plural)
- strcpy(buf, op->name);
- else
- strcpy(buf, op->name_pl);
- len=strlen(buf);
-#ifdef NEW_MATERIAL_CODE
- }
-#endif
+const char *
+query_base_name (const object *op, int plural)
+{
+ if ((!plural && !op->name) || (plural && !op->name_pl))
+ return "(null)";
- if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
- safe_strcat(buf, " ", &len, MAX_BUF);
- safe_strcat(buf, op->title, &len, MAX_BUF);
- }
+ if (!op->nrof && !op->weight && !op->title && !is_magical (op))
+ return op->name; /* To speed things up (or make things slower?) */
- switch(op->type) {
- case SPELLBOOK:
- case SCROLL:
- case WAND:
- case ROD:
- if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
- if(!op->title) {
- safe_strcat(buf," of ", &len, MAX_BUF);
- if (op->inv)
- safe_strcat(buf,op->inv->name, &len, MAX_BUF);
- else
- LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
- }
- if(op->type != SPELLBOOK) {
- sprintf(buf2, " (lvl %d)", op->level);
- safe_strcat(buf, buf2, &len, MAX_BUF);
- }
- }
- break;
+ static dynbuf_text buf; buf.clear ();
+
+ if ((op->is_armor () || op->is_weapon ()) && op->materialname)
+ if (materialtype_t *mt = name_to_material (op->materialname))
+ if (op->arch->materialname != mt->name)
+ buf << mt->description << ' ';
+
+ buf << (plural ? op->name_pl : op->name);
+
+ if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
+ buf << ' ' << op->title;
+
+ switch (op->type)
+ {
+ case SPELLBOOK:
+ case SCROLL:
+ case WAND:
+ case ROD:
+ if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
+ {
+ if (!op->title)
+ buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
+
+ if (op->type != SPELLBOOK)
+ buf.printf (" (lvl %d)", op->level);
+ }
+ break;
case SKILL:
case AMULET:
case RING:
- if (!op->title) {
- /* If ring has a title, full description isn't so useful */
- char *s = ring_desc(op);
- if (s[0]) {
- safe_strcat (buf, " ", &len, MAX_BUF);
- safe_strcat (buf, s, &len, MAX_BUF);
- }
- }
+ if (!op->title)
+ {
+ /* If ring has a title, full description isn't so useful */
+ const char *s = ring_desc (op);
+
+ if (s && *s)
+ buf << ' ' << s;
+ }
break;
+
default:
- if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
- need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
- sprintf(buf + strlen(buf), " %+d", op->magic);
- }
+ if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
+ buf.printf (" %+d", op->magic);
}
- return buf;
+
+ return buf;
}
/* Break this off from describe_item - that function was way
@@ -797,147 +797,127 @@
* be called with monster & player objects. Returns a description
* in a static buffer.
*/
+static const char *
+describe_monster (const object *op)
+{
+ static dynbuf_text buf; buf.clear ();
-static char *describe_monster(const object *op) {
- char buf[MAX_BUF];
- static char retbuf[VERY_BIG_BUF];
- int i;
-
- retbuf[0]='\0';
-
- /* Note that the resolution this provides for players really isn't
- * very good. Any player with a speed greater than .67 will
- * fall into the 'lightning fast movement' category.
