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Comparing deliantra/server/common/item.C (file contents):
Revision 1.13 by elmex, Wed Dec 20 13:07:12 2006 UTC vs.
Revision 1.55 by root, Wed Sep 16 22:50:50 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 25#include <living.h>
27#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 29
29/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
161 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
164 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
165 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
166 {TOOL, "tool", "tools", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {BUILDFAC, "building facility", "building facilities", 0, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
181 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
183 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
184 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
185 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
186 {FIREHOLES, "fireholes", "fireholes", 0, 0},
187 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
253}; 252};
254 253
255int 254int
256get_power_from_ench (int ench) 255get_power_from_ench (int ench)
257{ 256{
258 if (ench < 0)
259 ench = 0;
260 if (ench > 20)
261 ench = 20;
262 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
263} 258}
264 259
265/* This takes an object 'op' and figures out what its item_power 260/* This takes an object 'op' and figures out what its item_power
266 * rating should be. This should only really be used by the treasure 261 * rating should be. This should only really be used by the treasure
267 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
274{ 269{
275 int i, tmp, enc; 270 int i, tmp, enc;
276 271
277 enc = 0; 272 enc = 0;
278 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
279 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
280 275
281 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
282 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
283 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
284 * armour shouldn't be counted against 279 * armour shouldn't be counted against
301 if (op->type == WEAPON) 296 if (op->type == WEAPON)
302 { 297 {
303 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
304 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
305 enc++; 300 enc++;
301
306 if (op->slaying) 302 if (op->slaying)
307 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
308 } 304 }
305
309 /* Items the player can equip */ 306 /* Items the player can equip */
310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
311 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
312 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
313 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
316 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
317 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
318 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
319 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
320 } 317 }
318
321 enc += op->stats.luck; 319 enc += op->stats.luck;
322 320
323 /* Do spell paths now */ 321 /* Do spell paths now */
324 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
325 { 323 {
329 enc -= 2; 327 enc -= 2;
330 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
331 enc--; 329 enc--;
332 } 330 }
333 331
334 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
335 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
336 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
337 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
338 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
339 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
340 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
341 enc += 1;
342 if (QUERY_FLAG (op, FLAG_XRAYS))
343 enc += 2;
344 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
345 enc += 1;
346 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
347 enc += 1;
348 339
349 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
350
351} 341}
352 342
353/* returns the typedata that has a number equal to itemtype, if there 343/* returns the typedata that has a number equal to itemtype, if there
354 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
355
356const typedata * 345const typedata *
357get_typedata (int itemtype) 346get_typedata (int itemtype)
358{ 347{
359 int i;
360
361 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
362 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
363 return &item_types[i]; 350 return &item_types[i];
351
364 return NULL; 352 return NULL;
365} 353}
366 354
367/* returns the typedata that has a name equal to itemtype, if there 355/* returns the typedata that has a name equal to itemtype, if there
368 * isn't one, return the plural name that matches, if there still isn't 356 * isn't one, return the plural name that matches, if there still isn't
369 * one return NULL */ 357 * one return NULL */
370
371const typedata * 358const typedata *
372get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
373{ 360{
374 int i;
375
376 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
378 return &item_types[i]; 363 return &item_types[i];
364
379 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
381 { 367 {
382 LOG (llevInfo, 368 LOG (llevInfo,
383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 369 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
384 return &item_types[i]; 370 return &item_types[i];
385 } 371 }
372
386 return NULL; 373 return 0;
387} 374}
388 375
389/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
390 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
391 * a big buffer. 378 * a big buffer.
392 * if newline is true, we don't put parens around the description 379 * if newline is true, we don't put parens around the description
393 * but do put a newline at the end. Useful when dumping to files 380 * but do put a newline at the end. Useful when dumping to files
394 */ 381 */
395char * 382const char *
396describe_resistance (const object *op, int newline) 383describe_resistance (const object *op, int newline)
397{ 384{
398 static char buf[VERY_BIG_BUF]; 385 static char buf[VERY_BIG_BUF];
399 char buf1[VERY_BIG_BUF]; 386 char buf1[VERY_BIG_BUF];
400 int tmpvar; 387 int tmpvar;
410 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
411 398
412 strcat (buf, buf1); 399 strcat (buf, buf1);
413 } 400 }
414 } 401 }
402
415 return buf; 403 return buf;
416} 404}
417 405
418 406
419/* 407/*
420 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
421 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
422 * The buffer will be overwritten by the next call to query_weight(). 410 * The buffer will be overwritten by the next call to query_weight().
423 */ 411 *
424 412 * Seems to be used only by unimportant stuff. Remove?
425char * 413 */
414const char *
426query_weight (const object *op) 415query_weight (const object *op)
427{ 416{
428 static char buf[10]; 417 static char buf[10];
429 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
430 419
431 if (op->weight < 0) 420 if (op->weight < 0)
432 return " "; 421 return " ";
422
433 if (i % 1000) 423 if (i % 1000)
434 sprintf (buf, "%6.1f", i / 1000.0); 424 sprintf (buf, "%6.1f", i / 1000.0);
435 else 425 else
436 sprintf (buf, "%4d ", i / 1000); 426 sprintf (buf, "%4d ", i / 1000);
427
437 return buf; 428 return buf;
438} 429}
439 430
440/* 431/*
441 * Returns the pointer to a static buffer containing 432 * Returns the pointer to a static buffer containing
442 * the number requested (of the form first, second, third...) 433 * the number requested (of the form first, second, third...)
443 */ 434 */
444 435const char *
445char *
446get_levelnumber (int i) 436get_levelnumber (int i)
447{ 437{
448 static char buf[MAX_BUF]; 438 static char buf[MAX_BUF];
449 439
450 if (i > 99) 440 if (i > 99)
451 { 441 {
452 sprintf (buf, "%d.", i); 442 sprintf (buf, "%d.", i);
453 return buf; 443 return buf;
454 } 444 }
445
455 if (i < 21) 446 if (i < 21)
456 return levelnumbers[i]; 447 return levelnumbers[i];
448
457 if (!(i % 10)) 449 if (!(i % 10))
458 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
451
459 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
461 return buf; 454 return buf;
462} 455}
463
464 456
465/* 457/*
466 * get_number(integer) returns the text-representation of the given number 458 * get_number(integer) returns the text-representation of the given number
467 * in a static buffer. The buffer might be overwritten at the next 459 * in a static buffer. The buffer might be overwritten at the next
468 * call to get_number(). 460 * call to get_number().
