ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.45 by root, Sun Apr 20 18:48:51 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 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> 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 , 54 {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"} 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 , 56 {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"} 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 , 58 {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"} 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 , 60 {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"} 61 {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"} 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
66 , 63 {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"} 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
68 , 65 {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"} 66 {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"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
77}; 68};
78 69
79static char numbers[21][20] = { 70static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
112 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 103 {POTION, "potion", "potions", SK_ALCHEMY, 0},
113 {FOOD, "food", "food", SK_WOODSMAN, 0}, 104 {FOOD, "food", "food", SK_WOODSMAN, 0},
114 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 105 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115 {BOOK, "book", "books", SK_LITERACY, 0}, 106 {BOOK, "book", "books", SK_LITERACY, 0},
116 {CLOCK, "clock", "clocks", 0, 0}, 107 {CLOCK, "clock", "clocks", 0, 0},
117 {LIGHTNING, "lightning", "lightning", 0, 0},
118 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 108 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119 {BOW, "bow", "bows", SK_BOWYER, 0}, 109 {BOW, "bow", "bows", SK_BOWYER, 0},
120 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 110 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 111 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 112 {PEDESTAL, "pedestal", "pedestals", 0, 0},
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 132 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 133 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 134 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 135 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 136 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 137 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 138 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 139 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 140 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 141 {GOD, "god", "gods", 0, 0},
172 {FLOOR, "floor", "floors", 0, 0}, 161 {FLOOR, "floor", "floors", 0, 0},
173 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176 {LIGHTER, "lighter", "lighters", 0, 0}, 165 {LIGHTER, "lighter", "lighters", 0, 0},
177 {TRAP_PART, "trap part", "trap parts", 0, 0}, 166 {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}, 167 {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}, 168 {LAMP, "lamp", "lamps", 0, 0},
184 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185 {TOOL, "tool", "tools", 0, 0},
186 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187 {BUILDFAC, "building facility", "building facilities", 0, 0},
188 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
190 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
191 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
192 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
199 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 182 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200 {CONVERTER, "converter", "converters", 0, 0}, 183 {CONVERTER, "converter", "converters", 0, 0},
201 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 184 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202 {POISONING, "poisoning", "poisonings", 0, 0}, 185 {POISONING, "poisoning", "poisonings", 0, 0},
203 {SAVEBED, "savebed", "savebeds", 0, 0}, 186 {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}, 187 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208 {DIRECTOR, "director", "directors", 0, 0}, 189 {DIRECTOR, "director", "directors", 0, 0},
209 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210 {FORCE, "force", "forces", 0, 0}, 191 {FORCE, "force", "forces", 0, 0},
272}; 253};
273 254
274int 255int
275get_power_from_ench (int ench) 256get_power_from_ench (int ench)
276{ 257{
277 if (ench < 0) 258 if (ench < 0) ench = 0;
278 ench = 0; 259 if (ench > 20) ench = 20;
279 if (ench > 20) 260
280 ench = 20;
281 return enc_to_item_power[ench]; 261 return enc_to_item_power[ench];
282} 262}
283 263
284/* This takes an object 'op' and figures out what its item_power 264/* 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 265 * rating should be. This should only really be used by the treasure
293{ 273{
294 int i, tmp, enc; 274 int i, tmp, enc;
295 275
296 enc = 0; 276 enc = 0;
297 for (i = 0; i < NUM_STATS; i++) 277 for (i = 0; i < NUM_STATS; i++)
298 enc += get_attr_value (&op->stats, i); 278 enc += op->stats.stat (i);
299 279
300 /* This protection logic is pretty flawed. 20% fire resistance 280 /* This protection logic is pretty flawed. 20% fire resistance
301 * is much more valuable than 20% confusion, or 20% slow, or 281 * is much more valuable than 20% confusion, or 20% slow, or
302 * several others. Start at 1 - ignore physical - all that normal 282 * several others. Start at 1 - ignore physical - all that normal
303 * armour shouldn't be counted against 283 * armour shouldn't be counted against
364 enc += 1; 344 enc += 1;
365 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
366 enc += 1; 346 enc += 1;
367 347
368 return get_power_from_ench (enc); 348 return get_power_from_ench (enc);
369
370} 349}
371 350
372/* returns the typedata that has a number equal to itemtype, if there 351/* returns the typedata that has a number equal to itemtype, if there
373 * isn't one, returns NULL */ 352 * isn't one, returns NULL */
374
375const typedata * 353const typedata *
376get_typedata (int itemtype) 354get_typedata (int itemtype)
377{ 355{
378 int i; 356 int i;
379 357
384} 362}
385 363
386/* returns the typedata that has a name equal to itemtype, if there 364/* 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 365 * isn't one, return the plural name that matches, if there still isn't
388 * one return NULL */ 366 * one return NULL */
389
390const typedata * 367const typedata *
391get_typedata_by_name (const char *name) 368get_typedata_by_name (const char *name)
392{ 369{
393 int i; 370 int i;
394 371
409 * returns a static array of the description. This can return 386 * returns a static array of the description. This can return
410 * a big buffer. 387 * a big buffer.
411 * if newline is true, we don't put parens around the description 388 * 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 389 * but do put a newline at the end. Useful when dumping to files
413 */ 390 */
414char * 391const char *
415describe_resistance (const object *op, int newline) 392describe_resistance (const object *op, int newline)
416{ 393{
417 static char buf[VERY_BIG_BUF]; 394 static char buf[VERY_BIG_BUF];
418 char buf1[VERY_BIG_BUF]; 395 char buf1[VERY_BIG_BUF];
419 int tmpvar; 396 int tmpvar;
438/* 415/*
439 * query_weight(object) returns a character pointer to a static buffer 416 * query_weight(object) returns a character pointer to a static buffer
440 * containing the text-representation of the weight of the given object. 417 * containing the text-representation of the weight of the given object.
441 * The buffer will be overwritten by the next call to query_weight(). 418 * The buffer will be overwritten by the next call to query_weight().
