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Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.51 by root, Sun Sep 7 21:31:23 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 , 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_arm", "on your arm", "on a human's arm"} 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 , 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_torso", "on your body", "on a human's torso"} 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 , 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head", "on your head", "on a human's head"} 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 , 59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_neck", "around your neck", "around a humans neck"} 60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
60 ,
61 {"body_skill", "in your skill slot", "in a human's skill slot"}
62 ,
63 {"body_finger", "on your finger", "on a human's finger"}
64 ,
65 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
66 , 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
67 {"body_foot", "on your feet", "on a human's feet"} 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
68 , 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
69 {"body_hand", "on your hands", "on a human's hands"} 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
70 ,
71 {"body_wrist", "around your wrists", "around a human's wrist"}
72 ,
73 {"body_waist", "around your waist", "around a human's waist"}
74 ,
75
76/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
77}; 67};
78 68
79static char numbers[21][20] = { 69static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
112 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
113 {FOOD, "food", "food", SK_WOODSMAN, 0}, 103 {FOOD, "food", "food", SK_WOODSMAN, 0},
114 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115 {BOOK, "book", "books", SK_LITERACY, 0}, 105 {BOOK, "book", "books", SK_LITERACY, 0},
116 {CLOCK, "clock", "clocks", 0, 0}, 106 {CLOCK, "clock", "clocks", 0, 0},
117 {LIGHTNING, "lightning", "lightning", 0, 0},
118 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119 {BOW, "bow", "bows", SK_BOWYER, 0}, 108 {BOW, "bow", "bows", SK_BOWYER, 0},
120 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 134 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 135 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 137 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 139 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 140 {GOD, "god", "gods", 0, 0},
172 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
173 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
177 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
178 {WALL, "wall", "walls", 0, 0},
179 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
180 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
181 {MONSTER, "monster", "monsters", 0, 0},
182 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
183 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
184 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185 {TOOL, "tool", "tools", 0, 0},
186 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187 {BUILDFAC, "building facility", "building facilities", 0, 0},
188 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
190 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
191 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
192 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
199 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
201 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
203 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
204 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
205 {FIREHOLES, "fireholes", "fireholes", 0, 0},
206 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
209 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
272}; 252};
273 253
274int 254int
275get_power_from_ench (int ench) 255get_power_from_ench (int ench)
276{ 256{
277 if (ench < 0) 257 if (ench < 0) ench = 0;
278 ench = 0; 258 if (ench > 20) ench = 20;
279 if (ench > 20) 259
280 ench = 20;
281 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
282} 261}
283 262
284/* 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
285 * 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
293{ 272{
294 int i, tmp, enc; 273 int i, tmp, enc;
295 274
296 enc = 0; 275 enc = 0;
297 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
298 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
299 278
300 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
301 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
302 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
303 * armour shouldn't be counted against 282 * armour shouldn't be counted against
320 if (op->type == WEAPON) 299 if (op->type == WEAPON)
321 { 300 {
322 for (i = 1; i < NROFATTACKS; i++) 301 for (i = 1; i < NROFATTACKS; i++)
323 if (op->attacktype & (1 << i)) 302 if (op->attacktype & (1 << i))
324 enc++; 303 enc++;
304
325 if (op->slaying) 305 if (op->slaying)
326 enc += 2; /* What it slays is probably more relevent */ 306 enc += 2; /* What it slays is probably more relevent */
327 } 307 }
308
328 /* Items the player can equip */ 309 /* Items the player can equip */
329 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
330 (op->type == SHIELD) || (op->type == RING) || 311 (op->type == SHIELD) || (op->type == RING) ||
331 (op->type == BOOTS) || (op->type == GLOVES) || 312 (op->type == BOOTS) || (op->type == GLOVES) ||
332 (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))
335 enc += op->stats.hp; /* hp regen */ 316 enc += op->stats.hp; /* hp regen */
336 enc += op->stats.sp; /* mana regen */ 317 enc += op->stats.sp; /* mana regen */
337 enc += op->stats.grace; /* grace regen */ 318 enc += op->stats.grace; /* grace regen */
338 enc += op->stats.exp; /* speed bonus */ 319 enc += op->stats.exp; /* speed bonus */
339 } 320 }
321
340 enc += op->stats.luck; 322 enc += op->stats.luck;
341 323
342 /* Do spell paths now */ 324 /* Do spell paths now */
343 for (i = 1; i < NRSPELLPATHS; i++) 325 for (i = 1; i < NRSPELLPATHS; i++)
344 { 326 {
364 enc += 1; 346 enc += 1;
365 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 347 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
366 enc += 1; 348 enc += 1;
367 349
368 return get_power_from_ench (enc); 350 return get_power_from_ench (enc);
369
370} 351}
371 352
372/* 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
373 * isn't one, returns NULL */ 354 * isn't one, returns NULL */
374
375const typedata * 355const typedata *
376get_typedata (int itemtype) 356get_typedata (int itemtype)
377{ 357{
378 int i; 358 int i;
379 359
380 for (i = 0; i < item_types_size; i++) 360 for (i = 0; i < item_types_size; i++)
381 if (item_types[i].number == itemtype) 361 if (item_types[i].number == itemtype)
382 return &item_types[i]; 362 return &item_types[i];
363
383 return NULL; 364 return NULL;
384} 365}
385 366
386/* 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
387 * 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
388 * one return NULL */ 369 * one return NULL */
389
390const typedata * 370const typedata *
391get_typedata_by_name (const char *name) 371get_typedata_by_name (const char *name)
392{ 372{
393 int i; 373 int i;
394 374
395 for (i = 0; i < item_types_size; i++) 375 for (i = 0; i < item_types_size; i++)
396 if (!strcmp (item_types[i].name, name)) 376 if (!strcmp (item_types[i].name, name))
397 return &item_types[i]; 377 return &item_types[i];
378
398 for (i = 0; i < item_types_size; i++) 379 for (i = 0; i < item_types_size; i++)
399 if (!strcmp (item_types[i].name_pl, name)) 380 if (!strcmp (item_types[i].name_pl, name))
400 { 381 {
401 LOG (llevInfo, 382 LOG (llevInfo,
402 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
403 return &item_types[i]; 384 return &item_types[i];
404 } 385 }
386
405 return NULL; 387 return NULL;
406} 388}
407 389
408/* describe_resistance generates the visible naming for resistances. 390/* describe_resistance generates the visible naming for resistances.