469 * It is currently only used by the query_name() function. 461 * It is currently only used by the query_name() function.
470 */ 462 */
471 463const char *
472char *
473get_number (int i) 464get_number (int i)
474{ 465{
475 if (i <= 20) 466 if (i <= 20)
476 return numbers[i]; 467 return numbers[i];
477 else 468 else
494 */ 485 */
495 486
496/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 487/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
497 * from stats.sp - b.t. 488 * from stats.sp - b.t.
498 */ 489 */
499char * 490const char *
500ring_desc (const object *op) 491ring_desc (const object *op)
501{ 492{
502 static char buf[VERY_BIG_BUF]; 493 static dynbuf_text buf; buf.clear ();
503 int attr, val, len; 494 int attr, val, len;
504 495
505 buf[0] = 0;
506
507 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 496 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
508 return buf; 497 {
509
510 for (attr = 0; attr < NUM_STATS; attr++) 498 for (attr = 0; attr < NUM_STATS; attr++)
511 { 499 if ((val = op->stats.stat (attr)))
512 if ((val = get_attr_value (&(op->stats), attr)) != 0)
513 {
514 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 500 buf.printf ("(%s%+d)", short_stat_name[attr], val);
515 }
516 }
517 if (op->stats.exp)
518 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
519 if (op->stats.wc)
520 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
521 if (op->stats.dam)
522 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
523 if (op->stats.ac)
524 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
525 501
502 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
503 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
504 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
505 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
506
526 strcat (buf, describe_resistance (op, 0)); 507 buf << describe_resistance (op, 0);
527 508
528 if (op->stats.food != 0) 509 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
529 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
530 /* else if (op->stats.food < 0) 511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
531 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
532 if (op->stats.grace) 513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
533 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
534 if (op->stats.sp && op->type != SKILL)
535 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
536 if (op->stats.hp)
537 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
538 if (op->stats.luck)
539 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
540 if (QUERY_FLAG (op, FLAG_LIFESAVE))
541 strcat (buf, "(lifesaving)");
542 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
543 strcat (buf, "(reflect spells)");
544 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
545 strcat (buf, "(reflect missiles)");
546 if (QUERY_FLAG (op, FLAG_STEALTH))
547 strcat (buf, "(stealth)");
548 /* Shorten some of the names, so they appear better in the windows */
549 len = strlen (buf);
550 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
551 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
552 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
553 514
554 /* if(op->item_power) 515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
555 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
556 */ 517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
557 if (buf[0] == 0 && op->type != SKILL) 518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
558 strcpy (buf, "of adornment");
559 519
520 buf.add_paths ("Attuned" , op->path_attuned);
521 buf.add_paths ("Repelled", op->path_repelled);
522 buf.add_paths ("Denied" , op->path_denied);
523
524 if (buf.empty ())
525 buf << "of adornment";
526 }
560 527
561 return buf; 528 return buf;
562} 529}
563 530
564/* 531/*
565 * query_short_name(object) is similar to query_name, but doesn't 532 * query_short_name(object) is similar to query_name, but doesn't
566 * contain any information about object status (worn/cursed/etc.) 533 * contain any information about object status (worn/cursed/etc.)
534 *
535 * It is sometimes used when printing messages, so should fit well into a sentence.
567 */ 536 */
568const char * 537const char *
569query_short_name (const object *op) 538query_short_name (const object *op)
570{ 539{
571 static char buf[HUGE_BUF];
572 char buf2[HUGE_BUF];
573 int len = 0;
574
575 if (op->name == NULL) 540 if (!op->name)
576 return "(null)"; 541 return "(null)";
577 542
578 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 543 if (!op->nrof
544 && !op->weight
545 && !op->title
546 && !is_magical (op)
547 && op->slaying != shstr_money)
579 return op->name; /* To speed things up (or make things slower?) */ 548 return op->name; /* To speed things up (or make things slower?) */
580 549
581 if (op->nrof <= 1) 550 static dynbuf_text buf; buf.clear ();
582 safe_strcat (buf, op->name, &len, HUGE_BUF); 551
583 else 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
584 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
585 553
586 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
587 { 555 buf << ' ' << op->title;
588 safe_strcat (buf, " ", &len, HUGE_BUF);
589 safe_strcat (buf, op->title, &len, HUGE_BUF);
590 }
591 556
592 switch (op->type) 557 switch (op->type)
593 { 558 {
594 case SPELLBOOK: 559 case SPELLBOOK:
595 case SCROLL: 560 case SCROLL:
596 case WAND: 561 case WAND:
597 case ROD: 562 case ROD:
598 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 563 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
599 { 564 {
600 if (!op->title) 565 if (!op->title)
601 { 566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
602 safe_strcat (buf, " of ", &len, HUGE_BUF); 567
603 if (op->inv)
604 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
605 else
606 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
607 }
608 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
609 {
610 sprintf (buf2, " (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
611 safe_strcat (buf, buf2, &len, HUGE_BUF);
612 }
613 } 570 }
614 break; 571 break;
615 572
573 case ALTAR:
574 case TRIGGER_ALTAR:
575 case IDENTIFY_ALTAR:
576 case CONVERTER:
577 if (op->slaying == shstr_money)
578 {
579 bool wrap = !!buf.size ();
580
581 if (wrap) buf << " [";
582
583 archetype *coin = 0;
584
585 for (char const *const *c = coins; *coins; ++c)
586 if ((coin = archetype::find (*c)))
587 if (op->stats.food % coin->value == 0)
588 break;
589
590 sint32 coins = op->stats.food / coin->value;
591
592 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
593
594 if (wrap) buf << ']';
595 }
596 break;
597
616 case SKILL: 598 case SKILL:
617 case AMULET: 599 case AMULET:
618 case RING: 600 case RING:
619 if (!op->title) 601 if (!op->title)
620 { 602 {
621 /* If ring has a title, full description isn't so useful */ 603 /* If ring has a title, full description isn't so useful */
622 char *s = ring_desc (op); 604 const char *s = ring_desc (op);
623 605
624 if (s[0]) 606 if (s && *s)
625 { 607 buf << " " << s;
626 safe_strcat (buf, " ", &len, HUGE_BUF);
627 safe_strcat (buf, s, &len, HUGE_BUF);
628 }
629 } 608 }
630 break; 609 break;
610
631 default: 611 default:
632 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
633 {
634 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 } 614 }
615
638 return buf; 616 return buf;
639} 617}
640 618
641/* 619/*
642 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
646 * you can make several calls to query_name before the bufs start getting 624 * you can make several calls to query_name before the bufs start getting
647 * overwritten. This may be a bad thing (it may be easier to assume the value 625 * overwritten. This may be a bad thing (it may be easier to assume the value
648 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
649 * use several names much easier (don't need to store them to temp variables.) 627 * use several names much easier (don't need to store them to temp variables.)
