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Comparing deliantra/server/common/item.C (file contents):
Revision 1.10 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.49 by root, Fri Apr 25 11:40:34 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 25#include <living.h>
27#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 29
29/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 103 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 105 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 106 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 108 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
158 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
163 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
164 {WALL, "wall", "walls", 0, 0},
165 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167 {MONSTER, "monster", "monsters", 0, 0},
168 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
169 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
170 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
171 {TOOL, "tool", "tools", 0, 0},
172 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
173 {BUILDFAC, "building facility", "building facilities", 0, 0},
174 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
175 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
176 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
177 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
178 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
185 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
186 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
187 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
188 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
189 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
190 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
191 {FIREHOLES, "fireholes", "fireholes", 0, 0},
192 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
193 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
194 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
195 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
196 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
258}; 252};
259 253
260int 254int
261get_power_from_ench (int ench) 255get_power_from_ench (int ench)
262{ 256{
263 if (ench < 0) 257 if (ench < 0) ench = 0;
264 ench = 0; 258 if (ench > 20) ench = 20;
265 if (ench > 20) 259
266 ench = 20;
267 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
268} 261}
269 262
270/* This takes an object 'op' and figures out what its item_power 263/* This takes an object 'op' and figures out what its item_power
271 * rating should be. This should only really be used by the treasure 264 * rating should be. This should only really be used by the treasure
279{ 272{
280 int i, tmp, enc; 273 int i, tmp, enc;
281 274
282 enc = 0; 275 enc = 0;
283 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
284 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
285 278
286 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
287 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
288 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
289 * armour shouldn't be counted against 282 * armour shouldn't be counted against
306 if (op->type == WEAPON) 299 if (op->type == WEAPON)
307 { 300 {
308 for (i = 1; i < NROFATTACKS; i++) 301 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) 302 if (op->attacktype & (1 << i))
310 enc++; 303 enc++;
304
311 if (op->slaying) 305 if (op->slaying)
312 enc += 2; /* What it slays is probably more relevent */ 306 enc += 2; /* What it slays is probably more relevent */
313 } 307 }
308
314 /* Items the player can equip */ 309 /* Items the player can equip */
315 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
316 (op->type == SHIELD) || (op->type == RING) || 311 (op->type == SHIELD) || (op->type == RING) ||
317 (op->type == BOOTS) || (op->type == GLOVES) || 312 (op->type == BOOTS) || (op->type == GLOVES) ||
318 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 313 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
321 enc += op->stats.hp; /* hp regen */ 316 enc += op->stats.hp; /* hp regen */
322 enc += op->stats.sp; /* mana regen */ 317 enc += op->stats.sp; /* mana regen */
323 enc += op->stats.grace; /* grace regen */ 318 enc += op->stats.grace; /* grace regen */
324 enc += op->stats.exp; /* speed bonus */ 319 enc += op->stats.exp; /* speed bonus */
325 } 320 }
321
326 enc += op->stats.luck; 322 enc += op->stats.luck;
327 323
328 /* Do spell paths now */ 324 /* Do spell paths now */
329 for (i = 1; i < NRSPELLPATHS; i++) 325 for (i = 1; i < NRSPELLPATHS; i++)
330 { 326 {
350 enc += 1; 346 enc += 1;
351 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 347 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
352 enc += 1; 348 enc += 1;
353 349
354 return get_power_from_ench (enc); 350 return get_power_from_ench (enc);
355
356} 351}
357 352
358/* returns the typedata that has a number equal to itemtype, if there 353/* returns the typedata that has a number equal to itemtype, if there
359 * isn't one, returns NULL */ 354 * isn't one, returns NULL */
360
361const typedata * 355const typedata *
362get_typedata (int itemtype) 356get_typedata (int itemtype)
363{ 357{
364 int i; 358 int i;
365 359
366 for (i = 0; i < item_types_size; i++) 360 for (i = 0; i < item_types_size; i++)
367 if (item_types[i].number == itemtype) 361 if (item_types[i].number == itemtype)
368 return &item_types[i]; 362 return &item_types[i];
363
369 return NULL; 364 return NULL;
370} 365}
371 366
372/* returns the typedata that has a name equal to itemtype, if there 367/* returns the typedata that has a name equal to itemtype, if there
373 * isn't one, return the plural name that matches, if there still isn't 368 * isn't one, return the plural name that matches, if there still isn't
374 * one return NULL */ 369 * one return NULL */
375
376const typedata * 370const typedata *
377get_typedata_by_name (const char *name) 371get_typedata_by_name (const char *name)
378{ 372{
379 int i; 373 int i;
380 374
381 for (i = 0; i < item_types_size; i++) 375 for (i = 0; i < item_types_size; i++)
382 if (!strcmp (item_types[i].name, name)) 376 if (!strcmp (item_types[i].name, name))
383 return &item_types[i]; 377 return &item_types[i];
378
384 for (i = 0; i < item_types_size; i++) 379 for (i = 0; i < item_types_size; i++)
385 if (!strcmp (item_types[i].name_pl, name)) 380 if (!strcmp (item_types[i].name_pl, name))
386 { 381 {
387 LOG (llevInfo, 382 LOG (llevInfo,
388 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
389 return &item_types[i]; 384 return &item_types[i];
390 } 385 }
386
391 return NULL; 387 return NULL;
392} 388}
393 389
394/* describe_resistance generates the visible naming for resistances. 390/* describe_resistance generates the visible naming for resistances.
395 * returns a static array of the description. This can return 391 * returns a static array of the description. This can return
396 * a big buffer. 392 * a big buffer.
397 * if newline is true, we don't put parens around the description 393 * if newline is true, we don't put parens around the description
398 * but do put a newline at the end. Useful when dumping to files 394 * but do put a newline at the end. Useful when dumping to files
399 */ 395 */
400char * 396const char *
401describe_resistance (const object *op, int newline) 397describe_resistance (const object *op, int newline)
402{ 398{
403 static char buf[VERY_BIG_BUF]; 399 static char buf[VERY_BIG_BUF];
404 char buf1[VERY_BIG_BUF]; 400 char buf1[VERY_BIG_BUF];
405 int tmpvar; 401 int tmpvar;
424/* 420/*
425 * query_weight(object) returns a character pointer to a static buffer 421 * query_weight(object) returns a character pointer to a static buffer
426 * containing the text-representation of the weight of the given object. 422 * containing the text-representation of the weight of the given object.
427 * The buffer will be overwritten by the next call to query_weight(). 423 * The buffer will be overwritten by the next call to query_weight().
