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Comparing deliantra/server/common/item.C (file contents):
Revision 1.11 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.75 by root, Fri Mar 26 14:00:28 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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"
157 {FLOOR, "floor", "floors", 0, 0}, 155 {FLOOR, "floor", "floors", 0, 0},
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 159 {LIGHTER, "lighter", "lighters", 0, 0},
162 {TRAP_PART, "trap part", "trap parts", 0, 0}, 160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {WALL, "wall", "walls", 0, 0},
164 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 161 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
166 {MONSTER, "monster", "monsters", 0, 0},
167 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0}, 162 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 163 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {TOOL, "tool", "tools", 0, 0},
171 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
172 {BUILDFAC, "building facility", "building facilities", 0, 0},
173 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
174 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
175 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
176 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
177 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
178 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
179 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
180 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
181 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
182 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
184 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 176 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
185 {CONVERTER, "converter", "converters", 0, 0}, 177 {CONVERTER, "converter", "converters", 0, 0},
186 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 178 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
187 {POISONING, "poisoning", "poisonings", 0, 0}, 179 {POISONING, "poisoning", "poisonings", 0, 0},
188 {SAVEBED, "savebed", "savebeds", 0, 0}, 180 {SAVEBED, "savebed", "savebeds", 0, 0},
189 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
190 {FIREHOLES, "fireholes", "fireholes", 0, 0},
191 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 181 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
192 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 182 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
193 {DIRECTOR, "director", "directors", 0, 0}, 183 {DIRECTOR, "director", "directors", 0, 0},
194 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 184 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
195 {FORCE, "force", "forces", 0, 0}, 185 {FORCE, "force", "forces", 0, 0},
211 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
212 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
213 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
214}; 204};
215 205
216const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
217
218materialtype_t *materialt;
219
220/*
221materialtype material[NROFMATERIALS] = {
222 * P M F E C C A D W G P S P T F C D D C C G H B I *
223 * H A I L O O C R E H O L A U E A E E H O O O L N *
224 * Y G R E L N I A A O I O R R A N P A A U D L I T *
225 * S I E C D F D I P S S W A N R C L T O N Y N R *
226 * I C T U N O T O L E E H S T P D N *
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}},
239 {"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}}
240};
241*/
242 207
243/* 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
244 * 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
245 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
246 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
257}; 222};
258 223
259int 224int
260get_power_from_ench (int ench) 225get_power_from_ench (int ench)
261{ 226{
262 if (ench < 0)
263 ench = 0;
264 if (ench > 20)
265 ench = 20;
266 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
267} 228}
268 229
269/* 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
270 * 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
271 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
278{ 239{
279 int i, tmp, enc; 240 int i, tmp, enc;
280 241
281 enc = 0; 242 enc = 0;
282 for (i = 0; i < NUM_STATS; i++) 243 for (i = 0; i < NUM_STATS; i++)
283 enc += get_attr_value (&op->stats, i); 244 enc += op->stats.stat (i);
284 245
285 /* This protection logic is pretty flawed. 20% fire resistance 246 /* This protection logic is pretty flawed. 20% fire resistance
286 * is much more valuable than 20% confusion, or 20% slow, or 247 * is much more valuable than 20% confusion, or 20% slow, or
287 * several others. Start at 1 - ignore physical - all that normal 248 * several others. Start at 1 - ignore physical - all that normal
288 * armour shouldn't be counted against 249 * armour shouldn't be counted against
305 if (op->type == WEAPON) 266 if (op->type == WEAPON)
306 { 267 {
307 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
308 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
309 enc++; 270 enc++;
271
310 if (op->slaying) 272 if (op->slaying)
311 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
312 } 274 }
275
313 /* Items the player can equip */ 276 /* Items the player can equip */
314 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
315 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
316 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
317 (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))
320 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
321 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
322 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
323 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
324 } 287 }
288
325 enc += op->stats.luck; 289 enc += op->stats.luck;
326 290
327 /* Do spell paths now */ 291 /* Do spell paths now */
328 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
329 {
330 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
331 enc++; 294 enc++;
332 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
333 enc -= 2; 296 enc -= 2;
334 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
335 enc--; 298 enc--;
336 }
337 299
338 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
339 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
340 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
341 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
342 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
343 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
344 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
345 enc += 1;
346 if (QUERY_FLAG (op, FLAG_XRAYS))
347 enc += 2;
348 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
349 enc += 1;
350 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
351 enc += 1;
352 307
353 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
354
355} 309}
356 310
357/* 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
358 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
359
360const typedata * 313const typedata *
361get_typedata (int itemtype) 314get_typedata (int itemtype)
362{ 315{
363 int i;
364
365 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
366 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
367 return &item_types[i]; 318 return &item_types[i];
319
368 return NULL; 320 return NULL;
369} 321}
370 322
371/* 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
372 * 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
373 * one return NULL */ 325 * one return NULL */
374
375const typedata * 326const typedata *
376get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
377{ 328{
378 int i;
379
380 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
381 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
382 return &item_types[i]; 331 return &item_types[i];
332
383 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
384 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
385 { 335 {
386 LOG (llevInfo, 336 LOG (llevInfo,
387 "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);
388 return &item_types[i]; 338 return &item_types[i];
389 } 339 }
340
390 return NULL; 341 return 0;
391} 342}
392 343
393/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
394 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
395 * a big buffer. 346 * a big buffer.
396 * 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
397 * 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
398 */ 349 */
399char * 350const char *
400describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
401{ 352{
402 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
403 char buf1[VERY_BIG_BUF];
404 int tmpvar;
405 354
406 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
407 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
408 {
409 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))
410 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
411 if (!newline)
412 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
413 else
414 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
415 358
416 strcat (buf, buf1);
417 }
418 }
419 return buf; 359 return buf;
420} 360}
421
422 361
423/* 362/*
424 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
425 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
426 * 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().
427 */ 366 *
428 367 * Seems to be used only by unimportant stuff. Remove?
429char * 368 */
369const char *
430query_weight (const object *op) 370query_weight (const object *op)
431{ 371{
432 static char buf[10]; 372 static char buf[10];
433 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
434 374
435 if (op->weight < 0) 375 if (op->weight < 0)
436 return " "; 376 return " ";
377
437 if (i % 1000) 378 if (i % 1000)
438 sprintf (buf, "%6.1f", i / 1000.0); 379 sprintf (buf, "%6.1f", i / 1000.0);
439 else 380 else
440 sprintf (buf, "%4d ", i / 1000); 381 sprintf (buf, "%4d ", i / 1000);
382
441 return buf; 383 return buf;
442} 384}
443 385
444/* 386/*
445 * Returns the pointer to a static buffer containing 387 * Returns the pointer to a static buffer containing
446 * the number requested (of the form first, second, third...) 388 * the number requested (of the form first, second, third...)