442 */ 419 */
443 420const char *
444char *
445query_weight (const object *op) 421query_weight (const object *op)
446{ 422{
447 static char buf[10]; 423 static char buf[10];
448 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
449 425
450 if (op->weight < 0) 426 if (op->weight < 0)
451 return " "; 427 return " ";
428
452 if (i % 1000) 429 if (i % 1000)
453 sprintf (buf, "%6.1f", i / 1000.0); 430 sprintf (buf, "%6.1f", i / 1000.0);
454 else 431 else
455 sprintf (buf, "%4d ", i / 1000); 432 sprintf (buf, "%4d ", i / 1000);
433
456 return buf; 434 return buf;
457} 435}
458 436
459/* 437/*
460 * Returns the pointer to a static buffer containing 438 * Returns the pointer to a static buffer containing
461 * the number requested (of the form first, second, third...) 439 * the number requested (of the form first, second, third...)
462 */ 440 */
463 441const char *
464char *
465get_levelnumber (int i) 442get_levelnumber (int i)
466{ 443{
467 static char buf[MAX_BUF]; 444 static char buf[MAX_BUF];
468 445
469 if (i > 99) 446 if (i > 99)
470 { 447 {
471 sprintf (buf, "%d.", i); 448 sprintf (buf, "%d.", i);
472 return buf; 449 return buf;
473 } 450 }
451
474 if (i < 21) 452 if (i < 21)
475 return levelnumbers[i]; 453 return levelnumbers[i];
476 if (!(i % 10)) 454 if (!(i % 10))
477 return levelnumbers_10[i / 10]; 455 return levelnumbers_10[i / 10];
456
478 strcpy (buf, numbers_10[i / 10]); 457 strcpy (buf, numbers_10[i / 10]);
479 strcat (buf, levelnumbers[i % 10]); 458 strcat (buf, levelnumbers[i % 10]);
480 return buf; 459 return buf;
481} 460}
482
483 461
484/* 462/*
485 * get_number(integer) returns the text-representation of the given number 463 * get_number(integer) returns the text-representation of the given number
486 * in a static buffer. The buffer might be overwritten at the next 464 * in a static buffer. The buffer might be overwritten at the next
487 * call to get_number(). 465 * call to get_number().
488 * It is currently only used by the query_name() function. 466 * It is currently only used by the query_name() function.
489 */ 467 */
490 468const char *
491char *
492get_number (int i) 469get_number (int i)
493{ 470{
494 if (i <= 20) 471 if (i <= 20)
495 return numbers[i]; 472 return numbers[i];
496 else 473 else
513 */ 490 */
514 491
515/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 492/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
516 * from stats.sp - b.t. 493 * from stats.sp - b.t.
517 */ 494 */
518char * 495const char *
519ring_desc (const object *op) 496ring_desc (const object *op)
520{ 497{
521 static char buf[VERY_BIG_BUF]; 498 static dynbuf_text buf; buf.clear ();
522 int attr, val, len; 499 int attr, val, len;
523 500
524 buf[0] = 0;
525
526 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
527 return buf; 502 {
528
529 for (attr = 0; attr < NUM_STATS; attr++) 503 for (attr = 0; attr < NUM_STATS; attr++)
530 { 504 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); 505 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);
544 506
507 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
508 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
509 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
510 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
511
545 strcat (buf, describe_resistance (op, 0)); 512 buf << describe_resistance (op, 0);
546 513
547 if (op->stats.food != 0) 514 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
548 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 515 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
549 /* else if (op->stats.food < 0) 516 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
550 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 517 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
551 if (op->stats.grace) 518 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);
572 519
573 /* if(op->item_power) 520 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
574 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 521 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
575 */ 522 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
576 if (buf[0] == 0 && op->type != SKILL) 523 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
577 strcpy (buf, "of adornment");
578 524
525 buf.add_paths ("Attuned" , op->path_attuned);
526 buf.add_paths ("Repelled", op->path_repelled);
527 buf.add_paths ("Denied" , op->path_denied);
528
529 if (buf.empty ())
530 buf << "of adornment";
531 }
579 532
580 return buf; 533 return buf;
581} 534}
582 535
583/* 536/*
585 * contain any information about object status (worn/cursed/etc.) 538 * contain any information about object status (worn/cursed/etc.)
586 */ 539 */
587const char * 540const char *
588query_short_name (const object *op) 541query_short_name (const object *op)
589{ 542{
590 static char buf[HUGE_BUF];
591 char buf2[HUGE_BUF];
592 int len = 0;
593
594 if (op->name == NULL) 543 if (op->name == 0)
595 return "(null)"; 544 return "(null)";
596 545
597 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 546 if (!op->nrof
547 && !op->weight
548 && !op->title
549 && !is_magical (op)
550 && op->slaying != shstr_money)
598 return op->name; /* To speed things up (or make things slower?) */ 551 return op->name; /* To speed things up (or make things slower?) */
599 552
600 if (op->nrof <= 1) 553 static dynbuf_text buf; buf.clear ();
601 safe_strcat (buf, op->name, &len, HUGE_BUF); 554
602 else 555 buf << (op->nrof <= 1 ? op->name : op->name_pl);
603 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
604 556
605 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 557 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
606 { 558 buf << ' ' << op->title;
607 safe_strcat (buf, " ", &len, HUGE_BUF);
608 safe_strcat (buf, op->title, &len, HUGE_BUF);
609 }
610 559
611 switch (op->type) 560 switch (op->type)
612 { 561 {
613 case SPELLBOOK: 562 case SPELLBOOK:
614 case SCROLL: 563 case SCROLL:
615 case WAND: 564 case WAND:
616 case ROD: 565 case ROD:
617 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 566 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
567 {
568 if (!op->title)
569 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
570
571 if (op->type != SPELLBOOK)
572 buf.printf (" (lvl %d)", op->level);
573 }
574 break;
575
576 case ALTAR:
577 case TRIGGER_ALTAR:
578 case IDENTIFY_ALTAR:
579 case CONVERTER:
580 if (op->slaying == shstr_money)
618 { 581 {
619 if (!op->title) 582 bool wrap = !!buf.size ();
620 { 583
621 safe_strcat (buf, " of ", &len, HUGE_BUF); 584 if (wrap) buf << " [";
622 if (op->inv) 585