650 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
651 */ 631 */
652char * 632const char *
653query_name (const object *op) 633query_name (const object *op)
654{ 634{
655 static char buf[5][HUGE_BUF]; 635 int len = 0;
636 static dynbuf_text bufs[5];
656 static int use_buf = 0; 637 static int use_buf = 0;
657 int len = 0;
658
659#ifdef NEW_MATERIAL_CODE
660 materialtype_t *mt;
661#endif
662 638
663 use_buf++; 639 use_buf++;
664 use_buf %= 5; 640 use_buf %= 5;
665 641
666#ifdef NEW_MATERIAL_CODE 642 dynbuf_text &buf = bufs [use_buf];
643 buf.clear ();
644
667 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
668 {
669 mt = name_to_material (op->materialname); 646 if (materialtype_t *mt = name_to_material (op->materialname))
670 if (mt) 647 buf << mt->description << ' ';
671 {
672 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
673 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
674 }
675 }
676#endif
677 648
678 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 649 buf << query_short_name (op);
679 650
680 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
681 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 652 buf << " *";
682 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
683 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 654 buf << " (open)";
684 655
685 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
686 { 657 {
687 if (QUERY_FLAG (op, FLAG_DAMNED)) 658 if (QUERY_FLAG (op, FLAG_DAMNED))
688 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 659 buf << " (damned)";
689 else if (QUERY_FLAG (op, FLAG_CURSED)) 660 else if (QUERY_FLAG (op, FLAG_CURSED))
690 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 661 buf << " (cursed)";
691 } 662 }
663
692 /* Basically, if the object is known magical (detect magic spell on it), 664 /* Basically, if the object is known magical (detect magic spell on it),
693 * and it isn't identified, print out the fact that 665 * and it isn't identified, print out the fact that
694 * it is magical. Assume that the detect magical spell will only set 666 * it is magical. Assume that the detect magical spell will only set
695 * KNOWN_MAGICAL if the item actually is magical. 667 * KNOWN_MAGICAL if the item actually is magical.
696 * 668 *
697 * Changed in V 0.91.4 - still print that the object is magical even 669 * Changed in V 0.91.4 - still print that the object is magical even
698 * if it has been applied. Equipping an item does not tell full 670 * if it has been applied. Equipping an item does not tell full
699 * abilities, especially for artifact items. 671 * abilities, especially for artifact items.
700 */ 672 */
701 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
702 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 674 buf << " (magic)";
703 675
704#if 0 676#if 0
705 /* item_power will be returned in desribe_item - it shouldn't really 677 /* item_power will be returned in describe_item - it shouldn't really
706 * be returned in the name. 678 * be returned in the name.
707 */ 679 */
708 if (op->item_power) 680 if (op->item_power)
709 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
710 682
712 684
713 if (QUERY_FLAG (op, FLAG_APPLIED)) 685 if (QUERY_FLAG (op, FLAG_APPLIED))
714 { 686 {
715 switch (op->type) 687 switch (op->type)
716 { 688 {
717 case BOW: 689 case BOW:
718 case WAND: 690 case WAND:
719 case ROD: 691 case ROD:
720 case HORN: 692 case HORN:
721 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
722 break; 694 break;
723 case WEAPON: 695 case WEAPON:
724 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
725 break; 697 break;
726 case ARMOUR: 698 case ARMOUR:
727 case HELMET: 699 case HELMET:
728 case SHIELD: 700 case SHIELD:
729 case RING: 701 case RING:
730 case BOOTS: 702 case BOOTS:
731 case GLOVES: 703 case GLOVES:
732 case AMULET: 704 case AMULET:
733 case GIRDLE: 705 case GIRDLE:
734 case BRACERS: 706 case BRACERS:
735 case CLOAK: 707 case CLOAK:
736 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 708 buf << " (worn)";
737 break; 709 break;
738 case CONTAINER: 710 case CONTAINER:
739 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 711 buf << " (active)";
740 break; 712 break;
741 case SKILL: 713 case SKILL:
742 default: 714 default:
743 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 715 buf << " (applied)";
744 } 716 }
745 } 717 }
718
719 switch (op->type)
720 {
721 case LAMP:
722 if (op->glow_radius)
723 buf << " (on)";
724 else if (op->stats.food <= 0)
725 buf << " (empty)";
726 else
727 buf << " (off)";
728 break;
729
730 case TORCH:
731 if (op->glow_radius)
732 buf << " (burning)";
733 else if (op->stats.food <= 0)
734 buf << " (burned out)";
735 break;
736 }
737
746 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
747 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 739 buf << " (unpaid)";
748 740
749 return buf[use_buf]; 741 return buf;
750} 742}
751 743
752/* 744/*
753 * query_base_name(object) returns a character pointer pointing to a static 745 * query_base_name(object) returns a character pointer pointing to a static
754 * buffer which contains a verbose textual representation of the name 746 * buffer which contains a verbose textual representation of the name
755 * of the given object. The buffer will be overwritten at the next 747 * of the given object. The buffer will be overwritten at the next
756 * call to query_base_name(). This is a lot like query_name, but we 748 * call to query_base_name(). This is a lot like query_name, but we
757 * don't include the item count or item status. Used for inventory sorting 749 * don't include the item count or item status. Used for inventory sorting
758 * and sending to client. 750 * and sending to client.
759 * If plural is set, we generate the plural name of this. 751 * If plural is set, we generate the plural name of this.
752 *
753 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed.
760 */ 755 */
761const char * 756const char *
762query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
763{ 758{
764 static char buf[MAX_BUF], buf2[MAX_BUF];
765 int len;
766 materialtype_t *mt;
767
768 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
769 return "(null)"; 760 return "(null)";
770 761
771 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 762 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
772 return op->name; /* To speed things up (or make things slower?) */ 763 return op->name; /* To speed things up (or make things slower?) */
773 764
765 static dynbuf_text buf; buf.clear ();
766
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 767 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
775 mt = name_to_material (op->materialname); 768 if (materialtype_t *mt = name_to_material (op->materialname))
769 if (op->arch->materialname != mt->name)
770 buf << mt->description << ' ';
776 771
777#ifdef NEW_MATERIAL_CODE 772 buf << (plural ? op->name_pl : op->name);
778 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
779 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
780 {
781 strcpy (buf, mt->description);
782 len = strlen (buf);
783 safe_strcat (buf, " ", &len, MAX_BUF);
784 if (!plural)
785 safe_strcat (buf, op->name, &len, MAX_BUF);
786 else
787 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
788 }
789 else
790 {
791#endif
792 if (!plural)
793 strcpy (buf, op->name);
794 else
795 strcpy (buf, op->name_pl);
796 len = strlen (buf);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 773
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 775 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 776
807 switch (op->type) 777 switch (op->type)
808 { 778 {
809 case SPELLBOOK: 779 case SPELLBOOK:
810 case SCROLL: 780 case SCROLL:
811 case WAND: 781 case WAND:
812 case ROD: 782 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 783 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 { 784 {
815 if (!op->title) 785 if (!op->title)
816 { 786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 787
818 if (op->inv)
819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820 else
821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822 }
823 if (op->type != SPELLBOOK) 788 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 789 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 790 }
829 break; 791 break;
830 792
831 793
832 case SKILL: 794 case SKILL:
833 case AMULET: 795 case AMULET:
834 case RING: 796 case RING:
835 if (!op->title) 797 if (!op->title)
836 { 798 {
837 /* If ring has a title, full description isn't so useful */ 799 /* If ring has a title, full description isn't so useful */
838 char *s = ring_desc (op); 800 const char *s = ring_desc (op);
839 801
840 if (s[0]) 802 if (s && *s)
841 { 803 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 804 }
846 break; 805 break;
806
847 default: 807 default:
848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
849 { 809 buf.printf (" %+d", op->magic);
850 sprintf (buf + strlen (buf), " %+d", op->magic);
851 }
852 } 810 }
811
853 return buf; 812 return buf;
854} 813}
855 814
856/* Break this off from describe_item - that function was way 815/* Break this off from describe_item - that function was way
857 * too long, making it difficult to read. This function deals 816 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 817 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 818 * be called with monster & player objects. Returns a description
860 * in a static buffer. 819 * in a static buffer.
861 */ 820 */
862
863static char * 821static const char *
864describe_monster (const object *op) 822describe_monster (const object *op)
865{ 823{
866 char buf[MAX_BUF]; 824 static dynbuf_text buf; buf.clear ();
867 static char retbuf[VERY_BIG_BUF];
868 int i;
869
870 retbuf[0] = '\0';
871 825
872 /* Note that the resolution this provides for players really isn't 826 /* Note that the resolution this provides for players really isn't
873 * very good. Any player with a speed greater than .67 will 827 * very good. Any player with a speed greater than .67 will
874 * fall into the 'lightning fast movement' category. 828 * fall into the 'lightning fast movement' category.
875 */ 829 */
876 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 830 if (op->has_active_speed ())
877 {
878 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
879 { 832 {
880 case 0: 833 case 0:
881 strcat (retbuf, "(very slow movement)"); 834 buf << "(very slow movement)";
882 break; 835 break;
883 case 1: 836 case 1:
884 strcat (retbuf, "(slow movement)"); 837 buf << "(slow movement)";
885 break; 838 break;
886 case 2: 839 case 2:
887 strcat (retbuf, "(normal movement)"); 840 buf << "(normal movement)";
888 break; 841 break;
889 case 3: 842 case 3:
890 case 4: 843 case 4:
891 strcat (retbuf, "(fast movement)"); 844 buf << "(fast movement)";
892 break; 845 break;
893 case 5: 846 case 5:
894 case 6: 847 case 6:
895 strcat (retbuf, "(very fast movement)"); 848 buf << "(very fast movement)";
896 break; 849 break;
897 case 7: 850 case 7:
898 case 8: 851 case 8:
899 case 9: 852 case 9:
900 case 10: 853 case 10:
901 strcat (retbuf, "(extremely fast movement)"); 854 buf << "(extremely fast movement)";
902 break; 855 break;
903 default: 856 default:
904 strcat (retbuf, "(lightning fast movement)"); 857 buf << "(lightning fast movement)";
905 break; 858 break;
906 } 859 }
907 } 860
908 if (QUERY_FLAG (op, FLAG_UNDEAD)) 861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
909 strcat (retbuf, "(undead)");
910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
911 strcat (retbuf, "(see invisible)"); 863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
912 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
913 strcat (retbuf, "(wield weapon)"); 865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
914 if (QUERY_FLAG (op, FLAG_USE_BOW)) 866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
915 strcat (retbuf, "(archer)"); 867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
917 strcat (retbuf, "(wear armour)");
918 if (QUERY_FLAG (op, FLAG_USE_RING))
919 strcat (retbuf, "(wear ring)");
920 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
921 strcat (retbuf, "(read scroll)");
922 if (QUERY_FLAG (op, FLAG_USE_RANGE))
923 strcat (retbuf, "(fires wand/rod/horn)");
924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
925 strcat (retbuf, "(skill user)"); 870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
926 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
927 strcat (retbuf, "(spellcaster)");
928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
929 strcat (retbuf, "(friendly)");
930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
931 strcat (retbuf, "(unaggressive)"); 873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
932 if (QUERY_FLAG (op, FLAG_HITBACK)) 874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
933 strcat (retbuf, "(hitback)"); 875
934 if (QUERY_FLAG (op, FLAG_STEALTH))
935 strcat (retbuf, "(stealthy)");
936 if (op->randomitems != NULL) 876 if (op->randomitems)
937 { 877 {
938 treasure *t;
939 int first = 1; 878 bool first = 1;
940 879
941 for (t = op->randomitems->items; t != NULL; t = t->next) 880 for (treasure *t = op->randomitems->items; t; t = t->next)
942 if (t->item && (t->item->clone.type == SPELL)) 881 if (t->item && t->item->type == SPELL)
943 { 882 {
944 if (first) 883 if (first)
945 { 884 buf << "(Spell abilities:)";
885
946 first = 0; 886 first = 0;
947 strcat (retbuf, "(Spell abilities:)"); 887
948 } 888 buf << '(' << t->item->object::name << ')';
949 strcat (retbuf, "(");
950 strcat (retbuf, t->item->clone.name);
951 strcat (retbuf, ")");
952 } 889 }
953 } 890 }
891
954 if (op->type == PLAYER) 892 if (op->type == PLAYER)
955 { 893 {
956 if (op->contr->digestion) 894 if (op->contr->digestion)
957 {
958 if (op->contr->digestion != 0)
959 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 895 buf.printf ("(sustenance%+d)", op->contr->digestion);
960 strcat (retbuf, buf); 896
961 }
962 if (op->contr->gen_grace) 897 if (op->contr->gen_grace)
963 {
964 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 898 buf.printf ("(grace%+d)", op->contr->gen_grace);
965 strcat (retbuf, buf); 899
966 }
967 if (op->contr->gen_sp) 900 if (op->contr->gen_sp)
968 {
969 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 901 buf.printf ("(magic%+d)", op->contr->gen_sp);
970 strcat (retbuf, buf); 902
971 }
972 if (op->contr->gen_hp) 903 if (op->contr->gen_hp)
973 {
974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 904 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
975 strcat (retbuf, buf); 905
976 }
977 if (op->stats.luck) 906 if (op->stats.luck)
978 {
979 sprintf (buf, "(luck%+d)", op->stats.luck); 907 buf.printf ("(luck%+d)", op->stats.luck);
980 strcat (retbuf, buf);
981 }
982 } 908 }
983 909
984 /* describe attacktypes */ 910 /* describe attacktypes */
985 if (is_dragon_pl (op)) 911 if (is_dragon_pl (op))
986 { 912 {
988 * Break apart the for loop - move the comparison checking down - 914 * Break apart the for loop - move the comparison checking down -
989 * this makes it more readable. 915 * this makes it more readable.
990 */ 916 */
991 object *tmp; 917 object *tmp;
992 918
993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 919 for (tmp = op->inv; tmp; tmp = tmp->below)
994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 920 if (tmp->type == SKILL && tmp->name == shstr_clawing)
995 break; 921 break;
996 922
997 if (tmp && tmp->attacktype != 0) 923 if (tmp && tmp->attacktype)
998 { 924 buf.add_abilities ("Claws", tmp->attacktype);
999 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1000 }
1001 else 925 else
1002 { 926 buf.add_abilities ("Attacks", op->attacktype);
1003 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1004 }
1005 } 927 }
1006 else 928 else
1007 { 929 buf.add_abilities ("Attacks", op->attacktype);
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 930
1009 } 931 buf.add_paths ("Attuned" , op->path_attuned);
1010 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 932 buf.add_paths ("Repelled", op->path_repelled);
1011 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 933 buf.add_paths ("Denied" , op->path_denied);
1012 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 934
1013 for (i = 0; i < NROFATTACKS; i++) 935 for (int i = 0; i < NROFATTACKS; i++)
1014 {
1015 if (op->resist[i]) 936 if (op->resist[i])
1016 {
1017 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 937 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1018 strcat (retbuf, buf); 938
1019 }
1020 }
1021 return retbuf; 939 return buf;
1022} 940}
1023
1024 941
1025/* 942/*
1026 * Returns a pointer to a static buffer which contains a 943 * Returns a pointer to a static buffer which contains a
1027 * description of the given object. 944 * description of the given object.
1028 * If it is a monster, lots of information about its abilities 945 * If it is a monster, lots of information about its abilities
1037 * wouldn't need to use the SEE_INVISIBLE flag to know it is 954 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1038 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
1039 * a dwarven axe, in which the full abilities are only known to 956 * a dwarven axe, in which the full abilities are only known to
1040 * dwarves, etc. 957 * dwarves, etc.
1041 * 958 *
1042 * This function is really much more complicated than it should
1043 * be, because different objects have different meanings
1044 * for the same field (eg, wands use 'food' for charges). This
1045 * means these special cases need to be worked out.
1046 *
1047 * Add 'owner' who is the person examining this object. 959 * Add 'owner' who is the person examining this object.
1048 * owner can be null if no one is being associated with this 960 * owner can be null if no one is being associated with this
1049 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
1050 */ 962 */
1051 963const char *
1052char *
1053describe_item (const object *op, object *owner) 964describe_item (const object *op, object *owner)
1054{ 965{
1055 char buf[MAX_BUF]; 966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1056 static char retbuf[VERY_BIG_BUF]; 967 return describe_monster (op);
968
969 static dynbuf_text buf; buf.clear ();
1057 int identified, i; 970 int identified, i;
1058 971
1059 retbuf[0] = '\0';
1060 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1061 {
1062 return describe_monster (op);
1063 }
1064 /* figure this out once, instead of making multiple calls to need_identify. 972 /* figure this out once, instead of making multiple calls to need_identify.