447 */ 389 */
448 390const char *
449char *
450get_levelnumber (int i) 391get_levelnumber (int i)
451{ 392{
452 static char buf[MAX_BUF]; 393 static char buf[MAX_BUF];
453 394
454 if (i > 99) 395 if (i > 99)
455 { 396 {
456 sprintf (buf, "%d.", i); 397 sprintf (buf, "%d.", i);
457 return buf; 398 return buf;
458 } 399 }
400
459 if (i < 21) 401 if (i < 21)
460 return levelnumbers[i]; 402 return levelnumbers[i];
403
461 if (!(i % 10)) 404 if (!(i % 10))
462 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
406
463 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
464 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
465 return buf; 409 return buf;
466}
467
468
469/*
470 * get_number(integer) returns the text-representation of the given number
471 * in a static buffer. The buffer might be overwritten at the next
472 * call to get_number().
473 * It is currently only used by the query_name() function.
474 */
475
476char *
477get_number (int i)
478{
479 if (i <= 20)
480 return numbers[i];
481 else
482 {
483 static char buf[MAX_BUF];
484
485 sprintf (buf, "%d", i);
486 return buf;
487 }
488} 410}
489 411
490/* 412/*
491 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
492 * abilities 414 * abilities
498 */ 420 */
499 421
500/* 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
501 * from stats.sp - b.t. 423 * from stats.sp - b.t.
502 */ 424 */
503char * 425static const char *
504ring_desc (const object *op) 426ring_desc (const object *op)
505{ 427{
506 static char buf[VERY_BIG_BUF]; 428 static dynbuf_text buf; buf.clear ();
507 int attr, val, len; 429 int attr, val, len;
508 430
509 buf[0] = 0;
510
511 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
512 return buf; 432 {
513
514 for (attr = 0; attr < NUM_STATS; attr++) 433 for (attr = 0; attr < NUM_STATS; attr++)
515 { 434 if ((val = op->stats.stat (attr)))
516 if ((val = get_attr_value (&(op->stats), attr)) != 0)
517 {
518 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 435 buf.printf ("(%s%+d)", short_stat_name[attr], val);
519 }
520 }
521 if (op->stats.exp)
522 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
523 if (op->stats.wc)
524 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
525 if (op->stats.dam)
526 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
527 if (op->stats.ac)
528 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
529 436
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
530 strcat (buf, describe_resistance (op, 0)); 442 buf << describe_resistance (op, 0);
531 443
532 if (op->stats.food != 0) 444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
533 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
534 /* else if (op->stats.food < 0) 446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
535 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
536 if (op->stats.grace) 448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
537 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
538 if (op->stats.sp && op->type != SKILL)
539 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
540 if (op->stats.hp)
541 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
542 if (op->stats.luck)
543 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
544 if (QUERY_FLAG (op, FLAG_LIFESAVE))
545 strcat (buf, "(lifesaving)");
546 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
547 strcat (buf, "(reflect spells)");
548 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
549 strcat (buf, "(reflect missiles)");
550 if (QUERY_FLAG (op, FLAG_STEALTH))
551 strcat (buf, "(stealth)");
552 /* Shorten some of the names, so they appear better in the windows */
553 len = strlen (buf);
554 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
557 449
558 /* if(op->item_power) 450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
559 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
560 */ 452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
561 if (buf[0] == 0 && op->type != SKILL) 453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
562 strcpy (buf, "of adornment");
563 454
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 }
564 462
565 return buf; 463 return buf;
566} 464}
567 465
568/* 466/*
569 * 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
570 * 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.
571 */ 471 */
572const char * 472const char *
573query_short_name (const object *op) 473query_short_name (const object *op)
574{ 474{
575 static char buf[HUGE_BUF];
576 char buf2[HUGE_BUF];
577 int len = 0;
578
579 if (op->name == NULL) 475 if (!op->name)
580 return "(null)"; 476 return "(null)";
581 477
582 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)
583 return op->name; /* To speed things up (or make things slower?) */ 483 return op->name; /* To speed things up (or make things slower?) */
584 484
585 if (op->nrof <= 1) 485 static dynbuf_text buf; buf.clear ();
586 safe_strcat (buf, op->name, &len, HUGE_BUF); 486
587 else 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
588 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
589 488
590 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
591 { 490 buf << ' ' << op->title;
592 safe_strcat (buf, " ", &len, HUGE_BUF);
593 safe_strcat (buf, op->title, &len, HUGE_BUF);
594 }
595 491
596 switch (op->type) 492 switch (op->type)
597 { 493 {
598 case SPELLBOOK: 494 case SPELLBOOK:
599 case SCROLL: 495 case SCROLL:
600 case WAND: 496 case WAND:
601 case ROD: 497 case ROD:
602 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))
603 { 499 {
604 if (!op->title) 500 if (!op->title)
605 { 501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
606 safe_strcat (buf, " of ", &len, HUGE_BUF); 502
607 if (op->inv)
608 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
609 else
610 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
611 }
612 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
613 {
614 sprintf (buf2, " (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
615 safe_strcat (buf, buf2, &len, HUGE_BUF);
616 }
617 } 505 }
618 break; 506 break;
619 507
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
620 case SKILL: 533 case SKILL:
621 case AMULET: 534 case AMULET:
622 case RING: 535 case RING:
623 if (!op->title) 536 if (!op->title)
624 { 537 {
625 /* If ring has a title, full description isn't so useful */ 538 /* If ring has a title, full description isn't so useful */
626 char *s = ring_desc (op); 539 const char *s = ring_desc (op);
627 540
628 if (s[0]) 541 if (s && *s)
629 { 542 buf << " " << s;
630 safe_strcat (buf, " ", &len, HUGE_BUF);
631 safe_strcat (buf, s, &len, HUGE_BUF);
632 }
633 } 543 }
634 break; 544 break;
545
635 default: 546 default:
636 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)))
637 {
638 sprintf (buf2, " %+d", op->magic); 548 buf.printf (" %+d", op->magic);
639 safe_strcat (buf, buf2, &len, HUGE_BUF);
640 }
641 } 549 }
550
642 return buf; 551 return buf;
643} 552}
644 553
645/* 554/*
646 * query_name(object) returns a character pointer pointing to a static 555 * query_name(object) returns a character pointer pointing to a static
650 * 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
651 * 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
652 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
653 * 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.)
654 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
566 * It is also used by examine/ex and similar functions.