623 safe_strcat (buf, op->inv->name, &len, HUGE_BUF); 586 archetype *coin = 0;
587
588 for (char const *const *c = coins; *coins; ++c)
589 if ((coin = archetype::find (*c)))
590 if (op->stats.food % coin->value == 0)
624 else 591 break;
625 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 592
626 } 593 sint32 coins = op->stats.food / coin->value;
627 if (op->type != SPELLBOOK) 594
628 { 595 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
629 sprintf (buf2, " (lvl %d)", op->level); 596
630 safe_strcat (buf, buf2, &len, HUGE_BUF); 597 if (wrap) buf << ']';
631 }
632 } 598 }
633 break; 599 break;
634 600
635 case SKILL: 601 case SKILL:
636 case AMULET: 602 case AMULET:
637 case RING: 603 case RING:
638 if (!op->title) 604 if (!op->title)
639 { 605 {
640 /* If ring has a title, full description isn't so useful */ 606 /* If ring has a title, full description isn't so useful */
641 char *s = ring_desc (op); 607 const char *s = ring_desc (op);
642 608
643 if (s[0]) 609 if (s && *s)
644 { 610 buf << " " << s;
645 safe_strcat (buf, " ", &len, HUGE_BUF);
646 safe_strcat (buf, s, &len, HUGE_BUF);
647 }
648 } 611 }
649 break; 612 break;
613
650 default: 614 default:
651 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 615 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
652 {
653 sprintf (buf2, " %+d", op->magic); 616 buf.printf (" %+d", op->magic);
654 safe_strcat (buf, buf2, &len, HUGE_BUF);
655 }
656 } 617 }
618
657 return buf; 619 return buf;
658} 620}
659 621
660/* 622/*
661 * query_name(object) returns a character pointer pointing to a static 623 * 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 628 * 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 629 * 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.) 630 * use several names much easier (don't need to store them to temp variables.)
669 * 631 *
670 */ 632 */
671char * 633const char *
672query_name (const object *op) 634query_name (const object *op)
673{ 635{
674 static char buf[5][HUGE_BUF]; 636 int len = 0;
637 static dynbuf_text bufs[5];
675 static int use_buf = 0; 638 static int use_buf = 0;
676 int len = 0;
677
678#ifdef NEW_MATERIAL_CODE
679 materialtype_t *mt;
680#endif
681 639
682 use_buf++; 640 use_buf++;
683 use_buf %= 5; 641 use_buf %= 5;
684 642
685#ifdef NEW_MATERIAL_CODE 643 dynbuf_text &buf = bufs [use_buf];
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 644 buf.clear ();
687 { 645
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
688 mt = name_to_material (op->materialname); 647 if (materialtype_t *mt = name_to_material (op->materialname))
689 if (mt) 648 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
696 649
697 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 650 buf << query_short_name (op);
698 651
699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 652 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
700 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 653 buf << " *";
701 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 654 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); 655 buf << " (open)";
703 656
704 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
705 { 658 {
706 if (QUERY_FLAG (op, FLAG_DAMNED)) 659 if (QUERY_FLAG (op, FLAG_DAMNED))
707 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 660 buf << " (damned)";
708 else if (QUERY_FLAG (op, FLAG_CURSED)) 661 else if (QUERY_FLAG (op, FLAG_CURSED))
709 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 662 buf << " (cursed)";
710 } 663 }
664
711 /* Basically, if the object is known magical (detect magic spell on it), 665 /* Basically, if the object is known magical (detect magic spell on it),
712 * and it isn't identified, print out the fact that 666 * and it isn't identified, print out the fact that
713 * it is magical. Assume that the detect magical spell will only set 667 * it is magical. Assume that the detect magical spell will only set
714 * KNOWN_MAGICAL if the item actually is magical. 668 * KNOWN_MAGICAL if the item actually is magical.
715 * 669 *
716 * Changed in V 0.91.4 - still print that the object is magical even 670 * 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 671 * if it has been applied. Equipping an item does not tell full
718 * abilities, especially for artifact items. 672 * abilities, especially for artifact items.
719 */ 673 */
720 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
721 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 675 buf << " (magic)";
722 676
723#if 0 677#if 0
724 /* item_power will be returned in desribe_item - it shouldn't really 678 /* item_power will be returned in desribe_item - it shouldn't really
725 * be returned in the name. 679 * be returned in the name.
726 */ 680 */
731 685
732 if (QUERY_FLAG (op, FLAG_APPLIED)) 686 if (QUERY_FLAG (op, FLAG_APPLIED))
733 { 687 {
734 switch (op->type) 688 switch (op->type)
735 { 689 {
736 case BOW: 690 case BOW:
737 case WAND: 691 case WAND:
738 case ROD: 692 case ROD:
739 case HORN: 693 case HORN:
740 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
741 break; 695 break;
742 case WEAPON: 696 case WEAPON:
743 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
744 break; 698 break;
745 case ARMOUR: 699 case ARMOUR:
746 case HELMET: 700 case HELMET:
747 case SHIELD: 701 case SHIELD:
748 case RING: 702 case RING:
749 case BOOTS: 703 case BOOTS:
750 case GLOVES: 704 case GLOVES:
751 case AMULET: 705 case AMULET:
752 case GIRDLE: 706 case GIRDLE:
753 case BRACERS: 707 case BRACERS:
754 case CLOAK: 708 case CLOAK:
755 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 709 buf << " (worn)";
756 break; 710 break;
757 case CONTAINER: 711 case CONTAINER:
758 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 712 buf << " (active)";
759 break; 713 break;
760 case SKILL: 714 case SKILL:
761 default: 715 default:
762 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 716 buf << " (applied)";
763 } 717 }
764 } 718 }
719
765 if (QUERY_FLAG (op, FLAG_UNPAID)) 720 if (QUERY_FLAG (op, FLAG_UNPAID))
766 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 721 buf << " (unpaid)";
767 722
768 return buf[use_buf]; 723 return buf;
769} 724}
770 725
771/* 726/*
772 * query_base_name(object) returns a character pointer pointing to a static 727 * query_base_name(object) returns a character pointer pointing to a static
773 * buffer which contains a verbose textual representation of the name 728 * buffer which contains a verbose textual representation of the name
778 * If plural is set, we generate the plural name of this. 733 * If plural is set, we generate the plural name of this.
