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Comparing deliantra/server/common/item.C (file contents):
Revision 1.12 by elmex, Wed Dec 20 12:13:48 2006 UTC vs.
Revision 1.49 by root, Fri Apr 25 11:40:34 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 25#include <living.h>
27#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 29
29/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"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",
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 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
165 {MONSTER, "monster", "monsters", 0, 0},
166 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
167 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {TOOL, "tool", "tools", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {BUILDFAC, "building facility", "building facilities", 0, 0},
172 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
173 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
174 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
175 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
176 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
183 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
184 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
185 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
186 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
187 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
188 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
189 {FIREHOLES, "fireholes", "fireholes", 0, 0},
190 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
191 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
192 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
193 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
194 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
256}; 252};
257 253
258int 254int
259get_power_from_ench (int ench) 255get_power_from_ench (int ench)
260{ 256{
261 if (ench < 0) 257 if (ench < 0) ench = 0;
262 ench = 0; 258 if (ench > 20) ench = 20;
263 if (ench > 20) 259
264 ench = 20;
265 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
266} 261}
267 262
268/* This takes an object 'op' and figures out what its item_power 263/* This takes an object 'op' and figures out what its item_power
269 * rating should be. This should only really be used by the treasure 264 * rating should be. This should only really be used by the treasure
277{ 272{
278 int i, tmp, enc; 273 int i, tmp, enc;
279 274
280 enc = 0; 275 enc = 0;
281 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
282 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
283 278
284 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
285 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
286 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
287 * armour shouldn't be counted against 282 * armour shouldn't be counted against
304 if (op->type == WEAPON) 299 if (op->type == WEAPON)
305 { 300 {
306 for (i = 1; i < NROFATTACKS; i++) 301 for (i = 1; i < NROFATTACKS; i++)
307 if (op->attacktype & (1 << i)) 302 if (op->attacktype & (1 << i))
308 enc++; 303 enc++;
304
309 if (op->slaying) 305 if (op->slaying)
310 enc += 2; /* What it slays is probably more relevent */ 306 enc += 2; /* What it slays is probably more relevent */
311 } 307 }
308
312 /* Items the player can equip */ 309 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 311 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 312 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 313 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
319 enc += op->stats.hp; /* hp regen */ 316 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 317 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 318 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 319 enc += op->stats.exp; /* speed bonus */
323 } 320 }
321
324 enc += op->stats.luck; 322 enc += op->stats.luck;
325 323
326 /* Do spell paths now */ 324 /* Do spell paths now */
327 for (i = 1; i < NRSPELLPATHS; i++) 325 for (i = 1; i < NRSPELLPATHS; i++)
328 { 326 {
348 enc += 1; 346 enc += 1;
349 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 347 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
350 enc += 1; 348 enc += 1;
351 349
352 return get_power_from_ench (enc); 350 return get_power_from_ench (enc);
353
354} 351}
355 352
356/* returns the typedata that has a number equal to itemtype, if there 353/* returns the typedata that has a number equal to itemtype, if there
357 * isn't one, returns NULL */ 354 * isn't one, returns NULL */
358
359const typedata * 355const typedata *
360get_typedata (int itemtype) 356get_typedata (int itemtype)
361{ 357{
362 int i; 358 int i;
363 359
364 for (i = 0; i < item_types_size; i++) 360 for (i = 0; i < item_types_size; i++)
365 if (item_types[i].number == itemtype) 361 if (item_types[i].number == itemtype)
366 return &item_types[i]; 362 return &item_types[i];
363
367 return NULL; 364 return NULL;
368} 365}
369 366
370/* returns the typedata that has a name equal to itemtype, if there 367/* returns the typedata that has a name equal to itemtype, if there
371 * isn't one, return the plural name that matches, if there still isn't 368 * isn't one, return the plural name that matches, if there still isn't
372 * one return NULL */ 369 * one return NULL */
373
374const typedata * 370const typedata *
375get_typedata_by_name (const char *name) 371get_typedata_by_name (const char *name)
376{ 372{
377 int i; 373 int i;
378 374
379 for (i = 0; i < item_types_size; i++) 375 for (i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name, name)) 376 if (!strcmp (item_types[i].name, name))
381 return &item_types[i]; 377 return &item_types[i];
378
382 for (i = 0; i < item_types_size; i++) 379 for (i = 0; i < item_types_size; i++)
383 if (!strcmp (item_types[i].name_pl, name)) 380 if (!strcmp (item_types[i].name_pl, name))
384 { 381 {
385 LOG (llevInfo, 382 LOG (llevInfo,
386 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
387 return &item_types[i]; 384 return &item_types[i];
388 } 385 }
386
389 return NULL; 387 return NULL;
390} 388}
391 389
392/* describe_resistance generates the visible naming for resistances. 390/* describe_resistance generates the visible naming for resistances.
393 * returns a static array of the description. This can return 391 * returns a static array of the description. This can return
394 * a big buffer. 392 * a big buffer.
395 * if newline is true, we don't put parens around the description 393 * if newline is true, we don't put parens around the description
396 * but do put a newline at the end. Useful when dumping to files 394 * but do put a newline at the end. Useful when dumping to files
397 */ 395 */
398char * 396const char *
399describe_resistance (const object *op, int newline) 397describe_resistance (const object *op, int newline)
400{ 398{
401 static char buf[VERY_BIG_BUF]; 399 static char buf[VERY_BIG_BUF];
402 char buf1[VERY_BIG_BUF]; 400 char buf1[VERY_BIG_BUF];
403 int tmpvar; 401 int tmpvar;
422/* 420/*
423 * query_weight(object) returns a character pointer to a static buffer 421 * query_weight(object) returns a character pointer to a static buffer
424 * containing the text-representation of the weight of the given object. 422 * containing the text-representation of the weight of the given object.
425 * The buffer will be overwritten by the next call to query_weight(). 423 * The buffer will be overwritten by the next call to query_weight().
426 */ 424 */
427 425const char *
428char *
429query_weight (const object *op) 426query_weight (const object *op)
430{ 427{
431 static char buf[10]; 428 static char buf[10];
432 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 429 sint32 i = op->total_weight ();
433 430
434 if (op->weight < 0) 431 if (op->weight < 0)
435 return " "; 432 return " ";
433
436 if (i % 1000) 434 if (i % 1000)
437 sprintf (buf, "%6.1f", i / 1000.0); 435 sprintf (buf, "%6.1f", i / 1000.0);
438 else 436 else
439 sprintf (buf, "%4d ", i / 1000); 437 sprintf (buf, "%4d ", i / 1000);
438
440 return buf; 439 return buf;
441} 440}
442 441
443/* 442/*
444 * Returns the pointer to a static buffer containing 443 * Returns the pointer to a static buffer containing
445 * the number requested (of the form first, second, third...) 444 * the number requested (of the form first, second, third...)