655 */ 567 */
656char * 568const char *
657query_name (const object *op) 569query_name (const object *op)
658{ 570{
659 static char buf[5][HUGE_BUF]; 571 int len = 0;
572 static dynbuf_text bufs[5];
660 static int use_buf = 0; 573 static int use_buf = 0;
661 int len = 0;
662
663#ifdef NEW_MATERIAL_CODE
664 materialtype_t *mt;
665#endif
666 574
667 use_buf++; 575 use_buf++;
668 use_buf %= 5; 576 use_buf %= 5;
669 577
670#ifdef NEW_MATERIAL_CODE 578 dynbuf_text &buf = bufs [use_buf];
579 buf.clear ();
580
581#if 0
671 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 582 if ((op->is_armor () || op->is_weapon ()) && op->material)
672 { 583 buf << op->material->description << ' ';
673 mt = name_to_material (op->materialname);
674 if (mt)
675 {
676 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
677 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
678 }
679 }
680#endif 584#endif
681 585
682 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 586 buf << query_short_name (op);
683 587
684 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 588 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
685 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 589 buf << " *";
686 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 590 if (op->is_open_container ())
687 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 591 buf << " (open)";
688 592
689 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 593 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
690 { 594 {
691 if (QUERY_FLAG (op, FLAG_DAMNED)) 595 if (QUERY_FLAG (op, FLAG_DAMNED))
692 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 596 buf << " (damned)";
693 else if (QUERY_FLAG (op, FLAG_CURSED)) 597 else if (QUERY_FLAG (op, FLAG_CURSED))
694 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 598 buf << " (cursed)";
695 } 599 }
600
696 /* Basically, if the object is known magical (detect magic spell on it), 601 /* Basically, if the object is known magical (detect magic spell on it),
697 * and it isn't identified, print out the fact that 602 * and it isn't identified, print out the fact that
698 * it is magical. Assume that the detect magical spell will only set 603 * it is magical. Assume that the detect magical spell will only set
699 * KNOWN_MAGICAL if the item actually is magical. 604 * KNOWN_MAGICAL if the item actually is magical.
700 * 605 *
701 * Changed in V 0.91.4 - still print that the object is magical even 606 * Changed in V 0.91.4 - still print that the object is magical even
702 * if it has been applied. Equipping an item does not tell full 607 * if it has been applied. Equipping an item does not tell full
703 * abilities, especially for artifact items. 608 * abilities, especially for artifact items.
704 */ 609 */
705 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 610 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
706 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 611 buf << " (magic)";
707 612
708#if 0 613#if 0
709 /* item_power will be returned in desribe_item - it shouldn't really 614 /* item_power will be returned in describe_item - it shouldn't really
710 * be returned in the name. 615 * be returned in the name.
711 */ 616 */
712 if (op->item_power) 617 if (op->item_power)
713 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 618 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
714 619
716 621
717 if (QUERY_FLAG (op, FLAG_APPLIED)) 622 if (QUERY_FLAG (op, FLAG_APPLIED))
718 { 623 {
719 switch (op->type) 624 switch (op->type)
720 { 625 {
721 case BOW: 626 case BOW:
722 case WAND: 627 case WAND:
723 case ROD: 628 case ROD:
724 case HORN: 629 case HORN:
725 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 630 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
726 break; 631 break;
727 case WEAPON: 632 case WEAPON:
728 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 633 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
729 break; 634 break;
730 case ARMOUR: 635 case ARMOUR:
731 case HELMET: 636 case HELMET:
732 case SHIELD: 637 case SHIELD:
733 case RING: 638 case RING:
734 case BOOTS: 639 case BOOTS:
735 case GLOVES: 640 case GLOVES:
736 case AMULET: 641 case AMULET:
737 case GIRDLE: 642 case GIRDLE:
738 case BRACERS: 643 case BRACERS:
739 case CLOAK: 644 case CLOAK:
740 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 645 buf << " (worn)";
741 break; 646 break;
742 case CONTAINER: 647 case CONTAINER:
743 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 648 buf << " (active)";
744 break; 649 break;
745 case SKILL: 650 case SKILL:
746 default: 651 default:
747 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 652 buf << " (applied)";
748 } 653 }
749 } 654 }
655
656 switch (op->type)
657 {
658 case LAMP:
659 if (op->glow_radius)
660 buf << " (on)";
661 else if (op->stats.food <= 0)
662 buf << " (empty)";
663 else
664 buf << " (off)";
665 break;
666
667 case TORCH:
668 if (op->glow_radius)
669 buf << " (burning)";
670 else if (op->stats.food <= 0)
671 buf << " (burned out)";
672 break;
673 }
674
750 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (QUERY_FLAG (op, FLAG_UNPAID))
751 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 676 buf << " (unpaid)";
752 677
753 return buf[use_buf]; 678 return buf;
754} 679}
755 680
756/* 681/*
757 * query_base_name(object) returns a character pointer pointing to a static 682 * query_base_name(object) returns a character pointer pointing to a static
758 * buffer which contains a verbose textual representation of the name 683 * buffer which contains a verbose textual representation of the name
759 * of the given object. The buffer will be overwritten at the next 684 * of the given object. The buffer will be overwritten at the next
760 * call to query_base_name(). This is a lot like query_name, but we 685 * call to query_base_name(). This is a lot like query_name, but we
761 * don't include the item count or item status. Used for inventory sorting 686 * don't include the item count or item status. Used for inventory sorting
762 * and sending to client. 687 * and sending to client.
763 * If plural is set, we generate the plural name of this. 688 * If plural is set, we generate the plural name of this.
689 *
690 * It is sometimes used to display messages, and usually only used to match stuff,
691 * so maybe this function should be removed.
692 * It is also used for client-side inventory/item descriptions.
