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Comparing deliantra/server/common/item.C (file contents):
Revision 1.10 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.100 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
29
30const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 31
29/* the ordering of this is actually doesn't make a difference 32/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 33 * 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 34 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 35 * being in the location 4 don't get confused.
45 * Note that using the term 'human' may not be very accurate, humanoid 48 * Note that using the term 'human' may not be very accurate, humanoid
46 * may be better. 49 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 50 * 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 51 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 52 */
53// see include/object.h
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 54Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 55# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
52 {"body_arm", "on your arm", "on a human's arm"}, 56# include "slotinc.h"
53 {"body_torso", "on your body", "on a human's torso"}, 57# undef def
54 {"body_head", "on your head", "on a human's head"},
55 {"body_neck", "around your neck", "around a humans neck"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"},
57 {"body_finger", "on your finger", "on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"},
60 {"body_hand", "on your hands", "on a human's hands"},
61 {"body_wrist", "around your wrists", "around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */
64};
65
66static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69 "eighteen", "nineteen", "twenty"
70}; 58};
71 59
72static char numbers_10[10][20] = { 60static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 61 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 62 "eighty", "ninety"
75}; 63};
76 64
77static char levelnumbers[21][20] = { 65static char ordnumbers[21][20] = {
78 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 66 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
79 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 67 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
80 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 68 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
81 "nineteen", "twentieth" 69 "nineteenth", "twentieth"
82}; 70};
83 71
84static char levelnumbers_10[11][20] = { 72static char ordnumbers_10[11][20] = {
85 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 73 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
86 "seventieth", "eightieth", "ninetieth" 74 "seventieth", "eightieth", "ninetieth"
87}; 75};
88 76
89/* The following is a large table of item types, the fields are: 77/* The following is a large table of item types, the fields are:
90 * item number, item name, item name (plural), and two numbers that are the skills 78 * item number, item name, item name (plural), and two numbers that are the skills
91 * used to identify them. Anytime a new item type is added or removed, this list 79 * used to identify them. Anytime a new item type is added or removed, this list
92 * should be altered to reflect that. The defines for the numerical values are in 80 * should be altered to reflect that. The defines for the numerical values are in
93 * define.h 81 * define.h
94 */ 82 */
95static const typedata item_types[] = { 83static const typedata item_types[] = {
96 {PLAYER, "player", "players", 0, 0}, 84 {PLAYER, "player", "players", 0, 0},
97 {ROD, "rod", "rods", SK_THAUMATURGY, 0}, 85 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
98 {TREASURE, "treasure", "treasure", 0, 0}, 86 {TREASURE, "treasure", "treasure", 0, 0},
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 87 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 88 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 89 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 90 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 91 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 92 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 93 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 94 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 95 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 96 {PEDESTAL, "pedestal", "pedestals", 0, 0},
153 {EXIT, "exit", "exits", 0, 0}, 140 {EXIT, "exit", "exits", 0, 0},
154 {ENCOUNTER, "encounter", "encounters", 0, 0}, 141 {ENCOUNTER, "encounter", "encounters", 0, 0},
155 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 142 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
156 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 143 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
157 {RING, "ring", "rings", SK_JEWELER, 0}, 144 {RING, "ring", "rings", SK_JEWELER, 0},
158 {FLOOR, "floor", "floors", 0, 0}, 145// {FLOOR, "floor", "floors", 0, 0},
159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 146 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 147 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 148 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162 {LIGHTER, "lighter", "lighters", 0, 0}, 149 {LIGHTER, "lighter", "lighters", 0, 0},
163 {TRAP_PART, "trap part", "trap parts", 0, 0}, 150 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
164 {WALL, "wall", "walls", 0, 0},
165 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 151 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167 {MONSTER, "monster", "monsters", 0, 0}, 152 {TORCH, "torch", "torches", 0, 0},
168 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
169 {LAMP, "lamp", "lamps", 0, 0}, 153 {LAMP, "lamp", "lamps", 0, 0},
170 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 154 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
171 {TOOL, "tool", "tools", 0, 0},
172 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 155 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
173 {BUILDFAC, "building facility", "building facilities", 0, 0},
174 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 156 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
175 {SPINNER, "spinner", "spinners", 0, 0}, 157 {SPINNER, "spinner", "spinners", 0, 0},
176 {GATE, "gate", "gates", 0, 0}, 158 {GATE, "gate", "gates", 0, 0},
177 {BUTTON, "button", "buttons", 0, 0}, 159 {BUTTON, "button", "buttons", 0, 0},
178 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 160 {T_HANDLE, "cf handle", "cf handles", 0, 0},
179 {HOLE, "hole", "holes", 0, 0}, 161 {HOLE, "hole", "holes", 0, 0},
180 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 162 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
181 {SIGN, "sign", "signs", 0, 0}, 163 {SIGN, "sign", "signs", 0, 0},
182 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 164 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
183 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 165 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
185 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 167 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
186 {CONVERTER, "converter", "converters", 0, 0}, 168 {CONVERTER, "converter", "converters", 0, 0},
187 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 169 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
188 {POISONING, "poisoning", "poisonings", 0, 0}, 170 {POISONING, "poisoning", "poisonings", 0, 0},
189 {SAVEBED, "savebed", "savebeds", 0, 0}, 171 {SAVEBED, "savebed", "savebeds", 0, 0},
190 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
191 {FIREHOLES, "fireholes", "fireholes", 0, 0},
192 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 172 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
193 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 173 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
194 {DIRECTOR, "director", "directors", 0, 0}, 174 {DIRECTOR, "director", "directors", 0, 0},
195 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 175 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
196 {FORCE, "force", "forces", 0, 0}, 176 {FORCE, "force", "forces", 0, 0},
212 {BUILDER, "item builder", "item builders", 0, 0}, 192 {BUILDER, "item builder", "item builders", 0, 0},
213 {MATERIAL, "building material", "building materials", 0, 0}, 193 {MATERIAL, "building material", "building materials", 0, 0},
214 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 194 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
215}; 195};
216 196
217const int item_types_size = sizeof (item_types) / sizeof (*item_types); 197static const int item_types_size = array_length (item_types);
218
219materialtype_t *materialt;
220
221/*
222materialtype material[NROFMATERIALS] = {
223 * P M F E C C A D W G P S P T F C D D C C G H B I *
224 * H A I L O O C R E H O L A U E A E E H O O O L N *
225 * Y G R E L N I A A O I O R R A N P A A U D L I T *
226 * S I E C D F D I P S S W A N R C L T O N Y N R *
227 * I C T U N O T O L E E H S T P D N *
228 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
229 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
230 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
231 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
232 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
233 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
234 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
235 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
236 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
237 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
238 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
239 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
240 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
241};
242*/
243 198
244/* This curve may be too steep. But the point is that there should 199/* This curve may be too steep. But the point is that there should
245 * be tough choices - there is no real point to this if everyone can 200 * be tough choices - there is no real point to this if everyone can
246 * wear whatever they want with no worries. Perhaps having the steep 201 * wear whatever they want with no worries. Perhaps having the steep
247 * curve is good (maybe even steeper), but allowing players to 202 * curve is good (maybe even steeper), but allowing players to
249 * able to use 2-3 of the most powerful items. 204 * able to use 2-3 of the most powerful items.
250 * note that this table is only really used for program generated items - 205 * note that this table is only really used for program generated items -
251 * custom objects can use whatever they want. 206 * custom objects can use whatever they want.