446 */ 445 */
447 446const char *
448char *
449get_levelnumber (int i) 447get_levelnumber (int i)
450{ 448{
451 static char buf[MAX_BUF]; 449 static char buf[MAX_BUF];
452 450
453 if (i > 99) 451 if (i > 99)
454 { 452 {
455 sprintf (buf, "%d.", i); 453 sprintf (buf, "%d.", i);
456 return buf; 454 return buf;
457 } 455 }
456
458 if (i < 21) 457 if (i < 21)
459 return levelnumbers[i]; 458 return levelnumbers[i];
460 if (!(i % 10)) 459 if (!(i % 10))
461 return levelnumbers_10[i / 10]; 460 return levelnumbers_10[i / 10];
461
462 strcpy (buf, numbers_10[i / 10]); 462 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]); 463 strcat (buf, levelnumbers[i % 10]);
464 return buf; 464 return buf;
465} 465}
466
467 466
468/* 467/*
469 * get_number(integer) returns the text-representation of the given number 468 * get_number(integer) returns the text-representation of the given number
470 * in a static buffer. The buffer might be overwritten at the next 469 * in a static buffer. The buffer might be overwritten at the next
471 * call to get_number(). 470 * call to get_number().
472 * It is currently only used by the query_name() function. 471 * It is currently only used by the query_name() function.
473 */ 472 */
474 473const char *
475char *
476get_number (int i) 474get_number (int i)
477{ 475{
478 if (i <= 20) 476 if (i <= 20)
479 return numbers[i]; 477 return numbers[i];
480 else 478 else
497 */ 495 */
498 496
499/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 497/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
500 * from stats.sp - b.t. 498 * from stats.sp - b.t.
501 */ 499 */
502char * 500const char *
503ring_desc (const object *op) 501ring_desc (const object *op)
504{ 502{
505 static char buf[VERY_BIG_BUF]; 503 static dynbuf_text buf; buf.clear ();
506 int attr, val, len; 504 int attr, val, len;
507 505
508 buf[0] = 0;
509
510 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 506 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
511 return buf; 507 {
512
513 for (attr = 0; attr < NUM_STATS; attr++) 508 for (attr = 0; attr < NUM_STATS; attr++)
514 { 509 if ((val = op->stats.stat (attr)))
515 if ((val = get_attr_value (&(op->stats), attr)) != 0)
516 {
517 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 510 buf.printf ("(%s%+d)", short_stat_name[attr], val);
518 }
519 }
520 if (op->stats.exp)
521 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
522 if (op->stats.wc)
523 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
524 if (op->stats.dam)
525 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
526 if (op->stats.ac)
527 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
528 511
512 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
513 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
514 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
515 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
516
529 strcat (buf, describe_resistance (op, 0)); 517 buf << describe_resistance (op, 0);
530 518
531 if (op->stats.food != 0) 519 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
532 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 520 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
533 /* else if (op->stats.food < 0) 521 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
534 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 522 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
535 if (op->stats.grace) 523 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
536 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
537 if (op->stats.sp && op->type != SKILL)
538 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
539 if (op->stats.hp)
540 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
541 if (op->stats.luck)
542 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
543 if (QUERY_FLAG (op, FLAG_LIFESAVE))
544 strcat (buf, "(lifesaving)");
545 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
546 strcat (buf, "(reflect spells)");
547 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
548 strcat (buf, "(reflect missiles)");
549 if (QUERY_FLAG (op, FLAG_STEALTH))
550 strcat (buf, "(stealth)");
551 /* Shorten some of the names, so they appear better in the windows */
552 len = strlen (buf);
553 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
554 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
556 524
557 /* if(op->item_power) 525 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
558 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 526 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
559 */ 527 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
560 if (buf[0] == 0 && op->type != SKILL) 528 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
561 strcpy (buf, "of adornment");
562 529
530 buf.add_paths ("Attuned" , op->path_attuned);
531 buf.add_paths ("Repelled", op->path_repelled);
532 buf.add_paths ("Denied" , op->path_denied);
533
534 if (buf.empty ())
535 buf << "of adornment";
536 }
563 537
564 return buf; 538 return buf;
565} 539}
566 540
567/* 541/*
569 * contain any information about object status (worn/cursed/etc.) 543 * contain any information about object status (worn/cursed/etc.)
570 */ 544 */
571const char * 545const char *
572query_short_name (const object *op) 546query_short_name (const object *op)
573{ 547{
574 static char buf[HUGE_BUF];
575 char buf2[HUGE_BUF];
576 int len = 0;
577
578 if (op->name == NULL) 548 if (op->name == 0)
579 return "(null)"; 549 return "(null)";
580 550
581 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 551 if (!op->nrof
552 && !op->weight
553 && !op->title
554 && !is_magical (op)
555 && op->slaying != shstr_money)
582 return op->name; /* To speed things up (or make things slower?) */ 556 return op->name; /* To speed things up (or make things slower?) */
583 557
584 if (op->nrof <= 1) 558 static dynbuf_text buf; buf.clear ();
585 safe_strcat (buf, op->name, &len, HUGE_BUF); 559
586 else 560 buf << (op->nrof <= 1 ? op->name : op->name_pl);
587 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
588 561
589 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 562 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
590 { 563 buf << ' ' << op->title;
591 safe_strcat (buf, " ", &len, HUGE_BUF);
592 safe_strcat (buf, op->title, &len, HUGE_BUF);
593 }
594 564
595 switch (op->type) 565 switch (op->type)
596 { 566 {
597 case SPELLBOOK: 567 case SPELLBOOK:
598 case SCROLL: 568 case SCROLL:
599 case WAND: 569 case WAND:
600 case ROD: 570 case ROD:
601 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 571 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
572 {
573 if (!op->title)
574 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
575
576 if (op->type != SPELLBOOK)
577 buf.printf (" (lvl %d)", op->level);
578 }
579 break;
580
581 case ALTAR:
582 case TRIGGER_ALTAR:
583 case IDENTIFY_ALTAR:
584 case CONVERTER:
585 if (op->slaying == shstr_money)
602 { 586 {
603 if (!op->title) 587 bool wrap = !!buf.size ();
604 { 588
605 safe_strcat (buf, " of ", &len, HUGE_BUF); 589 if (wrap) buf << " [";
606 if (op->inv) 590
607 safe_strcat (buf, op->inv->name, &len, HUGE_BUF); 591 archetype *coin = 0;
592
593 for (char const *const *c = coins; *coins; ++c)
594 if ((coin = archetype::find (*c)))
595 if (op->stats.food % coin->value == 0)
608 else 596 break;
609 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 597
610 } 598 sint32 coins = op->stats.food / coin->value;
611 if (op->type != SPELLBOOK) 599
612 { 600 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
613 sprintf (buf2, " (lvl %d)", op->level); 601
614 safe_strcat (buf, buf2, &len, HUGE_BUF); 602 if (wrap) buf << ']';
615 }
616 } 603 }
617 break; 604 break;
618 605
619 case SKILL: 606 case SKILL:
620 case AMULET: 607 case AMULET:
621 case RING: 608 case RING:
622 if (!op->title) 609 if (!op->title)
623 { 610 {
624 /* If ring has a title, full description isn't so useful */ 611 /* If ring has a title, full description isn't so useful */
625 char *s = ring_desc (op); 612 const char *s = ring_desc (op);
626 613
627 if (s[0]) 614 if (s && *s)
628 { 615 buf << " " << s;
629 safe_strcat (buf, " ", &len, HUGE_BUF);
630 safe_strcat (buf, s, &len, HUGE_BUF);
631 }
632 } 616 }
633 break; 617 break;
618
634 default: 619 default:
635 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 620 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
636 {
637 sprintf (buf2, " %+d", op->magic); 621 buf.printf (" %+d", op->magic);
638 safe_strcat (buf, buf2, &len, HUGE_BUF);
639 }
640 } 622 }
623
641 return buf; 624 return buf;
642} 625}
643 626
644/* 627/*
645 * query_name(object) returns a character pointer pointing to a static 628 * query_name(object) returns a character pointer pointing to a static
650 * overwritten. This may be a bad thing (it may be easier to assume the value 633 * overwritten. This may be a bad thing (it may be easier to assume the value
651 * returned is good forever.) However, it makes printing statements that 634 * returned is good forever.) However, it makes printing statements that
652 * use several names much easier (don't need to store them to temp variables.) 635 * use several names much easier (don't need to store them to temp variables.)
653 * 636 *
654 */ 637 */
655char * 638const char *
656query_name (const object *op) 639query_name (const object *op)
657{ 640{
658 static char buf[5][HUGE_BUF]; 641 int len = 0;
642 static dynbuf_text bufs[5];
659 static int use_buf = 0; 643 static int use_buf = 0;
660 int len = 0;
661
662#ifdef NEW_MATERIAL_CODE
663 materialtype_t *mt;
664#endif
665 644
666 use_buf++; 645 use_buf++;
667 use_buf %= 5; 646 use_buf %= 5;
668 647
669#ifdef NEW_MATERIAL_CODE 648 dynbuf_text &buf = bufs [use_buf];
649 buf.clear ();
650
670 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 651 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
671 {
672 mt = name_to_material (op->materialname); 652 if (materialtype_t *mt = name_to_material (op->materialname))
673 if (mt) 653 buf << mt->description << ' ';
674 {
675 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
676 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
677 }
678 }
679#endif
680 654
681 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 655 buf << query_short_name (op);
682 656
683 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 657 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
684 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 658 buf << " *";
685 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 659 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
686 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 660 buf << " (open)";
687 661
688 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 662 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
689 { 663 {
690 if (QUERY_FLAG (op, FLAG_DAMNED)) 664 if (QUERY_FLAG (op, FLAG_DAMNED))
691 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 665 buf << " (damned)";
692 else if (QUERY_FLAG (op, FLAG_CURSED)) 666 else if (QUERY_FLAG (op, FLAG_CURSED))
693 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 667 buf << " (cursed)";
694 } 668 }
669
695 /* Basically, if the object is known magical (detect magic spell on it), 670 /* Basically, if the object is known magical (detect magic spell on it),
696 * and it isn't identified, print out the fact that 671 * and it isn't identified, print out the fact that
697 * it is magical. Assume that the detect magical spell will only set 672 * it is magical. Assume that the detect magical spell will only set
698 * KNOWN_MAGICAL if the item actually is magical. 673 * KNOWN_MAGICAL if the item actually is magical.
699 * 674 *
700 * Changed in V 0.91.4 - still print that the object is magical even 675 * Changed in V 0.91.4 - still print that the object is magical even
701 * if it has been applied. Equipping an item does not tell full 676 * if it has been applied. Equipping an item does not tell full
702 * abilities, especially for artifact items. 677 * abilities, especially for artifact items.
703 */ 678 */
704 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 679 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
705 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 680 buf << " (magic)";
706 681
707#if 0 682#if 0
708 /* item_power will be returned in desribe_item - it shouldn't really 683 /* item_power will be returned in desribe_item - it shouldn't really
709 * be returned in the name. 684 * be returned in the name.
710 */ 685 */
715 690
716 if (QUERY_FLAG (op, FLAG_APPLIED)) 691 if (QUERY_FLAG (op, FLAG_APPLIED))
717 { 692 {
718 switch (op->type) 693 switch (op->type)
719 { 694 {
720 case BOW: 695 case BOW:
721 case WAND: 696 case WAND:
722 case ROD: 697 case ROD:
723 case HORN: 698 case HORN:
724 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 699 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
725 break; 700 break;
726 case WEAPON: 701 case WEAPON:
727 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 702 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
728 break; 703 break;
729 case ARMOUR: 704 case ARMOUR:
730 case HELMET: 705 case HELMET:
731 case SHIELD: 706 case SHIELD:
732 case RING: 707 case RING:
733 case BOOTS: 708 case BOOTS:
734 case GLOVES: 709 case GLOVES:
735 case AMULET: 710 case AMULET:
736 case GIRDLE: 711 case GIRDLE:
737 case BRACERS: 712 case BRACERS:
738 case CLOAK: 713 case CLOAK:
739 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 714 buf << " (worn)";
740 break; 715 break;
741 case CONTAINER: 716 case CONTAINER:
742 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 717 buf << " (active)";
743 break; 718 break;
744 case SKILL: 719 case SKILL:
745 default: 720 default:
746 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 721 buf << " (applied)";
747 } 722 }
748 } 723 }
724
749 if (QUERY_FLAG (op, FLAG_UNPAID)) 725 if (QUERY_FLAG (op, FLAG_UNPAID))
750 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 726 buf << " (unpaid)";
751 727
752 return buf[use_buf]; 728 return buf;
753} 729}
754 730
755/* 731/*
756 * query_base_name(object) returns a character pointer pointing to a static 732 * query_base_name(object) returns a character pointer pointing to a static
757 * buffer which contains a verbose textual representation of the name 733 * buffer which contains a verbose textual representation of the name
762 * If plural is set, we generate the plural name of this. 738 * If plural is set, we generate the plural name of this.
763 */ 739 */
764const char * 740const char *
765query_base_name (const object *op, int plural) 741query_base_name (const object *op, int plural)
766{ 742{
767 static char buf[MAX_BUF], buf2[MAX_BUF];
768 int len;
769 materialtype_t *mt;
770
771 if ((!plural && !op->name) || (plural && !op->name_pl)) 743 if ((!plural && !op->name) || (plural && !op->name_pl))
772 return "(null)"; 744 return "(null)";
773 745
774 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 746 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
775 return op->name; /* To speed things up (or make things slower?) */ 747 return op->name; /* To speed things up (or make things slower?) */
776 748
749 static dynbuf_text buf; buf.clear ();
750
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 751 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
778 mt = name_to_material (op->materialname); 752 if (materialtype_t *mt = name_to_material (op->materialname))
753 if (op->arch->materialname != mt->name)
754 buf << mt->description << ' ';
779 755
780#ifdef NEW_MATERIAL_CODE 756 buf << (plural ? op->name_pl : op->name);
781 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
782 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
783 {
784 strcpy (buf, mt->description);
785 len = strlen (buf);
786 safe_strcat (buf, " ", &len, MAX_BUF);
787 if (!plural)
788 safe_strcat (buf, op->name, &len, MAX_BUF);
789 else
790 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
791 }
792 else
793 {
794#endif
795 if (!plural)
796 strcpy (buf, op->name);
797 else
798 strcpy (buf, op->name_pl);
799 len = strlen (buf);
800#ifdef NEW_MATERIAL_CODE
801 }
802#endif
803 757
804 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 758 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
805 { 759 buf << ' ' << op->title;
806 safe_strcat (buf, " ", &len, MAX_BUF);
807 safe_strcat (buf, op->title, &len, MAX_BUF);
808 }
809 760
810 switch (op->type) 761 switch (op->type)
811 { 762 {
812 case SPELLBOOK: 763 case SPELLBOOK:
813 case SCROLL: 764 case SCROLL:
814 case WAND: 765 case WAND:
815 case ROD: 766 case ROD:
816 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 767 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
817 { 768 {
818 if (!op->title) 769 if (!op->title)
819 { 770 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
820 safe_strcat (buf, " of ", &len, MAX_BUF); 771
821 if (op->inv)
822 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
823 else
824 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
825 }
826 if (op->type != SPELLBOOK) 772 if (op->type != SPELLBOOK)
827 {
828 sprintf (buf2, " (lvl %d)", op->level); 773 buf.printf (" (lvl %d)", op->level);
829 safe_strcat (buf, buf2, &len, MAX_BUF);
830 }
831 } 774 }
832 break; 775 break;
833 776
834 777
835 case SKILL: 778 case SKILL:
836 case AMULET: 779 case AMULET:
837 case RING: 780 case RING:
838 if (!op->title) 781 if (!op->title)
839 { 782 {
840 /* If ring has a title, full description isn't so useful */ 783 /* If ring has a title, full description isn't so useful */
841 char *s = ring_desc (op); 784 const char *s = ring_desc (op);
842 785
843 if (s[0]) 786 if (s && *s)
844 { 787 buf << ' ' << s;
845 safe_strcat (buf, " ", &len, MAX_BUF);
846 safe_strcat (buf, s, &len, MAX_BUF);
847 }
848 } 788 }
849 break; 789 break;
790
850 default: 791 default:
851 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 792 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
852 { 793 buf.printf (" %+d", op->magic);
853 sprintf (buf + strlen (buf), " %+d", op->magic);
854 }
855 } 794 }
795
856 return buf; 796 return buf;
857} 797}
858 798
859/* Break this off from describe_item - that function was way 799/* Break this off from describe_item - that function was way
860 * too long, making it difficult to read. This function deals 800 * too long, making it difficult to read. This function deals
861 * with describing the monsters & players abilities. It should only 801 * with describing the monsters & players abilities. It should only
862 * be called with monster & player objects. Returns a description 802 * be called with monster & player objects. Returns a description
863 * in a static buffer. 803 * in a static buffer.
864 */ 804 */
865
866static char * 805static const char *
867describe_monster (const object *op) 806describe_monster (const object *op)
868{ 807{
869 char buf[MAX_BUF]; 808 static dynbuf_text buf; buf.clear ();
870 static char retbuf[VERY_BIG_BUF];
871 int i;
872
873 retbuf[0] = '\0';
874 809
875 /* Note that the resolution this provides for players really isn't 810 /* Note that the resolution this provides for players really isn't
876 * very good. Any player with a speed greater than .67 will 811 * very good. Any player with a speed greater than .67 will
877 * fall into the 'lightning fast movement' category. 812 * fall into the 'lightning fast movement' category.
878 */ 813 */
879 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 814 if (op->has_active_speed ())
880 {
881 switch ((int) ((FABS (op->speed)) * 15)) 815 switch ((int) ((FABS (op->speed)) * 15))
882 { 816 {
883 case 0: 817 case 0:
884 strcat (retbuf, "(very slow movement)"); 818 buf << "(very slow movement";
885 break; 819 break;
886 case 1: 820 case 1:
887 strcat (retbuf, "(slow movement)"); 821 buf << "(slow movement)";
888 break; 822 break;
889 case 2: 823 case 2:
890 strcat (retbuf, "(normal movement)"); 824 buf << "(normal movement)";
891 break; 825 break;
892 case 3: 826 case 3:
893 case 4: 827 case 4:
894 strcat (retbuf, "(fast movement)"); 828 buf << "(fast movement)";
895 break; 829 break;
896 case 5: 830 case 5:
897 case 6: 831 case 6:
898 strcat (retbuf, "(very fast movement)"); 832 buf << "(very fast movement)";
899 break; 833 break;
900 case 7: 834 case 7:
901 case 8: 835 case 8:
902 case 9: 836 case 9:
903 case 10: 837 case 10:
904 strcat (retbuf, "(extremely fast movement)"); 838 buf << "(extremely fast movement)";
905 break; 839 break;
906 default: 840 default:
907 strcat (retbuf, "(lightning fast movement)"); 841 buf << "(lightning fast movement)";
908 break; 842 break;
909 } 843 }
910 } 844
911 if (QUERY_FLAG (op, FLAG_UNDEAD)) 845 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
912 strcat (retbuf, "(undead)");
913 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 846 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
914 strcat (retbuf, "(see invisible)"); 847 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
915 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 848 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
916 strcat (retbuf, "(wield weapon)"); 849 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
917 if (QUERY_FLAG (op, FLAG_USE_BOW)) 850 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
918 strcat (retbuf, "(archer)"); 851 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
919 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 852 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
920 strcat (retbuf, "(wear armour)");
921 if (QUERY_FLAG (op, FLAG_USE_RING))
922 strcat (retbuf, "(wear ring)");
923 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
924 strcat (retbuf, "(read scroll)");
925 if (QUERY_FLAG (op, FLAG_USE_RANGE))
926 strcat (retbuf, "(fires wand/rod/horn)");
927 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 853 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
928 strcat (retbuf, "(skill user)"); 854 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
929 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 855 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
930 strcat (retbuf, "(spellcaster)");
931 if (QUERY_FLAG (op, FLAG_FRIENDLY))
932 strcat (retbuf, "(friendly)");
933 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 856 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
934 strcat (retbuf, "(unaggressive)"); 857 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
935 if (QUERY_FLAG (op, FLAG_HITBACK)) 858 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
936 strcat (retbuf, "(hitback)"); 859
937 if (QUERY_FLAG (op, FLAG_STEALTH))
938 strcat (retbuf, "(stealthy)");
939 if (op->randomitems != NULL) 860 if (op->randomitems)
940 { 861 {
941 treasure *t;
942 int first = 1; 862 bool first = 1;
943 863
944 for (t = op->randomitems->items; t != NULL; t = t->next) 864 for (treasure *t = op->randomitems->items; t; t = t->next)
945 if (t->item && (t->item->clone.type == SPELL)) 865 if (t->item && t->item->type == SPELL)
946 { 866 {
947 if (first) 867 if (first)
948 { 868 buf << "(Spell abilities:)";
869
949 first = 0; 870 first = 0;
950 strcat (retbuf, "(Spell abilities:)"); 871
951 } 872 buf << '(' << t->item->object::name << ')';
952 strcat (retbuf, "(");
953 strcat (retbuf, t->item->clone.name);
954 strcat (retbuf, ")");
955 } 873 }
956 } 874 }
875
957 if (op->type == PLAYER) 876 if (op->type == PLAYER)
958 { 877 {
959 if (op->contr->digestion) 878 if (op->contr->digestion)
960 {
961 if (op->contr->digestion != 0)
962 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 879 buf.printf ("(sustenance%+d)", op->contr->digestion);
963 strcat (retbuf, buf); 880
964 }
965 if (op->contr->gen_grace) 881 if (op->contr->gen_grace)
966 {
967 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 882 buf.printf ("(grace%+d)", op->contr->gen_grace);
968 strcat (retbuf, buf); 883
969 }
970 if (op->contr->gen_sp) 884 if (op->contr->gen_sp)
971 {
972 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 885 buf.printf ("(magic%+d)", op->contr->gen_sp);
973 strcat (retbuf, buf); 886
974 }
975 if (op->contr->gen_hp) 887 if (op->contr->gen_hp)
976 {
977 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 888 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
978 strcat (retbuf, buf); 889
979 }
980 if (op->stats.luck) 890 if (op->stats.luck)
981 {
982 sprintf (buf, "(luck%+d)", op->stats.luck); 891 buf.printf ("(luck%+d)", op->stats.luck);
983 strcat (retbuf, buf);
984 }
985 } 892 }
986 893
987 /* describe attacktypes */ 894 /* describe attacktypes */
988 if (is_dragon_pl (op)) 895 if (is_dragon_pl (op))
989 { 896 {
991 * Break apart the for loop - move the comparison checking down - 898 * Break apart the for loop - move the comparison checking down -
992 * this makes it more readable. 899 * this makes it more readable.
993 */ 900 */
994 object *tmp; 901 object *tmp;
995 902
996 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 903 for (tmp = op->inv; tmp; tmp = tmp->below)
997 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 904 if (tmp->type == SKILL && tmp->name == shstr_clawing)
998 break; 905 break;
999 906
1000 if (tmp && tmp->attacktype != 0) 907 if (tmp && tmp->attacktype)
1001 { 908 buf.add_abilities ("Claws", tmp->attacktype);
1002 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1003 }
1004 else 909 else
1005 { 910 buf.add_abilities ("Attacks", op->attacktype);
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1007 }
1008 } 911 }
1009 else 912 else
1010 { 913 buf.add_abilities ("Attacks", op->attacktype);
1011 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 914
1012 } 915 buf.add_paths ("Attuned" , op->path_attuned);
1013 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 916 buf.add_paths ("Repelled", op->path_repelled);
1014 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 917 buf.add_paths ("Denied" , op->path_denied);
1015 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 918
1016 for (i = 0; i < NROFATTACKS; i++) 919 for (int i = 0; i < NROFATTACKS; i++)
1017 {
1018 if (op->resist[i]) 920 if (op->resist[i])
1019 {
1020 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 921 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1021 strcat (retbuf, buf); 922
1022 }
1023 }
1024 return retbuf; 923 return buf;
1025} 924}
1026
1027 925
1028/* 926/*
1029 * Returns a pointer to a static buffer which contains a 927 * Returns a pointer to a static buffer which contains a
1030 * description of the given object. 928 * description of the given object.
1031 * If it is a monster, lots of information about its abilities 929 * If it is a monster, lots of information about its abilities
1049 * 947 *
1050 * Add 'owner' who is the person examining this object. 948 * Add 'owner' who is the person examining this object.
1051 * owner can be null if no one is being associated with this 949 * owner can be null if no one is being associated with this
1052 * item (eg, debug dump or the like) 950 * item (eg, debug dump or the like)
1053 */ 951 */
1054 952const char *
1055char *
1056describe_item (const object *op, object *owner) 953describe_item (const object *op, object *owner)
1057{ 954{
1058 char buf[MAX_BUF]; 955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1059 static char retbuf[VERY_BIG_BUF]; 956 return describe_monster (op);
957
958 static dynbuf_text buf; buf.clear ();
1060 int identified, i; 959 int identified, i;
1061 960
1062 retbuf[0] = '\0';
1063 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1064 {
1065 return describe_monster (op);
1066 }
1067 /* figure this out once, instead of making multiple calls to need_identify. 961 /* figure this out once, instead of making multiple calls to need_identify.
1068 * also makes the code easier to read. 962 * also makes the code easier to read.
1069 */ 963 */
1070 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1071 identified = 1; 965 if (!identified)
1072 else 966 buf << "(unidentified)";
1073 { 967
1074 strcpy (retbuf, "(unidentified)");
1075 identified = 0;
1076 }
1077 switch (op->type) 968 switch (op->type)
1078 { 969 {
1079 case BOW: 970 case BOW:
1080 case ARROW: 971 case ARROW:
1081 case WAND: 972 case WAND:
1082 case ROD: 973 case ROD:
1083 case HORN: 974 case HORN:
1084 case WEAPON: 975 case WEAPON:
1085 case ARMOUR: 976 case ARMOUR:
1086 case HELMET: 977 case HELMET:
1087 case SHIELD: 978 case SHIELD:
1088 case BOOTS: 979 case BOOTS:
1089 case GLOVES: 980 case GLOVES:
1090 case GIRDLE: 981 case GIRDLE:
1091 case BRACERS: 982 case BRACERS:
1092 case CLOAK: 983 case CLOAK:
1093 case SKILL_TOOL: 984 case SKILL_TOOL:
1094 break; /* We have more information to do below this switch */ 985 break; /* We have more information to do below this switch */
1095 986
1096 case POWER_CRYSTAL: 987 case POWER_CRYSTAL:
1097 if (op->stats.maxsp > 1000) 988 if (op->stats.maxsp > 1000)
1098 { /*higher capacity crystals */ 989 { /*higher capacity crystals */
1099 i = (op->stats.maxsp % 100) / 10; 990 i = (op->stats.maxsp % 1000) / 100;
991
1100 if (i) 992 if (i)
1101 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1102 else 994 else
1103 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1104 } 996 }
1105 else 997 else
1106 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 998 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1107 strcat (retbuf, buf); 999
1108 i = (op->stats.sp * 10) / op->stats.maxsp; 1000 i = (op->stats.sp * 10) / op->stats.maxsp;
1109 if (op->stats.sp == 0) 1001 if (op->stats.sp == 0)
1110 strcat (retbuf, "empty."); 1002 buf << "empty.";
1111 else if (i == 0) 1003 else if (i == 0)
1112 strcat (retbuf, "almost empty."); 1004 buf << "almost empty.";
1113 else if (i < 3) 1005 else if (i < 3)
1114 strcat (retbuf, "partially filled."); 1006 buf << "partially filled.";
1115 else if (i < 6) 1007 else if (i < 6)
1116 strcat (retbuf, "half full."); 1008 buf << "half full.";
1117 else if (i < 9) 1009 else if (i < 9)
1118 strcat (retbuf, "well charged."); 1010 buf << "well charged.";
1119 else if (op->stats.sp == op->stats.maxsp) 1011 else if (op->stats.sp == op->stats.maxsp)
1120 strcat (retbuf, "fully charged."); 1012 buf << "fully charged.";
1121 else 1013 else
1122 strcat (retbuf, "almost full."); 1014 buf << "almost full.";
1123 break; 1015 break;
1016
1124 case FOOD: 1017 case FOOD:
1125 case FLESH: 1018 case FLESH:
1126 case DRINK: 1019 case DRINK:
1127 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1020 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1128 { 1021 {
1129 sprintf (buf, "(food+%d)", op->stats.food); 1022 buf.printf ("(food+%d)", op->stats.food);
1130 strcat (retbuf, buf);
1131 1023
1132 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1024 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1133 {
1134 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1025 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1135 strcat (retbuf, buf);
1136 }
1137 1026
1138 if (!QUERY_FLAG (op, FLAG_CURSED)) 1027 if (!QUERY_FLAG (op, FLAG_CURSED))
1139 { 1028 {
1140 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(heals)";
1141 strcat (retbuf, "(heals)");
1142 if (op->stats.sp)
1143 strcat (retbuf, "(spellpoint regen)"); 1030 if (op->stats.sp) buf << "(spellpoint regen)";
1144 } 1031 }
1145 else 1032 else
1146 { 1033 {
1147 if (op->stats.hp) 1034 if (op->stats.hp) buf << "(damages)";
1148 strcat (retbuf, "(damages)");
1149 if (op->stats.sp)
1150 strcat (retbuf, "(spellpoint depletion)"); 1035 if (op->stats.sp) buf << "(spellpoint depletion)";
1151 } 1036 }
1152 } 1037 }
1153 break; 1038 break;
1154 1039
1155
1156 case SKILL: 1040 case SKILL:
1157 case RING: 1041 case RING:
1158 case AMULET: 1042 case AMULET:
1159 if (op->item_power) 1043 if (op->item_power)
1160 {
1161 sprintf (buf, "(item_power %+d)", op->item_power); 1044 buf.printf ("(item_power %+d)", op->item_power);
1162 strcat (retbuf, buf); 1045
1163 }
1164 if (op->title) 1046 if (op->title)
1165 strcat (retbuf, ring_desc (op)); 1047 buf << ring_desc (op);
1048
1166 return retbuf; 1049 return buf;
1167 1050
1168 default: 1051 default:
1169 return retbuf; 1052 return buf;
1170 } 1053 }
1171 1054
1172 /* Down here, we more further describe equipment type items. 1055 /* Down here, we more further describe equipment type items.
1173 * only describe them if they have been identified or the like. 1056 * only describe them if they have been identified or the like.
1174 */ 1057 */
1175 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1176 { 1059 {
1177 int attr, val; 1060 int attr, val;
1178 1061
1179 for (attr = 0; attr < NUM_STATS; attr++) 1062 for (attr = 0; attr < NUM_STATS; attr++)
1180 { 1063 if ((val = op->stats.stat (attr)))
1181 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1182 {
1183 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1064 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1184 strcat (retbuf, buf);
1185 }
1186 }
1187 1065
1188 if (op->stats.exp) 1066 if (op->stats.exp)
1189 {
1190 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1067 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1191 strcat (retbuf, buf);
1192 }
1193
1194 1068
1195 switch (op->type) 1069 switch (op->type)
1196 { 1070 {
1197 case BOW: 1071 case BOW:
1198 case ARROW: 1072 case ARROW:
1199 case GIRDLE: 1073 case GIRDLE:
1200 case HELMET: 1074 case HELMET:
1201 case SHIELD: 1075 case SHIELD:
1202 case BOOTS: 1076 case BOOTS:
1203 case GLOVES: 1077 case GLOVES:
1204 case WEAPON: 1078 case WEAPON:
1205 case SKILL: 1079 case SKILL:
1206 case RING: 1080 case RING:
1207 case AMULET: 1081 case AMULET:
1208 case ARMOUR: 1082 case ARMOUR:
1209 case BRACERS: 1083 case BRACERS:
1210 case FORCE: 1084 case FORCE:
1211 case CLOAK: 1085 case CLOAK:
1212 if (op->stats.wc) 1086 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1213 { 1087 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1214 sprintf (buf, "(wc%+d)", op->stats.wc); 1088 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf); 1089
1216 }
1217 if (op->stats.dam)
1218 {
1219 sprintf (buf, "(dam%+d)", op->stats.dam);
1220 strcat (retbuf, buf);
1221 }
1222 if (op->stats.ac)
1223 {
1224 sprintf (buf, "(ac%+d)", op->stats.ac);
1225 strcat (retbuf, buf);
1226 }
1227 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1090 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1228 {
1229 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1091 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1230 strcat (retbuf, buf); 1092
1231 }
1232 break; 1093 break;
1233 1094
1234 default: 1095 default:
1235 break; 1096 break;
1236 } 1097 }
1237 if (QUERY_FLAG (op, FLAG_XRAYS)) 1098
1238 strcat (retbuf, "(xray-vision)"); 1099 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1239 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1100 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1240 strcat (retbuf, "(infravision)");
1241 1101
1242 /* levitate was what is was before, so we'll keep it */ 1102 /* levitate was what is was before, so we'll keep it */
1243 if (op->move_type & MOVE_FLY_LOW) 1103 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1244 strcat (retbuf, "(levitate)");
1245
1246 if (op->move_type & MOVE_FLY_HIGH) 1104 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1247 strcat (retbuf, "(fly)");
1248
1249 if (op->move_type & MOVE_SWIM) 1105 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1250 strcat (retbuf, "(swim)");
1251 1106
1252 /* walking is presumed as 'normal', so doesn't need mentioning */ 1107 /* walking is presumed as 'normal', so doesn't need mentioning */
1253 1108
1254 if (op->item_power) 1109 if (op->item_power)
1255 {
1256 sprintf (buf, "(item_power %+d)", op->item_power); 1110 buf.printf ("(item_power %+d)", op->item_power);
1257 strcat (retbuf, buf);
1258 }
1259 } /* End if identified or applied */ 1111 } /* End if identified or applied */
1260 1112
1261 /* This blocks only deals with fully identified object. 1113 /* This blocks only deals with fully identified object.
1262 * it is intentional that this is not an 'else' from a above - 1114 * it is intentional that this is not an 'else' from a above -
1263 * in this way, information is added. 1115 * in this way, information is added.
1266 { 1118 {
1267 int more_info = 0; 1119 int more_info = 0;
1268 1120
1269 switch (op->type) 1121 switch (op->type)
1270 { 1122 {
1271 case ROD: /* These use stats.sp for spell selection and stats.food */ 1123 case ROD: /* These use stats.sp for spell selection and stats.food */
1272 case HORN: /* and stats.hp for spell-point regeneration... */ 1124 case HORN: /* and stats.hp for spell-point regeneration... */
1273 case BOW: 1125 case BOW:
1274 case ARROW: 1126 case ARROW:
1275 case WAND: 1127 case WAND:
1276 case FOOD: 1128 case FOOD:
1277 case FLESH: 1129 case FLESH:
1278 case DRINK: 1130 case DRINK:
1279 more_info = 0; 1131 more_info = 0;
1280 break; 1132 break;
1281 1133
1282 /* Armor type objects */ 1134 /* Armor type objects */
1283 case ARMOUR: 1135 case ARMOUR:
1284 case HELMET: 1136 case HELMET:
1285 case SHIELD: 1137 case SHIELD:
1286 case BOOTS: 1138 case BOOTS:
1287 case GLOVES: 1139 case GLOVES:
1288 case GIRDLE: 1140 case GIRDLE:
1289 case BRACERS: 1141 case BRACERS:
1290 case CLOAK: 1142 case CLOAK:
1291 if (ARMOUR_SPEED (op)) 1143 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1292 { 1144 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1293 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1294 strcat (retbuf, buf);
1295 }
1296 if (ARMOUR_SPELLS (op))
1297 {
1298 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1299 strcat (retbuf, buf);
1300 }
1301 more_info = 1; 1145 more_info = 1;
1302 break; 1146 break;
1303 1147
1304 case WEAPON: 1148 case WEAPON:
1305 /* Calculate it the same way fix_player does so the results 1149 /* Calculate it the same way fix_player does so the results
1306 * make sense. 1150 * make sense.
1307 */ 1151 */
1308 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1152 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1309 if (i < 0) 1153 if (i < 0)
1310 i = 0; 1154 i = 0;
1311 1155
1312 sprintf (buf, "(weapon speed %d)", i); 1156 buf.printf ("(weapon speed %d)", i);
1313 strcat (retbuf, buf);
1314 more_info = 1; 1157 more_info = 1;
1315 break; 1158 break;
1316
1317 } 1159 }
1160
1318 if (more_info) 1161 if (more_info)
1319 { 1162 {
1320 if (op->stats.food)
1321 {
1322 if (op->stats.food != 0)
1323 sprintf (buf, "(sustenance%+d)", op->stats.food); 1163 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1324 strcat (retbuf, buf);
1325 }
1326 if (op->stats.grace)
1327 {
1328 sprintf (buf, "(grace%+d)", op->stats.grace); 1164 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1329 strcat (retbuf, buf); 1165 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1330 }
1331 if (op->stats.sp)
1332 {
1333 sprintf (buf, "(magic%+d)", op->stats.sp);
1334 strcat (retbuf, buf);
1335 }
1336 if (op->stats.hp)
1337 {
1338 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1166 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1339 strcat (retbuf, buf);
1340 }
1341 } 1167 }
1342 1168
1343 if (op->stats.luck) 1169 if (op->stats.luck)
1344 {
1345 sprintf (buf, "(luck%+d)", op->stats.luck); 1170 buf.printf ("(luck%+d)", op->stats.luck);
1346 strcat (retbuf, buf); 1171
1347 }
1348 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1172 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1349 strcat (retbuf, "(lifesaving)"); 1173 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1350 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1351 strcat (retbuf, "(reflect spells)");
1352 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1174 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1353 strcat (retbuf, "(reflect missiles)");
1354 if (QUERY_FLAG (op, FLAG_STEALTH)) 1175 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1355 strcat (retbuf, "(stealth)"); 1176
1356 if (op->slaying != NULL && op->type != FOOD) 1177 if (op->slaying && op->type != FOOD)
1357 {
1358 sprintf (buf, "(slay %s)", &op->slaying); 1178 buf.printf ("(slay %s)", &op->slaying);
1359 strcat (retbuf, buf); 1179
1360 } 1180 buf.add_abilities ("Attacks", op->attacktype);
1361 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1362 /* resistance on flesh is only visible for quetzals. If 1181 /* resistance on flesh is only visible for quetzals. If
1363 * non flesh, everyone can see its resistances 1182 * non flesh, everyone can see its resistances
1364 */ 1183 */
1365 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1184 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1366 strcat (retbuf, describe_resistance (op, 0)); 1185 buf << describe_resistance (op, 0);
1367 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1368 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1369 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1370 }
1371 1186
1187 buf.add_paths ("Attuned", op->path_attuned);
1188 buf.add_paths ("Repelled", op->path_repelled);
1189 buf.add_paths ("Denied", op->path_denied);
1190 }
1191
1372 return retbuf; 1192 return buf;
1193}
1194
1195std::string
1196object::describe_item (object *who)
1197{
1198 return std::string (::describe_item (this, who));
1199}
1200
1201void
1202examine (object *op, object *tmp)
1203{
1204 std::string info = tmp->describe (op);
1205 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1206}
1207
1208/*
1209 * inventory prints object's inventory. If inv==NULL then print player's
1210 * inventory.
1211 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1212 */
1213const char *
1214object::query_inventory (object *who, const char *indent)
1215{
1216 static dynbuf_text buf; buf.clear ();
1217
1218 for (object *tmp = inv; tmp; tmp = tmp->below)
1219 if (who && QUERY_FLAG (who, FLAG_WIZ))
1220 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1221 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1222 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1223
1224 if (buf.size ())
1225 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1226 else
1227 buf.printf ("%s(empty)\n", indent);
1228
1229 return buf;
1373} 1230}
1374 1231
1375/* Return true if the item is magical. A magical item is one that 1232/* Return true if the item is magical. A magical item is one that
1376 * increases/decreases any abilities, provides a resistance, 1233 * increases/decreases any abilities, provides a resistance,
1377 * has a generic magical bonus, or is an artifact. 1234 * has a generic magical bonus, or is an artifact.
1378 * This function is used by detect_magic to determine if an item 1235 * This function is used by detect_magic to determine if an item
1379 * should be marked as magical. 1236 * should be marked as magical.
1380 */ 1237 */
1381
1382int 1238int
1383is_magical (const object *op) 1239is_magical (const object *op)
1384{ 1240{
1385 int i; 1241 int i;
1386 1242
1437 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1293 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1438 return 1; 1294 return 1;
1439 1295
1440 /* Check to see if it increases/decreases any stats */ 1296 /* Check to see if it increases/decreases any stats */
1441 for (i = 0; i < NUM_STATS; i++) 1297 for (i = 0; i < NUM_STATS; i++)
1442 if (get_attr_value (&(op->stats), i) != 0) 1298 if (op->stats.stat (i))
1443 return 1; 1299 return 1;
1444 1300
1445 /* If it doesn't fall into any of the above categories, must 1301 /* If it doesn't fall into any of the above categories, must
1446 * be non magical. 1302 * be non magical.
1447 */ 1303 */
1456int 1312int
1457need_identify (const object *op) 1313need_identify (const object *op)
1458{ 1314{
1459 switch (op->type) 1315 switch (op->type)
1460 { 1316 {
1461 case RING: 1317 case RING:
1462 case WAND: 1318 case WAND:
1463 case ROD: 1319 case ROD:
1464 case HORN: 1320 case HORN:
1465 case SCROLL: 1321 case SCROLL:
1466 case SKILL: 1322 case SKILL:
1467 case SKILLSCROLL: 1323 case SKILLSCROLL:
1468 case SPELLBOOK: 1324 case SPELLBOOK:
1469 case FOOD: 1325 case FOOD:
1470 case POTION: 1326 case POTION:
1471 case BOW: 1327 case BOW:
1472 case ARROW: 1328 case ARROW:
1473 case WEAPON: 1329 case WEAPON:
1474 case ARMOUR: 1330 case ARMOUR:
1475 case SHIELD: 1331 case SHIELD:
1476 case HELMET: 1332 case HELMET:
1477 case AMULET: 1333 case AMULET:
1478 case BOOTS: 1334 case BOOTS:
1479 case GLOVES: 1335 case GLOVES:
1480 case BRACERS: 1336 case BRACERS:
1481 case GIRDLE: 1337 case GIRDLE:
1482 case CONTAINER: 1338 case CONTAINER:
1483 case DRINK: 1339 case DRINK:
1484 case FLESH: 1340 case FLESH:
1485 case INORGANIC: 1341 case INORGANIC:
1486 case CLOSE_CON: 1342 case CLOSE_CON:
1487 case CLOAK: 1343 case CLOAK:
1488 case GEM: 1344 case GEM:
1489 case POWER_CRYSTAL: 1345 case POWER_CRYSTAL:
1490 case POISON: 1346 case POISON:
1491 case BOOK: 1347 case BOOK:
1492 case SKILL_TOOL: 1348 case SKILL_TOOL:
1493 return 1; 1349 return 1;
1494 } 1350 }
1351
1495 /* Try to track down some stuff that may show up here. Thus, the 1352 /* Try to track down some stuff that may show up here. Thus, the
1496 * archetype file can be updated, and this function removed. 1353 * archetype file can be updated, and this function removed.
1497 */ 1354 */
1498#if 0 1355#if 0
1499 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1356 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1505 * Supposed to fix face-values as well here, but later. 1362 * Supposed to fix face-values as well here, but later.
1506 */ 1363 */
1507void 1364void
1508identify (object *op) 1365identify (object *op)
1509{ 1366{
1510 object *pl;
1511
1512 SET_FLAG (op, FLAG_IDENTIFIED); 1367 SET_FLAG (op, FLAG_IDENTIFIED);
1513 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1368 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1514 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1369 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1515 1370
1516 /* 1371 /*
1523 { 1378 {
1524 if (op->inv && op->randomitems) 1379 if (op->inv && op->randomitems)
1525 op->title = op->inv->name; 1380 op->title = op->inv->name;
1526 else if (op->arch) 1381 else if (op->arch)
1527 { 1382 {
1528 op->name = op->arch->clone.name; 1383 op->name = op->arch->object::name;
1529 op->name_pl = op->arch->clone.name_pl; 1384 op->name_pl = op->arch->object::name_pl;
1530 } 1385 }
1531 } 1386 }
1532 1387
1533 /* If the object is on a map, make sure we update its face */ 1388 /* If the object is on a map, make sure we update its face */
1534 if (op->map) 1389 if (op->map)
1535 update_object (op, UP_OBJ_FACE); 1390 update_object (op, UP_OBJ_CHANGE);
1536 else 1391 else if (object *pl = op->visible_to ())
1537 {
1538 pl = op->in_player ();
1539 if (pl)
1540 /* A lot of the values can change from an update - might as well send 1392 /* A lot of the values can change from an update - might as well send
1541 * it all. 1393 * it all.
1542 */ 1394 */
1543 esrv_send_item (pl, op); 1395 esrv_send_item (pl, op);
1544 }
1545} 1396}
1546 1397

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