779 */ 734 */
780const char * 735const char *
781query_base_name (const object *op, int plural) 736query_base_name (const object *op, int plural)
782{ 737{
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)) 738 if ((!plural && !op->name) || (plural && !op->name_pl))
788 return "(null)"; 739 return "(null)";
789 740
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 741 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791 return op->name; /* To speed things up (or make things slower?) */ 742 return op->name; /* To speed things up (or make things slower?) */
792 743
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 744 static dynbuf_text buf; buf.clear ();
745
746 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
794 mt = name_to_material (op->materialname); 747 if (materialtype_t *mt = name_to_material (op->materialname))
748 if (op->arch->materialname != mt->name)
749 buf << mt->description << ' ';
795 750
796#ifdef NEW_MATERIAL_CODE 751 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
819 752
820 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 753 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
821 { 754 buf << ' ' << op->title;
822 safe_strcat (buf, " ", &len, MAX_BUF);
823 safe_strcat (buf, op->title, &len, MAX_BUF);
824 }
825 755
826 switch (op->type) 756 switch (op->type)
827 { 757 {
828 case SPELLBOOK: 758 case SPELLBOOK:
829 case SCROLL: 759 case SCROLL:
830 case WAND: 760 case WAND:
831 case ROD: 761 case ROD:
832 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 762 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
833 { 763 {
834 if (!op->title) 764 if (!op->title)
835 { 765 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
836 safe_strcat (buf, " of ", &len, MAX_BUF); 766
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) 767 if (op->type != SPELLBOOK)
843 {
844 sprintf (buf2, " (lvl %d)", op->level); 768 buf.printf (" (lvl %d)", op->level);
845 safe_strcat (buf, buf2, &len, MAX_BUF);
846 }
847 } 769 }
848 break; 770 break;
849 771
850 772
851 case SKILL: 773 case SKILL:
852 case AMULET: 774 case AMULET:
853 case RING: 775 case RING:
854 if (!op->title) 776 if (!op->title)
855 { 777 {
856 /* If ring has a title, full description isn't so useful */ 778 /* If ring has a title, full description isn't so useful */
857 char *s = ring_desc (op); 779 const char *s = ring_desc (op);
858 780
859 if (s[0]) 781 if (s && *s)
860 { 782 buf << ' ' << s;
861 safe_strcat (buf, " ", &len, MAX_BUF);
862 safe_strcat (buf, s, &len, MAX_BUF);
863 }
864 } 783 }
865 break; 784 break;
785
866 default: 786 default:
867 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 787 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
868 { 788 buf.printf (" %+d", op->magic);
869 sprintf (buf + strlen (buf), " %+d", op->magic);
870 }
871 } 789 }
790
872 return buf; 791 return buf;
873} 792}
874 793
875/* Break this off from describe_item - that function was way 794/* Break this off from describe_item - that function was way
876 * too long, making it difficult to read. This function deals 795 * too long, making it difficult to read. This function deals
877 * with describing the monsters & players abilities. It should only 796 * with describing the monsters & players abilities. It should only
878 * be called with monster & player objects. Returns a description 797 * be called with monster & player objects. Returns a description
879 * in a static buffer. 798 * in a static buffer.
880 */ 799 */
881
882static char * 800static const char *
883describe_monster (const object *op) 801describe_monster (const object *op)
884{ 802{
885 char buf[MAX_BUF]; 803 static dynbuf_text buf; buf.clear ();
886 static char retbuf[VERY_BIG_BUF];
887 int i;
888
889 retbuf[0] = '\0';
890 804
891 /* Note that the resolution this provides for players really isn't 805 /* Note that the resolution this provides for players really isn't
892 * very good. Any player with a speed greater than .67 will 806 * very good. Any player with a speed greater than .67 will
893 * fall into the 'lightning fast movement' category. 807 * fall into the 'lightning fast movement' category.
894 */ 808 */
895 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 809 if (op->has_active_speed ())
896 {
897 switch ((int) ((FABS (op->speed)) * 15)) 810 switch ((int) ((FABS (op->speed)) * 15))
898 { 811 {
899 case 0: 812 case 0:
900 strcat (retbuf, "(very slow movement)"); 813 buf << "(very slow movement";
901 break; 814 break;
902 case 1: 815 case 1:
903 strcat (retbuf, "(slow movement)"); 816 buf << "(slow movement)";
904 break; 817 break;
905 case 2: 818 case 2:
906 strcat (retbuf, "(normal movement)"); 819 buf << "(normal movement)";
907 break; 820 break;
908 case 3: 821 case 3:
909 case 4: 822 case 4:
910 strcat (retbuf, "(fast movement)"); 823 buf << "(fast movement)";
911 break; 824 break;
912 case 5: 825 case 5:
913 case 6: 826 case 6:
914 strcat (retbuf, "(very fast movement)"); 827 buf << "(very fast movement)";
915 break; 828 break;
916 case 7: 829 case 7:
917 case 8: 830 case 8:
918 case 9: 831 case 9:
919 case 10: 832 case 10:
920 strcat (retbuf, "(extremely fast movement)"); 833 buf << "(extremely fast movement)";
921 break; 834 break;
922 default: 835 default:
923 strcat (retbuf, "(lightning fast movement)"); 836 buf << "(lightning fast movement)";
924 break; 837 break;
925 } 838 }
926 } 839
927 if (QUERY_FLAG (op, FLAG_UNDEAD)) 840 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
928 strcat (retbuf, "(undead)");
929 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 841 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
930 strcat (retbuf, "(see invisible)"); 842 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
931 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 843 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
932 strcat (retbuf, "(wield weapon)"); 844 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