- */
- if(FABS(op->speed)>MIN_ACTIVE_SPEED) {
- switch((int)((FABS(op->speed))*15)) {
- case 0:
- strcat(retbuf,"(very slow movement)");
- break;
- case 1:
- strcat(retbuf,"(slow movement)");
- break;
- case 2:
- strcat(retbuf,"(normal movement)");
- break;
- case 3:
- case 4:
- strcat(retbuf,"(fast movement)");
- break;
- case 5:
- case 6:
- strcat(retbuf,"(very fast movement)");
- break;
- case 7:
- case 8:
- case 9:
- case 10:
- strcat(retbuf,"(extremely fast movement)");
- break;
- default:
- strcat(retbuf,"(lightning fast movement)");
- break;
- }
- }
- if(QUERY_FLAG(op,FLAG_UNDEAD))
- strcat(retbuf,"(undead)");
- if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE))
- strcat(retbuf,"(see invisible)");
- if(QUERY_FLAG(op,FLAG_USE_WEAPON))
- strcat(retbuf,"(wield weapon)");
- if(QUERY_FLAG(op,FLAG_USE_BOW))
- strcat(retbuf,"(archer)");
- if(QUERY_FLAG(op,FLAG_USE_ARMOUR))
- strcat(retbuf,"(wear armour)");
- if(QUERY_FLAG(op,FLAG_USE_RING))
- strcat(retbuf,"(wear ring)");
- if(QUERY_FLAG(op,FLAG_USE_SCROLL))
- strcat(retbuf,"(read scroll)");
- if(QUERY_FLAG(op,FLAG_USE_RANGE))
- strcat(retbuf,"(fires wand/rod/horn)");
- if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL))
- strcat(retbuf,"(skill user)");
- if(QUERY_FLAG(op,FLAG_CAST_SPELL))
- strcat(retbuf,"(spellcaster)");
- if(QUERY_FLAG(op,FLAG_FRIENDLY))
- strcat(retbuf,"(friendly)");
- if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE))
- strcat(retbuf,"(unaggressive)");
- if(QUERY_FLAG(op,FLAG_HITBACK))
- strcat(retbuf,"(hitback)");
- if(QUERY_FLAG(op,FLAG_STEALTH))
- strcat(retbuf,"(stealthy)");
- if(op->randomitems != NULL) {
- treasure *t;
- int first = 1;
- for(t=op->randomitems->items; t != NULL; t=t->next)
- if(t->item && (t->item->clone.type == SPELL)) {
- if(first) {
- first = 0;
- strcat(retbuf,"(Spell abilities:)");
- }
- strcat(retbuf,"(");
- strcat(retbuf,t->item->clone.name);
- strcat(retbuf,")");
- }
- }
- if (op->type == PLAYER) {
- if(op->contr->digestion) {
- if(op->contr->digestion!=0)
- sprintf(buf,"(sustenance%+d)",op->contr->digestion);
- strcat(retbuf,buf);
- }
- if(op->contr->gen_grace) {
- sprintf(buf,"(grace%+d)",op->contr->gen_grace);
- strcat(retbuf,buf);
- }
- if(op->contr->gen_sp) {
- sprintf(buf,"(magic%+d)",op->contr->gen_sp);
- strcat(retbuf,buf);
- }
- if(op->contr->gen_hp) {
- sprintf(buf,"(regeneration%+d)",op->contr->gen_hp);
- strcat(retbuf,buf);
- }
- if(op->stats.luck) {
- sprintf(buf,"(luck%+d)",op->stats.luck);
- strcat(retbuf,buf);
- }
+ /* Note that the resolution this provides for players really isn't
+ * very good. Any player with a speed greater than .67 will
+ * fall into the 'lightning fast movement' category.
+ */
+ if (op->has_active_speed ())
+ switch ((int) ((FABS (op->speed)) * 15))
+ {
+ case 0:
+ buf << "(very slow movement";
+ break;
+ case 1:
+ buf << "(slow movement)";
+ break;
+ case 2:
+ buf << "(normal movement)";
+ break;
+ case 3:
+ case 4:
+ buf << "(fast movement)";
+ break;
+ case 5:
+ case 6:
+ buf << "(very fast movement)";
+ break;
+ case 7:
+ case 8:
+ case 9:
+ case 10:
+ buf << "(extremely fast movement)";
+ break;
+ default:
+ buf << "(lightning fast movement)";
+ break;
+ }
+
+ if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
+ if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
+ if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
+ if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
+ if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
+ if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
+ if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
+ if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
+ if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
+ if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
+ if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
+ if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
+ if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
+ if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
+
+ if (op->randomitems)
+ {
+ bool first = 1;
+
+ for (treasure *t = op->randomitems->items; t; t = t->next)
+ if (t->item && t->item->type == SPELL)
+ {
+ if (first)
+ buf << "(Spell abilities:)";
+
+ first = 0;
+
+ buf << '(' << t->item->object::name << ')';
+ }
+ }
+
+ if (op->type == PLAYER)
+ {
+ if (op->contr->digestion)
+ buf.printf ("(sustenance%+d)", op->contr->digestion);
+
+ if (op->contr->gen_grace)
+ buf.printf ("(grace%+d)", op->contr->gen_grace);
+
+ if (op->contr->gen_sp)
+ buf.printf ("(magic%+d)", op->contr->gen_sp);
+
+ if (op->contr->gen_hp)
+ buf.printf ("(regeneration%+d)", op->contr->gen_hp);
+
+ if (op->stats.luck)
+ buf.printf ("(luck%+d)", op->stats.luck);
+ }
+
+ /* describe attacktypes */
+ if (is_dragon_pl (op))
+ {
+ /* for dragon players display the attacktypes from clawing skill
+ * Break apart the for loop - move the comparison checking down -
+ * this makes it more readable.