428 */ 424 */
429 425const char *
430char *
431query_weight (const object *op) 426query_weight (const object *op)
432{ 427{
433 static char buf[10]; 428 static char buf[10];
434 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 429 sint32 i = op->total_weight ();
435 430
436 if (op->weight < 0) 431 if (op->weight < 0)
437 return " "; 432 return " ";
433
438 if (i % 1000) 434 if (i % 1000)
439 sprintf (buf, "%6.1f", i / 1000.0); 435 sprintf (buf, "%6.1f", i / 1000.0);
440 else 436 else
441 sprintf (buf, "%4d ", i / 1000); 437 sprintf (buf, "%4d ", i / 1000);
438
442 return buf; 439 return buf;
443} 440}
444 441
445/* 442/*
446 * Returns the pointer to a static buffer containing 443 * Returns the pointer to a static buffer containing
447 * the number requested (of the form first, second, third...) 444 * the number requested (of the form first, second, third...)
448 */ 445 */
449 446const char *
450char *
451get_levelnumber (int i) 447get_levelnumber (int i)
452{ 448{
453 static char buf[MAX_BUF]; 449 static char buf[MAX_BUF];
454 450
455 if (i > 99) 451 if (i > 99)
456 { 452 {
457 sprintf (buf, "%d.", i); 453 sprintf (buf, "%d.", i);
458 return buf; 454 return buf;
459 } 455 }
456
460 if (i < 21) 457 if (i < 21)
461 return levelnumbers[i]; 458 return levelnumbers[i];
462 if (!(i % 10)) 459 if (!(i % 10))
463 return levelnumbers_10[i / 10]; 460 return levelnumbers_10[i / 10];
461
464 strcpy (buf, numbers_10[i / 10]); 462 strcpy (buf, numbers_10[i / 10]);
465 strcat (buf, levelnumbers[i % 10]); 463 strcat (buf, levelnumbers[i % 10]);
466 return buf; 464 return buf;
467} 465}
468
469 466
470/* 467/*
471 * get_number(integer) returns the text-representation of the given number 468 * get_number(integer) returns the text-representation of the given number
472 * in a static buffer. The buffer might be overwritten at the next 469 * in a static buffer. The buffer might be overwritten at the next
473 * call to get_number(). 470 * call to get_number().
474 * It is currently only used by the query_name() function. 471 * It is currently only used by the query_name() function.
475 */ 472 */
476 473const char *
477char *
478get_number (int i) 474get_number (int i)
479{ 475{
480 if (i <= 20) 476 if (i <= 20)
481 return numbers[i]; 477 return numbers[i];
482 else 478 else
499 */ 495 */
500 496
501/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 497/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
502 * from stats.sp - b.t. 498 * from stats.sp - b.t.
503 */ 499 */
504char * 500const char *
505ring_desc (const object *op) 501ring_desc (const object *op)
506{ 502{
507 static char buf[VERY_BIG_BUF]; 503 static dynbuf_text buf; buf.clear ();
508 int attr, val, len; 504 int attr, val, len;
509 505
510 buf[0] = 0;
511
512 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 506 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
513 return buf; 507 {
514
515 for (attr = 0; attr < NUM_STATS; attr++) 508 for (attr = 0; attr < NUM_STATS; attr++)
516 { 509 if ((val = op->stats.stat (attr)))
517 if ((val = get_attr_value (&(op->stats), attr)) != 0)
518 {
519 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 510 buf.printf ("(%s%+d)", short_stat_name[attr], val);
520 }
521 }
522 if (op->stats.exp)
523 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
524 if (op->stats.wc)
525 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
526 if (op->stats.dam)
527 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
528 if (op->stats.ac)
529 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
530 511
512 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
513 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
514 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
515 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
516
531 strcat (buf, describe_resistance (op, 0)); 517 buf << describe_resistance (op, 0);
532 518
533 if (op->stats.food != 0) 519 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
534 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 520 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
535 /* else if (op->stats.food < 0) 521 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
536 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 522 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
537 if (op->stats.grace) 523 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
538 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
539 if (op->stats.sp && op->type != SKILL)
540 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
541 if (op->stats.hp)
542 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
543 if (op->stats.luck)
544 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
545 if (QUERY_FLAG (op, FLAG_LIFESAVE))
546 strcat (buf, "(lifesaving)");
547 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
548 strcat (buf, "(reflect spells)");
549 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
550 strcat (buf, "(reflect missiles)");
551 if (QUERY_FLAG (op, FLAG_STEALTH))
552 strcat (buf, "(stealth)");
553 /* Shorten some of the names, so they appear better in the windows */
554 len = strlen (buf);
555 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
557 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
558 524
559 /* if(op->item_power) 525 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
560 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 526 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
561 */ 527 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
562 if (buf[0] == 0 && op->type != SKILL) 528 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
563 strcpy (buf, "of adornment");
564 529
530 buf.add_paths ("Attuned" , op->path_attuned);
531 buf.add_paths ("Repelled", op->path_repelled);
532 buf.add_paths ("Denied" , op->path_denied);
533
534 if (buf.empty ())
535 buf << "of adornment";
536 }
565 537
566 return buf; 538 return buf;
567} 539}
568 540
569/* 541/*
571 * contain any information about object status (worn/cursed/etc.) 543 * contain any information about object status (worn/cursed/etc.)