1065 * also makes the code easier to read. 973 * also makes the code easier to read.
1066 */ 974 */
1067 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1068 identified = 1; 976 if (!identified)
1069 else 977 buf << "(unidentified)";
1070 { 978
1071 strcpy (retbuf, "(unidentified)");
1072 identified = 0;
1073 }
1074 switch (op->type) 979 switch (op->type)
1075 { 980 {
1076 case BOW: 981 case BOW:
1077 case ARROW: 982 case ARROW:
1078 case WAND: 983 case WAND:
1079 case ROD: 984 case ROD:
1080 case HORN: 985 case HORN:
1081 case WEAPON: 986 case WEAPON:
1082 case ARMOUR: 987 case ARMOUR:
1083 case HELMET: 988 case HELMET:
1084 case SHIELD: 989 case SHIELD:
1085 case BOOTS: 990 case BOOTS:
1086 case GLOVES: 991 case GLOVES:
1087 case GIRDLE: 992 case GIRDLE:
1088 case BRACERS: 993 case BRACERS:
1089 case CLOAK: 994 case CLOAK:
1090 case SKILL_TOOL: 995 case SKILL_TOOL:
1091 break; /* We have more information to do below this switch */ 996 break; /* We have more information to do below this switch */
1092 997
1093 case POWER_CRYSTAL: 998 case POWER_CRYSTAL:
1094 if (op->stats.maxsp > 1000) 999 if (op->stats.maxsp > 1000)
1095 { /*higher capacity crystals */ 1000 { /*higher capacity crystals */
1096 i = (op->stats.maxsp % 100) / 10; 1001 i = (op->stats.maxsp % 1000) / 100;
1002
1097 if (i) 1003 if (i)
1098 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1099 else 1005 else
1100 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1101 } 1007 }
1102 else 1008 else
1103 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1104 strcat (retbuf, buf); 1010
1105 i = (op->stats.sp * 10) / op->stats.maxsp; 1011 i = (op->stats.sp * 10) / op->stats.maxsp;
1106 if (op->stats.sp == 0) 1012 if (op->stats.sp == 0)
1107 strcat (retbuf, "empty."); 1013 buf << "empty.";
1108 else if (i == 0) 1014 else if (i == 0)
1109 strcat (retbuf, "almost empty."); 1015 buf << "almost empty.";
1110 else if (i < 3) 1016 else if (i < 3)
1111 strcat (retbuf, "partially filled."); 1017 buf << "partially filled.";
1112 else if (i < 6) 1018 else if (i < 6)
1113 strcat (retbuf, "half full."); 1019 buf << "half full.";
1114 else if (i < 9) 1020 else if (i < 9)
1115 strcat (retbuf, "well charged."); 1021 buf << "well charged.";
1116 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1117 strcat (retbuf, "fully charged."); 1023 buf << "fully charged.";
1118 else 1024 else
1119 strcat (retbuf, "almost full."); 1025 buf << "almost full.";
1120 break; 1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
1033 buf << "empty";
1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
1039 buf << "half empty";
1040 else if (percent < 75)
1041 buf << "half full";
1042 else if (percent < 95)
1043 buf << "well filled";
1044 else if (percent <= 100)
1045 buf << "full";
1046 buf << ")";
1047 }
1048 break;
1049
1121 case FOOD: 1050 case FOOD:
1122 case FLESH: 1051 case FLESH:
1123 case DRINK: 1052 case DRINK:
1124 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1125 { 1054 {
1126 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1127 strcat (retbuf, buf);
1128 1056
1129 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1130 {
1131 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1132 strcat (retbuf, buf);
1133 }
1134 1059
1135 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!QUERY_FLAG (op, FLAG_CURSED))
1136 { 1061 {
1137 if (op->stats.hp) 1062 if (op->stats.hp) buf << "(heals)";
1138 strcat (retbuf, "(heals)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint regen)"); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1141 } 1064 }
1142 else 1065 else
1143 { 1066 {
1144 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1145 strcat (retbuf, "(damages)");
1146 if (op->stats.sp)
1147 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1148 } 1069 }
1149 } 1070 }
1150 break; 1071 break;
1151 1072
1152
1153 case SKILL: 1073 case SKILL:
1154 case RING: 1074 case RING:
1155 case AMULET: 1075 case AMULET:
1156 if (op->item_power) 1076 if (op->item_power)
1157 {
1158 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1159 strcat (retbuf, buf); 1078
1160 }
1161 if (op->title) 1079 if (op->title)
1162 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1163 return retbuf; 1082 return buf;
1164 1083
1165 default: 1084 default:
1166 return retbuf; 1085 return buf;
1167 } 1086 }
1168 1087
1169 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1170 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1171 */ 1090 */
1172 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1173 { 1092 {
1174 int attr, val; 1093 int attr, val;
1175 1094
1176 for (attr = 0; attr < NUM_STATS; attr++) 1095 for (attr = 0; attr < NUM_STATS; attr++)
1177 { 1096 if ((val = op->stats.stat (attr)))
1178 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1179 {
1180 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1097 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1181 strcat (retbuf, buf);
1182 }
1183 }
1184 1098
1185 if (op->stats.exp) 1099 if (op->stats.exp)
1186 {
1187 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1188 strcat (retbuf, buf);
1189 }
1190
1191 1101
1192 switch (op->type) 1102 switch (op->type)
1193 { 1103 {
1194 case BOW: 1104 case BOW:
1195 case ARROW: 1105 case ARROW:
1196 case GIRDLE: 1106 case GIRDLE:
1197 case HELMET: 1107 case HELMET:
1198 case SHIELD: 1108 case SHIELD:
1199 case BOOTS: 1109 case BOOTS:
1200 case GLOVES: 1110 case GLOVES:
1201 case WEAPON: 1111 case WEAPON:
1202 case SKILL: 1112 case SKILL:
1203 case RING: 1113 case RING:
1204 case AMULET: 1114 case AMULET:
1205 case ARMOUR: 1115 case ARMOUR:
1206 case BRACERS: 1116 case BRACERS:
1207 case FORCE: 1117 case FORCE:
1208 case CLOAK: 1118 case CLOAK:
1209 if (op->stats.wc) 1119 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1210 { 1120 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1211 sprintf (buf, "(wc%+d)", op->stats.wc); 1121 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1212 strcat (retbuf, buf); 1122
1213 }
1214 if (op->stats.dam)
1215 {
1216 sprintf (buf, "(dam%+d)", op->stats.dam);
1217 strcat (retbuf, buf);
1218 }
1219 if (op->stats.ac)
1220 {
1221 sprintf (buf, "(ac%+d)", op->stats.ac);
1222 strcat (retbuf, buf);
1223 }
1224 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1123 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1225 {
