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Comparing deliantra/server/common/item.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.45 by root, Sun Apr 20 18:48:51 2008 UTC

1
2/* 1/*
3 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: item.C,v 1.4 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32#include <living.h> 26#include <living.h>
33#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
34 30
35/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
36 * 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
37 * 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
38 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
52 * may be better. 48 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
54 * "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
55 */ 51 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"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"},
58 , 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
59 {"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"},
60 , 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
61 {"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"},
62 , 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
63 {"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"},
64 , 60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
65 {"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"} ,
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
71 {"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"},
72 , 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
73 {"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"},
74 , 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
75 {"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"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
83}; 68};
84 69
85static char numbers[21][20] = { 70static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 103 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 104 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 105 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 106 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 107 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 108 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 109 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 110 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 111 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 112 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 132 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 133 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 134 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 135 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 136 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 137 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 138 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 139 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 140 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 141 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 161 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 165 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 168 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 182 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 183 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 184 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 185 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 186 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 187 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 189 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 191 {FORCE, "force", "forces", 0, 0},
278}; 253};
279 254
280int 255int
281get_power_from_ench (int ench) 256get_power_from_ench (int ench)
282{ 257{
283 if (ench < 0) 258 if (ench < 0) ench = 0;
284 ench = 0; 259 if (ench > 20) ench = 20;
285 if (ench > 20) 260
286 ench = 20;
287 return enc_to_item_power[ench]; 261 return enc_to_item_power[ench];
288} 262}
289 263
290/* 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
291 * 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
299{ 273{
300 int i, tmp, enc; 274 int i, tmp, enc;
301 275
302 enc = 0; 276 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 277 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 278 enc += op->stats.stat (i);
305 279
306 /* This protection logic is pretty flawed. 20% fire resistance 280 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 281 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 282 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 283 * armour shouldn't be counted against
370 enc += 1; 344 enc += 1;
371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1; 346 enc += 1;
373 347
374 return get_power_from_ench (enc); 348 return get_power_from_ench (enc);
375
376} 349}
377 350
378/* 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
379 * isn't one, returns NULL */ 352 * isn't one, returns NULL */
380
381const typedata * 353const typedata *
382get_typedata (int itemtype) 354get_typedata (int itemtype)
383{ 355{
384 int i; 356 int i;
385 357
390} 362}
391 363
392/* 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
393 * 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
394 * one return NULL */ 366 * one return NULL */
395
396const typedata * 367const typedata *
397get_typedata_by_name (const char *name) 368get_typedata_by_name (const char *name)
398{ 369{
399 int i; 370 int i;
400 371
415 * returns a static array of the description. This can return 386 * returns a static array of the description. This can return
416 * a big buffer. 387 * a big buffer.
417 * 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
418 * 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
419 */ 390 */
420char * 391const char *
421describe_resistance (const object *op, int newline) 392describe_resistance (const object *op, int newline)
422{ 393{
423 static char buf[VERY_BIG_BUF]; 394 static char buf[VERY_BIG_BUF];
424 char buf1[VERY_BIG_BUF]; 395 char buf1[VERY_BIG_BUF];
425 int tmpvar; 396 int tmpvar;
444/* 415/*
445 * query_weight(object) returns a character pointer to a static buffer 416 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 417 * containing the text-representation of the weight of the given object.
447 * 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().
448 */ 419 */
449 420const char *
450char *
451query_weight (const object *op) 421query_weight (const object *op)
452{ 422{
453 static char buf[10]; 423 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
455 425
456 if (op->weight < 0) 426 if (op->weight < 0)
457 return " "; 427 return " ";
428
458 if (i % 1000) 429 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 430 sprintf (buf, "%6.1f", i / 1000.0);
460 else 431 else
461 sprintf (buf, "%4d ", i / 1000); 432 sprintf (buf, "%4d ", i / 1000);
433
462 return buf; 434 return buf;
463} 435}
464 436
465/* 437/*
466 * Returns the pointer to a static buffer containing 438 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 439 * the number requested (of the form first, second, third...)
468 */ 440 */
469 441const char *
470char *
471get_levelnumber (int i) 442get_levelnumber (int i)
472{ 443{
473 static char buf[MAX_BUF]; 444 static char buf[MAX_BUF];
474 445
475 if (i > 99) 446 if (i > 99)
476 { 447 {
477 sprintf (buf, "%d.", i); 448 sprintf (buf, "%d.", i);
478 return buf; 449 return buf;
479 } 450 }
451
480 if (i < 21) 452 if (i < 21)
481 return levelnumbers[i]; 453 return levelnumbers[i];
482 if (!(i % 10)) 454 if (!(i % 10))
483 return levelnumbers_10[i / 10]; 455 return levelnumbers_10[i / 10];
456
484 strcpy (buf, numbers_10[i / 10]); 457 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]); 458 strcat (buf, levelnumbers[i % 10]);
486 return buf; 459 return buf;
487} 460}
488
489 461
490/* 462/*
491 * get_number(integer) returns the text-representation of the given number 463 * get_number(integer) returns the text-representation of the given number
492 * 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
493 * call to get_number(). 465 * call to get_number().
494 * It is currently only used by the query_name() function. 466 * It is currently only used by the query_name() function.
495 */ 467 */
496 468const char *
497char *
498get_number (int i) 469get_number (int i)
499{ 470{
500 if (i <= 20) 471 if (i <= 20)
501 return numbers[i]; 472 return numbers[i];
502 else 473 else
519 */ 490 */
520 491
521/* 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
522 * from stats.sp - b.t. 493 * from stats.sp - b.t.