252 */ 207 */
253static int enc_to_item_power[21] = { 208static int enc_to_item_power[21] = {
209 0,
254 0, 0, 1, 2, 3, 4, /* 5 */ 210 0, 1, 2, 3, 4, // 5
255 5, 7, 9, 11, 13, /* 10 */ 211 5, 7, 9, 11, 13, // 10
256 15, 18, 21, 24, 27, /* 15 */ 212 15, 18, 21, 24, 27, // 15
257 30, 35, 40, 45, 50 /* 20 */ 213 30, 35, 40, 45, 50 // 20
258}; 214};
259 215
260int 216int
261get_power_from_ench (int ench) 217get_power_from_ench (int ench)
262{ 218{
263 if (ench < 0)
264 ench = 0;
265 if (ench > 20)
266 ench = 20;
267 return enc_to_item_power[ench]; 219 return enc_to_item_power [clamp (ench, 0, 20)];
220}
221
222static const struct need_identify_types : typeset
223{
224 need_identify_types ()
225 {
226 set (RING);
227 set (WAND);
228 set (ROD);
229 set (HORN);
230 set (SCROLL);
231 set (SKILL);
232 set (SKILLSCROLL);
233 set (SPELLBOOK);
234 set (FOOD);
235 set (POTION);
236 set (BOW);
237 set (ARROW);
238 set (WEAPON);
239 set (ARMOUR);
240 set (SHIELD);
241 set (HELMET);
242 set (AMULET);
243 set (BOOTS);
244 set (GLOVES);
245 set (BRACERS);
246 set (GIRDLE);
247 set (CONTAINER);
248 set (DRINK);
249 set (FLESH);
250 set (INORGANIC);
251 set (CLOSE_CON);
252 set (CLOAK);
253 set (GEM);
254 set (POWER_CRYSTAL);
255 set (POISON);
256 set (BOOK);
257 set (SKILL_TOOL);
258 }
259} need_identify_types;
260
261bool
262object::need_identify () const
263{
264 return need_identify_types [type];
268} 265}
269 266
270/* This takes an object 'op' and figures out what its item_power 267/* This takes an object 'op' and figures out what its item_power
271 * rating should be. This should only really be used by the treasure 268 * rating should be. This should only really be used by the treasure
272 * generation code, and when loading legacy objects. It returns 269 * generation code, and when loading legacy objects. It returns
279{ 276{
280 int i, tmp, enc; 277 int i, tmp, enc;
281 278
282 enc = 0; 279 enc = 0;
283 for (i = 0; i < NUM_STATS; i++) 280 for (i = 0; i < NUM_STATS; i++)
284 enc += get_attr_value (&op->stats, i); 281 enc += op->stats.stat (i);
285 282
286 /* This protection logic is pretty flawed. 20% fire resistance 283 /* This protection logic is pretty flawed. 20% fire resistance
287 * is much more valuable than 20% confusion, or 20% slow, or 284 * is much more valuable than 20% confusion, or 20% slow, or
288 * several others. Start at 1 - ignore physical - all that normal 285 * several others. Start at 1 - ignore physical - all that normal
289 * armour shouldn't be counted against 286 * armour shouldn't be counted against
290 */ 287 */
291 tmp = 0; 288 tmp = 0;
292 for (i = 1; i < NROFATTACKS; i++) 289 for (i = 1; i < NROFATTACKS; i++)
293 tmp += op->resist[i]; 290 tmp += op->resist[i];
294 291
306 if (op->type == WEAPON) 303 if (op->type == WEAPON)
307 { 304 {
308 for (i = 1; i < NROFATTACKS; i++) 305 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) 306 if (op->attacktype & (1 << i))
310 enc++; 307 enc++;
308
311 if (op->slaying) 309 if (op->slaying)
312 enc += 2; /* What it slays is probably more relevent */ 310 enc += 2; /* What it slays is probably more relevent */
313 } 311 }
312
314 /* Items the player can equip */ 313 /* Items the player can equip */
315 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 314 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
316 (op->type == SHIELD) || (op->type == RING) || 315 (op->type == SHIELD) || (op->type == RING) ||
317 (op->type == BOOTS) || (op->type == GLOVES) || 316 (op->type == BOOTS) || (op->type == GLOVES) ||
318 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 317 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
321 enc += op->stats.hp; /* hp regen */ 320 enc += op->stats.hp; /* hp regen */
322 enc += op->stats.sp; /* mana regen */ 321 enc += op->stats.sp; /* mana regen */
323 enc += op->stats.grace; /* grace regen */ 322 enc += op->stats.grace; /* grace regen */
324 enc += op->stats.exp; /* speed bonus */ 323 enc += op->stats.exp; /* speed bonus */
325 } 324 }
325
326 enc += op->stats.luck; 326 enc += op->stats.luck;
327 327
328 /* Do spell paths now */ 328 /* Do spell paths now */
329 for (i = 1; i < NRSPELLPATHS; i++) 329 for (i = 1; i < NRSPELLPATHS; i++)
330 {
331 if (op->path_attuned & (1 << i)) 330 if (op->path_attuned & (1 << i))
332 enc++; 331 enc++;
333 else if (op->path_denied & (1 << i)) 332 else if (op->path_denied & (1 << i))
334 enc -= 2; 333 enc -= 2;
335 else if (op->path_repelled & (1 << i)) 334 else if (op->path_repelled & (1 << i))
336 enc--; 335 enc--;
337 }
338 336
339 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 337 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
340 enc += 5; 338 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
341 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 339 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
342 enc += 3; 340 if (op->flag [FLAG_XRAYS ]) enc += 2;
343 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 341 if (op->flag [FLAG_STEALTH ]) enc += 1;
344 enc += 2; 342 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
345 if (QUERY_FLAG (op, FLAG_STEALTH)) 343 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
346 enc += 1;
347 if (QUERY_FLAG (op, FLAG_XRAYS))
348 enc += 2;
349 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
350 enc += 1;
351 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
352 enc += 1;
353 344
354 return get_power_from_ench (enc); 345 return get_power_from_ench (enc);
355
356} 346}
357 347
348static const struct get_typedata
349{
350 const typedata *data [NUM_TYPES];
351
352 get_typedata ()
353 {
354 for (int i = 0; i < item_types_size; i++)
355 data [item_types[i].number] = &item_types [i];
356 }
357
358 const typedata *operator ()(int itemtype) const
359 {
360 return data [itemtype];
361 }
362} get_typedata_;
363
358/* returns the typedata that has a number equal to itemtype, if there 364/* returns the typedata that has a number equal to itemtype, if there
359 * isn't one, returns NULL */ 365 * isn't one, returns NULL */
360
361const typedata * 366const typedata *
362get_typedata (int itemtype) 367get_typedata (int itemtype)
363{ 368{
364 int i; 369 return get_typedata_ (itemtype);
365
366 for (i = 0; i < item_types_size; i++)
367 if (item_types[i].number == itemtype)
368 return &item_types[i];
369 return NULL;
370} 370}
371 371
372/* returns the typedata that has a name equal to itemtype, if there 372/* returns the typedata that has a name equal to itemtype, if there
373 * isn't one, return the plural name that matches, if there still isn't 373 * isn't one, return the plural name that matches, if there still isn't
374 * one return NULL */ 374 * one return NULL */
375
376const typedata * 375const typedata *
377get_typedata_by_name (const char *name) 376get_typedata_by_name (const char *name)
378{ 377{
379 int i;
380
381 for (i = 0; i < item_types_size; i++) 378 for (int i = 0; i < item_types_size; i++)
382 if (!strcmp (item_types[i].name, name)) 379 if (!strcmp (item_types[i].name, name))
383 return &item_types[i]; 380 return &item_types[i];
381
384 for (i = 0; i < item_types_size; i++) 382 for (int i = 0; i < item_types_size; i++)
385 if (!strcmp (item_types[i].name_pl, name)) 383 if (!strcmp (item_types[i].name_pl, name))
386 { 384 {
387 LOG (llevInfo, 385 LOG (llevInfo,
388 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 386 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
389 return &item_types[i]; 387 return &item_types[i];
390 } 388 }
389
391 return NULL; 390 return 0;
392} 391}
393 392
394/* describe_resistance generates the visible naming for resistances. 393/* describe_resistance generates the visible naming for resistances.
395 * returns a static array of the description. This can return 394 * returns a static array of the description. This can return
396 * a big buffer. 395 * a big buffer.
397 * if newline is true, we don't put parens around the description 396 * if newline is true, we don't put parens around the description
398 * but do put a newline at the end. Useful when dumping to files 397 * but do put a newline at the end. Useful when dumping to files
399 */ 398 */
400char * 399const char *
401describe_resistance (const object *op, int newline) 400describe_resistance (const object *op, int newline)
402{ 401{
403 static char buf[VERY_BIG_BUF]; 402 static dynbuf_text buf; buf.clear ();
404 char buf1[VERY_BIG_BUF];
405 int tmpvar;
406 403
407 buf[0] = 0; 404 for (int i = 0; i < NROFATTACKS; i++)
408 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
409 {
410 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 405 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
411 { 406 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
412 if (!newline)
413 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
414 else
415 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
416 407
417 strcat (buf, buf1);
418 }
419 }
420 return buf; 408 return buf;
421} 409}
422
423 410
424/* 411/*
425 * query_weight(object) returns a character pointer to a static buffer 412 * query_weight(object) returns a character pointer to a static buffer
426 * containing the text-representation of the weight of the given object. 413 * containing the text-representation of the weight of the given object.
427 * The buffer will be overwritten by the next call to query_weight(). 414 * The buffer will be overwritten by the next call to query_weight().
428 */ 415 *
429 416 * Seems to be used only by unimportant stuff. Remove?
