--- deliantra/server/common/item.C 2006/09/10 16:00:23 1.4
+++ deliantra/server/common/item.C 2008/04/20 18:48:51 1.45
@@ -1,37 +1,33 @@
-
/*
- * static char *rcsid_item_c =
- * "$Id: item.C,v 1.4 2006/09/10 16:00:23 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
@@ -54,31 +50,20 @@
* "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"} */
};
@@ -120,7 +105,6 @@
{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},
@@ -150,7 +134,6 @@
{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},
@@ -180,17 +163,11 @@
{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},
+ {BUILDABLE_WALL, "buildable wall", "buildable walls", 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},
@@ -207,8 +184,6 @@
{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},
@@ -280,10 +255,9 @@
int
get_power_from_ench (int ench)
{
- if (ench < 0)
- ench = 0;
- if (ench > 20)
- ench = 20;
+ if (ench < 0) ench = 0;
+ if (ench > 20) ench = 20;
+
return enc_to_item_power[ench];
}
@@ -301,7 +275,7 @@
enc = 0;
for (i = 0; i < NUM_STATS; i++)
- enc += get_attr_value (&op->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
@@ -372,12 +346,10 @@
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)
{
@@ -392,7 +364,6 @@
/* returns the typedata that has a name equal to itemtype, if there
* isn't one, return the plural name that matches, if there still isn't
* one return NULL */
-
const typedata *
get_typedata_by_name (const char *name)
{
@@ -417,7 +388,7 @@
* if newline is true, we don't put parens around the description
* but do put a newline at the end. Useful when dumping to files
*/
-char *
+const char *
describe_resistance (const object *op, int newline)
{
static char buf[VERY_BIG_BUF];
@@ -446,8 +417,7 @@
* containing the text-representation of the weight of the given object.
* The buffer will be overwritten by the next call to query_weight().
*/
-
-char *
+const char *
query_weight (const object *op)
{
static char buf[10];
@@ -455,10 +425,12 @@
if (op->weight < 0)
return " ";
+
if (i % 1000)
sprintf (buf, "%6.1f", i / 1000.0);
else
sprintf (buf, "%4d ", i / 1000);
+
return buf;
}
@@ -466,8 +438,7 @@
* Returns the pointer to a static buffer containing
* the number requested (of the form first, second, third...)
*/
-
-char *
+const char *
get_levelnumber (int i)
{
static char buf[MAX_BUF];
@@ -477,24 +448,24 @@
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]);
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 *
+const char *
get_number (int i)
{
if (i <= 20)
@@ -521,67 +492,43 @@
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
* from stats.sp - b.t.
*/
-char *
+const char *
ring_desc (const object *op)
{
- static char buf[VERY_BIG_BUF];
+ static dynbuf_text buf; buf.clear ();
int attr, val, len;
- buf[0] = 0;
-
- if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
- return buf;
-
- for (attr = 0; attr < NUM_STATS; attr++)
+ if (QUERY_FLAG (op, FLAG_IDENTIFIED))
{
- if ((val = get_attr_value (&(op->stats), attr)) != 0)
- {
- sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
- }
- }
- if (op->stats.exp)
- sprintf (buf + strlen (buf), "(speed %+lld)", (long long) 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);
+ for (attr = 0; attr < NUM_STATS; attr++)
+ if ((val = op->stats.stat (attr)))
+ buf.printf ("(%s%+d)", short_stat_name[attr], val);
- /* 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");
+ 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);
+ if (buf.empty ())
+ buf << "of adornment";
+ }
return buf;
}
@@ -593,72 +540,82 @@
const char *
query_short_name (const object *op)
{
- static char buf[HUGE_BUF];
- char buf2[HUGE_BUF];
- int len = 0;
-
- if (op->name == NULL)
+ if (op->name == 0)
return "(null)";
- if (!op->nrof && !op->weight && !op->title && !is_magical (op))
+
+ 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?) */
- if (op->nrof <= 1)
- safe_strcat (buf, op->name, &len, HUGE_BUF);
- else
- safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
+ static dynbuf_text buf; buf.clear ();
+
+ buf << (op->nrof <= 1 ? op->name : op->name_pl);
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
- {
- safe_strcat (buf, " ", &len, HUGE_BUF);
- safe_strcat (buf, op->title, &len, HUGE_BUF);
- }
+ 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)
- {
- 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);
- }
- }
- break;
+ 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");
- case SKILL:
- case AMULET:
- case RING:
- if (!op->title)
+ 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)
{
- /* If ring has a title, full description isn't so useful */
- char *s = ring_desc (op);
+ bool wrap = !!buf.size ();
+
+ if (wrap) buf << " [";
+
+ archetype *coin = 0;
- if (s[0])
- {
- safe_strcat (buf, " ", &len, HUGE_BUF);
- safe_strcat (buf, s, &len, HUGE_BUF);
- }
+ 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;
- 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);
- }
+
+ case SKILL:
+ case AMULET:
+ case RING:
+ 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)))
+ buf.printf (" %+d", op->magic);
}
+
return buf;
}
@@ -673,46 +630,38 @@
* use several names much easier (don't need to store them to temp variables.)