523 */ 494 */
524char * 495const char *
525ring_desc (const object *op) 496ring_desc (const object *op)
526{ 497{
527 static char buf[VERY_BIG_BUF]; 498 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 499 int attr, val, len;
529 500
530 buf[0] = 0;
531
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf; 502 {
534
535 for (attr = 0; attr < NUM_STATS; attr++) 503 for (attr = 0; attr < NUM_STATS; attr++)
536 { 504 if ((val = op->stats.stat (attr)))
537 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 505 buf.printf ("(%s%+d)", short_stat_name[attr], val);
540 }
541 }
542 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam)
547 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548 if (op->stats.ac)
549 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550 506
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
551 strcat (buf, describe_resistance (op, 0)); 512 buf << describe_resistance (op, 0);
552 513
553 if (op->stats.food != 0) 514 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 515 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 516 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 517 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 518 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
558 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559 if (op->stats.sp && op->type != SKILL)
560 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561 if (op->stats.hp)
562 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563 if (op->stats.luck)
564 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565 if (QUERY_FLAG (op, FLAG_LIFESAVE))
566 strcat (buf, "(lifesaving)");
567 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)");
573 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578 519
579 /* if(op->item_power) 520 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 521 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
581 */ 522 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 523 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 524
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 }
585 532
586 return buf; 533 return buf;
587} 534}
588 535
589/* 536/*
591 * contain any information about object status (worn/cursed/etc.) 538 * contain any information about object status (worn/cursed/etc.)
592 */ 539 */
593const char * 540const char *
594query_short_name (const object *op) 541query_short_name (const object *op)
595{ 542{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 543 if (op->name == 0)
601 return "(null)"; 544 return "(null)";
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 545
546 if (!op->nrof
547 && !op->weight
548 && !op->title
549 && !is_magical (op)
550 && op->slaying != shstr_money)
603 return op->name; /* To speed things up (or make things slower?) */ 551 return op->name; /* To speed things up (or make things slower?) */
604 552
605 if (op->nrof <= 1) 553 static dynbuf_text buf; buf.clear ();
606 safe_strcat (buf, op->name, &len, HUGE_BUF); 554
607 else 555 buf << (op->nrof <= 1 ? op->name : op->name_pl);
608 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
609 556
610 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 557 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
611 { 558 buf << ' ' << op->title;
612 safe_strcat (buf, " ", &len, HUGE_BUF);
613 safe_strcat (buf, op->title, &len, HUGE_BUF);
614 }
615 559
616 switch (op->type) 560 switch (op->type)
617 { 561 {
618 case SPELLBOOK: 562 case SPELLBOOK:
619 case SCROLL: 563 case SCROLL:
620 case WAND: 564 case WAND:
621 case ROD: 565 case ROD:
622 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)
623 { 581 {
624 if (!op->title) 582 bool wrap = !!buf.size ();
625 { 583
626 safe_strcat (buf, " of ", &len, HUGE_BUF); 584 if (wrap) buf << " [";
627 if (op->inv) 585
628 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)
629 else 591 break;
630 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 592
631 } 593 sint32 coins = op->stats.food / coin->value;
632 if (op->type != SPELLBOOK) 594
633 { 595 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
634 sprintf (buf2, " (lvl %d)", op->level); 596
635 safe_strcat (buf, buf2, &len, HUGE_BUF); 597 if (wrap) buf << ']';
636 }
637 } 598 }
638 break; 599 break;
639 600
640 case SKILL: 601 case SKILL:
641 case AMULET: 602 case AMULET:
642 case RING: 603 case RING:
643 if (!op->title) 604 if (!op->title)
644 { 605 {
645 /* If ring has a title, full description isn't so useful */ 606 /* If ring has a title, full description isn't so useful */
646 char *s = ring_desc (op); 607 const char *s = ring_desc (op);
647 608
648 if (s[0]) 609 if (s && *s)
649 { 610 buf << " " << s;
650 safe_strcat (buf, " ", &len, HUGE_BUF);
651 safe_strcat (buf, s, &len, HUGE_BUF);
652 }
653 } 611 }
654 break; 612 break;
613
655 default: 614 default:
656 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)))
657 {
658 sprintf (buf2, " %+d", op->magic); 616 buf.printf (" %+d", op->magic);
659 safe_strcat (buf, buf2, &len, HUGE_BUF);
660 }
661 } 617 }
618
662 return buf; 619 return buf;
663} 620}
664 621
665/* 622/*
666 * query_name(object) returns a character pointer pointing to a static 623 * query_name(object) returns a character pointer pointing to a static
671 * 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
672 * returned is good forever.) However, it makes printing statements that 629 * returned is good forever.) However, it makes printing statements that
673 * 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.)
674 * 631 *
675 */ 632 */
676char * 633const char *
677query_name (const object *op) 634query_name (const object *op)
678{ 635{
679 static char buf[5][HUGE_BUF]; 636 int len = 0;
637 static dynbuf_text bufs[5];
680 static int use_buf = 0; 638 static int use_buf = 0;
681 int len = 0;
682
683#ifdef NEW_MATERIAL_CODE
684 materialtype_t *mt;
685#endif
686 639
687 use_buf++; 640 use_buf++;
688 use_buf %= 5; 641 use_buf %= 5;
689 642
690#ifdef NEW_MATERIAL_CODE 643 dynbuf_text &buf = bufs [use_buf];
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 644 buf.clear ();
692 { 645
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
693 mt = name_to_material (op->materialname); 647 if (materialtype_t *mt = name_to_material (op->materialname))
694 if (mt) 648 buf << mt->description << ' ';
695 {
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
697 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
698 }
699 }
700#endif
701 649
702 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 650 buf << query_short_name (op);
703 651
704 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 652 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
705 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 653 buf << " *";
706 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))))
707 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 655 buf << " (open)";
708 656
709 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
710 { 658 {
711 if (QUERY_FLAG (op, FLAG_DAMNED)) 659 if (QUERY_FLAG (op, FLAG_DAMNED))
712 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 660 buf << " (damned)";
713 else if (QUERY_FLAG (op, FLAG_CURSED)) 661 else if (QUERY_FLAG (op, FLAG_CURSED))
714 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 662 buf << " (cursed)";
715 } 663 }
664
716 /* 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),
717 * and it isn't identified, print out the fact that 666 * and it isn't identified, print out the fact that
718 * 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
719 * KNOWN_MAGICAL if the item actually is magical. 668 * KNOWN_MAGICAL if the item actually is magical.