409 * returns a static array of the description. This can return 391 * returns a static array of the description. This can return
410 * a big buffer. 392 * a big buffer.
411 * 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
412 * 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
413 */ 395 */
414char * 396const char *
415describe_resistance (const object *op, int newline) 397describe_resistance (const object *op, int newline)
416{ 398{
417 static char buf[VERY_BIG_BUF]; 399 static char buf[VERY_BIG_BUF];
418 char buf1[VERY_BIG_BUF]; 400 char buf1[VERY_BIG_BUF];
419 int tmpvar; 401 int tmpvar;
438/* 420/*
439 * query_weight(object) returns a character pointer to a static buffer 421 * query_weight(object) returns a character pointer to a static buffer
440 * containing the text-representation of the weight of the given object. 422 * containing the text-representation of the weight of the given object.
441 * 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().
442 */ 424 */
443 425const char *
444char *
445query_weight (const object *op) 426query_weight (const object *op)
446{ 427{
447 static char buf[10]; 428 static char buf[10];
448 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 429 sint32 i = op->total_weight ();
449 430
450 if (op->weight < 0) 431 if (op->weight < 0)
451 return " "; 432 return " ";
433
452 if (i % 1000) 434 if (i % 1000)
453 sprintf (buf, "%6.1f", i / 1000.0); 435 sprintf (buf, "%6.1f", i / 1000.0);
454 else 436 else
455 sprintf (buf, "%4d ", i / 1000); 437 sprintf (buf, "%4d ", i / 1000);
438
456 return buf; 439 return buf;
457} 440}
458 441
459/* 442/*
460 * Returns the pointer to a static buffer containing 443 * Returns the pointer to a static buffer containing
461 * the number requested (of the form first, second, third...) 444 * the number requested (of the form first, second, third...)
462 */ 445 */
463 446const char *
464char *
465get_levelnumber (int i) 447get_levelnumber (int i)
466{ 448{
467 static char buf[MAX_BUF]; 449 static char buf[MAX_BUF];
468 450
469 if (i > 99) 451 if (i > 99)
470 { 452 {
471 sprintf (buf, "%d.", i); 453 sprintf (buf, "%d.", i);
472 return buf; 454 return buf;
473 } 455 }
456
474 if (i < 21) 457 if (i < 21)
475 return levelnumbers[i]; 458 return levelnumbers[i];
476 if (!(i % 10)) 459 if (!(i % 10))
477 return levelnumbers_10[i / 10]; 460 return levelnumbers_10[i / 10];
461
478 strcpy (buf, numbers_10[i / 10]); 462 strcpy (buf, numbers_10[i / 10]);
479 strcat (buf, levelnumbers[i % 10]); 463 strcat (buf, levelnumbers[i % 10]);
480 return buf; 464 return buf;
481} 465}
482
483 466
484/* 467/*
485 * get_number(integer) returns the text-representation of the given number 468 * get_number(integer) returns the text-representation of the given number
486 * 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
487 * call to get_number(). 470 * call to get_number().
488 * It is currently only used by the query_name() function. 471 * It is currently only used by the query_name() function.
489 */ 472 */
490 473const char *
491char *
492get_number (int i) 474get_number (int i)
493{ 475{
494 if (i <= 20) 476 if (i <= 20)
495 return numbers[i]; 477 return numbers[i];
496 else 478 else
513 */ 495 */
514 496
515/* 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
516 * from stats.sp - b.t. 498 * from stats.sp - b.t.
517 */ 499 */
518char * 500const char *
519ring_desc (const object *op) 501ring_desc (const object *op)
520{ 502{
521 static char buf[VERY_BIG_BUF]; 503 static dynbuf_text buf; buf.clear ();
522 int attr, val, len; 504 int attr, val, len;
523 505
524 buf[0] = 0;
525
526 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 506 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
527 return buf; 507 {
528
529 for (attr = 0; attr < NUM_STATS; attr++) 508 for (attr = 0; attr < NUM_STATS; attr++)
530 { 509 if ((val = op->stats.stat (attr)))
531 if ((val = get_attr_value (&(op->stats), attr)) != 0)
532 {
533 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 510 buf.printf ("(%s%+d)", short_stat_name[attr], val);
534 }
535 }
536 if (op->stats.exp)
537 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
538 if (op->stats.wc)
539 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
540 if (op->stats.dam)
541 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
542 if (op->stats.ac)
543 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
544 511
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
545 strcat (buf, describe_resistance (op, 0)); 517 buf << describe_resistance (op, 0);
546 518
547 if (op->stats.food != 0) 519 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
548 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 520 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
549 /* else if (op->stats.food < 0) 521 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
550 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 522 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
551 if (op->stats.grace) 523 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
552 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
553 if (op->stats.sp && op->type != SKILL)
554 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
555 if (op->stats.hp)
556 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
557 if (op->stats.luck)
558 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
559 if (QUERY_FLAG (op, FLAG_LIFESAVE))
560 strcat (buf, "(lifesaving)");
561 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
562 strcat (buf, "(reflect spells)");
563 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
564 strcat (buf, "(reflect missiles)");
565 if (QUERY_FLAG (op, FLAG_STEALTH))
566 strcat (buf, "(stealth)");
567 /* Shorten some of the names, so they appear better in the windows */
568 len = strlen (buf);
569 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
570 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
571 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
572 524
573 /* if(op->item_power) 525 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
574 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 526 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
575 */ 527 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
576 if (buf[0] == 0 && op->type != SKILL) 528 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
577 strcpy (buf, "of adornment");
578 529
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 }
579 537
580 return buf; 538 return buf;
581} 539}
582 540
583/* 541/*
585 * contain any information about object status (worn/cursed/etc.) 543 * contain any information about object status (worn/cursed/etc.)
