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Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 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 , 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_arm", "on your arm", "on a human's arm"} 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 , 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_torso", "on your body", "on a human's torso"} 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 , 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head", "on your head", "on a human's head"} 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 , 59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_neck", "around your neck", "around a humans neck"} 60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
60 ,
61 {"body_skill", "in your skill slot", "in a human's skill slot"}
62 ,
63 {"body_finger", "on your finger", "on a human's finger"}
64 ,
65 {"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"},
66 , 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
67 {"body_foot", "on your feet", "on a human's feet"} 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
68 , 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
69 {"body_hand", "on your hands", "on a human's hands"} 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
70 ,
71 {"body_wrist", "around your wrists", "around a human's wrist"}
72 ,
73 {"body_waist", "around your waist", "around a human's waist"}
74 ,
75
76/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
77}; 67};
78 68
79static char numbers[21][20] = { 69static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
112 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
113 {FOOD, "food", "food", SK_WOODSMAN, 0}, 103 {FOOD, "food", "food", SK_WOODSMAN, 0},
114 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115 {BOOK, "book", "books", SK_LITERACY, 0}, 105 {BOOK, "book", "books", SK_LITERACY, 0},
116 {CLOCK, "clock", "clocks", 0, 0}, 106 {CLOCK, "clock", "clocks", 0, 0},
117 {LIGHTNING, "lightning", "lightning", 0, 0},
118 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119 {BOW, "bow", "bows", SK_BOWYER, 0}, 108 {BOW, "bow", "bows", SK_BOWYER, 0},
120 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 134 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 135 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 137 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 139 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 140 {GOD, "god", "gods", 0, 0},
172 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
173 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
177 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
178 {WALL, "wall", "walls", 0, 0},
179 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
180 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
181 {MONSTER, "monster", "monsters", 0, 0},
182 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
183 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
184 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185 {TOOL, "tool", "tools", 0, 0},
186 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187 {BUILDFAC, "building facility", "building facilities", 0, 0},
188 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
190 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
191 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
192 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
199 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
201 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
203 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
204 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
205 {FIREHOLES, "fireholes", "fireholes", 0, 0},
206 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
209 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
272}; 252};
273 253
274int 254int
275get_power_from_ench (int ench) 255get_power_from_ench (int ench)
276{ 256{
277 if (ench < 0)
278 ench = 0;
279 if (ench > 20)
280 ench = 20;
281 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
282} 258}
283 259
284/* 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
285 * 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
286 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
293{ 269{
294 int i, tmp, enc; 270 int i, tmp, enc;
295 271
296 enc = 0; 272 enc = 0;
297 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
298 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
299 275
300 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
301 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
302 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
303 * armour shouldn't be counted against 279 * armour shouldn't be counted against
320 if (op->type == WEAPON) 296 if (op->type == WEAPON)
321 { 297 {
322 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
323 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
324 enc++; 300 enc++;
301
325 if (op->slaying) 302 if (op->slaying)
326 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
327 } 304 }
305
328 /* Items the player can equip */ 306 /* Items the player can equip */
329 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
330 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
331 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
332 (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))
335 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
336 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
337 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
338 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
339 } 317 }
318
340 enc += op->stats.luck; 319 enc += op->stats.luck;
341 320
342 /* Do spell paths now */ 321 /* Do spell paths now */
343 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
344 { 323 {
348 enc -= 2; 327 enc -= 2;
349 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
350 enc--; 329 enc--;
351 } 330 }
352 331
353 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
354 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
355 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
356 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
357 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
358 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
359 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
360 enc += 1;
361 if (QUERY_FLAG (op, FLAG_XRAYS))
362 enc += 2;
363 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
364 enc += 1;
365 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
366 enc += 1;
367 339
368 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
369
370} 341}
371 342
372/* 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
373 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
374
375const typedata * 345const typedata *
376get_typedata (int itemtype) 346get_typedata (int itemtype)
377{ 347{
378 int i;
379
380 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
381 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
382 return &item_types[i]; 350 return &item_types[i];
351
383 return NULL; 352 return NULL;
384} 353}
385 354
386/* 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
387 * 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
388 * one return NULL */ 357 * one return NULL */
389
390const typedata * 358const typedata *
391get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
392{ 360{
393 int i;
394
395 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
396 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
397 return &item_types[i]; 363 return &item_types[i];
364
398 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
399 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
400 { 367 {
401 LOG (llevInfo, 368 LOG (llevInfo,
402 "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);
403 return &item_types[i]; 370 return &item_types[i];
404 } 371 }
372
405 return NULL; 373 return 0;
406} 374}
407 375
408/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
409 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
410 * a big buffer. 378 * a big buffer.
411 * 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
412 * 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
413 */ 381 */
414char * 382const char *
415describe_resistance (const object *op, int newline) 383describe_resistance (const object *op, int newline)
416{ 384{
417 static char buf[VERY_BIG_BUF]; 385 static char buf[VERY_BIG_BUF];
418 char buf1[VERY_BIG_BUF]; 386 char buf1[VERY_BIG_BUF];
419 int tmpvar; 387 int tmpvar;
429 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
430 398
431 strcat (buf, buf1); 399 strcat (buf, buf1);
432 } 400 }
433 } 401 }
402
434 return buf; 403 return buf;
435} 404}
436 405
437 406
438/* 407/*
439 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
440 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
441 * 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().
442 */ 411 *
443 412 * Seems to be used only by unimportant stuff. Remove?
444char * 413 */
414const char *
445query_weight (const object *op) 415query_weight (const object *op)
446{ 416{
447 static char buf[10]; 417 static char buf[10];
448 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
449 419
450 if (op->weight < 0) 420 if (op->weight < 0)
451 return " "; 421 return " ";
422
452 if (i % 1000) 423 if (i % 1000)
453 sprintf (buf, "%6.1f", i / 1000.0); 424 sprintf (buf, "%6.1f", i / 1000.0);
454 else 425 else
455 sprintf (buf, "%4d ", i / 1000); 426 sprintf (buf, "%4d ", i / 1000);
427
456 return buf; 428 return buf;
457} 429}
458 430
459/* 431/*
460 * Returns the pointer to a static buffer containing 432 * Returns the pointer to a static buffer containing
461 * the number requested (of the form first, second, third...) 433 * the number requested (of the form first, second, third...)
462 */ 434 */
463 435const char *
464char *
465get_levelnumber (int i) 436get_levelnumber (int i)
466{ 437{
467 static char buf[MAX_BUF]; 438 static char buf[MAX_BUF];
468 439
469 if (i > 99) 440 if (i > 99)
470 { 441 {
471 sprintf (buf, "%d.", i); 442 sprintf (buf, "%d.", i);
472 return buf; 443 return buf;
473 } 444 }
445
474 if (i < 21) 446 if (i < 21)
475 return levelnumbers[i]; 447 return levelnumbers[i];
448
476 if (!(i % 10)) 449 if (!(i % 10))
477 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
451
478 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
479 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
480 return buf; 454 return buf;
481} 455}
482
483 456
484/* 457/*
485 * get_number(integer) returns the text-representation of the given number 458 * get_number(integer) returns the text-representation of the given number
486 * 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
487 * call to get_number(). 460 * call to get_number().
488 * It is currently only used by the query_name() function. 461 * It is currently only used by the query_name() function.
489 */ 462 */
490 463const char *
491char *
492get_number (int i) 464get_number (int i)
493{ 465{
494 if (i <= 20) 466 if (i <= 20)
495 return numbers[i]; 467 return numbers[i];
496 else 468 else
513 */ 485 */
514 486
515/* 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
516 * from stats.sp - b.t. 488 * from stats.sp - b.t.
517 */ 489 */
518char * 490const char *
519ring_desc (const object *op) 491ring_desc (const object *op)
520{ 492{
521 static char buf[VERY_BIG_BUF]; 493 static dynbuf_text buf; buf.clear ();
522 int attr, val, len; 494 int attr, val, len;
523 495
524 buf[0] = 0;
525
526 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 496 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
527 return buf; 497 {
528
529 for (attr = 0; attr < NUM_STATS; attr++) 498 for (attr = 0; attr < NUM_STATS; attr++)
530 { 499 if ((val = op->stats.stat (attr)))
531 if ((val = get_attr_value (&(op->stats), attr)) != 0)
532 {
533 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 500 buf.printf ("(%s%+d)", short_stat_name[attr], val);
534 }
535 }
536 if (op->stats.exp)
537 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
538 if (op->stats.wc)
539 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
540 if (op->stats.dam)
541 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
542 if (op->stats.ac)
543 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
544 501
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
545 strcat (buf, describe_resistance (op, 0)); 507 buf << describe_resistance (op, 0);
546 508
547 if (op->stats.food != 0) 509 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
548 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
549 /* else if (op->stats.food < 0) 511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
550 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
551 if (op->stats.grace) 513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
552 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
553 if (op->stats.sp && op->type != SKILL)
554 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
555 if (op->stats.hp)
556 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
557 if (op->stats.luck)
558 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
559 if (QUERY_FLAG (op, FLAG_LIFESAVE))
560 strcat (buf, "(lifesaving)");
561 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
562 strcat (buf, "(reflect spells)");
563 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
564 strcat (buf, "(reflect missiles)");
565 if (QUERY_FLAG (op, FLAG_STEALTH))
566 strcat (buf, "(stealth)");
567 /* Shorten some of the names, so they appear better in the windows */
568 len = strlen (buf);
569 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
570 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
571 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
572 514
573 /* if(op->item_power) 515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
574 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
575 */ 517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
576 if (buf[0] == 0 && op->type != SKILL) 518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
577 strcpy (buf, "of adornment");
578 519
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 }
579 527
580 return buf; 528 return buf;
581} 529}
582 530
583/* 531/*
584 * 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
585 * 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.
586 */ 536 */
587const char * 537const char *
588query_short_name (const object *op) 538query_short_name (const object *op)
589{ 539{
590 static char buf[HUGE_BUF];
591 char buf2[HUGE_BUF];
592 int len = 0;
593
594 if (op->name == NULL) 540 if (!op->name)
595 return "(null)"; 541 return "(null)";
596 542
597 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)
598 return op->name; /* To speed things up (or make things slower?) */ 548 return op->name; /* To speed things up (or make things slower?) */
599 549
600 if (op->nrof <= 1) 550 static dynbuf_text buf; buf.clear ();
601 safe_strcat (buf, op->name, &len, HUGE_BUF); 551
602 else 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
603 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
604 553
605 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
606 { 555 buf << ' ' << op->title;
607 safe_strcat (buf, " ", &len, HUGE_BUF);
608 safe_strcat (buf, op->title, &len, HUGE_BUF);
609 }
610 556
611 switch (op->type) 557 switch (op->type)
612 { 558 {
613 case SPELLBOOK: 559 case SPELLBOOK:
614 case SCROLL: 560 case SCROLL:
615 case WAND: 561 case WAND:
616 case ROD: 562 case ROD:
617 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))
618 { 564 {
619 if (!op->title) 565 if (!op->title)
620 { 566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
621 safe_strcat (buf, " of ", &len, HUGE_BUF); 567
622 if (op->inv)
623 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
624 else
625 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
626 }
627 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
628 {
629 sprintf (buf2, " (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 570 }
633 break; 571 break;
634 572
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
635 case SKILL: 598 case SKILL:
636 case AMULET: 599 case AMULET:
637 case RING: 600 case RING:
638 if (!op->title) 601 if (!op->title)
639 { 602 {
640 /* If ring has a title, full description isn't so useful */ 603 /* If ring has a title, full description isn't so useful */
641 char *s = ring_desc (op); 604 const char *s = ring_desc (op);
642 605
643 if (s[0]) 606 if (s && *s)
644 { 607 buf << " " << s;
645 safe_strcat (buf, " ", &len, HUGE_BUF);
646 safe_strcat (buf, s, &len, HUGE_BUF);
647 }
648 } 608 }
649 break; 609 break;
610
650 default: 611 default:
651 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)))
652 {
653 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
654 safe_strcat (buf, buf2, &len, HUGE_BUF);
655 }
656 } 614 }
615
657 return buf; 616 return buf;
658} 617}
659 618
660/* 619/*
661 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
665 * 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
666 * 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
667 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
668 * 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.)
669 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
670 */ 631 */
671char * 632const char *
672query_name (const object *op) 633query_name (const object *op)
673{ 634{
674 static char buf[5][HUGE_BUF]; 635 int len = 0;
636 static dynbuf_text bufs[5];
675 static int use_buf = 0; 637 static int use_buf = 0;
676 int len = 0;
677
678#ifdef NEW_MATERIAL_CODE
679 materialtype_t *mt;
680#endif
681 638
682 use_buf++; 639 use_buf++;
683 use_buf %= 5; 640 use_buf %= 5;
684 641
685#ifdef NEW_MATERIAL_CODE 642 dynbuf_text &buf = bufs [use_buf];
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 643 buf.clear ();
687 { 644
645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
688 mt = name_to_material (op->materialname); 646 if (materialtype_t *mt = name_to_material (op->materialname))
689 if (mt) 647 buf << mt->description << ' ';
690 {
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
692 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
693 }
694 }
695#endif
696 648
697 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 649 buf << query_short_name (op);
698 650
699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
700 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 652 buf << " *";
701 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))))
702 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 654 buf << " (open)";
703 655
704 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
705 { 657 {
706 if (QUERY_FLAG (op, FLAG_DAMNED)) 658 if (QUERY_FLAG (op, FLAG_DAMNED))
707 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 659 buf << " (damned)";
708 else if (QUERY_FLAG (op, FLAG_CURSED)) 660 else if (QUERY_FLAG (op, FLAG_CURSED))
709 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 661 buf << " (cursed)";
710 } 662 }
663
711 /* 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),
712 * and it isn't identified, print out the fact that 665 * and it isn't identified, print out the fact that
713 * 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
714 * KNOWN_MAGICAL if the item actually is magical. 667 * KNOWN_MAGICAL if the item actually is magical.
715 * 668 *
716 * 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
717 * 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
718 * abilities, especially for artifact items. 671 * abilities, especially for artifact items.
719 */ 672 */
720 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))
721 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 674 buf << " (magic)";
722 675
723#if 0 676#if 0
724 /* 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
725 * be returned in the name. 678 * be returned in the name.
726 */ 679 */
727 if (op->item_power) 680 if (op->item_power)
728 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);
729 682
731 684
732 if (QUERY_FLAG (op, FLAG_APPLIED)) 685 if (QUERY_FLAG (op, FLAG_APPLIED))
733 { 686 {
734 switch (op->type) 687 switch (op->type)
735 { 688 {
736 case BOW: 689 case BOW:
737 case WAND: 690 case WAND:
738 case ROD: 691 case ROD:
739 case HORN: 692 case HORN:
740 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
741 break; 694 break;
742 case WEAPON: 695 case WEAPON:
743 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
744 break; 697 break;
745 case ARMOUR: 698 case ARMOUR:
746 case HELMET: 699 case HELMET:
747 case SHIELD: 700 case SHIELD:
748 case RING: 701 case RING:
749 case BOOTS: 702 case BOOTS:
750 case GLOVES: 703 case GLOVES:
751 case AMULET: 704 case AMULET:
752 case GIRDLE: 705 case GIRDLE:
753 case BRACERS: 706 case BRACERS:
754 case CLOAK: 707 case CLOAK:
755 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 708 buf << " (worn)";
756 break; 709 break;
757 case CONTAINER: 710 case CONTAINER:
758 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 711 buf << " (active)";
759 break; 712 break;
760 case SKILL: 713 case SKILL:
761 default: 714 default:
762 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 715 buf << " (applied)";
763 } 716 }
764 } 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
765 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
766 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 739 buf << " (unpaid)";
767 740
768 return buf[use_buf]; 741 return buf;
769} 742}
770 743
771/* 744/*
772 * 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
773 * buffer which contains a verbose textual representation of the name 746 * buffer which contains a verbose textual representation of the name
774 * 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
775 * 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
776 * 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
777 * and sending to client. 750 * and sending to client.
778 * 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.
779 */ 755 */
780const char * 756const char *
781query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
782{ 758{
783 static char buf[MAX_BUF], buf2[MAX_BUF];
784 int len;
785 materialtype_t *mt;
786
787 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
788 return "(null)"; 760 return "(null)";
789 761
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 762 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791 return op->name; /* To speed things up (or make things slower?) */ 763 return op->name; /* To speed things up (or make things slower?) */
792 764
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 765 static dynbuf_text buf; buf.clear ();
766
767 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
794 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 << ' ';
795 771
796#ifdef NEW_MATERIAL_CODE 772 buf << (plural ? op->name_pl : op->name);
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
799 {
800 strcpy (buf, mt->description);
801 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF);
803 if (!plural)
804 safe_strcat (buf, op->name, &len, MAX_BUF);
805 else
806 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
807 }
808 else
809 {
810#endif
811 if (!plural)
812 strcpy (buf, op->name);
813 else
814 strcpy (buf, op->name_pl);
815 len = strlen (buf);
816#ifdef NEW_MATERIAL_CODE
817 }
818#endif
819 773
820 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
821 { 775 buf << ' ' << op->title;
822 safe_strcat (buf, " ", &len, MAX_BUF);
823 safe_strcat (buf, op->title, &len, MAX_BUF);
824 }
825 776
826 switch (op->type) 777 switch (op->type)
827 { 778 {
828 case SPELLBOOK: 779 case SPELLBOOK:
829 case SCROLL: 780 case SCROLL:
830 case WAND: 781 case WAND:
831 case ROD: 782 case ROD:
832 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))
833 { 784 {
834 if (!op->title) 785 if (!op->title)
835 { 786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
836 safe_strcat (buf, " of ", &len, MAX_BUF); 787
837 if (op->inv)
838 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
839 else
840 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
841 }
842 if (op->type != SPELLBOOK) 788 if (op->type != SPELLBOOK)
843 {
844 sprintf (buf2, " (lvl %d)", op->level); 789 buf.printf (" (lvl %d)", op->level);
845 safe_strcat (buf, buf2, &len, MAX_BUF);
846 }
847 } 790 }
848 break; 791 break;
849 792
850 793
851 case SKILL: 794 case SKILL:
852 case AMULET: 795 case AMULET:
853 case RING: 796 case RING:
854 if (!op->title) 797 if (!op->title)
855 { 798 {
856 /* If ring has a title, full description isn't so useful */ 799 /* If ring has a title, full description isn't so useful */
857 char *s = ring_desc (op); 800 const char *s = ring_desc (op);
858 801
859 if (s[0]) 802 if (s && *s)
860 { 803 buf << ' ' << s;
861 safe_strcat (buf, " ", &len, MAX_BUF);
862 safe_strcat (buf, s, &len, MAX_BUF);
863 }
864 } 804 }
865 break; 805 break;
806
866 default: 807 default:
867 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)))
868 { 809 buf.printf (" %+d", op->magic);
869 sprintf (buf + strlen (buf), " %+d", op->magic);
870 }
871 } 810 }
811
872 return buf; 812 return buf;
873} 813}
874 814
875/* Break this off from describe_item - that function was way 815/* Break this off from describe_item - that function was way
876 * too long, making it difficult to read. This function deals 816 * too long, making it difficult to read. This function deals
877 * with describing the monsters & players abilities. It should only 817 * with describing the monsters & players abilities. It should only
878 * be called with monster & player objects. Returns a description 818 * be called with monster & player objects. Returns a description
879 * in a static buffer. 819 * in a static buffer.
880 */ 820 */
881
882static char * 821static const char *
883describe_monster (const object *op) 822describe_monster (const object *op)
884{ 823{
885 char buf[MAX_BUF]; 824 static dynbuf_text buf; buf.clear ();
886 static char retbuf[VERY_BIG_BUF];
887 int i;
888
889 retbuf[0] = '\0';
890 825
891 /* Note that the resolution this provides for players really isn't 826 /* Note that the resolution this provides for players really isn't
892 * very good. Any player with a speed greater than .67 will 827 * very good. Any player with a speed greater than .67 will
893 * fall into the 'lightning fast movement' category. 828 * fall into the 'lightning fast movement' category.
894 */ 829 */
895 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 830 if (op->has_active_speed ())
896 {
897 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
898 { 832 {
899 case 0: 833 case 0:
900 strcat (retbuf, "(very slow movement)"); 834 buf << "(very slow movement)";
901 break; 835 break;
902 case 1: 836 case 1:
903 strcat (retbuf, "(slow movement)"); 837 buf << "(slow movement)";
904 break; 838 break;
905 case 2: 839 case 2:
906 strcat (retbuf, "(normal movement)"); 840 buf << "(normal movement)";
907 break; 841 break;
908 case 3: 842 case 3:
909 case 4: 843 case 4:
910 strcat (retbuf, "(fast movement)"); 844 buf << "(fast movement)";
911 break; 845 break;
912 case 5: 846 case 5:
913 case 6: 847 case 6:
914 strcat (retbuf, "(very fast movement)"); 848 buf << "(very fast movement)";
915 break; 849 break;
916 case 7: 850 case 7:
917 case 8: 851 case 8:
918 case 9: 852 case 9:
919 case 10: 853 case 10:
920 strcat (retbuf, "(extremely fast movement)"); 854 buf << "(extremely fast movement)";
921 break; 855 break;
922 default: 856 default:
923 strcat (retbuf, "(lightning fast movement)"); 857 buf << "(lightning fast movement)";
924 break; 858 break;
925 } 859 }
926 } 860
927 if (QUERY_FLAG (op, FLAG_UNDEAD)) 861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
928 strcat (retbuf, "(undead)");
929 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
930 strcat (retbuf, "(see invisible)"); 863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
931 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
932 strcat (retbuf, "(wield weapon)"); 865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
933 if (QUERY_FLAG (op, FLAG_USE_BOW)) 866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
934 strcat (retbuf, "(archer)"); 867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
935 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
936 strcat (retbuf, "(wear armour)");
937 if (QUERY_FLAG (op, FLAG_USE_RING))
938 strcat (retbuf, "(wear ring)");
939 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
940 strcat (retbuf, "(read scroll)");
941 if (QUERY_FLAG (op, FLAG_USE_RANGE))
942 strcat (retbuf, "(fires wand/rod/horn)");
943 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
944 strcat (retbuf, "(skill user)"); 870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
945 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
946 strcat (retbuf, "(spellcaster)");
947 if (QUERY_FLAG (op, FLAG_FRIENDLY))
948 strcat (retbuf, "(friendly)");
949 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
950 strcat (retbuf, "(unaggressive)"); 873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
951 if (QUERY_FLAG (op, FLAG_HITBACK)) 874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
952 strcat (retbuf, "(hitback)"); 875
953 if (QUERY_FLAG (op, FLAG_STEALTH))
954 strcat (retbuf, "(stealthy)");
955 if (op->randomitems != NULL) 876 if (op->randomitems)
956 { 877 {
957 treasure *t;
958 int first = 1; 878 bool first = 1;
959 879
960 for (t = op->randomitems->items; t != NULL; t = t->next) 880 for (treasure *t = op->randomitems->items; t; t = t->next)
961 if (t->item && (t->item->clone.type == SPELL)) 881 if (t->item && t->item->type == SPELL)
962 { 882 {
963 if (first) 883 if (first)
964 { 884 buf << "(Spell abilities:)";
885
965 first = 0; 886 first = 0;
966 strcat (retbuf, "(Spell abilities:)"); 887
967 } 888 buf << '(' << t->item->object::name << ')';
968 strcat (retbuf, "(");
969 strcat (retbuf, t->item->clone.name);
970 strcat (retbuf, ")");
971 } 889 }
972 } 890 }
891
973 if (op->type == PLAYER) 892 if (op->type == PLAYER)
974 { 893 {
975 if (op->contr->digestion) 894 if (op->contr->digestion)
976 {
977 if (op->contr->digestion != 0)
978 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 895 buf.printf ("(sustenance%+d)", op->contr->digestion);
979 strcat (retbuf, buf); 896
980 }
981 if (op->contr->gen_grace) 897 if (op->contr->gen_grace)
982 {
983 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 898 buf.printf ("(grace%+d)", op->contr->gen_grace);
984 strcat (retbuf, buf); 899
985 }
986 if (op->contr->gen_sp) 900 if (op->contr->gen_sp)
987 {
988 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 901 buf.printf ("(magic%+d)", op->contr->gen_sp);
989 strcat (retbuf, buf); 902
990 }
991 if (op->contr->gen_hp) 903 if (op->contr->gen_hp)
992 {
993 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 904 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
994 strcat (retbuf, buf); 905
995 }
996 if (op->stats.luck) 906 if (op->stats.luck)
997 {
998 sprintf (buf, "(luck%+d)", op->stats.luck); 907 buf.printf ("(luck%+d)", op->stats.luck);
999 strcat (retbuf, buf);
1000 }
1001 } 908 }
1002 909
1003 /* describe attacktypes */ 910 /* describe attacktypes */
1004 if (is_dragon_pl (op)) 911 if (is_dragon_pl (op))
1005 { 912 {
1007 * Break apart the for loop - move the comparison checking down - 914 * Break apart the for loop - move the comparison checking down -
1008 * this makes it more readable. 915 * this makes it more readable.
1009 */ 916 */
1010 object *tmp; 917 object *tmp;
1011 918
1012 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 919 for (tmp = op->inv; tmp; tmp = tmp->below)
1013 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 920 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1014 break; 921 break;
1015 922
1016 if (tmp && tmp->attacktype != 0) 923 if (tmp && tmp->attacktype)
1017 { 924 buf.add_abilities ("Claws", tmp->attacktype);
1018 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1019 }
1020 else 925 else
1021 { 926 buf.add_abilities ("Attacks", op->attacktype);
1022 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1023 }
1024 } 927 }
1025 else 928 else
1026 { 929 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 930
1028 } 931 buf.add_paths ("Attuned" , op->path_attuned);
1029 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 932 buf.add_paths ("Repelled", op->path_repelled);
1030 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 933 buf.add_paths ("Denied" , op->path_denied);
1031 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 934
1032 for (i = 0; i < NROFATTACKS; i++) 935 for (int i = 0; i < NROFATTACKS; i++)
1033 {
1034 if (op->resist[i]) 936 if (op->resist[i])
1035 {
1036 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 937 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1037 strcat (retbuf, buf); 938
1038 }
1039 }
1040 return retbuf; 939 return buf;
1041} 940}
1042
1043 941
1044/* 942/*
1045 * Returns a pointer to a static buffer which contains a 943 * Returns a pointer to a static buffer which contains a
1046 * description of the given object. 944 * description of the given object.
1047 * If it is a monster, lots of information about its abilities 945 * If it is a monster, lots of information about its abilities
1056 * 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
1057 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
1058 * 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
1059 * dwarves, etc. 957 * dwarves, etc.
1060 * 958 *
1061 * This function is really much more complicated than it should
1062 * be, because different objects have different meanings
1063 * for the same field (eg, wands use 'food' for charges). This
1064 * means these special cases need to be worked out.
1065 *
1066 * Add 'owner' who is the person examining this object. 959 * Add 'owner' who is the person examining this object.
1067 * 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
1068 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
1069 */ 962 */
1070 963const char *
1071char *
1072describe_item (const object *op, object *owner) 964describe_item (const object *op, object *owner)
1073{ 965{
1074 char buf[MAX_BUF]; 966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1075 static char retbuf[VERY_BIG_BUF]; 967 return describe_monster (op);
968
969 static dynbuf_text buf; buf.clear ();
1076 int identified, i; 970 int identified, i;
1077 971
1078 retbuf[0] = '\0';
1079 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1080 {
1081 return describe_monster (op);
1082 }
1083 /* 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.
1084 * also makes the code easier to read. 973 * also makes the code easier to read.
1085 */ 974 */
1086 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1087 identified = 1; 976 if (!identified)
1088 else 977 buf << "(unidentified)";
1089 { 978
1090 strcpy (retbuf, "(unidentified)");
1091 identified = 0;
1092 }
1093 switch (op->type) 979 switch (op->type)
1094 { 980 {
1095 case BOW: 981 case BOW:
1096 case ARROW: 982 case ARROW:
1097 case WAND: 983 case WAND:
1098 case ROD: 984 case ROD:
1099 case HORN: 985 case HORN:
1100 case WEAPON: 986 case WEAPON:
1101 case ARMOUR: 987 case ARMOUR:
1102 case HELMET: 988 case HELMET:
1103 case SHIELD: 989 case SHIELD:
1104 case BOOTS: 990 case BOOTS:
1105 case GLOVES: 991 case GLOVES:
1106 case GIRDLE: 992 case GIRDLE:
1107 case BRACERS: 993 case BRACERS:
1108 case CLOAK: 994 case CLOAK:
1109 case SKILL_TOOL: 995 case SKILL_TOOL:
1110 break; /* We have more information to do below this switch */ 996 break; /* We have more information to do below this switch */
1111 997
1112 case POWER_CRYSTAL: 998 case POWER_CRYSTAL:
1113 if (op->stats.maxsp > 1000) 999 if (op->stats.maxsp > 1000)
1114 { /*higher capacity crystals */ 1000 { /*higher capacity crystals */
1115 i = (op->stats.maxsp % 100) / 10; 1001 i = (op->stats.maxsp % 1000) / 100;
1002
1116 if (i) 1003 if (i)
1117 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);
1118 else 1005 else
1119 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1120 } 1007 }
1121 else 1008 else
1122 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1123 strcat (retbuf, buf); 1010
1124 i = (op->stats.sp * 10) / op->stats.maxsp; 1011 i = (op->stats.sp * 10) / op->stats.maxsp;
1125 if (op->stats.sp == 0) 1012 if (op->stats.sp == 0)
1126 strcat (retbuf, "empty."); 1013 buf << "empty.";
1127 else if (i == 0) 1014 else if (i == 0)
1128 strcat (retbuf, "almost empty."); 1015 buf << "almost empty.";
1129 else if (i < 3) 1016 else if (i < 3)
1130 strcat (retbuf, "partially filled."); 1017 buf << "partially filled.";
1131 else if (i < 6) 1018 else if (i < 6)
1132 strcat (retbuf, "half full."); 1019 buf << "half full.";
1133 else if (i < 9) 1020 else if (i < 9)
1134 strcat (retbuf, "well charged."); 1021 buf << "well charged.";
1135 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1136 strcat (retbuf, "fully charged."); 1023 buf << "fully charged.";
1137 else 1024 else
1138 strcat (retbuf, "almost full."); 1025 buf << "almost full.";
1139 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
1140 case FOOD: 1050 case FOOD:
1141 case FLESH: 1051 case FLESH:
1142 case DRINK: 1052 case DRINK:
1143 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1144 { 1054 {
1145 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1146 strcat (retbuf, buf);
1147 1056
1148 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))
1149 {
1150 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1151 strcat (retbuf, buf);
1152 }
1153 1059
1154 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!QUERY_FLAG (op, FLAG_CURSED))
1155 { 1061 {
1156 if (op->stats.hp) 1062 if (op->stats.hp) buf << "(heals)";
1157 strcat (retbuf, "(heals)");
1158 if (op->stats.sp)
1159 strcat (retbuf, "(spellpoint regen)"); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1160 } 1064 }
1161 else 1065 else
1162 { 1066 {
1163 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1164 strcat (retbuf, "(damages)");
1165 if (op->stats.sp)
1166 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1167 } 1069 }
1168 } 1070 }
1169 break; 1071 break;
1170 1072
1171
1172 case SKILL: 1073 case SKILL:
1173 case RING: 1074 case RING:
1174 case AMULET: 1075 case AMULET:
1175 if (op->item_power) 1076 if (op->item_power)
1176 {
1177 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1178 strcat (retbuf, buf); 1078
1179 }
1180 if (op->title) 1079 if (op->title)
1181 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1182 return retbuf; 1082 return buf;
1183 1083
1184 default: 1084 default:
1185 return retbuf; 1085 return buf;
1186 } 1086 }
1187 1087
1188 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1189 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1190 */ 1090 */
1191 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1192 { 1092 {
1193 int attr, val; 1093 int attr, val;
1194 1094
1195 for (attr = 0; attr < NUM_STATS; attr++) 1095 for (attr = 0; attr < NUM_STATS; attr++)
1196 { 1096 if ((val = op->stats.stat (attr)))
1197 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1198 {
1199 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1097 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1200 strcat (retbuf, buf);
1201 }
1202 }
1203 1098
1204 if (op->stats.exp) 1099 if (op->stats.exp)
1205 {
1206 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1207 strcat (retbuf, buf);
1208 }
1209
1210 1101
1211 switch (op->type) 1102 switch (op->type)
1212 { 1103 {
1213 case BOW: 1104 case BOW:
1214 case ARROW: 1105 case ARROW:
1215 case GIRDLE: 1106 case GIRDLE:
1216 case HELMET: 1107 case HELMET:
1217 case SHIELD: 1108 case SHIELD:
1218 case BOOTS: 1109 case BOOTS:
1219 case GLOVES: 1110 case GLOVES:
1220 case WEAPON: 1111 case WEAPON:
1221 case SKILL: 1112 case SKILL:
1222 case RING: 1113 case RING:
1223 case AMULET: 1114 case AMULET:
1224 case ARMOUR: 1115 case ARMOUR:
1225 case BRACERS: 1116 case BRACERS:
1226 case FORCE: 1117 case FORCE:
1227 case CLOAK: 1118 case CLOAK:
1228 if (op->stats.wc) 1119 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1229 { 1120 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1230 sprintf (buf, "(wc%+d)", op->stats.wc); 1121 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1231 strcat (retbuf, buf); 1122
1232 }
1233 if (op->stats.dam)
1234 {
1235 sprintf (buf, "(dam%+d)", op->stats.dam);
1236 strcat (retbuf, buf);
1237 }
1238 if (op->stats.ac)
1239 {
1240 sprintf (buf, "(ac%+d)", op->stats.ac);
1241 strcat (retbuf, buf);
1242 }
1243 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1123 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1244 {
1245 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1124 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1246 strcat (retbuf, buf); 1125
1247 }
1248 break; 1126 break;
1249 1127
1250 default: 1128 default:
1251 break; 1129 break;
1252 } 1130 }
1253 if (QUERY_FLAG (op, FLAG_XRAYS)) 1131
1254 strcat (retbuf, "(xray-vision)"); 1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1255 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1256 strcat (retbuf, "(infravision)");
1257 1134
1258 /* levitate was what is was before, so we'll keep it */ 1135 /* levitate was what is was before, so we'll keep it */
1259 if (op->move_type & MOVE_FLY_LOW) 1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1260 strcat (retbuf, "(levitate)");
1261
1262 if (op->move_type & MOVE_FLY_HIGH) 1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1263 strcat (retbuf, "(fly)");
1264
1265 if (op->move_type & MOVE_SWIM) 1138 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1266 strcat (retbuf, "(swim)");
1267 1139
1268 /* walking is presumed as 'normal', so doesn't need mentioning */ 1140 /* walking is presumed as 'normal', so doesn't need mentioning */
1269 1141
1270 if (op->item_power) 1142 if (op->item_power)
1271 {
1272 sprintf (buf, "(item_power %+d)", op->item_power); 1143 buf.printf ("(item_power %+d)", op->item_power);
1273 strcat (retbuf, buf);
1274 }
1275 } /* End if identified or applied */ 1144 } /* End if identified or applied */
1276 1145
1277 /* This blocks only deals with fully identified object. 1146 /* This blocks only deals with fully identified object.
1278 * 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 -
1279 * in this way, information is added. 1148 * in this way, information is added.
1282 { 1151 {
1283 int more_info = 0; 1152 int more_info = 0;
1284 1153
1285 switch (op->type) 1154 switch (op->type)
1286 { 1155 {
1287 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 */
1288 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1289 case BOW: 1158 case BOW:
1290 case ARROW: 1159 case ARROW:
1291 case WAND: 1160 case WAND:
1292 case FOOD: 1161 case FOOD:
1293 case FLESH: 1162 case FLESH:
1294 case DRINK: 1163 case DRINK:
1295 more_info = 0; 1164 more_info = 0;
1296 break; 1165 break;
1297 1166
1298 /* Armor type objects */ 1167 /* Armor type objects */
1299 case ARMOUR: 1168 case ARMOUR:
1300 case HELMET: 1169 case HELMET:
1301 case SHIELD: 1170 case SHIELD:
1302 case BOOTS: 1171 case BOOTS:
1303 case GLOVES: 1172 case GLOVES:
1304 case GIRDLE: 1173 case GIRDLE:
1305 case BRACERS: 1174 case BRACERS:
1306 case CLOAK: 1175 case CLOAK:
1307 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1308 { 1177 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1309 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1310 strcat (retbuf, buf);
1311 }
1312 if (ARMOUR_SPELLS (op))
1313 {
1314 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315 strcat (retbuf, buf);
1316 }
1317 more_info = 1; 1178 more_info = 1;
1318 break; 1179 break;
1319 1180
1320 case WEAPON: 1181 case WEAPON:
1321 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1322 * make sense. 1183 * make sense.
1323 */ 1184 */
1324 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1325 if (i < 0) 1186 if (i < 0)
1326 i = 0; 1187 i = 0;
1327 1188
1328 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1329 strcat (retbuf, buf);
1330 more_info = 1; 1190 more_info = 1;
1331 break; 1191 break;
1332
1333 } 1192 }
1193
1334 if (more_info) 1194 if (more_info)
1335 { 1195 {
1336 if (op->stats.food)
1337 {
1338 if (op->stats.food != 0)
1339 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1340 strcat (retbuf, buf);
1341 }
1342 if (op->stats.grace)
1343 {
1344 sprintf (buf, "(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1345 strcat (retbuf, buf); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1346 }
1347 if (op->stats.sp)
1348 {
1349 sprintf (buf, "(magic%+d)", op->stats.sp);
1350 strcat (retbuf, buf);
1351 }
1352 if (op->stats.hp)
1353 {
1354 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1355 strcat (retbuf, buf);
1356 }
1357 } 1200 }
1358 1201
1359 if (op->stats.luck) 1202 if (op->stats.luck)
1360 {
1361 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1362 strcat (retbuf, buf); 1204
1363 }
1364 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1365 strcat (retbuf, "(lifesaving)"); 1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1366 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1367 strcat (retbuf, "(reflect spells)");
1368 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1369 strcat (retbuf, "(reflect missiles)");
1370 if (QUERY_FLAG (op, FLAG_STEALTH)) 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1371 strcat (retbuf, "(stealth)"); 1209
1372 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1373 {
1374 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1375 strcat (retbuf, buf); 1212
1376 } 1213 buf.add_abilities ("Attacks", op->attacktype);
1377 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1378 /* resistance on flesh is only visible for quetzals. If 1214 /* resistance on flesh is only visible for quetzals. If
1379 * non flesh, everyone can see its resistances 1215 * non flesh, everyone can see its resistances
1380 */ 1216 */
1381 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1217 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1382 strcat (retbuf, describe_resistance (op, 0)); 1218 buf << describe_resistance (op, 0);
1383 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1384 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1385 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1386 }
1387 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
1388 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;
1389} 1264}
1390 1265
1391/* 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
1392 * increases/decreases any abilities, provides a resistance, 1267 * increases/decreases any abilities, provides a resistance,
1393 * has a generic magical bonus, or is an artifact. 1268 * has a generic magical bonus, or is an artifact.
1394 * 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
1395 * should be marked as magical. 1270 * should be marked as magical.
1396 */ 1271 */
1397
1398int 1272int
1399is_magical (const object *op) 1273is_magical (const object *op)
1400{ 1274{
1401 int i; 1275 int i;
1402 1276
1453 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)
1454 return 1; 1328 return 1;
1455 1329
1456 /* Check to see if it increases/decreases any stats */ 1330 /* Check to see if it increases/decreases any stats */
1457 for (i = 0; i < NUM_STATS; i++) 1331 for (i = 0; i < NUM_STATS; i++)
1458 if (get_attr_value (&(op->stats), i) != 0) 1332 if (op->stats.stat (i))
1459 return 1; 1333 return 1;
1460 1334
1461 /* 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
1462 * be non magical. 1336 * be non magical.
1463 */ 1337 */
1472int 1346int
1473need_identify (const object *op) 1347need_identify (const object *op)
1474{ 1348{
1475 switch (op->type) 1349 switch (op->type)
1476 { 1350 {
1477 case RING: 1351 case RING:
1478 case WAND: 1352 case WAND:
1479 case ROD: 1353 case ROD:
1480 case HORN: 1354 case HORN:
1481 case SCROLL: 1355 case SCROLL:
1482 case SKILL: 1356 case SKILL:
1483 case SKILLSCROLL: 1357 case SKILLSCROLL:
1484 case SPELLBOOK: 1358 case SPELLBOOK:
1485 case FOOD: 1359 case FOOD:
1486 case POTION: 1360 case POTION:
1487 case BOW: 1361 case BOW:
1488 case ARROW: 1362 case ARROW:
1489 case WEAPON: 1363 case WEAPON:
1490 case ARMOUR: 1364 case ARMOUR:
1491 case SHIELD: 1365 case SHIELD:
1492 case HELMET: 1366 case HELMET:
1493 case AMULET: 1367 case AMULET:
1494 case BOOTS: 1368 case BOOTS:
1495 case GLOVES: 1369 case GLOVES:
1496 case BRACERS: 1370 case BRACERS:
1497 case GIRDLE: 1371 case GIRDLE:
1498 case CONTAINER: 1372 case CONTAINER:
1499 case DRINK: 1373 case DRINK:
1500 case FLESH: 1374 case FLESH:
1501 case INORGANIC: 1375 case INORGANIC:
1502 case CLOSE_CON: 1376 case CLOSE_CON:
1503 case CLOAK: 1377 case CLOAK:
1504 case GEM: 1378 case GEM:
1505 case POWER_CRYSTAL: 1379 case POWER_CRYSTAL:
1506 case POISON: 1380 case POISON:
1507 case BOOK: 1381 case BOOK:
1508 case SKILL_TOOL: 1382 case SKILL_TOOL:
1509 return 1; 1383 return 1;
1510 } 1384 }
1385
1511 /* 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
1512 * archetype file can be updated, and this function removed. 1387 * archetype file can be updated, and this function removed.
1513 */ 1388 */
1514#if 0 1389#if 0
1515 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);
1516#endif 1391#endif
1517 return 0; 1392 return 0;
1518} 1393}
1519 1394
1520
1521/* 1395/*
1522 * Supposed to fix face-values as well here, but later. 1396 * Supposed to fix face-values as well here, but later.
1523 */ 1397 */
1524
1525void 1398void
1526identify (object *op) 1399identify (object *op)
1527{ 1400{
1528 object *pl;
1529
1530 SET_FLAG (op, FLAG_IDENTIFIED); 1401 SET_FLAG (op, FLAG_IDENTIFIED);
1531 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1402 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1532 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1403 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1533 1404
1534 /* 1405 /*
1541 { 1412 {
1542 if (op->inv && op->randomitems) 1413 if (op->inv && op->randomitems)
1543 op->title = op->inv->name; 1414 op->title = op->inv->name;
1544 else if (op->arch) 1415 else if (op->arch)
1545 { 1416 {
1546 op->name = op->arch->clone.name; 1417 op->name = op->arch->object::name;
1547 op->name_pl = op->arch->clone.name_pl; 1418 op->name_pl = op->arch->object::name_pl;
1548 } 1419 }
1549 } 1420 }
1550 1421
1551 /* 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 */
1552 if (op->map) 1423 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1424 update_object (op, UP_OBJ_CHANGE);
1554 else 1425
1555 { 1426 if (object *pl = op->visible_to ())
1556 pl = is_player_inv (op->env);
1557 if (pl)
1558 /* 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
1559 * it all. 1428 * it all.
1560 */ 1429 */
1561 esrv_send_item (pl, op); 1430 esrv_send_item (pl, op);
1562 }
1563} 1431}
1432

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