1226 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1124 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1227 strcat (retbuf, buf); 1125
1228 }
1229 break; 1126 break;
1230 1127
1231 default: 1128 default:
1232 break; 1129 break;
1233 } 1130 }
1234 if (QUERY_FLAG (op, FLAG_XRAYS)) 1131
1235 strcat (retbuf, "(xray-vision)"); 1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1236 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1237 strcat (retbuf, "(infravision)");
1238 1134
1239 /* levitate was what is was before, so we'll keep it */ 1135 /* levitate was what is was before, so we'll keep it */
1240 if (op->move_type & MOVE_FLY_LOW) 1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1241 strcat (retbuf, "(levitate)");
1242
1243 if (op->move_type & MOVE_FLY_HIGH) 1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1244 strcat (retbuf, "(fly)");
1245
1246 if (op->move_type & MOVE_SWIM) 1138 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1247 strcat (retbuf, "(swim)");
1248 1139
1249 /* walking is presumed as 'normal', so doesn't need mentioning */ 1140 /* walking is presumed as 'normal', so doesn't need mentioning */
1250 1141
1251 if (op->item_power) 1142 if (op->item_power)
1252 {
1253 sprintf (buf, "(item_power %+d)", op->item_power); 1143 buf.printf ("(item_power %+d)", op->item_power);
1254 strcat (retbuf, buf);
1255 }
1256 } /* End if identified or applied */ 1144 } /* End if identified or applied */
1257 1145
1258 /* This blocks only deals with fully identified object. 1146 /* This blocks only deals with fully identified object.
1259 * it is intentional that this is not an 'else' from a above - 1147 * it is intentional that this is not an 'else' from a above -
1260 * in this way, information is added. 1148 * in this way, information is added.
1263 { 1151 {
1264 int more_info = 0; 1152 int more_info = 0;
1265 1153
1266 switch (op->type) 1154 switch (op->type)
1267 { 1155 {
1268 case ROD: /* These use stats.sp for spell selection and stats.food */ 1156 case ROD: /* These use stats.sp for spell selection and stats.food */
1269 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1270 case BOW: 1158 case BOW:
1271 case ARROW: 1159 case ARROW:
1272 case WAND: 1160 case WAND:
1273 case FOOD: 1161 case FOOD:
1274 case FLESH: 1162 case FLESH:
1275 case DRINK: 1163 case DRINK:
1276 more_info = 0; 1164 more_info = 0;
1277 break; 1165 break;
1278 1166
1279 /* Armor type objects */ 1167 /* Armor type objects */
1280 case ARMOUR: 1168 case ARMOUR:
1281 case HELMET: 1169 case HELMET:
1282 case SHIELD: 1170 case SHIELD:
1283 case BOOTS: 1171 case BOOTS:
1284 case GLOVES: 1172 case GLOVES:
1285 case GIRDLE: 1173 case GIRDLE:
1286 case BRACERS: 1174 case BRACERS:
1287 case CLOAK: 1175 case CLOAK:
1288 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1289 { 1177 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1290 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1291 strcat (retbuf, buf);
1292 }
1293 if (ARMOUR_SPELLS (op))
1294 {
1295 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1296 strcat (retbuf, buf);
1297 }
1298 more_info = 1; 1178 more_info = 1;
1299 break; 1179 break;
1300 1180
1301 case WEAPON: 1181 case WEAPON:
1302 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1303 * make sense. 1183 * make sense.
1304 */ 1184 */
1305 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1306 if (i < 0) 1186 if (i < 0)
1307 i = 0; 1187 i = 0;
1308 1188
1309 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1310 strcat (retbuf, buf);
1311 more_info = 1; 1190 more_info = 1;
1312 break; 1191 break;
1313
1314 } 1192 }
1193
1315 if (more_info) 1194 if (more_info)
1316 { 1195 {
1317 if (op->stats.food)
1318 {
1319 if (op->stats.food != 0)
1320 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1321 strcat (retbuf, buf);
1322 }
1323 if (op->stats.grace)
1324 {
1325 sprintf (buf, "(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1326 strcat (retbuf, buf); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1327 }
1328 if (op->stats.sp)
1329 {
1330 sprintf (buf, "(magic%+d)", op->stats.sp);
1331 strcat (retbuf, buf);
1332 }
1333 if (op->stats.hp)
1334 {
1335 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1336 strcat (retbuf, buf);
1337 }
1338 } 1200 }
1339 1201
1340 if (op->stats.luck) 1202 if (op->stats.luck)
1341 {
1342 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1343 strcat (retbuf, buf); 1204
1344 }
1345 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1346 strcat (retbuf, "(lifesaving)"); 1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1347 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1348 strcat (retbuf, "(reflect spells)");
1349 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1350 strcat (retbuf, "(reflect missiles)");
1351 if (QUERY_FLAG (op, FLAG_STEALTH)) 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1352 strcat (retbuf, "(stealth)"); 1209
1353 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1354 {
1355 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1356 strcat (retbuf, buf); 1212
1357 } 1213 buf.add_abilities ("Attacks", op->attacktype);
1358 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1359 /* resistance on flesh is only visible for quetzals. If 1214 /* resistance on flesh is only visible for quetzals. If
1360 * non flesh, everyone can see its resistances 1215 * non flesh, everyone can see its resistances
1361 */ 1216 */
1362 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1217 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1363 strcat (retbuf, describe_resistance (op, 0)); 1218 buf << describe_resistance (op, 0);
1364 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1365 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1366 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1367 }
1368 1219
1220 buf.add_paths ("Attuned", op->path_attuned);
1221 buf.add_paths ("Repelled", op->path_repelled);
1222 buf.add_paths ("Denied", op->path_denied);
1223 }
1224
1369 return retbuf; 1225 return buf;
1226}
1227
1228std::string
1229object::describe_item (object *who)
1230{
1231 return std::string (::describe_item (this, who));
1232}
1233
1234void
1235examine (object *op, object *tmp)
1236{
1237 std::string info = tmp->describe (op);
1238
1239 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1240}
1241
1242/*
1243 * inventory prints object's inventory. If inv==NULL then print player's
1244 * inventory.
