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Comparing deliantra/server/common/item.C (file contents):
Revision 1.14 by elmex, Wed Dec 20 14:11:42 2006 UTC vs.
Revision 1.67 by root, Tue Nov 10 04:38:45 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
46 * may be better. 48 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 49 * 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 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 51 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 54 {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"}, 55 {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"}, 56 {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"}, 57 {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"}, 58 {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"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {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"}, 62 {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"}, 63 {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"}, 64 {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"}, 65 {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"}, 66 {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"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
64};
65
66static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69 "eighteen", "nineteen", "twenty"
70}; 68};
71 69
72static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 72 "eighty", "ninety"
161 {LIGHTER, "lighter", "lighters", 0, 0}, 159 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 161 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
164 {LAMP, "lamp", "lamps", 0, 0}, 162 {LAMP, "lamp", "lamps", 0, 0},
165 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 163 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
166 {TOOL, "tool", "tools", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {BUILDFAC, "building facility", "building facilities", 0, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
174 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
177 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
206 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
207 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
208}; 204};
209 205
210const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
211
212materialtype_t *materialt;
213
214/*
215materialtype material[NROFMATERIALS] = {
216 * P M F E C C A D W G P S P T F C D D C C G H B I *
217 * H A I L O O C R E H O L A U E A E E H O O O L N *
218 * Y G R E L N I A A O I O R R A N P A A U D L I T *
219 * S I E C D F D I P S S W A N R C L T O N Y N R *
220 * I C T U N O T O L E E H S T P D N *
221 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
222 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
223 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
224 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
225 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
226 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
227 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
228 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
229 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
230 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
231 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
232 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
233 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
234};
235*/
236 207
237/* This curve may be too steep. But the point is that there should 208/* This curve may be too steep. But the point is that there should
238 * be tough choices - there is no real point to this if everyone can 209 * be tough choices - there is no real point to this if everyone can
239 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
240 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
251}; 222};
252 223
253int 224int
254get_power_from_ench (int ench) 225get_power_from_ench (int ench)
255{ 226{
256 if (ench < 0)
257 ench = 0;
258 if (ench > 20)
259 ench = 20;
260 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
261} 228}
262 229
263/* This takes an object 'op' and figures out what its item_power 230/* This takes an object 'op' and figures out what its item_power
264 * rating should be. This should only really be used by the treasure 231 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
272{ 239{
273 int i, tmp, enc; 240 int i, tmp, enc;
274 241
275 enc = 0; 242 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 243 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 244 enc += op->stats.stat (i);
278 245
279 /* This protection logic is pretty flawed. 20% fire resistance 246 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 247 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 248 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 249 * armour shouldn't be counted against
299 if (op->type == WEAPON) 266 if (op->type == WEAPON)
300 { 267 {
301 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
303 enc++; 270 enc++;
271
304 if (op->slaying) 272 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
306 } 274 }
275
307 /* Items the player can equip */ 276 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 280 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
318 } 287 }
288
319 enc += op->stats.luck; 289 enc += op->stats.luck;
320 290
321 /* Do spell paths now */ 291 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
325 enc++; 294 enc++;
326 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
327 enc -= 2; 296 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
329 enc--; 298 enc--;
330 }
331 299
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346 307
347 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
348
349} 309}
350 310
351/* returns the typedata that has a number equal to itemtype, if there 311/* returns the typedata that has a number equal to itemtype, if there
352 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
353
354const typedata * 313const typedata *
355get_typedata (int itemtype) 314get_typedata (int itemtype)
356{ 315{
357 int i;
358
359 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
360 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
361 return &item_types[i]; 318 return &item_types[i];
319
362 return NULL; 320 return NULL;
363} 321}
364 322
365/* returns the typedata that has a name equal to itemtype, if there 323/* returns the typedata that has a name equal to itemtype, if there
366 * isn't one, return the plural name that matches, if there still isn't 324 * isn't one, return the plural name that matches, if there still isn't
367 * one return NULL */ 325 * one return NULL */
368
369const typedata * 326const typedata *
370get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
371{ 328{
372 int i;
373
374 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
376 return &item_types[i]; 331 return &item_types[i];
332
377 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
378 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
379 { 335 {
380 LOG (llevInfo, 336 LOG (llevInfo,
381 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 337 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
382 return &item_types[i]; 338 return &item_types[i];
383 } 339 }
340
384 return NULL; 341 return 0;
385} 342}
386 343
387/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
388 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
389 * a big buffer. 346 * a big buffer.
390 * if newline is true, we don't put parens around the description 347 * if newline is true, we don't put parens around the description
391 * but do put a newline at the end. Useful when dumping to files 348 * but do put a newline at the end. Useful when dumping to files
392 */ 349 */
393char * 350const char *
394describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
395{ 352{
396 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
397 char buf1[VERY_BIG_BUF];
398 int tmpvar;
399 354
400 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
401 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
402 {
403 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 356 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
404 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
405 if (!newline)
406 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
407 else
408 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
409 358
410 strcat (buf, buf1);
411 }
412 }
413 return buf; 359 return buf;
414} 360}
415
416 361
417/* 362/*
418 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
419 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
420 * The buffer will be overwritten by the next call to query_weight(). 365 * The buffer will be overwritten by the next call to query_weight().
421 */ 366 *
422 367 * Seems to be used only by unimportant stuff. Remove?
423char * 368 */
369const char *
424query_weight (const object *op) 370query_weight (const object *op)
425{ 371{
426 static char buf[10]; 372 static char buf[10];
427 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
428 374
429 if (op->weight < 0) 375 if (op->weight < 0)
430 return " "; 376 return " ";
377
431 if (i % 1000) 378 if (i % 1000)
432 sprintf (buf, "%6.1f", i / 1000.0); 379 sprintf (buf, "%6.1f", i / 1000.0);
433 else 380 else
434 sprintf (buf, "%4d ", i / 1000); 381 sprintf (buf, "%4d ", i / 1000);
382
435 return buf; 383 return buf;
436} 384}
437 385
438/* 386/*
439 * Returns the pointer to a static buffer containing 387 * Returns the pointer to a static buffer containing
440 * the number requested (of the form first, second, third...) 388 * the number requested (of the form first, second, third...)
