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Comparing deliantra/server/common/item.C (file contents):
Revision 1.16 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.57 by root, Mon Oct 12 04:03:41 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 25#include <living.h>
27#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 29
29/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
249}; 252};
250 253
251int 254int
252get_power_from_ench (int ench) 255get_power_from_ench (int ench)
253{ 256{
254 if (ench < 0)
255 ench = 0;
256 if (ench > 20)
257 ench = 20;
258 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
259} 258}
260 259
261/* This takes an object 'op' and figures out what its item_power 260/* This takes an object 'op' and figures out what its item_power
262 * rating should be. This should only really be used by the treasure 261 * rating should be. This should only really be used by the treasure
263 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
270{ 269{
271 int i, tmp, enc; 270 int i, tmp, enc;
272 271
273 enc = 0; 272 enc = 0;
274 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
275 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
276 275
277 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against 279 * armour shouldn't be counted against
297 if (op->type == WEAPON) 296 if (op->type == WEAPON)
298 { 297 {
299 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
300 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
301 enc++; 300 enc++;
301
302 if (op->slaying) 302 if (op->slaying)
303 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
304 } 304 }
305
305 /* Items the player can equip */ 306 /* Items the player can equip */
306 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
308 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
309 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
313 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
314 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
315 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
316 } 317 }
318
317 enc += op->stats.luck; 319 enc += op->stats.luck;
318 320
319 /* Do spell paths now */ 321 /* Do spell paths now */
320 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
321 { 323 {
325 enc -= 2; 327 enc -= 2;
326 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
327 enc--; 329 enc--;
328 } 330 }
329 331
330 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
331 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
332 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
333 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
334 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
335 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
336 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
337 enc += 1;
338 if (QUERY_FLAG (op, FLAG_XRAYS))
339 enc += 2;
340 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
341 enc += 1;
342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343 enc += 1;
344 339
345 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
346
347} 341}
348 342
349/* returns the typedata that has a number equal to itemtype, if there 343/* returns the typedata that has a number equal to itemtype, if there
350 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
351
352const typedata * 345const typedata *
353get_typedata (int itemtype) 346get_typedata (int itemtype)
354{ 347{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
359 return &item_types[i]; 350 return &item_types[i];
351
360 return NULL; 352 return NULL;
361} 353}
362 354
363/* returns the typedata that has a name equal to itemtype, if there 355/* returns the typedata that has a name equal to itemtype, if there
364 * isn't one, return the plural name that matches, if there still isn't 356 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */ 357 * one return NULL */
366
367const typedata * 358const typedata *
368get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
369{ 360{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 363 return &item_types[i];
364
375 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
377 { 367 {
378 LOG (llevInfo, 368 LOG (llevInfo,
379 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 369 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
380 return &item_types[i]; 370 return &item_types[i];
381 } 371 }
372
382 return NULL; 373 return 0;
383} 374}
384 375
385/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
387 * a big buffer. 378 * a big buffer.
388 * if newline is true, we don't put parens around the description 379 * if newline is true, we don't put parens around the description
389 * but do put a newline at the end. Useful when dumping to files 380 * but do put a newline at the end. Useful when dumping to files
390 */ 381 */
391char * 382const char *
392describe_resistance (const object *op, int newline) 383describe_resistance (const object *op, int newline)
393{ 384{
394 static char buf[VERY_BIG_BUF]; 385 static char buf[VERY_BIG_BUF];
395 char buf1[VERY_BIG_BUF]; 386 char buf1[VERY_BIG_BUF];
396 int tmpvar; 387 int tmpvar;
406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 398
408 strcat (buf, buf1); 399 strcat (buf, buf1);
409 } 400 }
410 } 401 }
402
411 return buf; 403 return buf;
412} 404}
413 405
414 406
415/* 407/*
416 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
418 * The buffer will be overwritten by the next call to query_weight(). 410 * The buffer will be overwritten by the next call to query_weight().
419 */ 411 *
420 412 * Seems to be used only by unimportant stuff. Remove?
421char * 413 */
414const char *
422query_weight (const object *op) 415query_weight (const object *op)
423{ 416{
424 static char buf[10]; 417 static char buf[10];
425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
426 419
427 if (op->weight < 0) 420 if (op->weight < 0)
428 return " "; 421 return " ";
422
429 if (i % 1000) 423 if (i % 1000)
430 sprintf (buf, "%6.1f", i / 1000.0); 424 sprintf (buf, "%6.1f", i / 1000.0);
431 else 425 else
432 sprintf (buf, "%4d ", i / 1000); 426 sprintf (buf, "%4d ", i / 1000);
427
433 return buf; 428 return buf;
434} 429}
435 430
436/* 431/*
437 * Returns the pointer to a static buffer containing 432 * Returns the pointer to a static buffer containing
438 * the number requested (of the form first, second, third...) 433 * the number requested (of the form first, second, third...)
439 */ 434 */
440 435const char *
441char *
442get_levelnumber (int i) 436get_levelnumber (int i)
443{ 437{
444 static char buf[MAX_BUF]; 438 static char buf[MAX_BUF];
445 439
446 if (i > 99) 440 if (i > 99)
447 { 441 {
448 sprintf (buf, "%d.", i); 442 sprintf (buf, "%d.", i);
449 return buf; 443 return buf;
450 } 444 }
445
451 if (i < 21) 446 if (i < 21)
452 return levelnumbers[i]; 447 return levelnumbers[i];
448
453 if (!(i % 10)) 449 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
451
455 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
457 return buf; 454 return buf;
458} 455}
459
460 456
461/* 457/*
462 * get_number(integer) returns the text-representation of the given number 458 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next 459 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number(). 460 * call to get_number().
465 * It is currently only used by the query_name() function. 461 * It is currently only used by the query_name() function.
466 */ 462 */
467 463const char *
468char *
469get_number (int i) 464get_number (int i)
470{ 465{
471 if (i <= 20) 466 if (i <= 20)
472 return numbers[i]; 467 return numbers[i];
473 else 468 else
490 */ 485 */
491 486
492/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 487/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
493 * from stats.sp - b.t. 488 * from stats.sp - b.t.