764 */ 693 */
765const char * 694const char *
766query_base_name (const object *op, int plural) 695query_base_name (const object *op, int plural)
767{ 696{
768 static char buf[MAX_BUF], buf2[MAX_BUF];
769 int len;
770 materialtype_t *mt;
771
772 if ((!plural && !op->name) || (plural && !op->name_pl)) 697 if ((!plural && !op->name) || (plural && !op->name_pl))
773 return "(null)"; 698 return "(null)";
774 699
775 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 700 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
701 && op->type != EXIT)
776 return op->name; /* To speed things up (or make things slower?) */ 702 return op->name; /* To speed things up (or make things slower?) */
777 703
704 static dynbuf_text buf; buf.clear ();
705
706#if 0
778 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 707 if ((op->is_armor () || op->is_weapon ()) && op->material)
779 mt = name_to_material (op->materialname); 708 if (op->arch->material != op->material)
780 709 buf << op->material->description << ' ';
781#ifdef NEW_MATERIAL_CODE
782 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
783 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
784 {
785 strcpy (buf, mt->description);
786 len = strlen (buf);
787 safe_strcat (buf, " ", &len, MAX_BUF);
788 if (!plural)
789 safe_strcat (buf, op->name, &len, MAX_BUF);
790 else
791 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
792 }
793 else
794 {
795#endif 710#endif
796 if (!plural) 711
797 strcpy (buf, op->name); 712 buf << (plural ? op->name_pl : op->name);
798 else
799 strcpy (buf, op->name_pl);
800 len = strlen (buf);
801#ifdef NEW_MATERIAL_CODE
802 }
803#endif
804 713
805 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 714 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
806 { 715 buf << ' ' << op->title;
807 safe_strcat (buf, " ", &len, MAX_BUF);
808 safe_strcat (buf, op->title, &len, MAX_BUF);
809 }
810 716
811 switch (op->type) 717 switch (op->type)
812 { 718 {
813 case SPELLBOOK: 719 case SPELLBOOK:
814 case SCROLL: 720 case SCROLL:
815 case WAND: 721 case WAND:
816 case ROD: 722 case ROD:
817 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 723 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
818 { 724 {
819 if (!op->title) 725 if (!op->title)
820 { 726 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
821 safe_strcat (buf, " of ", &len, MAX_BUF); 727
822 if (op->inv)
823 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
824 else
825 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
826 }
827 if (op->type != SPELLBOOK) 728 if (op->type != SPELLBOOK)
828 {
829 sprintf (buf2, " (lvl %d)", op->level); 729 buf.printf (" (lvl %d)", op->level);
830 safe_strcat (buf, buf2, &len, MAX_BUF);
831 }
832 } 730 }
833 break; 731 break;
834 732
835 733
836 case SKILL: 734 case SKILL:
837 case AMULET: 735 case AMULET:
838 case RING: 736 case RING:
839 if (!op->title) 737 if (!op->title)
840 { 738 {
841 /* If ring has a title, full description isn't so useful */ 739 /* If ring has a title, full description isn't so useful */
842 char *s = ring_desc (op); 740 const char *s = ring_desc (op);
843 741
844 if (s[0]) 742 if (s && *s)
845 { 743 buf << ' ' << s;
846 safe_strcat (buf, " ", &len, MAX_BUF);
847 safe_strcat (buf, s, &len, MAX_BUF);
848 }
849 } 744 }
850 break; 745 break;
746
747 case EXIT:
748 // random map exits "unfortunately" get patched, so this only works before entering
749 if (EXIT_PATH (op))
750 buf << (EXIT_PATH (op) == shstr_random_map_exit ? " (random map)" : " (entry)");
751 break;
752
851 default: 753 default:
852 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 754 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
853 { 755 buf.printf (" %+d", op->magic);
854 sprintf (buf + strlen (buf), " %+d", op->magic);
855 }
856 } 756 }
757
857 return buf; 758 return buf;
858} 759}
859 760
860/* Break this off from describe_item - that function was way 761/* Break this off from describe_item - that function was way
861 * too long, making it difficult to read. This function deals 762 * too long, making it difficult to read. This function deals
862 * with describing the monsters & players abilities. It should only 763 * with describing the monsters & players abilities. It should only
863 * be called with monster & player objects. Returns a description 764 * be called with monster & player objects. Returns a description
864 * in a static buffer. 765 * in a static buffer.
865 */ 766 */
866
867static char * 767static const char *
868describe_monster (const object *op) 768describe_monster (const object *op)
869{ 769{
870 char buf[MAX_BUF]; 770 static dynbuf_text buf; buf.clear ();
871 static char retbuf[VERY_BIG_BUF];
872 int i;
873
874 retbuf[0] = '\0';
875 771
876 /* Note that the resolution this provides for players really isn't 772 /* Note that the resolution this provides for players really isn't
877 * very good. Any player with a speed greater than .67 will 773 * very good. Any player with a speed greater than .67 will
878 * fall into the 'lightning fast movement' category. 774 * fall into the 'lightning fast movement' category.
879 */ 775 */
880 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 776 if (op->has_active_speed ())
881 { 777 switch ((int)(op->speed * 15.))
882 switch ((int) ((FABS (op->speed)) * 15))
883 { 778 {
884 case 0: 779 case 0:
885 strcat (retbuf, "(very slow movement)"); 780 buf << "(very slow movement)";
886 break; 781 break;
887 case 1: 782 case 1:
888 strcat (retbuf, "(slow movement)"); 783 buf << "(slow movement)";
889 break; 784 break;
890 case 2: 785 case 2:
891 strcat (retbuf, "(normal movement)"); 786 buf << "(normal movement)";
892 break; 787 break;
893 case 3: 788 case 3:
894 case 4: 789 case 4:
895 strcat (retbuf, "(fast movement)"); 790 buf << "(fast movement)";
896 break; 791 break;
897 case 5: 792 case 5:
898 case 6: 793 case 6:
899 strcat (retbuf, "(very fast movement)"); 794 buf << "(very fast movement)";
900 break; 795 break;
901 case 7: 796 case 7:
902 case 8: 797 case 8:
903 case 9: 798 case 9:
904 case 10: 799 case 10:
905 strcat (retbuf, "(extremely fast movement)"); 800 buf << "(extremely fast movement)";
906 break; 801 break;
907 default: 802 default:
908 strcat (retbuf, "(lightning fast movement)"); 803 buf << "(lightning fast movement)";
909 break; 804 break;
910 } 805 }
911 } 806
912 if (QUERY_FLAG (op, FLAG_UNDEAD)) 807 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
913 strcat (retbuf, "(undead)");
914 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 808 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
915 strcat (retbuf, "(see invisible)"); 809 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
916 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 810 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
917 strcat (retbuf, "(wield weapon)"); 811 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
918 if (QUERY_FLAG (op, FLAG_USE_BOW)) 812 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
919 strcat (retbuf, "(archer)"); 813 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
920 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 814 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
