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Comparing deliantra/server/common/item.C (file contents):
Revision 1.11 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.53 by root, Sun Jan 11 06:08:40 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 25#include <living.h>
27#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 29
29/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
157 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
162 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {WALL, "wall", "walls", 0, 0},
164 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
166 {MONSTER, "monster", "monsters", 0, 0},
167 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {TOOL, "tool", "tools", 0, 0},
171 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
172 {BUILDFAC, "building facility", "building facilities", 0, 0},
173 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
174 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
175 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
176 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
177 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
184 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
185 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
186 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
187 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
188 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
189 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
190 {FIREHOLES, "fireholes", "fireholes", 0, 0},
191 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
192 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
193 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
194 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
195 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
257}; 252};
258 253
259int 254int
260get_power_from_ench (int ench) 255get_power_from_ench (int ench)
261{ 256{
262 if (ench < 0)
263 ench = 0;
264 if (ench > 20)
265 ench = 20;
266 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
267} 258}
268 259
269/* This takes an object 'op' and figures out what its item_power 260/* This takes an object 'op' and figures out what its item_power
270 * rating should be. This should only really be used by the treasure 261 * rating should be. This should only really be used by the treasure
271 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
278{ 269{
279 int i, tmp, enc; 270 int i, tmp, enc;
280 271
281 enc = 0; 272 enc = 0;
282 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
283 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
284 275
285 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
286 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
287 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
288 * armour shouldn't be counted against 279 * armour shouldn't be counted against
305 if (op->type == WEAPON) 296 if (op->type == WEAPON)
306 { 297 {
307 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
308 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
309 enc++; 300 enc++;
301
310 if (op->slaying) 302 if (op->slaying)
311 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
312 } 304 }
305
313 /* Items the player can equip */ 306 /* Items the player can equip */
314 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
315 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
316 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
317 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
320 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
321 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
322 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
323 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
324 } 317 }
318
325 enc += op->stats.luck; 319 enc += op->stats.luck;
326 320
327 /* Do spell paths now */ 321 /* Do spell paths now */
328 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
329 { 323 {
349 enc += 1; 343 enc += 1;
350 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
351 enc += 1; 345 enc += 1;
352 346
353 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
354
355} 348}
356 349
357/* returns the typedata that has a number equal to itemtype, if there 350/* returns the typedata that has a number equal to itemtype, if there
358 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
359
360const typedata * 352const typedata *
361get_typedata (int itemtype) 353get_typedata (int itemtype)
362{ 354{
363 int i; 355 int i;
364 356
365 for (i = 0; i < item_types_size; i++) 357 for (i = 0; i < item_types_size; i++)
366 if (item_types[i].number == itemtype) 358 if (item_types[i].number == itemtype)
367 return &item_types[i]; 359 return &item_types[i];
360
368 return NULL; 361 return NULL;
369} 362}
370 363
371/* 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
372 * 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
373 * one return NULL */ 366 * one return NULL */
374
375const typedata * 367const typedata *
376get_typedata_by_name (const char *name) 368get_typedata_by_name (const char *name)
377{ 369{
378 int i; 370 int i;
379 371
380 for (i = 0; i < item_types_size; i++) 372 for (i = 0; i < item_types_size; i++)
381 if (!strcmp (item_types[i].name, name)) 373 if (!strcmp (item_types[i].name, name))
382 return &item_types[i]; 374 return &item_types[i];
375
383 for (i = 0; i < item_types_size; i++) 376 for (i = 0; i < item_types_size; i++)
384 if (!strcmp (item_types[i].name_pl, name)) 377 if (!strcmp (item_types[i].name_pl, name))
385 { 378 {
386 LOG (llevInfo, 379 LOG (llevInfo,
387 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
388 return &item_types[i]; 381 return &item_types[i];
389 } 382 }
383
390 return NULL; 384 return NULL;
391} 385}
392 386
393/* describe_resistance generates the visible naming for resistances. 387/* describe_resistance generates the visible naming for resistances.
394 * returns a static array of the description. This can return 388 * returns a static array of the description. This can return
395 * a big buffer. 389 * a big buffer.
396 * if newline is true, we don't put parens around the description 390 * if newline is true, we don't put parens around the description
397 * but do put a newline at the end. Useful when dumping to files 391 * but do put a newline at the end. Useful when dumping to files
398 */ 392 */
399char * 393const char *
400describe_resistance (const object *op, int newline) 394describe_resistance (const object *op, int newline)
401{ 395{
402 static char buf[VERY_BIG_BUF]; 396 static char buf[VERY_BIG_BUF];
403 char buf1[VERY_BIG_BUF]; 397 char buf1[VERY_BIG_BUF];
404 int tmpvar; 398 int tmpvar;
423/* 417/*
424 * query_weight(object) returns a character pointer to a static buffer 418 * query_weight(object) returns a character pointer to a static buffer
425 * containing the text-representation of the weight of the given object. 419 * containing the text-representation of the weight of the given object.
426 * The buffer will be overwritten by the next call to query_weight(). 420 * The buffer will be overwritten by the next call to query_weight().
427 */ 421 */
428 422const char *
429char *
430query_weight (const object *op) 423query_weight (const object *op)
431{ 424{
432 static char buf[10]; 425 static char buf[10];
433 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 426 sint32 i = op->total_weight ();
434 427
435 if (op->weight < 0) 428 if (op->weight < 0)
436 return " "; 429 return " ";
430
437 if (i % 1000) 431 if (i % 1000)
438 sprintf (buf, "%6.1f", i / 1000.0); 432 sprintf (buf, "%6.1f", i / 1000.0);
439 else 433 else
440 sprintf (buf, "%4d ", i / 1000); 434 sprintf (buf, "%4d ", i / 1000);
435
441 return buf; 436 return buf;
442} 437}
443 438
444/* 439/*
445 * Returns the pointer to a static buffer containing 440 * Returns the pointer to a static buffer containing
446 * the number requested (of the form first, second, third...) 441 * the number requested (of the form first, second, third...)
447 */ 442 */
448 443const char *
449char *
450get_levelnumber (int i) 444get_levelnumber (int i)
451{ 445{
452 static char buf[MAX_BUF]; 446 static char buf[MAX_BUF];
453 447
454 if (i > 99) 448 if (i > 99)
455 { 449 {
456 sprintf (buf, "%d.", i); 450 sprintf (buf, "%d.", i);
457 return buf; 451 return buf;
458 } 452 }
453
459 if (i < 21) 454 if (i < 21)
460 return levelnumbers[i]; 455 return levelnumbers[i];
461 if (!(i % 10)) 456 if (!(i % 10))
462 return levelnumbers_10[i / 10]; 457 return levelnumbers_10[i / 10];
458
463 strcpy (buf, numbers_10[i / 10]); 459 strcpy (buf, numbers_10[i / 10]);
464 strcat (buf, levelnumbers[i % 10]); 460 strcat (buf, levelnumbers[i % 10]);
465 return buf; 461 return buf;
466} 462}
467
468 463
469/* 464/*
470 * get_number(integer) returns the text-representation of the given number 465 * get_number(integer) returns the text-representation of the given number
471 * in a static buffer. The buffer might be overwritten at the next 466 * in a static buffer. The buffer might be overwritten at the next
472 * call to get_number(). 467 * call to get_number().
473 * It is currently only used by the query_name() function. 468 * It is currently only used by the query_name() function.
474 */ 469 */
475 470const char *
476char *
477get_number (int i) 471get_number (int i)
478{ 472{
479 if (i <= 20) 473 if (i <= 20)
480 return numbers[i]; 474 return numbers[i];
481 else 475 else
498 */ 492 */
499 493
500/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 494/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
501 * from stats.sp - b.t. 495 * from stats.sp - b.t.
502 */ 496 */
503char * 497const char *
504ring_desc (const object *op) 498ring_desc (const object *op)
505{ 499{
506 static char buf[VERY_BIG_BUF]; 500 static dynbuf_text buf; buf.clear ();
507 int attr, val, len; 501 int attr, val, len;
508 502
509 buf[0] = 0;
510
511 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 503 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
512 return buf; 504 {
513
514 for (attr = 0; attr < NUM_STATS; attr++) 505 for (attr = 0; attr < NUM_STATS; attr++)
515 { 506 if ((val = op->stats.stat (attr)))
516 if ((val = get_attr_value (&(op->stats), attr)) != 0)
517 {
518 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 buf.printf ("(%s%+d)", short_stat_name[attr], val);
519 }
520 }
521 if (op->stats.exp)
522 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
523 if (op->stats.wc)
524 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
525 if (op->stats.dam)
526 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
527 if (op->stats.ac)
528 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
529 508
509 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
510 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
511 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
512 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
513
530 strcat (buf, describe_resistance (op, 0)); 514 buf << describe_resistance (op, 0);
531 515
532 if (op->stats.food != 0) 516 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
533 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 517 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
534 /* else if (op->stats.food < 0) 518 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
535 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 519 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
536 if (op->stats.grace) 520 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
537 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
538 if (op->stats.sp && op->type != SKILL)
539 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
540 if (op->stats.hp)
541 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
542 if (op->stats.luck)
543 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
544 if (QUERY_FLAG (op, FLAG_LIFESAVE))
545 strcat (buf, "(lifesaving)");
546 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
547 strcat (buf, "(reflect spells)");
548 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
549 strcat (buf, "(reflect missiles)");
550 if (QUERY_FLAG (op, FLAG_STEALTH))
551 strcat (buf, "(stealth)");
552 /* Shorten some of the names, so they appear better in the windows */
553 len = strlen (buf);
554 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
557 521
558 /* if(op->item_power) 522 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
559 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 523 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
560 */ 524 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
561 if (buf[0] == 0 && op->type != SKILL) 525 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
562 strcpy (buf, "of adornment");
563 526
527 buf.add_paths ("Attuned" , op->path_attuned);
528 buf.add_paths ("Repelled", op->path_repelled);
529 buf.add_paths ("Denied" , op->path_denied);
530
531 if (buf.empty ())
532 buf << "of adornment";
533 }
564 534
565 return buf; 535 return buf;
566} 536}
567 537
568/* 538/*
570 * contain any information about object status (worn/cursed/etc.) 540 * contain any information about object status (worn/cursed/etc.)
571 */ 541 */
572const char * 542const char *
573query_short_name (const object *op) 543query_short_name (const object *op)
574{ 544{
575 static char buf[HUGE_BUF];
576 char buf2[HUGE_BUF];
577 int len = 0;
578
579 if (op->name == NULL) 545 if (!op->name)
580 return "(null)"; 546 return "(null)";
581 547
582 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 548 if (!op->nrof
549 && !op->weight
550 && !op->title
551 && !is_magical (op)
552 && op->slaying != shstr_money)
583 return op->name; /* To speed things up (or make things slower?) */ 553 return op->name; /* To speed things up (or make things slower?) */
584 554
585 if (op->nrof <= 1) 555 static dynbuf_text buf; buf.clear ();
586 safe_strcat (buf, op->name, &len, HUGE_BUF); 556
587 else 557 buf << (op->nrof <= 1 ? op->name : op->name_pl);
588 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
589 558
590 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 559 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
591 { 560 buf << ' ' << op->title;
592 safe_strcat (buf, " ", &len, HUGE_BUF);
593 safe_strcat (buf, op->title, &len, HUGE_BUF);
594 }
595 561
596 switch (op->type) 562 switch (op->type)
597 { 563 {
598 case SPELLBOOK: 564 case SPELLBOOK:
599 case SCROLL: 565 case SCROLL:
600 case WAND: 566 case WAND:
601 case ROD: 567 case ROD:
602 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 568 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
603 { 569 {
604 if (!op->title) 570 if (!op->title)
605 { 571 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
606 safe_strcat (buf, " of ", &len, HUGE_BUF); 572
607 if (op->inv)
608 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
609 else
610 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
611 }
612 if (op->type != SPELLBOOK) 573 if (op->type != SPELLBOOK)
613 {
614 sprintf (buf2, " (lvl %d)", op->level); 574 buf.printf (" (lvl %d)", op->level);
615 safe_strcat (buf, buf2, &len, HUGE_BUF);
616 }
617 } 575 }
618 break; 576 break;
619 577
578 case ALTAR:
579 case TRIGGER_ALTAR:
580 case IDENTIFY_ALTAR:
581 case CONVERTER:
582 if (op->slaying == shstr_money)
583 {
584 bool wrap = !!buf.size ();
585
586 if (wrap) buf << " [";
587
588 archetype *coin = 0;
589
590 for (char const *const *c = coins; *coins; ++c)
591 if ((coin = archetype::find (*c)))
592 if (op->stats.food % coin->value == 0)
593 break;
594
595 sint32 coins = op->stats.food / coin->value;
596
597 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
598
599 if (wrap) buf << ']';
600 }
601 break;
602
620 case SKILL: 603 case SKILL:
621 case AMULET: 604 case AMULET:
622 case RING: 605 case RING:
623 if (!op->title) 606 if (!op->title)
624 { 607 {
625 /* If ring has a title, full description isn't so useful */ 608 /* If ring has a title, full description isn't so useful */
626 char *s = ring_desc (op); 609 const char *s = ring_desc (op);
627 610
628 if (s[0]) 611 if (s && *s)
629 { 612 buf << " " << s;
630 safe_strcat (buf, " ", &len, HUGE_BUF);
631 safe_strcat (buf, s, &len, HUGE_BUF);
632 }
633 } 613 }
634 break; 614 break;
615
635 default: 616 default:
636 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 617 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
637 {
638 sprintf (buf2, " %+d", op->magic); 618 buf.printf (" %+d", op->magic);
639 safe_strcat (buf, buf2, &len, HUGE_BUF);
640 }
641 } 619 }
620
642 return buf; 621 return buf;
643} 622}
644 623
645/* 624/*
646 * query_name(object) returns a character pointer pointing to a static 625 * query_name(object) returns a character pointer pointing to a static
651 * overwritten. This may be a bad thing (it may be easier to assume the value 630 * overwritten. This may be a bad thing (it may be easier to assume the value
652 * returned is good forever.) However, it makes printing statements that 631 * returned is good forever.) However, it makes printing statements that
653 * use several names much easier (don't need to store them to temp variables.) 632 * use several names much easier (don't need to store them to temp variables.)
654 * 633 *
655 */ 634 */
656char * 635const char *
657query_name (const object *op) 636query_name (const object *op)
658{ 637{
659 static char buf[5][HUGE_BUF]; 638 int len = 0;
639 static dynbuf_text bufs[5];
660 static int use_buf = 0; 640 static int use_buf = 0;
661 int len = 0;
662
663#ifdef NEW_MATERIAL_CODE
664 materialtype_t *mt;
665#endif
666 641
667 use_buf++; 642 use_buf++;
668 use_buf %= 5; 643 use_buf %= 5;
669 644
670#ifdef NEW_MATERIAL_CODE 645 dynbuf_text &buf = bufs [use_buf];
646 buf.clear ();
647
671 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 648 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
672 {
673 mt = name_to_material (op->materialname); 649 if (materialtype_t *mt = name_to_material (op->materialname))
674 if (mt) 650 buf << mt->description << ' ';
675 {
676 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
677 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
678 }
679 }
680#endif
681 651
682 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 652 buf << query_short_name (op);
683 653
684 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 654 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
685 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 655 buf << " *";
686 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 656 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
687 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 657 buf << " (open)";
688 658
689 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 659 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
690 { 660 {
691 if (QUERY_FLAG (op, FLAG_DAMNED)) 661 if (QUERY_FLAG (op, FLAG_DAMNED))
692 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 662 buf << " (damned)";
693 else if (QUERY_FLAG (op, FLAG_CURSED)) 663 else if (QUERY_FLAG (op, FLAG_CURSED))
694 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 664 buf << " (cursed)";
695 } 665 }
666
696 /* Basically, if the object is known magical (detect magic spell on it), 667 /* Basically, if the object is known magical (detect magic spell on it),
697 * and it isn't identified, print out the fact that 668 * and it isn't identified, print out the fact that
698 * it is magical. Assume that the detect magical spell will only set 669 * it is magical. Assume that the detect magical spell will only set
699 * KNOWN_MAGICAL if the item actually is magical. 670 * KNOWN_MAGICAL if the item actually is magical.
700 * 671 *
701 * Changed in V 0.91.4 - still print that the object is magical even 672 * Changed in V 0.91.4 - still print that the object is magical even
702 * if it has been applied. Equipping an item does not tell full 673 * if it has been applied. Equipping an item does not tell full
703 * abilities, especially for artifact items. 674 * abilities, especially for artifact items.
704 */ 675 */
705 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 676 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
706 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 677 buf << " (magic)";
707 678
708#if 0 679#if 0
709 /* item_power will be returned in desribe_item - it shouldn't really 680 /* item_power will be returned in desribe_item - it shouldn't really
710 * be returned in the name. 681 * be returned in the name.
711 */ 682 */
716 687
717 if (QUERY_FLAG (op, FLAG_APPLIED)) 688 if (QUERY_FLAG (op, FLAG_APPLIED))
718 { 689 {
719 switch (op->type) 690 switch (op->type)
720 { 691 {
721 case BOW: 692 case BOW:
722 case WAND: 693 case WAND:
723 case ROD: 694 case ROD:
724 case HORN: 695 case HORN:
725 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
726 break; 697 break;
727 case WEAPON: 698 case WEAPON:
728 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 699 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
729 break; 700 break;
730 case ARMOUR: 701 case ARMOUR:
731 case HELMET: 702 case HELMET:
732 case SHIELD: 703 case SHIELD:
733 case RING: 704 case RING:
734 case BOOTS: 705 case BOOTS:
735 case GLOVES: 706 case GLOVES:
736 case AMULET: 707 case AMULET:
737 case GIRDLE: 708 case GIRDLE:
738 case BRACERS: 709 case BRACERS:
739 case CLOAK: 710 case CLOAK:
740 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 711 buf << " (worn)";
741 break; 712 break;
742 case CONTAINER: 713 case CONTAINER:
743 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 714 buf << " (active)";
744 break; 715 break;
745 case SKILL: 716 case SKILL:
746 default: 717 default:
747 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 718 buf << " (applied)";
748 } 719 }
749 } 720 }
721
750 if (QUERY_FLAG (op, FLAG_UNPAID)) 722 if (QUERY_FLAG (op, FLAG_UNPAID))
751 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 723 buf << " (unpaid)";
752 724
753 return buf[use_buf]; 725 return buf;
754} 726}
755 727
756/* 728/*
757 * query_base_name(object) returns a character pointer pointing to a static 729 * query_base_name(object) returns a character pointer pointing to a static
758 * buffer which contains a verbose textual representation of the name 730 * buffer which contains a verbose textual representation of the name
763 * If plural is set, we generate the plural name of this. 735 * If plural is set, we generate the plural name of this.
764 */ 736 */
765const char * 737const char *
766query_base_name (const object *op, int plural) 738query_base_name (const object *op, int plural)
767{ 739{
768 static char buf[MAX_BUF], buf2[MAX_BUF];
769 int len;
770 materialtype_t *mt;
771
772 if ((!plural && !op->name) || (plural && !op->name_pl)) 740 if ((!plural && !op->name) || (plural && !op->name_pl))
773 return "(null)"; 741 return "(null)";
774 742
775 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 743 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
776 return op->name; /* To speed things up (or make things slower?) */ 744 return op->name; /* To speed things up (or make things slower?) */
777 745
746 static dynbuf_text buf; buf.clear ();
747
778 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 748 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
779 mt = name_to_material (op->materialname); 749 if (materialtype_t *mt = name_to_material (op->materialname))
750 if (op->arch->materialname != mt->name)
751 buf << mt->description << ' ';
780 752
781#ifdef NEW_MATERIAL_CODE 753 buf << (plural ? op->name_pl : op->name);
782 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
783 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
784 {
785 strcpy (buf, mt->description);
786 len = strlen (buf);
787 safe_strcat (buf, " ", &len, MAX_BUF);
788 if (!plural)
789 safe_strcat (buf, op->name, &len, MAX_BUF);
790 else
791 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
792 }
793 else
794 {
795#endif
796 if (!plural)
797 strcpy (buf, op->name);
798 else
799 strcpy (buf, op->name_pl);
800 len = strlen (buf);
801#ifdef NEW_MATERIAL_CODE
802 }
803#endif
804 754
805 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 755 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
806 { 756 buf << ' ' << op->title;
807 safe_strcat (buf, " ", &len, MAX_BUF);
808 safe_strcat (buf, op->title, &len, MAX_BUF);
809 }
810 757
811 switch (op->type) 758 switch (op->type)
812 { 759 {
813 case SPELLBOOK: 760 case SPELLBOOK:
814 case SCROLL: 761 case SCROLL:
815 case WAND: 762 case WAND:
816 case ROD: 763 case ROD:
817 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 764 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
818 { 765 {
819 if (!op->title) 766 if (!op->title)
820 { 767 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
821 safe_strcat (buf, " of ", &len, MAX_BUF); 768
822 if (op->inv)
823 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
824 else
825 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
826 }
827 if (op->type != SPELLBOOK) 769 if (op->type != SPELLBOOK)
828 {
829 sprintf (buf2, " (lvl %d)", op->level); 770 buf.printf (" (lvl %d)", op->level);
830 safe_strcat (buf, buf2, &len, MAX_BUF);
831 }
832 } 771 }
833 break; 772 break;
834 773
835 774
836 case SKILL: 775 case SKILL:
837 case AMULET: 776 case AMULET:
838 case RING: 777 case RING:
839 if (!op->title) 778 if (!op->title)
840 { 779 {
841 /* If ring has a title, full description isn't so useful */ 780 /* If ring has a title, full description isn't so useful */
842 char *s = ring_desc (op); 781 const char *s = ring_desc (op);
843 782
844 if (s[0]) 783 if (s && *s)
845 { 784 buf << ' ' << s;
846 safe_strcat (buf, " ", &len, MAX_BUF);
847 safe_strcat (buf, s, &len, MAX_BUF);
848 }
849 } 785 }
850 break; 786 break;
787
851 default: 788 default:
852 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 789 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
853 { 790 buf.printf (" %+d", op->magic);
854 sprintf (buf + strlen (buf), " %+d", op->magic);
855 }
856 } 791 }
792
857 return buf; 793 return buf;
858} 794}
859 795
860/* Break this off from describe_item - that function was way 796/* Break this off from describe_item - that function was way
861 * too long, making it difficult to read. This function deals 797 * too long, making it difficult to read. This function deals
862 * with describing the monsters & players abilities. It should only 798 * with describing the monsters & players abilities. It should only
863 * be called with monster & player objects. Returns a description 799 * be called with monster & player objects. Returns a description
864 * in a static buffer. 800 * in a static buffer.
865 */ 801 */
866
867static char * 802static const char *
868describe_monster (const object *op) 803describe_monster (const object *op)
869{ 804{
870 char buf[MAX_BUF]; 805 static dynbuf_text buf; buf.clear ();
871 static char retbuf[VERY_BIG_BUF];
872 int i;
873
874 retbuf[0] = '\0';
875 806
876 /* Note that the resolution this provides for players really isn't 807 /* Note that the resolution this provides for players really isn't
877 * very good. Any player with a speed greater than .67 will 808 * very good. Any player with a speed greater than .67 will
878 * fall into the 'lightning fast movement' category. 809 * fall into the 'lightning fast movement' category.
879 */ 810 */
880 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 811 if (op->has_active_speed ())
881 {
882 switch ((int) ((FABS (op->speed)) * 15)) 812 switch ((int) ((FABS (op->speed)) * 15))
883 { 813 {
884 case 0: 814 case 0:
885 strcat (retbuf, "(very slow movement)"); 815 buf << "(very slow movement)";
886 break; 816 break;
887 case 1: 817 case 1:
888 strcat (retbuf, "(slow movement)"); 818 buf << "(slow movement)";
889 break; 819 break;
890 case 2: 820 case 2:
891 strcat (retbuf, "(normal movement)"); 821 buf << "(normal movement)";
892 break; 822 break;
893 case 3: 823 case 3:
894 case 4: 824 case 4:
895 strcat (retbuf, "(fast movement)"); 825 buf << "(fast movement)";
896 break; 826 break;
897 case 5: 827 case 5:
898 case 6: 828 case 6:
899 strcat (retbuf, "(very fast movement)"); 829 buf << "(very fast movement)";
900 break; 830 break;
901 case 7: 831 case 7:
902 case 8: 832 case 8:
903 case 9: 833 case 9:
904 case 10: 834 case 10:
905 strcat (retbuf, "(extremely fast movement)"); 835 buf << "(extremely fast movement)";
906 break; 836 break;
907 default: 837 default:
908 strcat (retbuf, "(lightning fast movement)"); 838 buf << "(lightning fast movement)";
909 break; 839 break;
910 } 840 }
911 } 841
912 if (QUERY_FLAG (op, FLAG_UNDEAD)) 842 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
913 strcat (retbuf, "(undead)");
914 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 843 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
915 strcat (retbuf, "(see invisible)"); 844 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
916 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 845 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
917 strcat (retbuf, "(wield weapon)"); 846 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
918 if (QUERY_FLAG (op, FLAG_USE_BOW)) 847 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
919 strcat (retbuf, "(archer)"); 848 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
920 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 849 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
921 strcat (retbuf, "(wear armour)");
922 if (QUERY_FLAG (op, FLAG_USE_RING))
923 strcat (retbuf, "(wear ring)");
924 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
925 strcat (retbuf, "(read scroll)");
926 if (QUERY_FLAG (op, FLAG_USE_RANGE))
927 strcat (retbuf, "(fires wand/rod/horn)");
928 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 850 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
929 strcat (retbuf, "(skill user)"); 851 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
930 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 852 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
931 strcat (retbuf, "(spellcaster)");
932 if (QUERY_FLAG (op, FLAG_FRIENDLY))
933 strcat (retbuf, "(friendly)");
934 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 853 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
935 strcat (retbuf, "(unaggressive)"); 854 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
936 if (QUERY_FLAG (op, FLAG_HITBACK)) 855 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
937 strcat (retbuf, "(hitback)"); 856
938 if (QUERY_FLAG (op, FLAG_STEALTH))
939 strcat (retbuf, "(stealthy)");
940 if (op->randomitems != NULL) 857 if (op->randomitems)
941 { 858 {
942 treasure *t;
943 int first = 1; 859 bool first = 1;
944 860
945 for (t = op->randomitems->items; t != NULL; t = t->next) 861 for (treasure *t = op->randomitems->items; t; t = t->next)
946 if (t->item && (t->item->clone.type == SPELL)) 862 if (t->item && t->item->type == SPELL)
947 { 863 {
948 if (first) 864 if (first)
949 { 865 buf << "(Spell abilities:)";
866
950 first = 0; 867 first = 0;
951 strcat (retbuf, "(Spell abilities:)"); 868
952 } 869 buf << '(' << t->item->object::name << ')';
953 strcat (retbuf, "(");
954 strcat (retbuf, t->item->clone.name);
955 strcat (retbuf, ")");
956 } 870 }
957 } 871 }
872
958 if (op->type == PLAYER) 873 if (op->type == PLAYER)
959 { 874 {
960 if (op->contr->digestion) 875 if (op->contr->digestion)
961 {
962 if (op->contr->digestion != 0)
963 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 876 buf.printf ("(sustenance%+d)", op->contr->digestion);
964 strcat (retbuf, buf); 877
965 }
966 if (op->contr->gen_grace) 878 if (op->contr->gen_grace)
967 {
968 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 879 buf.printf ("(grace%+d)", op->contr->gen_grace);
969 strcat (retbuf, buf); 880
970 }
971 if (op->contr->gen_sp) 881 if (op->contr->gen_sp)
972 {
973 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 882 buf.printf ("(magic%+d)", op->contr->gen_sp);
974 strcat (retbuf, buf); 883
975 }
976 if (op->contr->gen_hp) 884 if (op->contr->gen_hp)
977 {
978 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 885 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
979 strcat (retbuf, buf); 886
980 }
981 if (op->stats.luck) 887 if (op->stats.luck)
982 {
983 sprintf (buf, "(luck%+d)", op->stats.luck); 888 buf.printf ("(luck%+d)", op->stats.luck);
984 strcat (retbuf, buf);
985 }
986 } 889 }
987 890
988 /* describe attacktypes */ 891 /* describe attacktypes */
989 if (is_dragon_pl (op)) 892 if (is_dragon_pl (op))
990 { 893 {
992 * Break apart the for loop - move the comparison checking down - 895 * Break apart the for loop - move the comparison checking down -
993 * this makes it more readable. 896 * this makes it more readable.
994 */ 897 */
995 object *tmp; 898 object *tmp;
996 899
997 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 900 for (tmp = op->inv; tmp; tmp = tmp->below)
998 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 901 if (tmp->type == SKILL && tmp->name == shstr_clawing)
999 break; 902 break;
1000 903
1001 if (tmp && tmp->attacktype != 0) 904 if (tmp && tmp->attacktype)
1002 { 905 buf.add_abilities ("Claws", tmp->attacktype);
1003 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1004 }
1005 else 906 else
1006 { 907 buf.add_abilities ("Attacks", op->attacktype);
1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1008 }
1009 } 908 }
1010 else 909 else
1011 { 910 buf.add_abilities ("Attacks", op->attacktype);
1012 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 911
1013 } 912 buf.add_paths ("Attuned" , op->path_attuned);
1014 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 913 buf.add_paths ("Repelled", op->path_repelled);
1015 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 914 buf.add_paths ("Denied" , op->path_denied);
1016 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 915
1017 for (i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
1018 {
1019 if (op->resist[i]) 917 if (op->resist[i])
1020 {
1021 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 918 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1022 strcat (retbuf, buf); 919
1023 }
1024 }
1025 return retbuf; 920 return buf;
1026} 921}
1027
1028 922
1029/* 923/*
1030 * Returns a pointer to a static buffer which contains a 924 * Returns a pointer to a static buffer which contains a
1031 * description of the given object. 925 * description of the given object.
1032 * If it is a monster, lots of information about its abilities 926 * If it is a monster, lots of information about its abilities
1050 * 944 *
1051 * Add 'owner' who is the person examining this object. 945 * Add 'owner' who is the person examining this object.
1052 * owner can be null if no one is being associated with this 946 * owner can be null if no one is being associated with this
1053 * item (eg, debug dump or the like) 947 * item (eg, debug dump or the like)
1054 */ 948 */
1055 949const char *
1056char *
1057describe_item (const object *op, object *owner) 950describe_item (const object *op, object *owner)
1058{ 951{
1059 char buf[MAX_BUF]; 952 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1060 static char retbuf[VERY_BIG_BUF]; 953 return describe_monster (op);
954
955 static dynbuf_text buf; buf.clear ();
1061 int identified, i; 956 int identified, i;
1062 957
1063 retbuf[0] = '\0';
1064 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1065 {
1066 return describe_monster (op);
1067 }
1068 /* figure this out once, instead of making multiple calls to need_identify. 958 /* figure this out once, instead of making multiple calls to need_identify.
1069 * also makes the code easier to read. 959 * also makes the code easier to read.
1070 */ 960 */
1071 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 961 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1072 identified = 1; 962 if (!identified)
1073 else 963 buf << "(unidentified)";
1074 { 964
1075 strcpy (retbuf, "(unidentified)");
1076 identified = 0;
1077 }
1078 switch (op->type) 965 switch (op->type)
1079 { 966 {
1080 case BOW: 967 case BOW:
1081 case ARROW: 968 case ARROW:
1082 case WAND: 969 case WAND:
1083 case ROD: 970 case ROD:
1084 case HORN: 971 case HORN:
1085 case WEAPON: 972 case WEAPON:
1086 case ARMOUR: 973 case ARMOUR:
1087 case HELMET: 974 case HELMET:
1088 case SHIELD: 975 case SHIELD:
1089 case BOOTS: 976 case BOOTS:
1090 case GLOVES: 977 case GLOVES:
1091 case GIRDLE: 978 case GIRDLE:
1092 case BRACERS: 979 case BRACERS:
1093 case CLOAK: 980 case CLOAK:
1094 case SKILL_TOOL: 981 case SKILL_TOOL:
1095 break; /* We have more information to do below this switch */ 982 break; /* We have more information to do below this switch */
1096 983
1097 case POWER_CRYSTAL: 984 case POWER_CRYSTAL:
1098 if (op->stats.maxsp > 1000) 985 if (op->stats.maxsp > 1000)
1099 { /*higher capacity crystals */ 986 { /*higher capacity crystals */
1100 i = (op->stats.maxsp % 100) / 10; 987 i = (op->stats.maxsp % 1000) / 100;
988
1101 if (i) 989 if (i)
1102 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 990 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1103 else 991 else
1104 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 992 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1105 } 993 }
1106 else 994 else
1107 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 995 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1108 strcat (retbuf, buf); 996
1109 i = (op->stats.sp * 10) / op->stats.maxsp; 997 i = (op->stats.sp * 10) / op->stats.maxsp;
1110 if (op->stats.sp == 0) 998 if (op->stats.sp == 0)
1111 strcat (retbuf, "empty."); 999 buf << "empty.";
1112 else if (i == 0) 1000 else if (i == 0)
1113 strcat (retbuf, "almost empty."); 1001 buf << "almost empty.";
1114 else if (i < 3) 1002 else if (i < 3)
1115 strcat (retbuf, "partially filled."); 1003 buf << "partially filled.";
1116 else if (i < 6) 1004 else if (i < 6)
1117 strcat (retbuf, "half full."); 1005 buf << "half full.";
1118 else if (i < 9) 1006 else if (i < 9)
1119 strcat (retbuf, "well charged."); 1007 buf << "well charged.";
1120 else if (op->stats.sp == op->stats.maxsp) 1008 else if (op->stats.sp == op->stats.maxsp)
1121 strcat (retbuf, "fully charged."); 1009 buf << "fully charged.";
1122 else 1010 else
1123 strcat (retbuf, "almost full."); 1011 buf << "almost full.";
1124 break; 1012 break;
1013
1125 case FOOD: 1014 case FOOD:
1126 case FLESH: 1015 case FLESH:
1127 case DRINK: 1016 case DRINK:
1128 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1017 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1129 { 1018 {
1130 sprintf (buf, "(food+%d)", op->stats.food); 1019 buf.printf ("(food+%d)", op->stats.food);
1131 strcat (retbuf, buf);
1132 1020
1133 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1021 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1134 {
1135 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1022 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1136 strcat (retbuf, buf);
1137 }
1138 1023
1139 if (!QUERY_FLAG (op, FLAG_CURSED)) 1024 if (!QUERY_FLAG (op, FLAG_CURSED))
1140 { 1025 {
1141 if (op->stats.hp) 1026 if (op->stats.hp) buf << "(heals)";
1142 strcat (retbuf, "(heals)");
1143 if (op->stats.sp)
1144 strcat (retbuf, "(spellpoint regen)"); 1027 if (op->stats.sp) buf << "(spellpoint regen)";
1145 } 1028 }
1146 else 1029 else
1147 { 1030 {
1148 if (op->stats.hp) 1031 if (op->stats.hp) buf << "(damages)";
1149 strcat (retbuf, "(damages)");
1150 if (op->stats.sp)
1151 strcat (retbuf, "(spellpoint depletion)"); 1032 if (op->stats.sp) buf << "(spellpoint depletion)";
1152 } 1033 }
1153 } 1034 }
1154 break; 1035 break;
1155 1036
1156
1157 case SKILL: 1037 case SKILL:
1158 case RING: 1038 case RING:
1159 case AMULET: 1039 case AMULET:
1160 if (op->item_power) 1040 if (op->item_power)
1161 {
1162 sprintf (buf, "(item_power %+d)", op->item_power); 1041 buf.printf ("(item_power %+d)", op->item_power);
1163 strcat (retbuf, buf); 1042
1164 }
1165 if (op->title) 1043 if (op->title)
1166 strcat (retbuf, ring_desc (op)); 1044 buf << ring_desc (op);
1045
1167 return retbuf; 1046 return buf;
1168 1047
1169 default: 1048 default:
1170 return retbuf; 1049 return buf;
1171 } 1050 }
1172 1051
1173 /* Down here, we more further describe equipment type items. 1052 /* Down here, we more further describe equipment type items.
1174 * only describe them if they have been identified or the like. 1053 * only describe them if they have been identified or the like.
1175 */ 1054 */
1176 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1055 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1177 { 1056 {
1178 int attr, val; 1057 int attr, val;
1179 1058
1180 for (attr = 0; attr < NUM_STATS; attr++) 1059 for (attr = 0; attr < NUM_STATS; attr++)
1181 { 1060 if ((val = op->stats.stat (attr)))
1182 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1183 {
1184 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1061 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1185 strcat (retbuf, buf);
1186 }
1187 }
1188 1062
1189 if (op->stats.exp) 1063 if (op->stats.exp)
1190 {
1191 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1064 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1192 strcat (retbuf, buf);
1193 }
1194
1195 1065
1196 switch (op->type) 1066 switch (op->type)
1197 { 1067 {
1198 case BOW: 1068 case BOW:
1199 case ARROW: 1069 case ARROW:
1200 case GIRDLE: 1070 case GIRDLE:
1201 case HELMET: 1071 case HELMET:
1202 case SHIELD: 1072 case SHIELD:
1203 case BOOTS: 1073 case BOOTS:
1204 case GLOVES: 1074 case GLOVES:
1205 case WEAPON: 1075 case WEAPON:
1206 case SKILL: 1076 case SKILL:
1207 case RING: 1077 case RING:
1208 case AMULET: 1078 case AMULET:
1209 case ARMOUR: 1079 case ARMOUR:
1210 case BRACERS: 1080 case BRACERS:
1211 case FORCE: 1081 case FORCE:
1212 case CLOAK: 1082 case CLOAK:
1213 if (op->stats.wc) 1083 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1214 { 1084 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1215 sprintf (buf, "(wc%+d)", op->stats.wc); 1085 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1216 strcat (retbuf, buf); 1086
1217 }
1218 if (op->stats.dam)
1219 {
1220 sprintf (buf, "(dam%+d)", op->stats.dam);
1221 strcat (retbuf, buf);
1222 }
1223 if (op->stats.ac)
1224 {
1225 sprintf (buf, "(ac%+d)", op->stats.ac);
1226 strcat (retbuf, buf);
1227 }
1228 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1087 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1229 {
1230 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1088 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1231 strcat (retbuf, buf); 1089
1232 }
1233 break; 1090 break;
1234 1091
1235 default: 1092 default:
1236 break; 1093 break;
1237 } 1094 }
1238 if (QUERY_FLAG (op, FLAG_XRAYS)) 1095
1239 strcat (retbuf, "(xray-vision)"); 1096 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1240 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1097 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1241 strcat (retbuf, "(infravision)");
1242 1098
1243 /* levitate was what is was before, so we'll keep it */ 1099 /* levitate was what is was before, so we'll keep it */
1244 if (op->move_type & MOVE_FLY_LOW) 1100 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1245 strcat (retbuf, "(levitate)");
1246
1247 if (op->move_type & MOVE_FLY_HIGH) 1101 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1248 strcat (retbuf, "(fly)");
1249
1250 if (op->move_type & MOVE_SWIM) 1102 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1251 strcat (retbuf, "(swim)");
1252 1103
1253 /* walking is presumed as 'normal', so doesn't need mentioning */ 1104 /* walking is presumed as 'normal', so doesn't need mentioning */
1254 1105
1255 if (op->item_power) 1106 if (op->item_power)
1256 {
1257 sprintf (buf, "(item_power %+d)", op->item_power); 1107 buf.printf ("(item_power %+d)", op->item_power);
1258 strcat (retbuf, buf);
1259 }
1260 } /* End if identified or applied */ 1108 } /* End if identified or applied */
1261 1109
1262 /* This blocks only deals with fully identified object. 1110 /* This blocks only deals with fully identified object.
1263 * it is intentional that this is not an 'else' from a above - 1111 * it is intentional that this is not an 'else' from a above -
1264 * in this way, information is added. 1112 * in this way, information is added.
1267 { 1115 {
1268 int more_info = 0; 1116 int more_info = 0;
1269 1117
1270 switch (op->type) 1118 switch (op->type)
1271 { 1119 {
1272 case ROD: /* These use stats.sp for spell selection and stats.food */ 1120 case ROD: /* These use stats.sp for spell selection and stats.food */
1273 case HORN: /* and stats.hp for spell-point regeneration... */ 1121 case HORN: /* and stats.hp for spell-point regeneration... */
1274 case BOW: 1122 case BOW:
1275 case ARROW: 1123 case ARROW:
1276 case WAND: 1124 case WAND:
1277 case FOOD: 1125 case FOOD:
1278 case FLESH: 1126 case FLESH:
1279 case DRINK: 1127 case DRINK:
1280 more_info = 0; 1128 more_info = 0;
1281 break; 1129 break;
1282 1130
1283 /* Armor type objects */ 1131 /* Armor type objects */
1284 case ARMOUR: 1132 case ARMOUR:
1285 case HELMET: 1133 case HELMET:
1286 case SHIELD: 1134 case SHIELD:
1287 case BOOTS: 1135 case BOOTS:
1288 case GLOVES: 1136 case GLOVES:
1289 case GIRDLE: 1137 case GIRDLE:
1290 case BRACERS: 1138 case BRACERS:
1291 case CLOAK: 1139 case CLOAK:
1292 if (ARMOUR_SPEED (op)) 1140 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1293 { 1141 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1294 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1295 strcat (retbuf, buf);
1296 }
1297 if (ARMOUR_SPELLS (op))
1298 {
1299 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1300 strcat (retbuf, buf);
1301 }
1302 more_info = 1; 1142 more_info = 1;
1303 break; 1143 break;
1304 1144
1305 case WEAPON: 1145 case WEAPON:
1306 /* Calculate it the same way fix_player does so the results 1146 /* Calculate it the same way fix_player does so the results
1307 * make sense. 1147 * make sense.
1308 */ 1148 */
1309 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1149 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1310 if (i < 0) 1150 if (i < 0)
1311 i = 0; 1151 i = 0;
1312 1152
1313 sprintf (buf, "(weapon speed %d)", i); 1153 buf.printf ("(weapon speed %d)", i);
1314 strcat (retbuf, buf);
1315 more_info = 1; 1154 more_info = 1;
1316 break; 1155 break;
1317
1318 } 1156 }
1157
1319 if (more_info) 1158 if (more_info)
1320 { 1159 {
1321 if (op->stats.food)
1322 {
1323 if (op->stats.food != 0)
1324 sprintf (buf, "(sustenance%+d)", op->stats.food); 1160 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1325 strcat (retbuf, buf);
1326 }
1327 if (op->stats.grace)
1328 {
1329 sprintf (buf, "(grace%+d)", op->stats.grace); 1161 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1330 strcat (retbuf, buf); 1162 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1331 }
1332 if (op->stats.sp)
1333 {
1334 sprintf (buf, "(magic%+d)", op->stats.sp);
1335 strcat (retbuf, buf);
1336 }
1337 if (op->stats.hp)
1338 {
1339 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1163 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1340 strcat (retbuf, buf);
1341 }
1342 } 1164 }
1343 1165
1344 if (op->stats.luck) 1166 if (op->stats.luck)
1345 {
1346 sprintf (buf, "(luck%+d)", op->stats.luck); 1167 buf.printf ("(luck%+d)", op->stats.luck);
1347 strcat (retbuf, buf); 1168
1348 }
1349 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1169 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1350 strcat (retbuf, "(lifesaving)"); 1170 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1351 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1352 strcat (retbuf, "(reflect spells)");
1353 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1171 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1354 strcat (retbuf, "(reflect missiles)");
1355 if (QUERY_FLAG (op, FLAG_STEALTH)) 1172 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1356 strcat (retbuf, "(stealth)"); 1173
1357 if (op->slaying != NULL && op->type != FOOD) 1174 if (op->slaying && op->type != FOOD)
1358 {
1359 sprintf (buf, "(slay %s)", &op->slaying); 1175 buf.printf ("(slay %s)", &op->slaying);
1360 strcat (retbuf, buf); 1176
1361 } 1177 buf.add_abilities ("Attacks", op->attacktype);
1362 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1363 /* resistance on flesh is only visible for quetzals. If 1178 /* resistance on flesh is only visible for quetzals. If
1364 * non flesh, everyone can see its resistances 1179 * non flesh, everyone can see its resistances
1365 */ 1180 */
1366 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1181 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1367 strcat (retbuf, describe_resistance (op, 0)); 1182 buf << describe_resistance (op, 0);
1368 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1369 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1370 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1371 }
1372 1183
1184 buf.add_paths ("Attuned", op->path_attuned);
1185 buf.add_paths ("Repelled", op->path_repelled);
1186 buf.add_paths ("Denied", op->path_denied);
1187 }
1188
1373 return retbuf; 1189 return buf;
1190}
1191
1192std::string
1193object::describe_item (object *who)
1194{
1195 return std::string (::describe_item (this, who));
1196}
1197
1198void
1199examine (object *op, object *tmp)
1200{
1201 std::string info = tmp->describe (op);
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203}
1204
1205/*
1206 * inventory prints object's inventory. If inv==NULL then print player's
1207 * inventory.
1208 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209 */
1210const char *
1211object::query_inventory (object *who, const char *indent)
1212{
1213 static dynbuf_text buf; buf.clear ();
1214
1215 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ))
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220
1221 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else
1224 buf.printf ("%s(empty)\n", indent);
1225
1226 return buf;
1374} 1227}
1375 1228
1376/* Return true if the item is magical. A magical item is one that 1229/* Return true if the item is magical. A magical item is one that
1377 * increases/decreases any abilities, provides a resistance, 1230 * increases/decreases any abilities, provides a resistance,
1378 * has a generic magical bonus, or is an artifact. 1231 * has a generic magical bonus, or is an artifact.
1379 * This function is used by detect_magic to determine if an item 1232 * This function is used by detect_magic to determine if an item
1380 * should be marked as magical. 1233 * should be marked as magical.
1381 */ 1234 */
1382
1383int 1235int
1384is_magical (const object *op) 1236is_magical (const object *op)
1385{ 1237{
1386 int i; 1238 int i;
1387 1239
1438 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1290 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1439 return 1; 1291 return 1;
1440 1292
1441 /* Check to see if it increases/decreases any stats */ 1293 /* Check to see if it increases/decreases any stats */
1442 for (i = 0; i < NUM_STATS; i++) 1294 for (i = 0; i < NUM_STATS; i++)
1443 if (get_attr_value (&(op->stats), i) != 0) 1295 if (op->stats.stat (i))
1444 return 1; 1296 return 1;
1445 1297
1446 /* If it doesn't fall into any of the above categories, must 1298 /* If it doesn't fall into any of the above categories, must
1447 * be non magical. 1299 * be non magical.
1448 */ 1300 */
1457int 1309int
1458need_identify (const object *op) 1310need_identify (const object *op)
1459{ 1311{
1460 switch (op->type) 1312 switch (op->type)
1461 { 1313 {
1462 case RING: 1314 case RING:
1463 case WAND: 1315 case WAND:
1464 case ROD: 1316 case ROD:
1465 case HORN: 1317 case HORN:
1466 case SCROLL: 1318 case SCROLL:
1467 case SKILL: 1319 case SKILL:
1468 case SKILLSCROLL: 1320 case SKILLSCROLL:
1469 case SPELLBOOK: 1321 case SPELLBOOK:
1470 case FOOD: 1322 case FOOD:
1471 case POTION: 1323 case POTION:
1472 case BOW: 1324 case BOW:
1473 case ARROW: 1325 case ARROW:
1474 case WEAPON: 1326 case WEAPON:
1475 case ARMOUR: 1327 case ARMOUR:
1476 case SHIELD: 1328 case SHIELD:
1477 case HELMET: 1329 case HELMET:
1478 case AMULET: 1330 case AMULET:
1479 case BOOTS: 1331 case BOOTS:
1480 case GLOVES: 1332 case GLOVES:
1481 case BRACERS: 1333 case BRACERS:
1482 case GIRDLE: 1334 case GIRDLE:
1483 case CONTAINER: 1335 case CONTAINER:
1484 case DRINK: 1336 case DRINK:
1485 case FLESH: 1337 case FLESH:
1486 case INORGANIC: 1338 case INORGANIC:
1487 case CLOSE_CON: 1339 case CLOSE_CON:
1488 case CLOAK: 1340 case CLOAK:
1489 case GEM: 1341 case GEM:
1490 case POWER_CRYSTAL: 1342 case POWER_CRYSTAL:
1491 case POISON: 1343 case POISON:
1492 case BOOK: 1344 case BOOK:
1493 case SKILL_TOOL: 1345 case SKILL_TOOL:
1494 return 1; 1346 return 1;
1495 } 1347 }
1348
1496 /* Try to track down some stuff that may show up here. Thus, the 1349 /* Try to track down some stuff that may show up here. Thus, the
1497 * archetype file can be updated, and this function removed. 1350 * archetype file can be updated, and this function removed.
1498 */ 1351 */
1499#if 0 1352#if 0
1500 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1353 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1506 * Supposed to fix face-values as well here, but later. 1359 * Supposed to fix face-values as well here, but later.
1507 */ 1360 */
1508void 1361void
1509identify (object *op) 1362identify (object *op)
1510{ 1363{
1511 object *pl;
1512
1513 SET_FLAG (op, FLAG_IDENTIFIED); 1364 SET_FLAG (op, FLAG_IDENTIFIED);
1514 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1515 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1516 1367
1517 /* 1368 /*
1524 { 1375 {
1525 if (op->inv && op->randomitems) 1376 if (op->inv && op->randomitems)
1526 op->title = op->inv->name; 1377 op->title = op->inv->name;
1527 else if (op->arch) 1378 else if (op->arch)
1528 { 1379 {
1529 op->name = op->arch->clone.name; 1380 op->name = op->arch->object::name;
1530 op->name_pl = op->arch->clone.name_pl; 1381 op->name_pl = op->arch->object::name_pl;
1531 } 1382 }
1532 } 1383 }
1533 1384
1534 /* 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 */
1535 if (op->map) 1386 if (op->map)
1536 update_object (op, UP_OBJ_FACE); 1387 update_object (op, UP_OBJ_CHANGE);
1537 else 1388
1538 { 1389 if (object *pl = op->visible_to ())
1539 pl = op->in_player ();
1540 if (pl)
1541 /* A lot of the values can change from an update - might as well send 1390 /* A lot of the values can change from an update - might as well send
1542 * it all. 1391 * it all.
1543 */ 1392 */
1544 esrv_send_item (pl, op); 1393 esrv_send_item (pl, op);
1545 }
1546} 1394}
1547 1395

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