494 */ 489 */
495char * 490const char *
496ring_desc (const object *op) 491ring_desc (const object *op)
497{ 492{
498 static char buf[VERY_BIG_BUF]; 493 static dynbuf_text buf; buf.clear ();
499 int attr, val, len; 494 int attr, val, len;
500 495
501 buf[0] = 0;
502
503 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 496 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
504 return buf; 497 {
505
506 for (attr = 0; attr < NUM_STATS; attr++) 498 for (attr = 0; attr < NUM_STATS; attr++)
507 { 499 if ((val = op->stats.stat (attr)))
508 if ((val = get_attr_value (&(op->stats), attr)) != 0)
509 {
510 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 500 buf.printf ("(%s%+d)", short_stat_name[attr], val);
511 }
512 }
513 if (op->stats.exp)
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515 if (op->stats.wc)
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521 501
502 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
503 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
504 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
505 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
506
522 strcat (buf, describe_resistance (op, 0)); 507 buf << describe_resistance (op, 0);
523 508
524 if (op->stats.food != 0) 509 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
526 /* else if (op->stats.food < 0) 511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
528 if (op->stats.grace) 513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544 /* Shorten some of the names, so they appear better in the windows */
545 len = strlen (buf);
546 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
547 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
549 514
550 /* if(op->item_power) 515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
551 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
552 */ 517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
553 if (buf[0] == 0 && op->type != SKILL) 518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
554 strcpy (buf, "of adornment");
555 519
520 buf.add_paths ("Attuned" , op->path_attuned);
521 buf.add_paths ("Repelled", op->path_repelled);
522 buf.add_paths ("Denied" , op->path_denied);
523
524 if (buf.empty ())
525 buf << "of adornment";
526 }
556 527
557 return buf; 528 return buf;
558} 529}
559 530
560/* 531/*
561 * query_short_name(object) is similar to query_name, but doesn't 532 * query_short_name(object) is similar to query_name, but doesn't
562 * contain any information about object status (worn/cursed/etc.) 533 * contain any information about object status (worn/cursed/etc.)
534 *
535 * It is sometimes used when printing messages, so should fit well into a sentence.
563 */ 536 */
564const char * 537const char *
565query_short_name (const object *op) 538query_short_name (const object *op)
566{ 539{
567 static char buf[HUGE_BUF];
568 char buf2[HUGE_BUF];
569 int len = 0;
570
571 if (op->name == NULL) 540 if (!op->name)
572 return "(null)"; 541 return "(null)";
573 542
574 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 543 if (!op->nrof
544 && !op->weight
545 && !op->title
546 && !is_magical (op)
547 && op->slaying != shstr_money)
575 return op->name; /* To speed things up (or make things slower?) */ 548 return op->name; /* To speed things up (or make things slower?) */
576 549
577 if (op->nrof <= 1) 550 static dynbuf_text buf; buf.clear ();
578 safe_strcat (buf, op->name, &len, HUGE_BUF); 551
579 else 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
580 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
581 553
582 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
583 { 555 buf << ' ' << op->title;
584 safe_strcat (buf, " ", &len, HUGE_BUF);
585 safe_strcat (buf, op->title, &len, HUGE_BUF);
586 }
587 556
588 switch (op->type) 557 switch (op->type)
589 { 558 {
590 case SPELLBOOK: 559 case SPELLBOOK:
591 case SCROLL: 560 case SCROLL:
592 case WAND: 561 case WAND:
593 case ROD: 562 case ROD:
594 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 563 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
595 { 564 {
596 if (!op->title) 565 if (!op->title)
597 { 566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
598 safe_strcat (buf, " of ", &len, HUGE_BUF); 567
599 if (op->inv)
600 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
601 else
602 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
603 }
604 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
605 {
606 sprintf (buf2, " (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
607 safe_strcat (buf, buf2, &len, HUGE_BUF);
608 }
609 } 570 }
610 break; 571 break;
611 572
573 case ALTAR:
574 case TRIGGER_ALTAR:
575 case IDENTIFY_ALTAR:
576 case CONVERTER:
577 if (op->slaying == shstr_money)
578 {
579 bool wrap = !!buf.size ();
580
581 if (wrap) buf << " [";
582
583 archetype *coin = 0;
584
585 for (char const *const *c = coins; *coins; ++c)
586 if ((coin = archetype::find (*c)))
587 if (op->stats.food % coin->value == 0)
588 break;
589
590 sint32 coins = op->stats.food / coin->value;
591
592 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
593
594 if (wrap) buf << ']';
595 }
596 break;
597
612 case SKILL: 598 case SKILL:
613 case AMULET: 599 case AMULET:
614 case RING: 600 case RING:
615 if (!op->title) 601 if (!op->title)
616 { 602 {
617 /* If ring has a title, full description isn't so useful */ 603 /* If ring has a title, full description isn't so useful */
618 char *s = ring_desc (op); 604 const char *s = ring_desc (op);
619 605
620 if (s[0]) 606 if (s && *s)
621 { 607 buf << " " << s;
622 safe_strcat (buf, " ", &len, HUGE_BUF);
623 safe_strcat (buf, s, &len, HUGE_BUF);
624 }
625 } 608 }
626 break; 609 break;
610
627 default: 611 default:
628 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
629 {
630 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
631 safe_strcat (buf, buf2, &len, HUGE_BUF);
632 }
633 } 614 }
615
634 return buf; 616 return buf;
635} 617}
636 618
637/* 619/*
638 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
642 * you can make several calls to query_name before the bufs start getting 624 * you can make several calls to query_name before the bufs start getting
643 * overwritten. This may be a bad thing (it may be easier to assume the value 625 * overwritten. This may be a bad thing (it may be easier to assume the value
644 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
645 * use several names much easier (don't need to store them to temp variables.) 627 * use several names much easier (don't need to store them to temp variables.)