572 */ 544 */
573const char * 545const char *
574query_short_name (const object *op) 546query_short_name (const object *op)
575{ 547{
576 static char buf[HUGE_BUF];
577 char buf2[HUGE_BUF];
578 int len = 0;
579
580 if (op->name == NULL) 548 if (op->name == 0)
581 return "(null)"; 549 return "(null)";
582 550
583 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 551 if (!op->nrof
552 && !op->weight
553 && !op->title
554 && !is_magical (op)
555 && op->slaying != shstr_money)
584 return op->name; /* To speed things up (or make things slower?) */ 556 return op->name; /* To speed things up (or make things slower?) */
585 557
586 if (op->nrof <= 1) 558 static dynbuf_text buf; buf.clear ();
587 safe_strcat (buf, op->name, &len, HUGE_BUF); 559
588 else 560 buf << (op->nrof <= 1 ? op->name : op->name_pl);
589 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
590 561
591 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 562 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
592 { 563 buf << ' ' << op->title;
593 safe_strcat (buf, " ", &len, HUGE_BUF);
594 safe_strcat (buf, op->title, &len, HUGE_BUF);
595 }
596 564
597 switch (op->type) 565 switch (op->type)
598 { 566 {
599 case SPELLBOOK: 567 case SPELLBOOK:
600 case SCROLL: 568 case SCROLL:
601 case WAND: 569 case WAND:
602 case ROD: 570 case ROD:
603 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 571 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
572 {
573 if (!op->title)
574 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
575
576 if (op->type != SPELLBOOK)
577 buf.printf (" (lvl %d)", op->level);
578 }
579 break;
580
581 case ALTAR:
582 case TRIGGER_ALTAR:
583 case IDENTIFY_ALTAR:
584 case CONVERTER:
585 if (op->slaying == shstr_money)
604 { 586 {
605 if (!op->title) 587 bool wrap = !!buf.size ();
606 { 588
607 safe_strcat (buf, " of ", &len, HUGE_BUF); 589 if (wrap) buf << " [";
608 if (op->inv) 590
609 safe_strcat (buf, op->inv->name, &len, HUGE_BUF); 591 archetype *coin = 0;
592
593 for (char const *const *c = coins; *coins; ++c)
594 if ((coin = archetype::find (*c)))
595 if (op->stats.food % coin->value == 0)
610 else 596 break;
611 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 597
612 } 598 sint32 coins = op->stats.food / coin->value;
613 if (op->type != SPELLBOOK) 599
614 { 600 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
615 sprintf (buf2, " (lvl %d)", op->level); 601
616 safe_strcat (buf, buf2, &len, HUGE_BUF); 602 if (wrap) buf << ']';
617 }
618 } 603 }
619 break; 604 break;
620 605
621 case SKILL: 606 case SKILL:
622 case AMULET: 607 case AMULET:
623 case RING: 608 case RING:
624 if (!op->title) 609 if (!op->title)
625 { 610 {
626 /* If ring has a title, full description isn't so useful */ 611 /* If ring has a title, full description isn't so useful */
627 char *s = ring_desc (op); 612 const char *s = ring_desc (op);
628 613
629 if (s[0]) 614 if (s && *s)
630 { 615 buf << " " << s;
631 safe_strcat (buf, " ", &len, HUGE_BUF);
632 safe_strcat (buf, s, &len, HUGE_BUF);
633 }
634 } 616 }
635 break; 617 break;
618
636 default: 619 default:
637 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 620 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
638 {
639 sprintf (buf2, " %+d", op->magic); 621 buf.printf (" %+d", op->magic);
640 safe_strcat (buf, buf2, &len, HUGE_BUF);
641 }
642 } 622 }
623
643 return buf; 624 return buf;
644} 625}
645 626
646/* 627/*
647 * query_name(object) returns a character pointer pointing to a static 628 * query_name(object) returns a character pointer pointing to a static
652 * overwritten. This may be a bad thing (it may be easier to assume the value 633 * overwritten. This may be a bad thing (it may be easier to assume the value
653 * returned is good forever.) However, it makes printing statements that 634 * returned is good forever.) However, it makes printing statements that
654 * use several names much easier (don't need to store them to temp variables.) 635 * use several names much easier (don't need to store them to temp variables.)
655 * 636 *
656 */ 637 */
657char * 638const char *
658query_name (const object *op) 639query_name (const object *op)
659{ 640{
660 static char buf[5][HUGE_BUF]; 641 int len = 0;
642 static dynbuf_text bufs[5];
661 static int use_buf = 0; 643 static int use_buf = 0;
662 int len = 0;
663
664#ifdef NEW_MATERIAL_CODE
665 materialtype_t *mt;
666#endif
667 644
668 use_buf++; 645 use_buf++;
669 use_buf %= 5; 646 use_buf %= 5;
670 647
671#ifdef NEW_MATERIAL_CODE 648 dynbuf_text &buf = bufs [use_buf];
649 buf.clear ();
650
672 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 651 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
673 {
674 mt = name_to_material (op->materialname); 652 if (materialtype_t *mt = name_to_material (op->materialname))
675 if (mt) 653 buf << mt->description << ' ';
676 {
677 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
678 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
679 }
680 }
681#endif
682 654
683 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 655 buf << query_short_name (op);
684 656
685 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 657 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
686 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 658 buf << " *";
687 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 659 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
688 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 660 buf << " (open)";
689 661
690 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 662 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
691 { 663 {
692 if (QUERY_FLAG (op, FLAG_DAMNED)) 664 if (QUERY_FLAG (op, FLAG_DAMNED))
693 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 665 buf << " (damned)";
694 else if (QUERY_FLAG (op, FLAG_CURSED)) 666 else if (QUERY_FLAG (op, FLAG_CURSED))
695 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 667 buf << " (cursed)";
696 } 668 }
669
697 /* Basically, if the object is known magical (detect magic spell on it), 670 /* Basically, if the object is known magical (detect magic spell on it),
698 * and it isn't identified, print out the fact that 671 * and it isn't identified, print out the fact that
699 * it is magical. Assume that the detect magical spell will only set 672 * it is magical. Assume that the detect magical spell will only set
700 * KNOWN_MAGICAL if the item actually is magical. 673 * KNOWN_MAGICAL if the item actually is magical.
701 * 674 *
702 * Changed in V 0.91.4 - still print that the object is magical even 675 * Changed in V 0.91.4 - still print that the object is magical even
703 * if it has been applied. Equipping an item does not tell full 676 * if it has been applied. Equipping an item does not tell full
704 * abilities, especially for artifact items. 677 * abilities, especially for artifact items.
705 */ 678 */
706 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 679 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
707 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 680 buf << " (magic)";
708 681
709#if 0 682#if 0
710 /* item_power will be returned in desribe_item - it shouldn't really 683 /* item_power will be returned in desribe_item - it shouldn't really
711 * be returned in the name. 684 * be returned in the name.
712 */ 685 */
717 690
718 if (QUERY_FLAG (op, FLAG_APPLIED)) 691 if (QUERY_FLAG (op, FLAG_APPLIED))
719 { 692 {
720 switch (op->type) 693 switch (op->type)
721 { 694 {
722 case BOW: 695 case BOW:
723 case WAND: 696 case WAND:
724 case ROD: 697 case ROD:
725 case HORN: 698 case HORN:
726 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 699 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
727 break; 700 break;
728 case WEAPON: 701 case WEAPON:
729 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 702 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
730 break; 703 break;
731 case ARMOUR: 704 case ARMOUR:
732 case HELMET: 705 case HELMET:
733 case SHIELD: 706 case SHIELD:
734 case RING: 707 case RING:
735 case BOOTS: 708 case BOOTS:
736 case GLOVES: 709 case GLOVES:
737 case AMULET: 710 case AMULET:
738 case GIRDLE: 711 case GIRDLE:
739 case BRACERS: 712 case BRACERS:
740 case CLOAK: 713 case CLOAK:
741 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 714 buf << " (worn)";
742 break; 715 break;
743 case CONTAINER: 716 case CONTAINER:
744 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 717 buf << " (active)";
745 break; 718 break;
746 case SKILL: 719 case SKILL:
747 default: 720 default:
748 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 721 buf << " (applied)";
749 } 722 }
750 } 723 }
724
751 if (QUERY_FLAG (op, FLAG_UNPAID)) 725 if (QUERY_FLAG (op, FLAG_UNPAID))
752 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 726 buf << " (unpaid)";
753 727
754 return buf[use_buf]; 728 return buf;
755} 729}
756 730
757/* 731/*
758 * query_base_name(object) returns a character pointer pointing to a static 732 * query_base_name(object) returns a character pointer pointing to a static
759 * buffer which contains a verbose textual representation of the name 733 * buffer which contains a verbose textual representation of the name
764 * If plural is set, we generate the plural name of this. 738 * If plural is set, we generate the plural name of this.