933 if (QUERY_FLAG (op, FLAG_USE_BOW)) 845 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
934 strcat (retbuf, "(archer)"); 846 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
935 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 847 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)) 848 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
944 strcat (retbuf, "(skill user)"); 849 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
945 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 850 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)) 851 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
950 strcat (retbuf, "(unaggressive)"); 852 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
951 if (QUERY_FLAG (op, FLAG_HITBACK)) 853 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
952 strcat (retbuf, "(hitback)"); 854
953 if (QUERY_FLAG (op, FLAG_STEALTH))
954 strcat (retbuf, "(stealthy)");
955 if (op->randomitems != NULL) 855 if (op->randomitems)
956 { 856 {
957 treasure *t;
958 int first = 1; 857 bool first = 1;
959 858
960 for (t = op->randomitems->items; t != NULL; t = t->next) 859 for (treasure *t = op->randomitems->items; t; t = t->next)
961 if (t->item && (t->item->clone.type == SPELL)) 860 if (t->item && t->item->type == SPELL)
962 { 861 {
963 if (first) 862 if (first)
964 { 863 buf << "(Spell abilities:)";
864
965 first = 0; 865 first = 0;
966 strcat (retbuf, "(Spell abilities:)"); 866
967 } 867 buf << '(' << t->item->object::name << ')';
968 strcat (retbuf, "(");
969 strcat (retbuf, t->item->clone.name);
970 strcat (retbuf, ")");
971 } 868 }
972 } 869 }
870
973 if (op->type == PLAYER) 871 if (op->type == PLAYER)
974 { 872 {
975 if (op->contr->digestion) 873 if (op->contr->digestion)
976 {
977 if (op->contr->digestion != 0)
978 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 874 buf.printf ("(sustenance%+d)", op->contr->digestion);
979 strcat (retbuf, buf); 875
980 }
981 if (op->contr->gen_grace) 876 if (op->contr->gen_grace)
982 {
983 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 877 buf.printf ("(grace%+d)", op->contr->gen_grace);
984 strcat (retbuf, buf); 878
985 }
986 if (op->contr->gen_sp) 879 if (op->contr->gen_sp)
987 {
988 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 880 buf.printf ("(magic%+d)", op->contr->gen_sp);
989 strcat (retbuf, buf); 881
990 }
991 if (op->contr->gen_hp) 882 if (op->contr->gen_hp)
992 {
993 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 883 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
994 strcat (retbuf, buf); 884
995 }
996 if (op->stats.luck) 885 if (op->stats.luck)
997 {
998 sprintf (buf, "(luck%+d)", op->stats.luck); 886 buf.printf ("(luck%+d)", op->stats.luck);
999 strcat (retbuf, buf);
1000 }
1001 } 887 }
1002 888
1003 /* describe attacktypes */ 889 /* describe attacktypes */
1004 if (is_dragon_pl (op)) 890 if (is_dragon_pl (op))
1005 { 891 {
1007 * Break apart the for loop - move the comparison checking down - 893 * Break apart the for loop - move the comparison checking down -
1008 * this makes it more readable. 894 * this makes it more readable.
1009 */ 895 */
1010 object *tmp; 896 object *tmp;
1011 897
1012 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 898 for (tmp = op->inv; tmp; tmp = tmp->below)
1013 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 899 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1014 break; 900 break;
1015 901
1016 if (tmp && tmp->attacktype != 0) 902 if (tmp && tmp->attacktype)
1017 { 903 buf.add_abilities ("Claws", tmp->attacktype);
1018 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1019 }
1020 else 904 else
1021 { 905 buf.add_abilities ("Attacks", op->attacktype);
1022 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1023 }
1024 } 906 }
1025 else 907 else
1026 { 908 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 909
1028 } 910 buf.add_paths ("Attuned" , op->path_attuned);
1029 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 911 buf.add_paths ("Repelled", op->path_repelled);
1030 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 912 buf.add_paths ("Denied" , op->path_denied);
1031 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 913
1032 for (i = 0; i < NROFATTACKS; i++) 914 for (int i = 0; i < NROFATTACKS; i++)
1033 {
1034 if (op->resist[i]) 915 if (op->resist[i])
1035 {
1036 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 916 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1037 strcat (retbuf, buf); 917
1038 }
1039 }
1040 return retbuf; 918 return buf;
1041} 919}
1042
1043 920
1044/* 921/*
1045 * Returns a pointer to a static buffer which contains a 922 * Returns a pointer to a static buffer which contains a
1046 * description of the given object. 923 * description of the given object.
1047 * If it is a monster, lots of information about its abilities 924 * If it is a monster, lots of information about its abilities
1065 * 942 *
1066 * Add 'owner' who is the person examining this object. 943 * Add 'owner' who is the person examining this object.
1067 * owner can be null if no one is being associated with this 944 * owner can be null if no one is being associated with this
1068 * item (eg, debug dump or the like) 945 * item (eg, debug dump or the like)
1069 */ 946 */
1070 947const char *
1071char *
1072describe_item (const object *op, object *owner) 948describe_item (const object *op, object *owner)
1073{ 949{
1074 char buf[MAX_BUF]; 950 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1075 static char retbuf[VERY_BIG_BUF]; 951 return describe_monster (op);
952
953 static dynbuf_text buf; buf.clear ();
1076 int identified, i; 954 int identified, i;
1077 955
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. 956 /* figure this out once, instead of making multiple calls to need_identify.
1084 * also makes the code easier to read. 957 * also makes the code easier to read.