921 strcat (retbuf, "(wear armour)");
922 if (QUERY_FLAG (op, FLAG_USE_RING))
923 strcat (retbuf, "(wear ring)");
924 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
925 strcat (retbuf, "(read scroll)");
926 if (QUERY_FLAG (op, FLAG_USE_RANGE))
927 strcat (retbuf, "(fires wand/rod/horn)");
928 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 815 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
929 strcat (retbuf, "(skill user)"); 816 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
930 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 817 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
931 strcat (retbuf, "(spellcaster)");
932 if (QUERY_FLAG (op, FLAG_FRIENDLY))
933 strcat (retbuf, "(friendly)");
934 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 818 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
935 strcat (retbuf, "(unaggressive)"); 819 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
936 if (QUERY_FLAG (op, FLAG_HITBACK)) 820 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
937 strcat (retbuf, "(hitback)"); 821
938 if (QUERY_FLAG (op, FLAG_STEALTH))
939 strcat (retbuf, "(stealthy)");
940 if (op->randomitems != NULL) 822 if (op->randomitems)
941 { 823 {
942 treasure *t;
943 int first = 1; 824 bool first = 1;
944 825
945 for (t = op->randomitems->items; t != NULL; t = t->next) 826 for (treasure *t = op->randomitems->items; t; t = t->next)
946 if (t->item && (t->item->clone.type == SPELL)) 827 if (t->item && t->item->type == SPELL)
947 { 828 {
948 if (first) 829 if (first)
949 { 830 buf << "(Spell abilities:)";
831
950 first = 0; 832 first = 0;
951 strcat (retbuf, "(Spell abilities:)"); 833
952 } 834 buf << '(' << t->item->object::name << ')';
953 strcat (retbuf, "(");
954 strcat (retbuf, t->item->clone.name);
955 strcat (retbuf, ")");
956 } 835 }
957 } 836 }
837
958 if (op->type == PLAYER) 838 if (op->type == PLAYER)
959 { 839 {
960 if (op->contr->digestion) 840 if (op->contr->digestion)
961 {
962 if (op->contr->digestion != 0)
963 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 841 buf.printf ("(sustenance%+d)", op->contr->digestion);
964 strcat (retbuf, buf); 842
965 }
966 if (op->contr->gen_grace) 843 if (op->contr->gen_grace)
967 {
968 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 844 buf.printf ("(grace%+d)", op->contr->gen_grace);
969 strcat (retbuf, buf); 845
970 }
971 if (op->contr->gen_sp) 846 if (op->contr->gen_sp)
972 {
973 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 847 buf.printf ("(magic%+d)", op->contr->gen_sp);
974 strcat (retbuf, buf); 848
975 }
976 if (op->contr->gen_hp) 849 if (op->contr->gen_hp)
977 {
978 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 850 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
979 strcat (retbuf, buf); 851
980 }
981 if (op->stats.luck) 852 if (op->stats.luck)
982 {
983 sprintf (buf, "(luck%+d)", op->stats.luck); 853 buf.printf ("(luck%+d)", op->stats.luck);
984 strcat (retbuf, buf);
985 }
986 } 854 }
987 855
988 /* describe attacktypes */ 856 /* describe attacktypes */
989 if (is_dragon_pl (op)) 857 if (op->is_dragon ())
990 { 858 {
991 /* for dragon players display the attacktypes from clawing skill 859 /* for dragon players display the attacktypes from clawing skill
992 * Break apart the for loop - move the comparison checking down - 860 * Break apart the for loop - move the comparison checking down -
993 * this makes it more readable. 861 * this makes it more readable.
994 */ 862 */
995 object *tmp; 863 object *tmp;
996 864
997 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 865 for (tmp = op->inv; tmp; tmp = tmp->below)
998 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 866 if (tmp->type == SKILL && tmp->name == shstr_clawing)
999 break; 867 break;
1000 868
1001 if (tmp && tmp->attacktype != 0) 869 if (tmp && tmp->attacktype)
1002 { 870 buf.add_abilities ("Claws", tmp->attacktype);
1003 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1004 }
1005 else 871 else
1006 { 872 buf.add_abilities ("Attacks", op->attacktype);
1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1008 }
1009 } 873 }
1010 else 874 else
1011 { 875 buf.add_abilities ("Attacks", op->attacktype);
1012 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 876
1013 } 877 buf.add_paths ("Attuned" , op->path_attuned);
1014 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 878 buf.add_paths ("Repelled", op->path_repelled);
1015 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 879 buf.add_paths ("Denied" , op->path_denied);
1016 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 880
1017 for (i = 0; i < NROFATTACKS; i++) 881 for (int i = 0; i < NROFATTACKS; i++)
1018 {
1019 if (op->resist[i]) 882 if (op->resist[i])
1020 {
1021 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 883 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1022 strcat (retbuf, buf); 884
1023 }
1024 }
1025 return retbuf; 885 return buf;
1026} 886}
1027
1028 887
1029/* 888/*
1030 * Returns a pointer to a static buffer which contains a 889 * Returns a pointer to a static buffer which contains a
1031 * description of the given object. 890 * description of the given object.
1032 * If it is a monster, lots of information about its abilities 891 * If it is a monster, lots of information about its abilities
1041 * wouldn't need to use the SEE_INVISIBLE flag to know it is 900 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1042 * a dragon player examining food. Could have things like 901 * a dragon player examining food. Could have things like
1043 * a dwarven axe, in which the full abilities are only known to 902 * a dwarven axe, in which the full abilities are only known to
1044 * dwarves, etc. 903 * dwarves, etc.
1045 * 904 *
1046 * This function is really much more complicated than it should
1047 * be, because different objects have different meanings
1048 * for the same field (eg, wands use 'food' for charges). This
1049 * means these special cases need to be worked out.
1050 *
1051 * Add 'owner' who is the person examining this object. 905 * Add 'owner' who is the person examining this object.
1052 * owner can be null if no one is being associated with this 906 * owner can be null if no one is being associated with this
1053 * item (eg, debug dump or the like) 907 * item (eg, debug dump or the like)
1054 */ 908 */
1055 909const char *
1056char *
1057describe_item (const object *op, object *owner) 910describe_item (const object *op, object *owner)
1058{ 911{
1059 char buf[MAX_BUF]; 912 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1060 static char retbuf[VERY_BIG_BUF]; 913 return describe_monster (op);
914
915 static dynbuf_text buf; buf.clear ();
1061 int identified, i; 916 int identified, i;
1062 917
1063 retbuf[0] = '\0';
1064 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1065 {
1066 return describe_monster (op);
1067 }
1068 /* figure this out once, instead of making multiple calls to need_identify. 918 /* figure this out once, instead of making multiple calls to need_identify.
1069 * also makes the code easier to read. 919 * also makes the code easier to read.