441 */ 389 */
442 390const char *
443char *
444get_levelnumber (int i) 391get_levelnumber (int i)
445{ 392{
446 static char buf[MAX_BUF]; 393 static char buf[MAX_BUF];
447 394
448 if (i > 99) 395 if (i > 99)
449 { 396 {
450 sprintf (buf, "%d.", i); 397 sprintf (buf, "%d.", i);
451 return buf; 398 return buf;
452 } 399 }
400
453 if (i < 21) 401 if (i < 21)
454 return levelnumbers[i]; 402 return levelnumbers[i];
403
455 if (!(i % 10)) 404 if (!(i % 10))
456 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
406
457 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
459 return buf; 409 return buf;
460}
461
462
463/*
464 * get_number(integer) returns the text-representation of the given number
465 * in a static buffer. The buffer might be overwritten at the next
466 * call to get_number().
467 * It is currently only used by the query_name() function.
468 */
469
470char *
471get_number (int i)
472{
473 if (i <= 20)
474 return numbers[i];
475 else
476 {
477 static char buf[MAX_BUF];
478
479 sprintf (buf, "%d", i);
480 return buf;
481 }
482} 410}
483 411
484/* 412/*
485 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
486 * abilities 414 * abilities
492 */ 420 */
493 421
494/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 422/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
495 * from stats.sp - b.t. 423 * from stats.sp - b.t.
496 */ 424 */
497char * 425static const char *
498ring_desc (const object *op) 426ring_desc (const object *op)
499{ 427{
500 static char buf[VERY_BIG_BUF]; 428 static dynbuf_text buf; buf.clear ();
501 int attr, val, len; 429 int attr, val, len;
502 430
503 buf[0] = 0;
504
505 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
506 return buf; 432 {
507
508 for (attr = 0; attr < NUM_STATS; attr++) 433 for (attr = 0; attr < NUM_STATS; attr++)
509 { 434 if ((val = op->stats.stat (attr)))
510 if ((val = get_attr_value (&(op->stats), attr)) != 0)
511 {
512 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 435 buf.printf ("(%s%+d)", short_stat_name[attr], val);
513 }
514 }
515 if (op->stats.exp)
516 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
517 if (op->stats.wc)
518 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
519 if (op->stats.dam)
520 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
521 if (op->stats.ac)
522 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
523 436
437 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
438 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
439 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
440 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
441
524 strcat (buf, describe_resistance (op, 0)); 442 buf << describe_resistance (op, 0);
525 443
526 if (op->stats.food != 0) 444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
527 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
528 /* else if (op->stats.food < 0) 446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
529 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
530 if (op->stats.grace) 448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
531 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
532 if (op->stats.sp && op->type != SKILL)
533 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
534 if (op->stats.hp)
535 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
536 if (op->stats.luck)
537 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
538 if (QUERY_FLAG (op, FLAG_LIFESAVE))
539 strcat (buf, "(lifesaving)");
540 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
541 strcat (buf, "(reflect spells)");
542 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
543 strcat (buf, "(reflect missiles)");
544 if (QUERY_FLAG (op, FLAG_STEALTH))
545 strcat (buf, "(stealth)");
546 /* Shorten some of the names, so they appear better in the windows */
547 len = strlen (buf);
548 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
550 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
551 449
552 /* if(op->item_power) 450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
553 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
554 */ 452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
555 if (buf[0] == 0 && op->type != SKILL) 453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
556 strcpy (buf, "of adornment");
557 454
455 buf.add_paths ("Attuned" , op->path_attuned);
456 buf.add_paths ("Repelled", op->path_repelled);
457 buf.add_paths ("Denied" , op->path_denied);
458
459 if (buf.empty ())
460 buf << "of adornment";
461 }
558 462
559 return buf; 463 return buf;
560} 464}
561 465
562/* 466/*
563 * query_short_name(object) is similar to query_name, but doesn't 467 * query_short_name(object) is similar to query_name, but doesn't
564 * contain any information about object status (worn/cursed/etc.) 468 * contain any information about object status (worn/cursed/etc.)
469 *
470 * It is sometimes used when printing messages, so should fit well into a sentence.
565 */ 471 */
566const char * 472const char *
567query_short_name (const object *op) 473query_short_name (const object *op)
568{ 474{
569 static char buf[HUGE_BUF];
570 char buf2[HUGE_BUF];
571 int len = 0;
572
573 if (op->name == NULL) 475 if (!op->name)
574 return "(null)"; 476 return "(null)";
575 477
576 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 478 if (!op->nrof
479 && !op->weight
480 && !op->title
481 && !is_magical (op)
482 && op->slaying != shstr_money)
577 return op->name; /* To speed things up (or make things slower?) */ 483 return op->name; /* To speed things up (or make things slower?) */
578 484
579 if (op->nrof <= 1) 485 static dynbuf_text buf; buf.clear ();
580 safe_strcat (buf, op->name, &len, HUGE_BUF); 486
581 else 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
582 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
583 488
584 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
585 { 490 buf << ' ' << op->title;
586 safe_strcat (buf, " ", &len, HUGE_BUF);
587 safe_strcat (buf, op->title, &len, HUGE_BUF);
588 }
589 491
590 switch (op->type) 492 switch (op->type)
591 { 493 {
592 case SPELLBOOK: 494 case SPELLBOOK:
593 case SCROLL: 495 case SCROLL:
594 case WAND: 496 case WAND:
595 case ROD: 497 case ROD:
596 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 498 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
597 { 499 {
598 if (!op->title) 500 if (!op->title)
599 { 501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
600 safe_strcat (buf, " of ", &len, HUGE_BUF); 502
601 if (op->inv)
602 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
603 else
604 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
605 }
606 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
607 {
608 sprintf (buf2, " (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
609 safe_strcat (buf, buf2, &len, HUGE_BUF);
610 }
611 } 505 }
612 break; 506 break;
613 507
508 case ALTAR:
509 case TRIGGER_ALTAR:
510 case IDENTIFY_ALTAR:
511 case CONVERTER:
512 if (op->slaying == shstr_money)
513 {
514 bool wrap = !!buf.size ();
515
516 if (wrap) buf << " [";
517
518 archetype *coin = 0;
519
520 for (char const *const *c = coins; *coins; ++c)
521 if ((coin = archetype::find (*c)))
522 if (op->stats.food % coin->value == 0)
523 break;
524
525 sint32 coins = op->stats.food / coin->value;
526
527 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
528
529 if (wrap) buf << ']';
530 }
531 break;
532
614 case SKILL: 533 case SKILL:
615 case AMULET: 534 case AMULET:
616 case RING: 535 case RING:
617 if (!op->title) 536 if (!op->title)
618 { 537 {
619 /* If ring has a title, full description isn't so useful */ 538 /* If ring has a title, full description isn't so useful */
620 char *s = ring_desc (op); 539 const char *s = ring_desc (op);
621 540
622 if (s[0]) 541 if (s && *s)
623 { 542 buf << " " << s;
624 safe_strcat (buf, " ", &len, HUGE_BUF);
625 safe_strcat (buf, s, &len, HUGE_BUF);
626 }
627 } 543 }
628 break; 544 break;
545
629 default: 546 default:
630 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 547 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
631 {
632 sprintf (buf2, " %+d", op->magic); 548 buf.printf (" %+d", op->magic);
633 safe_strcat (buf, buf2, &len, HUGE_BUF);
634 }
635 } 549 }
550
636 return buf; 551 return buf;
637} 552}
638 553
639/* 554/*
640 * query_name(object) returns a character pointer pointing to a static 555 * query_name(object) returns a character pointer pointing to a static
644 * you can make several calls to query_name before the bufs start getting 559 * you can make several calls to query_name before the bufs start getting
645 * overwritten. This may be a bad thing (it may be easier to assume the value 560 * overwritten. This may be a bad thing (it may be easier to assume the value
646 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
647 * use several names much easier (don't need to store them to temp variables.) 562 * use several names much easier (don't need to store them to temp variables.)