1085 */ 958 */
1086 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 959 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1087 identified = 1; 960 if (!identified)
1088 else 961 buf << "(unidentified)";
1089 { 962
1090 strcpy (retbuf, "(unidentified)");
1091 identified = 0;
1092 }
1093 switch (op->type) 963 switch (op->type)
1094 { 964 {
1095 case BOW: 965 case BOW:
1096 case ARROW: 966 case ARROW:
1097 case WAND: 967 case WAND:
1098 case ROD: 968 case ROD:
1099 case HORN: 969 case HORN:
1100 case WEAPON: 970 case WEAPON:
1101 case ARMOUR: 971 case ARMOUR:
1102 case HELMET: 972 case HELMET:
1103 case SHIELD: 973 case SHIELD:
1104 case BOOTS: 974 case BOOTS:
1105 case GLOVES: 975 case GLOVES:
1106 case GIRDLE: 976 case GIRDLE:
1107 case BRACERS: 977 case BRACERS:
1108 case CLOAK: 978 case CLOAK:
1109 case SKILL_TOOL: 979 case SKILL_TOOL:
1110 break; /* We have more information to do below this switch */ 980 break; /* We have more information to do below this switch */
1111 981
1112 case POWER_CRYSTAL: 982 case POWER_CRYSTAL:
1113 if (op->stats.maxsp > 1000) 983 if (op->stats.maxsp > 1000)
1114 { /*higher capacity crystals */ 984 { /*higher capacity crystals */
1115 i = (op->stats.maxsp % 100) / 10; 985 i = (op->stats.maxsp % 1000) / 100;
986
1116 if (i) 987 if (i)
1117 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 988 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1118 else 989 else
1119 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 990 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1120 } 991 }
1121 else 992 else
1122 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 993 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1123 strcat (retbuf, buf); 994
1124 i = (op->stats.sp * 10) / op->stats.maxsp; 995 i = (op->stats.sp * 10) / op->stats.maxsp;
1125 if (op->stats.sp == 0) 996 if (op->stats.sp == 0)
1126 strcat (retbuf, "empty."); 997 buf << "empty.";
1127 else if (i == 0) 998 else if (i == 0)
1128 strcat (retbuf, "almost empty."); 999 buf << "almost empty.";
1129 else if (i < 3) 1000 else if (i < 3)
1130 strcat (retbuf, "partially filled."); 1001 buf << "partially filled.";
1131 else if (i < 6) 1002 else if (i < 6)
1132 strcat (retbuf, "half full."); 1003 buf << "half full.";
1133 else if (i < 9) 1004 else if (i < 9)
1134 strcat (retbuf, "well charged."); 1005 buf << "well charged.";
1135 else if (op->stats.sp == op->stats.maxsp) 1006 else if (op->stats.sp == op->stats.maxsp)
1136 strcat (retbuf, "fully charged."); 1007 buf << "fully charged.";
1137 else 1008 else
1138 strcat (retbuf, "almost full."); 1009 buf << "almost full.";
1139 break; 1010 break;
1011
1140 case FOOD: 1012 case FOOD:
1141 case FLESH: 1013 case FLESH:
1142 case DRINK: 1014 case DRINK:
1143 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1144 { 1016 {
1145 sprintf (buf, "(food+%d)", op->stats.food); 1017 buf.printf ("(food+%d)", op->stats.food);
1146 strcat (retbuf, buf);
1147 1018
1148 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1019 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]); 1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1151 strcat (retbuf, buf);
1152 }
1153 1021
1154 if (!QUERY_FLAG (op, FLAG_CURSED)) 1022 if (!QUERY_FLAG (op, FLAG_CURSED))
1155 { 1023 {
1156 if (op->stats.hp) 1024 if (op->stats.hp) buf << "(heals)";
1157 strcat (retbuf, "(heals)");
1158 if (op->stats.sp)
1159 strcat (retbuf, "(spellpoint regen)"); 1025 if (op->stats.sp) buf << "(spellpoint regen)";
1160 } 1026 }
1161 else 1027 else
1162 { 1028 {
1163 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(damages)";
1164 strcat (retbuf, "(damages)");
1165 if (op->stats.sp)
1166 strcat (retbuf, "(spellpoint depletion)"); 1030 if (op->stats.sp) buf << "(spellpoint depletion)";
1167 } 1031 }
1168 } 1032 }
1169 break; 1033 break;
1170 1034
1171
1172 case SKILL: 1035 case SKILL:
1173 case RING: 1036 case RING:
1174 case AMULET: 1037 case AMULET:
1175 if (op->item_power) 1038 if (op->item_power)
1176 {
1177 sprintf (buf, "(item_power %+d)", op->item_power); 1039 buf.printf ("(item_power %+d)", op->item_power);
1178 strcat (retbuf, buf); 1040
1179 }
1180 if (op->title) 1041 if (op->title)
1181 strcat (retbuf, ring_desc (op)); 1042 buf << ring_desc (op);
1043
1182 return retbuf; 1044 return buf;
1183 1045
1184 default: 1046 default:
1185 return retbuf; 1047 return buf;
1186 } 1048 }
1187 1049
1188 /* Down here, we more further describe equipment type items. 1050 /* Down here, we more further describe equipment type items.
1189 * only describe them if they have been identified or the like. 1051 * only describe them if they have been identified or the like.
