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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 1.64 by root, Fri Nov 6 13:31:47 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
46 * may be better. 48 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 51 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 54 {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"}, 55 {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"}, 56 {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"}, 57 {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"}, 58 {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"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {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"}, 62 {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"}, 63 {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"}, 64 {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"}, 65 {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"}, 66 {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"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
64};
65
66static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69 "eighteen", "nineteen", "twenty"
70}; 68};
71 69
72static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 72 "eighty", "ninety"
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 159 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 160 {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}, 161 {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}, 162 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 163 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {TOOL, "tool", "tools", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {BUILDFAC, "building facility", "building facilities", 0, 0},
172 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
173 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
174 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
175 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
176 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
177 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
178 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
179 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
180 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
181 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
183 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 176 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
184 {CONVERTER, "converter", "converters", 0, 0}, 177 {CONVERTER, "converter", "converters", 0, 0},
185 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 178 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
186 {POISONING, "poisoning", "poisonings", 0, 0}, 179 {POISONING, "poisoning", "poisonings", 0, 0},
187 {SAVEBED, "savebed", "savebeds", 0, 0}, 180 {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}, 181 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
191 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 182 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
192 {DIRECTOR, "director", "directors", 0, 0}, 183 {DIRECTOR, "director", "directors", 0, 0},
193 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 184 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
194 {FORCE, "force", "forces", 0, 0}, 185 {FORCE, "force", "forces", 0, 0},
210 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
211 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
212 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
213}; 204};
214 205
215const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
216 207
217materialtype_t *materialt; 208materialtype_t *materialt;
218 209
219/* 210/*
220materialtype material[NROFMATERIALS] = { 211materialtype material[NROFMATERIALS] = {
256}; 247};
257 248
258int 249int
259get_power_from_ench (int ench) 250get_power_from_ench (int ench)
260{ 251{
261 if (ench < 0)
262 ench = 0;
263 if (ench > 20)
264 ench = 20;
265 return enc_to_item_power[ench]; 252 return enc_to_item_power [clamp (ench, 0, 20)];
266} 253}
267 254
268/* This takes an object 'op' and figures out what its item_power 255/* 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 256 * rating should be. This should only really be used by the treasure
270 * generation code, and when loading legacy objects. It returns 257 * generation code, and when loading legacy objects. It returns
277{ 264{
278 int i, tmp, enc; 265 int i, tmp, enc;
279 266
280 enc = 0; 267 enc = 0;
281 for (i = 0; i < NUM_STATS; i++) 268 for (i = 0; i < NUM_STATS; i++)
282 enc += get_attr_value (&op->stats, i); 269 enc += op->stats.stat (i);
283 270
284 /* This protection logic is pretty flawed. 20% fire resistance 271 /* This protection logic is pretty flawed. 20% fire resistance
285 * is much more valuable than 20% confusion, or 20% slow, or 272 * is much more valuable than 20% confusion, or 20% slow, or
286 * several others. Start at 1 - ignore physical - all that normal 273 * several others. Start at 1 - ignore physical - all that normal
287 * armour shouldn't be counted against 274 * armour shouldn't be counted against
304 if (op->type == WEAPON) 291 if (op->type == WEAPON)
305 { 292 {
306 for (i = 1; i < NROFATTACKS; i++) 293 for (i = 1; i < NROFATTACKS; i++)
307 if (op->attacktype & (1 << i)) 294 if (op->attacktype & (1 << i))
308 enc++; 295 enc++;
296
309 if (op->slaying) 297 if (op->slaying)
310 enc += 2; /* What it slays is probably more relevent */ 298 enc += 2; /* What it slays is probably more relevent */
311 } 299 }
300
312 /* Items the player can equip */ 301 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 302 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 303 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 304 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 305 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
319 enc += op->stats.hp; /* hp regen */ 308 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 309 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 310 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 311 enc += op->stats.exp; /* speed bonus */
323 } 312 }
313
324 enc += op->stats.luck; 314 enc += op->stats.luck;
325 315
326 /* Do spell paths now */ 316 /* Do spell paths now */
327 for (i = 1; i < NRSPELLPATHS; i++) 317 for (i = 1; i < NRSPELLPATHS; i++)
328 { 318 {
332 enc -= 2; 322 enc -= 2;
333 else if (op->path_repelled & (1 << i)) 323 else if (op->path_repelled & (1 << i))
334 enc--; 324 enc--;
335 } 325 }
336 326
337 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 327 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
338 enc += 5; 328 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
339 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 329 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
340 enc += 3; 330 if (op->flag [FLAG_XRAYS ]) enc += 2;
341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 331 if (op->flag [FLAG_STEALTH ]) enc += 1;
342 enc += 2; 332 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
343 if (QUERY_FLAG (op, FLAG_STEALTH)) 333 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_XRAYS))
346 enc += 2;
347 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
348 enc += 1;
349 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
350 enc += 1;
351 334
352 return get_power_from_ench (enc); 335 return get_power_from_ench (enc);
353
354} 336}
355 337
356/* returns the typedata that has a number equal to itemtype, if there 338/* returns the typedata that has a number equal to itemtype, if there
357 * isn't one, returns NULL */ 339 * isn't one, returns NULL */
358
359const typedata * 340const typedata *
360get_typedata (int itemtype) 341get_typedata (int itemtype)
361{ 342{
362 int i;
363
364 for (i = 0; i < item_types_size; i++) 343 for (int i = 0; i < item_types_size; i++)
365 if (item_types[i].number == itemtype) 344 if (item_types[i].number == itemtype)
366 return &item_types[i]; 345 return &item_types[i];
346
367 return NULL; 347 return NULL;
368} 348}
369 349
370/* returns the typedata that has a name equal to itemtype, if there 350/* 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 351 * isn't one, return the plural name that matches, if there still isn't
372 * one return NULL */ 352 * one return NULL */
373
374const typedata * 353const typedata *
375get_typedata_by_name (const char *name) 354get_typedata_by_name (const char *name)
376{ 355{
377 int i;
378
379 for (i = 0; i < item_types_size; i++) 356 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name, name)) 357 if (!strcmp (item_types[i].name, name))
381 return &item_types[i]; 358 return &item_types[i];
359
382 for (i = 0; i < item_types_size; i++) 360 for (int i = 0; i < item_types_size; i++)
383 if (!strcmp (item_types[i].name_pl, name)) 361 if (!strcmp (item_types[i].name_pl, name))
384 { 362 {
385 LOG (llevInfo, 363 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); 364 "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]; 365 return &item_types[i];
388 } 366 }
367
389 return NULL; 368 return 0;
390} 369}
391 370
392/* describe_resistance generates the visible naming for resistances. 371/* describe_resistance generates the visible naming for resistances.
393 * returns a static array of the description. This can return 372 * returns a static array of the description. This can return
394 * a big buffer. 373 * a big buffer.
395 * if newline is true, we don't put parens around the description 374 * 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 375 * but do put a newline at the end. Useful when dumping to files
397 */ 376 */
398char * 377const char *
399describe_resistance (const object *op, int newline) 378describe_resistance (const object *op, int newline)
400{ 379{
401 static char buf[VERY_BIG_BUF]; 380 static dynbuf_text buf; buf.clear ();
402 char buf1[VERY_BIG_BUF];
403 int tmpvar;
404 381
405 buf[0] = 0; 382 for (int i = 0; i < NROFATTACKS; i++)
406 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
407 {
408 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 383 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
409 { 384 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
410 if (!newline)
411 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
412 else
413 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
414 385
415 strcat (buf, buf1);
416 }
417 }
418 return buf; 386 return buf;
419} 387}
420
421 388
422/* 389/*
423 * query_weight(object) returns a character pointer to a static buffer 390 * query_weight(object) returns a character pointer to a static buffer
424 * containing the text-representation of the weight of the given object. 391 * containing the text-representation of the weight of the given object.
425 * The buffer will be overwritten by the next call to query_weight(). 392 * The buffer will be overwritten by the next call to query_weight().
426 */ 393 *
427 394 * Seems to be used only by unimportant stuff. Remove?
428char * 395 */
396const char *
429query_weight (const object *op) 397query_weight (const object *op)
430{ 398{
431 static char buf[10]; 399 static char buf[10];
432 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 400 sint32 i = op->total_weight ();
433 401
434 if (op->weight < 0) 402 if (op->weight < 0)
435 return " "; 403 return " ";
404
436 if (i % 1000) 405 if (i % 1000)
437 sprintf (buf, "%6.1f", i / 1000.0); 406 sprintf (buf, "%6.1f", i / 1000.0);
438 else 407 else
439 sprintf (buf, "%4d ", i / 1000); 408 sprintf (buf, "%4d ", i / 1000);
409
440 return buf; 410 return buf;
441} 411}
442 412
443/* 413/*
444 * Returns the pointer to a static buffer containing 414 * Returns the pointer to a static buffer containing
445 * the number requested (of the form first, second, third...) 415 * the number requested (of the form first, second, third...)
446 */ 416 */
447 417const char *
448char *
449get_levelnumber (int i) 418get_levelnumber (int i)
450{ 419{
451 static char buf[MAX_BUF]; 420 static char buf[MAX_BUF];
452 421
453 if (i > 99) 422 if (i > 99)
454 { 423 {
455 sprintf (buf, "%d.", i); 424 sprintf (buf, "%d.", i);
456 return buf; 425 return buf;
457 } 426 }
427
458 if (i < 21) 428 if (i < 21)
459 return levelnumbers[i]; 429 return levelnumbers[i];
430
460 if (!(i % 10)) 431 if (!(i % 10))
461 return levelnumbers_10[i / 10]; 432 return levelnumbers_10[i / 10];
433
462 strcpy (buf, numbers_10[i / 10]); 434 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]); 435 strcat (buf, levelnumbers[i % 10]);
464 return buf; 436 return buf;
465}
466
467
468/*
469 * get_number(integer) returns the text-representation of the given number
470 * in a static buffer. The buffer might be overwritten at the next
471 * call to get_number().
472 * It is currently only used by the query_name() function.
473 */
474
475char *
476get_number (int i)
477{
478 if (i <= 20)
479 return numbers[i];
480 else
481 {
482 static char buf[MAX_BUF];
483
484 sprintf (buf, "%d", i);
485 return buf;
486 }
487} 437}
488 438
489/* 439/*
490 * Returns pointer to static buffer containing ring's or amulet's 440 * Returns pointer to static buffer containing ring's or amulet's
491 * abilities 441 * abilities
497 */ 447 */
498 448
499/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 449/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
500 * from stats.sp - b.t. 450 * from stats.sp - b.t.
501 */ 451 */
502char * 452static const char *
503ring_desc (const object *op) 453ring_desc (const object *op)
504{ 454{
505 static char buf[VERY_BIG_BUF]; 455 static dynbuf_text buf; buf.clear ();
506 int attr, val, len; 456 int attr, val, len;
507 457
508 buf[0] = 0;
509
510 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 458 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
511 return buf; 459 {
512
513 for (attr = 0; attr < NUM_STATS; attr++) 460 for (attr = 0; attr < NUM_STATS; attr++)
514 { 461 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); 462 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);
528 463
464 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
465 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
466 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
467 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
468
529 strcat (buf, describe_resistance (op, 0)); 469 buf << describe_resistance (op, 0);
530 470
531 if (op->stats.food != 0) 471 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
532 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 472 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
533 /* else if (op->stats.food < 0) 473 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
534 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 474 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
535 if (op->stats.grace) 475 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);
556 476
557 /* if(op->item_power) 477 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
558 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 478 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
559 */ 479 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
560 if (buf[0] == 0 && op->type != SKILL) 480 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
561 strcpy (buf, "of adornment");
562 481
482 buf.add_paths ("Attuned" , op->path_attuned);
483 buf.add_paths ("Repelled", op->path_repelled);
484 buf.add_paths ("Denied" , op->path_denied);
485
486 if (buf.empty ())
487 buf << "of adornment";
488 }
563 489
564 return buf; 490 return buf;
565} 491}
566 492
567/* 493/*
568 * query_short_name(object) is similar to query_name, but doesn't 494 * query_short_name(object) is similar to query_name, but doesn't
569 * contain any information about object status (worn/cursed/etc.) 495 * contain any information about object status (worn/cursed/etc.)
496 *
497 * It is sometimes used when printing messages, so should fit well into a sentence.
570 */ 498 */
571const char * 499const char *
572query_short_name (const object *op) 500query_short_name (const object *op)
573{ 501{
574 static char buf[HUGE_BUF];
575 char buf2[HUGE_BUF];
576 int len = 0;
577
578 if (op->name == NULL) 502 if (!op->name)
579 return "(null)"; 503 return "(null)";
580 504
581 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 505 if (!op->nrof
506 && !op->weight
507 && !op->title
508 && !is_magical (op)
509 && op->slaying != shstr_money)
582 return op->name; /* To speed things up (or make things slower?) */ 510 return op->name; /* To speed things up (or make things slower?) */
583 511
584 if (op->nrof <= 1) 512 static dynbuf_text buf; buf.clear ();
585 safe_strcat (buf, op->name, &len, HUGE_BUF); 513
586 else 514 buf << (op->nrof <= 1 ? op->name : op->name_pl);
587 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
588 515
589 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 516 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
590 { 517 buf << ' ' << op->title;
591 safe_strcat (buf, " ", &len, HUGE_BUF);
592 safe_strcat (buf, op->title, &len, HUGE_BUF);
593 }
594 518
595 switch (op->type) 519 switch (op->type)
596 { 520 {
597 case SPELLBOOK: 521 case SPELLBOOK:
598 case SCROLL: 522 case SCROLL:
599 case WAND: 523 case WAND:
600 case ROD: 524 case ROD:
601 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 525 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
602 { 526 {
603 if (!op->title) 527 if (!op->title)
604 { 528 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
605 safe_strcat (buf, " of ", &len, HUGE_BUF); 529
606 if (op->inv)
607 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
608 else
609 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
610 }
611 if (op->type != SPELLBOOK) 530 if (op->type != SPELLBOOK)
612 {
613 sprintf (buf2, " (lvl %d)", op->level); 531 buf.printf (" (lvl %d)", op->level);
614 safe_strcat (buf, buf2, &len, HUGE_BUF);
615 }
616 } 532 }
617 break; 533 break;
618 534
535 case ALTAR:
536 case TRIGGER_ALTAR:
537 case IDENTIFY_ALTAR:
538 case CONVERTER:
539 if (op->slaying == shstr_money)
540 {
541 bool wrap = !!buf.size ();
542
543 if (wrap) buf << " [";
544
545 archetype *coin = 0;
546
547 for (char const *const *c = coins; *coins; ++c)
548 if ((coin = archetype::find (*c)))
549 if (op->stats.food % coin->value == 0)
550 break;
551
552 sint32 coins = op->stats.food / coin->value;
553
554 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
555
556 if (wrap) buf << ']';
557 }
558 break;
559
619 case SKILL: 560 case SKILL:
620 case AMULET: 561 case AMULET:
621 case RING: 562 case RING:
622 if (!op->title) 563 if (!op->title)
623 { 564 {
624 /* If ring has a title, full description isn't so useful */ 565 /* If ring has a title, full description isn't so useful */
625 char *s = ring_desc (op); 566 const char *s = ring_desc (op);
626 567
627 if (s[0]) 568 if (s && *s)
628 { 569 buf << " " << s;
629 safe_strcat (buf, " ", &len, HUGE_BUF);
630 safe_strcat (buf, s, &len, HUGE_BUF);
631 }
632 } 570 }
633 break; 571 break;
572
634 default: 573 default:
635 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 574 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
636 {
637 sprintf (buf2, " %+d", op->magic); 575 buf.printf (" %+d", op->magic);
638 safe_strcat (buf, buf2, &len, HUGE_BUF);
639 }
640 } 576 }
577
641 return buf; 578 return buf;
642} 579}
643 580
644/* 581/*
645 * query_name(object) returns a character pointer pointing to a static 582 * query_name(object) returns a character pointer pointing to a static
649 * you can make several calls to query_name before the bufs start getting 586 * you can make several calls to query_name before the bufs start getting
650 * overwritten. This may be a bad thing (it may be easier to assume the value 587 * 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 588 * 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.) 589 * use several names much easier (don't need to store them to temp variables.)
653 * 590 *
591 * It is used extensively within messages, so should return only a prose
592 * and short description of the item.
654 */ 593 */
655char * 594const char *
656query_name (const object *op) 595query_name (const object *op)
657{ 596{
658 static char buf[5][HUGE_BUF]; 597 int len = 0;
598 static dynbuf_text bufs[5];
659 static int use_buf = 0; 599 static int use_buf = 0;
660 int len = 0;
661
662#ifdef NEW_MATERIAL_CODE
663 materialtype_t *mt;
664#endif
665 600
666 use_buf++; 601 use_buf++;
667 use_buf %= 5; 602 use_buf %= 5;
668 603
669#ifdef NEW_MATERIAL_CODE 604 dynbuf_text &buf = bufs [use_buf];
605 buf.clear ();
606
670 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 607 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
671 {
672 mt = name_to_material (op->materialname); 608 if (materialtype_t *mt = name_to_material (op->materialname))
673 if (mt) 609 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
680 610
681 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 611 buf << query_short_name (op);
682 612
683 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 613 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
684 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 614 buf << " *";
685 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 615 if (op->is_open_container ())
686 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 616 buf << " (open)";
687 617
688 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 618 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
689 { 619 {
690 if (QUERY_FLAG (op, FLAG_DAMNED)) 620 if (QUERY_FLAG (op, FLAG_DAMNED))
691 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 621 buf << " (damned)";
692 else if (QUERY_FLAG (op, FLAG_CURSED)) 622 else if (QUERY_FLAG (op, FLAG_CURSED))
693 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 623 buf << " (cursed)";
694 } 624 }
625
695 /* Basically, if the object is known magical (detect magic spell on it), 626 /* Basically, if the object is known magical (detect magic spell on it),
696 * and it isn't identified, print out the fact that 627 * and it isn't identified, print out the fact that
697 * it is magical. Assume that the detect magical spell will only set 628 * it is magical. Assume that the detect magical spell will only set
698 * KNOWN_MAGICAL if the item actually is magical. 629 * KNOWN_MAGICAL if the item actually is magical.
699 * 630 *
700 * Changed in V 0.91.4 - still print that the object is magical even 631 * 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 632 * if it has been applied. Equipping an item does not tell full
702 * abilities, especially for artifact items. 633 * abilities, especially for artifact items.
703 */ 634 */
704 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 635 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
705 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 636 buf << " (magic)";
706 637
707#if 0 638#if 0
708 /* item_power will be returned in desribe_item - it shouldn't really 639 /* item_power will be returned in describe_item - it shouldn't really
709 * be returned in the name. 640 * be returned in the name.
710 */ 641 */
711 if (op->item_power) 642 if (op->item_power)
712 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 643 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
713 644
715 646
716 if (QUERY_FLAG (op, FLAG_APPLIED)) 647 if (QUERY_FLAG (op, FLAG_APPLIED))
717 { 648 {
718 switch (op->type) 649 switch (op->type)
719 { 650 {
720 case BOW: 651 case BOW:
721 case WAND: 652 case WAND:
722 case ROD: 653 case ROD:
723 case HORN: 654 case HORN:
724 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 655 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
725 break; 656 break;
726 case WEAPON: 657 case WEAPON:
727 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 658 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
728 break; 659 break;
729 case ARMOUR: 660 case ARMOUR:
730 case HELMET: 661 case HELMET:
731 case SHIELD: 662 case SHIELD:
732 case RING: 663 case RING:
733 case BOOTS: 664 case BOOTS:
734 case GLOVES: 665 case GLOVES:
735 case AMULET: 666 case AMULET:
736 case GIRDLE: 667 case GIRDLE:
737 case BRACERS: 668 case BRACERS:
738 case CLOAK: 669 case CLOAK:
739 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 670 buf << " (worn)";
740 break; 671 break;
741 case CONTAINER: 672 case CONTAINER:
742 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 673 buf << " (active)";
743 break; 674 break;
744 case SKILL: 675 case SKILL:
745 default: 676 default:
746 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 677 buf << " (applied)";
747 } 678 }
748 } 679 }
680
681 switch (op->type)
682 {
683 case LAMP:
684 if (op->glow_radius)
685 buf << " (on)";
686 else if (op->stats.food <= 0)
687 buf << " (empty)";
688 else
689 buf << " (off)";
690 break;
691
692 case TORCH:
693 if (op->glow_radius)
694 buf << " (burning)";
695 else if (op->stats.food <= 0)
696 buf << " (burned out)";
697 break;
698 }
699
749 if (QUERY_FLAG (op, FLAG_UNPAID)) 700 if (QUERY_FLAG (op, FLAG_UNPAID))
750 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 701 buf << " (unpaid)";
751 702
752 return buf[use_buf]; 703 return buf;
753} 704}
754 705
755/* 706/*
756 * query_base_name(object) returns a character pointer pointing to a static 707 * query_base_name(object) returns a character pointer pointing to a static
757 * buffer which contains a verbose textual representation of the name 708 * buffer which contains a verbose textual representation of the name
758 * of the given object. The buffer will be overwritten at the next 709 * of the given object. The buffer will be overwritten at the next
759 * call to query_base_name(). This is a lot like query_name, but we 710 * call to query_base_name(). This is a lot like query_name, but we
760 * don't include the item count or item status. Used for inventory sorting 711 * don't include the item count or item status. Used for inventory sorting
761 * and sending to client. 712 * and sending to client.
762 * If plural is set, we generate the plural name of this. 713 * If plural is set, we generate the plural name of this.
714 *
715 * It is sometimes used to display messages, and usually only used to match stuff,
716 * so maybe this function should be removed.
763 */ 717 */
764const char * 718const char *
765query_base_name (const object *op, int plural) 719query_base_name (const object *op, int plural)
766{ 720{
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)) 721 if ((!plural && !op->name) || (plural && !op->name_pl))
772 return "(null)"; 722 return "(null)";
773 723
774 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 724 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
775 return op->name; /* To speed things up (or make things slower?) */ 725 return op->name; /* To speed things up (or make things slower?) */
776 726
727 static dynbuf_text buf; buf.clear ();
728
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 729 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
778 mt = name_to_material (op->materialname); 730 if (materialtype_t *mt = name_to_material (op->materialname))
731 if (op->arch->materialname != mt->name)
732 buf << mt->description << ' ';
779 733
780#ifdef NEW_MATERIAL_CODE 734 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
803 735
804 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 736 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
805 { 737 buf << ' ' << op->title;
806 safe_strcat (buf, " ", &len, MAX_BUF);
807 safe_strcat (buf, op->title, &len, MAX_BUF);
808 }
809 738
810 switch (op->type) 739 switch (op->type)
811 { 740 {
812 case SPELLBOOK: 741 case SPELLBOOK:
813 case SCROLL: 742 case SCROLL:
814 case WAND: 743 case WAND:
815 case ROD: 744 case ROD:
816 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 745 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
817 { 746 {
818 if (!op->title) 747 if (!op->title)
819 { 748 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
820 safe_strcat (buf, " of ", &len, MAX_BUF); 749
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) 750 if (op->type != SPELLBOOK)
827 {
828 sprintf (buf2, " (lvl %d)", op->level); 751 buf.printf (" (lvl %d)", op->level);
829 safe_strcat (buf, buf2, &len, MAX_BUF);
830 }
831 } 752 }
832 break; 753 break;
833 754
834 755
835 case SKILL: 756 case SKILL:
836 case AMULET: 757 case AMULET:
837 case RING: 758 case RING:
838 if (!op->title) 759 if (!op->title)
839 { 760 {
840 /* If ring has a title, full description isn't so useful */ 761 /* If ring has a title, full description isn't so useful */
841 char *s = ring_desc (op); 762 const char *s = ring_desc (op);
842 763
843 if (s[0]) 764 if (s && *s)
844 { 765 buf << ' ' << s;
845 safe_strcat (buf, " ", &len, MAX_BUF);
846 safe_strcat (buf, s, &len, MAX_BUF);
847 }
848 } 766 }
849 break; 767 break;
768
850 default: 769 default:
851 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 770 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
852 { 771 buf.printf (" %+d", op->magic);
853 sprintf (buf + strlen (buf), " %+d", op->magic);
854 }
855 } 772 }
773
856 return buf; 774 return buf;
857} 775}
858 776
859/* Break this off from describe_item - that function was way 777/* Break this off from describe_item - that function was way
860 * too long, making it difficult to read. This function deals 778 * too long, making it difficult to read. This function deals
861 * with describing the monsters & players abilities. It should only 779 * with describing the monsters & players abilities. It should only
862 * be called with monster & player objects. Returns a description 780 * be called with monster & player objects. Returns a description
863 * in a static buffer. 781 * in a static buffer.
864 */ 782 */
865
866static char * 783static const char *
867describe_monster (const object *op) 784describe_monster (const object *op)
868{ 785{
869 char buf[MAX_BUF]; 786 static dynbuf_text buf; buf.clear ();
870 static char retbuf[VERY_BIG_BUF];
871 int i;
872
873 retbuf[0] = '\0';
874 787
875 /* Note that the resolution this provides for players really isn't 788 /* Note that the resolution this provides for players really isn't
876 * very good. Any player with a speed greater than .67 will 789 * very good. Any player with a speed greater than .67 will
877 * fall into the 'lightning fast movement' category. 790 * fall into the 'lightning fast movement' category.
878 */ 791 */
879 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 792 if (op->has_active_speed ())
880 {
881 switch ((int) ((FABS (op->speed)) * 15)) 793 switch ((int) ((FABS (op->speed)) * 15))
882 { 794 {
883 case 0: 795 case 0:
884 strcat (retbuf, "(very slow movement)"); 796 buf << "(very slow movement)";
885 break; 797 break;
886 case 1: 798 case 1:
887 strcat (retbuf, "(slow movement)"); 799 buf << "(slow movement)";
888 break; 800 break;
889 case 2: 801 case 2:
890 strcat (retbuf, "(normal movement)"); 802 buf << "(normal movement)";
891 break; 803 break;
892 case 3: 804 case 3:
893 case 4: 805 case 4:
894 strcat (retbuf, "(fast movement)"); 806 buf << "(fast movement)";
895 break; 807 break;
896 case 5: 808 case 5:
897 case 6: 809 case 6:
898 strcat (retbuf, "(very fast movement)"); 810 buf << "(very fast movement)";
899 break; 811 break;
900 case 7: 812 case 7:
901 case 8: 813 case 8:
902 case 9: 814 case 9:
903 case 10: 815 case 10:
904 strcat (retbuf, "(extremely fast movement)"); 816 buf << "(extremely fast movement)";
905 break; 817 break;
906 default: 818 default:
907 strcat (retbuf, "(lightning fast movement)"); 819 buf << "(lightning fast movement)";
908 break; 820 break;
909 } 821 }
910 } 822
911 if (QUERY_FLAG (op, FLAG_UNDEAD)) 823 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
912 strcat (retbuf, "(undead)");
913 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 824 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
914 strcat (retbuf, "(see invisible)"); 825 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
915 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 826 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
916 strcat (retbuf, "(wield weapon)"); 827 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
917 if (QUERY_FLAG (op, FLAG_USE_BOW)) 828 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
918 strcat (retbuf, "(archer)"); 829 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
919 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 830 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)) 831 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
928 strcat (retbuf, "(skill user)"); 832 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
929 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 833 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)) 834 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
934 strcat (retbuf, "(unaggressive)"); 835 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
935 if (QUERY_FLAG (op, FLAG_HITBACK)) 836 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
936 strcat (retbuf, "(hitback)"); 837
937 if (QUERY_FLAG (op, FLAG_STEALTH))
938 strcat (retbuf, "(stealthy)");
939 if (op->randomitems != NULL) 838 if (op->randomitems)
940 { 839 {
941 treasure *t;
942 int first = 1; 840 bool first = 1;
943 841
944 for (t = op->randomitems->items; t != NULL; t = t->next) 842 for (treasure *t = op->randomitems->items; t; t = t->next)
945 if (t->item && (t->item->clone.type == SPELL)) 843 if (t->item && t->item->type == SPELL)
946 { 844 {
947 if (first) 845 if (first)
948 { 846 buf << "(Spell abilities:)";
847
949 first = 0; 848 first = 0;
950 strcat (retbuf, "(Spell abilities:)"); 849
951 } 850 buf << '(' << t->item->object::name << ')';
952 strcat (retbuf, "(");
953 strcat (retbuf, t->item->clone.name);
954 strcat (retbuf, ")");
955 } 851 }
956 } 852 }
853
957 if (op->type == PLAYER) 854 if (op->type == PLAYER)
958 { 855 {
959 if (op->contr->digestion) 856 if (op->contr->digestion)
960 {
961 if (op->contr->digestion != 0)
962 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 857 buf.printf ("(sustenance%+d)", op->contr->digestion);
963 strcat (retbuf, buf); 858
964 }
965 if (op->contr->gen_grace) 859 if (op->contr->gen_grace)
966 {
967 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 860 buf.printf ("(grace%+d)", op->contr->gen_grace);
968 strcat (retbuf, buf); 861
969 }
970 if (op->contr->gen_sp) 862 if (op->contr->gen_sp)
971 {
972 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 863 buf.printf ("(magic%+d)", op->contr->gen_sp);
973 strcat (retbuf, buf); 864
974 }
975 if (op->contr->gen_hp) 865 if (op->contr->gen_hp)
976 {
977 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 866 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
978 strcat (retbuf, buf); 867
979 }
980 if (op->stats.luck) 868 if (op->stats.luck)
981 {
982 sprintf (buf, "(luck%+d)", op->stats.luck); 869 buf.printf ("(luck%+d)", op->stats.luck);
983 strcat (retbuf, buf);
984 }
985 } 870 }
986 871
987 /* describe attacktypes */ 872 /* describe attacktypes */
988 if (is_dragon_pl (op)) 873 if (is_dragon_pl (op))
989 { 874 {
991 * Break apart the for loop - move the comparison checking down - 876 * Break apart the for loop - move the comparison checking down -
992 * this makes it more readable. 877 * this makes it more readable.
993 */ 878 */
994 object *tmp; 879 object *tmp;
995 880
996 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 881 for (tmp = op->inv; tmp; tmp = tmp->below)
997 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 882 if (tmp->type == SKILL && tmp->name == shstr_clawing)
998 break; 883 break;
999 884
1000 if (tmp && tmp->attacktype != 0) 885 if (tmp && tmp->attacktype)
1001 { 886 buf.add_abilities ("Claws", tmp->attacktype);
1002 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1003 }
1004 else 887 else
1005 { 888 buf.add_abilities ("Attacks", op->attacktype);
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1007 }
1008 } 889 }
1009 else 890 else
1010 { 891 buf.add_abilities ("Attacks", op->attacktype);
1011 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 892
1012 } 893 buf.add_paths ("Attuned" , op->path_attuned);
1013 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 894 buf.add_paths ("Repelled", op->path_repelled);
1014 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 895 buf.add_paths ("Denied" , op->path_denied);
1015 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 896
1016 for (i = 0; i < NROFATTACKS; i++) 897 for (int i = 0; i < NROFATTACKS; i++)
1017 {
1018 if (op->resist[i]) 898 if (op->resist[i])
1019 {
1020 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 899 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1021 strcat (retbuf, buf); 900
1022 }
1023 }
1024 return retbuf; 901 return buf;
1025} 902}
1026
1027 903
1028/* 904/*
1029 * Returns a pointer to a static buffer which contains a 905 * Returns a pointer to a static buffer which contains a
1030 * description of the given object. 906 * description of the given object.
1031 * If it is a monster, lots of information about its abilities 907 * If it is a monster, lots of information about its abilities
1040 * wouldn't need to use the SEE_INVISIBLE flag to know it is 916 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1041 * a dragon player examining food. Could have things like 917 * a dragon player examining food. Could have things like
1042 * a dwarven axe, in which the full abilities are only known to 918 * a dwarven axe, in which the full abilities are only known to
1043 * dwarves, etc. 919 * dwarves, etc.
1044 * 920 *
1045 * This function is really much more complicated than it should
1046 * be, because different objects have different meanings
1047 * for the same field (eg, wands use 'food' for charges). This
1048 * means these special cases need to be worked out.
1049 *
1050 * Add 'owner' who is the person examining this object. 921 * Add 'owner' who is the person examining this object.
1051 * owner can be null if no one is being associated with this 922 * owner can be null if no one is being associated with this
1052 * item (eg, debug dump or the like) 923 * item (eg, debug dump or the like)
1053 */ 924 */
1054 925const char *
1055char *
1056describe_item (const object *op, object *owner) 926describe_item (const object *op, object *owner)
1057{ 927{
1058 char buf[MAX_BUF]; 928 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1059 static char retbuf[VERY_BIG_BUF]; 929 return describe_monster (op);
930
931 static dynbuf_text buf; buf.clear ();
1060 int identified, i; 932 int identified, i;
1061 933
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. 934 /* figure this out once, instead of making multiple calls to need_identify.
1068 * also makes the code easier to read. 935 * also makes the code easier to read.
1069 */ 936 */
1070 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 937 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1071 identified = 1; 938 if (!identified)
1072 else 939 buf << "(unidentified)";
1073 { 940
1074 strcpy (retbuf, "(unidentified)");
1075 identified = 0;
1076 }
1077 switch (op->type) 941 switch (op->type)
1078 { 942 {
1079 case BOW: 943 case BOW:
1080 case ARROW: 944 case ARROW:
1081 case WAND: 945 case WAND:
1082 case ROD: 946 case ROD:
1083 case HORN: 947 case HORN:
1084 case WEAPON: 948 case WEAPON:
1085 case ARMOUR: 949 case ARMOUR:
1086 case HELMET: 950 case HELMET:
1087 case SHIELD: 951 case SHIELD:
1088 case BOOTS: 952 case BOOTS:
1089 case GLOVES: 953 case GLOVES:
1090 case GIRDLE: 954 case GIRDLE:
1091 case BRACERS: 955 case BRACERS:
1092 case CLOAK: 956 case CLOAK:
1093 case SKILL_TOOL: 957 case SKILL_TOOL:
1094 break; /* We have more information to do below this switch */ 958 break; /* We have more information to do below this switch */
1095 959
1096 case POWER_CRYSTAL: 960 case POWER_CRYSTAL:
1097 if (op->stats.maxsp > 1000) 961 if (op->stats.maxsp > 1000)
1098 { /*higher capacity crystals */ 962 { /*higher capacity crystals */
1099 i = (op->stats.maxsp % 100) / 10; 963 i = (op->stats.maxsp % 1000) / 100;
964
1100 if (i) 965 if (i)
1101 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 966 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1102 else 967 else
1103 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 968 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1104 } 969 }
1105 else 970 else
1106 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 971 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1107 strcat (retbuf, buf); 972
1108 i = (op->stats.sp * 10) / op->stats.maxsp; 973 i = (op->stats.sp * 10) / op->stats.maxsp;
1109 if (op->stats.sp == 0) 974 if (op->stats.sp == 0)
1110 strcat (retbuf, "empty."); 975 buf << "empty.";
1111 else if (i == 0) 976 else if (i == 0)
1112 strcat (retbuf, "almost empty."); 977 buf << "almost empty.";
1113 else if (i < 3) 978 else if (i < 3)
1114 strcat (retbuf, "partially filled."); 979 buf << "partially filled.";
1115 else if (i < 6) 980 else if (i < 6)
1116 strcat (retbuf, "half full."); 981 buf << "half full.";
1117 else if (i < 9) 982 else if (i < 9)
1118 strcat (retbuf, "well charged."); 983 buf << "well charged.";
1119 else if (op->stats.sp == op->stats.maxsp) 984 else if (op->stats.sp == op->stats.maxsp)
1120 strcat (retbuf, "fully charged."); 985 buf << "fully charged.";
1121 else 986 else
1122 strcat (retbuf, "almost full."); 987 buf << "almost full.";
1123 break; 988 break;
989
990 case LAMP:
991 {
992 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
993 buf << "(fuel: ";
994 if (percent == 0)
995 buf << "empty";
996 else if (percent < 10)
997 buf << "very low";
998 else if (percent < 25)
999 buf << "low";
1000 else if (percent < 50)
1001 buf << "half empty";
1002 else if (percent < 75)
1003 buf << "half full";
1004 else if (percent < 95)
1005 buf << "well filled";
1006 else if (percent <= 100)
1007 buf << "full";
1008 buf << ")";
1009 }
1010 break;
1011
1124 case FOOD: 1012 case FOOD:
1125 case FLESH: 1013 case FLESH:
1126 case DRINK: 1014 case DRINK:
1127 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1128 { 1016 {
1129 sprintf (buf, "(food+%d)", op->stats.food); 1017 buf.printf ("(food+%d)", op->stats.food);
1130 strcat (retbuf, buf);
1131 1018
1132 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1133 {
1134 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1135 strcat (retbuf, buf);
1136 }
1137 1021
1138 if (!QUERY_FLAG (op, FLAG_CURSED)) 1022 if (!QUERY_FLAG (op, FLAG_CURSED))
1139 { 1023 {
1140 if (op->stats.hp) 1024 if (op->stats.hp) buf << "(heals)";
1141 strcat (retbuf, "(heals)");
1142 if (op->stats.sp)
1143 strcat (retbuf, "(spellpoint regen)"); 1025 if (op->stats.sp) buf << "(spellpoint regen)";
1144 } 1026 }
1145 else 1027 else
1146 { 1028 {
1147 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(damages)";
1148 strcat (retbuf, "(damages)");
1149 if (op->stats.sp)
1150 strcat (retbuf, "(spellpoint depletion)"); 1030 if (op->stats.sp) buf << "(spellpoint depletion)";
1151 } 1031 }
1152 } 1032 }
1153 break; 1033 break;
1154 1034
1155
1156 case SKILL: 1035 case SKILL:
1157 case RING: 1036 case RING:
1158 case AMULET: 1037 case AMULET:
1159 if (op->item_power) 1038 if (op->item_power)
1160 {
1161 sprintf (buf, "(item_power %+d)", op->item_power); 1039 buf.printf ("(item_power %+d)", op->item_power);
1162 strcat (retbuf, buf); 1040
1163 }
1164 if (op->title) 1041 if (op->title)
1165 strcat (retbuf, ring_desc (op)); 1042 buf << ring_desc (op);
1043
1166 return retbuf; 1044 return buf;
1167 1045
1168 default: 1046 default:
1169 return retbuf; 1047 return buf;
1170 } 1048 }
1171 1049
1172 /* Down here, we more further describe equipment type items. 1050 /* Down here, we more further describe equipment type items.
1173 * only describe them if they have been identified or the like. 1051 * only describe them if they have been identified or the like.
1174 */ 1052 */
1175 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1176 { 1054 {
1177 int attr, val; 1055 int attr, val;
1178 1056
1179 for (attr = 0; attr < NUM_STATS; attr++) 1057 for (attr = 0; attr < NUM_STATS; attr++)
1180 { 1058 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); 1059 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1184 strcat (retbuf, buf);
1185 }
1186 }
1187 1060
1188 if (op->stats.exp) 1061 if (op->stats.exp)
1189 {
1190 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1191 strcat (retbuf, buf);
1192 }
1193
1194 1063
1195 switch (op->type) 1064 switch (op->type)
1196 { 1065 {
1197 case BOW: 1066 case BOW:
1198 case ARROW: 1067 case ARROW:
1199 case GIRDLE: 1068 case GIRDLE:
1200 case HELMET: 1069 case HELMET:
1201 case SHIELD: 1070 case SHIELD:
1202 case BOOTS: 1071 case BOOTS:
1203 case GLOVES: 1072 case GLOVES:
1204 case WEAPON: 1073 case WEAPON:
1205 case SKILL: 1074 case SKILL:
1206 case RING: 1075 case RING:
1207 case AMULET: 1076 case AMULET:
1208 case ARMOUR: 1077 case ARMOUR:
1209 case BRACERS: 1078 case BRACERS:
1210 case FORCE: 1079 case FORCE:
1211 case CLOAK: 1080 case CLOAK:
1212 if (op->stats.wc) 1081 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1213 { 1082 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1214 sprintf (buf, "(wc%+d)", op->stats.wc); 1083 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf); 1084
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) 1085 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1228 {
1229 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1086 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1230 strcat (retbuf, buf); 1087
1231 }
1232 break; 1088 break;
1233 1089
1234 default: 1090 default:
1235 break; 1091 break;
1236 } 1092 }
1237 if (QUERY_FLAG (op, FLAG_XRAYS)) 1093
1238 strcat (retbuf, "(xray-vision)"); 1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1239 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1240 strcat (retbuf, "(infravision)");
1241 1096
1242 /* levitate was what is was before, so we'll keep it */ 1097 /* levitate was what is was before, so we'll keep it */
1243 if (op->move_type & MOVE_FLY_LOW) 1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1244 strcat (retbuf, "(levitate)");
1245
1246 if (op->move_type & MOVE_FLY_HIGH) 1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1247 strcat (retbuf, "(fly)");
1248
1249 if (op->move_type & MOVE_SWIM) 1100 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1250 strcat (retbuf, "(swim)");
1251 1101
1252 /* walking is presumed as 'normal', so doesn't need mentioning */ 1102 /* walking is presumed as 'normal', so doesn't need mentioning */
1253 1103
1254 if (op->item_power) 1104 if (op->item_power)
1255 {
1256 sprintf (buf, "(item_power %+d)", op->item_power); 1105 buf.printf ("(item_power %+d)", op->item_power);
1257 strcat (retbuf, buf);
1258 }
1259 } /* End if identified or applied */ 1106 } /* End if identified or applied */
1260 1107
1261 /* This blocks only deals with fully identified object. 1108 /* This blocks only deals with fully identified object.
1262 * it is intentional that this is not an 'else' from a above - 1109 * it is intentional that this is not an 'else' from a above -
1263 * in this way, information is added. 1110 * in this way, information is added.
1266 { 1113 {
1267 int more_info = 0; 1114 int more_info = 0;
1268 1115
1269 switch (op->type) 1116 switch (op->type)
1270 { 1117 {
1271 case ROD: /* These use stats.sp for spell selection and stats.food */ 1118 case ROD: /* These use stats.sp for spell selection and stats.food */
1272 case HORN: /* and stats.hp for spell-point regeneration... */ 1119 case HORN: /* and stats.hp for spell-point regeneration... */
1273 case BOW: 1120 case BOW:
1274 case ARROW: 1121 case ARROW:
1275 case WAND: 1122 case WAND:
1276 case FOOD: 1123 case FOOD:
1277 case FLESH: 1124 case FLESH:
1278 case DRINK: 1125 case DRINK:
1279 more_info = 0; 1126 more_info = 0;
1280 break; 1127 break;
1281 1128
1282 /* Armor type objects */ 1129 /* Armor type objects */
1283 case ARMOUR: 1130 case ARMOUR:
1284 case HELMET: 1131 case HELMET:
1285 case SHIELD: 1132 case SHIELD:
1286 case BOOTS: 1133 case BOOTS:
1287 case GLOVES: 1134 case GLOVES:
1288 case GIRDLE: 1135 case GIRDLE:
1289 case BRACERS: 1136 case BRACERS:
1290 case CLOAK: 1137 case CLOAK:
1291 if (ARMOUR_SPEED (op)) 1138 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1292 { 1139 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; 1140 more_info = 1;
1302 break; 1141 break;
1303 1142
1304 case WEAPON: 1143 case WEAPON:
1305 /* Calculate it the same way fix_player does so the results 1144 /* Calculate it the same way fix_player does so the results
1306 * make sense. 1145 * make sense.
1307 */ 1146 */
1308 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1147 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1309 if (i < 0) 1148 if (i < 0)
1310 i = 0; 1149 i = 0;
1311 1150
1312 sprintf (buf, "(weapon speed %d)", i); 1151 buf.printf ("(weapon speed %d)", i);
1313 strcat (retbuf, buf);
1314 more_info = 1; 1152 more_info = 1;
1315 break; 1153 break;
1316
1317 } 1154 }
1155
1318 if (more_info) 1156 if (more_info)
1319 { 1157 {
1320 if (op->stats.food)
1321 {
1322 if (op->stats.food != 0)
1323 sprintf (buf, "(sustenance%+d)", op->stats.food); 1158 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); 1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1329 strcat (retbuf, buf); 1160 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); 1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1339 strcat (retbuf, buf);
1340 }
1341 } 1162 }
1342 1163
1343 if (op->stats.luck) 1164 if (op->stats.luck)
1344 {
1345 sprintf (buf, "(luck%+d)", op->stats.luck); 1165 buf.printf ("(luck%+d)", op->stats.luck);
1346 strcat (retbuf, buf); 1166
1347 }
1348 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1349 strcat (retbuf, "(lifesaving)"); 1168 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)) 1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1353 strcat (retbuf, "(reflect missiles)");
1354 if (QUERY_FLAG (op, FLAG_STEALTH)) 1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1355 strcat (retbuf, "(stealth)"); 1171
1356 if (op->slaying != NULL && op->type != FOOD) 1172 if (op->slaying && op->type != FOOD)
1357 {
1358 sprintf (buf, "(slay %s)", &op->slaying); 1173 buf.printf ("(slay %s)", &op->slaying);
1359 strcat (retbuf, buf); 1174
1360 } 1175 if (op->type == SKILL_TOOL && op->skill)
1361 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1176 buf.printf ("(%s)", &op->skill);
1177
1178 buf.add_abilities ("Attacks", op->attacktype);
1362 /* resistance on flesh is only visible for quetzals. If 1179 /* resistance on flesh is only visible for quetzals. If
1363 * non flesh, everyone can see its resistances 1180 * non flesh, everyone can see its resistances
1364 */ 1181 */
1365 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1182 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1366 strcat (retbuf, describe_resistance (op, 0)); 1183 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 1184
1185 buf.add_paths ("Attuned", op->path_attuned);
1186 buf.add_paths ("Repelled", op->path_repelled);
1187 buf.add_paths ("Denied", op->path_denied);
1188 }
1189
1372 return retbuf; 1190 return buf;
1191}
1192
1193std::string
1194object::describe_item (object *who)
1195{
1196 return std::string (::describe_item (this, who));
1197}
1198
1199void
1200examine (object *op, object *tmp)
1201{
1202 std::string info = tmp->describe (op);
1203
1204 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1205}
1206
1207/*
1208 * inventory prints object's inventory. If inv==NULL then print player's
1209 * inventory.
1210 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1211 */
1212const char *
1213object::query_inventory (object *who, const char *indent)
1214{
1215 static dynbuf_text buf; buf.clear ();
1216
1217 for (object *tmp = inv; tmp; tmp = tmp->below)
1218 if (who && QUERY_FLAG (who, FLAG_WIZ))
1219 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1220 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1221 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1222
1223 if (buf.size ())
1224 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1225 else
1226 buf.printf ("%s(empty)\n", indent);
1227
1228 return buf;
1373} 1229}
1374 1230
1375/* Return true if the item is magical. A magical item is one that 1231/* Return true if the item is magical. A magical item is one that
1376 * increases/decreases any abilities, provides a resistance, 1232 * increases/decreases any abilities, provides a resistance,
1377 * has a generic magical bonus, or is an artifact. 1233 * has a generic magical bonus, or is an artifact.
1378 * This function is used by detect_magic to determine if an item 1234 * This function is used by detect_magic to determine if an item
1379 * should be marked as magical. 1235 * should be marked as magical.
1380 */ 1236 */
1381
1382int 1237int
1383is_magical (const object *op) 1238is_magical (const object *op)
1384{ 1239{
1385 int i; 1240 int i;
1386 1241
1437 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1292 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1438 return 1; 1293 return 1;
1439 1294
1440 /* Check to see if it increases/decreases any stats */ 1295 /* Check to see if it increases/decreases any stats */
1441 for (i = 0; i < NUM_STATS; i++) 1296 for (i = 0; i < NUM_STATS; i++)
1442 if (get_attr_value (&(op->stats), i) != 0) 1297 if (op->stats.stat (i))
1443 return 1; 1298 return 1;
1444 1299
1445 /* If it doesn't fall into any of the above categories, must 1300 /* If it doesn't fall into any of the above categories, must
1446 * be non magical. 1301 * be non magical.
1447 */ 1302 */
1456int 1311int
1457need_identify (const object *op) 1312need_identify (const object *op)
1458{ 1313{
1459 switch (op->type) 1314 switch (op->type)
1460 { 1315 {
1461 case RING: 1316 case RING:
1462 case WAND: 1317 case WAND:
1463 case ROD: 1318 case ROD:
1464 case HORN: 1319 case HORN:
1465 case SCROLL: 1320 case SCROLL:
1466 case SKILL: 1321 case SKILL:
1467 case SKILLSCROLL: 1322 case SKILLSCROLL:
1468 case SPELLBOOK: 1323 case SPELLBOOK:
1469 case FOOD: 1324 case FOOD:
1470 case POTION: 1325 case POTION:
1471 case BOW: 1326 case BOW:
1472 case ARROW: 1327 case ARROW:
1473 case WEAPON: 1328 case WEAPON:
1474 case ARMOUR: 1329 case ARMOUR:
1475 case SHIELD: 1330 case SHIELD:
1476 case HELMET: 1331 case HELMET:
1477 case AMULET: 1332 case AMULET:
1478 case BOOTS: 1333 case BOOTS:
1479 case GLOVES: 1334 case GLOVES:
1480 case BRACERS: 1335 case BRACERS:
1481 case GIRDLE: 1336 case GIRDLE:
1482 case CONTAINER: 1337 case CONTAINER:
1483 case DRINK: 1338 case DRINK:
1484 case FLESH: 1339 case FLESH:
1485 case INORGANIC: 1340 case INORGANIC:
1486 case CLOSE_CON: 1341 case CLOSE_CON:
1487 case CLOAK: 1342 case CLOAK:
1488 case GEM: 1343 case GEM:
1489 case POWER_CRYSTAL: 1344 case POWER_CRYSTAL:
1490 case POISON: 1345 case POISON:
1491 case BOOK: 1346 case BOOK:
1492 case SKILL_TOOL: 1347 case SKILL_TOOL:
1493 return 1; 1348 return 1;
1494 } 1349 }
1350
1495 /* Try to track down some stuff that may show up here. Thus, the 1351 /* Try to track down some stuff that may show up here. Thus, the
1496 * archetype file can be updated, and this function removed. 1352 * archetype file can be updated, and this function removed.
1497 */ 1353 */
1498#if 0 1354#if 0
1499 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1355 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. 1361 * Supposed to fix face-values as well here, but later.
1506 */ 1362 */
1507void 1363void
1508identify (object *op) 1364identify (object *op)
1509{ 1365{
1510 object *pl;
1511
1512 SET_FLAG (op, FLAG_IDENTIFIED); 1366 SET_FLAG (op, FLAG_IDENTIFIED);
1513 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1367 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1514 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1368 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1515 1369
1516 /* 1370 /*
1523 { 1377 {
1524 if (op->inv && op->randomitems) 1378 if (op->inv && op->randomitems)
1525 op->title = op->inv->name; 1379 op->title = op->inv->name;
1526 else if (op->arch) 1380 else if (op->arch)
1527 { 1381 {
1528 op->name = op->arch->clone.name; 1382 op->name = op->arch->object::name;
1529 op->name_pl = op->arch->clone.name_pl; 1383 op->name_pl = op->arch->object::name_pl;
1530 } 1384 }
1531 } 1385 }
1532 1386
1533 /* If the object is on a map, make sure we update its face */ 1387 /* If the object is on a map, make sure we update its face */
1534 if (op->map) 1388 if (op->map)
1535 update_object (op, UP_OBJ_FACE); 1389 update_object (op, UP_OBJ_CHANGE);
1536 else 1390
1537 { 1391 if (object *pl = op->visible_to ())
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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