+ */
+ object *tmp;
+
+ for (tmp = op->inv; tmp; tmp = tmp->below)
+ if (tmp->type == SKILL && tmp->name == shstr_clawing)
+ break;
+
+ if (tmp && tmp->attacktype)
+ buf.add_abilities ("Claws", tmp->attacktype);
+ else
+ buf.add_abilities ("Attacks", op->attacktype);
}
+ else
+ buf.add_abilities ("Attacks", op->attacktype);
- /* describe attacktypes */
- if (is_dragon_pl(op)) {
- /* for dragon players display the attacktypes from clawing skill
- * Break apart the for loop - move the comparison checking down -
- * this makes it more readable.
- */
- object *tmp;
-
- for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
- if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break;
+ buf.add_paths ("Attuned" , op->path_attuned);
+ buf.add_paths ("Repelled", op->path_repelled);
+ buf.add_paths ("Denied" , op->path_denied);
+
+ for (int i = 0; i < NROFATTACKS; i++)
+ if (op->resist[i])
+ buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
- if (tmp && tmp->attacktype!=0) {
- DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws");
- }
- else {
- DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
- }
- } else {
- DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
- }
- DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
- DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
- DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
- for (i=0; i < NROFATTACKS; i++) {
- if (op->resist[i]) {
- sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]);
- strcat(retbuf, buf);
- }
- }
- return retbuf;
+ return buf;
}
-
/*
* Returns a pointer to a static buffer which contains a
* description of the given object.
@@ -964,290 +944,284 @@
* owner can be null if no one is being associated with this
* item (eg, debug dump or the like)
*/
+const char *
+describe_item (const object *op, object *owner)
+{
+ if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
+ return describe_monster (op);
-char *describe_item(const object *op, object *owner) {
- char buf[MAX_BUF];
- static char retbuf[VERY_BIG_BUF];
- int identified,i;
-
- retbuf[0]='\0';
- if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) {
- return describe_monster(op);
- }
- /* figure this out once, instead of making multiple calls to need_identify.
- * also makes the code easier to read.
- */
- if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1;
- else {
- strcpy(retbuf,"(unidentified)");
- identified = 0;
- }
- switch(op->type) {
- case BOW:
- case ARROW:
- case WAND:
- case ROD:
- case HORN:
- case WEAPON:
- case ARMOUR:
- case HELMET:
- case SHIELD:
- case BOOTS:
- case GLOVES:
- case GIRDLE:
- case BRACERS:
- case CLOAK:
- case SKILL_TOOL:
- break; /* We have more information to do below this switch */
-
- case POWER_CRYSTAL:
- if (op->stats.maxsp>1000){ /*higher capacity crystals*/
- i = (op->stats.maxsp%100)/10;
- if (i)
- snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i);
- else
- snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100);
- }else
- snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp);
- strcat(retbuf,buf);
- i = (op->stats.sp*10)/op->stats.maxsp;
- if (op->stats.sp==0)
- strcat(retbuf,"empty.");
- else if (i==0)
- strcat(retbuf,"almost empty.");
- else if (i<3)
- strcat(retbuf,"partially filled.");
- else if (i<6)
- strcat(retbuf,"half full.");
- else if (i<9)
- strcat(retbuf,"well charged.");
- else if (op->stats.sp == op->stats.maxsp)
- strcat(retbuf,"fully charged.");
+ static dynbuf_text buf; buf.clear ();
+ int identified, i;
+
+ /* figure this out once, instead of making multiple calls to need_identify.