765 */ 739 */
766const char * 740const char *
767query_base_name (const object *op, int plural) 741query_base_name (const object *op, int plural)
768{ 742{
769 static char buf[MAX_BUF], buf2[MAX_BUF];
770 int len;
771 materialtype_t *mt;
772
773 if ((!plural && !op->name) || (plural && !op->name_pl)) 743 if ((!plural && !op->name) || (plural && !op->name_pl))
774 return "(null)"; 744 return "(null)";
775 745
776 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 746 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
777 return op->name; /* To speed things up (or make things slower?) */ 747 return op->name; /* To speed things up (or make things slower?) */
778 748
749 static dynbuf_text buf; buf.clear ();
750
779 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 751 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
780 mt = name_to_material (op->materialname); 752 if (materialtype_t *mt = name_to_material (op->materialname))
753 if (op->arch->materialname != mt->name)
754 buf << mt->description << ' ';
781 755
782#ifdef NEW_MATERIAL_CODE 756 buf << (plural ? op->name_pl : op->name);
783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
785 {
786 strcpy (buf, mt->description);
787 len = strlen (buf);
788 safe_strcat (buf, " ", &len, MAX_BUF);
789 if (!plural)
790 safe_strcat (buf, op->name, &len, MAX_BUF);
791 else
792 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
793 }
794 else
795 {
796#endif
797 if (!plural)
798 strcpy (buf, op->name);
799 else
800 strcpy (buf, op->name_pl);
801 len = strlen (buf);
802#ifdef NEW_MATERIAL_CODE
803 }
804#endif
805 757
806 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 758 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
807 { 759 buf << ' ' << op->title;
808 safe_strcat (buf, " ", &len, MAX_BUF);
809 safe_strcat (buf, op->title, &len, MAX_BUF);
810 }
811 760
812 switch (op->type) 761 switch (op->type)
813 { 762 {
814 case SPELLBOOK: 763 case SPELLBOOK:
815 case SCROLL: 764 case SCROLL:
816 case WAND: 765 case WAND:
817 case ROD: 766 case ROD:
818 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 767 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
819 { 768 {
820 if (!op->title) 769 if (!op->title)
821 { 770 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
822 safe_strcat (buf, " of ", &len, MAX_BUF); 771
823 if (op->inv)
824 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
825 else
826 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
827 }
828 if (op->type != SPELLBOOK) 772 if (op->type != SPELLBOOK)
829 {
830 sprintf (buf2, " (lvl %d)", op->level); 773 buf.printf (" (lvl %d)", op->level);
831 safe_strcat (buf, buf2, &len, MAX_BUF);
832 }
833 } 774 }
834 break; 775 break;
835 776
836 777
837 case SKILL: 778 case SKILL:
838 case AMULET: 779 case AMULET:
839 case RING: 780 case RING:
840 if (!op->title) 781 if (!op->title)
841 { 782 {
842 /* If ring has a title, full description isn't so useful */ 783 /* If ring has a title, full description isn't so useful */
843 char *s = ring_desc (op); 784 const char *s = ring_desc (op);
844 785
845 if (s[0]) 786 if (s && *s)
846 { 787 buf << ' ' << s;
847 safe_strcat (buf, " ", &len, MAX_BUF);
848 safe_strcat (buf, s, &len, MAX_BUF);
849 }
850 } 788 }
851 break; 789 break;
790
852 default: 791 default:
853 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 792 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
854 { 793 buf.printf (" %+d", op->magic);
855 sprintf (buf + strlen (buf), " %+d", op->magic);
856 }
857 } 794 }
795
858 return buf; 796 return buf;
859} 797}
860 798
861/* Break this off from describe_item - that function was way 799/* Break this off from describe_item - that function was way
862 * too long, making it difficult to read. This function deals 800 * too long, making it difficult to read. This function deals
863 * with describing the monsters & players abilities. It should only 801 * with describing the monsters & players abilities. It should only
864 * be called with monster & player objects. Returns a description 802 * be called with monster & player objects. Returns a description
865 * in a static buffer. 803 * in a static buffer.
866 */ 804 */
867
868static char * 805static const char *
869describe_monster (const object *op) 806describe_monster (const object *op)
870{ 807{
871 char buf[MAX_BUF]; 808 static dynbuf_text buf; buf.clear ();
872 static char retbuf[VERY_BIG_BUF];
873 int i;
874
875 retbuf[0] = '\0';
876 809
877 /* Note that the resolution this provides for players really isn't 810 /* Note that the resolution this provides for players really isn't
878 * very good. Any player with a speed greater than .67 will 811 * very good. Any player with a speed greater than .67 will
879 * fall into the 'lightning fast movement' category. 812 * fall into the 'lightning fast movement' category.