1245 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1246 */
1247const char *
1248object::query_inventory (object *who, const char *indent)
1249{
1250 static dynbuf_text buf; buf.clear ();
1251
1252 for (object *tmp = inv; tmp; tmp = tmp->below)
1253 if (who && QUERY_FLAG (who, FLAG_WIZ))
1254 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1255 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1256 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1257
1258 if (buf.size ())
1259 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1260 else
1261 buf.printf ("%s(empty)\n", indent);
1262
1263 return buf;
1370} 1264}
1371 1265
1372/* Return true if the item is magical. A magical item is one that 1266/* Return true if the item is magical. A magical item is one that
1373 * increases/decreases any abilities, provides a resistance, 1267 * increases/decreases any abilities, provides a resistance,
1374 * has a generic magical bonus, or is an artifact. 1268 * has a generic magical bonus, or is an artifact.
1375 * This function is used by detect_magic to determine if an item 1269 * This function is used by detect_magic to determine if an item
1376 * should be marked as magical. 1270 * should be marked as magical.
1377 */ 1271 */
1378
1379int 1272int
1380is_magical (const object *op) 1273is_magical (const object *op)
1381{ 1274{
1382 int i; 1275 int i;
1383 1276
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1327 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1; 1328 return 1;
1436 1329
1437 /* Check to see if it increases/decreases any stats */ 1330 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++) 1331 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0) 1332 if (op->stats.stat (i))
1440 return 1; 1333 return 1;
1441 1334
1442 /* If it doesn't fall into any of the above categories, must 1335 /* If it doesn't fall into any of the above categories, must
1443 * be non magical. 1336 * be non magical.
1444 */ 1337 */
1453int 1346int
1454need_identify (const object *op) 1347need_identify (const object *op)
1455{ 1348{
1456 switch (op->type) 1349 switch (op->type)
1457 { 1350 {
1458 case RING: 1351 case RING:
1459 case WAND: 1352 case WAND:
1460 case ROD: 1353 case ROD:
1461 case HORN: 1354 case HORN:
1462 case SCROLL: 1355 case SCROLL:
1463 case SKILL: 1356 case SKILL:
1464 case SKILLSCROLL: 1357 case SKILLSCROLL:
1465 case SPELLBOOK: 1358 case SPELLBOOK:
1466 case FOOD: 1359 case FOOD:
1467 case POTION: 1360 case POTION:
1468 case BOW: 1361 case BOW:
1469 case ARROW: 1362 case ARROW:
1470 case WEAPON: 1363 case WEAPON:
1471 case ARMOUR: 1364 case ARMOUR:
1472 case SHIELD: 1365 case SHIELD:
1473 case HELMET: 1366 case HELMET:
1474 case AMULET: 1367 case AMULET:
1475 case BOOTS: 1368 case BOOTS:
1476 case GLOVES: 1369 case GLOVES:
1477 case BRACERS: 1370 case BRACERS:
1478 case GIRDLE: 1371 case GIRDLE:
1479 case CONTAINER: 1372 case CONTAINER:
1480 case DRINK: 1373 case DRINK:
1481 case FLESH: 1374 case FLESH:
1482 case INORGANIC: 1375 case INORGANIC:
1483 case CLOSE_CON: 1376 case CLOSE_CON:
1484 case CLOAK: 1377 case CLOAK:
1485 case GEM: 1378 case GEM:
1486 case POWER_CRYSTAL: 1379 case POWER_CRYSTAL:
1487 case POISON: 1380 case POISON:
1488 case BOOK: 1381 case BOOK:
1489 case SKILL_TOOL: 1382 case SKILL_TOOL:
1490 return 1; 1383 return 1;
1491 } 1384 }
1385
1492 /* Try to track down some stuff that may show up here. Thus, the 1386 /* Try to track down some stuff that may show up here. Thus, the
1493 * archetype file can be updated, and this function removed. 1387 * archetype file can be updated, and this function removed.
1494 */ 1388 */
1495#if 0 1389#if 0
1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1390 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1502 * Supposed to fix face-values as well here, but later. 1396 * Supposed to fix face-values as well here, but later.
1503 */ 1397 */
1504void 1398void
1505identify (object *op) 1399identify (object *op)
1506{ 1400{
1507 object *pl;
1508
1509 SET_FLAG (op, FLAG_IDENTIFIED); 1401 SET_FLAG (op, FLAG_IDENTIFIED);
1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1402 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1403 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512 1404
1513 /* 1405 /*
1520 { 1412 {
1521 if (op->inv && op->randomitems) 1413 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1414 op->title = op->inv->name;
1523 else if (op->arch) 1415 else if (op->arch)
1524 { 1416 {
1525 op->name = op->arch->clone.name; 1417 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1418 op->name_pl = op->arch->object::name_pl;
1527 } 1419 }
1528 } 1420 }
1529 1421
1530 /* If the object is on a map, make sure we update its face */ 1422 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1423 if (op->map)
1532 update_object (op, UP_OBJ_FACE); 1424 update_object (op, UP_OBJ_CHANGE);
1533 else 1425
1534 { 1426 if (object *pl = op->visible_to ())
1535 pl = op->in_player ();
1536 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1427 /* A lot of the values can change from an update - might as well send
1538 * it all. 1428 * it all.
1539 */ 1429 */
1540 esrv_send_item (pl, op); 1430 esrv_send_item (pl, op);
1541 }
1542} 1431}
1543 1432

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