+ * also makes the code easier to read.
+ */
+ identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
+ if (!identified)
+ buf << "(unidentified)";
+
+ switch (op->type)
+ {
+ case BOW:
+ case ARROW:
+ case WAND:
+ case ROD:
+ case HORN:
+ case WEAPON:
+ case ARMOUR:
+ case HELMET:
+ case SHIELD:
+ case BOOTS:
+ case GLOVES:
+ case GIRDLE:
+ case BRACERS:
+ case CLOAK:
+ case SKILL_TOOL:
+ break; /* We have more information to do below this switch */
+
+ case POWER_CRYSTAL:
+ if (op->stats.maxsp > 1000)
+ { /*higher capacity crystals */
+ i = (op->stats.maxsp % 1000) / 100;
+
+ if (i)
+ buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
else
- strcat(retbuf,"almost full.");
- break;
- case FOOD:
- case FLESH:
- case DRINK:
- if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
- sprintf(buf,"(food+%d)", op->stats.food);
- strcat(retbuf, buf);
-
- if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) {
- sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
- strcat(retbuf, buf);
- }
-
- if (!QUERY_FLAG(op,FLAG_CURSED)) {
- if (op->stats.hp)
- strcat(retbuf,"(heals)");
- if (op->stats.sp)
- strcat(retbuf,"(spellpoint regen)");
- }
- else {
- if (op->stats.hp)
- strcat(retbuf,"(damages)");
- if (op->stats.sp)
- strcat(retbuf,"(spellpoint depletion)");
- }
- }
- break;
+ buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
+ }
+ else
+ buf.printf ("(capacity %d). It is ", op->stats.maxsp);
+ i = (op->stats.sp * 10) / op->stats.maxsp;
+ if (op->stats.sp == 0)
+ buf << "empty.";
+ else if (i == 0)
+ buf << "almost empty.";
+ else if (i < 3)
+ buf << "partially filled.";
+ else if (i < 6)
+ buf << "half full.";
+ else if (i < 9)
+ buf << "well charged.";
+ else if (op->stats.sp == op->stats.maxsp)
+ buf << "fully charged.";
+ else
+ buf << "almost full.";
+ break;
- case SKILL:
- case RING:
- case AMULET:
- if(op->item_power) {
- sprintf(buf,"(item_power %+d)",op->item_power);
- strcat(retbuf,buf);
- }
- if (op->title)
- strcat (retbuf, ring_desc(op));
- return retbuf;
+ case FOOD:
+ case FLESH:
+ case DRINK:
+ if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
+ {
+ buf.printf ("(food+%d)", op->stats.food);
+
+ if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
+ buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
+
+ if (!QUERY_FLAG (op, FLAG_CURSED))
+ {
+ if (op->stats.hp) buf << "(heals)";
+ if (op->stats.sp) buf << "(spellpoint regen)";
+ }
+ else
+ {
+ if (op->stats.hp) buf << "(damages)";
+ if (op->stats.sp) buf << "(spellpoint depletion)";
+ }
+ }
+ break;
- default:
- return retbuf;
+ case SKILL:
+ case RING:
+ case AMULET:
+ if (op->item_power)
+ buf.printf ("(item_power %+d)", op->item_power);
+
+ if (op->title)
+ buf << ring_desc (op);
+
+ return buf;
+
+ default:
+ return buf;
}
- /* Down here, we more further describe equipment type items.
- * only describe them if they have been identified or the like.
- */
- if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
- int attr,val;
-
- for (attr=0; attrstats),attr))!=0) {
- sprintf(buf, "(%s%+d)", short_stat_name[attr], val);
- strcat(retbuf,buf);
- }
- }
+ /* Down here, we more further describe equipment type items.
+ * only describe them if they have been identified or the like.