880 */ 813 */
881 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 814 if (op->has_active_speed ())
882 {
883 switch ((int) ((FABS (op->speed)) * 15)) 815 switch ((int) ((FABS (op->speed)) * 15))
884 { 816 {
885 case 0: 817 case 0:
886 strcat (retbuf, "(very slow movement)"); 818 buf << "(very slow movement";
887 break; 819 break;
888 case 1: 820 case 1:
889 strcat (retbuf, "(slow movement)"); 821 buf << "(slow movement)";
890 break; 822 break;
891 case 2: 823 case 2:
892 strcat (retbuf, "(normal movement)"); 824 buf << "(normal movement)";
893 break; 825 break;
894 case 3: 826 case 3:
895 case 4: 827 case 4:
896 strcat (retbuf, "(fast movement)"); 828 buf << "(fast movement)";
897 break; 829 break;
898 case 5: 830 case 5:
899 case 6: 831 case 6:
900 strcat (retbuf, "(very fast movement)"); 832 buf << "(very fast movement)";
901 break; 833 break;
902 case 7: 834 case 7:
903 case 8: 835 case 8:
904 case 9: 836 case 9:
905 case 10: 837 case 10:
906 strcat (retbuf, "(extremely fast movement)"); 838 buf << "(extremely fast movement)";
907 break; 839 break;
908 default: 840 default:
909 strcat (retbuf, "(lightning fast movement)"); 841 buf << "(lightning fast movement)";
910 break; 842 break;
911 } 843 }
912 } 844
913 if (QUERY_FLAG (op, FLAG_UNDEAD)) 845 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
914 strcat (retbuf, "(undead)");
915 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 846 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
916 strcat (retbuf, "(see invisible)"); 847 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
917 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 848 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
918 strcat (retbuf, "(wield weapon)"); 849 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
919 if (QUERY_FLAG (op, FLAG_USE_BOW)) 850 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
920 strcat (retbuf, "(archer)"); 851 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
921 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 852 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
922 strcat (retbuf, "(wear armour)");
923 if (QUERY_FLAG (op, FLAG_USE_RING))
924 strcat (retbuf, "(wear ring)");
925 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
926 strcat (retbuf, "(read scroll)");
927 if (QUERY_FLAG (op, FLAG_USE_RANGE))
928 strcat (retbuf, "(fires wand/rod/horn)");
929 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 853 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
930 strcat (retbuf, "(skill user)"); 854 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
931 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 855 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
932 strcat (retbuf, "(spellcaster)");
933 if (QUERY_FLAG (op, FLAG_FRIENDLY))
934 strcat (retbuf, "(friendly)");
935 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 856 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
936 strcat (retbuf, "(unaggressive)"); 857 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
937 if (QUERY_FLAG (op, FLAG_HITBACK)) 858 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
938 strcat (retbuf, "(hitback)"); 859
939 if (QUERY_FLAG (op, FLAG_STEALTH))
940 strcat (retbuf, "(stealthy)");
941 if (op->randomitems != NULL) 860 if (op->randomitems)
942 { 861 {
943 treasure *t;
944 int first = 1; 862 bool first = 1;
945 863
946 for (t = op->randomitems->items; t != NULL; t = t->next) 864 for (treasure *t = op->randomitems->items; t; t = t->next)
947 if (t->item && (t->item->clone.type == SPELL)) 865 if (t->item && t->item->type == SPELL)
948 { 866 {
949 if (first) 867 if (first)
950 { 868 buf << "(Spell abilities:)";
869
951 first = 0; 870 first = 0;
952 strcat (retbuf, "(Spell abilities:)"); 871
953 } 872 buf << '(' << t->item->object::name << ')';
954 strcat (retbuf, "(");
955 strcat (retbuf, t->item->clone.name);
956 strcat (retbuf, ")");
957 } 873 }
958 } 874 }
875
959 if (op->type == PLAYER) 876 if (op->type == PLAYER)
960 { 877 {
961 if (op->contr->digestion) 878 if (op->contr->digestion)
962 {
963 if (op->contr->digestion != 0)
964 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 879 buf.printf ("(sustenance%+d)", op->contr->digestion);
965 strcat (retbuf, buf); 880
966 }
967 if (op->contr->gen_grace) 881 if (op->contr->gen_grace)
968 {
969 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 882 buf.printf ("(grace%+d)", op->contr->gen_grace);
970 strcat (retbuf, buf); 883
971 }
972 if (op->contr->gen_sp) 884 if (op->contr->gen_sp)
973 {
974 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 885 buf.printf ("(magic%+d)", op->contr->gen_sp);
975 strcat (retbuf, buf); 886
976 }
977 if (op->contr->gen_hp) 887 if (op->contr->gen_hp)
978 {
979 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 888 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
980 strcat (retbuf, buf); 889
981 }
982 if (op->stats.luck) 890 if (op->stats.luck)
983 {
984 sprintf (buf, "(luck%+d)", op->stats.luck); 891 buf.printf ("(luck%+d)", op->stats.luck);
985 strcat (retbuf, buf);
986 }
987 } 892 }
988 893
989 /* describe attacktypes */ 894 /* describe attacktypes */
990 if (is_dragon_pl (op)) 895 if (is_dragon_pl (op))
991 { 896 {
993 * Break apart the for loop - move the comparison checking down - 898 * Break apart the for loop - move the comparison checking down -
994 * this makes it more readable. 899 * this makes it more readable.
995 */ 900 */
996 object *tmp; 901 object *tmp;
997 902
998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 903 for (tmp = op->inv; tmp; tmp = tmp->below)
999 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 904 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1000 break; 905 break;
1001 906
1002 if (tmp && tmp->attacktype != 0) 907 if (tmp && tmp->attacktype)
1003 { 908 buf.add_abilities ("Claws", tmp->attacktype);
1004 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1005 }
1006 else 909 else
1007 { 910 buf.add_abilities ("Attacks", op->attacktype);
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1009 }
1010 } 911 }
1011 else 912 else
1012 { 913 buf.add_abilities ("Attacks", op->attacktype);
1013 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 914
1014 } 915 buf.add_paths ("Attuned" , op->path_attuned);
1015 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 916 buf.add_paths ("Repelled", op->path_repelled);
1016 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 917 buf.add_paths ("Denied" , op->path_denied);
1017 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 918
1018 for (i = 0; i < NROFATTACKS; i++) 919 for (int i = 0; i < NROFATTACKS; i++)
1019 {
1020 if (op->resist[i]) 920 if (op->resist[i])
1021 {
1022 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 921 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1023 strcat (retbuf, buf); 922
1024 }
1025 }
1026 return retbuf; 923 return buf;
1027} 924}
1028
1029 925
1030/* 926/*
1031 * Returns a pointer to a static buffer which contains a 927 * Returns a pointer to a static buffer which contains a
1032 * description of the given object. 928 * description of the given object.
1033 * If it is a monster, lots of information about its abilities 929 * If it is a monster, lots of information about its abilities
1051 * 947 *
1052 * Add 'owner' who is the person examining this object. 948 * Add 'owner' who is the person examining this object.
1053 * owner can be null if no one is being associated with this 949 * owner can be null if no one is being associated with this
1054 * item (eg, debug dump or the like) 950 * item (eg, debug dump or the like)
1055 */ 951 */
1056 952const char *
1057char *
1058describe_item (const object *op, object *owner) 953describe_item (const object *op, object *owner)
1059{ 954{
1060 char buf[MAX_BUF]; 955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1061 static char retbuf[VERY_BIG_BUF]; 956 return describe_monster (op);
957
958 static dynbuf_text buf; buf.clear ();
1062 int identified, i; 959 int identified, i;
1063 960
1064 retbuf[0] = '\0';
1065 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1066 {
1067 return describe_monster (op);
1068 }
1069 /* figure this out once, instead of making multiple calls to need_identify. 961 /* figure this out once, instead of making multiple calls to need_identify.
1070 * also makes the code easier to read. 962 * also makes the code easier to read.