1190 */ 1052 */
1191 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1192 { 1054 {
1193 int attr, val; 1055 int attr, val;
1194 1056
1195 for (attr = 0; attr < NUM_STATS; attr++) 1057 for (attr = 0; attr < NUM_STATS; attr++)
1196 { 1058 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); 1059 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1200 strcat (retbuf, buf);
1201 }
1202 }
1203 1060
1204 if (op->stats.exp) 1061 if (op->stats.exp)
1205 {
1206 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1207 strcat (retbuf, buf);
1208 }
1209
1210 1063
1211 switch (op->type) 1064 switch (op->type)
1212 { 1065 {
1213 case BOW: 1066 case BOW:
1214 case ARROW: 1067 case ARROW:
1215 case GIRDLE: 1068 case GIRDLE:
1216 case HELMET: 1069 case HELMET:
1217 case SHIELD: 1070 case SHIELD:
1218 case BOOTS: 1071 case BOOTS:
1219 case GLOVES: 1072 case GLOVES:
1220 case WEAPON: 1073 case WEAPON:
1221 case SKILL: 1074 case SKILL:
1222 case RING: 1075 case RING:
1223 case AMULET: 1076 case AMULET:
1224 case ARMOUR: 1077 case ARMOUR:
1225 case BRACERS: 1078 case BRACERS:
1226 case FORCE: 1079 case FORCE:
1227 case CLOAK: 1080 case CLOAK:
1228 if (op->stats.wc) 1081 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1229 { 1082 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1230 sprintf (buf, "(wc%+d)", op->stats.wc); 1083 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1231 strcat (retbuf, buf); 1084
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) 1085 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1244 {
1245 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1086 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1246 strcat (retbuf, buf); 1087
1247 }
1248 break; 1088 break;
1249 1089
1250 default: 1090 default:
1251 break; 1091 break;
1252 } 1092 }
1253 if (QUERY_FLAG (op, FLAG_XRAYS)) 1093
1254 strcat (retbuf, "(xray-vision)"); 1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1255 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1256 strcat (retbuf, "(infravision)");
1257 1096
1258 /* levitate was what is was before, so we'll keep it */ 1097 /* levitate was what is was before, so we'll keep it */
1259 if (op->move_type & MOVE_FLY_LOW) 1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1260 strcat (retbuf, "(levitate)");
1261
1262 if (op->move_type & MOVE_FLY_HIGH) 1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1263 strcat (retbuf, "(fly)");
1264
1265 if (op->move_type & MOVE_SWIM) 1100 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1266 strcat (retbuf, "(swim)");
1267 1101
1268 /* walking is presumed as 'normal', so doesn't need mentioning */ 1102 /* walking is presumed as 'normal', so doesn't need mentioning */
1269 1103
1270 if (op->item_power) 1104 if (op->item_power)
1271 {
1272 sprintf (buf, "(item_power %+d)", op->item_power); 1105 buf.printf ("(item_power %+d)", op->item_power);
1273 strcat (retbuf, buf);
1274 }
1275 } /* End if identified or applied */ 1106 } /* End if identified or applied */
1276 1107
1277 /* This blocks only deals with fully identified object. 1108 /* This blocks only deals with fully identified object.
1278 * it is intentional that this is not an 'else' from a above - 1109 * it is intentional that this is not an 'else' from a above -
1279 * in this way, information is added. 1110 * in this way, information is added.
1282 { 1113 {
1283 int more_info = 0; 1114 int more_info = 0;
1284 1115
1285 switch (op->type) 1116 switch (op->type)
1286 { 1117 {
1287 case ROD: /* These use stats.sp for spell selection and stats.food */ 1118 case ROD: /* These use stats.sp for spell selection and stats.food */
1288 case HORN: /* and stats.hp for spell-point regeneration... */ 1119 case HORN: /* and stats.hp for spell-point regeneration... */
1289 case BOW: 1120 case BOW:
1290 case ARROW: 1121 case ARROW:
1291 case WAND: 1122 case WAND:
1292 case FOOD: 1123 case FOOD:
1293 case FLESH: 1124 case FLESH:
1294 case DRINK: 1125 case DRINK:
1295 more_info = 0; 1126 more_info = 0;
1296 break; 1127 break;
1297 1128
1298 /* Armor type objects */ 1129 /* Armor type objects */
1299 case ARMOUR: 1130 case ARMOUR:
1300 case HELMET: 1131 case HELMET:
1301 case SHIELD: 1132 case SHIELD:
1302 case BOOTS: 1133 case BOOTS:
1303 case GLOVES: 1134 case GLOVES:
1304 case GIRDLE: 1135 case GIRDLE:
1305 case BRACERS: 1136 case BRACERS:
1306 case CLOAK: 1137 case CLOAK:
1307 if (ARMOUR_SPEED (op)) 1138 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1308 { 1139 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; 1140 more_info = 1;
1318 break; 1141 break;
1319 1142
1320 case WEAPON: 1143 case WEAPON:
1321 /* Calculate it the same way fix_player does so the results 1144 /* Calculate it the same way fix_player does so the results
1322 * make sense. 1145 * make sense.
1323 */ 1146 */
1324 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1147 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1325 if (i < 0) 1148 if (i < 0)
1326 i = 0; 1149 i = 0;
1327 1150
1328 sprintf (buf, "(weapon speed %d)", i); 1151 buf.printf ("(weapon speed %d)", i);
1329 strcat (retbuf, buf);
1330 more_info = 1; 1152 more_info = 1;
1331 break; 1153 break;
1332
1333 } 1154 }
1155
1334 if (more_info) 1156 if (more_info)
1335 { 1157 {
1336 if (op->stats.food)
1337 {
1338 if (op->stats.food != 0)
1339 sprintf (buf, "(sustenance%+d)", op->stats.food); 1158 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); 1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1345 strcat (retbuf, buf); 1160 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); 1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1355 strcat (retbuf, buf);
1356 }
1357 } 1162 }
1358 1163
1359 if (op->stats.luck) 1164 if (op->stats.luck)
1360 {
1361 sprintf (buf, "(luck%+d)", op->stats.luck); 1165 buf.printf ("(luck%+d)", op->stats.luck);
1362 strcat (retbuf, buf); 1166
1363 }
1364 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1365 strcat (retbuf, "(lifesaving)"); 1168 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)) 1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1369 strcat (retbuf, "(reflect missiles)");
1370 if (QUERY_FLAG (op, FLAG_STEALTH)) 1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1371 strcat (retbuf, "(stealth)"); 1171
1372 if (op->slaying != NULL && op->type != FOOD) 1172 if (op->slaying && op->type != FOOD)
1373 {
1374 sprintf (buf, "(slay %s)", &op->slaying); 1173 buf.printf ("(slay %s)", &op->slaying);
1375 strcat (retbuf, buf); 1174
1376 } 1175 buf.add_abilities ("Attacks", op->attacktype);
1377 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1378 /* resistance on flesh is only visible for quetzals. If 1176 /* resistance on flesh is only visible for quetzals. If
1379 * non flesh, everyone can see its resistances 1177 * non flesh, everyone can see its resistances
1380 */ 1178 */
1381 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1179 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1382 strcat (retbuf, describe_resistance (op, 0)); 1180 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 1181
1182 buf.add_paths ("Attuned", op->path_attuned);
1183 buf.add_paths ("Repelled", op->path_repelled);
1184 buf.add_paths ("Denied", op->path_denied);
1185 }
1186
1388 return retbuf; 1187 return buf;
1188}
1189
1190std::string
1191object::describe_item (object *who)
1192{
1193 return std::string (::describe_item (this, who));
1194}
1195
1196void
1197examine (object *op, object *tmp)
1198{
1199 std::string info = tmp->describe (op);
1200 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1201}
1202
1203/*
1204 * inventory prints object's inventory. If inv==NULL then print player's
1205 * inventory.