586 */ 544 */
587const char * 545const char *
588query_short_name (const object *op) 546query_short_name (const object *op)
589{ 547{
590 static char buf[HUGE_BUF];
591 char buf2[HUGE_BUF];
592 int len = 0;
593
594 if (op->name == NULL) 548 if (op->name == 0)
595 return "(null)"; 549 return "(null)";
596 550
597 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)
598 return op->name; /* To speed things up (or make things slower?) */ 556 return op->name; /* To speed things up (or make things slower?) */
599 557
600 if (op->nrof <= 1) 558 static dynbuf_text buf; buf.clear ();
601 safe_strcat (buf, op->name, &len, HUGE_BUF); 559
602 else 560 buf << (op->nrof <= 1 ? op->name : op->name_pl);
603 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
604 561
605 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 562 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
606 { 563 buf << ' ' << op->title;
607 safe_strcat (buf, " ", &len, HUGE_BUF);
608 safe_strcat (buf, op->title, &len, HUGE_BUF);
609 }
610 564
611 switch (op->type) 565 switch (op->type)
612 { 566 {
613 case SPELLBOOK: 567 case SPELLBOOK:
614 case SCROLL: 568 case SCROLL:
615 case WAND: 569 case WAND:
616 case ROD: 570 case ROD:
617 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)
618 { 586 {
619 if (!op->title) 587 bool wrap = !!buf.size ();
620 { 588
621 safe_strcat (buf, " of ", &len, HUGE_BUF); 589 if (wrap) buf << " [";
622 if (op->inv) 590
623 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)
624 else 596 break;
625 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 597
626 } 598 sint32 coins = op->stats.food / coin->value;
627 if (op->type != SPELLBOOK) 599
628 { 600 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
629 sprintf (buf2, " (lvl %d)", op->level); 601
630 safe_strcat (buf, buf2, &len, HUGE_BUF); 602 if (wrap) buf << ']';
631 }
632 } 603 }
633 break; 604 break;
634 605
635 case SKILL: 606 case SKILL:
636 case AMULET: 607 case AMULET:
637 case RING: 608 case RING:
638 if (!op->title) 609 if (!op->title)
639 { 610 {
640 /* If ring has a title, full description isn't so useful */ 611 /* If ring has a title, full description isn't so useful */
641 char *s = ring_desc (op); 612 const char *s = ring_desc (op);
642 613
643 if (s[0]) 614 if (s && *s)
644 { 615 buf << " " << s;
645 safe_strcat (buf, " ", &len, HUGE_BUF);
646 safe_strcat (buf, s, &len, HUGE_BUF);
647 }
648 } 616 }
649 break; 617 break;
618
650 default: 619 default:
651 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)))
652 {
653 sprintf (buf2, " %+d", op->magic); 621 buf.printf (" %+d", op->magic);
654 safe_strcat (buf, buf2, &len, HUGE_BUF);
655 }
656 } 622 }
623
657 return buf; 624 return buf;
658} 625}
659 626
660/* 627/*
661 * query_name(object) returns a character pointer pointing to a static 628 * query_name(object) returns a character pointer pointing to a static
666 * 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
667 * returned is good forever.) However, it makes printing statements that 634 * returned is good forever.) However, it makes printing statements that
668 * use several names much easier (don't need to store them to temp variables.) 635 * use several names much easier (don't need to store them to temp variables.)
669 * 636 *
670 */ 637 */
671char * 638const char *
672query_name (const object *op) 639query_name (const object *op)
673{ 640{
674 static char buf[5][HUGE_BUF]; 641 int len = 0;
642 static dynbuf_text bufs[5];
675 static int use_buf = 0; 643 static int use_buf = 0;
676 int len = 0;
677
678#ifdef NEW_MATERIAL_CODE
679 materialtype_t *mt;
680#endif
681 644
682 use_buf++; 645 use_buf++;
683 use_buf %= 5; 646 use_buf %= 5;
684 647
685#ifdef NEW_MATERIAL_CODE 648 dynbuf_text &buf = bufs [use_buf];
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 649 buf.clear ();
687 { 650
651 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
688 mt = name_to_material (op->materialname); 652 if (materialtype_t *mt = name_to_material (op->materialname))
689 if (mt) 653 buf << mt->description << ' ';
690 {
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
692 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
693 }
694 }
695#endif
696 654
697 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 655 buf << query_short_name (op);
698 656
699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 657 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
700 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 658 buf << " *";
701 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))))
702 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 660 buf << " (open)";
703 661
704 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 662 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
705 { 663 {
706 if (QUERY_FLAG (op, FLAG_DAMNED)) 664 if (QUERY_FLAG (op, FLAG_DAMNED))
707 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 665 buf << " (damned)";
708 else if (QUERY_FLAG (op, FLAG_CURSED)) 666 else if (QUERY_FLAG (op, FLAG_CURSED))
709 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 667 buf << " (cursed)";
710 } 668 }
669
711 /* 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),
712 * and it isn't identified, print out the fact that 671 * and it isn't identified, print out the fact that
713 * 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
714 * KNOWN_MAGICAL if the item actually is magical. 673 * KNOWN_MAGICAL if the item actually is magical.
715 * 674 *
716 * 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
717 * 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
718 * abilities, especially for artifact items. 677 * abilities, especially for artifact items.
719 */ 678 */
720 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))
721 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 680 buf << " (magic)";
722 681
723#if 0 682#if 0
724 /* 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
725 * be returned in the name. 684 * be returned in the name.
726 */ 685 */
731 690
732 if (QUERY_FLAG (op, FLAG_APPLIED)) 691 if (QUERY_FLAG (op, FLAG_APPLIED))
733 { 692 {
734 switch (op->type) 693 switch (op->type)
735 { 694 {
736 case BOW: 695 case BOW:
737 case WAND: 696 case WAND:
738 case ROD: 697 case ROD:
739 case HORN: 698 case HORN:
740 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 699 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
741 break; 700 break;
742 case WEAPON: 701 case WEAPON:
743 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 702 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
744 break; 703 break;
745 case ARMOUR: 704 case ARMOUR:
746 case HELMET: 705 case HELMET:
747 case SHIELD: 706 case SHIELD:
748 case RING: 707 case RING:
749 case BOOTS: 708 case BOOTS:
750 case GLOVES: 709 case GLOVES:
751 case AMULET: 710 case AMULET:
752 case GIRDLE: 711 case GIRDLE:
753 case BRACERS: 712 case BRACERS:
754 case CLOAK: 713 case CLOAK:
755 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 714 buf << " (worn)";
756 break; 715 break;
757 case CONTAINER: 716 case CONTAINER:
758 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 717 buf << " (active)";
759 break; 718 break;
760 case SKILL: 719 case SKILL:
761 default: 720 default:
762 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 721 buf << " (applied)";
763 } 722 }
764 } 723 }
724
765 if (QUERY_FLAG (op, FLAG_UNPAID)) 725 if (QUERY_FLAG (op, FLAG_UNPAID))
766 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 726 buf << " (unpaid)";
767 727
768 return buf[use_buf]; 728 return buf;
769} 729}
770 730
771/* 731/*
772 * 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
773 * buffer which contains a verbose textual representation of the name 733 * buffer which contains a verbose textual representation of the name
778 * If plural is set, we generate the plural name of this. 738 * If plural is set, we generate the plural name of this.