1071 */ 963 */
1072 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1073 identified = 1; 965 if (!identified)
1074 else 966 buf << "(unidentified)";
1075 { 967
1076 strcpy (retbuf, "(unidentified)");
1077 identified = 0;
1078 }
1079 switch (op->type) 968 switch (op->type)
1080 { 969 {
1081 case BOW: 970 case BOW:
1082 case ARROW: 971 case ARROW:
1083 case WAND: 972 case WAND:
1084 case ROD: 973 case ROD:
1085 case HORN: 974 case HORN:
1086 case WEAPON: 975 case WEAPON:
1087 case ARMOUR: 976 case ARMOUR:
1088 case HELMET: 977 case HELMET:
1089 case SHIELD: 978 case SHIELD:
1090 case BOOTS: 979 case BOOTS:
1091 case GLOVES: 980 case GLOVES:
1092 case GIRDLE: 981 case GIRDLE:
1093 case BRACERS: 982 case BRACERS:
1094 case CLOAK: 983 case CLOAK:
1095 case SKILL_TOOL: 984 case SKILL_TOOL:
1096 break; /* We have more information to do below this switch */ 985 break; /* We have more information to do below this switch */
1097 986
1098 case POWER_CRYSTAL: 987 case POWER_CRYSTAL:
1099 if (op->stats.maxsp > 1000) 988 if (op->stats.maxsp > 1000)
1100 { /*higher capacity crystals */ 989 { /*higher capacity crystals */
1101 i = (op->stats.maxsp % 100) / 10; 990 i = (op->stats.maxsp % 1000) / 100;
991
1102 if (i) 992 if (i)
1103 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1104 else 994 else
1105 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1106 } 996 }
1107 else 997 else
1108 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 998 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1109 strcat (retbuf, buf); 999
1110 i = (op->stats.sp * 10) / op->stats.maxsp; 1000 i = (op->stats.sp * 10) / op->stats.maxsp;
1111 if (op->stats.sp == 0) 1001 if (op->stats.sp == 0)
1112 strcat (retbuf, "empty."); 1002 buf << "empty.";
1113 else if (i == 0) 1003 else if (i == 0)
1114 strcat (retbuf, "almost empty."); 1004 buf << "almost empty.";
1115 else if (i < 3) 1005 else if (i < 3)
1116 strcat (retbuf, "partially filled."); 1006 buf << "partially filled.";
1117 else if (i < 6) 1007 else if (i < 6)
1118 strcat (retbuf, "half full."); 1008 buf << "half full.";
1119 else if (i < 9) 1009 else if (i < 9)
1120 strcat (retbuf, "well charged."); 1010 buf << "well charged.";
1121 else if (op->stats.sp == op->stats.maxsp) 1011 else if (op->stats.sp == op->stats.maxsp)
1122 strcat (retbuf, "fully charged."); 1012 buf << "fully charged.";
1123 else 1013 else
1124 strcat (retbuf, "almost full."); 1014 buf << "almost full.";
1125 break; 1015 break;
1016
1126 case FOOD: 1017 case FOOD:
1127 case FLESH: 1018 case FLESH:
1128 case DRINK: 1019 case DRINK:
1129 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1020 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1130 { 1021 {
1131 sprintf (buf, "(food+%d)", op->stats.food); 1022 buf.printf ("(food+%d)", op->stats.food);
1132 strcat (retbuf, buf);
1133 1023
1134 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1024 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1135 {
1136 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1025 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1137 strcat (retbuf, buf);
1138 }
1139 1026
1140 if (!QUERY_FLAG (op, FLAG_CURSED)) 1027 if (!QUERY_FLAG (op, FLAG_CURSED))
1141 { 1028 {
1142 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(heals)";
1143 strcat (retbuf, "(heals)");
1144 if (op->stats.sp)
1145 strcat (retbuf, "(spellpoint regen)"); 1030 if (op->stats.sp) buf << "(spellpoint regen)";
1146 } 1031 }
1147 else 1032 else
1148 { 1033 {
1149 if (op->stats.hp) 1034 if (op->stats.hp) buf << "(damages)";
1150 strcat (retbuf, "(damages)");
1151 if (op->stats.sp)
1152 strcat (retbuf, "(spellpoint depletion)"); 1035 if (op->stats.sp) buf << "(spellpoint depletion)";
1153 } 1036 }
1154 } 1037 }
1155 break; 1038 break;
1156 1039
1157
1158 case SKILL: 1040 case SKILL:
1159 case RING: 1041 case RING:
1160 case AMULET: 1042 case AMULET:
1161 if (op->item_power) 1043 if (op->item_power)
1162 {
1163 sprintf (buf, "(item_power %+d)", op->item_power); 1044 buf.printf ("(item_power %+d)", op->item_power);
1164 strcat (retbuf, buf); 1045
1165 }
1166 if (op->title) 1046 if (op->title)
1167 strcat (retbuf, ring_desc (op)); 1047 buf << ring_desc (op);
1048
1168 return retbuf; 1049 return buf;
1169 1050
1170 default: 1051 default:
1171 return retbuf; 1052 return buf;
1172 } 1053 }
1173 1054
1174 /* Down here, we more further describe equipment type items. 1055 /* Down here, we more further describe equipment type items.
1175 * only describe them if they have been identified or the like. 1056 * only describe them if they have been identified or the like.