430char * 417 */
418const char *
431query_weight (const object *op) 419query_weight (const object *op)
432{ 420{
433 static char buf[10]; 421 static char buf[10];
434 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = op->total_weight ();
435 423
436 if (op->weight < 0) 424 if (op->weight < 0)
437 return " "; 425 return " ";
426
438 if (i % 1000) 427 if (i % 1000)
439 sprintf (buf, "%6.1f", i / 1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
440 else 429 else
441 sprintf (buf, "%4d ", i / 1000); 430 sprintf (buf, "%4d ", i / 1000);
431
442 return buf; 432 return buf;
443} 433}
444 434
445/* 435/*
446 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
447 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
448 */ 438 */
449 439const char *
450char * 440ordinal (int i)
451get_levelnumber (int i)
452{ 441{
453 static char buf[MAX_BUF]; 442 if (i < 0)
443 return format ("minus %s", ordinal (-i));
454 444
455 if (i > 99)
456 {
457 sprintf (buf, "%d.", i);
458 return buf;
459 }
460 if (i < 21) 445 if (i < 21)
461 return levelnumbers[i];
462 if (!(i % 10))
463 return levelnumbers_10[i / 10];
464 strcpy (buf, numbers_10[i / 10]);
465 strcat (buf, levelnumbers[i % 10]);
466 return buf;
467}
468
469
470/*
471 * get_number(integer) returns the text-representation of the given number
472 * in a static buffer. The buffer might be overwritten at the next
473 * call to get_number().
474 * It is currently only used by the query_name() function.
475 */
476
477char *
478get_number (int i)
479{
480 if (i <= 20)
481 return numbers[i]; 446 return ordnumbers[i];
447
448 int digit = i % 10;
449
450 if (i >= 100)
451 return format (
452 digit == 1 ? "%dst"
453 : digit == 2 ? "%dnd"
454 : digit == 3 ? "%drd"
455 : "%dth",
456 i
457 );
458
459 if (digit == 0)
460 return ordnumbers_10[i / 10];
482 else 461 else
483 { 462 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
484 static char buf[MAX_BUF];
485
486 sprintf (buf, "%d", i);
487 return buf;
488 }
489} 463}
490 464
491/* 465/*
492 * Returns pointer to static buffer containing ring's or amulet's 466 * Returns pointer to static buffer containing ring's or amulet's
493 * abilities 467 * abilities
499 */ 473 */
500 474
501/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 475/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
502 * from stats.sp - b.t. 476 * from stats.sp - b.t.
503 */ 477 */
504char * 478static const char *
505ring_desc (const object *op) 479ring_desc (const object *op)
506{ 480{
507 static char buf[VERY_BIG_BUF]; 481 static dynbuf_text buf; buf.clear ();
508 int attr, val, len; 482 int attr, val;
509 483
510 buf[0] = 0; 484 if (op->flag [FLAG_IDENTIFIED])
511 485 {
512 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
513 return buf;
514
515 for (attr = 0; attr < NUM_STATS; attr++) 486 for (attr = 0; attr < NUM_STATS; attr++)
516 { 487 if ((val = op->stats.stat (attr)))
517 if ((val = get_attr_value (&(op->stats), attr)) != 0)
518 {
519 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 488 buf.printf ("(%s%+d)", short_stat_name[attr], val);
520 }
521 }
522 if (op->stats.exp)
523 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
524 if (op->stats.wc)
525 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
526 if (op->stats.dam)
527 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
528 if (op->stats.ac)
529 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
530 489
490 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
491 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
492 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
493 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
494
531 strcat (buf, describe_resistance (op, 0)); 495 buf << describe_resistance (op, 0);
532 496
533 if (op->stats.food != 0) 497 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
534 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 498 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
535 /* else if (op->stats.food < 0) 499 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
536 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 500 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
537 if (op->stats.grace) 501 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
538 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
539 if (op->stats.sp && op->type != SKILL)
540 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
541 if (op->stats.hp)
542 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
543 if (op->stats.luck)
544 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
545 if (QUERY_FLAG (op, FLAG_LIFESAVE))
546 strcat (buf, "(lifesaving)");
547 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
548 strcat (buf, "(reflect spells)");
549 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
550 strcat (buf, "(reflect missiles)");
551 if (QUERY_FLAG (op, FLAG_STEALTH))
552 strcat (buf, "(stealth)");
553 /* Shorten some of the names, so they appear better in the windows */
554 len = strlen (buf);
555 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
557 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
558 502
559 /* if(op->item_power) 503 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
560 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 504 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
561 */ 505 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
562 if (buf[0] == 0 && op->type != SKILL) 506 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
563 strcpy (buf, "of adornment");
564 507
508 buf.add_paths ("Attuned" , op->path_attuned);
509 buf.add_paths ("Repelled", op->path_repelled);
510 buf.add_paths ("Denied" , op->path_denied);
511
512 if (buf.empty ())
513 buf << "of adornment";
514 }
565 515
566 return buf; 516 return buf;
567} 517}
568 518
569/* 519/*
570 * query_short_name(object) is similar to query_name, but doesn't 520 * query_short_name(object) is similar to query_name, but doesn't
571 * contain any information about object status (worn/cursed/etc.) 521 * contain any information about object status (worn/cursed/etc.)
522 *
523 * It is sometimes used when printing messages, so should fit well into a sentence.
572 */ 524 */
573const char * 525const char *
574query_short_name (const object *op) 526query_short_name (const object *op)
575{ 527{
576 static char buf[HUGE_BUF];
577 char buf2[HUGE_BUF];
578 int len = 0;
579
580 if (op->name == NULL) 528 if (!op->name)
581 return "(null)"; 529 return "(null)";
582 530
583 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 531 if (!op->nrof
532 && !op->weight
533 && !op->title
534 && !is_magical (op)
535 && op->slaying != shstr_money)
584 return op->name; /* To speed things up (or make things slower?) */ 536 return op->name; /* To speed things up (or make things slower?) */
585 537
586 if (op->nrof <= 1) 538 static dynbuf_text buf; buf.clear ();
587 safe_strcat (buf, op->name, &len, HUGE_BUF);
588 else
589 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
590 539
540 buf << (op->nrof <= 1 ? op->name : op->name_pl);
541
591 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 542 if (op->title && op->flag [FLAG_IDENTIFIED])
592 { 543 buf << ' ' << op->title;
593 safe_strcat (buf, " ", &len, HUGE_BUF);
594 safe_strcat (buf, op->title, &len, HUGE_BUF);
595 }
596 544
597 switch (op->type) 545 switch (op->type)
598 { 546 {
599 case SPELLBOOK: 547 case SPELLBOOK:
600 case SCROLL: 548 case SCROLL:
601 case WAND: 549 case WAND:
602 case ROD: 550 case ROD:
603 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 551 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
604 { 552 {
605 if (!op->title) 553 if (!op->title)
606 { 554 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
607 safe_strcat (buf, " of ", &len, HUGE_BUF); 555
608 if (op->inv)
609 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
610 else
611 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
612 }
613 if (op->type != SPELLBOOK) 556 if (op->type != SPELLBOOK)
614 {
615 sprintf (buf2, " (lvl %d)", op->level); 557 buf.printf (" (lvl %d)", op->level);
616 safe_strcat (buf, buf2, &len, HUGE_BUF);
617 }
618 } 558 }
619 break; 559 break;
620 560
561 case ALTAR:
562 case TRIGGER_ALTAR:
563 case IDENTIFY_ALTAR:
564 case CONVERTER:
565 if (op->slaying == shstr_money)
566 {
567 bool wrap = !!buf.size ();
568
569 if (wrap) buf << " [";
570
571 archetype *coin = 0;
572
573 for (char const *const *c = coins; *coins; ++c)
574 if ((coin = archetype::find (*c)))
575 if (op->stats.food % coin->value == 0)
576 break;
577
578 sint32 coins = op->stats.food / coin->value;
579
580 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
581
582 if (wrap) buf << ']';
583 }
584 break;
585
621 case SKILL: 586 case SKILL:
622 case AMULET: 587 case AMULET:
623 case RING: 588 case RING:
624 if (!op->title) 589 if (!op->title)
625 { 590 {
626 /* If ring has a title, full description isn't so useful */ 591 /* If ring has a title, full description isn't so useful */
627 char *s = ring_desc (op); 592 const char *s = ring_desc (op);
628 593
629 if (s[0]) 594 if (s && *s)
630 { 595 buf << " " << s;
631 safe_strcat (buf, " ", &len, HUGE_BUF);
632 safe_strcat (buf, s, &len, HUGE_BUF);
633 }
634 } 596 }
635 break; 597 break;
598
636 default: 599 default:
637 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 600 if (op->magic
638 { 601 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
602 || op->flag [FLAG_IDENTIFIED]))
639 sprintf (buf2, " %+d", op->magic); 603 buf.printf (" %+d", op->magic);
640 safe_strcat (buf, buf2, &len, HUGE_BUF);
641 }
642 } 604 }
605
643 return buf; 606 return buf;
644} 607}
645 608
646/* 609/*
647 * query_name(object) returns a character pointer pointing to a static 610 * query_name(object) returns a character pointer pointing to a static
651 * you can make several calls to query_name before the bufs start getting 614 * you can make several calls to query_name before the bufs start getting
652 * overwritten. This may be a bad thing (it may be easier to assume the value 615 * overwritten. This may be a bad thing (it may be easier to assume the value
653 * returned is good forever.) However, it makes printing statements that 616 * returned is good forever.) However, it makes printing statements that
654 * use several names much easier (don't need to store them to temp variables.) 617 * use several names much easier (don't need to store them to temp variables.)
655 * 618 *
619 * It is used extensively within messages, so should return only a prose
620 * and short description of the item.
621 * It is also used by examine/ex and similar functions.
656 */ 622 */
657char * 623const char *
658query_name (const object *op) 624query_name (const object *op)
659{ 625{
660 static char buf[5][HUGE_BUF]; 626 static dynbuf_text bufs[5];
661 static int use_buf = 0; 627 static int use_buf = 0;
662 int len = 0;
663
664#ifdef NEW_MATERIAL_CODE
665 materialtype_t *mt;
666#endif
667 628
668 use_buf++; 629 use_buf++;
669 use_buf %= 5; 630 use_buf %= 5;
670 631
671#ifdef NEW_MATERIAL_CODE 632 dynbuf_text &buf = bufs [use_buf];
633 buf.clear ();
634
635#if 0
672 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 636 if ((op->is_armor () || op->is_weapon ()) && op->material)
673 { 637 buf << op->material->description << ' ';
674 mt = name_to_material (op->materialname);
675 if (mt)
676 {
677 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
678 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
679 }
680 }
681#endif 638#endif
682 639
683 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 640 buf << query_short_name (op);
684 641
685 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 642 if (op->flag [FLAG_INV_LOCKED])
686 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 643 buf << " *";
687 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 644 if (op->is_open_container ())
688 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 645 buf << " (open)";
689 646
690 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 647 if (op->flag [FLAG_KNOWN_CURSED])
691 {
692 if (QUERY_FLAG (op, FLAG_DAMNED))
693 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
694 else if (QUERY_FLAG (op, FLAG_CURSED))
695 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
696 } 648 {
649 if (op->flag [FLAG_DAMNED])
650 buf << " (damned)";
651 else if (op->flag [FLAG_CURSED])
652 buf << " (cursed)";
653 }
654
697 /* Basically, if the object is known magical (detect magic spell on it), 655 /* Basically, if the object is known magical (detect magic spell on it),
698 * and it isn't identified, print out the fact that 656 * and it isn't identified, print out the fact that
699 * it is magical. Assume that the detect magical spell will only set 657 * it is magical. Assume that the detect magical spell will only set
700 * KNOWN_MAGICAL if the item actually is magical. 658 * KNOWN_MAGICAL if the item actually is magical.
701 * 659 *
702 * Changed in V 0.91.4 - still print that the object is magical even 660 * Changed in V 0.91.4 - still print that the object is magical even
703 * if it has been applied. Equipping an item does not tell full 661 * if it has been applied. Equipping an item does not tell full
704 * abilities, especially for artifact items. 662 * abilities, especially for artifact items.
705 */ 663 */
706 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 664 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
707 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 665 buf << " (magic)";
708 666
709#if 0 667#if 0
710 /* item_power will be returned in desribe_item - it shouldn't really 668 /* item_power will be returned in describe_item - it shouldn't really
711 * be returned in the name. 669 * be returned in the name.
712 */ 670 */
713 if (op->item_power) 671 if (op->item_power)
714 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 672 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
715 673
716#endif 674#endif
717 675
718 if (QUERY_FLAG (op, FLAG_APPLIED)) 676 if (op->flag [FLAG_APPLIED])
719 { 677 {
720 switch (op->type) 678 switch (op->type)
721 { 679 {
680 case RANGED:
722 case BOW: 681 case BOW:
723 case WAND: 682 case WAND:
724 case ROD: 683 case ROD:
725 case HORN: 684 case HORN:
726 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
727 break;
728 case WEAPON: 685 case WEAPON:
729 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 686 buf << " (applied)";
730 break; 687 break;
731 case ARMOUR: 688 case ARMOUR:
732 case HELMET: 689 case HELMET:
733 case SHIELD: 690 case SHIELD:
734 case RING: 691 case RING:
735 case BOOTS: 692 case BOOTS:
736 case GLOVES: 693 case GLOVES:
737 case AMULET: 694 case AMULET:
738 case GIRDLE: 695 case GIRDLE:
739 case BRACERS: 696 case BRACERS:
740 case CLOAK: 697 case CLOAK:
741 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 698 buf << " (worn)";
742 break; 699 break;
743 case CONTAINER: 700 case CONTAINER:
744 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 701 buf << " (active)";
745 break; 702 break;
746 case SKILL: 703 case SKILL:
747 default: 704 default:
748 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 705 buf << " (applied)";
749 } 706 }
750 } 707 }
751 if (QUERY_FLAG (op, FLAG_UNPAID))
752 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
753 708
754 return buf[use_buf]; 709 switch (op->type)
710 {
711 case LAMP:
712 if (op->glow_radius)
713 buf << " (on)";
714 else if (op->stats.food <= 0)
715 buf << " (empty)";
716 else
717 buf << " (off)";
718 break;
719
720 case TORCH:
721 if (op->glow_radius)
722 buf << " (burning)";
723 else if (op->stats.food <= 0)
724 buf << " (burned out)";
725 break;
726 }
727
728 if (op->flag [FLAG_UNPAID])
729 buf << " (unpaid)";
730
731 return buf;
755} 732}
756 733
757/* 734/*
758 * query_base_name(object) returns a character pointer pointing to a static 735 * query_base_name(object) returns a character pointer pointing to a static
759 * buffer which contains a verbose textual representation of the name 736 * buffer which contains a verbose textual representation of the name
760 * of the given object. The buffer will be overwritten at the next 737 * of the given object. The buffer will be overwritten at the next
761 * call to query_base_name(). This is a lot like query_name, but we 738 * call to query_base_name(). This is a lot like query_name, but we
762 * don't include the item count or item status. Used for inventory sorting 739 * don't include the item count or item status. Used for inventory sorting
763 * and sending to client. 740 * and sending to client.
764 * If plural is set, we generate the plural name of this. 741 * If plural is set, we generate the plural name of this.
742 *
743 * It is sometimes used to display messages, and usually only used to match stuff,
744 * so maybe this function should be removed.
745 * It is also used for client-side inventory/item descriptions.
765 */ 746 */
766const char * 747const char *
767query_base_name (const object *op, int plural) 748query_base_name (const object *op, int plural)
768{ 749{
769 static char buf[MAX_BUF], buf2[MAX_BUF];
770 int len;
771 materialtype_t *mt;
772
773 if ((!plural && !op->name) || (plural && !op->name_pl)) 750 if ((!plural && !op->name) || (plural && !op->name_pl))
774 return "(null)"; 751 return "(null)";
775 752
776 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 753 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
754 && op->type != EXIT)
777 return op->name; /* To speed things up (or make things slower?) */ 755 return op->name; /* To speed things up (or make things slower?) */
778 756
757 static dynbuf_text buf; buf.clear ();
758
759#if 0
779 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 760 if ((op->is_armor () || op->is_weapon ()) && op->material)
780 mt = name_to_material (op->materialname); 761 if (op->arch->material != op->material)
781 762 buf << op->material->description << ' ';
782#ifdef NEW_MATERIAL_CODE
783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
785 {
786 strcpy (buf, mt->description);
787 len = strlen (buf);
788 safe_strcat (buf, " ", &len, MAX_BUF);
789 if (!plural)
790 safe_strcat (buf, op->name, &len, MAX_BUF);
791 else
792 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
793 }
794 else
795 {
796#endif 763#endif
797 if (!plural)
798 strcpy (buf, op->name);
799 else
800 strcpy (buf, op->name_pl);
801 len = strlen (buf);
802#ifdef NEW_MATERIAL_CODE
803 }
804#endif
805 764
765 buf << (plural ? op->name_pl : op->name);
766
806 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
807 { 768 buf << ' ' << op->title;
808 safe_strcat (buf, " ", &len, MAX_BUF);
809 safe_strcat (buf, op->title, &len, MAX_BUF);
810 }
811 769
812 switch (op->type) 770 switch (op->type)
813 { 771 {
814 case SPELLBOOK: 772 case SPELLBOOK:
815 case SCROLL: 773 case SCROLL:
816 case WAND: 774 case WAND:
817 case ROD: 775 case ROD:
818 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
819 { 777 {
820 if (!op->title) 778 if (!op->title)
821 { 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
822 safe_strcat (buf, " of ", &len, MAX_BUF); 780
823 if (op->inv)
824 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
825 else
826 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
827 }
828 if (op->type != SPELLBOOK) 781 if (op->type != SPELLBOOK)
829 {
830 sprintf (buf2, " (lvl %d)", op->level); 782 buf.printf (" (lvl %d)", op->level);
831 safe_strcat (buf, buf2, &len, MAX_BUF);
832 }
833 } 783 }
834 break; 784 break;
835 785
836 786
837 case SKILL: 787 case SKILL:
838 case AMULET: 788 case AMULET:
839 case RING: 789 case RING:
840 if (!op->title) 790 if (!op->title)
841 { 791 {
842 /* If ring has a title, full description isn't so useful */ 792 /* If ring has a title, full description isn't so useful */
843 char *s = ring_desc (op); 793 const char *s = ring_desc (op);
844 794
845 if (s[0]) 795 if (s && *s)
846 { 796 buf << ' ' << s;
847 safe_strcat (buf, " ", &len, MAX_BUF);
848 safe_strcat (buf, s, &len, MAX_BUF);
849 }
850 } 797 }
851 break; 798 break;
799
800 case EXIT:
801 // random map exits "unfortunately" get patched, so this only works before entering
802 if (EXIT_PATH (op) == shstr_random_map_exit)
803 buf << " (random map)";
804 else if (!EXIT_PATH (op))
805 buf << " (closed)";
806 break;
807
852 default: 808 default:
853 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic
854 { 810 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
855 sprintf (buf + strlen (buf), " %+d", op->magic); 811 || op->flag [FLAG_IDENTIFIED]))
856 } 812 buf.printf (" %+d", op->magic);
857 } 813 }
814
858 return buf; 815 return buf;
859} 816}
860 817
861/* Break this off from describe_item - that function was way 818/* Break this off from describe_item - that function was way
862 * too long, making it difficult to read. This function deals 819 * too long, making it difficult to read. This function deals
863 * with describing the monsters & players abilities. It should only 820 * with describing the monsters & players abilities. It should only
864 * be called with monster & player objects. Returns a description 821 * be called with monster & player objects. Returns a description
865 * in a static buffer. 822 * in a static buffer.
866 */ 823 */
867
868static char * 824static const char *
869describe_monster (const object *op) 825describe_monster (const object *op)
870{ 826{
871 char buf[MAX_BUF]; 827 static dynbuf_text buf; buf.clear ();
872 static char retbuf[VERY_BIG_BUF];
873 int i;
874
875 retbuf[0] = '\0';
876 828
877 /* Note that the resolution this provides for players really isn't 829 /* Note that the resolution this provides for players really isn't
878 * very good. Any player with a speed greater than .67 will 830 * very good. Any player with a speed greater than .67 will
879 * fall into the 'lightning fast movement' category. 831 * fall into the 'lightning fast movement' category.
880 */ 832 */
881 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 833 if (op->has_active_speed ())
882 { 834 switch ((int)(op->speed * 15.))
883 switch ((int) ((FABS (op->speed)) * 15))
884 { 835 {
885 case 0: 836 case 0:
886 strcat (retbuf, "(very slow movement)"); 837 buf << "(very slow movement)";
887 break; 838 break;
888 case 1: 839 case 1:
889 strcat (retbuf, "(slow movement)"); 840 buf << "(slow movement)";
890 break; 841 break;
891 case 2: 842 case 2:
892 strcat (retbuf, "(normal movement)"); 843 buf << "(normal movement)";
893 break; 844 break;
894 case 3: 845 case 3:
895 case 4: 846 case 4:
896 strcat (retbuf, "(fast movement)"); 847 buf << "(fast movement)";
897 break; 848 break;
898 case 5: 849 case 5:
899 case 6: 850 case 6:
900 strcat (retbuf, "(very fast movement)"); 851 buf << "(very fast movement)";
901 break; 852 break;
902 case 7: 853 case 7:
903 case 8: 854 case 8:
904 case 9: 855 case 9:
905 case 10: 856 case 10:
906 strcat (retbuf, "(extremely fast movement)"); 857 buf << "(extremely fast movement)";
907 break; 858 break;
908 default: 859 default:
909 strcat (retbuf, "(lightning fast movement)"); 860 buf << "(lightning fast movement)";
910 break; 861 break;
911 } 862 }
912 } 863
913 if (QUERY_FLAG (op, FLAG_UNDEAD)) 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
914 strcat (retbuf, "(undead)"); 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
915 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
916 strcat (retbuf, "(see invisible)"); 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
917 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
918 strcat (retbuf, "(wield weapon)"); 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
919 if (QUERY_FLAG (op, FLAG_USE_BOW)) 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
920 strcat (retbuf, "(archer)"); 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
921 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
922 strcat (retbuf, "(wear armour)"); 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
923 if (QUERY_FLAG (op, FLAG_USE_RING)) 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
924 strcat (retbuf, "(wear ring)"); 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
925 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
926 strcat (retbuf, "(read scroll)"); 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
927 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 878
928 strcat (retbuf, "(fires wand/rod/horn)");
929 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
930 strcat (retbuf, "(skill user)");
931 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
932 strcat (retbuf, "(spellcaster)");
933 if (QUERY_FLAG (op, FLAG_FRIENDLY))
934 strcat (retbuf, "(friendly)");
935 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
936 strcat (retbuf, "(unaggressive)");
937 if (QUERY_FLAG (op, FLAG_HITBACK))
938 strcat (retbuf, "(hitback)");
939 if (QUERY_FLAG (op, FLAG_STEALTH))
940 strcat (retbuf, "(stealthy)");
941 if (op->randomitems != NULL) 879 if (op->randomitems)
942 { 880 {
943 treasure *t;
944 int first = 1; 881 bool first = 1;
945 882
946 for (t = op->randomitems->items; t != NULL; t = t->next) 883 for (treasure *t = op->randomitems->items; t; t = t->next)
947 if (t->item && (t->item->clone.type == SPELL)) 884 if (t->item && t->item->type == SPELL)
948 { 885 {
949 if (first) 886 if (first)
950 { 887 buf << "(Spell abilities:)";
888
951 first = 0; 889 first = 0;
952 strcat (retbuf, "(Spell abilities:)"); 890
953 } 891 buf << '(' << t->item->object::name << ')';
954 strcat (retbuf, "(");
955 strcat (retbuf, t->item->clone.name);
956 strcat (retbuf, ")");
957 } 892 }
958 } 893 }
894
959 if (op->type == PLAYER) 895 if (op->type == PLAYER)
960 { 896 {
961 if (op->contr->digestion) 897 if (op->contr->digestion)
962 {
963 if (op->contr->digestion != 0)
964 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 898 buf.printf ("(sustenance%+d)", op->contr->digestion);
965 strcat (retbuf, buf); 899
966 }
967 if (op->contr->gen_grace) 900 if (op->contr->gen_grace)
968 {
969 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 901 buf.printf ("(grace%+d)", op->contr->gen_grace);
970 strcat (retbuf, buf); 902
971 }
972 if (op->contr->gen_sp) 903 if (op->contr->gen_sp)
973 {
974 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 904 buf.printf ("(magic%+d)", op->contr->gen_sp);
975 strcat (retbuf, buf); 905
976 }
977 if (op->contr->gen_hp) 906 if (op->contr->gen_hp)
978 {
979 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 907 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
980 strcat (retbuf, buf); 908
981 }
982 if (op->stats.luck) 909 if (op->stats.luck)
983 {
984 sprintf (buf, "(luck%+d)", op->stats.luck); 910 buf.printf ("(luck%+d)", op->stats.luck);
985 strcat (retbuf, buf);
986 }
987 } 911 }
988 912
989 /* describe attacktypes */ 913 /* describe attacktypes */
990 if (is_dragon_pl (op)) 914 if (op->is_dragon ())
991 { 915 {
992 /* for dragon players display the attacktypes from clawing skill 916 /* for dragon players display the attacktypes from clawing skill
993 * Break apart the for loop - move the comparison checking down - 917 * Break apart the for loop - move the comparison checking down -
994 * this makes it more readable. 918 * this makes it more readable.
995 */ 919 */
996 object *tmp; 920 object *tmp;
997 921
998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 922 for (tmp = op->inv; tmp; tmp = tmp->below)
999 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 923 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1000 break; 924 break;
1001 925
1002 if (tmp && tmp->attacktype != 0) 926 if (tmp && tmp->attacktype)
1003 { 927 buf.add_abilities ("Claws", tmp->attacktype);
1004 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1005 }
1006 else 928 else
1007 { 929 buf.add_abilities ("Attacks", op->attacktype);
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1009 }
1010 } 930 }
1011 else 931 else
1012 { 932 buf.add_abilities ("Attacks", op->attacktype);
1013 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 933
1014 } 934 buf.add_paths ("Attuned" , op->path_attuned);
1015 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 935 buf.add_paths ("Repelled", op->path_repelled);
1016 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 936 buf.add_paths ("Denied" , op->path_denied);
1017 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 937
1018 for (i = 0; i < NROFATTACKS; i++) 938 for (int i = 0; i < NROFATTACKS; i++)
1019 {
1020 if (op->resist[i]) 939 if (op->resist[i])
1021 {
1022 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 940 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1023 strcat (retbuf, buf); 941
1024 }
1025 }
1026 return retbuf; 942 return buf;
1027} 943}
1028
1029 944
1030/* 945/*
1031 * Returns a pointer to a static buffer which contains a 946 * Returns a pointer to a static buffer which contains a
1032 * description of the given object. 947 * description of the given object.
1033 * If it is a monster, lots of information about its abilities 948 * If it is a monster, lots of information about its abilities
1042 * wouldn't need to use the SEE_INVISIBLE flag to know it is 957 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1043 * a dragon player examining food. Could have things like 958 * a dragon player examining food. Could have things like
1044 * a dwarven axe, in which the full abilities are only known to 959 * a dwarven axe, in which the full abilities are only known to
1045 * dwarves, etc. 960 * dwarves, etc.
1046 * 961 *
1047 * This function is really much more complicated than it should
1048 * be, because different objects have different meanings
1049 * for the same field (eg, wands use 'food' for charges). This
1050 * means these special cases need to be worked out.
1051 *
1052 * Add 'owner' who is the person examining this object. 962 * Add 'owner' who is the person examining this object.
1053 * owner can be null if no one is being associated with this 963 * owner can be null if no one is being associated with this
1054 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
1055 */ 965 */
1056 966const char *
1057char *
1058describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
1059{ 968{
1060 char buf[MAX_BUF]; 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1061 static char retbuf[VERY_BIG_BUF]; 970 return describe_monster (op);
971
972 static dynbuf_text buf; buf.clear ();
1062 int identified, i; 973 int identified, i;
1063 974
1064 retbuf[0] = '\0';
1065 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1066 {
1067 return describe_monster (op);
1068 }
1069 /* figure this out once, instead of making multiple calls to need_identify. 975 /* figure this out once, instead of making multiple calls to need_identify.
1070 * also makes the code easier to read. 976 * also makes the code easier to read.
1071 */ 977 */
1072 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
1073 identified = 1; 979 if (!identified)
1074 else 980 buf << "(unidentified)";
1075 { 981
1076 strcpy (retbuf, "(unidentified)");
1077 identified = 0;
1078 }
1079 switch (op->type) 982 switch (op->type)
1080 { 983 {
984 case RANGED:
1081 case BOW: 985 case BOW:
1082 case ARROW: 986 case ARROW:
1083 case WAND: 987 case WAND:
1084 case ROD: 988 case ROD:
1085 case HORN: 989 case HORN:
1086 case WEAPON: 990 case WEAPON:
1087 case ARMOUR: 991 case ARMOUR:
1088 case HELMET: 992 case HELMET:
1089 case SHIELD: 993 case SHIELD:
1090 case BOOTS: 994 case BOOTS:
1091 case GLOVES: 995 case GLOVES:
1092 case GIRDLE: 996 case GIRDLE:
1093 case BRACERS: 997 case BRACERS:
1094 case CLOAK: 998 case CLOAK:
1095 case SKILL_TOOL: 999 case SKILL_TOOL:
1096 break; /* We have more information to do below this switch */ 1000 break; /* We have more information to do below this switch */
1097 1001
1098 case POWER_CRYSTAL: 1002 case POWER_CRYSTAL:
1099 if (op->stats.maxsp > 1000) 1003 if (op->stats.maxsp > 1000)
1100 { /*higher capacity crystals */ 1004 { /*higher capacity crystals */
1101 i = (op->stats.maxsp % 100) / 10; 1005 i = (op->stats.maxsp % 1000) / 100;
1006
1102 if (i) 1007 if (i)
1103 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1008 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1104 else 1009 else
1105 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1010 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1106 } 1011 }
1107 else 1012 else
1108 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1013 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1109 strcat (retbuf, buf); 1014
1110 i = (op->stats.sp * 10) / op->stats.maxsp; 1015 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
1111 if (op->stats.sp == 0) 1016
1112 strcat (retbuf, "empty."); 1017 if (op->stats.sp == 0) buf << "empty";
1113 else if (i == 0) 1018 else if (i <= 0) buf << "almost empty";
1114 strcat (retbuf, "almost empty."); 1019 else if (i <= 2) buf << "partially filled";
1115 else if (i < 3) 1020 else if (i <= 5) buf << "half full";
1116 strcat (retbuf, "partially filled."); 1021 else if (i <= 8) buf << "well charged";
1117 else if (i < 6)
1118 strcat (retbuf, "half full.");
1119 else if (i < 9)
1120 strcat (retbuf, "well charged.");
1121 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
1122 strcat (retbuf, "fully charged."); 1023 else buf << "fully charged";
1123 else 1024
1124 strcat (retbuf, "almost full."); 1025 buf << ')';
1125 break; 1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
1033 buf << "empty";
1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
1039 buf << "half empty";
1040 else if (percent < 75)
1041 buf << "half full";
1042 else if (percent < 95)
1043 buf << "well filled";
1044 else if (percent <= 100)
1045 buf << "full";
1046 buf << ")";
1047 }
1048 break;
1049
1126 case FOOD: 1050 case FOOD:
1127 case FLESH: 1051 case FLESH:
1128 case DRINK: 1052 case DRINK:
1129 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || op->flag [FLAG_BEEN_APPLIED])
1130 { 1054 {
1131 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1132 strcat (retbuf, buf);
1133 1056
1134 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1059
1060 if (!op->flag [FLAG_CURSED])
1135 { 1061 {
1136 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1062 if (op->stats.hp) buf << "(heals)";
1137 strcat (retbuf, buf); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1138 } 1064 }
1139
1140 if (!QUERY_FLAG (op, FLAG_CURSED))
1141 {
1142 if (op->stats.hp)
1143 strcat (retbuf, "(heals)");
1144 if (op->stats.sp)
1145 strcat (retbuf, "(spellpoint regen)");
1146 }
1147 else 1065 else
1148 { 1066 {
1149 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1150 strcat (retbuf, "(damages)");
1151 if (op->stats.sp)
1152 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1153 } 1069 }
1154 } 1070 }
1155 break; 1071 break;
1156 1072
1157
1158 case SKILL: 1073 case SKILL:
1159 case RING: 1074 case RING:
1160 case AMULET: 1075 case AMULET:
1161 if (op->item_power) 1076 if (op->item_power)
1162 {
1163 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1164 strcat (retbuf, buf); 1078
1165 }
1166 if (op->title) 1079 if (op->title)
1167 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1168 return retbuf; 1082 return buf;
1169 1083
1170 default: 1084 default:
1171 return retbuf; 1085 return buf;
1172 } 1086 }
1173 1087
1174 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1175 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1176 */ 1090 */
1177 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || op->flag [FLAG_BEEN_APPLIED])
1178 { 1092 {
1179 int attr, val;
1180
1181 for (attr = 0; attr < NUM_STATS; attr++) 1093 for (int attr = 0; attr < NUM_STATS; attr++)
1182 { 1094 if (int val = op->stats.stat (attr))
1183 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1184 {
1185 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1095 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1186 strcat (retbuf, buf);
1187 }
1188 }
1189 1096
1190 if (op->stats.exp) 1097 if (op->stats.exp)
1191 {
1192 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1098 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1193 strcat (retbuf, buf);
1194 }
1195
1196 1099
1197 switch (op->type) 1100 switch (op->type)
1198 { 1101 {
1102 case RANGED:
1199 case BOW: 1103 case BOW:
1200 case ARROW: 1104 case ARROW:
1201 case GIRDLE: 1105 case GIRDLE:
1202 case HELMET: 1106 case HELMET:
1203 case SHIELD: 1107 case SHIELD:
1204 case BOOTS: 1108 case BOOTS:
1205 case GLOVES: 1109 case GLOVES:
1206 case WEAPON: 1110 case WEAPON:
1207 case SKILL: 1111 case SKILL:
1208 case RING: 1112 case RING:
1209 case AMULET: 1113 case AMULET:
1210 case ARMOUR: 1114 case ARMOUR:
1211 case BRACERS: 1115 case BRACERS:
1212 case FORCE: 1116 case FORCE:
1213 case CLOAK: 1117 case CLOAK:
1214 if (op->stats.wc) 1118 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1215 { 1119 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1216 sprintf (buf, "(wc%+d)", op->stats.wc); 1120 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1217 strcat (retbuf, buf); 1121
1218 }
1219 if (op->stats.dam)
1220 {
1221 sprintf (buf, "(dam%+d)", op->stats.dam);
1222 strcat (retbuf, buf);
1223 }
1224 if (op->stats.ac)
1225 {
1226 sprintf (buf, "(ac%+d)", op->stats.ac);
1227 strcat (retbuf, buf);
1228 }
1229 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1122 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1230 {
1231 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1123 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1232 strcat (retbuf, buf); 1124
1233 }
1234 break; 1125 break;
1235 1126
1236 default: 1127 default:
1237 break; 1128 break;
1238 } 1129 }
1239 if (QUERY_FLAG (op, FLAG_XRAYS)) 1130
1240 strcat (retbuf, "(xray-vision)"); 1131 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1241 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1132 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1242 strcat (retbuf, "(infravision)");
1243 1133
1244 /* levitate was what is was before, so we'll keep it */ 1134 /* levitate was what is was before, so we'll keep it */
1245 if (op->move_type & MOVE_FLY_LOW) 1135 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1246 strcat (retbuf, "(levitate)");
1247
1248 if (op->move_type & MOVE_FLY_HIGH) 1136 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1249 strcat (retbuf, "(fly)");
1250
1251 if (op->move_type & MOVE_SWIM) 1137 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1252 strcat (retbuf, "(swim)");
1253 1138
1254 /* walking is presumed as 'normal', so doesn't need mentioning */ 1139 /* walking is presumed as 'normal', so doesn't need mentioning */
1255 1140
1256 if (op->item_power) 1141 if (op->item_power)
1257 {
1258 sprintf (buf, "(item_power %+d)", op->item_power); 1142 buf.printf ("(item_power %+d)", op->item_power);
1259 strcat (retbuf, buf);
1260 }
1261 } /* End if identified or applied */ 1143 } /* End if identified or applied */
1262 1144
1263 /* This blocks only deals with fully identified object. 1145 /* This blocks only deals with fully identified object.
1264 * it is intentional that this is not an 'else' from a above - 1146 * it is intentional that this is not an 'else' from a above -
1265 * in this way, information is added. 1147 * in this way, information is added.
1268 { 1150 {
1269 int more_info = 0; 1151 int more_info = 0;
1270 1152
1271 switch (op->type) 1153 switch (op->type)
1272 { 1154 {
1155 case RANGED:
1273 case ROD: /* These use stats.sp for spell selection and stats.food */ 1156 case ROD: /* These use stats.sp for spell selection and stats.food */
1274 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1275 case BOW: 1158 case BOW:
1276 case ARROW: 1159 case ARROW:
1277 case WAND: 1160 case WAND:
1278 case FOOD: 1161 case FOOD:
1279 case FLESH: 1162 case FLESH:
1280 case DRINK: 1163 case DRINK:
1281 more_info = 0; 1164 more_info = 0;
1282 break; 1165 break;
1283 1166
1284 /* Armor type objects */ 1167 /* Armor type objects */
1285 case ARMOUR: 1168 case ARMOUR:
1286 case HELMET: 1169 case HELMET:
1287 case SHIELD: 1170 case SHIELD:
1288 case BOOTS: 1171 case BOOTS:
1289 case GLOVES: 1172 case GLOVES:
1290 case GIRDLE: 1173 case GIRDLE:
1291 case BRACERS: 1174 case BRACERS:
1292 case CLOAK: 1175 case CLOAK:
1293 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1294 { 1177 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1295 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1296 strcat (retbuf, buf);
1297 }
1298 if (ARMOUR_SPELLS (op))
1299 {
1300 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1301 strcat (retbuf, buf);
1302 }
1303 more_info = 1; 1178 more_info = 1;
1304 break; 1179 break;
1305 1180
1306 case WEAPON: 1181 case WEAPON:
1307 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1308 * make sense. 1183 * make sense.
1309 */ 1184 */
1310 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1311 if (i < 0) 1186 if (i < 0)
1312 i = 0; 1187 i = 0;
1313 1188
1314 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1315 strcat (retbuf, buf);
1316 more_info = 1; 1190 more_info = 1;
1317 break; 1191 break;
1318
1319 } 1192 }
1193
1320 if (more_info) 1194 if (more_info)
1321 { 1195 {
1322 if (op->stats.food)
1323 {
1324 if (op->stats.food != 0)
1325 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1326 strcat (retbuf, buf);
1327 }
1328 if (op->stats.grace)
1329 {
1330 sprintf (buf, "(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1331 strcat (retbuf, buf); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1332 }
1333 if (op->stats.sp)
1334 {
1335 sprintf (buf, "(magic%+d)", op->stats.sp);
1336 strcat (retbuf, buf);
1337 }
1338 if (op->stats.hp)
1339 {
1340 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1341 strcat (retbuf, buf);
1342 }
1343 } 1200 }
1344 1201
1345 if (op->stats.luck) 1202 if (op->stats.luck)
1346 {
1347 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1348 strcat (retbuf, buf); 1204
1349 } 1205 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1350 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1206 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1351 strcat (retbuf, "(lifesaving)"); 1207 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1352 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1208 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1353 strcat (retbuf, "(reflect spells)"); 1209
1354 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1355 strcat (retbuf, "(reflect missiles)");
1356 if (QUERY_FLAG (op, FLAG_STEALTH))
1357 strcat (retbuf, "(stealth)");
1358 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1359 {
1360 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1361 strcat (retbuf, buf); 1212
1362 } 1213 if (op->type == SKILL_TOOL && op->skill)
1363 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1214 buf.printf ("(%s)", &op->skill);
1215
1216 buf.add_abilities ("Attacks", op->attacktype);
1364 /* resistance on flesh is only visible for quetzals. If 1217 /* resistance on flesh is only visible for quetzals. If
1365 * non flesh, everyone can see its resistances 1218 * non flesh, everyone can see its resistances
1366 */ 1219 */
1367 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1220 if (op->type != FLESH || (owner && owner->is_dragon ()))
1368 strcat (retbuf, describe_resistance (op, 0)); 1221 buf << describe_resistance (op, 0);
1369 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1370 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1371 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1372 }
1373 1222
1223 buf.add_paths ("Attuned", op->path_attuned);
1224 buf.add_paths ("Repelled", op->path_repelled);
1225 buf.add_paths ("Denied", op->path_denied);
1226 }
1227
1374 return retbuf; 1228 return buf;
1229}
1230
1231std::string
1232object::describe_item (object *who)
1233{
1234 return std::string (::describe_item (this, who));
1235}
1236
1237static void
1238describe_dump_object (dynbuf &buf, object *ob)
1239{
1240 char *txt = dump_object (ob);
1241 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1242 buf << "\n" << txt << "\n";
1243
1244 if (!ob->is_arch ())
1245 describe_dump_object (buf, ob->arch);
1246}
1247
1248std::string
1249object::describe (object *who)
1250{
1251 dynbuf_text buf (1024, 1024);
1252
1253 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1254
1255 if (custom_name)
1256 buf.printf ("You call it %s.\r", &custom_name);
1257
1258 switch (type)
1259 {
1260 case SPELLBOOK:
1261 if (flag [FLAG_IDENTIFIED] && inv)
1262 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1263 break;
1264
1265 case BOOK:
1266 if (msg)
1267 buf << "Something is written in it.\r";
1268 break;
1269
1270 case CONTAINER:
1271 if (race)
1272 {
1273 if (weight_limit && stats.Str < 100)
1274 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1275 &race, weight_limit / (10.0 * (100 - stats.Str)));
1276 else
1277 buf.printf ("It can hold only %s.\r", &race);
1278 }
1279 else if (weight_limit && stats.Str < 100)
1280 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1281 break;
1282
1283 case WAND:
1284 if (flag [FLAG_IDENTIFIED])
1285 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1286 break;
1287 }
1288
1289 if (material != MATERIAL_NULL && !msg)
1290 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1291 << material->description
1292 << ".\r";
1293
1294 if (who)
1295 /* Where to wear this item */
1296 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1297 if (slot[i].info)
1298 {
1299 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1300
1301 if (slot[i].info < -1 && who->slot[i].info)
1302 buf.printf ("(%d)", -slot[i].info);
1303
1304 buf << ".\r";
1305 }
1306
1307 if (weight)
1308 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1309
1310 if (flag [FLAG_STARTEQUIP])
1311 buf << (nrof > 1 ? "They were" : "It was")
1312 << " given by a god and will vanish when dropped.\r";
1313
1314 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1315 {
1316 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1317
1318 if (who->is_in_shop ())
1319 {
1320 if (flag [FLAG_UNPAID])
1321 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1322 else
1323 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1324 }
1325 }
1326
1327 if (flag [FLAG_MONSTER])
1328 buf << describe_monster (who);
1329
1330 /* Is this item buildable? */
1331 if (flag [FLAG_IS_BUILDABLE])
1332 buf << "This is a buildable item.\r";
1333
1334 /* Does the object have a message? Don't show message for all object
1335 * types - especially if the first entry is a match
1336 */
1337 if (msg)
1338 {
1339 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1340 {
1341 if (!need_identify ())
1342 buf << '\r' << msg << '\n';
1343 else if (flag [FLAG_IDENTIFIED])
1344 buf << '\r' << "The object has a story:\r" << msg;
1345 }
1346 }
1347 else if (inv
1348 && inv->msg
1349 && inv->type == SPELL
1350 && flag [FLAG_IDENTIFIED]
1351 && (type == SPELLBOOK || type == ROD || type == WAND
1352 || type == POTION || type == SCROLL))
1353 // for spellbooks and other stuff that contains spells, print the spell message,
1354 // unless the object has a custom message handled above.
1355 buf << '\r' << inv->msg << '\n';
1356
1357 // try to display the duration for some potions and scrolls
1358 // this includes change ability potions and group spells,
1359 // but does not handle protection potions
1360 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1361 && (type == POTION || type == SCROLL))
1362 {
1363 object *spell = inv;
1364
1365 if (spell->subtype == SP_PARTY_SPELL)
1366 spell = spell->other_arch;
1367
1368 if (spell->subtype == SP_CHANGE_ABILITY)
1369 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1370 TICK2TIME (change_ability_duration (spell, this)));
1371 }
1372
1373 // some help text for skill tools
1374 if (type == SKILL_TOOL)
1375 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1376 "you can use the " << &skill << " skill as if you had learned it.>";
1377
1378 // Display a hint about inscribable items [empty books]
1379 // This includes the amount of text they can hold.
1380 if (type == INSCRIBABLE)
1381 {
1382 if (other_arch && other_arch->type == SCROLL)
1383 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1384 else
1385 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1386 weight_limit);
1387 }
1388
1389 buf << '\n';
1390
1391 // the dungeon master additionally gets a complete dump
1392 if (who && who->flag [FLAG_WIZLOOK])
1393 {
1394 buf << "\nT<Object>\n";
1395 describe_dump_object (buf, this);
1396
1397 if (inv)
1398 {
1399 buf << "\nT<Top Inventory>\n";
1400 describe_dump_object (buf, inv);
1401 }
1402 }
1403
1404 return std::string (buf.linearise (), buf.size ());
1405}
1406
1407void
1408examine (object *op, object *tmp)
1409{
1410 std::string info = tmp->describe (op);
1411
1412 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1413}
1414
1415/*
1416 * inventory prints object's inventory. If inv==NULL then print player's
1417 * inventory.
1418 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1419 */
1420const char *
1421object::query_inventory (object *who, const char *indent)
1422{
1423 static dynbuf_text buf; buf.clear ();
1424
1425 for (object *tmp = inv; tmp; tmp = tmp->below)
1426 if (who && who->flag [FLAG_WIZ])
1427 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1428 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1429 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1430
1431 if (buf.size ())
1432 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1433 else
1434 buf.printf ("%s(empty)\n", indent);
1435
1436 return buf;
1375} 1437}
1376 1438
1377/* Return true if the item is magical. A magical item is one that 1439/* Return true if the item is magical. A magical item is one that
1378 * increases/decreases any abilities, provides a resistance, 1440 * increases/decreases any abilities, provides a resistance,
1379 * has a generic magical bonus, or is an artifact. 1441 * has a generic magical bonus, or is an artifact.
1380 * This function is used by detect_magic to determine if an item 1442 * This function is used by detect_magic to determine if an item
1381 * should be marked as magical. 1443 * should be marked as magical.
1382 */ 1444 */
1383
1384int 1445int
1385is_magical (const object *op) 1446is_magical (const object *op)
1386{ 1447{
1387 int i; 1448 int i;
1388 1449
1389 /* living creatures are considered non magical */ 1450 /* living creatures are considered non magical */
1390 if (QUERY_FLAG (op, FLAG_ALIVE)) 1451 if (op->flag [FLAG_ALIVE])
1391 return 0; 1452 return 0;
1392 1453
1393 /* This is a test for it being an artifact, as artifacts have titles */ 1454 /* This is a test for it being an artifact, as artifacts have titles */
1394 if (op->title != NULL) 1455 if (op->title != NULL)
1395 return 1; 1456 return 1;
1401 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1462 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1402 return 1; 1463 return 1;
1403 1464
1404 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1465 /* Check for stealty, speed, flying, or just plain magic in the boots */
1405 /* Presume any boots that hvae a move_type are special. */ 1466 /* Presume any boots that hvae a move_type are special. */
1406 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1467 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1407 return 1; 1468 return 1;
1408 1469
1409 /* Take care of amulet/shield that reflects spells/missiles */ 1470 /* Take care of amulet/shield that reflects spells/missiles */
1410 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1471 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1411 return 1; 1472 return 1;
1412 1473
1413 /* Take care of helmet of xrays */ 1474 /* Take care of helmet of xrays */
1414 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1475 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1415 return 1; 1476 return 1;
1416 1477
1417 /* Potions & rods are always magical. Wands/staves are also magical, 1478 /* Potions & rods are always magical. Wands/staves are also magical,
1418 * assuming they still have any charges left. 1479 * assuming they still have any charges left.
1419 */ 1480 */
1439 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1500 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1440 return 1; 1501 return 1;
1441 1502
1442 /* Check to see if it increases/decreases any stats */ 1503 /* Check to see if it increases/decreases any stats */
1443 for (i = 0; i < NUM_STATS; i++) 1504 for (i = 0; i < NUM_STATS; i++)
1444 if (get_attr_value (&(op->stats), i) != 0) 1505 if (op->stats.stat (i))
1445 return 1; 1506 return 1;
1446 1507
1447 /* If it doesn't fall into any of the above categories, must 1508 /* If it doesn't fall into any of the above categories, must
1448 * be non magical. 1509 * be non magical.
1449 */ 1510 */
1450 return 0; 1511 return 0;
1451} 1512}
1452 1513
1453/* need_identify returns true if the item should be identified. This
1454 * function really should not exist - by default, any item not identified
1455 * should need it.
1456 */
1457
1458int
1459need_identify (const object *op)
1460{
1461 switch (op->type)
1462 {
1463 case RING:
1464 case WAND:
1465 case ROD:
1466 case HORN:
1467 case SCROLL:
1468 case SKILL:
1469 case SKILLSCROLL:
1470 case SPELLBOOK:
1471 case FOOD:
1472 case POTION:
1473 case BOW:
1474 case ARROW:
1475 case WEAPON:
1476 case ARMOUR:
1477 case SHIELD:
1478 case HELMET:
1479 case AMULET:
1480 case BOOTS:
1481 case GLOVES:
1482 case BRACERS:
1483 case GIRDLE:
1484 case CONTAINER:
1485 case DRINK:
1486 case FLESH:
1487 case INORGANIC:
1488 case CLOSE_CON:
1489 case CLOAK:
1490 case GEM:
1491 case POWER_CRYSTAL:
1492 case POISON:
1493 case BOOK:
1494 case SKILL_TOOL:
1495 return 1;
1496 }
1497 /* Try to track down some stuff that may show up here. Thus, the
1498 * archetype file can be updated, and this function removed.
1499 */
1500#if 0
1501 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1502#endif
1503 return 0;
1504}
1505
1506/* 1514/*
1507 * Supposed to fix face-values as well here, but later. 1515 * Supposed to fix face-values as well here, but later.
1508 */ 1516 */
1509void 1517void
1510identify (object *op) 1518identify (object *op)
1511{ 1519{
1512 object *pl; 1520 op->set_flag (FLAG_IDENTIFIED);
1513 1521 op->clr_flag (FLAG_KNOWN_MAGICAL);
1514 SET_FLAG (op, FLAG_IDENTIFIED); 1522 op->clr_flag (FLAG_NO_SKILL_IDENT);
1515 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1516 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1517 1523
1518 /* 1524 /*
1519 * We want autojoining of equal objects: 1525 * We want autojoining of equal objects:
1520 */ 1526 */
1521 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1527 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1522 SET_FLAG (op, FLAG_KNOWN_CURSED); 1528 op->set_flag (FLAG_KNOWN_CURSED);
1523 1529
1524 if (op->type == POTION) 1530 if (op->type == POTION)
1525 { 1531 {
1526 if (op->inv && op->randomitems) 1532 if (op->inv && op->randomitems)
1527 op->title = op->inv->name; 1533 op->title = op->inv->name;
1528 else if (op->arch) 1534 else if (op->arch)
1529 { 1535 {
1530 op->name = op->arch->clone.name; 1536 op->name = op->arch->object::name;
1531 op->name_pl = op->arch->clone.name_pl; 1537 op->name_pl = op->arch->object::name_pl;
1532 } 1538 }
1533 } 1539 }
1534 1540
1535 /* If the object is on a map, make sure we update its face */ 1541 /* If the object is on a map, make sure we update its face */
1536 if (op->map) 1542 if (op->map)
1537 update_object (op, UP_OBJ_FACE); 1543 update_object (op, UP_OBJ_CHANGE);
1538 else 1544
1539 { 1545 if (object *pl = op->visible_to ())
1540 pl = op->in_player ();
1541 if (pl)
1542 /* A lot of the values can change from an update - might as well send 1546 /* A lot of the values can change from an update - might as well send
1543 * it all. 1547 * it all.
1544 */ 1548 */
1545 esrv_send_item (pl, op); 1549 esrv_send_item (pl, op);
1546 }
1547} 1550}
1548 1551

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