779 */ 739 */
780const char * 740const char *
781query_base_name (const object *op, int plural) 741query_base_name (const object *op, int plural)
782{ 742{
783 static char buf[MAX_BUF], buf2[MAX_BUF];
784 int len;
785 materialtype_t *mt;
786
787 if ((!plural && !op->name) || (plural && !op->name_pl)) 743 if ((!plural && !op->name) || (plural && !op->name_pl))
788 return "(null)"; 744 return "(null)";
789 745
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 746 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791 return op->name; /* To speed things up (or make things slower?) */ 747 return op->name; /* To speed things up (or make things slower?) */
792 748
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 749 static dynbuf_text buf; buf.clear ();
750
751 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
794 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 << ' ';
795 755
796#ifdef NEW_MATERIAL_CODE 756 buf << (plural ? op->name_pl : op->name);
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
799 {
800 strcpy (buf, mt->description);
801 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF);
803 if (!plural)
804 safe_strcat (buf, op->name, &len, MAX_BUF);
805 else
806 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
807 }
808 else
809 {
810#endif
811 if (!plural)
812 strcpy (buf, op->name);
813 else
814 strcpy (buf, op->name_pl);
815 len = strlen (buf);
816#ifdef NEW_MATERIAL_CODE
817 }
818#endif
819 757
820 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 758 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
821 { 759 buf << ' ' << op->title;
822 safe_strcat (buf, " ", &len, MAX_BUF);
823 safe_strcat (buf, op->title, &len, MAX_BUF);
824 }
825 760
826 switch (op->type) 761 switch (op->type)
827 { 762 {
828 case SPELLBOOK: 763 case SPELLBOOK:
829 case SCROLL: 764 case SCROLL:
830 case WAND: 765 case WAND:
831 case ROD: 766 case ROD:
832 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))
833 { 768 {
834 if (!op->title) 769 if (!op->title)
835 { 770 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
836 safe_strcat (buf, " of ", &len, MAX_BUF); 771
837 if (op->inv)
838 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
839 else
840 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
841 }
842 if (op->type != SPELLBOOK) 772 if (op->type != SPELLBOOK)
843 {
844 sprintf (buf2, " (lvl %d)", op->level); 773 buf.printf (" (lvl %d)", op->level);
845 safe_strcat (buf, buf2, &len, MAX_BUF);
846 }
847 } 774 }
848 break; 775 break;
849 776
850 777
851 case SKILL: 778 case SKILL:
852 case AMULET: 779 case AMULET:
853 case RING: 780 case RING:
854 if (!op->title) 781 if (!op->title)
855 { 782 {
856 /* If ring has a title, full description isn't so useful */ 783 /* If ring has a title, full description isn't so useful */
857 char *s = ring_desc (op); 784 const char *s = ring_desc (op);
858 785
859 if (s[0]) 786 if (s && *s)
860 { 787 buf << ' ' << s;
861 safe_strcat (buf, " ", &len, MAX_BUF);
862 safe_strcat (buf, s, &len, MAX_BUF);
863 }
864 } 788 }
865 break; 789 break;
790
866 default: 791 default:
867 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)))
868 { 793 buf.printf (" %+d", op->magic);
869 sprintf (buf + strlen (buf), " %+d", op->magic);
870 }
871 } 794 }
795
872 return buf; 796 return buf;
873} 797}
874 798
875/* Break this off from describe_item - that function was way 799/* Break this off from describe_item - that function was way
876 * too long, making it difficult to read. This function deals 800 * too long, making it difficult to read. This function deals
877 * with describing the monsters & players abilities. It should only 801 * with describing the monsters & players abilities. It should only
878 * be called with monster & player objects. Returns a description 802 * be called with monster & player objects. Returns a description
879 * in a static buffer. 803 * in a static buffer.
880 */ 804 */
881
882static char * 805static const char *
883describe_monster (const object *op) 806describe_monster (const object *op)
884{ 807{
885 char buf[MAX_BUF]; 808 static dynbuf_text buf; buf.clear ();
886 static char retbuf[VERY_BIG_BUF];
887 int i;
888
889 retbuf[0] = '\0';
890 809
891 /* Note that the resolution this provides for players really isn't 810 /* Note that the resolution this provides for players really isn't
892 * very good. Any player with a speed greater than .67 will 811 * very good. Any player with a speed greater than .67 will
893 * fall into the 'lightning fast movement' category. 812 * fall into the 'lightning fast movement' category.