720 * 669 *
721 * 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
722 * 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
723 * abilities, especially for artifact items. 672 * abilities, especially for artifact items.
724 */ 673 */
725 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))
726 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 675 buf << " (magic)";
727 676
728#if 0 677#if 0
729 /* 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
730 * be returned in the name. 679 * be returned in the name.
731 */ 680 */
736 685
737 if (QUERY_FLAG (op, FLAG_APPLIED)) 686 if (QUERY_FLAG (op, FLAG_APPLIED))
738 { 687 {
739 switch (op->type) 688 switch (op->type)
740 { 689 {
741 case BOW: 690 case BOW:
742 case WAND: 691 case WAND:
743 case ROD: 692 case ROD:
744 case HORN: 693 case HORN:
745 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
746 break; 695 break;
747 case WEAPON: 696 case WEAPON:
748 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
749 break; 698 break;
750 case ARMOUR: 699 case ARMOUR:
751 case HELMET: 700 case HELMET:
752 case SHIELD: 701 case SHIELD:
753 case RING: 702 case RING:
754 case BOOTS: 703 case BOOTS:
755 case GLOVES: 704 case GLOVES:
756 case AMULET: 705 case AMULET:
757 case GIRDLE: 706 case GIRDLE:
758 case BRACERS: 707 case BRACERS:
759 case CLOAK: 708 case CLOAK:
760 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 709 buf << " (worn)";
761 break; 710 break;
762 case CONTAINER: 711 case CONTAINER:
763 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 712 buf << " (active)";
764 break; 713 break;
765 case SKILL: 714 case SKILL:
766 default: 715 default:
767 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 716 buf << " (applied)";
768 } 717 }
769 } 718 }
719
770 if (QUERY_FLAG (op, FLAG_UNPAID)) 720 if (QUERY_FLAG (op, FLAG_UNPAID))
771 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 721 buf << " (unpaid)";
772 722
773 return buf[use_buf]; 723 return buf;
774} 724}
775 725
776/* 726/*
777 * 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
778 * buffer which contains a verbose textual representation of the name 728 * buffer which contains a verbose textual representation of the name
783 * If plural is set, we generate the plural name of this. 733 * If plural is set, we generate the plural name of this.
784 */ 734 */
785const char * 735const char *
786query_base_name (const object *op, int plural) 736query_base_name (const object *op, int plural)
787{ 737{
788 static char buf[MAX_BUF], buf2[MAX_BUF];
789 int len;
790 materialtype_t *mt;
791
792 if ((!plural && !op->name) || (plural && !op->name_pl)) 738 if ((!plural && !op->name) || (plural && !op->name_pl))
793 return "(null)"; 739 return "(null)";
794 740
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 741 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
796 return op->name; /* To speed things up (or make things slower?) */ 742 return op->name; /* To speed things up (or make things slower?) */
797 743
798 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)
799 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 << ' ';
800 750
801#ifdef NEW_MATERIAL_CODE 751 buf << (plural ? op->name_pl : op->name);
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
804 {
805 strcpy (buf, mt->description);
806 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF);
808 if (!plural)
809 safe_strcat (buf, op->name, &len, MAX_BUF);
810 else
811 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
812 }
813 else
814 {
815#endif
816 if (!plural)
817 strcpy (buf, op->name);
818 else
819 strcpy (buf, op->name_pl);
820 len = strlen (buf);
821#ifdef NEW_MATERIAL_CODE
822 }
823#endif
824 752
825 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 753 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
826 { 754 buf << ' ' << op->title;
827 safe_strcat (buf, " ", &len, MAX_BUF);
828 safe_strcat (buf, op->title, &len, MAX_BUF);
829 }
830 755
831 switch (op->type) 756 switch (op->type)
832 { 757 {
833 case SPELLBOOK: 758 case SPELLBOOK:
834 case SCROLL: 759 case SCROLL:
835 case WAND: 760 case WAND:
836 case ROD: 761 case ROD:
837 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))
838 { 763 {
839 if (!op->title) 764 if (!op->title)
840 { 765 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
841 safe_strcat (buf, " of ", &len, MAX_BUF); 766
842 if (op->inv)
843 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
844 else
845 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
846 }
847 if (op->type != SPELLBOOK) 767 if (op->type != SPELLBOOK)
848 {
849 sprintf (buf2, " (lvl %d)", op->level); 768 buf.printf (" (lvl %d)", op->level);
850 safe_strcat (buf, buf2, &len, MAX_BUF);
851 }
852 } 769 }
853 break; 770 break;
854 771
855 772
856 case SKILL: 773 case SKILL:
857 case AMULET: 774 case AMULET:
858 case RING: 775 case RING:
859 if (!op->title) 776 if (!op->title)
860 { 777 {
861 /* If ring has a title, full description isn't so useful */ 778 /* If ring has a title, full description isn't so useful */
862 char *s = ring_desc (op); 779 const char *s = ring_desc (op);
863 780
864 if (s[0]) 781 if (s && *s)
865 { 782 buf << ' ' << s;
866 safe_strcat (buf, " ", &len, MAX_BUF);
867 safe_strcat (buf, s, &len, MAX_BUF);
868 }
869 } 783 }
870 break; 784 break;
785
871 default: 786 default:
872 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)))
873 { 788 buf.printf (" %+d", op->magic);
874 sprintf (buf + strlen (buf), " %+d", op->magic);
875 }
876 } 789 }
790
877 return buf; 791 return buf;
878} 792}
879 793
880/* Break this off from describe_item - that function was way 794/* Break this off from describe_item - that function was way
881 * too long, making it difficult to read. This function deals 795 * too long, making it difficult to read. This function deals
882 * with describing the monsters & players abilities. It should only 796 * with describing the monsters & players abilities. It should only
883 * be called with monster & player objects. Returns a description 797 * be called with monster & player objects. Returns a description
884 * in a static buffer. 798 * in a static buffer.