+ */
+ if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
+ {
+ int attr, val;
+
+ for (attr = 0; attr < NUM_STATS; attr++)
+ if ((val = op->stats.stat (attr)))
+ buf.printf ("(%s%+d)", short_stat_name[attr], val);
- if(op->stats.exp) {
- sprintf(buf,"(speed %+lld)",op->stats.exp);
- strcat(retbuf,buf);
- }
+ if (op->stats.exp)
+ buf.printf ("(speed %+lld)", (long long) op->stats.exp);
+ switch (op->type)
+ {
+ case BOW:
+ case ARROW:
+ case GIRDLE:
+ case HELMET:
+ case SHIELD:
+ case BOOTS:
+ case GLOVES:
+ case WEAPON:
+ case SKILL:
+ case RING:
+ case AMULET:
+ case ARMOUR:
+ case BRACERS:
+ case FORCE:
+ case CLOAK:
+ if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
+ if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
+ if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
- switch(op->type) {
- case BOW:
- case ARROW:
- case GIRDLE:
- case HELMET:
- case SHIELD:
- case BOOTS:
- case GLOVES:
- case WEAPON:
- case SKILL:
- case RING:
- case AMULET:
- case ARMOUR:
- case BRACERS:
- case FORCE:
- case CLOAK:
- if(op->stats.wc) {
- sprintf(buf,"(wc%+d)",op->stats.wc);
- strcat(retbuf,buf);
- }
- if(op->stats.dam) {
- sprintf(buf,"(dam%+d)",op->stats.dam);
- strcat(retbuf,buf);
- }
- if(op->stats.ac) {
- sprintf(buf,"(ac%+d)",op->stats.ac);
- strcat(retbuf,buf);
- }
- if ((op->type==WEAPON || op->type == BOW) && op->level>0) {
- sprintf(buf,"(improved %d/%d)",op->last_eat,op->level);
- strcat(retbuf,buf);
- }
- break;
+ if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
+ buf.printf ("(improved %d/%d)", op->last_eat, op->level);
- default:
- break;
- }
- if(QUERY_FLAG(op,FLAG_XRAYS))
- strcat(retbuf,"(xray-vision)");
- if(QUERY_FLAG(op,FLAG_SEE_IN_DARK))
- strcat(retbuf,"(infravision)");
-
- /* levitate was what is was before, so we'll keep it */
- if (op->move_type & MOVE_FLY_LOW)
- strcat(retbuf,"(levitate)");
-
- if (op->move_type & MOVE_FLY_HIGH)
- strcat(retbuf,"(fly)");
-
- if (op->move_type & MOVE_SWIM)
- strcat(retbuf,"(swim)");
-
- /* walking is presumed as 'normal', so doesn't need mentioning */
-
- if(op->item_power) {
- sprintf(buf,"(item_power %+d)",op->item_power);
- strcat(retbuf,buf);
+ break;
+
+ default:
+ break;
}
- } /* End if identified or applied */
- /* This blocks only deals with fully identified object.
- * it is intentional that this is not an 'else' from a above -
- * in this way, information is added.
- */
- if(identified) {
- int more_info = 0;
-
- switch(op->type) {
- case ROD: /* These use stats.sp for spell selection and stats.food */
- case HORN: /* and stats.hp for spell-point regeneration... */
- case BOW:
- case ARROW:
- case WAND:
- case FOOD:
- case FLESH:
- case DRINK:
- more_info = 0;
- break;
+ if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
+ if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
+
+ /* levitate was what is was before, so we'll keep it */
+ if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
+ if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
+ if (op->move_type & MOVE_SWIM) buf << "(swim)";
+
+ /* walking is presumed as 'normal', so doesn't need mentioning */
+
+ if (op->item_power)
+ buf.printf ("(item_power %+d)", op->item_power);
+ } /* End if identified or applied */
+
+ /* This blocks only deals with fully identified object.
+ * it is intentional that this is not an 'else' from a above -
+ * in this way, information is added.