1070 */ 920 */
1071 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 921 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1072 identified = 1; 922 if (!identified)
1073 else 923 buf << "(unidentified)";
1074 { 924
1075 strcpy (retbuf, "(unidentified)");
1076 identified = 0;
1077 }
1078 switch (op->type) 925 switch (op->type)
1079 { 926 {
1080 case BOW: 927 case BOW:
1081 case ARROW: 928 case ARROW:
1082 case WAND: 929 case WAND:
1083 case ROD: 930 case ROD:
1084 case HORN: 931 case HORN:
1085 case WEAPON: 932 case WEAPON:
1086 case ARMOUR: 933 case ARMOUR:
1087 case HELMET: 934 case HELMET:
1088 case SHIELD: 935 case SHIELD:
1089 case BOOTS: 936 case BOOTS:
1090 case GLOVES: 937 case GLOVES:
1091 case GIRDLE: 938 case GIRDLE:
1092 case BRACERS: 939 case BRACERS:
1093 case CLOAK: 940 case CLOAK:
1094 case SKILL_TOOL: 941 case SKILL_TOOL:
1095 break; /* We have more information to do below this switch */ 942 break; /* We have more information to do below this switch */
1096 943
1097 case POWER_CRYSTAL: 944 case POWER_CRYSTAL:
1098 if (op->stats.maxsp > 1000) 945 if (op->stats.maxsp > 1000)
1099 { /*higher capacity crystals */ 946 { /*higher capacity crystals */
1100 i = (op->stats.maxsp % 100) / 10; 947 i = (op->stats.maxsp % 1000) / 100;
948
1101 if (i) 949 if (i)
1102 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 950 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1103 else 951 else
1104 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 952 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1105 } 953 }
1106 else 954 else
1107 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 955 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1108 strcat (retbuf, buf); 956
1109 i = (op->stats.sp * 10) / op->stats.maxsp; 957 i = (op->stats.sp * 10) / op->stats.maxsp;
1110 if (op->stats.sp == 0) 958 if (op->stats.sp == 0)
1111 strcat (retbuf, "empty."); 959 buf << "empty.";
1112 else if (i == 0) 960 else if (i == 0)
1113 strcat (retbuf, "almost empty."); 961 buf << "almost empty.";
1114 else if (i < 3) 962 else if (i < 3)
1115 strcat (retbuf, "partially filled."); 963 buf << "partially filled.";
1116 else if (i < 6) 964 else if (i < 6)
1117 strcat (retbuf, "half full."); 965 buf << "half full.";
1118 else if (i < 9) 966 else if (i < 9)
1119 strcat (retbuf, "well charged."); 967 buf << "well charged.";
1120 else if (op->stats.sp == op->stats.maxsp) 968 else if (op->stats.sp == op->stats.maxsp)
1121 strcat (retbuf, "fully charged."); 969 buf << "fully charged.";
1122 else 970 else
1123 strcat (retbuf, "almost full."); 971 buf << "almost full.";
1124 break; 972 break;
973
974 case LAMP:
975 {
976 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
977 buf << "(fuel: ";
978 if (percent == 0)
979 buf << "empty";
980 else if (percent < 10)
981 buf << "very low";
982 else if (percent < 25)
983 buf << "low";
984 else if (percent < 50)
985 buf << "half empty";
986 else if (percent < 75)
987 buf << "half full";
988 else if (percent < 95)
989 buf << "well filled";
990 else if (percent <= 100)
991 buf << "full";
992 buf << ")";
993 }
994 break;
995
1125 case FOOD: 996 case FOOD:
1126 case FLESH: 997 case FLESH:
1127 case DRINK: 998 case DRINK:
1128 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 999 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1129 { 1000 {
1130 sprintf (buf, "(food+%d)", op->stats.food); 1001 buf.printf ("(food+%d)", op->stats.food);
1131 strcat (retbuf, buf);
1132 1002
1133 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1003 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1134 {
1135 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1004 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1136 strcat (retbuf, buf);
1137 }
1138 1005
1139 if (!QUERY_FLAG (op, FLAG_CURSED)) 1006 if (!QUERY_FLAG (op, FLAG_CURSED))
1140 { 1007 {
1141 if (op->stats.hp) 1008 if (op->stats.hp) buf << "(heals)";
1142 strcat (retbuf, "(heals)");
1143 if (op->stats.sp)
1144 strcat (retbuf, "(spellpoint regen)"); 1009 if (op->stats.sp) buf << "(spellpoint regen)";
1145 } 1010 }
1146 else 1011 else
1147 { 1012 {
1148 if (op->stats.hp) 1013 if (op->stats.hp) buf << "(damages)";
1149 strcat (retbuf, "(damages)");
1150 if (op->stats.sp)
1151 strcat (retbuf, "(spellpoint depletion)"); 1014 if (op->stats.sp) buf << "(spellpoint depletion)";
1152 } 1015 }
1153 } 1016 }
1154 break; 1017 break;
1155 1018
1156
1157 case SKILL: 1019 case SKILL:
1158 case RING: 1020 case RING:
1159 case AMULET: 1021 case AMULET:
1160 if (op->item_power) 1022 if (op->item_power)
1161 {
1162 sprintf (buf, "(item_power %+d)", op->item_power); 1023 buf.printf ("(item_power %+d)", op->item_power);
1163 strcat (retbuf, buf); 1024
1164 }
1165 if (op->title) 1025 if (op->title)
1166 strcat (retbuf, ring_desc (op)); 1026 buf << ring_desc (op);
1027
1167 return retbuf; 1028 return buf;
1168 1029
1169 default: 1030 default:
1170 return retbuf; 1031 return buf;
1171 } 1032 }
1172 1033
1173 /* Down here, we more further describe equipment type items. 1034 /* Down here, we more further describe equipment type items.
1174 * only describe them if they have been identified or the like. 1035 * only describe them if they have been identified or the like.
1175 */ 1036 */
1176 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1037 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1177 { 1038 {
1178 int attr, val; 1039 int attr, val;
1179 1040
1180 for (attr = 0; attr < NUM_STATS; attr++) 1041 for (attr = 0; attr < NUM_STATS; attr++)
1181 { 1042 if ((val = op->stats.stat (attr)))
1182 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1183 {
1184 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1043 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1185 strcat (retbuf, buf);
1186 }
1187 }
1188 1044
1189 if (op->stats.exp) 1045 if (op->stats.exp)
1190 {
1191 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1046 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1192 strcat (retbuf, buf);
1193 }
1194
1195 1047
1196 switch (op->type) 1048 switch (op->type)
1197 { 1049 {
1198 case BOW: 1050 case BOW:
1199 case ARROW: 1051 case ARROW:
1200 case GIRDLE: 1052 case GIRDLE:
1201 case HELMET: 1053 case HELMET:
1202 case SHIELD: 1054 case SHIELD:
1203 case BOOTS: 1055 case BOOTS:
1204 case GLOVES: 1056 case GLOVES:
1205 case WEAPON: 1057 case WEAPON:
1206 case SKILL: 1058 case SKILL:
1207 case RING: 1059 case RING:
1208 case AMULET: 1060 case AMULET:
1209 case ARMOUR: 1061 case ARMOUR:
1210 case BRACERS: 1062 case BRACERS:
1211 case FORCE: 1063 case FORCE:
1212 case CLOAK: 1064 case CLOAK:
1213 if (op->stats.wc) 1065 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1214 { 1066 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1215 sprintf (buf, "(wc%+d)", op->stats.wc); 1067 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1216 strcat (retbuf, buf); 1068
1217 }
1218 if (op->stats.dam)
1219 {
1220 sprintf (buf, "(dam%+d)", op->stats.dam);
1221 strcat (retbuf, buf);
1222 }
1223 if (op->stats.ac)
1224 {
1225 sprintf (buf, "(ac%+d)", op->stats.ac);
1226 strcat (retbuf, buf);
1227 }
1228 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1069 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1229 {
1230 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1070 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1231 strcat (retbuf, buf); 1071
1232 }
1233 break; 1072 break;
1234 1073
1235 default: 1074 default:
1236 break; 1075 break;
1237 } 1076 }
1238 if (QUERY_FLAG (op, FLAG_XRAYS)) 1077
1239 strcat (retbuf, "(xray-vision)"); 1078 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1240 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1079 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1241 strcat (retbuf, "(infravision)");
1242 1080
1243 /* levitate was what is was before, so we'll keep it */ 1081 /* levitate was what is was before, so we'll keep it */
1244 if (op->move_type & MOVE_FLY_LOW) 1082 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1245 strcat (retbuf, "(levitate)");
1246
1247 if (op->move_type & MOVE_FLY_HIGH) 1083 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1248 strcat (retbuf, "(fly)");
1249
1250 if (op->move_type & MOVE_SWIM) 1084 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1251 strcat (retbuf, "(swim)");
1252 1085
1253 /* walking is presumed as 'normal', so doesn't need mentioning */ 1086 /* walking is presumed as 'normal', so doesn't need mentioning */
1254 1087
1255 if (op->item_power) 1088 if (op->item_power)
1256 {
1257 sprintf (buf, "(item_power %+d)", op->item_power); 1089 buf.printf ("(item_power %+d)", op->item_power);
1258 strcat (retbuf, buf);
1259 }
1260 } /* End if identified or applied */ 1090 } /* End if identified or applied */
1261 1091
1262 /* This blocks only deals with fully identified object. 1092 /* This blocks only deals with fully identified object.
1263 * it is intentional that this is not an 'else' from a above - 1093 * it is intentional that this is not an 'else' from a above -
1264 * in this way, information is added. 1094 * in this way, information is added.
1267 { 1097 {
1268 int more_info = 0; 1098 int more_info = 0;
1269 1099
1270 switch (op->type) 1100 switch (op->type)
1271 { 1101 {
1272 case ROD: /* These use stats.sp for spell selection and stats.food */ 1102 case ROD: /* These use stats.sp for spell selection and stats.food */
1273 case HORN: /* and stats.hp for spell-point regeneration... */ 1103 case HORN: /* and stats.hp for spell-point regeneration... */
1274 case BOW: 1104 case BOW:
1275 case ARROW: 1105 case ARROW:
1276 case WAND: 1106 case WAND:
1277 case FOOD: 1107 case FOOD:
1278 case FLESH: 1108 case FLESH:
1279 case DRINK: 1109 case DRINK:
1280 more_info = 0; 1110 more_info = 0;
1281 break; 1111 break;
1282 1112
1283 /* Armor type objects */ 1113 /* Armor type objects */
1284 case ARMOUR: 1114 case ARMOUR:
1285 case HELMET: 1115 case HELMET:
1286 case SHIELD: 1116 case SHIELD:
1287 case BOOTS: 1117 case BOOTS:
1288 case GLOVES: 1118 case GLOVES:
1289 case GIRDLE: 1119 case GIRDLE:
1290 case BRACERS: 1120 case BRACERS:
1291 case CLOAK: 1121 case CLOAK:
1292 if (ARMOUR_SPEED (op)) 1122 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1293 { 1123 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1294 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1295 strcat (retbuf, buf);
1296 }
1297 if (ARMOUR_SPELLS (op))
1298 {
1299 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1300 strcat (retbuf, buf);
1301 }
1302 more_info = 1; 1124 more_info = 1;
1303 break; 1125 break;
1304 1126
1305 case WEAPON: 1127 case WEAPON:
1306 /* Calculate it the same way fix_player does so the results 1128 /* Calculate it the same way fix_player does so the results
1307 * make sense. 1129 * make sense.
1308 */ 1130 */
1309 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1131 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1310 if (i < 0) 1132 if (i < 0)
1311 i = 0; 1133 i = 0;
1312 1134
1313 sprintf (buf, "(weapon speed %d)", i); 1135 buf.printf ("(weapon speed %d)", i);
1314 strcat (retbuf, buf);
1315 more_info = 1; 1136 more_info = 1;
1316 break; 1137 break;
1317
1318 } 1138 }
1139
1319 if (more_info) 1140 if (more_info)
1320 { 1141 {
1321 if (op->stats.food)
1322 {
1323 if (op->stats.food != 0)
1324 sprintf (buf, "(sustenance%+d)", op->stats.food); 1142 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1325 strcat (retbuf, buf);
1326 }
1327 if (op->stats.grace)
1328 {
1329 sprintf (buf, "(grace%+d)", op->stats.grace); 1143 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1330 strcat (retbuf, buf); 1144 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1331 }
1332 if (op->stats.sp)
1333 {
1334 sprintf (buf, "(magic%+d)", op->stats.sp);
1335 strcat (retbuf, buf);
1336 }
1337 if (op->stats.hp)
1338 {
1339 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1145 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1340 strcat (retbuf, buf);
1341 }
1342 } 1146 }
1343 1147
1344 if (op->stats.luck) 1148 if (op->stats.luck)
1345 {
1346 sprintf (buf, "(luck%+d)", op->stats.luck); 1149 buf.printf ("(luck%+d)", op->stats.luck);
1347 strcat (retbuf, buf); 1150
1348 }
1349 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1151 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1350 strcat (retbuf, "(lifesaving)"); 1152 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1351 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1352 strcat (retbuf, "(reflect spells)");
1353 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1153 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1354 strcat (retbuf, "(reflect missiles)");
1355 if (QUERY_FLAG (op, FLAG_STEALTH)) 1154 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1356 strcat (retbuf, "(stealth)"); 1155
1357 if (op->slaying != NULL && op->type != FOOD) 1156 if (op->slaying && op->type != FOOD)
1358 {
1359 sprintf (buf, "(slay %s)", &op->slaying); 1157 buf.printf ("(slay %s)", &op->slaying);
1360 strcat (retbuf, buf); 1158
1361 } 1159 if (op->type == SKILL_TOOL && op->skill)
1362 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1160 buf.printf ("(%s)", &op->skill);
1161
1162 buf.add_abilities ("Attacks", op->attacktype);
1363 /* resistance on flesh is only visible for quetzals. If 1163 /* resistance on flesh is only visible for quetzals. If
1364 * non flesh, everyone can see its resistances 1164 * non flesh, everyone can see its resistances
1365 */ 1165 */
1366 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1166 if (op->type != FLESH || (owner && owner->is_dragon ()))
1367 strcat (retbuf, describe_resistance (op, 0)); 1167 buf << describe_resistance (op, 0);
1368 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1369 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1370 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1371 }
1372 1168
1169 buf.add_paths ("Attuned", op->path_attuned);
1170 buf.add_paths ("Repelled", op->path_repelled);
1171 buf.add_paths ("Denied", op->path_denied);
1172 }
1173
1373 return retbuf; 1174 return buf;
1175}
1176
1177std::string
1178object::describe_item (object *who)
1179{
1180 return std::string (::describe_item (this, who));
1181}
1182
1183void
1184examine (object *op, object *tmp)
1185{
1186 std::string info = tmp->describe (op);
1187
1188 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1189}
1190
1191/*
1192 * inventory prints object's inventory. If inv==NULL then print player's
1193 * inventory.