646 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
647 */ 631 */
648char * 632const char *
649query_name (const object *op) 633query_name (const object *op)
650{ 634{
651 static char buf[5][HUGE_BUF]; 635 int len = 0;
636 static dynbuf_text bufs[5];
652 static int use_buf = 0; 637 static int use_buf = 0;
653 int len = 0;
654
655#ifdef NEW_MATERIAL_CODE
656 materialtype_t *mt;
657#endif
658 638
659 use_buf++; 639 use_buf++;
660 use_buf %= 5; 640 use_buf %= 5;
661 641
662#ifdef NEW_MATERIAL_CODE 642 dynbuf_text &buf = bufs [use_buf];
643 buf.clear ();
644
663 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
664 {
665 mt = name_to_material (op->materialname); 646 if (materialtype_t *mt = name_to_material (op->materialname))
666 if (mt) 647 buf << mt->description << ' ';
667 {
668 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
669 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
670 }
671 }
672#endif
673 648
674 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 649 buf << query_short_name (op);
675 650
676 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
677 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 652 buf << " *";
678 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
679 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 654 buf << " (open)";
680 655
681 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
682 { 657 {
683 if (QUERY_FLAG (op, FLAG_DAMNED)) 658 if (QUERY_FLAG (op, FLAG_DAMNED))
684 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 659 buf << " (damned)";
685 else if (QUERY_FLAG (op, FLAG_CURSED)) 660 else if (QUERY_FLAG (op, FLAG_CURSED))
686 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 661 buf << " (cursed)";
687 } 662 }
663
688 /* Basically, if the object is known magical (detect magic spell on it), 664 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 665 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 666 * it is magical. Assume that the detect magical spell will only set
691 * KNOWN_MAGICAL if the item actually is magical. 667 * KNOWN_MAGICAL if the item actually is magical.
692 * 668 *
693 * Changed in V 0.91.4 - still print that the object is magical even 669 * Changed in V 0.91.4 - still print that the object is magical even
694 * if it has been applied. Equipping an item does not tell full 670 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 671 * abilities, especially for artifact items.
696 */ 672 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 674 buf << " (magic)";
699 675
700#if 0 676#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 677 /* item_power will be returned in describe_item - it shouldn't really
702 * be returned in the name. 678 * be returned in the name.
703 */ 679 */
704 if (op->item_power) 680 if (op->item_power)
705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 682
708 684
709 if (QUERY_FLAG (op, FLAG_APPLIED)) 685 if (QUERY_FLAG (op, FLAG_APPLIED))
710 { 686 {
711 switch (op->type) 687 switch (op->type)
712 { 688 {
713 case BOW: 689 case BOW:
714 case WAND: 690 case WAND:
715 case ROD: 691 case ROD:
716 case HORN: 692 case HORN:
717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
718 break; 694 break;
719 case WEAPON: 695 case WEAPON:
720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
721 break; 697 break;
722 case ARMOUR: 698 case ARMOUR:
723 case HELMET: 699 case HELMET:
724 case SHIELD: 700 case SHIELD:
725 case RING: 701 case RING:
726 case BOOTS: 702 case BOOTS:
727 case GLOVES: 703 case GLOVES:
728 case AMULET: 704 case AMULET:
729 case GIRDLE: 705 case GIRDLE:
730 case BRACERS: 706 case BRACERS:
731 case CLOAK: 707 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 708 buf << " (worn)";
733 break; 709 break;
734 case CONTAINER: 710 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 711 buf << " (active)";
736 break; 712 break;
737 case SKILL: 713 case SKILL:
738 default: 714 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 715 buf << " (applied)";
740 } 716 }
741 } 717 }
718
719 switch (op->type)
720 {
721 case LAMP:
722 if (op->glow_radius)
723 buf << " (on)";
724 else if (op->stats.food <= 0)
725 buf << " (empty)";
726 else
727 buf << " (off)";
728 break;
729
730 case TORCH:
731 if (op->glow_radius)
732 buf << " (burning)";
733 else if (op->stats.food <= 0)
734 buf << " (burned out)";
735 break;
736 }
737
742 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 739 buf << " (unpaid)";
744 740
745 return buf[use_buf]; 741 return buf;
746} 742}
747 743
748/* 744/*
749 * query_base_name(object) returns a character pointer pointing to a static 745 * query_base_name(object) returns a character pointer pointing to a static
750 * buffer which contains a verbose textual representation of the name 746 * buffer which contains a verbose textual representation of the name
751 * of the given object. The buffer will be overwritten at the next 747 * of the given object. The buffer will be overwritten at the next
752 * call to query_base_name(). This is a lot like query_name, but we 748 * call to query_base_name(). This is a lot like query_name, but we
753 * don't include the item count or item status. Used for inventory sorting 749 * don't include the item count or item status. Used for inventory sorting
754 * and sending to client. 750 * and sending to client.
755 * If plural is set, we generate the plural name of this. 751 * If plural is set, we generate the plural name of this.
752 *
753 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed.
756 */ 755 */
757const char * 756const char *
758query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
759{ 758{
760 static char buf[MAX_BUF], buf2[MAX_BUF];
761 int len;
762 materialtype_t *mt;
763
764 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
765 return "(null)"; 760 return "(null)";
766 761
767 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 762 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
768 return op->name; /* To speed things up (or make things slower?) */ 763 return op->name; /* To speed things up (or make things slower?) */
769 764
765 static dynbuf_text buf; buf.clear ();
766
770 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 767 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
771 mt = name_to_material (op->materialname); 768 if (materialtype_t *mt = name_to_material (op->materialname))
769 if (op->arch->materialname != mt->name)
770 buf << mt->description << ' ';
772 771
773#ifdef NEW_MATERIAL_CODE 772 buf << (plural ? op->name_pl : op->name);
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
775 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
776 {
777 strcpy (buf, mt->description);
778 len = strlen (buf);
779 safe_strcat (buf, " ", &len, MAX_BUF);
780 if (!plural)
781 safe_strcat (buf, op->name, &len, MAX_BUF);
782 else
783 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
784 }
785 else
786 {
787#endif
788 if (!plural)
789 strcpy (buf, op->name);
790 else
791 strcpy (buf, op->name_pl);
792 len = strlen (buf);
793#ifdef NEW_MATERIAL_CODE
794 }
795#endif
796 773
797 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
798 { 775 buf << ' ' << op->title;
799 safe_strcat (buf, " ", &len, MAX_BUF);
800 safe_strcat (buf, op->title, &len, MAX_BUF);
801 }
802 776
803 switch (op->type) 777 switch (op->type)
804 { 778 {
805 case SPELLBOOK: 779 case SPELLBOOK:
806 case SCROLL: 780 case SCROLL:
807 case WAND: 781 case WAND:
808 case ROD: 782 case ROD:
809 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 783 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
810 { 784 {
811 if (!op->title) 785 if (!op->title)
812 { 786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
813 safe_strcat (buf, " of ", &len, MAX_BUF); 787
814 if (op->inv)
815 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
816 else
817 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
818 }
819 if (op->type != SPELLBOOK) 788 if (op->type != SPELLBOOK)
820 {
821 sprintf (buf2, " (lvl %d)", op->level); 789 buf.printf (" (lvl %d)", op->level);
822 safe_strcat (buf, buf2, &len, MAX_BUF);
823 }
824 } 790 }
825 break; 791 break;
826 792
827 793
828 case SKILL: 794 case SKILL:
829 case AMULET: 795 case AMULET:
830 case RING: 796 case RING:
831 if (!op->title) 797 if (!op->title)
832 { 798 {
833 /* If ring has a title, full description isn't so useful */ 799 /* If ring has a title, full description isn't so useful */
834 char *s = ring_desc (op); 800 const char *s = ring_desc (op);
835 801
836 if (s[0]) 802 if (s && *s)
837 { 803 buf << ' ' << s;
838 safe_strcat (buf, " ", &len, MAX_BUF);
839 safe_strcat (buf, s, &len, MAX_BUF);
840 }
841 } 804 }
842 break; 805 break;
806
843 default: 807 default:
844 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
845 { 809 buf.printf (" %+d", op->magic);
846 sprintf (buf + strlen (buf), " %+d", op->magic);
847 }
848 } 810 }
811
849 return buf; 812 return buf;
850} 813}
851 814
852/* Break this off from describe_item - that function was way 815/* Break this off from describe_item - that function was way
853 * too long, making it difficult to read. This function deals 816 * too long, making it difficult to read. This function deals
854 * with describing the monsters & players abilities. It should only 817 * with describing the monsters & players abilities. It should only
855 * be called with monster & player objects. Returns a description 818 * be called with monster & player objects. Returns a description
856 * in a static buffer. 819 * in a static buffer.
857 */ 820 */
858
859static char * 821static const char *
860describe_monster (const object *op) 822describe_monster (const object *op)
861{ 823{
862 char buf[MAX_BUF]; 824 static dynbuf_text buf; buf.clear ();
863 static char retbuf[VERY_BIG_BUF];
864 int i;
865
866 retbuf[0] = '\0';
867 825
868 /* Note that the resolution this provides for players really isn't 826 /* Note that the resolution this provides for players really isn't
869 * very good. Any player with a speed greater than .67 will 827 * very good. Any player with a speed greater than .67 will
870 * fall into the 'lightning fast movement' category. 828 * fall into the 'lightning fast movement' category.
871 */ 829 */
872 if (op->has_active_speed ()) 830 if (op->has_active_speed ())
873 {
874 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
875 { 832 {
876 case 0: 833 case 0:
877 strcat (retbuf, "(very slow movement)"); 834 buf << "(very slow movement)";
878 break; 835 break;
879 case 1: 836 case 1:
880 strcat (retbuf, "(slow movement)"); 837 buf << "(slow movement)";
881 break; 838 break;
882 case 2: 839 case 2:
883 strcat (retbuf, "(normal movement)"); 840 buf << "(normal movement)";
884 break; 841 break;
885 case 3: 842 case 3:
886 case 4: 843 case 4:
887 strcat (retbuf, "(fast movement)"); 844 buf << "(fast movement)";
888 break; 845 break;
889 case 5: 846 case 5:
890 case 6: 847 case 6:
891 strcat (retbuf, "(very fast movement)"); 848 buf << "(very fast movement)";
892 break; 849 break;
893 case 7: 850 case 7:
894 case 8: 851 case 8:
895 case 9: 852 case 9:
896 case 10: 853 case 10:
897 strcat (retbuf, "(extremely fast movement)"); 854 buf << "(extremely fast movement)";
898 break; 855 break;
899 default: 856 default:
900 strcat (retbuf, "(lightning fast movement)"); 857 buf << "(lightning fast movement)";
901 break; 858 break;
902 } 859 }
903 } 860
904 if (QUERY_FLAG (op, FLAG_UNDEAD)) 861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
905 strcat (retbuf, "(undead)");
906 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
907 strcat (retbuf, "(see invisible)"); 863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
908 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
909 strcat (retbuf, "(wield weapon)"); 865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
910 if (QUERY_FLAG (op, FLAG_USE_BOW)) 866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
911 strcat (retbuf, "(archer)"); 867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
912 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
913 strcat (retbuf, "(wear armour)");
914 if (QUERY_FLAG (op, FLAG_USE_RING))
915 strcat (retbuf, "(wear ring)");
916 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
917 strcat (retbuf, "(read scroll)");
918 if (QUERY_FLAG (op, FLAG_USE_RANGE))
919 strcat (retbuf, "(fires wand/rod/horn)");
920 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
921 strcat (retbuf, "(skill user)"); 870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
922 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
923 strcat (retbuf, "(spellcaster)");
924 if (QUERY_FLAG (op, FLAG_FRIENDLY))
925 strcat (retbuf, "(friendly)");
926 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
927 strcat (retbuf, "(unaggressive)"); 873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
928 if (QUERY_FLAG (op, FLAG_HITBACK)) 874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
929 strcat (retbuf, "(hitback)"); 875
930 if (QUERY_FLAG (op, FLAG_STEALTH))
931 strcat (retbuf, "(stealthy)");
932 if (op->randomitems != NULL) 876 if (op->randomitems)
933 { 877 {
934 treasure *t;
935 int first = 1; 878 bool first = 1;
936 879
937 for (t = op->randomitems->items; t != NULL; t = t->next) 880 for (treasure *t = op->randomitems->items; t; t = t->next)
938 if (t->item && (t->item->clone.type == SPELL)) 881 if (t->item && t->item->type == SPELL)
939 { 882 {
940 if (first) 883 if (first)
941 { 884 buf << "(Spell abilities:)";
885
942 first = 0; 886 first = 0;
943 strcat (retbuf, "(Spell abilities:)"); 887
944 } 888 buf << '(' << t->item->object::name << ')';
945 strcat (retbuf, "(");
946 strcat (retbuf, t->item->clone.name);
947 strcat (retbuf, ")");
948 } 889 }
949 } 890 }
891
950 if (op->type == PLAYER) 892 if (op->type == PLAYER)
951 { 893 {
952 if (op->contr->digestion) 894 if (op->contr->digestion)
953 {
954 if (op->contr->digestion != 0)
955 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 895 buf.printf ("(sustenance%+d)", op->contr->digestion);
956 strcat (retbuf, buf); 896
957 }
958 if (op->contr->gen_grace) 897 if (op->contr->gen_grace)
959 {
960 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 898 buf.printf ("(grace%+d)", op->contr->gen_grace);
961 strcat (retbuf, buf); 899
962 }
963 if (op->contr->gen_sp) 900 if (op->contr->gen_sp)
964 {
965 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 901 buf.printf ("(magic%+d)", op->contr->gen_sp);
966 strcat (retbuf, buf); 902
967 }
968 if (op->contr->gen_hp) 903 if (op->contr->gen_hp)
969 {
970 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 904 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
971 strcat (retbuf, buf); 905
972 }
973 if (op->stats.luck) 906 if (op->stats.luck)
974 {
975 sprintf (buf, "(luck%+d)", op->stats.luck); 907 buf.printf ("(luck%+d)", op->stats.luck);
976 strcat (retbuf, buf);
977 }
978 } 908 }
979 909
980 /* describe attacktypes */ 910 /* describe attacktypes */
981 if (is_dragon_pl (op)) 911 if (is_dragon_pl (op))
982 { 912 {
984 * Break apart the for loop - move the comparison checking down - 914 * Break apart the for loop - move the comparison checking down -
985 * this makes it more readable. 915 * this makes it more readable.
986 */ 916 */
987 object *tmp; 917 object *tmp;
988 918
989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 919 for (tmp = op->inv; tmp; tmp = tmp->below)
990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 920 if (tmp->type == SKILL && tmp->name == shstr_clawing)
991 break; 921 break;
992 922
993 if (tmp && tmp->attacktype != 0) 923 if (tmp && tmp->attacktype)
994 { 924 buf.add_abilities ("Claws", tmp->attacktype);
995 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
996 }
997 else 925 else
998 { 926 buf.add_abilities ("Attacks", op->attacktype);
999 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1000 }
1001 } 927 }
1002 else 928 else
1003 { 929 buf.add_abilities ("Attacks", op->attacktype);
1004 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 930
1005 } 931 buf.add_paths ("Attuned" , op->path_attuned);
1006 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 932 buf.add_paths ("Repelled", op->path_repelled);
1007 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 933 buf.add_paths ("Denied" , op->path_denied);
1008 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 934
1009 for (i = 0; i < NROFATTACKS; i++) 935 for (int i = 0; i < NROFATTACKS; i++)
1010 {
1011 if (op->resist[i]) 936 if (op->resist[i])
1012 {
1013 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 937 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1014 strcat (retbuf, buf); 938
1015 }
1016 }
1017 return retbuf; 939 return buf;
1018} 940}
1019
1020 941
1021/* 942/*
1022 * Returns a pointer to a static buffer which contains a 943 * Returns a pointer to a static buffer which contains a
1023 * description of the given object. 944 * description of the given object.
1024 * If it is a monster, lots of information about its abilities 945 * If it is a monster, lots of information about its abilities
1033 * wouldn't need to use the SEE_INVISIBLE flag to know it is 954 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1034 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
1035 * a dwarven axe, in which the full abilities are only known to 956 * a dwarven axe, in which the full abilities are only known to
1036 * dwarves, etc. 957 * dwarves, etc.
1037 * 958 *
1038 * This function is really much more complicated than it should
1039 * be, because different objects have different meanings
1040 * for the same field (eg, wands use 'food' for charges). This
1041 * means these special cases need to be worked out.
1042 *
1043 * Add 'owner' who is the person examining this object. 959 * Add 'owner' who is the person examining this object.
1044 * owner can be null if no one is being associated with this 960 * owner can be null if no one is being associated with this
1045 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
1046 */ 962 */
1047 963const char *
1048char *
1049describe_item (const object *op, object *owner) 964describe_item (const object *op, object *owner)
1050{ 965{
1051 char buf[MAX_BUF]; 966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1052 static char retbuf[VERY_BIG_BUF]; 967 return describe_monster (op);
968
969 static dynbuf_text buf; buf.clear ();
1053 int identified, i; 970 int identified, i;
1054 971
1055 retbuf[0] = '\0';
1056 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1057 {
1058 return describe_monster (op);
1059 }
1060 /* figure this out once, instead of making multiple calls to need_identify. 972 /* figure this out once, instead of making multiple calls to need_identify.
1061 * also makes the code easier to read. 973 * also makes the code easier to read.