+ */
+ if (identified)
+ {
+ int more_info = 0;
+
+ switch (op->type)
+ {
+ case ROD: /* These use stats.sp for spell selection and stats.food */
+ case HORN: /* and stats.hp for spell-point regeneration... */
+ case BOW:
+ case ARROW:
+ case WAND:
+ case FOOD:
+ case FLESH:
+ case DRINK:
+ more_info = 0;
+ break;
/* Armor type objects */
- case ARMOUR:
- case HELMET:
- case SHIELD:
- case BOOTS:
- case GLOVES:
- case GIRDLE:
- case BRACERS:
- case CLOAK:
- if (ARMOUR_SPEED(op)) {
- sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0);
- strcat(retbuf, buf);
- }
- if (ARMOUR_SPELLS(op)) {
- sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op));
- strcat(retbuf, buf);
- }
- more_info=1;
- break;
-
- case WEAPON:
- /* Calculate it the same way fix_player does so the results
- * make sense.
- */
- i = (WEAPON_SPEED(op)*2-op->magic)/2;
- if (i<0) i=0;
-
- sprintf(buf,"(weapon speed %d)", i);
- strcat(retbuf, buf);
- more_info=1;
- break;
+ case ARMOUR:
+ case HELMET:
+ case SHIELD:
+ case BOOTS:
+ case GLOVES:
+ case GIRDLE:
+ case BRACERS:
+ case CLOAK:
+ if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
+ if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
+ more_info = 1;
+ break;
- }
- if (more_info) {
- if(op->stats.food) {
- if(op->stats.food!=0)
- sprintf(buf,"(sustenance%+d)",op->stats.food);
- strcat(retbuf,buf);
- }
- if(op->stats.grace) {
- sprintf(buf,"(grace%+d)",op->stats.grace);
- strcat(retbuf,buf);
- }
- if(op->stats.sp) {
- sprintf(buf,"(magic%+d)",op->stats.sp);
- strcat(retbuf,buf);
- }
- if(op->stats.hp) {
- sprintf(buf,"(regeneration%+d)",op->stats.hp);
- strcat(retbuf,buf);
- }
- }
+ case WEAPON:
+ /* Calculate it the same way fix_player does so the results
+ * make sense.
+ */
+ i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
+ if (i < 0)
+ i = 0;
- if(op->stats.luck) {
- sprintf(buf,"(luck%+d)",op->stats.luck);
- strcat(retbuf,buf);
- }
- if(QUERY_FLAG(op,FLAG_LIFESAVE))
- strcat(retbuf,"(lifesaving)");
- if(QUERY_FLAG(op,FLAG_REFL_SPELL))
- strcat(retbuf,"(reflect spells)");
- if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
- strcat(retbuf,"(reflect missiles)");
- if(QUERY_FLAG(op,FLAG_STEALTH))
- strcat(retbuf,"(stealth)");
- if(op->slaying!=NULL && op->type != FOOD) {
- sprintf(buf,"(slay %s)",op->slaying);
- strcat(retbuf,buf);
+ buf.printf ("(weapon speed %d)", i);
+ more_info = 1;
+ break;
}
- DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
- /* resistance on flesh is only visible for quetzals. If
- * non flesh, everyone can see its resistances
- */
- if (op->type != FLESH || (owner && is_dragon_pl(owner)))
- strcat(retbuf,describe_resistance(op, 0));
- DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
- DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
- DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
+
+ if (more_info)
+ {
+ if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
+ if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
+ if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
+ if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
+ }
+
+ if (op->stats.luck)
+ buf.printf ("(luck%+d)", op->stats.luck);
+
+ if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
+ if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
+ if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
+ if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
+
+ if (op->slaying && op->type != FOOD)
+ buf.printf ("(slay %s)", &op->slaying);
+
+ buf.add_abilities ("Attacks", op->attacktype);
+ /* resistance on flesh is only visible for quetzals. If
+ * non flesh, everyone can see its resistances
+ */
+ if (op->type != FLESH || (owner && is_dragon_pl (owner)))
+ buf << describe_resistance (op, 0);
+
+ buf.add_paths ("Attuned", op->path_attuned);
+ buf.add_paths ("Repelled", op->path_repelled);
+ buf.add_paths ("Denied", op->path_denied);
}
- return retbuf;
+ return buf;
+}
+
+std::string
+object::describe_item (object *who)
+{
+ return std::string (::describe_item (this, who));
+}
+
+void
+examine (object *op, object *tmp)
+{
+ std::string info = tmp->describe (op);
+ op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
+}
+
+/*
+ * inventory prints object's inventory. If inv==NULL then print player's
+ * inventory.
+ * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
+ */
+const char *
+object::query_inventory (object *who, const char *indent)
+{
+ static dynbuf_text buf; buf.clear ();
+
+ for (object *tmp = inv; tmp; tmp = tmp->below)
+ if (who && QUERY_FLAG (who, FLAG_WIZ))
+ buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
+ else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
+ buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
+
+ if (buf.size ())
+ buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
+ else
+ buf.printf ("%s(empty)\n", indent);
+
+ return buf;
}
/* Return true if the item is magical. A magical item is one that
@@ -1256,71 +1230,73 @@
* This function is used by detect_magic to determine if an item
* should be marked as magical.
*/
+int
+is_magical (const object *op)
+{
+ int i;
-int is_magical(const object *op) {
- int i;
-
- /* living creatures are considered non magical */
- if (QUERY_FLAG(op, FLAG_ALIVE)) return 0;
-
- /* This is a test for it being an artifact, as artifacts have titles */
- if (op->title!=NULL) return 1;
-
- /* Handle rings and amulets specially. If they change any of these
- * values, it means they are magical.
- */
- if ((op->type==AMULET || op->type==RING) &&
- (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
- op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
- return 1;
-
- /* Check for stealty, speed, flying, or just plain magic in the boots */
- /* Presume any boots that hvae a move_type are special. */
- if (op->type== BOOTS &&
- ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
- return 1;
-
- /* Take care of amulet/shield that reflects spells/missiles */
- if ((op->type==AMULET || op->type==SHIELD) &&
- (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
- return 1;
-
- /* Take care of helmet of xrays */
- if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
-
- /* Potions & rods are always magical. Wands/staves are also magical,
- * assuming they still have any charges left.
- */
- if (op->type==POTION || op->type==ROD ||
- (op->type==WAND && op->stats.food))
- return 1;
-
- /* if something gives a protection, either positive or negative, its magical */
- /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
- * so this always works out fine.
- */
- for (i=ATNR_PHYSICAL+1; iresist[i]) return 1;
-
- /* Physical protection is expected on some item types, so they should
- * not be considered magical.
- */
- if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
- op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
-
- /* power crystal, spellbooks, and scrolls are always magical. */
- if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
- op->type==SCROLL || op->type==GIRDLE)
- return 1;
-
- /* Check to see if it increases/decreases any stats */
- for (i=0; istats),i)!=0) return 1;
-
- /* If it doesn't fall into any of the above categories, must
- * be non magical.
- */
+ /* living creatures are considered non magical */
+ if (QUERY_FLAG (op, FLAG_ALIVE))
return 0;
+
+ /* This is a test for it being an artifact, as artifacts have titles */
+ if (op->title != NULL)
+ return 1;
+
+ /* Handle rings and amulets specially. If they change any of these
+ * values, it means they are magical.
+ */
+ if ((op->type == AMULET || op->type == RING) &&
+ (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
+ return 1;
+
+ /* Check for stealty, speed, flying, or just plain magic in the boots */
+ /* Presume any boots that hvae a move_type are special. */
+ if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
+ return 1;
+
+ /* Take care of amulet/shield that reflects spells/missiles */
+ if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
+ return 1;
+
+ /* Take care of helmet of xrays */
+ if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
+ return 1;
+
+ /* Potions & rods are always magical. Wands/staves are also magical,
+ * assuming they still have any charges left.
+ */
+ if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
+ return 1;
+
+ /* if something gives a protection, either positive or negative, its magical */
+ /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
+ * so this always works out fine.
+ */
+ for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
+ if (op->resist[i])
+ return 1;
+
+ /* Physical protection is expected on some item types, so they should
+ * not be considered magical.
+ */
+ if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
+ op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
+ return 1;
+
+ /* power crystal, spellbooks, and scrolls are always magical. */
+ if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
+ return 1;
+
+ /* Check to see if it increases/decreases any stats */
+ for (i = 0; i < NUM_STATS; i++)
+ if (op->stats.stat (i))
+ return 1;
+
+ /* If it doesn't fall into any of the above categories, must
+ * be non magical.