1194 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1195 */
1196const char *
1197object::query_inventory (object *who, const char *indent)
1198{
1199 static dynbuf_text buf; buf.clear ();
1200
1201 for (object *tmp = inv; tmp; tmp = tmp->below)
1202 if (who && QUERY_FLAG (who, FLAG_WIZ))
1203 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1204 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1205 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1206
1207 if (buf.size ())
1208 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1209 else
1210 buf.printf ("%s(empty)\n", indent);
1211
1212 return buf;
1374} 1213}
1375 1214
1376/* Return true if the item is magical. A magical item is one that 1215/* Return true if the item is magical. A magical item is one that
1377 * increases/decreases any abilities, provides a resistance, 1216 * increases/decreases any abilities, provides a resistance,
1378 * has a generic magical bonus, or is an artifact. 1217 * has a generic magical bonus, or is an artifact.
1379 * This function is used by detect_magic to determine if an item 1218 * This function is used by detect_magic to determine if an item
1380 * should be marked as magical. 1219 * should be marked as magical.
1381 */ 1220 */
1382
1383int 1221int
1384is_magical (const object *op) 1222is_magical (const object *op)
1385{ 1223{
1386 int i; 1224 int i;
1387 1225
1438 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1276 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1439 return 1; 1277 return 1;
1440 1278
1441 /* Check to see if it increases/decreases any stats */ 1279 /* Check to see if it increases/decreases any stats */
1442 for (i = 0; i < NUM_STATS; i++) 1280 for (i = 0; i < NUM_STATS; i++)
1443 if (get_attr_value (&(op->stats), i) != 0) 1281 if (op->stats.stat (i))
1444 return 1; 1282 return 1;
1445 1283
1446 /* If it doesn't fall into any of the above categories, must 1284 /* If it doesn't fall into any of the above categories, must
1447 * be non magical. 1285 * be non magical.
1448 */ 1286 */
1457int 1295int
1458need_identify (const object *op) 1296need_identify (const object *op)
1459{ 1297{
1460 switch (op->type) 1298 switch (op->type)
1461 { 1299 {
1462 case RING: 1300 case RING:
1463 case WAND: 1301 case WAND:
1464 case ROD: 1302 case ROD:
1465 case HORN: 1303 case HORN:
1466 case SCROLL: 1304 case SCROLL:
1467 case SKILL: 1305 case SKILL:
1468 case SKILLSCROLL: 1306 case SKILLSCROLL:
1469 case SPELLBOOK: 1307 case SPELLBOOK:
1470 case FOOD: 1308 case FOOD:
1471 case POTION: 1309 case POTION:
1472 case BOW: 1310 case BOW:
1473 case ARROW: 1311 case ARROW:
1474 case WEAPON: 1312 case WEAPON:
1475 case ARMOUR: 1313 case ARMOUR:
1476 case SHIELD: 1314 case SHIELD:
1477 case HELMET: 1315 case HELMET:
1478 case AMULET: 1316 case AMULET:
1479 case BOOTS: 1317 case BOOTS:
1480 case GLOVES: 1318 case GLOVES:
1481 case BRACERS: 1319 case BRACERS:
1482 case GIRDLE: 1320 case GIRDLE:
1483 case CONTAINER: 1321 case CONTAINER:
1484 case DRINK: 1322 case DRINK:
1485 case FLESH: 1323 case FLESH:
1486 case INORGANIC: 1324 case INORGANIC:
1487 case CLOSE_CON: 1325 case CLOSE_CON:
1488 case CLOAK: 1326 case CLOAK:
1489 case GEM: 1327 case GEM:
1490 case POWER_CRYSTAL: 1328 case POWER_CRYSTAL:
1491 case POISON: 1329 case POISON:
1492 case BOOK: 1330 case BOOK:
1493 case SKILL_TOOL: 1331 case SKILL_TOOL:
1494 return 1; 1332 return 1;
1495 } 1333 }
1334
1496 /* Try to track down some stuff that may show up here. Thus, the 1335 /* Try to track down some stuff that may show up here. Thus, the
1497 * archetype file can be updated, and this function removed. 1336 * archetype file can be updated, and this function removed.
1498 */ 1337 */
1499#if 0 1338#if 0
1500 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1339 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1506 * Supposed to fix face-values as well here, but later. 1345 * Supposed to fix face-values as well here, but later.
1507 */ 1346 */
1508void 1347void
1509identify (object *op) 1348identify (object *op)
1510{ 1349{
1511 object *pl;
1512
1513 SET_FLAG (op, FLAG_IDENTIFIED); 1350 SET_FLAG (op, FLAG_IDENTIFIED);
1514 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1351 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1515 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1352 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1516 1353
1517 /* 1354 /*
1524 { 1361 {
1525 if (op->inv && op->randomitems) 1362 if (op->inv && op->randomitems)
1526 op->title = op->inv->name; 1363 op->title = op->inv->name;
1527 else if (op->arch) 1364 else if (op->arch)
1528 { 1365 {
1529 op->name = op->arch->clone.name; 1366 op->name = op->arch->object::name;
1530 op->name_pl = op->arch->clone.name_pl; 1367 op->name_pl = op->arch->object::name_pl;
1531 } 1368 }
1532 } 1369 }
1533 1370
1534 /* If the object is on a map, make sure we update its face */ 1371 /* If the object is on a map, make sure we update its face */
1535 if (op->map) 1372 if (op->map)
1536 update_object (op, UP_OBJ_FACE); 1373 update_object (op, UP_OBJ_CHANGE);
1537 else 1374
1538 { 1375 if (object *pl = op->visible_to ())
1539 pl = op->in_player ();
1540 if (pl)
1541 /* A lot of the values can change from an update - might as well send 1376 /* A lot of the values can change from an update - might as well send
1542 * it all. 1377 * it all.
1543 */ 1378 */
1544 esrv_send_item (pl, op); 1379 esrv_send_item (pl, op);
1545 }
1546} 1380}
1547 1381

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