1206 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1207 */
1208const char *
1209object::query_inventory (object *who, const char *indent)
1210{
1211 static dynbuf_text buf; buf.clear ();
1212
1213 for (object *tmp = inv; tmp; tmp = tmp->below)
1214 if (who && QUERY_FLAG (who, FLAG_WIZ))
1215 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1216 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1217 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1218
1219 if (buf.size ())
1220 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1221 else
1222 buf.printf ("%s(empty)\n", indent);
1223
1224 return buf;
1389} 1225}
1390 1226
1391/* Return true if the item is magical. A magical item is one that 1227/* Return true if the item is magical. A magical item is one that
1392 * increases/decreases any abilities, provides a resistance, 1228 * increases/decreases any abilities, provides a resistance,
1393 * has a generic magical bonus, or is an artifact. 1229 * has a generic magical bonus, or is an artifact.
1394 * This function is used by detect_magic to determine if an item 1230 * This function is used by detect_magic to determine if an item
1395 * should be marked as magical. 1231 * should be marked as magical.
1396 */ 1232 */
1397
1398int 1233int
1399is_magical (const object *op) 1234is_magical (const object *op)
1400{ 1235{
1401 int i; 1236 int i;
1402 1237
1453 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1288 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1454 return 1; 1289 return 1;
1455 1290
1456 /* Check to see if it increases/decreases any stats */ 1291 /* Check to see if it increases/decreases any stats */
1457 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1458 if (get_attr_value (&(op->stats), i) != 0) 1293 if (op->stats.stat (i))
1459 return 1; 1294 return 1;
1460 1295
1461 /* If it doesn't fall into any of the above categories, must 1296 /* If it doesn't fall into any of the above categories, must
1462 * be non magical. 1297 * be non magical.
1463 */ 1298 */
1472int 1307int
1473need_identify (const object *op) 1308need_identify (const object *op)
1474{ 1309{
1475 switch (op->type) 1310 switch (op->type)
1476 { 1311 {
1477 case RING: 1312 case RING:
1478 case WAND: 1313 case WAND:
1479 case ROD: 1314 case ROD:
1480 case HORN: 1315 case HORN:
1481 case SCROLL: 1316 case SCROLL:
1482 case SKILL: 1317 case SKILL:
1483 case SKILLSCROLL: 1318 case SKILLSCROLL:
1484 case SPELLBOOK: 1319 case SPELLBOOK:
1485 case FOOD: 1320 case FOOD:
1486 case POTION: 1321 case POTION:
1487 case BOW: 1322 case BOW:
1488 case ARROW: 1323 case ARROW:
1489 case WEAPON: 1324 case WEAPON:
1490 case ARMOUR: 1325 case ARMOUR:
1491 case SHIELD: 1326 case SHIELD:
1492 case HELMET: 1327 case HELMET:
1493 case AMULET: 1328 case AMULET:
1494 case BOOTS: 1329 case BOOTS:
1495 case GLOVES: 1330 case GLOVES:
1496 case BRACERS: 1331 case BRACERS:
1497 case GIRDLE: 1332 case GIRDLE:
1498 case CONTAINER: 1333 case CONTAINER:
1499 case DRINK: 1334 case DRINK:
1500 case FLESH: 1335 case FLESH:
1501 case INORGANIC: 1336 case INORGANIC:
1502 case CLOSE_CON: 1337 case CLOSE_CON:
1503 case CLOAK: 1338 case CLOAK:
1504 case GEM: 1339 case GEM:
1505 case POWER_CRYSTAL: 1340 case POWER_CRYSTAL:
1506 case POISON: 1341 case POISON:
1507 case BOOK: 1342 case BOOK:
1508 case SKILL_TOOL: 1343 case SKILL_TOOL:
1509 return 1; 1344 return 1;
1510 } 1345 }
1346
1511 /* Try to track down some stuff that may show up here. Thus, the 1347 /* Try to track down some stuff that may show up here. Thus, the
1512 * archetype file can be updated, and this function removed. 1348 * archetype file can be updated, and this function removed.
1513 */ 1349 */
1514#if 0 1350#if 0
1515 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1351 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1516#endif 1352#endif
1517 return 0; 1353 return 0;
1518} 1354}
1519 1355
1520
1521/* 1356/*
1522 * Supposed to fix face-values as well here, but later. 1357 * Supposed to fix face-values as well here, but later.
1523 */ 1358 */
1524
1525void 1359void
1526identify (object *op) 1360identify (object *op)
1527{ 1361{
1528 object *pl; 1362 object *pl;
1529 1363
1541 { 1375 {
1542 if (op->inv && op->randomitems) 1376 if (op->inv && op->randomitems)
1543 op->title = op->inv->name; 1377 op->title = op->inv->name;
1544 else if (op->arch) 1378 else if (op->arch)
1545 { 1379 {
1546 op->name = op->arch->clone.name; 1380 op->name = op->arch->object::name;
1547 op->name_pl = op->arch->clone.name_pl; 1381 op->name_pl = op->arch->object::name_pl;
1548 } 1382 }
1549 } 1383 }
1550 1384
1551 /* If the object is on a map, make sure we update its face */ 1385 /* If the object is on a map, make sure we update its face */
1552 if (op->map) 1386 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1387 update_object (op, UP_OBJ_CHANGE);
1554 else 1388 else
1555 { 1389 {
1556 pl = is_player_inv (op->env); 1390 pl = op->in_player ();
1557 if (pl) 1391 if (pl)
1558 /* A lot of the values can change from an update - might as well send 1392 /* A lot of the values can change from an update - might as well send
1559 * it all. 1393 * it all.
1560 */ 1394 */
1561 esrv_send_item (pl, op); 1395 esrv_send_item (pl, op);
1562 } 1396 }
1563} 1397}
1398

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines