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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 1.79 by root, Sun Apr 4 02:51:56 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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.
45 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
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 */
52// see include/object.h
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 54 {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"}, 55 {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"}, 56 {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"}, 57 {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"}, 58 {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"}, 59 {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"} , 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {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"}, 63 {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"}, 64 {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"}, 65 {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"}, 66 {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"}, 67 {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"} */ 68/*{"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}; 69};
71 70
72static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 73 "eighty", "ninety"
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {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}, 162 {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}, 163 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {TOOL, "tool", "tools", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {BUILDFAC, "building facility", "building facilities", 0, 0},
172 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
173 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
174 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
175 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
176 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
177 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
178 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
179 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
180 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
181 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
183 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
184 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
185 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
186 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
187 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {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}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
191 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
192 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
193 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
194 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
210 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
211 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
212 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
213}; 205};
214 206
215const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
216
217materialtype_t *materialt;
218
219/*
220materialtype material[NROFMATERIALS] = {
221 * P M F E C C A D W G P S P T F C D D C C G H B I *
222 * H A I L O O C R E H O L A U E A E E H O O O L N *
223 * Y G R E L N I A A O I O R R A N P A A U D L I T *
224 * S I E C D F D I P S S W A N R C L T O N Y N R *
225 * I C T U N O T O L E E H S T P D N *
226 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
227 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
228 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
230 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
231 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
232 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
233 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
234 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
235 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
236 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
237 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
238 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
239};
240*/
241 208
242/* This curve may be too steep. But the point is that there should 209/* This curve may be too steep. But the point is that there should
243 * be tough choices - there is no real point to this if everyone can 210 * be tough choices - there is no real point to this if everyone can
244 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
245 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
256}; 223};
257 224
258int 225int
259get_power_from_ench (int ench) 226get_power_from_ench (int ench)
260{ 227{
261 if (ench < 0)
262 ench = 0;
263 if (ench > 20)
264 ench = 20;
265 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
266} 229}
267 230
268/* This takes an object 'op' and figures out what its item_power 231/* 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 232 * rating should be. This should only really be used by the treasure
270 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
277{ 240{
278 int i, tmp, enc; 241 int i, tmp, enc;
279 242
280 enc = 0; 243 enc = 0;
281 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
282 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
283 246
284 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
285 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
286 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
287 * armour shouldn't be counted against 250 * armour shouldn't be counted against
304 if (op->type == WEAPON) 267 if (op->type == WEAPON)
305 { 268 {
306 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
307 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
308 enc++; 271 enc++;
272
309 if (op->slaying) 273 if (op->slaying)
310 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
311 } 275 }
276
312 /* Items the player can equip */ 277 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 281 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
319 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
323 } 288 }
289
324 enc += op->stats.luck; 290 enc += op->stats.luck;
325 291
326 /* Do spell paths now */ 292 /* Do spell paths now */
327 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
328 {
329 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
330 enc++; 295 enc++;
331 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
332 enc -= 2; 297 enc -= 2;
333 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
334 enc--; 299 enc--;
335 }
336 300
337 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
338 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
339 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
340 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
342 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
343 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 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;
351 308
352 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
353
354} 310}
355 311
356/* returns the typedata that has a number equal to itemtype, if there 312/* returns the typedata that has a number equal to itemtype, if there
357 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
358
359const typedata * 314const typedata *
360get_typedata (int itemtype) 315get_typedata (int itemtype)
361{ 316{
362 int i;
363
364 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
365 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
366 return &item_types[i]; 319 return &item_types[i];
320
367 return NULL; 321 return NULL;
368} 322}
369 323
370/* returns the typedata that has a name equal to itemtype, if there 324/* 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 325 * isn't one, return the plural name that matches, if there still isn't
372 * one return NULL */ 326 * one return NULL */
373
374const typedata * 327const typedata *
375get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
376{ 329{
377 int i;
378
379 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
381 return &item_types[i]; 332 return &item_types[i];
333
382 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
383 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
384 { 336 {
385 LOG (llevInfo, 337 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); 338 "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]; 339 return &item_types[i];
388 } 340 }
341
389 return NULL; 342 return 0;
390} 343}
391 344
392/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
393 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
394 * a big buffer. 347 * a big buffer.
395 * if newline is true, we don't put parens around the description 348 * 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 349 * but do put a newline at the end. Useful when dumping to files
397 */ 350 */
398char * 351const char *
399describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
400{ 353{
401 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
402 char buf1[VERY_BIG_BUF];
403 int tmpvar;
404 355
405 buf[0] = 0; 356 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)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
409 { 358 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]);
414 359
415 strcat (buf, buf1);
416 }
417 }
418 return buf; 360 return buf;
419} 361}
420
421 362
422/* 363/*
423 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
424 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
425 * The buffer will be overwritten by the next call to query_weight(). 366 * The buffer will be overwritten by the next call to query_weight().
426 */ 367 *
427 368 * Seems to be used only by unimportant stuff. Remove?
428char * 369 */
370const char *
429query_weight (const object *op) 371query_weight (const object *op)
430{ 372{
431 static char buf[10]; 373 static char buf[10];
432 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
433 375
434 if (op->weight < 0) 376 if (op->weight < 0)
435 return " "; 377 return " ";
378
436 if (i % 1000) 379 if (i % 1000)
437 sprintf (buf, "%6.1f", i / 1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
438 else 381 else
439 sprintf (buf, "%4d ", i / 1000); 382 sprintf (buf, "%4d ", i / 1000);
383
440 return buf; 384 return buf;
441} 385}
442 386
443/* 387/*
444 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
445 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
446 */ 390 */
447 391const char *
448char *
449get_levelnumber (int i) 392get_levelnumber (int i)
450{ 393{
451 static char buf[MAX_BUF]; 394 static char buf[MAX_BUF];
452 395
453 if (i > 99) 396 if (i > 99)
454 { 397 {
455 sprintf (buf, "%d.", i); 398 sprintf (buf, "%d.", i);
456 return buf; 399 return buf;
457 } 400 }
401
458 if (i < 21) 402 if (i < 21)
459 return levelnumbers[i]; 403 return levelnumbers[i];
404
460 if (!(i % 10)) 405 if (!(i % 10))
461 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
407
462 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
464 return buf; 410 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} 411}
488 412
489/* 413/*
490 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
491 * abilities 415 * abilities
497 */ 421 */
498 422
499/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 423/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
500 * from stats.sp - b.t. 424 * from stats.sp - b.t.