648 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
649 */ 566 */
650char * 567const char *
651query_name (const object *op) 568query_name (const object *op)
652{ 569{
653 static char buf[5][HUGE_BUF]; 570 int len = 0;
571 static dynbuf_text bufs[5];
654 static int use_buf = 0; 572 static int use_buf = 0;
655 int len = 0;
656
657#ifdef NEW_MATERIAL_CODE
658 materialtype_t *mt;
659#endif
660 573
661 use_buf++; 574 use_buf++;
662 use_buf %= 5; 575 use_buf %= 5;
663 576
664#ifdef NEW_MATERIAL_CODE 577 dynbuf_text &buf = bufs [use_buf];
578 buf.clear ();
579
580#if 0
665 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 581 if ((op->is_armor () || op->is_weapon ()) && op->material)
666 { 582 buf << op->material->description << ' ';
667 mt = name_to_material (op->materialname);
668 if (mt)
669 {
670 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
671 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
672 }
673 }
674#endif 583#endif
675 584
676 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 585 buf << query_short_name (op);
677 586
678 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 587 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
679 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 588 buf << " *";
680 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 589 if (op->is_open_container ())
681 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 590 buf << " (open)";
682 591
683 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 592 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
684 { 593 {
685 if (QUERY_FLAG (op, FLAG_DAMNED)) 594 if (QUERY_FLAG (op, FLAG_DAMNED))
686 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 595 buf << " (damned)";
687 else if (QUERY_FLAG (op, FLAG_CURSED)) 596 else if (QUERY_FLAG (op, FLAG_CURSED))
688 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 597 buf << " (cursed)";
689 } 598 }
599
690 /* Basically, if the object is known magical (detect magic spell on it), 600 /* Basically, if the object is known magical (detect magic spell on it),
691 * and it isn't identified, print out the fact that 601 * and it isn't identified, print out the fact that
692 * it is magical. Assume that the detect magical spell will only set 602 * it is magical. Assume that the detect magical spell will only set
693 * KNOWN_MAGICAL if the item actually is magical. 603 * KNOWN_MAGICAL if the item actually is magical.
694 * 604 *
695 * Changed in V 0.91.4 - still print that the object is magical even 605 * Changed in V 0.91.4 - still print that the object is magical even
696 * if it has been applied. Equipping an item does not tell full 606 * if it has been applied. Equipping an item does not tell full
697 * abilities, especially for artifact items. 607 * abilities, especially for artifact items.
698 */ 608 */
699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 609 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 610 buf << " (magic)";
701 611
702#if 0 612#if 0
703 /* item_power will be returned in desribe_item - it shouldn't really 613 /* item_power will be returned in describe_item - it shouldn't really
704 * be returned in the name. 614 * be returned in the name.
705 */ 615 */
706 if (op->item_power) 616 if (op->item_power)
707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 617 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708 618
710 620
711 if (QUERY_FLAG (op, FLAG_APPLIED)) 621 if (QUERY_FLAG (op, FLAG_APPLIED))
712 { 622 {
713 switch (op->type) 623 switch (op->type)
714 { 624 {
715 case BOW: 625 case BOW:
716 case WAND: 626 case WAND:
717 case ROD: 627 case ROD:
718 case HORN: 628 case HORN:
719 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 629 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
720 break; 630 break;
721 case WEAPON: 631 case WEAPON:
722 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 632 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
723 break; 633 break;
724 case ARMOUR: 634 case ARMOUR:
725 case HELMET: 635 case HELMET:
726 case SHIELD: 636 case SHIELD:
727 case RING: 637 case RING:
728 case BOOTS: 638 case BOOTS:
729 case GLOVES: 639 case GLOVES:
730 case AMULET: 640 case AMULET:
731 case GIRDLE: 641 case GIRDLE:
732 case BRACERS: 642 case BRACERS:
733 case CLOAK: 643 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 644 buf << " (worn)";
735 break; 645 break;
736 case CONTAINER: 646 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 647 buf << " (active)";
738 break; 648 break;
739 case SKILL: 649 case SKILL:
740 default: 650 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 651 buf << " (applied)";
742 } 652 }
743 } 653 }
654
655 switch (op->type)
656 {
657 case LAMP:
658 if (op->glow_radius)
659 buf << " (on)";
660 else if (op->stats.food <= 0)
661 buf << " (empty)";
662 else
663 buf << " (off)";
664 break;
665
666 case TORCH:
667 if (op->glow_radius)
668 buf << " (burning)";
669 else if (op->stats.food <= 0)
670 buf << " (burned out)";
671 break;
672 }
673
744 if (QUERY_FLAG (op, FLAG_UNPAID)) 674 if (QUERY_FLAG (op, FLAG_UNPAID))
745 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 675 buf << " (unpaid)";
746 676
747 return buf[use_buf]; 677 return buf;
748} 678}
749 679
750/* 680/*
751 * query_base_name(object) returns a character pointer pointing to a static 681 * query_base_name(object) returns a character pointer pointing to a static
752 * buffer which contains a verbose textual representation of the name 682 * buffer which contains a verbose textual representation of the name
753 * of the given object. The buffer will be overwritten at the next 683 * of the given object. The buffer will be overwritten at the next
754 * call to query_base_name(). This is a lot like query_name, but we 684 * call to query_base_name(). This is a lot like query_name, but we
755 * don't include the item count or item status. Used for inventory sorting 685 * don't include the item count or item status. Used for inventory sorting
756 * and sending to client. 686 * and sending to client.
757 * If plural is set, we generate the plural name of this. 687 * If plural is set, we generate the plural name of this.