+ */
+ return 0;
}
/* need_identify returns true if the item should be identified. This
@@ -1328,90 +1304,95 @@
* should need it.
*/
-int need_identify(const object *op) {
- switch(op->type) {
- case RING:
- case WAND:
- case ROD:
- case HORN:
- case SCROLL:
- case SKILL:
- case SKILLSCROLL:
- case SPELLBOOK:
- case FOOD:
- case POTION:
- case BOW:
- case ARROW:
- case WEAPON:
- case ARMOUR:
- case SHIELD:
- case HELMET:
- case AMULET:
- case BOOTS:
- case GLOVES:
- case BRACERS:
- case GIRDLE:
- case CONTAINER:
- case DRINK:
- case FLESH:
- case INORGANIC:
- case CLOSE_CON:
- case CLOAK:
- case GEM:
- case POWER_CRYSTAL:
- case POISON:
- case BOOK:
- case SKILL_TOOL:
- return 1;
- }
- /* Try to track down some stuff that may show up here. Thus, the
- * archetype file can be updated, and this function removed.
- */
+int
+need_identify (const object *op)
+{
+ switch (op->type)
+ {
+ case RING:
+ case WAND:
+ case ROD:
+ case HORN:
+ case SCROLL:
+ case SKILL:
+ case SKILLSCROLL:
+ case SPELLBOOK:
+ case FOOD:
+ case POTION:
+ case BOW:
+ case ARROW:
+ case WEAPON:
+ case ARMOUR:
+ case SHIELD:
+ case HELMET:
+ case AMULET:
+ case BOOTS:
+ case GLOVES:
+ case BRACERS:
+ case GIRDLE:
+ case CONTAINER:
+ case DRINK:
+ case FLESH:
+ case INORGANIC:
+ case CLOSE_CON:
+ case CLOAK:
+ case GEM:
+ case POWER_CRYSTAL:
+ case POISON:
+ case BOOK:
+ case SKILL_TOOL:
+ return 1;
+ }
+
+ /* Try to track down some stuff that may show up here. Thus, the
+ * archetype file can be updated, and this function removed.
+ */
#if 0
- LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name);
+ LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
#endif
- return 0;
+ return 0;
}
-
/*
* Supposed to fix face-values as well here, but later.
*/
+void
+identify (object *op)
+{
+ object *pl;
-void identify(object *op) {
- object *pl;
-
- SET_FLAG(op,FLAG_IDENTIFIED);
- CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
- CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT);
-
- /*
- * We want autojoining of equal objects:
- */
- if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED))
- SET_FLAG(op,FLAG_KNOWN_CURSED);
-
- if (op->type == POTION) {
- if (op->inv && op->randomitems) {
- if (op->title) free_string(op->title);
- op->title = add_refcount(op->inv->name);
- } else if (op->arch) {
- free_string(op->name);
- op->name = add_refcount(op->arch->clone.name);
- free_string(op->name_pl);
- op->name_pl = add_refcount(op->arch->clone.name_pl);
+ SET_FLAG (op, FLAG_IDENTIFIED);
+ CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
+ CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
+
+ /*
+ * We want autojoining of equal objects:
+ */
+ if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
+ SET_FLAG (op, FLAG_KNOWN_CURSED);
+
+ if (op->type == POTION)
+ {
+ if (op->inv && op->randomitems)
+ op->title = op->inv->name;
+ else if (op->arch)
+ {
+ op->name = op->arch->object::name;
+ op->name_pl = op->arch->object::name_pl;
}
}
- /* If the object is on a map, make sure we update its face */
- if (op->map)
- update_object(op,UP_OBJ_FACE);
- else {
- pl = is_player_inv(op->env);
- if (pl)
- /* A lot of the values can change from an update - might as well send
- * it all.
- */
- esrv_send_item(pl, op);
+ /* If the object is on a map, make sure we update its face */
+ if (op->map)
+ update_object (op, UP_OBJ_CHANGE);
+ else
+ {
+ pl = op->in_player ();
+ if (pl)
+ /* A lot of the values can change from an update - might as well send
+ * it all.
+ */
+ esrv_send_item (pl, op);
}
}
+