501 */ 425 */
502char * 426static const char *
503ring_desc (const object *op) 427ring_desc (const object *op)
504{ 428{
505 static char buf[VERY_BIG_BUF]; 429 static dynbuf_text buf; buf.clear ();
506 int attr, val, len; 430 int attr, val, len;
507 431
508 buf[0] = 0;
509
510 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 432 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
511 return buf; 433 {
512
513 for (attr = 0; attr < NUM_STATS; attr++) 434 for (attr = 0; attr < NUM_STATS; attr++)
514 { 435 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); 436 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);
528 437
438 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
439 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
440 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
441 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
442
529 strcat (buf, describe_resistance (op, 0)); 443 buf << describe_resistance (op, 0);
530 444
531 if (op->stats.food != 0) 445 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
532 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
533 /* else if (op->stats.food < 0) 447 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
534 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
535 if (op->stats.grace) 449 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);
556 450
557 /* if(op->item_power) 451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
558 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
559 */ 453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
560 if (buf[0] == 0 && op->type != SKILL) 454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
561 strcpy (buf, "of adornment");
562 455
456 buf.add_paths ("Attuned" , op->path_attuned);
457 buf.add_paths ("Repelled", op->path_repelled);
458 buf.add_paths ("Denied" , op->path_denied);
459
460 if (buf.empty ())
461 buf << "of adornment";
462 }
563 463
564 return buf; 464 return buf;
565} 465}
566 466
567/* 467/*
568 * query_short_name(object) is similar to query_name, but doesn't 468 * query_short_name(object) is similar to query_name, but doesn't
569 * contain any information about object status (worn/cursed/etc.) 469 * contain any information about object status (worn/cursed/etc.)
470 *
471 * It is sometimes used when printing messages, so should fit well into a sentence.
570 */ 472 */
571const char * 473const char *
572query_short_name (const object *op) 474query_short_name (const object *op)
573{ 475{
574 static char buf[HUGE_BUF];
575 char buf2[HUGE_BUF];
576 int len = 0;
577
578 if (op->name == NULL) 476 if (!op->name)
579 return "(null)"; 477 return "(null)";
580 478
581 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 479 if (!op->nrof
480 && !op->weight
481 && !op->title
482 && !is_magical (op)
483 && op->slaying != shstr_money)
582 return op->name; /* To speed things up (or make things slower?) */ 484 return op->name; /* To speed things up (or make things slower?) */
583 485
584 if (op->nrof <= 1) 486 static dynbuf_text buf; buf.clear ();
585 safe_strcat (buf, op->name, &len, HUGE_BUF); 487
586 else 488 buf << (op->nrof <= 1 ? op->name : op->name_pl);
587 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
588 489
589 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
590 { 491 buf << ' ' << op->title;
591 safe_strcat (buf, " ", &len, HUGE_BUF);
592 safe_strcat (buf, op->title, &len, HUGE_BUF);
593 }
594 492
595 switch (op->type) 493 switch (op->type)
596 { 494 {
597 case SPELLBOOK: 495 case SPELLBOOK:
598 case SCROLL: 496 case SCROLL:
599 case WAND: 497 case WAND:
600 case ROD: 498 case ROD:
601 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
602 { 500 {
603 if (!op->title) 501 if (!op->title)
604 { 502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
605 safe_strcat (buf, " of ", &len, HUGE_BUF); 503
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) 504 if (op->type != SPELLBOOK)
612 {
613 sprintf (buf2, " (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
614 safe_strcat (buf, buf2, &len, HUGE_BUF);
615 }
616 } 506 }
617 break; 507 break;
618 508
509 case ALTAR:
510 case TRIGGER_ALTAR:
511 case IDENTIFY_ALTAR:
512 case CONVERTER:
513 if (op->slaying == shstr_money)
514 {
515 bool wrap = !!buf.size ();
516
517 if (wrap) buf << " [";
518
519 archetype *coin = 0;
520
521 for (char const *const *c = coins; *coins; ++c)
522 if ((coin = archetype::find (*c)))
523 if (op->stats.food % coin->value == 0)
524 break;
525
526 sint32 coins = op->stats.food / coin->value;
527
528 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
529
530 if (wrap) buf << ']';
531 }
532 break;
533
619 case SKILL: 534 case SKILL:
620 case AMULET: 535 case AMULET:
621 case RING: 536 case RING:
622 if (!op->title) 537 if (!op->title)
623 { 538 {
624 /* If ring has a title, full description isn't so useful */ 539 /* If ring has a title, full description isn't so useful */
625 char *s = ring_desc (op); 540 const char *s = ring_desc (op);
626 541
627 if (s[0]) 542 if (s && *s)
628 { 543 buf << " " << s;
629 safe_strcat (buf, " ", &len, HUGE_BUF);
630 safe_strcat (buf, s, &len, HUGE_BUF);
631 }
632 } 544 }
633 break; 545 break;
546
634 default: 547 default:
635 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 548 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
636 {
637 sprintf (buf2, " %+d", op->magic); 549 buf.printf (" %+d", op->magic);
638 safe_strcat (buf, buf2, &len, HUGE_BUF);
639 }
640 } 550 }
551
641 return buf; 552 return buf;
642} 553}
643 554
644/* 555/*
645 * query_name(object) returns a character pointer pointing to a static 556 * 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 560 * 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 561 * 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 562 * 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.) 563 * use several names much easier (don't need to store them to temp variables.)
653 * 564 *
565 * It is used extensively within messages, so should return only a prose
566 * and short description of the item.
567 * It is also used by examine/ex and similar functions.
654 */ 568 */
655char * 569const char *
656query_name (const object *op) 570query_name (const object *op)
657{ 571{
658 static char buf[5][HUGE_BUF]; 572 int len = 0;
573 static dynbuf_text bufs[5];
659 static int use_buf = 0; 574 static int use_buf = 0;
660 int len = 0;
661
662#ifdef NEW_MATERIAL_CODE
663 materialtype_t *mt;
664#endif
665 575
666 use_buf++; 576 use_buf++;
667 use_buf %= 5; 577 use_buf %= 5;
668 578
669#ifdef NEW_MATERIAL_CODE 579 dynbuf_text &buf = bufs [use_buf];
580 buf.clear ();
581
582#if 0
670 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
671 { 584 buf << op->material->description << ' ';
672 mt = name_to_material (op->materialname);
673 if (mt)
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 585#endif
680 586
681 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 587 buf << query_short_name (op);
682 588
683 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
684 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 590 buf << " *";
685 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
686 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 592 buf << " (open)";
687 593
688 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
689 { 595 {
690 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
691 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 597 buf << " (damned)";
692 else if (QUERY_FLAG (op, FLAG_CURSED)) 598 else if (QUERY_FLAG (op, FLAG_CURSED))
693 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 599 buf << " (cursed)";
694 } 600 }
601
695 /* Basically, if the object is known magical (detect magic spell on it), 602 /* Basically, if the object is known magical (detect magic spell on it),
696 * and it isn't identified, print out the fact that 603 * and it isn't identified, print out the fact that
697 * it is magical. Assume that the detect magical spell will only set 604 * it is magical. Assume that the detect magical spell will only set
698 * KNOWN_MAGICAL if the item actually is magical. 605 * KNOWN_MAGICAL if the item actually is magical.