688 *
689 * It is sometimes used to display messages, and usually only used to match stuff,
690 * so maybe this function should be removed.
758 */ 691 */
759const char * 692const char *
760query_base_name (const object *op, int plural) 693query_base_name (const object *op, int plural)
761{ 694{
762 static char buf[MAX_BUF], buf2[MAX_BUF];
763 int len;
764 materialtype_t *mt;
765
766 if ((!plural && !op->name) || (plural && !op->name_pl)) 695 if ((!plural && !op->name) || (plural && !op->name_pl))
767 return "(null)"; 696 return "(null)";
768 697
769 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 698 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
770 return op->name; /* To speed things up (or make things slower?) */ 699 return op->name; /* To speed things up (or make things slower?) */
771 700
701 static dynbuf_text buf; buf.clear ();
702
703#if 0
772 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 704 if ((op->is_armor () || op->is_weapon ()) && op->material)
773 mt = name_to_material (op->materialname); 705 if (op->arch->material != op->material)
774 706 buf << op->material->description << ' ';
775#ifdef NEW_MATERIAL_CODE
776 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
777 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
778 {
779 strcpy (buf, mt->description);
780 len = strlen (buf);
781 safe_strcat (buf, " ", &len, MAX_BUF);
782 if (!plural)
783 safe_strcat (buf, op->name, &len, MAX_BUF);
784 else
785 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
786 }
787 else
788 {
789#endif 707#endif
790 if (!plural) 708
791 strcpy (buf, op->name); 709 buf << (plural ? op->name_pl : op->name);
792 else
793 strcpy (buf, op->name_pl);
794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 710
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 712 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 713
805 switch (op->type) 714 switch (op->type)
806 { 715 {
807 case SPELLBOOK: 716 case SPELLBOOK:
808 case SCROLL: 717 case SCROLL:
809 case WAND: 718 case WAND:
810 case ROD: 719 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 720 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 721 {
813 if (!op->title) 722 if (!op->title)
814 { 723 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 724
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 725 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 726 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 727 }
827 break; 728 break;
828 729
829 730
830 case SKILL: 731 case SKILL:
831 case AMULET: 732 case AMULET:
832 case RING: 733 case RING:
833 if (!op->title) 734 if (!op->title)
834 { 735 {
835 /* If ring has a title, full description isn't so useful */ 736 /* If ring has a title, full description isn't so useful */
836 char *s = ring_desc (op); 737 const char *s = ring_desc (op);
837 738
838 if (s[0]) 739 if (s && *s)
839 { 740 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 741 }
844 break; 742 break;
743
845 default: 744 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 745 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 { 746 buf.printf (" %+d", op->magic);
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 747 }
748
851 return buf; 749 return buf;
852} 750}
853 751
854/* Break this off from describe_item - that function was way 752/* Break this off from describe_item - that function was way
855 * too long, making it difficult to read. This function deals 753 * too long, making it difficult to read. This function deals
856 * with describing the monsters & players abilities. It should only 754 * with describing the monsters & players abilities. It should only
857 * be called with monster & player objects. Returns a description 755 * be called with monster & player objects. Returns a description
858 * in a static buffer. 756 * in a static buffer.
859 */ 757 */
860
861static char * 758static const char *
862describe_monster (const object *op) 759describe_monster (const object *op)
863{ 760{
864 char buf[MAX_BUF]; 761 static dynbuf_text buf; buf.clear ();
865 static char retbuf[VERY_BIG_BUF];
866 int i;
867
868 retbuf[0] = '\0';
869 762
870 /* Note that the resolution this provides for players really isn't 763 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 764 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 765 * fall into the 'lightning fast movement' category.
873 */ 766 */
874 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 767 if (op->has_active_speed ())
875 {
876 switch ((int) ((FABS (op->speed)) * 15)) 768 switch ((int)((fabs (op->speed)) * 15.))
877 { 769 {
878 case 0: 770 case 0:
879 strcat (retbuf, "(very slow movement)"); 771 buf << "(very slow movement)";
880 break; 772 break;
881 case 1: 773 case 1:
882 strcat (retbuf, "(slow movement)"); 774 buf << "(slow movement)";
883 break; 775 break;
884 case 2: 776 case 2:
885 strcat (retbuf, "(normal movement)"); 777 buf << "(normal movement)";
886 break; 778 break;
887 case 3: 779 case 3:
888 case 4: 780 case 4:
889 strcat (retbuf, "(fast movement)"); 781 buf << "(fast movement)";
890 break; 782 break;
891 case 5: 783 case 5:
892 case 6: 784 case 6:
893 strcat (retbuf, "(very fast movement)"); 785 buf << "(very fast movement)";
894 break; 786 break;
895 case 7: 787 case 7:
896 case 8: 788 case 8:
897 case 9: 789 case 9:
898 case 10: 790 case 10:
899 strcat (retbuf, "(extremely fast movement)"); 791 buf << "(extremely fast movement)";
900 break; 792 break;
901 default: 793 default:
902 strcat (retbuf, "(lightning fast movement)"); 794 buf << "(lightning fast movement)";
903 break; 795 break;
904 } 796 }
905 } 797
906 if (QUERY_FLAG (op, FLAG_UNDEAD)) 798 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
907 strcat (retbuf, "(undead)");
908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 799 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
909 strcat (retbuf, "(see invisible)"); 800 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
910 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 801 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
911 strcat (retbuf, "(wield weapon)"); 802 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
912 if (QUERY_FLAG (op, FLAG_USE_BOW)) 803 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
913 strcat (retbuf, "(archer)"); 804 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 805 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
915 strcat (retbuf, "(wear armour)");
916 if (QUERY_FLAG (op, FLAG_USE_RING))
917 strcat (retbuf, "(wear ring)");
918 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
919 strcat (retbuf, "(read scroll)");
920 if (QUERY_FLAG (op, FLAG_USE_RANGE))