894 */ 813 */
895 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 814 if (op->has_active_speed ())
896 {
897 switch ((int) ((FABS (op->speed)) * 15)) 815 switch ((int) ((FABS (op->speed)) * 15))
898 { 816 {
899 case 0: 817 case 0:
900 strcat (retbuf, "(very slow movement)"); 818 buf << "(very slow movement)";
901 break; 819 break;
902 case 1: 820 case 1:
903 strcat (retbuf, "(slow movement)"); 821 buf << "(slow movement)";
904 break; 822 break;
905 case 2: 823 case 2:
906 strcat (retbuf, "(normal movement)"); 824 buf << "(normal movement)";
907 break; 825 break;
908 case 3: 826 case 3:
909 case 4: 827 case 4:
910 strcat (retbuf, "(fast movement)"); 828 buf << "(fast movement)";
911 break; 829 break;
912 case 5: 830 case 5:
913 case 6: 831 case 6:
914 strcat (retbuf, "(very fast movement)"); 832 buf << "(very fast movement)";
915 break; 833 break;
916 case 7: 834 case 7:
917 case 8: 835 case 8:
918 case 9: 836 case 9:
919 case 10: 837 case 10:
920 strcat (retbuf, "(extremely fast movement)"); 838 buf << "(extremely fast movement)";
921 break; 839 break;
922 default: 840 default:
923 strcat (retbuf, "(lightning fast movement)"); 841 buf << "(lightning fast movement)";
924 break; 842 break;
925 } 843 }
926 } 844
927 if (QUERY_FLAG (op, FLAG_UNDEAD)) 845 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
928 strcat (retbuf, "(undead)");
929 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 846 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
930 strcat (retbuf, "(see invisible)"); 847 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
931 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 848 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
932 strcat (retbuf, "(wield weapon)"); 849 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
933 if (QUERY_FLAG (op, FLAG_USE_BOW)) 850 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
934 strcat (retbuf, "(archer)"); 851 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
935 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 852 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
936 strcat (retbuf, "(wear armour)");
937 if (QUERY_FLAG (op, FLAG_USE_RING))
938 strcat (retbuf, "(wear ring)");
939 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
940 strcat (retbuf, "(read scroll)");
941 if (QUERY_FLAG (op, FLAG_USE_RANGE))
942 strcat (retbuf, "(fires wand/rod/horn)");
943 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 853 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
944 strcat (retbuf, "(skill user)"); 854 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
945 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 855 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
946 strcat (retbuf, "(spellcaster)");
947 if (QUERY_FLAG (op, FLAG_FRIENDLY))
948 strcat (retbuf, "(friendly)");
949 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 856 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
950 strcat (retbuf, "(unaggressive)"); 857 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
951 if (QUERY_FLAG (op, FLAG_HITBACK)) 858 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
952 strcat (retbuf, "(hitback)"); 859
953 if (QUERY_FLAG (op, FLAG_STEALTH))
954 strcat (retbuf, "(stealthy)");
955 if (op->randomitems != NULL) 860 if (op->randomitems)
956 { 861 {
957 treasure *t;
958 int first = 1; 862 bool first = 1;
959 863
960 for (t = op->randomitems->items; t != NULL; t = t->next) 864 for (treasure *t = op->randomitems->items; t; t = t->next)
961 if (t->item && (t->item->clone.type == SPELL)) 865 if (t->item && t->item->type == SPELL)
962 { 866 {
963 if (first) 867 if (first)
964 { 868 buf << "(Spell abilities:)";
869
965 first = 0; 870 first = 0;
966 strcat (retbuf, "(Spell abilities:)"); 871
967 } 872 buf << '(' << t->item->object::name << ')';
968 strcat (retbuf, "(");
969 strcat (retbuf, t->item->clone.name);
970 strcat (retbuf, ")");
971 } 873 }
972 } 874 }
875
973 if (op->type == PLAYER) 876 if (op->type == PLAYER)
974 { 877 {
975 if (op->contr->digestion) 878 if (op->contr->digestion)
976 {
977 if (op->contr->digestion != 0)
978 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 879 buf.printf ("(sustenance%+d)", op->contr->digestion);
979 strcat (retbuf, buf); 880
980 }
981 if (op->contr->gen_grace) 881 if (op->contr->gen_grace)
982 {
983 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 882 buf.printf ("(grace%+d)", op->contr->gen_grace);
984 strcat (retbuf, buf); 883
985 }
986 if (op->contr->gen_sp) 884 if (op->contr->gen_sp)
987 {
988 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 885 buf.printf ("(magic%+d)", op->contr->gen_sp);
989 strcat (retbuf, buf); 886
990 }
991 if (op->contr->gen_hp) 887 if (op->contr->gen_hp)
992 {
993 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 888 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
994 strcat (retbuf, buf); 889
995 }
996 if (op->stats.luck) 890 if (op->stats.luck)
997 {
998 sprintf (buf, "(luck%+d)", op->stats.luck); 891 buf.printf ("(luck%+d)", op->stats.luck);
999 strcat (retbuf, buf);
1000 }
1001 } 892 }
1002 893
1003 /* describe attacktypes */ 894 /* describe attacktypes */
1004 if (is_dragon_pl (op)) 895 if (is_dragon_pl (op))
1005 { 896 {
1007 * Break apart the for loop - move the comparison checking down - 898 * Break apart the for loop - move the comparison checking down -
1008 * this makes it more readable. 899 * this makes it more readable.
1009 */ 900 */
1010 object *tmp; 901 object *tmp;
1011 902
1012 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 903 for (tmp = op->inv; tmp; tmp = tmp->below)
1013 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 904 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1014 break; 905 break;
1015 906
1016 if (tmp && tmp->attacktype != 0) 907 if (tmp && tmp->attacktype)
1017 { 908 buf.add_abilities ("Claws", tmp->attacktype);
1018 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1019 }
1020 else 909 else
1021 { 910 buf.add_abilities ("Attacks", op->attacktype);
1022 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1023 }
1024 } 911 }
1025 else 912 else
1026 { 913 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 914
1028 } 915 buf.add_paths ("Attuned" , op->path_attuned);
1029 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 916 buf.add_paths ("Repelled", op->path_repelled);
1030 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 917 buf.add_paths ("Denied" , op->path_denied);
1031 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 918
1032 for (i = 0; i < NROFATTACKS; i++) 919 for (int i = 0; i < NROFATTACKS; i++)
1033 {
1034 if (op->resist[i]) 920 if (op->resist[i])
1035 {
1036 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 921 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1037 strcat (retbuf, buf); 922
1038 }
1039 }
1040 return retbuf; 923 return buf;
1041} 924}
1042
1043 925
1044/* 926/*
1045 * Returns a pointer to a static buffer which contains a 927 * Returns a pointer to a static buffer which contains a
1046 * description of the given object. 928 * description of the given object.
1047 * If it is a monster, lots of information about its abilities 929 * If it is a monster, lots of information about its abilities
1065 * 947 *
1066 * Add 'owner' who is the person examining this object. 948 * Add 'owner' who is the person examining this object.
1067 * 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
1068 * item (eg, debug dump or the like) 950 * item (eg, debug dump or the like)
1069 */ 951 */
1070 952const char *
1071char *
1072describe_item (const object *op, object *owner) 953describe_item (const object *op, object *owner)
1073{ 954{
1074 char buf[MAX_BUF]; 955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1075 static char retbuf[VERY_BIG_BUF]; 956 return describe_monster (op);
957
958 static dynbuf_text buf; buf.clear ();
1076 int identified, i; 959 int identified, i;
1077 960
1078 retbuf[0] = '\0';
1079 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1080 {
1081 return describe_monster (op);
1082 }
1083 /* figure this out once, instead of making multiple calls to need_identify. 961 /* figure this out once, instead of making multiple calls to need_identify.