1176 */ 1057 */
1177 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1178 { 1059 {
1179 int attr, val; 1060 int attr, val;
1180 1061
1181 for (attr = 0; attr < NUM_STATS; attr++) 1062 for (attr = 0; attr < NUM_STATS; attr++)
1182 { 1063 if ((val = op->stats.stat (attr)))
1183 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1184 {
1185 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1064 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1186 strcat (retbuf, buf);
1187 }
1188 }
1189 1065
1190 if (op->stats.exp) 1066 if (op->stats.exp)
1191 {
1192 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1067 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1193 strcat (retbuf, buf);
1194 }
1195
1196 1068
1197 switch (op->type) 1069 switch (op->type)
1198 { 1070 {
1199 case BOW: 1071 case BOW:
1200 case ARROW: 1072 case ARROW:
1201 case GIRDLE: 1073 case GIRDLE:
1202 case HELMET: 1074 case HELMET:
1203 case SHIELD: 1075 case SHIELD:
1204 case BOOTS: 1076 case BOOTS:
1205 case GLOVES: 1077 case GLOVES:
1206 case WEAPON: 1078 case WEAPON:
1207 case SKILL: 1079 case SKILL:
1208 case RING: 1080 case RING:
1209 case AMULET: 1081 case AMULET:
1210 case ARMOUR: 1082 case ARMOUR:
1211 case BRACERS: 1083 case BRACERS:
1212 case FORCE: 1084 case FORCE:
1213 case CLOAK: 1085 case CLOAK:
1214 if (op->stats.wc) 1086 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1215 { 1087 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1216 sprintf (buf, "(wc%+d)", op->stats.wc); 1088 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1217 strcat (retbuf, buf); 1089
1218 }
1219 if (op->stats.dam)
1220 {
1221 sprintf (buf, "(dam%+d)", op->stats.dam);
1222 strcat (retbuf, buf);
1223 }
1224 if (op->stats.ac)
1225 {
1226 sprintf (buf, "(ac%+d)", op->stats.ac);
1227 strcat (retbuf, buf);
1228 }
1229 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1090 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1230 {
1231 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1091 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1232 strcat (retbuf, buf); 1092
1233 }
1234 break; 1093 break;
1235 1094
1236 default: 1095 default:
1237 break; 1096 break;
1238 } 1097 }
1239 if (QUERY_FLAG (op, FLAG_XRAYS)) 1098
1240 strcat (retbuf, "(xray-vision)"); 1099 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1241 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1100 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1242 strcat (retbuf, "(infravision)");
1243 1101
1244 /* levitate was what is was before, so we'll keep it */ 1102 /* levitate was what is was before, so we'll keep it */
1245 if (op->move_type & MOVE_FLY_LOW) 1103 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1246 strcat (retbuf, "(levitate)");
1247
1248 if (op->move_type & MOVE_FLY_HIGH) 1104 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1249 strcat (retbuf, "(fly)");
1250
1251 if (op->move_type & MOVE_SWIM) 1105 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1252 strcat (retbuf, "(swim)");
1253 1106
1254 /* walking is presumed as 'normal', so doesn't need mentioning */ 1107 /* walking is presumed as 'normal', so doesn't need mentioning */
1255 1108
1256 if (op->item_power) 1109 if (op->item_power)
1257 {
1258 sprintf (buf, "(item_power %+d)", op->item_power); 1110 buf.printf ("(item_power %+d)", op->item_power);
1259 strcat (retbuf, buf);
1260 }
1261 } /* End if identified or applied */ 1111 } /* End if identified or applied */
1262 1112
1263 /* This blocks only deals with fully identified object. 1113 /* This blocks only deals with fully identified object.
1264 * it is intentional that this is not an 'else' from a above - 1114 * it is intentional that this is not an 'else' from a above -
1265 * in this way, information is added. 1115 * in this way, information is added.
1268 { 1118 {
1269 int more_info = 0; 1119 int more_info = 0;
1270 1120
1271 switch (op->type) 1121 switch (op->type)
1272 { 1122 {
1273 case ROD: /* These use stats.sp for spell selection and stats.food */ 1123 case ROD: /* These use stats.sp for spell selection and stats.food */
1274 case HORN: /* and stats.hp for spell-point regeneration... */ 1124 case HORN: /* and stats.hp for spell-point regeneration... */
1275 case BOW: 1125 case BOW:
1276 case ARROW: 1126 case ARROW:
1277 case WAND: 1127 case WAND:
1278 case FOOD: 1128 case FOOD:
1279 case FLESH: 1129 case FLESH:
1280 case DRINK: 1130 case DRINK:
1281 more_info = 0; 1131 more_info = 0;
1282 break; 1132 break;
1283 1133
1284 /* Armor type objects */ 1134 /* Armor type objects */
1285 case ARMOUR: 1135 case ARMOUR:
1286 case HELMET: 1136 case HELMET:
1287 case SHIELD: 1137 case SHIELD:
1288 case BOOTS: 1138 case BOOTS:
1289 case GLOVES: 1139 case GLOVES:
1290 case GIRDLE: 1140 case GIRDLE:
1291 case BRACERS: 1141 case BRACERS:
1292 case CLOAK: 1142 case CLOAK:
1293 if (ARMOUR_SPEED (op)) 1143 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1294 { 1144 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1295 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1296 strcat (retbuf, buf);
1297 }
1298 if (ARMOUR_SPELLS (op))
1299 {
1300 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1301 strcat (retbuf, buf);
1302 }
1303 more_info = 1; 1145 more_info = 1;
1304 break; 1146 break;
1305 1147
1306 case WEAPON: 1148 case WEAPON:
1307 /* Calculate it the same way fix_player does so the results 1149 /* Calculate it the same way fix_player does so the results
1308 * make sense. 1150 * make sense.
1309 */ 1151 */
1310 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1152 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1311 if (i < 0) 1153 if (i < 0)
1312 i = 0; 1154 i = 0;
1313 1155
1314 sprintf (buf, "(weapon speed %d)", i); 1156 buf.printf ("(weapon speed %d)", i);
1315 strcat (retbuf, buf);
1316 more_info = 1; 1157 more_info = 1;
1317 break; 1158 break;
1318
1319 } 1159 }
1160
1320 if (more_info) 1161 if (more_info)
1321 { 1162 {
1322 if (op->stats.food)
1323 {
1324 if (op->stats.food != 0)
1325 sprintf (buf, "(sustenance%+d)", op->stats.food); 1163 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1326 strcat (retbuf, buf);
1327 }
1328 if (op->stats.grace)
1329 {
1330 sprintf (buf, "(grace%+d)", op->stats.grace); 1164 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1331 strcat (retbuf, buf); 1165 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1332 }
1333 if (op->stats.sp)
1334 {
1335 sprintf (buf, "(magic%+d)", op->stats.sp);
1336 strcat (retbuf, buf);
1337 }
1338 if (op->stats.hp)
1339 {
1340 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1166 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1341 strcat (retbuf, buf);
1342 }
1343 } 1167 }
1344 1168
1345 if (op->stats.luck) 1169 if (op->stats.luck)
1346 {
1347 sprintf (buf, "(luck%+d)", op->stats.luck); 1170 buf.printf ("(luck%+d)", op->stats.luck);
1348 strcat (retbuf, buf); 1171
1349 }
1350 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1172 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1351 strcat (retbuf, "(lifesaving)"); 1173 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1352 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1353 strcat (retbuf, "(reflect spells)");
1354 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1174 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1355 strcat (retbuf, "(reflect missiles)");
1356 if (QUERY_FLAG (op, FLAG_STEALTH)) 1175 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1357 strcat (retbuf, "(stealth)"); 1176
1358 if (op->slaying != NULL && op->type != FOOD) 1177 if (op->slaying && op->type != FOOD)
1359 {
1360 sprintf (buf, "(slay %s)", &op->slaying); 1178 buf.printf ("(slay %s)", &op->slaying);
1361 strcat (retbuf, buf); 1179
1362 } 1180 buf.add_abilities ("Attacks", op->attacktype);
1363 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1364 /* resistance on flesh is only visible for quetzals. If 1181 /* resistance on flesh is only visible for quetzals. If
1365 * non flesh, everyone can see its resistances 1182 * non flesh, everyone can see its resistances
1366 */ 1183 */
1367 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1184 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1368 strcat (retbuf, describe_resistance (op, 0)); 1185 buf << describe_resistance (op, 0);
1369 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1370 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1371 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1372 }
1373 1186
1187 buf.add_paths ("Attuned", op->path_attuned);
1188 buf.add_paths ("Repelled", op->path_repelled);
1189 buf.add_paths ("Denied", op->path_denied);
1190 }
1191
1374 return retbuf; 1192 return buf;
1193}
1194
1195std::string
1196object::describe_item (object *who)
1197{
1198 return std::string (::describe_item (this, who));
1199}
1200
1201void
1202examine (object *op, object *tmp)
1203{
1204 std::string info = tmp->describe (op);
1205 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1206}
1207
1208/*
1209 * inventory prints object's inventory. If inv==NULL then print player's
1210 * inventory.