1062 */ 974 */
1063 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1064 identified = 1; 976 if (!identified)
1065 else 977 buf << "(unidentified)";
1066 { 978
1067 strcpy (retbuf, "(unidentified)");
1068 identified = 0;
1069 }
1070 switch (op->type) 979 switch (op->type)
1071 { 980 {
1072 case BOW: 981 case BOW:
1073 case ARROW: 982 case ARROW:
1074 case WAND: 983 case WAND:
1075 case ROD: 984 case ROD:
1076 case HORN: 985 case HORN:
1077 case WEAPON: 986 case WEAPON:
1078 case ARMOUR: 987 case ARMOUR:
1079 case HELMET: 988 case HELMET:
1080 case SHIELD: 989 case SHIELD:
1081 case BOOTS: 990 case BOOTS:
1082 case GLOVES: 991 case GLOVES:
1083 case GIRDLE: 992 case GIRDLE:
1084 case BRACERS: 993 case BRACERS:
1085 case CLOAK: 994 case CLOAK:
1086 case SKILL_TOOL: 995 case SKILL_TOOL:
1087 break; /* We have more information to do below this switch */ 996 break; /* We have more information to do below this switch */
1088 997
1089 case POWER_CRYSTAL: 998 case POWER_CRYSTAL:
1090 if (op->stats.maxsp > 1000) 999 if (op->stats.maxsp > 1000)
1091 { /*higher capacity crystals */ 1000 { /*higher capacity crystals */
1092 i = (op->stats.maxsp % 100) / 10; 1001 i = (op->stats.maxsp % 1000) / 100;
1002
1093 if (i) 1003 if (i)
1094 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1095 else 1005 else
1096 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1097 } 1007 }
1098 else 1008 else
1099 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1100 strcat (retbuf, buf); 1010
1101 i = (op->stats.sp * 10) / op->stats.maxsp; 1011 i = (op->stats.sp * 10) / op->stats.maxsp;
1102 if (op->stats.sp == 0) 1012 if (op->stats.sp == 0)
1103 strcat (retbuf, "empty."); 1013 buf << "empty.";
1104 else if (i == 0) 1014 else if (i == 0)
1105 strcat (retbuf, "almost empty."); 1015 buf << "almost empty.";
1106 else if (i < 3) 1016 else if (i < 3)
1107 strcat (retbuf, "partially filled."); 1017 buf << "partially filled.";
1108 else if (i < 6) 1018 else if (i < 6)
1109 strcat (retbuf, "half full."); 1019 buf << "half full.";
1110 else if (i < 9) 1020 else if (i < 9)
1111 strcat (retbuf, "well charged."); 1021 buf << "well charged.";
1112 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1113 strcat (retbuf, "fully charged."); 1023 buf << "fully charged.";
1114 else 1024 else
1115 strcat (retbuf, "almost full."); 1025 buf << "almost full.";
1116 break; 1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
1033 buf << "empty";
1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
1039 buf << "half empty";
1040 else if (percent < 75)
1041 buf << "half full";
1042 else if (percent < 95)
1043 buf << "well filled";
1044 else if (percent <= 100)
1045 buf << "full";
1046 buf << ")";
1047 }
1048 break;
1049
1117 case FOOD: 1050 case FOOD:
1118 case FLESH: 1051 case FLESH:
1119 case DRINK: 1052 case DRINK:
1120 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1121 { 1054 {
1122 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1123 strcat (retbuf, buf);
1124 1056
1125 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1126 {
1127 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1128 strcat (retbuf, buf);
1129 }
1130 1059
1131 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!QUERY_FLAG (op, FLAG_CURSED))
1132 { 1061 {
1133 if (op->stats.hp) 1062 if (op->stats.hp) buf << "(heals)";
1134 strcat (retbuf, "(heals)");
1135 if (op->stats.sp)
1136 strcat (retbuf, "(spellpoint regen)"); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1137 } 1064 }
1138 else 1065 else
1139 { 1066 {
1140 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1141 strcat (retbuf, "(damages)");
1142 if (op->stats.sp)
1143 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1144 } 1069 }
1145 } 1070 }
1146 break; 1071 break;
1147 1072
1148
1149 case SKILL: 1073 case SKILL:
1150 case RING: 1074 case RING:
1151 case AMULET: 1075 case AMULET:
1152 if (op->item_power) 1076 if (op->item_power)
1153 {
1154 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1155 strcat (retbuf, buf); 1078
1156 }
1157 if (op->title) 1079 if (op->title)
1158 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1159 return retbuf; 1082 return buf;
1160 1083
1161 default: 1084 default:
1162 return retbuf; 1085 return buf;
1163 } 1086 }
1164 1087
1165 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1166 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1167 */ 1090 */
1168 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1169 { 1092 {
1170 int attr, val; 1093 int attr, val;
1171 1094
1172 for (attr = 0; attr < NUM_STATS; attr++) 1095 for (attr = 0; attr < NUM_STATS; attr++)
1173 { 1096 if ((val = op->stats.stat (attr)))
1174 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1175 {
1176 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1097 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1177 strcat (retbuf, buf);
1178 }
1179 }
1180 1098
1181 if (op->stats.exp) 1099 if (op->stats.exp)
1182 {
1183 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1184 strcat (retbuf, buf);
1185 }
1186
1187 1101
1188 switch (op->type) 1102 switch (op->type)
1189 { 1103 {
1190 case BOW: 1104 case BOW:
1191 case ARROW: 1105 case ARROW:
1192 case GIRDLE: 1106 case GIRDLE:
1193 case HELMET: 1107 case HELMET:
1194 case SHIELD: 1108 case SHIELD:
1195 case BOOTS: 1109 case BOOTS:
1196 case GLOVES: 1110 case GLOVES:
1197 case WEAPON: 1111 case WEAPON:
1198 case SKILL: 1112 case SKILL:
1199 case RING: 1113 case RING:
1200 case AMULET: 1114 case AMULET:
1201 case ARMOUR: 1115 case ARMOUR:
1202 case BRACERS: 1116 case BRACERS:
1203 case FORCE: 1117 case FORCE:
1204 case CLOAK: 1118 case CLOAK:
1205 if (op->stats.wc) 1119 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1206 { 1120 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1207 sprintf (buf, "(wc%+d)", op->stats.wc); 1121 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1208 strcat (retbuf, buf); 1122
1209 }
1210 if (op->stats.dam)
1211 {
1212 sprintf (buf, "(dam%+d)", op->stats.dam);
1213 strcat (retbuf, buf);
1214 }
1215 if (op->stats.ac)
1216 {
1217 sprintf (buf, "(ac%+d)", op->stats.ac);
1218 strcat (retbuf, buf);
1219 }
1220 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1123 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1221 {
1222 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1124 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1223 strcat (retbuf, buf); 1125
1224 }
1225 break; 1126 break;
1226 1127
1227 default: 1128 default:
1228 break; 1129 break;
1229 } 1130 }
1230 if (QUERY_FLAG (op, FLAG_XRAYS)) 1131
1231 strcat (retbuf, "(xray-vision)"); 1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1232 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1233 strcat (retbuf, "(infravision)");
1234 1134
1235 /* levitate was what is was before, so we'll keep it */ 1135 /* levitate was what is was before, so we'll keep it */
1236 if (op->move_type & MOVE_FLY_LOW) 1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1237 strcat (retbuf, "(levitate)");
1238
1239 if (op->move_type & MOVE_FLY_HIGH) 1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1240 strcat (retbuf, "(fly)");
1241
1242 if (op->move_type & MOVE_SWIM) 1138 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1243 strcat (retbuf, "(swim)");
1244 1139
1245 /* walking is presumed as 'normal', so doesn't need mentioning */ 1140 /* walking is presumed as 'normal', so doesn't need mentioning */
1246 1141
1247 if (op->item_power) 1142 if (op->item_power)
1248 {
1249 sprintf (buf, "(item_power %+d)", op->item_power); 1143 buf.printf ("(item_power %+d)", op->item_power);
1250 strcat (retbuf, buf);
1251 }
1252 } /* End if identified or applied */ 1144 } /* End if identified or applied */
1253 1145
1254 /* This blocks only deals with fully identified object. 1146 /* This blocks only deals with fully identified object.
1255 * it is intentional that this is not an 'else' from a above - 1147 * it is intentional that this is not an 'else' from a above -
1256 * in this way, information is added. 1148 * in this way, information is added.
1259 { 1151 {
1260 int more_info = 0; 1152 int more_info = 0;
1261 1153
1262 switch (op->type) 1154 switch (op->type)
1263 { 1155 {
1264 case ROD: /* These use stats.sp for spell selection and stats.food */ 1156 case ROD: /* These use stats.sp for spell selection and stats.food */
1265 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1266 case BOW: 1158 case BOW:
1267 case ARROW: 1159 case ARROW:
1268 case WAND: 1160 case WAND:
1269 case FOOD: 1161 case FOOD:
1270 case FLESH: 1162 case FLESH:
1271 case DRINK: 1163 case DRINK:
1272 more_info = 0; 1164 more_info = 0;
1273 break; 1165 break;
1274 1166
1275 /* Armor type objects */ 1167 /* Armor type objects */
1276 case ARMOUR: 1168 case ARMOUR:
1277 case HELMET: 1169 case HELMET:
1278 case SHIELD: 1170 case SHIELD:
1279 case BOOTS: 1171 case BOOTS:
1280 case GLOVES: 1172 case GLOVES:
1281 case GIRDLE: 1173 case GIRDLE:
1282 case BRACERS: 1174 case BRACERS:
1283 case CLOAK: 1175 case CLOAK:
1284 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1285 { 1177 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1286 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1287 strcat (retbuf, buf);
1288 }
1289 if (ARMOUR_SPELLS (op))
1290 {
1291 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1292 strcat (retbuf, buf);
1293 }
1294 more_info = 1; 1178 more_info = 1;
1295 break; 1179 break;
1296 1180
1297 case WEAPON: 1181 case WEAPON:
1298 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1299 * make sense. 1183 * make sense.
1300 */ 1184 */
1301 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1302 if (i < 0) 1186 if (i < 0)
1303 i = 0; 1187 i = 0;
1304 1188
1305 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1306 strcat (retbuf, buf);
1307 more_info = 1; 1190 more_info = 1;
1308 break; 1191 break;
1309
1310 } 1192 }
1193
1311 if (more_info) 1194 if (more_info)
1312 { 1195 {
1313 if (op->stats.food)
1314 {
1315 if (op->stats.food != 0)
1316 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1317 strcat (retbuf, buf);
1318 }
1319 if (op->stats.grace)
1320 {
1321 sprintf (buf, "(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1322 strcat (retbuf, buf); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1323 }
1324 if (op->stats.sp)
1325 {
1326 sprintf (buf, "(magic%+d)", op->stats.sp);
1327 strcat (retbuf, buf);
1328 }
1329 if (op->stats.hp)
1330 {
1331 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1332 strcat (retbuf, buf);
1333 }
1334 } 1200 }
1335 1201
1336 if (op->stats.luck) 1202 if (op->stats.luck)
1337 {
1338 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1339 strcat (retbuf, buf); 1204
1340 }
1341 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1342 strcat (retbuf, "(lifesaving)"); 1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1343 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1344 strcat (retbuf, "(reflect spells)");
1345 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1346 strcat (retbuf, "(reflect missiles)");
1347 if (QUERY_FLAG (op, FLAG_STEALTH)) 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1348 strcat (retbuf, "(stealth)"); 1209
1349 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1350 {
1351 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1352 strcat (retbuf, buf); 1212
1353 } 1213 if (op->type == SKILL_TOOL && op->skill)
1354 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1214 buf.printf ("(%s)", &op->skill);
1215
1216 buf.add_abilities ("Attacks", op->attacktype);
1355 /* resistance on flesh is only visible for quetzals. If 1217 /* resistance on flesh is only visible for quetzals. If
1356 * non flesh, everyone can see its resistances 1218 * non flesh, everyone can see its resistances
1357 */ 1219 */
1358 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1220 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1359 strcat (retbuf, describe_resistance (op, 0)); 1221 buf << describe_resistance (op, 0);
1360 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1361 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1362 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1363 }
1364 1222
1223 buf.add_paths ("Attuned", op->path_attuned);
1224 buf.add_paths ("Repelled", op->path_repelled);
1225 buf.add_paths ("Denied", op->path_denied);
1226 }
1227
1365 return retbuf; 1228 return buf;
1229}
1230
1231std::string
1232object::describe_item (object *who)
1233{
1234 return std::string (::describe_item (this, who));
1235}
1236
1237void
1238examine (object *op, object *tmp)
1239{
1240 std::string info = tmp->describe (op);
1241
1242 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1243}
1244
1245/*
1246 * inventory prints object's inventory. If inv==NULL then print player's
1247 * inventory.
1248 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1249 */
1250const char *
1251object::query_inventory (object *who, const char *indent)
1252{
1253 static dynbuf_text buf; buf.clear ();
1254
1255 for (object *tmp = inv; tmp; tmp = tmp->below)
1256 if (who && QUERY_FLAG (who, FLAG_WIZ))
1257 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1258 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1259 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1260
1261 if (buf.size ())
1262 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1263 else
1264 buf.printf ("%s(empty)\n", indent);
1265
1266 return buf;
1366} 1267}
1367 1268
1368/* Return true if the item is magical. A magical item is one that 1269/* Return true if the item is magical. A magical item is one that
1369 * increases/decreases any abilities, provides a resistance, 1270 * increases/decreases any abilities, provides a resistance,
1370 * has a generic magical bonus, or is an artifact. 1271 * has a generic magical bonus, or is an artifact.
1371 * This function is used by detect_magic to determine if an item 1272 * This function is used by detect_magic to determine if an item
1372 * should be marked as magical. 1273 * should be marked as magical.
1373 */ 1274 */
1374
1375int 1275int
1376is_magical (const object *op) 1276is_magical (const object *op)
1377{ 1277{
1378 int i; 1278 int i;
1379 1279
1430 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1330 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1431 return 1; 1331 return 1;
1432 1332
1433 /* Check to see if it increases/decreases any stats */ 1333 /* Check to see if it increases/decreases any stats */
1434 for (i = 0; i < NUM_STATS; i++) 1334 for (i = 0; i < NUM_STATS; i++)
1435 if (get_attr_value (&(op->stats), i) != 0) 1335 if (op->stats.stat (i))
1436 return 1; 1336 return 1;
1437 1337
1438 /* If it doesn't fall into any of the above categories, must 1338 /* If it doesn't fall into any of the above categories, must
1439 * be non magical. 1339 * be non magical.
1440 */ 1340 */
1449int 1349int
1450need_identify (const object *op) 1350need_identify (const object *op)
1451{ 1351{
1452 switch (op->type) 1352 switch (op->type)
1453 { 1353 {
1454 case RING: 1354 case RING:
1455 case WAND: 1355 case WAND:
1456 case ROD: 1356 case ROD:
1457 case HORN: 1357 case HORN:
1458 case SCROLL: 1358 case SCROLL:
1459 case SKILL: 1359 case SKILL:
1460 case SKILLSCROLL: 1360 case SKILLSCROLL:
1461 case SPELLBOOK: 1361 case SPELLBOOK:
1462 case FOOD: 1362 case FOOD:
1463 case POTION: 1363 case POTION:
1464 case BOW: 1364 case BOW:
1465 case ARROW: 1365 case ARROW:
1466 case WEAPON: 1366 case WEAPON:
1467 case ARMOUR: 1367 case ARMOUR:
1468 case SHIELD: 1368 case SHIELD:
1469 case HELMET: 1369 case HELMET:
1470 case AMULET: 1370 case AMULET:
1471 case BOOTS: 1371 case BOOTS:
1472 case GLOVES: 1372 case GLOVES:
1473 case BRACERS: 1373 case BRACERS:
1474 case GIRDLE: 1374 case GIRDLE:
1475 case CONTAINER: 1375 case CONTAINER:
1476 case DRINK: 1376 case DRINK:
1477 case FLESH: 1377 case FLESH:
1478 case INORGANIC: 1378 case INORGANIC:
1479 case CLOSE_CON: 1379 case CLOSE_CON:
1480 case CLOAK: 1380 case CLOAK:
1481 case GEM: 1381 case GEM:
1482 case POWER_CRYSTAL: 1382 case POWER_CRYSTAL:
1483 case POISON: 1383 case POISON:
1484 case BOOK: 1384 case BOOK:
1485 case SKILL_TOOL: 1385 case SKILL_TOOL:
1486 return 1; 1386 return 1;
1487 } 1387 }
1388
1488 /* Try to track down some stuff that may show up here. Thus, the 1389 /* Try to track down some stuff that may show up here. Thus, the
1489 * archetype file can be updated, and this function removed. 1390 * archetype file can be updated, and this function removed.
1490 */ 1391 */
1491#if 0 1392#if 0
1492 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1393 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1498 * Supposed to fix face-values as well here, but later. 1399 * Supposed to fix face-values as well here, but later.
1499 */ 1400 */
1500void 1401void
1501identify (object *op) 1402identify (object *op)
1502{ 1403{
1503 object *pl;
1504
1505 SET_FLAG (op, FLAG_IDENTIFIED); 1404 SET_FLAG (op, FLAG_IDENTIFIED);
1506 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1405 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1507 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1406 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1508 1407
1509 /* 1408 /*
1516 { 1415 {
1517 if (op->inv && op->randomitems) 1416 if (op->inv && op->randomitems)
1518 op->title = op->inv->name; 1417 op->title = op->inv->name;
1519 else if (op->arch) 1418 else if (op->arch)
1520 { 1419 {
1521 op->name = op->arch->clone.name; 1420 op->name = op->arch->object::name;
1522 op->name_pl = op->arch->clone.name_pl; 1421 op->name_pl = op->arch->object::name_pl;
1523 } 1422 }
1524 } 1423 }
1525 1424
1526 /* If the object is on a map, make sure we update its face */ 1425 /* If the object is on a map, make sure we update its face */
1527 if (op->map) 1426 if (op->map)
1528 update_object (op, UP_OBJ_FACE); 1427 update_object (op, UP_OBJ_CHANGE);
1529 else 1428
1530 { 1429 if (object *pl = op->visible_to ())
1531 pl = op->in_player ();
1532 if (pl)
1533 /* A lot of the values can change from an update - might as well send 1430 /* A lot of the values can change from an update - might as well send
1534 * it all. 1431 * it all.
1535 */ 1432 */
1536 esrv_send_item (pl, op); 1433 esrv_send_item (pl, op);
1537 }
1538} 1434}
1539 1435

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