1084 * also makes the code easier to read. 962 * also makes the code easier to read.
1085 */ 963 */
1086 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1087 identified = 1; 965 if (!identified)
1088 else 966 buf << "(unidentified)";
1089 { 967
1090 strcpy (retbuf, "(unidentified)");
1091 identified = 0;
1092 }
1093 switch (op->type) 968 switch (op->type)
1094 { 969 {
1095 case BOW: 970 case BOW:
1096 case ARROW: 971 case ARROW:
1097 case WAND: 972 case WAND:
1098 case ROD: 973 case ROD:
1099 case HORN: 974 case HORN:
1100 case WEAPON: 975 case WEAPON:
1101 case ARMOUR: 976 case ARMOUR:
1102 case HELMET: 977 case HELMET:
1103 case SHIELD: 978 case SHIELD:
1104 case BOOTS: 979 case BOOTS:
1105 case GLOVES: 980 case GLOVES:
1106 case GIRDLE: 981 case GIRDLE:
1107 case BRACERS: 982 case BRACERS:
1108 case CLOAK: 983 case CLOAK:
1109 case SKILL_TOOL: 984 case SKILL_TOOL:
1110 break; /* We have more information to do below this switch */ 985 break; /* We have more information to do below this switch */
1111 986
1112 case POWER_CRYSTAL: 987 case POWER_CRYSTAL:
1113 if (op->stats.maxsp > 1000) 988 if (op->stats.maxsp > 1000)
1114 { /*higher capacity crystals */ 989 { /*higher capacity crystals */
1115 i = (op->stats.maxsp % 100) / 10; 990 i = (op->stats.maxsp % 1000) / 100;
991
1116 if (i) 992 if (i)
1117 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);
1118 else 994 else
1119 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1120 } 996 }
1121 else 997 else
1122 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 998 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1123 strcat (retbuf, buf); 999
1124 i = (op->stats.sp * 10) / op->stats.maxsp; 1000 i = (op->stats.sp * 10) / op->stats.maxsp;
1125 if (op->stats.sp == 0) 1001 if (op->stats.sp == 0)
1126 strcat (retbuf, "empty."); 1002 buf << "empty.";
1127 else if (i == 0) 1003 else if (i == 0)
1128 strcat (retbuf, "almost empty."); 1004 buf << "almost empty.";
1129 else if (i < 3) 1005 else if (i < 3)
1130 strcat (retbuf, "partially filled."); 1006 buf << "partially filled.";
1131 else if (i < 6) 1007 else if (i < 6)
1132 strcat (retbuf, "half full."); 1008 buf << "half full.";
1133 else if (i < 9) 1009 else if (i < 9)
1134 strcat (retbuf, "well charged."); 1010 buf << "well charged.";
1135 else if (op->stats.sp == op->stats.maxsp) 1011 else if (op->stats.sp == op->stats.maxsp)
1136 strcat (retbuf, "fully charged."); 1012 buf << "fully charged.";
1137 else 1013 else
1138 strcat (retbuf, "almost full."); 1014 buf << "almost full.";
1139 break; 1015 break;
1016
1140 case FOOD: 1017 case FOOD:
1141 case FLESH: 1018 case FLESH:
1142 case DRINK: 1019 case DRINK:
1143 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1020 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1144 { 1021 {
1145 sprintf (buf, "(food+%d)", op->stats.food); 1022 buf.printf ("(food+%d)", op->stats.food);
1146 strcat (retbuf, buf);
1147 1023
1148 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))
1149 {
1150 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1025 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1151 strcat (retbuf, buf);
1152 }
1153 1026
1154 if (!QUERY_FLAG (op, FLAG_CURSED)) 1027 if (!QUERY_FLAG (op, FLAG_CURSED))
1155 { 1028 {
1156 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(heals)";
1157 strcat (retbuf, "(heals)");
1158 if (op->stats.sp)
1159 strcat (retbuf, "(spellpoint regen)"); 1030 if (op->stats.sp) buf << "(spellpoint regen)";
1160 } 1031 }
1161 else 1032 else
1162 { 1033 {
1163 if (op->stats.hp) 1034 if (op->stats.hp) buf << "(damages)";
1164 strcat (retbuf, "(damages)");
1165 if (op->stats.sp)
1166 strcat (retbuf, "(spellpoint depletion)"); 1035 if (op->stats.sp) buf << "(spellpoint depletion)";
1167 } 1036 }
1168 } 1037 }
1169 break; 1038 break;
1170 1039
1171
1172 case SKILL: 1040 case SKILL:
1173 case RING: 1041 case RING:
1174 case AMULET: 1042 case AMULET:
1175 if (op->item_power) 1043 if (op->item_power)
1176 {
1177 sprintf (buf, "(item_power %+d)", op->item_power); 1044 buf.printf ("(item_power %+d)", op->item_power);
1178 strcat (retbuf, buf); 1045
1179 }
1180 if (op->title) 1046 if (op->title)
1181 strcat (retbuf, ring_desc (op)); 1047 buf << ring_desc (op);
1048
1182 return retbuf; 1049 return buf;
1183 1050
1184 default: 1051 default:
1185 return retbuf; 1052 return buf;
1186 } 1053 }
1187 1054
1188 /* Down here, we more further describe equipment type items. 1055 /* Down here, we more further describe equipment type items.
1189 * only describe them if they have been identified or the like. 1056 * only describe them if they have been identified or the like.