921 strcat (retbuf, "(fires wand/rod/horn)");
922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 806 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
923 strcat (retbuf, "(skill user)"); 807 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
924 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 808 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
925 strcat (retbuf, "(spellcaster)");
926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
927 strcat (retbuf, "(friendly)");
928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 809 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
929 strcat (retbuf, "(unaggressive)"); 810 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
930 if (QUERY_FLAG (op, FLAG_HITBACK)) 811 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
931 strcat (retbuf, "(hitback)"); 812
932 if (QUERY_FLAG (op, FLAG_STEALTH))
933 strcat (retbuf, "(stealthy)");
934 if (op->randomitems != NULL) 813 if (op->randomitems)
935 { 814 {
936 treasure *t;
937 int first = 1; 815 bool first = 1;
938 816
939 for (t = op->randomitems->items; t != NULL; t = t->next) 817 for (treasure *t = op->randomitems->items; t; t = t->next)
940 if (t->item && (t->item->clone.type == SPELL)) 818 if (t->item && t->item->type == SPELL)
941 { 819 {
942 if (first) 820 if (first)
943 { 821 buf << "(Spell abilities:)";
822
944 first = 0; 823 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 824
946 } 825 buf << '(' << t->item->object::name << ')';
947 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name);
949 strcat (retbuf, ")");
950 } 826 }
951 } 827 }
828
952 if (op->type == PLAYER) 829 if (op->type == PLAYER)
953 { 830 {
954 if (op->contr->digestion) 831 if (op->contr->digestion)
955 {
956 if (op->contr->digestion != 0)
957 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 832 buf.printf ("(sustenance%+d)", op->contr->digestion);
958 strcat (retbuf, buf); 833
959 }
960 if (op->contr->gen_grace) 834 if (op->contr->gen_grace)
961 {
962 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 835 buf.printf ("(grace%+d)", op->contr->gen_grace);
963 strcat (retbuf, buf); 836
964 }
965 if (op->contr->gen_sp) 837 if (op->contr->gen_sp)
966 {
967 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 838 buf.printf ("(magic%+d)", op->contr->gen_sp);
968 strcat (retbuf, buf); 839
969 }
970 if (op->contr->gen_hp) 840 if (op->contr->gen_hp)
971 {
972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 841 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
973 strcat (retbuf, buf); 842
974 }
975 if (op->stats.luck) 843 if (op->stats.luck)
976 {
977 sprintf (buf, "(luck%+d)", op->stats.luck); 844 buf.printf ("(luck%+d)", op->stats.luck);
978 strcat (retbuf, buf);
979 }
980 } 845 }
981 846
982 /* describe attacktypes */ 847 /* describe attacktypes */
983 if (is_dragon_pl (op)) 848 if (is_dragon_pl (op))
984 { 849 {
986 * Break apart the for loop - move the comparison checking down - 851 * Break apart the for loop - move the comparison checking down -
987 * this makes it more readable. 852 * this makes it more readable.
988 */ 853 */
989 object *tmp; 854 object *tmp;
990 855
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = op->inv; tmp; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 857 if (tmp->type == SKILL && tmp->name == shstr_clawing)
993 break; 858 break;
994 859
995 if (tmp && tmp->attacktype != 0) 860 if (tmp && tmp->attacktype)
996 { 861 buf.add_abilities ("Claws", tmp->attacktype);
997 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
998 }
999 else 862 else
1000 { 863 buf.add_abilities ("Attacks", op->attacktype);
1001 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1002 }
1003 } 864 }
1004 else 865 else
1005 { 866 buf.add_abilities ("Attacks", op->attacktype);
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 867
1007 } 868 buf.add_paths ("Attuned" , op->path_attuned);
1008 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 869 buf.add_paths ("Repelled", op->path_repelled);
1009 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 870 buf.add_paths ("Denied" , op->path_denied);
1010 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 871
1011 for (i = 0; i < NROFATTACKS; i++) 872 for (int i = 0; i < NROFATTACKS; i++)
1012 {
1013 if (op->resist[i]) 873 if (op->resist[i])
1014 {
1015 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 874 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1016 strcat (retbuf, buf); 875
1017 }
1018 }
1019 return retbuf; 876 return buf;
1020} 877}
1021
1022 878
1023/* 879/*
1024 * Returns a pointer to a static buffer which contains a 880 * Returns a pointer to a static buffer which contains a
1025 * description of the given object. 881 * description of the given object.
1026 * If it is a monster, lots of information about its abilities 882 * If it is a monster, lots of information about its abilities
1035 * wouldn't need to use the SEE_INVISIBLE flag to know it is 891 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1036 * a dragon player examining food. Could have things like 892 * a dragon player examining food. Could have things like
1037 * a dwarven axe, in which the full abilities are only known to 893 * a dwarven axe, in which the full abilities are only known to
1038 * dwarves, etc. 894 * dwarves, etc.
1039 * 895 *
1040 * This function is really much more complicated than it should
1041 * be, because different objects have different meanings
1042 * for the same field (eg, wands use 'food' for charges). This
1043 * means these special cases need to be worked out.
1044 *
1045 * Add 'owner' who is the person examining this object. 896 * Add 'owner' who is the person examining this object.
1046 * owner can be null if no one is being associated with this 897 * owner can be null if no one is being associated with this
1047 * item (eg, debug dump or the like) 898 * item (eg, debug dump or the like)
1048 */ 899 */
1049 900const char *
1050char *
1051describe_item (const object *op, object *owner) 901describe_item (const object *op, object *owner)
1052{ 902{
1053 char buf[MAX_BUF]; 903 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 static char retbuf[VERY_BIG_BUF]; 904 return describe_monster (op);
905
906 static dynbuf_text buf; buf.clear ();
1055 int identified, i; 907 int identified, i;
1056 908
1057 retbuf[0] = '\0';
1058 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1059 {
1060 return describe_monster (op);
1061 }
1062 /* figure this out once, instead of making multiple calls to need_identify. 909 /* figure this out once, instead of making multiple calls to need_identify.
1063 * also makes the code easier to read. 910 * also makes the code easier to read.