*
*/
-char *
+const 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
+ static dynbuf_text bufs[5];
+ static int use_buf = 0;
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
+ 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 << ' ';
- safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
+ buf << query_short_name (op);
if (QUERY_FLAG (op, FLAG_INV_LOCKED))
- safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
+ 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);
+ buf << " (open)";
if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
{
if (QUERY_FLAG (op, FLAG_DAMNED))
- safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
+ buf << " (damned)";
else if (QUERY_FLAG (op, FLAG_CURSED))
- safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
+ 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
@@ -723,7 +672,7 @@
* 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);
+ buf << " (magic)";
#if 0
/* item_power will be returned in desribe_item - it shouldn't really
@@ -738,39 +687,40 @@
{
switch (op->type)
{
- case BOW:
- case WAND:
- case ROD:
- case HORN:
- safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
- break;
- case WEAPON:
- safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
- break;
- case ARMOUR:
- case HELMET:
- case SHIELD:
- case RING:
- case BOOTS:
- case GLOVES:
- case AMULET:
- case GIRDLE:
- case BRACERS:
- case CLOAK:
- safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
- break;
- case CONTAINER:
- safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
- break;
- case SKILL:
- default:
- safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
+ case BOW:
+ case WAND:
+ case ROD:
+ case HORN:
+ buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
+ break;
+ case WEAPON:
+ buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
+ break;
+ case ARMOUR:
+ case HELMET:
+ case SHIELD:
+ case RING:
+ case BOOTS:
+ case GLOVES:
+ case AMULET:
+ case GIRDLE:
+ case BRACERS:
+ case CLOAK:
+ buf << " (worn)";
+ break;
+ case CONTAINER:
+ buf << " (active)";
+ break;
+ case SKILL:
+ default:
+ buf << " (applied)";
}
}
+
if (QUERY_FLAG (op, FLAG_UNPAID))
- safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
+ buf << " (unpaid)";
- return buf[use_buf];
+ return buf;
}
/*
@@ -785,95 +735,59 @@
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);
+ static dynbuf_text buf; buf.clear ();
-#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
+ 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))
- {
- safe_strcat (buf, " ", &len, MAX_BUF);
- safe_strcat (buf, op->title, &len, MAX_BUF);
- }
+ 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)
- {
- 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;
+ 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);
- }
- }
- 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);
- }
+ case SKILL:
+ case AMULET:
+ case RING:
+ 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)))
+ buf.printf (" %+d", op->magic);
}
+
return buf;
}
@@ -883,126 +797,93 @@
* be called with monster & player objects. Returns a description
* in a static buffer.
*/
-
-static char *
+static const char *
describe_monster (const object *op)
{
- char buf[MAX_BUF];
- static char retbuf[VERY_BIG_BUF];
- int i;
-
- retbuf[0] = '\0';
+ static dynbuf_text buf; buf.clear ();
/* 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)
+ 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)
{
- treasure *t;
- int first = 1;
+ bool first = 1;
- for (t = op->randomitems->items; t != NULL; t = t->next)
- if (t->item && (t->item->clone.type == SPELL))
+ for (treasure *t = op->randomitems->items; t; t = t->next)
+ if (t->item && t->item->type == SPELL)
{
if (first)
- {
- first = 0;
- strcat (retbuf, "(Spell abilities:)");
- }
- strcat (retbuf, "(");
- strcat (retbuf, t->item->clone.name);
- strcat (retbuf, ")");
+ buf << "(Spell abilities:)";
+
+ first = 0;
+
+ buf << '(' << t->item->object::name << ')';
}
}
+
if (op->type == PLAYER)
{
if (op->contr->digestion)
- {
- if (op->contr->digestion != 0)
- sprintf (buf, "(sustenance%+d)", op->contr->digestion);
- strcat (retbuf, buf);
- }
+ buf.printf ("(sustenance%+d)", op->contr->digestion);
+
if (op->contr->gen_grace)
- {
- sprintf (buf, "(grace%+d)", op->contr->gen_grace);
- strcat (retbuf, buf);
- }
+ buf.printf ("(grace%+d)", op->contr->gen_grace);
+
if (op->contr->gen_sp)
- {
- sprintf (buf, "(magic%+d)", op->contr->gen_sp);
- strcat (retbuf, buf);
- }
+ buf.printf ("(magic%+d)", op->contr->gen_sp);
+
if (op->contr->gen_hp)
- {
- sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
- strcat (retbuf, buf);
- }
+ buf.printf ("(regeneration%+d)", op->contr->gen_hp);
+
if (op->stats.luck)
- {
- sprintf (buf, "(luck%+d)", op->stats.luck);
- strcat (retbuf, buf);
- }
+ buf.printf ("(luck%+d)", op->stats.luck);
}
/* describe attacktypes */
@@ -1014,37 +895,28 @@
*/
object *tmp;
- for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