1190 */ 1057 */
1191 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1192 { 1059 {
1193 int attr, val; 1060 int attr, val;
1194 1061
1195 for (attr = 0; attr < NUM_STATS; attr++) 1062 for (attr = 0; attr < NUM_STATS; attr++)
1196 { 1063 if ((val = op->stats.stat (attr)))
1197 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1198 {
1199 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1064 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1200 strcat (retbuf, buf);
1201 }
1202 }
1203 1065
1204 if (op->stats.exp) 1066 if (op->stats.exp)
1205 {
1206 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1067 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1207 strcat (retbuf, buf);
1208 }
1209
1210 1068
1211 switch (op->type) 1069 switch (op->type)
1212 { 1070 {
1213 case BOW: 1071 case BOW:
1214 case ARROW: 1072 case ARROW:
1215 case GIRDLE: 1073 case GIRDLE:
1216 case HELMET: 1074 case HELMET:
1217 case SHIELD: 1075 case SHIELD:
1218 case BOOTS: 1076 case BOOTS:
1219 case GLOVES: 1077 case GLOVES:
1220 case WEAPON: 1078 case WEAPON:
1221 case SKILL: 1079 case SKILL:
1222 case RING: 1080 case RING:
1223 case AMULET: 1081 case AMULET:
1224 case ARMOUR: 1082 case ARMOUR:
1225 case BRACERS: 1083 case BRACERS:
1226 case FORCE: 1084 case FORCE:
1227 case CLOAK: 1085 case CLOAK:
1228 if (op->stats.wc) 1086 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1229 { 1087 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1230 sprintf (buf, "(wc%+d)", op->stats.wc); 1088 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1231 strcat (retbuf, buf); 1089
1232 }
1233 if (op->stats.dam)
1234 {
1235 sprintf (buf, "(dam%+d)", op->stats.dam);
1236 strcat (retbuf, buf);
1237 }
1238 if (op->stats.ac)
1239 {
1240 sprintf (buf, "(ac%+d)", op->stats.ac);
1241 strcat (retbuf, buf);
1242 }
1243 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1090 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1244 {
1245 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1091 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1246 strcat (retbuf, buf); 1092
1247 }
1248 break; 1093 break;
1249 1094
1250 default: 1095 default:
1251 break; 1096 break;
1252 } 1097 }
1253 if (QUERY_FLAG (op, FLAG_XRAYS)) 1098
1254 strcat (retbuf, "(xray-vision)"); 1099 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1255 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1100 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1256 strcat (retbuf, "(infravision)");
1257 1101
1258 /* levitate was what is was before, so we'll keep it */ 1102 /* levitate was what is was before, so we'll keep it */
1259 if (op->move_type & MOVE_FLY_LOW) 1103 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1260 strcat (retbuf, "(levitate)");
1261
1262 if (op->move_type & MOVE_FLY_HIGH) 1104 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1263 strcat (retbuf, "(fly)");
1264
1265 if (op->move_type & MOVE_SWIM) 1105 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1266 strcat (retbuf, "(swim)");
1267 1106
1268 /* walking is presumed as 'normal', so doesn't need mentioning */ 1107 /* walking is presumed as 'normal', so doesn't need mentioning */
1269 1108
1270 if (op->item_power) 1109 if (op->item_power)
1271 {
1272 sprintf (buf, "(item_power %+d)", op->item_power); 1110 buf.printf ("(item_power %+d)", op->item_power);
1273 strcat (retbuf, buf);
1274 }
1275 } /* End if identified or applied */ 1111 } /* End if identified or applied */
1276 1112
1277 /* This blocks only deals with fully identified object. 1113 /* This blocks only deals with fully identified object.
1278 * 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 -
1279 * in this way, information is added. 1115 * in this way, information is added.
1282 { 1118 {
1283 int more_info = 0; 1119 int more_info = 0;
1284 1120
1285 switch (op->type) 1121 switch (op->type)
1286 { 1122 {
1287 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 */
1288 case HORN: /* and stats.hp for spell-point regeneration... */ 1124 case HORN: /* and stats.hp for spell-point regeneration... */
1289 case BOW: 1125 case BOW:
1290 case ARROW: 1126 case ARROW:
1291 case WAND: 1127 case WAND:
1292 case FOOD: 1128 case FOOD:
1293 case FLESH: 1129 case FLESH:
1294 case DRINK: 1130 case DRINK:
1295 more_info = 0; 1131 more_info = 0;
1296 break; 1132 break;
1297 1133
1298 /* Armor type objects */ 1134 /* Armor type objects */
1299 case ARMOUR: 1135 case ARMOUR:
1300 case HELMET: 1136 case HELMET:
1301 case SHIELD: 1137 case SHIELD:
1302 case BOOTS: 1138 case BOOTS:
1303 case GLOVES: 1139 case GLOVES:
1304 case GIRDLE: 1140 case GIRDLE:
1305 case BRACERS: 1141 case BRACERS:
1306 case CLOAK: 1142 case CLOAK:
1307 if (ARMOUR_SPEED (op)) 1143 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1308 { 1144 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1309 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1310 strcat (retbuf, buf);
1311 }
1312 if (ARMOUR_SPELLS (op))
1313 {
1314 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315 strcat (retbuf, buf);
1316 }
1317 more_info = 1; 1145 more_info = 1;
1318 break; 1146 break;
1319 1147
1320 case WEAPON: 1148 case WEAPON:
1321 /* Calculate it the same way fix_player does so the results 1149 /* Calculate it the same way fix_player does so the results
1322 * make sense. 1150 * make sense.
1323 */ 1151 */
1324 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1152 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1325 if (i < 0) 1153 if (i < 0)
1326 i = 0; 1154 i = 0;
1327 1155
1328 sprintf (buf, "(weapon speed %d)", i); 1156 buf.printf ("(weapon speed %d)", i);
1329 strcat (retbuf, buf);
1330 more_info = 1; 1157 more_info = 1;
1331 break; 1158 break;
1332
1333 } 1159 }
1160
1334 if (more_info) 1161 if (more_info)
1335 { 1162 {
1336 if (op->stats.food)
1337 {
1338 if (op->stats.food != 0)
1339 sprintf (buf, "(sustenance%+d)", op->stats.food); 1163 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1340 strcat (retbuf, buf);
1341 }
1342 if (op->stats.grace)
1343 {
1344 sprintf (buf, "(grace%+d)", op->stats.grace); 1164 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1345 strcat (retbuf, buf); 1165 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1346 }
1347 if (op->stats.sp)
1348 {
1349 sprintf (buf, "(magic%+d)", op->stats.sp);
1350 strcat (retbuf, buf);
1351 }
1352 if (op->stats.hp)
1353 {
1354 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1166 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1355 strcat (retbuf, buf);
1356 }
1357 } 1167 }
1358 1168
1359 if (op->stats.luck) 1169 if (op->stats.luck)
1360 {
1361 sprintf (buf, "(luck%+d)", op->stats.luck); 1170 buf.printf ("(luck%+d)", op->stats.luck);
1362 strcat (retbuf, buf); 1171
1363 }
1364 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1172 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1365 strcat (retbuf, "(lifesaving)"); 1173 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1366 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1367 strcat (retbuf, "(reflect spells)");
1368 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1174 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1369 strcat (retbuf, "(reflect missiles)");
1370 if (QUERY_FLAG (op, FLAG_STEALTH)) 1175 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1371 strcat (retbuf, "(stealth)"); 1176
1372 if (op->slaying != NULL && op->type != FOOD) 1177 if (op->slaying && op->type != FOOD)
1373 {
1374 sprintf (buf, "(slay %s)", &op->slaying); 1178 buf.printf ("(slay %s)", &op->slaying);
1375 strcat (retbuf, buf); 1179
1376 } 1180 buf.add_abilities ("Attacks", op->attacktype);
1377 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1378 /* resistance on flesh is only visible for quetzals. If 1181 /* resistance on flesh is only visible for quetzals. If
1379 * non flesh, everyone can see its resistances 1182 * non flesh, everyone can see its resistances
1380 */ 1183 */
1381 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1184 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1382 strcat (retbuf, describe_resistance (op, 0)); 1185 buf << describe_resistance (op, 0);
1383 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1384 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1385 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1386 }
1387 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
1388 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;
1389} 1230}
1390 1231
1391/* 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
1392 * increases/decreases any abilities, provides a resistance, 1233 * increases/decreases any abilities, provides a resistance,
1393 * has a generic magical bonus, or is an artifact. 1234 * has a generic magical bonus, or is an artifact.
1394 * 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
1395 * should be marked as magical. 1236 * should be marked as magical.
1396 */ 1237 */
1397
1398int 1238int
1399is_magical (const object *op) 1239is_magical (const object *op)
1400{ 1240{
1401 int i; 1241 int i;
1402 1242
1453 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)
1454 return 1; 1294 return 1;
1455 1295
1456 /* Check to see if it increases/decreases any stats */ 1296 /* Check to see if it increases/decreases any stats */
1457 for (i = 0; i < NUM_STATS; i++) 1297 for (i = 0; i < NUM_STATS; i++)
1458 if (get_attr_value (&(op->stats), i) != 0) 1298 if (op->stats.stat (i))
1459 return 1; 1299 return 1;
1460 1300
1461 /* 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
1462 * be non magical. 1302 * be non magical.
1463 */ 1303 */
1472int 1312int
1473need_identify (const object *op) 1313need_identify (const object *op)
1474{ 1314{
1475 switch (op->type) 1315 switch (op->type)
1476 { 1316 {
1477 case RING: 1317 case RING:
1478 case WAND: 1318 case WAND:
1479 case ROD: 1319 case ROD:
1480 case HORN: 1320 case HORN:
1481 case SCROLL: 1321 case SCROLL:
1482 case SKILL: 1322 case SKILL:
1483 case SKILLSCROLL: 1323 case SKILLSCROLL:
1484 case SPELLBOOK: 1324 case SPELLBOOK:
1485 case FOOD: 1325 case FOOD:
1486 case POTION: 1326 case POTION:
1487 case BOW: 1327 case BOW:
1488 case ARROW: 1328 case ARROW:
1489 case WEAPON: 1329 case WEAPON:
1490 case ARMOUR: 1330 case ARMOUR:
1491 case SHIELD: 1331 case SHIELD:
1492 case HELMET: 1332 case HELMET:
1493 case AMULET: 1333 case AMULET:
1494 case BOOTS: 1334 case BOOTS:
1495 case GLOVES: 1335 case GLOVES:
1496 case BRACERS: 1336 case BRACERS:
1497 case GIRDLE: 1337 case GIRDLE:
1498 case CONTAINER: 1338 case CONTAINER:
1499 case DRINK: 1339 case DRINK:
1500 case FLESH: 1340 case FLESH:
1501 case INORGANIC: 1341 case INORGANIC:
1502 case CLOSE_CON: 1342 case CLOSE_CON:
1503 case CLOAK: 1343 case CLOAK:
1504 case GEM: 1344 case GEM:
1505 case POWER_CRYSTAL: 1345 case POWER_CRYSTAL:
1506 case POISON: 1346 case POISON:
1507 case BOOK: 1347 case BOOK:
1508 case SKILL_TOOL: 1348 case SKILL_TOOL:
1509 return 1; 1349 return 1;
1510 } 1350 }
1351
1511 /* 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
1512 * archetype file can be updated, and this function removed. 1353 * archetype file can be updated, and this function removed.
1513 */ 1354 */
1514#if 0 1355#if 0
1515 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);
1516#endif 1357#endif
1517 return 0; 1358 return 0;
1518} 1359}
1519 1360
1520
1521/* 1361/*
1522 * Supposed to fix face-values as well here, but later. 1362 * Supposed to fix face-values as well here, but later.
1523 */ 1363 */
1524
1525void 1364void
1526identify (object *op) 1365identify (object *op)
1527{ 1366{
1528 object *pl;
1529
1530 SET_FLAG (op, FLAG_IDENTIFIED); 1367 SET_FLAG (op, FLAG_IDENTIFIED);
1531 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1368 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1532 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1369 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1533 1370
1534 /* 1371 /*
1541 { 1378 {
1542 if (op->inv && op->randomitems) 1379 if (op->inv && op->randomitems)
1543 op->title = op->inv->name; 1380 op->title = op->inv->name;
1544 else if (op->arch) 1381 else if (op->arch)
1545 { 1382 {
1546 op->name = op->arch->clone.name; 1383 op->name = op->arch->object::name;
1547 op->name_pl = op->arch->clone.name_pl; 1384 op->name_pl = op->arch->object::name_pl;
1548 } 1385 }
1549 } 1386 }
1550 1387
1551 /* 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 */
1552 if (op->map) 1389 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1390 update_object (op, UP_OBJ_CHANGE);
1554 else 1391
1555 { 1392 if (object *pl = op->visible_to ())
1556 pl = is_player_inv (op->env);
1557 if (pl)
1558 /* A lot of the values can change from an update - might as well send 1393 /* A lot of the values can change from an update - might as well send
1559 * it all. 1394 * it all.
1560 */ 1395 */
1561 esrv_send_item (pl, op); 1396 esrv_send_item (pl, op);
1562 }
1563} 1397}
1398

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