1064 */ 911 */
1065 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 912 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1066 identified = 1; 913 if (!identified)
1067 else 914 buf << "(unidentified)";
1068 { 915
1069 strcpy (retbuf, "(unidentified)");
1070 identified = 0;
1071 }
1072 switch (op->type) 916 switch (op->type)
1073 { 917 {
1074 case BOW: 918 case BOW:
1075 case ARROW: 919 case ARROW:
1076 case WAND: 920 case WAND:
1077 case ROD: 921 case ROD:
1078 case HORN: 922 case HORN:
1079 case WEAPON: 923 case WEAPON:
1080 case ARMOUR: 924 case ARMOUR:
1081 case HELMET: 925 case HELMET:
1082 case SHIELD: 926 case SHIELD:
1083 case BOOTS: 927 case BOOTS:
1084 case GLOVES: 928 case GLOVES:
1085 case GIRDLE: 929 case GIRDLE:
1086 case BRACERS: 930 case BRACERS:
1087 case CLOAK: 931 case CLOAK:
1088 case SKILL_TOOL: 932 case SKILL_TOOL:
1089 break; /* We have more information to do below this switch */ 933 break; /* We have more information to do below this switch */
1090 934
1091 case POWER_CRYSTAL: 935 case POWER_CRYSTAL:
1092 if (op->stats.maxsp > 1000) 936 if (op->stats.maxsp > 1000)
1093 { /*higher capacity crystals */ 937 { /*higher capacity crystals */
1094 i = (op->stats.maxsp % 100) / 10; 938 i = (op->stats.maxsp % 1000) / 100;
939
1095 if (i) 940 if (i)
1096 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 941 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1097 else 942 else
1098 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 943 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1099 } 944 }
1100 else 945 else
1101 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 946 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1102 strcat (retbuf, buf); 947
1103 i = (op->stats.sp * 10) / op->stats.maxsp; 948 i = (op->stats.sp * 10) / op->stats.maxsp;
1104 if (op->stats.sp == 0) 949 if (op->stats.sp == 0)
1105 strcat (retbuf, "empty."); 950 buf << "empty.";
1106 else if (i == 0) 951 else if (i == 0)
1107 strcat (retbuf, "almost empty."); 952 buf << "almost empty.";
1108 else if (i < 3) 953 else if (i < 3)
1109 strcat (retbuf, "partially filled."); 954 buf << "partially filled.";
1110 else if (i < 6) 955 else if (i < 6)
1111 strcat (retbuf, "half full."); 956 buf << "half full.";
1112 else if (i < 9) 957 else if (i < 9)
1113 strcat (retbuf, "well charged."); 958 buf << "well charged.";
1114 else if (op->stats.sp == op->stats.maxsp) 959 else if (op->stats.sp == op->stats.maxsp)
1115 strcat (retbuf, "fully charged."); 960 buf << "fully charged.";
1116 else 961 else
1117 strcat (retbuf, "almost full."); 962 buf << "almost full.";
1118 break; 963 break;
964
965 case LAMP:
966 {
967 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
968 buf << "(fuel: ";
969 if (percent == 0)
970 buf << "empty";
971 else if (percent < 10)
972 buf << "very low";
973 else if (percent < 25)
974 buf << "low";
975 else if (percent < 50)
976 buf << "half empty";
977 else if (percent < 75)
978 buf << "half full";
979 else if (percent < 95)
980 buf << "well filled";
981 else if (percent <= 100)
982 buf << "full";
983 buf << ")";
984 }
985 break;
986
1119 case FOOD: 987 case FOOD:
1120 case FLESH: 988 case FLESH:
1121 case DRINK: 989 case DRINK:
1122 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 990 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1123 { 991 {
1124 sprintf (buf, "(food+%d)", op->stats.food); 992 buf.printf ("(food+%d)", op->stats.food);
1125 strcat (retbuf, buf);
1126 993
1127 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 994 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1128 {
1129 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 995 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1130 strcat (retbuf, buf);
1131 }
1132 996
1133 if (!QUERY_FLAG (op, FLAG_CURSED)) 997 if (!QUERY_FLAG (op, FLAG_CURSED))
1134 { 998 {
1135 if (op->stats.hp) 999 if (op->stats.hp) buf << "(heals)";
1136 strcat (retbuf, "(heals)");
1137 if (op->stats.sp)
1138 strcat (retbuf, "(spellpoint regen)"); 1000 if (op->stats.sp) buf << "(spellpoint regen)";
1139 } 1001 }
1140 else 1002 else
1141 { 1003 {
1142 if (op->stats.hp) 1004 if (op->stats.hp) buf << "(damages)";
1143 strcat (retbuf, "(damages)");
1144 if (op->stats.sp)
1145 strcat (retbuf, "(spellpoint depletion)"); 1005 if (op->stats.sp) buf << "(spellpoint depletion)";
1146 } 1006 }
1147 } 1007 }
1148 break; 1008 break;
1149 1009
1150
1151 case SKILL: 1010 case SKILL:
1152 case RING: 1011 case RING:
1153 case AMULET: 1012 case AMULET:
1154 if (op->item_power) 1013 if (op->item_power)
1155 {
1156 sprintf (buf, "(item_power %+d)", op->item_power); 1014 buf.printf ("(item_power %+d)", op->item_power);
1157 strcat (retbuf, buf); 1015
1158 }
1159 if (op->title) 1016 if (op->title)
1160 strcat (retbuf, ring_desc (op)); 1017 buf << ring_desc (op);
1018
1161 return retbuf; 1019 return buf;
1162 1020
1163 default: 1021 default:
1164 return retbuf; 1022 return buf;
1165 } 1023 }
1166 1024
1167 /* Down here, we more further describe equipment type items. 1025 /* Down here, we more further describe equipment type items.
1168 * only describe them if they have been identified or the like. 1026 * only describe them if they have been identified or the like.
1169 */ 1027 */
1170 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1028 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1171 { 1029 {
1172 int attr, val; 1030 int attr, val;
1173 1031
1174 for (attr = 0; attr < NUM_STATS; attr++) 1032 for (attr = 0; attr < NUM_STATS; attr++)
1175 { 1033 if ((val = op->stats.stat (attr)))
1176 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1177 {
1178 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1034 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1179 strcat (retbuf, buf);
1180 }
1181 }
1182 1035
1183 if (op->stats.exp) 1036 if (op->stats.exp)
1184 {
1185 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1037 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1186 strcat (retbuf, buf);
1187 }
1188
1189 1038
1190 switch (op->type) 1039 switch (op->type)
1191 { 1040 {
1192 case BOW: 1041 case BOW:
1193 case ARROW: 1042 case ARROW:
1194 case GIRDLE: 1043 case GIRDLE:
1195 case HELMET: 1044 case HELMET:
1196 case SHIELD: 1045 case SHIELD:
1197 case BOOTS: 1046 case BOOTS:
1198 case GLOVES: 1047 case GLOVES:
1199 case WEAPON: 1048 case WEAPON:
1200 case SKILL: 1049 case SKILL:
1201 case RING: 1050 case RING:
1202 case AMULET: 1051 case AMULET:
1203 case ARMOUR: 1052 case ARMOUR:
1204 case BRACERS: 1053 case BRACERS:
1205 case FORCE: 1054 case FORCE:
1206 case CLOAK: 1055 case CLOAK:
1207 if (op->stats.wc) 1056 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1208 { 1057 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1209 sprintf (buf, "(wc%+d)", op->stats.wc); 1058 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1210 strcat (retbuf, buf); 1059
1211 }
1212 if (op->stats.dam)
1213 {
1214 sprintf (buf, "(dam%+d)", op->stats.dam);
1215 strcat (retbuf, buf);
1216 }
1217 if (op->stats.ac)
1218 {
1219 sprintf (buf, "(ac%+d)", op->stats.ac);
1220 strcat (retbuf, buf);
1221 }
1222 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1060 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1223 {
1224 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1061 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1225 strcat (retbuf, buf); 1062
1226 }
1227 break; 1063 break;
1228 1064
1229 default: 1065 default:
1230 break; 1066 break;
1231 } 1067 }
1232 if (QUERY_FLAG (op, FLAG_XRAYS)) 1068
1233 strcat (retbuf, "(xray-vision)"); 1069 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1234 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1070 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1235 strcat (retbuf, "(infravision)");
1236 1071
1237 /* levitate was what is was before, so we'll keep it */ 1072 /* levitate was what is was before, so we'll keep it */
1238 if (op->move_type & MOVE_FLY_LOW) 1073 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1239 strcat (retbuf, "(levitate)");
1240
1241 if (op->move_type & MOVE_FLY_HIGH) 1074 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1242 strcat (retbuf, "(fly)");
1243
1244 if (op->move_type & MOVE_SWIM) 1075 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1245 strcat (retbuf, "(swim)");
1246 1076
1247 /* walking is presumed as 'normal', so doesn't need mentioning */ 1077 /* walking is presumed as 'normal', so doesn't need mentioning */
1248 1078
1249 if (op->item_power) 1079 if (op->item_power)
1250 {
1251 sprintf (buf, "(item_power %+d)", op->item_power); 1080 buf.printf ("(item_power %+d)", op->item_power);
1252 strcat (retbuf, buf);
1253 }
1254 } /* End if identified or applied */ 1081 } /* End if identified or applied */
1255 1082
1256 /* This blocks only deals with fully identified object. 1083 /* This blocks only deals with fully identified object.