699 * 606 *
700 * Changed in V 0.91.4 - still print that the object is magical even 607 * 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 608 * if it has been applied. Equipping an item does not tell full
702 * abilities, especially for artifact items. 609 * abilities, especially for artifact items.
703 */ 610 */
704 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
705 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 612 buf << " (magic)";
706 613
707#if 0 614#if 0
708 /* item_power will be returned in desribe_item - it shouldn't really 615 /* item_power will be returned in describe_item - it shouldn't really
709 * be returned in the name. 616 * be returned in the name.
710 */ 617 */
711 if (op->item_power) 618 if (op->item_power)
712 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 619 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
713 620
715 622
716 if (QUERY_FLAG (op, FLAG_APPLIED)) 623 if (QUERY_FLAG (op, FLAG_APPLIED))
717 { 624 {
718 switch (op->type) 625 switch (op->type)
719 { 626 {
720 case BOW: 627 case BOW:
721 case WAND: 628 case WAND:
722 case ROD: 629 case ROD:
723 case HORN: 630 case HORN:
724 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 631 buf << " (applied)";
725 break; 632 break;
726 case WEAPON: 633 case WEAPON:
727 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 634 buf << " (applied)";
728 break; 635 break;
729 case ARMOUR: 636 case ARMOUR:
730 case HELMET: 637 case HELMET:
731 case SHIELD: 638 case SHIELD:
732 case RING: 639 case RING:
733 case BOOTS: 640 case BOOTS:
734 case GLOVES: 641 case GLOVES:
735 case AMULET: 642 case AMULET:
736 case GIRDLE: 643 case GIRDLE:
737 case BRACERS: 644 case BRACERS:
738 case CLOAK: 645 case CLOAK:
739 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 646 buf << " (worn)";
740 break; 647 break;
741 case CONTAINER: 648 case CONTAINER:
742 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 649 buf << " (active)";
743 break; 650 break;
744 case SKILL: 651 case SKILL:
745 default: 652 default:
746 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 653 buf << " (applied)";
747 } 654 }
748 } 655 }
656
657 switch (op->type)
658 {
659 case LAMP:
660 if (op->glow_radius)
661 buf << " (on)";
662 else if (op->stats.food <= 0)
663 buf << " (empty)";
664 else
665 buf << " (off)";
666 break;
667
668 case TORCH:
669 if (op->glow_radius)
670 buf << " (burning)";
671 else if (op->stats.food <= 0)
672 buf << " (burned out)";
673 break;
674 }
675
749 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
750 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 677 buf << " (unpaid)";
751 678
752 return buf[use_buf]; 679 return buf;
753} 680}
754 681
755/* 682/*
756 * query_base_name(object) returns a character pointer pointing to a static 683 * query_base_name(object) returns a character pointer pointing to a static
757 * buffer which contains a verbose textual representation of the name 684 * buffer which contains a verbose textual representation of the name
758 * of the given object. The buffer will be overwritten at the next 685 * 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 686 * 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 687 * don't include the item count or item status. Used for inventory sorting
761 * and sending to client. 688 * and sending to client.
762 * If plural is set, we generate the plural name of this. 689 * If plural is set, we generate the plural name of this.
690 *
691 * It is sometimes used to display messages, and usually only used to match stuff,
692 * so maybe this function should be removed.
693 * It is also used for client-side inventory/item descriptions.
763 */ 694 */
764const char * 695const char *
765query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
766{ 697{
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)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
772 return "(null)"; 699 return "(null)";
773 700
774 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 701 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
702 && op->type != EXIT)
775 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
776 704
705 static dynbuf_text buf; buf.clear ();
706
707#if 0
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
778 mt = name_to_material (op->materialname); 709 if (op->arch->material != op->material)
779 710 buf << op->material->description << ' ';
780#ifdef NEW_MATERIAL_CODE
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 711#endif
795 if (!plural) 712
796 strcpy (buf, op->name); 713 buf << (plural ? op->name_pl : op->name);
797 else
798 strcpy (buf, op->name_pl);
799 len = strlen (buf);
800#ifdef NEW_MATERIAL_CODE
801 }
802#endif
803 714
804 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
805 { 716 buf << ' ' << op->title;
806 safe_strcat (buf, " ", &len, MAX_BUF);
807 safe_strcat (buf, op->title, &len, MAX_BUF);
808 }
809 717
810 switch (op->type) 718 switch (op->type)
811 { 719 {
812 case SPELLBOOK: 720 case SPELLBOOK:
813 case SCROLL: 721 case SCROLL:
814 case WAND: 722 case WAND:
815 case ROD: 723 case ROD:
816 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 724 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
817 { 725 {
818 if (!op->title) 726 if (!op->title)
819 { 727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
820 safe_strcat (buf, " of ", &len, MAX_BUF); 728
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) 729 if (op->type != SPELLBOOK)
827 {
828 sprintf (buf2, " (lvl %d)", op->level); 730 buf.printf (" (lvl %d)", op->level);
829 safe_strcat (buf, buf2, &len, MAX_BUF);
830 }
831 } 731 }
832 break; 732 break;
833 733
834 734
835 case SKILL: 735 case SKILL:
836 case AMULET: 736 case AMULET:
837 case RING: 737 case RING:
838 if (!op->title) 738 if (!op->title)
839 { 739 {
840 /* If ring has a title, full description isn't so useful */ 740 /* If ring has a title, full description isn't so useful */
841 char *s = ring_desc (op); 741 const char *s = ring_desc (op);
842 742
843 if (s[0]) 743 if (s && *s)
844 { 744 buf << ' ' << s;
845 safe_strcat (buf, " ", &len, MAX_BUF);
846 safe_strcat (buf, s, &len, MAX_BUF);
847 }
848 } 745 }
849 break; 746 break;
747
748 case EXIT:
749 // random map exits "unfortunately" get patched, so this only works before entering
750 if (EXIT_PATH (op) == shstr_random_map_exit)
751 buf << " (random map)";
752 else if (!EXIT_PATH (op))
753 buf << " (closed)";
754 break;
755
850 default: 756 default:
851 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
852 { 758 buf.printf (" %+d", op->magic);
853 sprintf (buf + strlen (buf), " %+d", op->magic);
854 }
855 } 759 }
760
856 return buf; 761 return buf;
857} 762}
858 763
859/* Break this off from describe_item - that function was way 764/* Break this off from describe_item - that function was way
860 * too long, making it difficult to read. This function deals 765 * too long, making it difficult to read. This function deals
861 * with describing the monsters & players abilities. It should only 766 * with describing the monsters & players abilities. It should only
862 * be called with monster & player objects. Returns a description 767 * be called with monster & player objects. Returns a description
863 * in a static buffer. 768 * in a static buffer.
864 */ 769 */
865
866static char * 770static const char *
867describe_monster (const object *op) 771describe_monster (const object *op)
868{ 772{
869 char buf[MAX_BUF]; 773 static dynbuf_text buf; buf.clear ();
870 static char retbuf[VERY_BIG_BUF];
871 int i;
872
873 retbuf[0] = '\0';
874 774
875 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
876 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
877 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
878 */ 778 */
879 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 779 if (op->has_active_speed ())
880 { 780 switch ((int)(op->speed * 15.))
881 switch ((int) ((FABS (op->speed)) * 15))
882 { 781 {
883 case 0: 782 case 0:
884 strcat (retbuf, "(very slow movement)"); 783 buf << "(very slow movement)";
885 break; 784 break;
886 case 1: 785 case 1:
887 strcat (retbuf, "(slow movement)"); 786 buf << "(slow movement)";
888 break; 787 break;
889 case 2: 788 case 2:
890 strcat (retbuf, "(normal movement)"); 789 buf << "(normal movement)";
891 break; 790 break;
892 case 3: 791 case 3:
893 case 4: 792 case 4:
894 strcat (retbuf, "(fast movement)"); 793 buf << "(fast movement)";
895 break; 794 break;
896 case 5: 795 case 5:
897 case 6: 796 case 6:
898 strcat (retbuf, "(very fast movement)"); 797 buf << "(very fast movement)";
899 break; 798 break;
900 case 7: 799 case 7:
901 case 8: 800 case 8:
902 case 9: 801 case 9:
903 case 10: 802 case 10:
904 strcat (retbuf, "(extremely fast movement)"); 803 buf << "(extremely fast movement)";
905 break; 804 break;
906 default: 805 default:
907 strcat (retbuf, "(lightning fast movement)"); 806 buf << "(lightning fast movement)";
908 break; 807 break;
909 } 808 }
910 } 809
911 if (QUERY_FLAG (op, FLAG_UNDEAD)) 810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
912 strcat (retbuf, "(undead)");
913 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
914 strcat (retbuf, "(see invisible)"); 812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
915 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
916 strcat (retbuf, "(wield weapon)"); 814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
917 if (QUERY_FLAG (op, FLAG_USE_BOW)) 815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
918 strcat (retbuf, "(archer)"); 816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
919 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 817 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)) 818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
928 strcat (retbuf, "(skill user)"); 819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
929 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 820 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)) 821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
934 strcat (retbuf, "(unaggressive)"); 822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
935 if (QUERY_FLAG (op, FLAG_HITBACK)) 823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
936 strcat (retbuf, "(hitback)"); 824
937 if (QUERY_FLAG (op, FLAG_STEALTH))
938 strcat (retbuf, "(stealthy)");
939 if (op->randomitems != NULL) 825 if (op->randomitems)
940 { 826 {
941 treasure *t;
942 int first = 1; 827 bool first = 1;
943 828
944 for (t = op->randomitems->items; t != NULL; t = t->next) 829 for (treasure *t = op->randomitems->items; t; t = t->next)
945 if (t->item && (t->item->clone.type == SPELL)) 830 if (t->item && t->item->type == SPELL)
946 { 831 {
947 if (first) 832 if (first)
948 { 833 buf << "(Spell abilities:)";
834
949 first = 0; 835 first = 0;
950 strcat (retbuf, "(Spell abilities:)"); 836
951 } 837 buf << '(' << t->item->object::name << ')';
952 strcat (retbuf, "(");
953 strcat (retbuf, t->item->clone.name);
954 strcat (retbuf, ")");
955 } 838 }
956 } 839 }
840
957 if (op->type == PLAYER) 841 if (op->type == PLAYER)
958 { 842 {
959 if (op->contr->digestion) 843 if (op->contr->digestion)
960 {
961 if (op->contr->digestion != 0)
962 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 844 buf.printf ("(sustenance%+d)", op->contr->digestion);
963 strcat (retbuf, buf); 845
964 }
965 if (op->contr->gen_grace) 846 if (op->contr->gen_grace)
966 {
967 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 847 buf.printf ("(grace%+d)", op->contr->gen_grace);
968 strcat (retbuf, buf); 848
969 }
970 if (op->contr->gen_sp) 849 if (op->contr->gen_sp)
971 {
972 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 850 buf.printf ("(magic%+d)", op->contr->gen_sp);
973 strcat (retbuf, buf); 851
974 }
975 if (op->contr->gen_hp) 852 if (op->contr->gen_hp)
976 {
977 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 853 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
978 strcat (retbuf, buf); 854
979 }
980 if (op->stats.luck) 855 if (op->stats.luck)
981 {
982 sprintf (buf, "(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
983 strcat (retbuf, buf);
984 }
985 } 857 }
986 858
987 /* describe attacktypes */ 859 /* describe attacktypes */
988 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
989 { 861 {
990 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
991 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
992 * this makes it more readable. 864 * this makes it more readable.
993 */ 865 */
994 object *tmp; 866 object *tmp;
995 867
996 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 868 for (tmp = op->inv; tmp; tmp = tmp->below)
997 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 869 if (tmp->type == SKILL && tmp->name == shstr_clawing)
998 break; 870 break;
999 871
1000 if (tmp && tmp->attacktype != 0) 872 if (tmp && tmp->attacktype)
1001 { 873 buf.add_abilities ("Claws", tmp->attacktype);
1002 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1003 }
1004 else 874 else
1005 { 875 buf.add_abilities ("Attacks", op->attacktype);
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1007 }
1008 } 876 }
1009 else 877 else
1010 { 878 buf.add_abilities ("Attacks", op->attacktype);
1011 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 879
1012 } 880 buf.add_paths ("Attuned" , op->path_attuned);
1013 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 881 buf.add_paths ("Repelled", op->path_repelled);
1014 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 882 buf.add_paths ("Denied" , op->path_denied);
1015 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 883
1016 for (i = 0; i < NROFATTACKS; i++) 884 for (int i = 0; i < NROFATTACKS; i++)
1017 {
1018 if (op->resist[i]) 885 if (op->resist[i])
1019 {
1020 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 886 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1021 strcat (retbuf, buf); 887
1022 }
1023 }
1024 return retbuf; 888 return buf;
1025} 889}
1026
1027 890
1028/* 891/*
1029 * Returns a pointer to a static buffer which contains a 892 * Returns a pointer to a static buffer which contains a
1030 * description of the given object. 893 * description of the given object.
1031 * If it is a monster, lots of information about its abilities 894 * 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 903 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1041 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
1042 * a dwarven axe, in which the full abilities are only known to 905 * a dwarven axe, in which the full abilities are only known to
1043 * dwarves, etc. 906 * dwarves, etc.
1044 * 907 *
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. 908 * Add 'owner' who is the person examining this object.
1051 * owner can be null if no one is being associated with this 909 * owner can be null if no one is being associated with this
1052 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
1053 */ 911 */
1054 912const char *
1055char *
1056describe_item (const object *op, object *owner) 913describe_item (const object *op, object *owner)
1057{ 914{
1058 char buf[MAX_BUF]; 915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1059 static char retbuf[VERY_BIG_BUF]; 916 return describe_monster (op);
917
918 static dynbuf_text buf; buf.clear ();
1060 int identified, i; 919 int identified, i;
1061 920
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. 921 /* figure this out once, instead of making multiple calls to need_identify.
1068 * also makes the code easier to read. 922 * also makes the code easier to read.
1069 */ 923 */
1070 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1071 identified = 1; 925 if (!identified)
1072 else 926 buf << "(unidentified)";
1073 { 927
1074 strcpy (retbuf, "(unidentified)");
1075 identified = 0;
1076 }
1077 switch (op->type) 928 switch (op->type)
1078 { 929 {
1079 case BOW: 930 case BOW:
1080 case ARROW: 931 case ARROW:
1081 case WAND: 932 case WAND:
1082 case ROD: 933 case ROD:
1083 case HORN: 934 case HORN:
1084 case WEAPON: 935 case WEAPON:
1085 case ARMOUR: 936 case ARMOUR:
1086 case HELMET: 937 case HELMET:
1087 case SHIELD: 938 case SHIELD:
1088 case BOOTS: 939 case BOOTS:
1089 case GLOVES: 940 case GLOVES:
1090 case GIRDLE: 941 case GIRDLE:
1091 case BRACERS: 942 case BRACERS:
1092 case CLOAK: 943 case CLOAK:
1093 case SKILL_TOOL: 944 case SKILL_TOOL:
1094 break; /* We have more information to do below this switch */ 945 break; /* We have more information to do below this switch */
1095 946
1096 case POWER_CRYSTAL: 947 case POWER_CRYSTAL:
1097 if (op->stats.maxsp > 1000) 948 if (op->stats.maxsp > 1000)
1098 { /*higher capacity crystals */ 949 { /*higher capacity crystals */
1099 i = (op->stats.maxsp % 100) / 10; 950 i = (op->stats.maxsp % 1000) / 100;
951
1100 if (i) 952 if (i)
1101 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 953 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1102 else 954 else
1103 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 955 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1104 } 956 }
1105 else 957 else
1106 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 958 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1107 strcat (retbuf, buf); 959
1108 i = (op->stats.sp * 10) / op->stats.maxsp; 960 i = (op->stats.sp * 10) / op->stats.maxsp;
1109 if (op->stats.sp == 0) 961 if (op->stats.sp == 0)
1110 strcat (retbuf, "empty."); 962 buf << "empty";
1111 else if (i == 0) 963 else if (i == 0)
1112 strcat (retbuf, "almost empty."); 964 buf << "almost empty";
1113 else if (i < 3) 965 else if (i < 3)
1114 strcat (retbuf, "partially filled."); 966 buf << "partially filled";
1115 else if (i < 6) 967 else if (i < 6)
1116 strcat (retbuf, "half full."); 968 buf << "half full";
1117 else if (i < 9) 969 else if (i < 9)
1118 strcat (retbuf, "well charged."); 970 buf << "well charged";
1119 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1120 strcat (retbuf, "fully charged."); 972 buf << "fully charged";
1121 else 973 else
1122 strcat (retbuf, "almost full."); 974 buf << "almost full";
975
976 buf << ')';
1123 break; 977 break;
978
979 case LAMP:
980 {
981 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
982 buf << "(fuel: ";
983 if (percent == 0)
984 buf << "empty";
985 else if (percent < 10)
986 buf << "very low";
987 else if (percent < 25)
988 buf << "low";
989 else if (percent < 50)
990 buf << "half empty";
991 else if (percent < 75)
992 buf << "half full";
993 else if (percent < 95)
994 buf << "well filled";
995 else if (percent <= 100)
996 buf << "full";
997 buf << ")";
998 }
999 break;
1000
1124 case FOOD: 1001 case FOOD:
1125 case FLESH: 1002 case FLESH:
1126 case DRINK: 1003 case DRINK:
1127 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1004 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1128 { 1005 {
1129 sprintf (buf, "(food+%d)", op->stats.food); 1006 buf.printf ("(food+%d)", op->stats.food);
1130 strcat (retbuf, buf);
1131 1007
1132 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1008 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]); 1009 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1135 strcat (retbuf, buf);
1136 }
1137 1010
1138 if (!QUERY_FLAG (op, FLAG_CURSED)) 1011 if (!QUERY_FLAG (op, FLAG_CURSED))
1139 { 1012 {
1140 if (op->stats.hp) 1013 if (op->stats.hp) buf << "(heals)";
1141 strcat (retbuf, "(heals)");
1142 if (op->stats.sp)
1143 strcat (retbuf, "(spellpoint regen)"); 1014 if (op->stats.sp) buf << "(spellpoint regen)";
1144 } 1015 }
1145 else 1016 else
1146 { 1017 {
1147 if (op->stats.hp) 1018 if (op->stats.hp) buf << "(damages)";
1148 strcat (retbuf, "(damages)");
1149 if (op->stats.sp)
1150 strcat (retbuf, "(spellpoint depletion)"); 1019 if (op->stats.sp) buf << "(spellpoint depletion)";
1151 } 1020 }
1152 } 1021 }
1153 break; 1022 break;
1154 1023
1155
1156 case SKILL: 1024 case SKILL:
1157 case RING: 1025 case RING:
1158 case AMULET: 1026 case AMULET:
1159 if (op->item_power) 1027 if (op->item_power)
1160 {
1161 sprintf (buf, "(item_power %+d)", op->item_power); 1028 buf.printf ("(item_power %+d)", op->item_power);
1162 strcat (retbuf, buf); 1029
1163 }
1164 if (op->title) 1030 if (op->title)
1165 strcat (retbuf, ring_desc (op)); 1031 buf << ring_desc (op);
1032
1166 return retbuf; 1033 return buf;
1167 1034
1168 default: 1035 default:
1169 return retbuf; 1036 return buf;
1170 } 1037 }
1171 1038
1172 /* Down here, we more further describe equipment type items. 1039 /* Down here, we more further describe equipment type items.
1173 * only describe them if they have been identified or the like. 1040 * only describe them if they have been identified or the like.
1174 */ 1041 */
1175 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1042 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1176 { 1043 {
1177 int attr, val; 1044 int attr, val;
1178 1045
1179 for (attr = 0; attr < NUM_STATS; attr++) 1046 for (attr = 0; attr < NUM_STATS; attr++)
1180 { 1047 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); 1048 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1184 strcat (retbuf, buf);
1185 }
1186 }
1187 1049
1188 if (op->stats.exp) 1050 if (op->stats.exp)
1189 {
1190 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1051 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1191 strcat (retbuf, buf);
1192 }
1193
1194 1052
1195 switch (op->type) 1053 switch (op->type)
1196 { 1054 {
1197 case BOW: 1055 case BOW:
1198 case ARROW: 1056 case ARROW:
1199 case GIRDLE: 1057 case GIRDLE:
1200 case HELMET: 1058 case HELMET:
1201 case SHIELD: 1059 case SHIELD:
1202 case BOOTS: 1060 case BOOTS:
1203 case GLOVES: 1061 case GLOVES:
1204 case WEAPON: 1062 case WEAPON:
1205 case SKILL: 1063 case SKILL:
1206 case RING: 1064 case RING:
1207 case AMULET: 1065 case AMULET:
1208 case ARMOUR: 1066 case ARMOUR:
1209 case BRACERS: 1067 case BRACERS:
1210 case FORCE: 1068 case FORCE:
1211 case CLOAK: 1069 case CLOAK:
1212 if (op->stats.wc) 1070 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1213 { 1071 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1214 sprintf (buf, "(wc%+d)", op->stats.wc); 1072 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf); 1073
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) 1074 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1228 {
1229 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1075 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1230 strcat (retbuf, buf); 1076
1231 }
1232 break; 1077 break;
1233 1078
1234 default: 1079 default:
1235 break; 1080 break;
1236 } 1081 }
1237 if (QUERY_FLAG (op, FLAG_XRAYS)) 1082
1238 strcat (retbuf, "(xray-vision)"); 1083 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1239 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1084 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1240 strcat (retbuf, "(infravision)");
1241 1085
1242 /* levitate was what is was before, so we'll keep it */ 1086 /* levitate was what is was before, so we'll keep it */
1243 if (op->move_type & MOVE_FLY_LOW) 1087 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1244 strcat (retbuf, "(levitate)");
1245
1246 if (op->move_type & MOVE_FLY_HIGH) 1088 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1247 strcat (retbuf, "(fly)");
1248
1249 if (op->move_type & MOVE_SWIM) 1089 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1250 strcat (retbuf, "(swim)");
1251 1090
1252 /* walking is presumed as 'normal', so doesn't need mentioning */ 1091 /* walking is presumed as 'normal', so doesn't need mentioning */
1253 1092
1254 if (op->item_power) 1093 if (op->item_power)
1255 {
1256 sprintf (buf, "(item_power %+d)", op->item_power); 1094 buf.printf ("(item_power %+d)", op->item_power);
1257 strcat (retbuf, buf);
1258 }
1259 } /* End if identified or applied */ 1095 } /* End if identified or applied */
1260 1096
1261 /* This blocks only deals with fully identified object. 1097 /* This blocks only deals with fully identified object.
1262 * it is intentional that this is not an 'else' from a above - 1098 * it is intentional that this is not an 'else' from a above -
1263 * in this way, information is added. 1099 * in this way, information is added.
1266 { 1102 {
1267 int more_info = 0; 1103 int more_info = 0;
1268 1104
1269 switch (op->type) 1105 switch (op->type)
1270 { 1106 {
1271 case ROD: /* These use stats.sp for spell selection and stats.food */ 1107 case ROD: /* These use stats.sp for spell selection and stats.food */
1272 case HORN: /* and stats.hp for spell-point regeneration... */ 1108 case HORN: /* and stats.hp for spell-point regeneration... */
1273 case BOW: 1109 case BOW:
1274 case ARROW: 1110 case ARROW:
1275 case WAND: 1111 case WAND:
1276 case FOOD: 1112 case FOOD:
1277 case FLESH: 1113 case FLESH:
1278 case DRINK: 1114 case DRINK:
1279 more_info = 0; 1115 more_info = 0;
1280 break; 1116 break;
1281 1117
1282 /* Armor type objects */ 1118 /* Armor type objects */
1283 case ARMOUR: 1119 case ARMOUR:
1284 case HELMET: 1120 case HELMET:
1285 case SHIELD: 1121 case SHIELD:
1286 case BOOTS: 1122 case BOOTS:
1287 case GLOVES: 1123 case GLOVES:
1288 case GIRDLE: 1124 case GIRDLE:
1289 case BRACERS: 1125 case BRACERS:
1290 case CLOAK: 1126 case CLOAK:
1291 if (ARMOUR_SPEED (op)) 1127 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1292 { 1128 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; 1129 more_info = 1;
1302 break; 1130 break;
1303 1131
1304 case WEAPON: 1132 case WEAPON:
1305 /* Calculate it the same way fix_player does so the results 1133 /* Calculate it the same way fix_player does so the results
1306 * make sense. 1134 * make sense.
1307 */ 1135 */
1308 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1136 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1309 if (i < 0) 1137 if (i < 0)
1310 i = 0; 1138 i = 0;
1311 1139
1312 sprintf (buf, "(weapon speed %d)", i); 1140 buf.printf ("(weapon speed %d)", i);
1313 strcat (retbuf, buf);
1314 more_info = 1; 1141 more_info = 1;
1315 break; 1142 break;
1316
1317 } 1143 }
1144
1318 if (more_info) 1145 if (more_info)
1319 { 1146 {
1320 if (op->stats.food)
1321 {
1322 if (op->stats.food != 0)
1323 sprintf (buf, "(sustenance%+d)", op->stats.food); 1147 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); 1148 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1329 strcat (retbuf, buf); 1149 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); 1150 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1339 strcat (retbuf, buf);
1340 }
1341 } 1151 }
1342 1152
1343 if (op->stats.luck) 1153 if (op->stats.luck)
1344 {
1345 sprintf (buf, "(luck%+d)", op->stats.luck); 1154 buf.printf ("(luck%+d)", op->stats.luck);
1346 strcat (retbuf, buf); 1155
1347 }
1348 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1156 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1349 strcat (retbuf, "(lifesaving)"); 1157 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)) 1158 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1353 strcat (retbuf, "(reflect missiles)");
1354 if (QUERY_FLAG (op, FLAG_STEALTH)) 1159 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1355 strcat (retbuf, "(stealth)"); 1160
1356 if (op->slaying != NULL && op->type != FOOD) 1161 if (op->slaying && op->type != FOOD)
1357 {
1358 sprintf (buf, "(slay %s)", &op->slaying); 1162 buf.printf ("(slay %s)", &op->slaying);
1359 strcat (retbuf, buf); 1163
1360 } 1164 if (op->type == SKILL_TOOL && op->skill)
1361 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1165 buf.printf ("(%s)", &op->skill);
1166
1167 buf.add_abilities ("Attacks", op->attacktype);
1362 /* resistance on flesh is only visible for quetzals. If 1168 /* resistance on flesh is only visible for quetzals. If
1363 * non flesh, everyone can see its resistances 1169 * non flesh, everyone can see its resistances
1364 */ 1170 */
1365 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1171 if (op->type != FLESH || (owner && owner->is_dragon ()))
1366 strcat (retbuf, describe_resistance (op, 0)); 1172 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 1173
1174 buf.add_paths ("Attuned", op->path_attuned);
1175 buf.add_paths ("Repelled", op->path_repelled);
1176 buf.add_paths ("Denied", op->path_denied);
1177 }
1178
1372 return retbuf; 1179 return buf;
1180}
1181
1182std::string
1183object::describe_item (object *who)
1184{
1185 return std::string (::describe_item (this, who));
1186}
1187
1188static void
1189describe_dump_object (dynbuf &buf, object *ob)
1190{
1191 char *txt = dump_object (ob);
1192 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1193 buf << "\n" << txt << "\n";
1194
1195 if (!ob->is_arch ())
1196 describe_dump_object (buf, ob->arch);
1197}
1198
1199std::string
1200object::describe (object *who)
1201{
1202 dynbuf_text buf (1024, 1024);
1203
1204 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1205
1206 if (custom_name)
1207 buf.printf ("You call it %s.\r", &custom_name);
1208
1209 switch (type)
1210 {
1211 case SPELLBOOK:
1212 if (flag [FLAG_IDENTIFIED] && inv)
1213 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1214 break;
1215
1216 case BOOK:
1217 if (msg)
1218 buf << "Something is written in it.\r";
1219 break;
1220
1221 case CONTAINER:
1222 if (race)
1223 {
1224 if (weight_limit && stats.Str < 100)
1225 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1226 &race, weight_limit / (10.0 * (100 - stats.Str)));
1227 else
1228 buf.printf ("It can hold only %s.\r", &race);
1229 }
1230 else if (weight_limit && stats.Str < 100)
1231 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1232 break;
1233
1234 case WAND:
1235 if (flag [FLAG_IDENTIFIED])
1236 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1237 break;
1238 }
1239
1240 if (material != MATERIAL_NULL && !msg)
1241 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1242 << material->description
1243 << ".\r";
1244
1245 if (who)
1246 /* Where to wear this item */
1247 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1248 if (slot[i].info)
1249 {
1250 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1251
1252 if (slot[i].info < -1 && who->slot[i].info)
1253 buf.printf ("(%d)", -slot[i].info);
1254
1255 buf << ".\r";
1256 }
1257
1258 if (weight)
1259 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1260
1261 if (flag [FLAG_STARTEQUIP])
1262 buf << (nrof > 1 ? "They were" : "It was")
1263 << " given by a god and will vanish when dropped.\r";
1264
1265 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1266 {
1267 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1268
1269 if (who->is_in_shop ())
1270 {
1271 if (flag [FLAG_UNPAID])
1272 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1273 else
1274 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1275 }
1276 }
1277
1278 if (flag [FLAG_MONSTER])
1279 buf << describe_monster (who);
1280
1281 /* Is this item buildable? */
1282 if (flag [FLAG_IS_BUILDABLE])
1283 buf << "This is a buildable item.\r";
1284
1285 /* Does the object have a message? Don't show message for all object
1286 * types - especially if the first entry is a match
1287 */
1288 if (msg)
1289 {
1290 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1291 {
1292 buf << '\r';
1293
1294 /* This is just a hack so when identifying the items, we print
1295 * out the extra message
1296 */
1297 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1298 buf << "The object has a story:\r";
1299
1300 buf << msg << '\n';
1301 }
1302 }
1303 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1304 && (type == SPELLBOOK || type == ROD || type == WAND
1305 || type == ROD || type == POTION || type == SCROLL))
1306 // for spellbooks and other stuff that contains spells, print the spell message,
1307 // unless the object has a custom message handled above.
1308 buf << '\r' << inv->msg << '\n';
1309
1310 // try to display the duration for some potions and scrolls
1311 // this includes change ability potions and group spells,
1312 // but does not handle protection potions
1313 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1314 && (type == POTION || type == SCROLL))
1315 {
1316 object *spell = inv;
1317
1318 if (spell->subtype == SP_PARTY_SPELL)
1319 spell = spell->other_arch;
1320
1321 if (spell->subtype == SP_CHANGE_ABILITY)
1322 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1323 TICK2TIME (change_ability_duration (spell, this)));
1324 }
1325
1326 // Display a hint about inscribable items [empty books]
1327 // This includes the amount of text they can hold.