885 */ 799 */
886
887static char * 800static const char *
888describe_monster (const object *op) 801describe_monster (const object *op)
889{ 802{
890 char buf[MAX_BUF]; 803 static dynbuf_text buf; buf.clear ();
891 static char retbuf[VERY_BIG_BUF];
892 int i;
893
894 retbuf[0] = '\0';
895 804
896 /* Note that the resolution this provides for players really isn't 805 /* Note that the resolution this provides for players really isn't
897 * very good. Any player with a speed greater than .67 will 806 * very good. Any player with a speed greater than .67 will
898 * fall into the 'lightning fast movement' category. 807 * fall into the 'lightning fast movement' category.
899 */ 808 */
900 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 809 if (op->has_active_speed ())
901 {
902 switch ((int) ((FABS (op->speed)) * 15)) 810 switch ((int) ((FABS (op->speed)) * 15))
903 { 811 {
904 case 0: 812 case 0:
905 strcat (retbuf, "(very slow movement)"); 813 buf << "(very slow movement";
906 break; 814 break;
907 case 1: 815 case 1:
908 strcat (retbuf, "(slow movement)"); 816 buf << "(slow movement)";
909 break; 817 break;
910 case 2: 818 case 2:
911 strcat (retbuf, "(normal movement)"); 819 buf << "(normal movement)";
912 break; 820 break;
913 case 3: 821 case 3:
914 case 4: 822 case 4:
915 strcat (retbuf, "(fast movement)"); 823 buf << "(fast movement)";
916 break; 824 break;
917 case 5: 825 case 5:
918 case 6: 826 case 6:
919 strcat (retbuf, "(very fast movement)"); 827 buf << "(very fast movement)";
920 break; 828 break;
921 case 7: 829 case 7:
922 case 8: 830 case 8:
923 case 9: 831 case 9:
924 case 10: 832 case 10:
925 strcat (retbuf, "(extremely fast movement)"); 833 buf << "(extremely fast movement)";
926 break; 834 break;
927 default: 835 default:
928 strcat (retbuf, "(lightning fast movement)"); 836 buf << "(lightning fast movement)";
929 break; 837 break;
930 } 838 }
931 } 839
932 if (QUERY_FLAG (op, FLAG_UNDEAD)) 840 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
933 strcat (retbuf, "(undead)");
934 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 841 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
935 strcat (retbuf, "(see invisible)"); 842 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
936 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 843 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
937 strcat (retbuf, "(wield weapon)"); 844 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
938 if (QUERY_FLAG (op, FLAG_USE_BOW)) 845 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
939 strcat (retbuf, "(archer)"); 846 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
940 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 847 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
941 strcat (retbuf, "(wear armour)");
942 if (QUERY_FLAG (op, FLAG_USE_RING))
943 strcat (retbuf, "(wear ring)");
944 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
945 strcat (retbuf, "(read scroll)");
946 if (QUERY_FLAG (op, FLAG_USE_RANGE))
947 strcat (retbuf, "(fires wand/rod/horn)");
948 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 848 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
949 strcat (retbuf, "(skill user)"); 849 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
950 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 850 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
951 strcat (retbuf, "(spellcaster)");
952 if (QUERY_FLAG (op, FLAG_FRIENDLY))
953 strcat (retbuf, "(friendly)");
954 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 851 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
955 strcat (retbuf, "(unaggressive)"); 852 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
956 if (QUERY_FLAG (op, FLAG_HITBACK)) 853 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
957 strcat (retbuf, "(hitback)"); 854
958 if (QUERY_FLAG (op, FLAG_STEALTH))
959 strcat (retbuf, "(stealthy)");
960 if (op->randomitems != NULL) 855 if (op->randomitems)
961 { 856 {
962 treasure *t;
963 int first = 1; 857 bool first = 1;
964 858
965 for (t = op->randomitems->items; t != NULL; t = t->next) 859 for (treasure *t = op->randomitems->items; t; t = t->next)
966 if (t->item && (t->item->clone.type == SPELL)) 860 if (t->item && t->item->type == SPELL)
967 { 861 {
968 if (first) 862 if (first)
969 { 863 buf << "(Spell abilities:)";
864
970 first = 0; 865 first = 0;
971 strcat (retbuf, "(Spell abilities:)"); 866
972 } 867 buf << '(' << t->item->object::name << ')';
973 strcat (retbuf, "(");
974 strcat (retbuf, t->item->clone.name);
975 strcat (retbuf, ")");
976 } 868 }
977 } 869 }
870
978 if (op->type == PLAYER) 871 if (op->type == PLAYER)
979 { 872 {
980 if (op->contr->digestion) 873 if (op->contr->digestion)
981 {
982 if (op->contr->digestion != 0)
983 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 874 buf.printf ("(sustenance%+d)", op->contr->digestion);
984 strcat (retbuf, buf); 875
985 }
986 if (op->contr->gen_grace) 876 if (op->contr->gen_grace)
987 {
988 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 877 buf.printf ("(grace%+d)", op->contr->gen_grace);
989 strcat (retbuf, buf); 878
990 }
991 if (op->contr->gen_sp) 879 if (op->contr->gen_sp)
992 {
993 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 880 buf.printf ("(magic%+d)", op->contr->gen_sp);
994 strcat (retbuf, buf); 881
995 }
996 if (op->contr->gen_hp) 882 if (op->contr->gen_hp)
997 {
998 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 883 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
999 strcat (retbuf, buf); 884
1000 }
1001 if (op->stats.luck) 885 if (op->stats.luck)
1002 {
1003 sprintf (buf, "(luck%+d)", op->stats.luck); 886 buf.printf ("(luck%+d)", op->stats.luck);
1004 strcat (retbuf, buf);
1005 }
1006 } 887 }
1007 888
1008 /* describe attacktypes */ 889 /* describe attacktypes */
1009 if (is_dragon_pl (op)) 890 if (is_dragon_pl (op))
1010 { 891 {
1012 * Break apart the for loop - move the comparison checking down - 893 * Break apart the for loop - move the comparison checking down -
1013 * this makes it more readable. 894 * this makes it more readable.
1014 */ 895 */
1015 object *tmp; 896 object *tmp;
1016 897
1017 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 898 for (tmp = op->inv; tmp; tmp = tmp->below)
1018 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 899 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1019 break; 900 break;
1020 901
1021 if (tmp && tmp->attacktype != 0) 902 if (tmp && tmp->attacktype)
1022 { 903 buf.add_abilities ("Claws", tmp->attacktype);
1023 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1024 }
1025 else 904 else
1026 { 905 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1028 }
1029 } 906 }
1030 else 907 else
1031 { 908 buf.add_abilities ("Attacks", op->attacktype);
1032 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 909
1033 } 910 buf.add_paths ("Attuned" , op->path_attuned);
1034 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 911 buf.add_paths ("Repelled", op->path_repelled);
1035 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 912 buf.add_paths ("Denied" , op->path_denied);
1036 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 913
1037 for (i = 0; i < NROFATTACKS; i++) 914 for (int i = 0; i < NROFATTACKS; i++)
1038 {
1039 if (op->resist[i]) 915 if (op->resist[i])
1040 {
1041 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 916 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1042 strcat (retbuf, buf); 917
1043 }
1044 }
1045 return retbuf; 918 return buf;
1046} 919}
1047
1048 920
1049/* 921/*
1050 * Returns a pointer to a static buffer which contains a 922 * Returns a pointer to a static buffer which contains a
1051 * description of the given object. 923 * description of the given object.
1052 * If it is a monster, lots of information about its abilities 924 * If it is a monster, lots of information about its abilities
1070 * 942 *
1071 * Add 'owner' who is the person examining this object. 943 * Add 'owner' who is the person examining this object.
1072 * 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
1073 * item (eg, debug dump or the like) 945 * item (eg, debug dump or the like)
1074 */ 946 */
1075 947const char *
1076char *
1077describe_item (const object *op, object *owner) 948describe_item (const object *op, object *owner)
1078{ 949{
1079 char buf[MAX_BUF]; 950 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1080 static char retbuf[VERY_BIG_BUF]; 951 return describe_monster (op);
952
953 static dynbuf_text buf; buf.clear ();
1081 int identified, i; 954 int identified, i;
1082 955
1083 retbuf[0] = '\0';
1084 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1085 {
1086 return describe_monster (op);
1087 }
1088 /* 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.
1089 * also makes the code easier to read. 957 * also makes the code easier to read.
1090 */ 958 */
1091 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 959 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1092 identified = 1; 960 if (!identified)
1093 else 961 buf << "(unidentified)";
1094 { 962
1095 strcpy (retbuf, "(unidentified)");
1096 identified = 0;
1097 }
1098 switch (op->type) 963 switch (op->type)
1099 { 964 {
1100 case BOW: 965 case BOW:
1101 case ARROW: 966 case ARROW:
1102 case WAND: 967 case WAND:
1103 case ROD: 968 case ROD:
1104 case HORN: 969 case HORN:
1105 case WEAPON: 970 case WEAPON:
1106 case ARMOUR: 971 case ARMOUR:
1107 case HELMET: 972 case HELMET:
1108 case SHIELD: 973 case SHIELD:
1109 case BOOTS: 974 case BOOTS:
1110 case GLOVES: 975 case GLOVES:
1111 case GIRDLE: 976 case GIRDLE:
1112 case BRACERS: 977 case BRACERS:
1113 case CLOAK: 978 case CLOAK:
1114 case SKILL_TOOL: 979 case SKILL_TOOL:
1115 break; /* We have more information to do below this switch */ 980 break; /* We have more information to do below this switch */
1116 981
1117 case POWER_CRYSTAL: 982 case POWER_CRYSTAL:
1118 if (op->stats.maxsp > 1000) 983 if (op->stats.maxsp > 1000)
1119 { /*higher capacity crystals */ 984 { /*higher capacity crystals */
1120 i = (op->stats.maxsp % 100) / 10; 985 i = (op->stats.maxsp % 1000) / 100;
986
1121 if (i) 987 if (i)
1122 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);
1123 else 989 else
1124 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 990 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1125 } 991 }
1126 else 992 else
1127 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 993 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1128 strcat (retbuf, buf); 994
1129 i = (op->stats.sp * 10) / op->stats.maxsp; 995 i = (op->stats.sp * 10) / op->stats.maxsp;
1130 if (op->stats.sp == 0) 996 if (op->stats.sp == 0)
1131 strcat (retbuf, "empty."); 997 buf << "empty.";
1132 else if (i == 0) 998 else if (i == 0)
1133 strcat (retbuf, "almost empty."); 999 buf << "almost empty.";
1134 else if (i < 3) 1000 else if (i < 3)
1135 strcat (retbuf, "partially filled."); 1001 buf << "partially filled.";
1136 else if (i < 6) 1002 else if (i < 6)
1137 strcat (retbuf, "half full."); 1003 buf << "half full.";
1138 else if (i < 9) 1004 else if (i < 9)
1139 strcat (retbuf, "well charged."); 1005 buf << "well charged.";
1140 else if (op->stats.sp == op->stats.maxsp) 1006 else if (op->stats.sp == op->stats.maxsp)
1141 strcat (retbuf, "fully charged."); 1007 buf << "fully charged.";
1142 else 1008 else
1143 strcat (retbuf, "almost full."); 1009 buf << "almost full.";
1144 break; 1010 break;
1011
1145 case FOOD: 1012 case FOOD:
1146 case FLESH: 1013 case FLESH:
1147 case DRINK: 1014 case DRINK:
1148 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1149 { 1016 {
1150 sprintf (buf, "(food+%d)", op->stats.food); 1017 buf.printf ("(food+%d)", op->stats.food);
1151 strcat (retbuf, buf);
1152 1018
1153 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))
1154 {
1155 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1156 strcat (retbuf, buf);
1157 }
1158 1021
1159 if (!QUERY_FLAG (op, FLAG_CURSED)) 1022 if (!QUERY_FLAG (op, FLAG_CURSED))
1160 { 1023 {
1161 if (op->stats.hp) 1024 if (op->stats.hp) buf << "(heals)";
1162 strcat (retbuf, "(heals)");
1163 if (op->stats.sp)
1164 strcat (retbuf, "(spellpoint regen)"); 1025 if (op->stats.sp) buf << "(spellpoint regen)";
1165 } 1026 }
1166 else 1027 else
1167 { 1028 {
1168 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(damages)";
1169 strcat (retbuf, "(damages)");
1170 if (op->stats.sp)
1171 strcat (retbuf, "(spellpoint depletion)"); 1030 if (op->stats.sp) buf << "(spellpoint depletion)";
1172 } 1031 }
1173 } 1032 }
1174 break; 1033 break;
1175 1034
1176
1177 case SKILL: 1035 case SKILL:
1178 case RING: 1036 case RING:
1179 case AMULET: 1037 case AMULET:
1180 if (op->item_power) 1038 if (op->item_power)
1181 {
1182 sprintf (buf, "(item_power %+d)", op->item_power); 1039 buf.printf ("(item_power %+d)", op->item_power);
1183 strcat (retbuf, buf); 1040
1184 }
1185 if (op->title) 1041 if (op->title)
1186 strcat (retbuf, ring_desc (op)); 1042 buf << ring_desc (op);
1043
1187 return retbuf; 1044 return buf;
1188 1045
1189 default: 1046 default:
1190 return retbuf; 1047 return buf;
1191 } 1048 }
1192 1049
1193 /* Down here, we more further describe equipment type items. 1050 /* Down here, we more further describe equipment type items.
1194 * only describe them if they have been identified or the like. 1051 * only describe them if they have been identified or the like.
1195 */ 1052 */
1196 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1197 { 1054 {
1198 int attr, val; 1055 int attr, val;
1199 1056
1200 for (attr = 0; attr < NUM_STATS; attr++) 1057 for (attr = 0; attr < NUM_STATS; attr++)
1201 { 1058 if ((val = op->stats.stat (attr)))
1202 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1203 {
1204 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1059 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1205 strcat (retbuf, buf);
1206 }
1207 }
1208 1060
1209 if (op->stats.exp) 1061 if (op->stats.exp)
1210 {
1211 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1212 strcat (retbuf, buf);
1213 }
1214
1215 1063
1216 switch (op->type) 1064 switch (op->type)
1217 { 1065 {
1218 case BOW: 1066 case BOW:
1219 case ARROW: 1067 case ARROW:
1220 case GIRDLE: 1068 case GIRDLE:
1221 case HELMET: 1069 case HELMET:
1222 case SHIELD: 1070 case SHIELD:
1223 case BOOTS: 1071 case BOOTS:
1224 case GLOVES: 1072 case GLOVES:
1225 case WEAPON: 1073 case WEAPON:
1226 case SKILL: 1074 case SKILL:
1227 case RING: 1075 case RING:
1228 case AMULET: 1076 case AMULET:
1229 case ARMOUR: 1077 case ARMOUR:
1230 case BRACERS: 1078 case BRACERS:
1231 case FORCE: 1079 case FORCE:
1232 case CLOAK: 1080 case CLOAK:
1233 if (op->stats.wc) 1081 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1234 { 1082 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1235 sprintf (buf, "(wc%+d)", op->stats.wc); 1083 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1236 strcat (retbuf, buf); 1084
1237 }
1238 if (op->stats.dam)
1239 {
1240 sprintf (buf, "(dam%+d)", op->stats.dam);
1241 strcat (retbuf, buf);
1242 }
1243 if (op->stats.ac)
1244 {
1245 sprintf (buf, "(ac%+d)", op->stats.ac);
1246 strcat (retbuf, buf);
1247 }
1248 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1085 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1249 {
1250 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1086 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1251 strcat (retbuf, buf); 1087
1252 }
1253 break; 1088 break;
1254 1089
1255 default: 1090 default:
1256 break; 1091 break;
1257 } 1092 }
1258 if (QUERY_FLAG (op, FLAG_XRAYS)) 1093
1259 strcat (retbuf, "(xray-vision)"); 1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1260 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1261 strcat (retbuf, "(infravision)");
1262 1096
1263 /* levitate was what is was before, so we'll keep it */ 1097 /* levitate was what is was before, so we'll keep it */
1264 if (op->move_type & MOVE_FLY_LOW) 1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1265 strcat (retbuf, "(levitate)");
1266
1267 if (op->move_type & MOVE_FLY_HIGH) 1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1268 strcat (retbuf, "(fly)");
1269
1270 if (op->move_type & MOVE_SWIM) 1100 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1271 strcat (retbuf, "(swim)");
1272 1101
1273 /* walking is presumed as 'normal', so doesn't need mentioning */ 1102 /* walking is presumed as 'normal', so doesn't need mentioning */
1274 1103
1275 if (op->item_power) 1104 if (op->item_power)
1276 {
1277 sprintf (buf, "(item_power %+d)", op->item_power); 1105 buf.printf ("(item_power %+d)", op->item_power);
1278 strcat (retbuf, buf);
1279 }
1280 } /* End if identified or applied */ 1106 } /* End if identified or applied */
1281 1107
1282 /* This blocks only deals with fully identified object. 1108 /* This blocks only deals with fully identified object.
1283 * 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 -
1284 * in this way, information is added. 1110 * in this way, information is added.
1287 { 1113 {
1288 int more_info = 0; 1114 int more_info = 0;
1289 1115
1290 switch (op->type) 1116 switch (op->type)
1291 { 1117 {
1292 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 */
1293 case HORN: /* and stats.hp for spell-point regeneration... */ 1119 case HORN: /* and stats.hp for spell-point regeneration... */
1294 case BOW: 1120 case BOW:
1295 case ARROW: 1121 case ARROW:
1296 case WAND: 1122 case WAND:
1297 case FOOD: 1123 case FOOD:
1298 case FLESH: 1124 case FLESH:
1299 case DRINK: 1125 case DRINK:
1300 more_info = 0; 1126 more_info = 0;
1301 break; 1127 break;
1302 1128
1303 /* Armor type objects */ 1129 /* Armor type objects */
1304 case ARMOUR: 1130 case ARMOUR:
1305 case HELMET: 1131 case HELMET:
1306 case SHIELD: 1132 case SHIELD:
1307 case BOOTS: 1133 case BOOTS:
1308 case GLOVES: 1134 case GLOVES:
1309 case GIRDLE: 1135 case GIRDLE:
1310 case BRACERS: 1136 case BRACERS:
1311 case CLOAK: 1137 case CLOAK:
1312 if (ARMOUR_SPEED (op)) 1138 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1313 { 1139 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1314 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1315 strcat (retbuf, buf);
1316 }
1317 if (ARMOUR_SPELLS (op))
1318 {
1319 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1320 strcat (retbuf, buf);
1321 }
1322 more_info = 1; 1140 more_info = 1;
1323 break; 1141 break;
1324 1142
1325 case WEAPON: 1143 case WEAPON:
1326 /* Calculate it the same way fix_player does so the results 1144 /* Calculate it the same way fix_player does so the results
1327 * make sense. 1145 * make sense.
1328 */ 1146 */
1329 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1147 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1330 if (i < 0) 1148 if (i < 0)
1331 i = 0; 1149 i = 0;
1332 1150
1333 sprintf (buf, "(weapon speed %d)", i); 1151 buf.printf ("(weapon speed %d)", i);
1334 strcat (retbuf, buf);
1335 more_info = 1; 1152 more_info = 1;
1336 break; 1153 break;
1337
1338 } 1154 }
1155
1339 if (more_info) 1156 if (more_info)
1340 { 1157 {
1341 if (op->stats.food)
1342 {
1343 if (op->stats.food != 0)
1344 sprintf (buf, "(sustenance%+d)", op->stats.food); 1158 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1345 strcat (retbuf, buf);
1346 }
1347 if (op->stats.grace)
1348 {
1349 sprintf (buf, "(grace%+d)", op->stats.grace); 1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1350 strcat (retbuf, buf); 1160 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1351 }
1352 if (op->stats.sp)
1353 {
1354 sprintf (buf, "(magic%+d)", op->stats.sp);
1355 strcat (retbuf, buf);
1356 }
1357 if (op->stats.hp)
1358 {
1359 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1360 strcat (retbuf, buf);
1361 }
1362 } 1162 }
1363 1163
1364 if (op->stats.luck) 1164 if (op->stats.luck)
1365 {
1366 sprintf (buf, "(luck%+d)", op->stats.luck); 1165 buf.printf ("(luck%+d)", op->stats.luck);
1367 strcat (retbuf, buf); 1166
1368 }
1369 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1370 strcat (retbuf, "(lifesaving)"); 1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1371 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1372 strcat (retbuf, "(reflect spells)");
1373 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1374 strcat (retbuf, "(reflect missiles)");
1375 if (QUERY_FLAG (op, FLAG_STEALTH)) 1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1376 strcat (retbuf, "(stealth)"); 1171
1377 if (op->slaying != NULL && op->type != FOOD) 1172 if (op->slaying && op->type != FOOD)
1378 {
1379 sprintf (buf, "(slay %s)", &op->slaying); 1173 buf.printf ("(slay %s)", &op->slaying);
1380 strcat (retbuf, buf); 1174
1381 } 1175 buf.add_abilities ("Attacks", op->attacktype);
1382 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1383 /* resistance on flesh is only visible for quetzals. If 1176 /* resistance on flesh is only visible for quetzals. If
1384 * non flesh, everyone can see its resistances 1177 * non flesh, everyone can see its resistances
1385 */ 1178 */
1386 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1179 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1387 strcat (retbuf, describe_resistance (op, 0)); 1180 buf << describe_resistance (op, 0);
1388 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1389 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1390 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1391 }
1392 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
1393 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;
1394} 1225}
1395 1226
1396/* 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
1397 * increases/decreases any abilities, provides a resistance, 1228 * increases/decreases any abilities, provides a resistance,
1398 * has a generic magical bonus, or is an artifact. 1229 * has a generic magical bonus, or is an artifact.
1399 * 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
1400 * should be marked as magical. 1231 * should be marked as magical.
1401 */ 1232 */
1402
1403int 1233int
1404is_magical (const object *op) 1234is_magical (const object *op)
1405{ 1235{
1406 int i; 1236 int i;
1407 1237
1458 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)
1459 return 1; 1289 return 1;
1460 1290
1461 /* Check to see if it increases/decreases any stats */ 1291 /* Check to see if it increases/decreases any stats */
1462 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1463 if (get_attr_value (&(op->stats), i) != 0) 1293 if (op->stats.stat (i))
1464 return 1; 1294 return 1;
1465 1295
1466 /* 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
1467 * be non magical. 1297 * be non magical.
1468 */ 1298 */
1477int 1307int
1478need_identify (const object *op) 1308need_identify (const object *op)
1479{ 1309{
1480 switch (op->type) 1310 switch (op->type)
1481 { 1311 {
1482 case RING: 1312 case RING:
1483 case WAND: 1313 case WAND:
1484 case ROD: 1314 case ROD:
1485 case HORN: 1315 case HORN:
1486 case SCROLL: 1316 case SCROLL:
1487 case SKILL: 1317 case SKILL:
1488 case SKILLSCROLL: 1318 case SKILLSCROLL:
1489 case SPELLBOOK: 1319 case SPELLBOOK:
1490 case FOOD: 1320 case FOOD:
1491 case POTION: 1321 case POTION:
1492 case BOW: 1322 case BOW:
1493 case ARROW: 1323 case ARROW:
1494 case WEAPON: 1324 case WEAPON:
1495 case ARMOUR: 1325 case ARMOUR:
1496 case SHIELD: 1326 case SHIELD:
1497 case HELMET: 1327 case HELMET:
1498 case AMULET: 1328 case AMULET:
1499 case BOOTS: 1329 case BOOTS:
1500 case GLOVES: 1330 case GLOVES:
1501 case BRACERS: 1331 case BRACERS:
1502 case GIRDLE: 1332 case GIRDLE:
1503 case CONTAINER: 1333 case CONTAINER:
1504 case DRINK: 1334 case DRINK:
1505 case FLESH: 1335 case FLESH:
1506 case INORGANIC: 1336 case INORGANIC:
1507 case CLOSE_CON: 1337 case CLOSE_CON:
1508 case CLOAK: 1338 case CLOAK:
1509 case GEM: 1339 case GEM:
1510 case POWER_CRYSTAL: 1340 case POWER_CRYSTAL:
1511 case POISON: 1341 case POISON:
1512 case BOOK: 1342 case BOOK:
1513 case SKILL_TOOL: 1343 case SKILL_TOOL:
1514 return 1; 1344 return 1;
1515 } 1345 }
1346
1516 /* 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
1517 * archetype file can be updated, and this function removed. 1348 * archetype file can be updated, and this function removed.
1518 */ 1349 */
1519#if 0 1350#if 0
1520 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);
1521#endif 1352#endif
1522 return 0; 1353 return 0;
1523} 1354}
1524 1355
1525
1526/* 1356/*
1527 * Supposed to fix face-values as well here, but later. 1357 * Supposed to fix face-values as well here, but later.
1528 */ 1358 */
1529
1530void 1359void
1531identify (object *op) 1360identify (object *op)
1532{ 1361{
1533 object *pl; 1362 object *pl;
1534 1363
1546 { 1375 {
1547 if (op->inv && op->randomitems) 1376 if (op->inv && op->randomitems)
1548 op->title = op->inv->name; 1377 op->title = op->inv->name;
1549 else if (op->arch) 1378 else if (op->arch)
1550 { 1379 {
1551 op->name = op->arch->clone.name; 1380 op->name = op->arch->object::name;
1552 op->name_pl = op->arch->clone.name_pl; 1381 op->name_pl = op->arch->object::name_pl;
1553 } 1382 }
1554 } 1383 }
1555 1384
1556 /* 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 */
1557 if (op->map) 1386 if (op->map)
1558 update_object (op, UP_OBJ_FACE); 1387 update_object (op, UP_OBJ_CHANGE);
1559 else 1388 else
1560 { 1389 {
1561 pl = is_player_inv (op->env); 1390 pl = op->in_player ();
1562 if (pl) 1391 if (pl)
1563 /* 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
1564 * it all. 1393 * it all.
1565 */ 1394 */
1566 esrv_send_item (pl, op); 1395 esrv_send_item (pl, op);
1567 } 1396 }
1568} 1397}
1398

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