1257 * it is intentional that this is not an 'else' from a above - 1084 * it is intentional that this is not an 'else' from a above -
1258 * in this way, information is added. 1085 * in this way, information is added.
1261 { 1088 {
1262 int more_info = 0; 1089 int more_info = 0;
1263 1090
1264 switch (op->type) 1091 switch (op->type)
1265 { 1092 {
1266 case ROD: /* These use stats.sp for spell selection and stats.food */ 1093 case ROD: /* These use stats.sp for spell selection and stats.food */
1267 case HORN: /* and stats.hp for spell-point regeneration... */ 1094 case HORN: /* and stats.hp for spell-point regeneration... */
1268 case BOW: 1095 case BOW:
1269 case ARROW: 1096 case ARROW:
1270 case WAND: 1097 case WAND:
1271 case FOOD: 1098 case FOOD:
1272 case FLESH: 1099 case FLESH:
1273 case DRINK: 1100 case DRINK:
1274 more_info = 0; 1101 more_info = 0;
1275 break; 1102 break;
1276 1103
1277 /* Armor type objects */ 1104 /* Armor type objects */
1278 case ARMOUR: 1105 case ARMOUR:
1279 case HELMET: 1106 case HELMET:
1280 case SHIELD: 1107 case SHIELD:
1281 case BOOTS: 1108 case BOOTS:
1282 case GLOVES: 1109 case GLOVES:
1283 case GIRDLE: 1110 case GIRDLE:
1284 case BRACERS: 1111 case BRACERS:
1285 case CLOAK: 1112 case CLOAK:
1286 if (ARMOUR_SPEED (op)) 1113 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1287 { 1114 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1288 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1289 strcat (retbuf, buf);
1290 }
1291 if (ARMOUR_SPELLS (op))
1292 {
1293 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1294 strcat (retbuf, buf);
1295 }
1296 more_info = 1; 1115 more_info = 1;
1297 break; 1116 break;
1298 1117
1299 case WEAPON: 1118 case WEAPON:
1300 /* Calculate it the same way fix_player does so the results 1119 /* Calculate it the same way fix_player does so the results
1301 * make sense. 1120 * make sense.
1302 */ 1121 */
1303 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1122 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1304 if (i < 0) 1123 if (i < 0)
1305 i = 0; 1124 i = 0;
1306 1125
1307 sprintf (buf, "(weapon speed %d)", i); 1126 buf.printf ("(weapon speed %d)", i);
1308 strcat (retbuf, buf);
1309 more_info = 1; 1127 more_info = 1;
1310 break; 1128 break;
1311
1312 } 1129 }
1130
1313 if (more_info) 1131 if (more_info)
1314 { 1132 {
1315 if (op->stats.food)
1316 {
1317 if (op->stats.food != 0)
1318 sprintf (buf, "(sustenance%+d)", op->stats.food); 1133 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1319 strcat (retbuf, buf);
1320 }
1321 if (op->stats.grace)
1322 {
1323 sprintf (buf, "(grace%+d)", op->stats.grace); 1134 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1324 strcat (retbuf, buf); 1135 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1325 }
1326 if (op->stats.sp)
1327 {
1328 sprintf (buf, "(magic%+d)", op->stats.sp);
1329 strcat (retbuf, buf);
1330 }
1331 if (op->stats.hp)
1332 {
1333 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1136 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1334 strcat (retbuf, buf);
1335 }
1336 } 1137 }
1337 1138
1338 if (op->stats.luck) 1139 if (op->stats.luck)
1339 {
1340 sprintf (buf, "(luck%+d)", op->stats.luck); 1140 buf.printf ("(luck%+d)", op->stats.luck);
1341 strcat (retbuf, buf); 1141
1342 }
1343 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1142 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1344 strcat (retbuf, "(lifesaving)"); 1143 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1345 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1346 strcat (retbuf, "(reflect spells)");
1347 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1144 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1348 strcat (retbuf, "(reflect missiles)");
1349 if (QUERY_FLAG (op, FLAG_STEALTH)) 1145 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1350 strcat (retbuf, "(stealth)"); 1146
1351 if (op->slaying != NULL && op->type != FOOD) 1147 if (op->slaying && op->type != FOOD)
1352 {
1353 sprintf (buf, "(slay %s)", &op->slaying); 1148 buf.printf ("(slay %s)", &op->slaying);
1354 strcat (retbuf, buf); 1149
1355 } 1150 if (op->type == SKILL_TOOL && op->skill)
1356 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1151 buf.printf ("(%s)", &op->skill);
1152
1153 buf.add_abilities ("Attacks", op->attacktype);
1357 /* resistance on flesh is only visible for quetzals. If 1154 /* resistance on flesh is only visible for quetzals. If
1358 * non flesh, everyone can see its resistances 1155 * non flesh, everyone can see its resistances
1359 */ 1156 */
1360 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1157 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1361 strcat (retbuf, describe_resistance (op, 0)); 1158 buf << describe_resistance (op, 0);
1362 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1363 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1364 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1365 }
1366 1159
1160 buf.add_paths ("Attuned", op->path_attuned);
1161 buf.add_paths ("Repelled", op->path_repelled);
1162 buf.add_paths ("Denied", op->path_denied);
1163 }
1164
1367 return retbuf; 1165 return buf;
1166}
1167
1168std::string
1169object::describe_item (object *who)
1170{
1171 return std::string (::describe_item (this, who));
1172}
1173
1174void
1175examine (object *op, object *tmp)
1176{
1177 std::string info = tmp->describe (op);
1178
1179 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1180}
1181
1182/*
1183 * inventory prints object's inventory. If inv==NULL then print player's
1184 * inventory.
1185 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1186 */
1187const char *
1188object::query_inventory (object *who, const char *indent)
1189{
1190 static dynbuf_text buf; buf.clear ();
1191
1192 for (object *tmp = inv; tmp; tmp = tmp->below)
1193 if (who && QUERY_FLAG (who, FLAG_WIZ))
1194 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1195 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1196 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1197
1198 if (buf.size ())
1199 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1200 else
1201 buf.printf ("%s(empty)\n", indent);
1202
1203 return buf;
1368} 1204}
1369 1205
1370/* Return true if the item is magical. A magical item is one that 1206/* Return true if the item is magical. A magical item is one that
1371 * increases/decreases any abilities, provides a resistance, 1207 * increases/decreases any abilities, provides a resistance,
1372 * has a generic magical bonus, or is an artifact. 1208 * has a generic magical bonus, or is an artifact.
1373 * This function is used by detect_magic to determine if an item 1209 * This function is used by detect_magic to determine if an item
1374 * should be marked as magical. 1210 * should be marked as magical.
1375 */ 1211 */
1376
1377int 1212int
1378is_magical (const object *op) 1213is_magical (const object *op)
1379{ 1214{
1380 int i; 1215 int i;
1381 1216
1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1267 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433 return 1; 1268 return 1;
1434 1269
1435 /* Check to see if it increases/decreases any stats */ 1270 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++) 1271 for (i = 0; i < NUM_STATS; i++)
1437 if (get_attr_value (&(op->stats), i) != 0) 1272 if (op->stats.stat (i))
1438 return 1; 1273 return 1;
1439 1274
1440 /* If it doesn't fall into any of the above categories, must 1275 /* If it doesn't fall into any of the above categories, must
1441 * be non magical. 1276 * be non magical.
1442 */ 1277 */
1451int 1286int
1452need_identify (const object *op) 1287need_identify (const object *op)
1453{ 1288{
1454 switch (op->type) 1289 switch (op->type)
1455 { 1290 {
1456 case RING: 1291 case RING:
1457 case WAND: 1292 case WAND:
1458 case ROD: 1293 case ROD:
1459 case HORN: 1294 case HORN:
1460 case SCROLL: 1295 case SCROLL:
1461 case SKILL: 1296 case SKILL:
1462 case SKILLSCROLL: 1297 case SKILLSCROLL:
1463 case SPELLBOOK: 1298 case SPELLBOOK:
1464 case FOOD: 1299 case FOOD:
1465 case POTION: 1300 case POTION:
1466 case BOW: 1301 case BOW:
1467 case ARROW: 1302 case ARROW:
1468 case WEAPON: 1303 case WEAPON:
1469 case ARMOUR: 1304 case ARMOUR:
1470 case SHIELD: 1305 case SHIELD:
1471 case HELMET: 1306 case HELMET:
1472 case AMULET: 1307 case AMULET:
1473 case BOOTS: 1308 case BOOTS:
1474 case GLOVES: 1309 case GLOVES:
1475 case BRACERS: 1310 case BRACERS:
1476 case GIRDLE: 1311 case GIRDLE:
1477 case CONTAINER: 1312 case CONTAINER:
1478 case DRINK: 1313 case DRINK:
1479 case FLESH: 1314 case FLESH:
1480 case INORGANIC: 1315 case INORGANIC:
1481 case CLOSE_CON: 1316 case CLOSE_CON:
1482 case CLOAK: 1317 case CLOAK:
1483 case GEM: 1318 case GEM:
1484 case POWER_CRYSTAL: 1319 case POWER_CRYSTAL:
1485 case POISON: 1320 case POISON:
1486 case BOOK: 1321 case BOOK:
1487 case SKILL_TOOL: 1322 case SKILL_TOOL:
1488 return 1; 1323 return 1;
1489 } 1324 }
1325
1490 /* Try to track down some stuff that may show up here. Thus, the 1326 /* Try to track down some stuff that may show up here. Thus, the
1491 * archetype file can be updated, and this function removed. 1327 * archetype file can be updated, and this function removed.
1492 */ 1328 */
1493#if 0 1329#if 0
1494 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1330 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1500 * Supposed to fix face-values as well here, but later. 1336 * Supposed to fix face-values as well here, but later.
1501 */ 1337 */
1502void 1338void
1503identify (object *op) 1339identify (object *op)
1504{ 1340{
1505 object *pl;
1506
1507 SET_FLAG (op, FLAG_IDENTIFIED); 1341 SET_FLAG (op, FLAG_IDENTIFIED);
1508 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1342 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1509 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1343 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1510 1344
1511 /* 1345 /*
1518 { 1352 {
1519 if (op->inv && op->randomitems) 1353 if (op->inv && op->randomitems)
1520 op->title = op->inv->name; 1354 op->title = op->inv->name;
1521 else if (op->arch) 1355 else if (op->arch)
1522 { 1356 {
1523 op->name = op->arch->clone.name; 1357 op->name = op->arch->object::name;
1524 op->name_pl = op->arch->clone.name_pl; 1358 op->name_pl = op->arch->object::name_pl;
1525 } 1359 }
1526 } 1360 }
1527 1361
1528 /* If the object is on a map, make sure we update its face */ 1362 /* If the object is on a map, make sure we update its face */
1529 if (op->map) 1363 if (op->map)
1530 update_object (op, UP_OBJ_FACE); 1364 update_object (op, UP_OBJ_CHANGE);
1531 else 1365
1532 { 1366 if (object *pl = op->visible_to ())
1533 pl = op->in_player ();
1534 if (pl)
1535 /* A lot of the values can change from an update - might as well send 1367 /* A lot of the values can change from an update - might as well send
1536 * it all. 1368 * it all.
1537 */ 1369 */
1538 esrv_send_item (pl, op); 1370 esrv_send_item (pl, op);
1539 }
1540} 1371}
1541 1372

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