1328 if (type == INSCRIBABLE)
1329 {
1330 if (other_arch && other_arch->type == SCROLL)
1331 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1332 else
1333 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1334 weight_limit);
1335 }
1336
1337 buf << '\n';
1338
1339 // the dungeon master additionally gets a complete dump
1340 if (who && who->flag [FLAG_WIZLOOK])
1341 {
1342 buf << "\nT<Object>\n";
1343 describe_dump_object (buf, this);
1344
1345 if (inv)
1346 {
1347 buf << "\nT<Top Inventory>\n";
1348 describe_dump_object (buf, inv);
1349 }
1350 }
1351
1352 return std::string (buf.linearise (), buf.size ());
1353}
1354
1355void
1356examine (object *op, object *tmp)
1357{
1358 std::string info = tmp->describe (op);
1359
1360 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1361}
1362
1363/*
1364 * inventory prints object's inventory. If inv==NULL then print player's
1365 * inventory.
1366 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1367 */
1368const char *
1369object::query_inventory (object *who, const char *indent)
1370{
1371 static dynbuf_text buf; buf.clear ();
1372
1373 for (object *tmp = inv; tmp; tmp = tmp->below)
1374 if (who && QUERY_FLAG (who, FLAG_WIZ))
1375 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1376 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1377 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1378
1379 if (buf.size ())
1380 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1381 else
1382 buf.printf ("%s(empty)\n", indent);
1383
1384 return buf;
1373} 1385}
1374 1386
1375/* Return true if the item is magical. A magical item is one that 1387/* Return true if the item is magical. A magical item is one that
1376 * increases/decreases any abilities, provides a resistance, 1388 * increases/decreases any abilities, provides a resistance,
1377 * has a generic magical bonus, or is an artifact. 1389 * has a generic magical bonus, or is an artifact.
1378 * This function is used by detect_magic to determine if an item 1390 * This function is used by detect_magic to determine if an item
1379 * should be marked as magical. 1391 * should be marked as magical.
1380 */ 1392 */
1381
1382int 1393int
1383is_magical (const object *op) 1394is_magical (const object *op)
1384{ 1395{
1385 int i; 1396 int i;
1386 1397
1437 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1448 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1438 return 1; 1449 return 1;
1439 1450
1440 /* Check to see if it increases/decreases any stats */ 1451 /* Check to see if it increases/decreases any stats */
1441 for (i = 0; i < NUM_STATS; i++) 1452 for (i = 0; i < NUM_STATS; i++)
1442 if (get_attr_value (&(op->stats), i) != 0) 1453 if (op->stats.stat (i))
1443 return 1; 1454 return 1;
1444 1455
1445 /* If it doesn't fall into any of the above categories, must 1456 /* If it doesn't fall into any of the above categories, must
1446 * be non magical. 1457 * be non magical.
1447 */ 1458 */
1456int 1467int
1457need_identify (const object *op) 1468need_identify (const object *op)
1458{ 1469{
1459 switch (op->type) 1470 switch (op->type)
1460 { 1471 {
1461 case RING: 1472 case RING:
1462 case WAND: 1473 case WAND:
1463 case ROD: 1474 case ROD:
1464 case HORN: 1475 case HORN:
1465 case SCROLL: 1476 case SCROLL:
1466 case SKILL: 1477 case SKILL:
1467 case SKILLSCROLL: 1478 case SKILLSCROLL:
1468 case SPELLBOOK: 1479 case SPELLBOOK:
1469 case FOOD: 1480 case FOOD:
1470 case POTION: 1481 case POTION:
1471 case BOW: 1482 case BOW:
1472 case ARROW: 1483 case ARROW:
1473 case WEAPON: 1484 case WEAPON:
1474 case ARMOUR: 1485 case ARMOUR:
1475 case SHIELD: 1486 case SHIELD:
1476 case HELMET: 1487 case HELMET:
1477 case AMULET: 1488 case AMULET:
1478 case BOOTS: 1489 case BOOTS:
1479 case GLOVES: 1490 case GLOVES:
1480 case BRACERS: 1491 case BRACERS:
1481 case GIRDLE: 1492 case GIRDLE:
1482 case CONTAINER: 1493 case CONTAINER:
1483 case DRINK: 1494 case DRINK:
1484 case FLESH: 1495 case FLESH:
1485 case INORGANIC: 1496 case INORGANIC:
1486 case CLOSE_CON: 1497 case CLOSE_CON:
1487 case CLOAK: 1498 case CLOAK:
1488 case GEM: 1499 case GEM:
1489 case POWER_CRYSTAL: 1500 case POWER_CRYSTAL:
1490 case POISON: 1501 case POISON:
1491 case BOOK: 1502 case BOOK:
1492 case SKILL_TOOL: 1503 case SKILL_TOOL:
1493 return 1; 1504 return 1;
1494 } 1505 }
1506
1495 /* Try to track down some stuff that may show up here. Thus, the 1507 /* Try to track down some stuff that may show up here. Thus, the
1496 * archetype file can be updated, and this function removed. 1508 * archetype file can be updated, and this function removed.
1497 */ 1509 */
1498#if 0 1510#if 0
1499 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1511 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. 1517 * Supposed to fix face-values as well here, but later.
1506 */ 1518 */
1507void 1519void
1508identify (object *op) 1520identify (object *op)
1509{ 1521{
1510 object *pl;
1511
1512 SET_FLAG (op, FLAG_IDENTIFIED); 1522 SET_FLAG (op, FLAG_IDENTIFIED);
1513 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1523 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1514 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1524 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1515 1525
1516 /* 1526 /*
1523 { 1533 {
1524 if (op->inv && op->randomitems) 1534 if (op->inv && op->randomitems)
1525 op->title = op->inv->name; 1535 op->title = op->inv->name;
1526 else if (op->arch) 1536 else if (op->arch)
1527 { 1537 {
1528 op->name = op->arch->clone.name; 1538 op->name = op->arch->object::name;
1529 op->name_pl = op->arch->clone.name_pl; 1539 op->name_pl = op->arch->object::name_pl;
1530 } 1540 }
1531 } 1541 }
1532 1542
1533 /* If the object is on a map, make sure we update its face */ 1543 /* If the object is on a map, make sure we update its face */
1534 if (op->map) 1544 if (op->map)
1535 update_object (op, UP_OBJ_FACE); 1545 update_object (op, UP_OBJ_CHANGE);
1536 else 1546
1537 { 1547 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 1548 /* A lot of the values can change from an update - might as well send
1541 * it all. 1549 * it all.
1542 */ 1550 */
1543 esrv_send_item (pl, op); 1551 esrv_send_item (pl, op);
1544 }
1545} 1552}
1546 1553

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