- if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
+ for (tmp = op->inv; tmp; tmp = tmp->below)
+ if (tmp->type == SKILL && tmp->name == shstr_clawing)
break;
- if (tmp && tmp->attacktype != 0)
- {
- DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
- }
+ if (tmp && tmp->attacktype)
+ buf.add_abilities ("Claws", tmp->attacktype);
else
- {
- DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
- }
+ buf.add_abilities ("Attacks", op->attacktype);
}
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;
-}
+ buf.add_abilities ("Attacks", op->attacktype);
+
+ 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]);
+
+ return buf;
+}
/*
* Returns a pointer to a static buffer which contains a
@@ -1072,122 +944,107 @@
* owner can be null if no one is being associated with this
* item (eg, debug dump or the like)
*/
-
-char *
+const char *
describe_item (const object *op, object *owner)
{
- char buf[MAX_BUF];
- static char retbuf[VERY_BIG_BUF];
+ if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
+ return describe_monster (op);
+
+ static dynbuf_text buf; buf.clear ();
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;
- }
+ 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 % 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.");
- 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);
+ 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
+ buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
+ }
+ else
+ buf.printf ("(capacity %d). It is ", op->stats.maxsp);
- 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;
+ 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 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]);
- 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;
+ 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.
@@ -1198,85 +1055,54 @@
int attr, val;
for (attr = 0; attr < NUM_STATS; attr++)
- {
- if ((val = get_attr_value (&(op->stats), attr)) != 0)
- {
- sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
- strcat (retbuf, buf);
- }
- }
+ if ((val = op->stats.stat (attr)))
+ buf.printf ("(%s%+d)", short_stat_name[attr], val);
if (op->stats.exp)
- {
- sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
- strcat (retbuf, buf);
- }
-
+ 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)
- {
- 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;
+ 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);
+
+ 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)");
+ break;
- /* levitate was what is was before, so we'll keep it */
- if (op->move_type & MOVE_FLY_LOW)
- strcat (retbuf, "(levitate)");
+ default:
+ break;
+ }
- if (op->move_type & MOVE_FLY_HIGH)
- strcat (retbuf, "(fly)");
+ if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
+ if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
- if (op->move_type & MOVE_SWIM)
- strcat (retbuf, "(swim)");
+ /* 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)
- {
- sprintf (buf, "(item_power %+d)", op->item_power);
- strcat (retbuf, buf);
- }
+ buf.printf ("(item_power %+d)", op->item_power);
} /* End if identified or applied */
/* This blocks only deals with fully identified object.
@@ -1289,108 +1115,113 @@
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 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)) 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;
+
+ 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;
+
+ buf.printf ("(weapon speed %d)", i);
+ 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);
- }
+ 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)
- {
- 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);
- }
- DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
+ 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)))
- 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");
+ 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
@@ -1399,7 +1230,6 @@
* This function is used by detect_magic to determine if an item
* should be marked as magical.
*/
-
int
is_magical (const object *op)
{
@@ -1460,7 +1290,7 @@
/* Check to see if it increases/decreases any stats */
for (i = 0; i < NUM_STATS; i++)
- if (get_attr_value (&(op->stats), i) != 0)
+ if (op->stats.stat (i))
return 1;
/* If it doesn't fall into any of the above categories, must
@@ -1479,40 +1309,41 @@
{
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;
+ 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.
*/
@@ -1522,11 +1353,9 @@
return 0;
}
-
/*
* Supposed to fix face-values as well here, but later.
*/
-
void
identify (object *op)
{
@@ -1548,17 +1377,17 @@
op->title = op->inv->name;
else if (op->arch)
{
- op->name = op->arch->clone.name;
- op->name_pl = op->arch->clone.name_pl;
+ 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);
+ update_object (op, UP_OBJ_CHANGE);
else
{
- pl = is_player_inv (op->env);
+ pl = op->in_player ();
if (pl)
/* A lot of the values can change from an update - might as well send
* it all.
@@ -1566,3 +1395,4 @@
esrv_send_item (pl, op);
}
}
+