1211 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1212 */
1213const char *
1214object::query_inventory (object *who, const char *indent)
1215{
1216 static dynbuf_text buf; buf.clear ();
1217
1218 for (object *tmp = inv; tmp; tmp = tmp->below)
1219 if (who && QUERY_FLAG (who, FLAG_WIZ))
1220 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1221 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1222 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1223
1224 if (buf.size ())
1225 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1226 else
1227 buf.printf ("%s(empty)\n", indent);
1228
1229 return buf;
1375} 1230}
1376 1231
1377/* Return true if the item is magical. A magical item is one that 1232/* Return true if the item is magical. A magical item is one that
1378 * increases/decreases any abilities, provides a resistance, 1233 * increases/decreases any abilities, provides a resistance,
1379 * has a generic magical bonus, or is an artifact. 1234 * has a generic magical bonus, or is an artifact.
1380 * This function is used by detect_magic to determine if an item 1235 * This function is used by detect_magic to determine if an item
1381 * should be marked as magical. 1236 * should be marked as magical.
1382 */ 1237 */
1383
1384int 1238int
1385is_magical (const object *op) 1239is_magical (const object *op)
1386{ 1240{
1387 int i; 1241 int i;
1388 1242
1439 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1293 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1440 return 1; 1294 return 1;
1441 1295
1442 /* Check to see if it increases/decreases any stats */ 1296 /* Check to see if it increases/decreases any stats */
1443 for (i = 0; i < NUM_STATS; i++) 1297 for (i = 0; i < NUM_STATS; i++)
1444 if (get_attr_value (&(op->stats), i) != 0) 1298 if (op->stats.stat (i))
1445 return 1; 1299 return 1;
1446 1300
1447 /* If it doesn't fall into any of the above categories, must 1301 /* If it doesn't fall into any of the above categories, must
1448 * be non magical. 1302 * be non magical.
1449 */ 1303 */
1458int 1312int
1459need_identify (const object *op) 1313need_identify (const object *op)
1460{ 1314{
1461 switch (op->type) 1315 switch (op->type)
1462 { 1316 {
1463 case RING: 1317 case RING:
1464 case WAND: 1318 case WAND:
1465 case ROD: 1319 case ROD:
1466 case HORN: 1320 case HORN:
1467 case SCROLL: 1321 case SCROLL:
1468 case SKILL: 1322 case SKILL:
1469 case SKILLSCROLL: 1323 case SKILLSCROLL:
1470 case SPELLBOOK: 1324 case SPELLBOOK:
1471 case FOOD: 1325 case FOOD:
1472 case POTION: 1326 case POTION:
1473 case BOW: 1327 case BOW:
1474 case ARROW: 1328 case ARROW:
1475 case WEAPON: 1329 case WEAPON:
1476 case ARMOUR: 1330 case ARMOUR:
1477 case SHIELD: 1331 case SHIELD:
1478 case HELMET: 1332 case HELMET:
1479 case AMULET: 1333 case AMULET:
1480 case BOOTS: 1334 case BOOTS:
1481 case GLOVES: 1335 case GLOVES:
1482 case BRACERS: 1336 case BRACERS:
1483 case GIRDLE: 1337 case GIRDLE:
1484 case CONTAINER: 1338 case CONTAINER:
1485 case DRINK: 1339 case DRINK:
1486 case FLESH: 1340 case FLESH:
1487 case INORGANIC: 1341 case INORGANIC:
1488 case CLOSE_CON: 1342 case CLOSE_CON:
1489 case CLOAK: 1343 case CLOAK:
1490 case GEM: 1344 case GEM:
1491 case POWER_CRYSTAL: 1345 case POWER_CRYSTAL:
1492 case POISON: 1346 case POISON:
1493 case BOOK: 1347 case BOOK:
1494 case SKILL_TOOL: 1348 case SKILL_TOOL:
1495 return 1; 1349 return 1;
1496 } 1350 }
1351
1497 /* Try to track down some stuff that may show up here. Thus, the 1352 /* Try to track down some stuff that may show up here. Thus, the
1498 * archetype file can be updated, and this function removed. 1353 * archetype file can be updated, and this function removed.
1499 */ 1354 */
1500#if 0 1355#if 0
1501 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1356 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1507 * Supposed to fix face-values as well here, but later. 1362 * Supposed to fix face-values as well here, but later.
1508 */ 1363 */
1509void 1364void
1510identify (object *op) 1365identify (object *op)
1511{ 1366{
1512 object *pl;
1513
1514 SET_FLAG (op, FLAG_IDENTIFIED); 1367 SET_FLAG (op, FLAG_IDENTIFIED);
1515 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1368 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1516 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1369 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1517 1370
1518 /* 1371 /*
1525 { 1378 {
1526 if (op->inv && op->randomitems) 1379 if (op->inv && op->randomitems)
1527 op->title = op->inv->name; 1380 op->title = op->inv->name;
1528 else if (op->arch) 1381 else if (op->arch)
1529 { 1382 {
1530 op->name = op->arch->clone.name; 1383 op->name = op->arch->object::name;
1531 op->name_pl = op->arch->clone.name_pl; 1384 op->name_pl = op->arch->object::name_pl;
1532 } 1385 }
1533 } 1386 }
1534 1387
1535 /* If the object is on a map, make sure we update its face */ 1388 /* If the object is on a map, make sure we update its face */
1536 if (op->map) 1389 if (op->map)
1537 update_object (op, UP_OBJ_FACE); 1390 update_object (op, UP_OBJ_CHANGE);
1538 else 1391 else if (object *pl = op->visible_to ())
1539 {
1540 pl = op->in_player ();
1541 if (pl)
1542 /* A lot of the values can change from an update - might as well send 1392 /* A lot of the values can change from an update - might as well send
1543 * it all. 1393 * it all.
1544 */ 1394 */
1545 esrv_send_item (pl, op); 1395 esrv_send_item (pl, op);
1546 }
1547} 1396}
1548 1397

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