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Comparing deliantra/server/common/item.C (file contents):
Revision 1.19 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.41 by root, Thu Nov 8 19:43:23 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
47 * may be better. 46 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 49 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"body_arm", "on your arm", "on a human's arm"}, 52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {"body_torso", "on your body", "on a human's torso"}, 53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_head", "on your head", "on a human's head"}, 54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"body_neck", "around your neck", "around a humans neck"}, 55 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {"body_finger", "on your finger", "on a human's finger"} , 57 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 60 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"}, 61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
61 {"body_hand", "on your hands", "on a human's hands"}, 62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
62 {"body_wrist", "around your wrists", "around a human's wrist"}, 63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"}, 64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 66};
66 67
67static char numbers[21][20] = { 68static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
250}; 251};
251 252
252int 253int
253get_power_from_ench (int ench) 254get_power_from_ench (int ench)
254{ 255{
255 if (ench < 0) 256 if (ench < 0) ench = 0;
256 ench = 0; 257 if (ench > 20) ench = 20;
257 if (ench > 20) 258
258 ench = 20;
259 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
260} 260}
261 261
262/* This takes an object 'op' and figures out what its item_power 262/* This takes an object 'op' and figures out what its item_power
263 * rating should be. This should only really be used by the treasure 263 * rating should be. This should only really be used by the treasure
271{ 271{
272 int i, tmp, enc; 272 int i, tmp, enc;
273 273
274 enc = 0; 274 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
277 277
278 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 281 * armour shouldn't be counted against
342 enc += 1; 342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1; 344 enc += 1;
345 345
346 return get_power_from_ench (enc); 346 return get_power_from_ench (enc);
347
348} 347}
349 348
350/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
352
353const typedata * 351const typedata *
354get_typedata (int itemtype) 352get_typedata (int itemtype)
355{ 353{
356 int i; 354 int i;
357 355
362} 360}
363 361
364/* returns the typedata that has a name equal to itemtype, if there 362/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 363 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 364 * one return NULL */
367
368const typedata * 365const typedata *
369get_typedata_by_name (const char *name) 366get_typedata_by_name (const char *name)
370{ 367{
371 int i; 368 int i;
372 369
387 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
388 * a big buffer. 385 * a big buffer.
389 * if newline is true, we don't put parens around the description 386 * if newline is true, we don't put parens around the description
390 * but do put a newline at the end. Useful when dumping to files 387 * but do put a newline at the end. Useful when dumping to files
391 */ 388 */
392char * 389const char *
393describe_resistance (const object *op, int newline) 390describe_resistance (const object *op, int newline)
394{ 391{
395 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
396 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
397 int tmpvar; 394 int tmpvar;
416/* 413/*
417 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight(). 416 * The buffer will be overwritten by the next call to query_weight().
420 */ 417 */
421 418const char *
422char *
423query_weight (const object *op) 419query_weight (const object *op)
424{ 420{
425 static char buf[10]; 421 static char buf[10];
426 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
427 423
428 if (op->weight < 0) 424 if (op->weight < 0)
429 return " "; 425 return " ";
426
430 if (i % 1000) 427 if (i % 1000)
431 sprintf (buf, "%6.1f", i / 1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
432 else 429 else
433 sprintf (buf, "%4d ", i / 1000); 430 sprintf (buf, "%4d ", i / 1000);
431
434 return buf; 432 return buf;
435} 433}
436 434
437/* 435/*
438 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
440 */ 438 */
441 439const char *
442char *
443get_levelnumber (int i) 440get_levelnumber (int i)
444{ 441{
445 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
446 443
447 if (i > 99) 444 if (i > 99)
448 { 445 {
449 sprintf (buf, "%d.", i); 446 sprintf (buf, "%d.", i);
450 return buf; 447 return buf;
451 } 448 }
449
452 if (i < 21) 450 if (i < 21)
453 return levelnumbers[i]; 451 return levelnumbers[i];
454 if (!(i % 10)) 452 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 453 return levelnumbers_10[i / 10];
454
456 strcpy (buf, numbers_10[i / 10]); 455 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 456 strcat (buf, levelnumbers[i % 10]);
458 return buf; 457 return buf;
459} 458}
460
461 459
462/* 460/*
463 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next 462 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number(). 463 * call to get_number().
466 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
467 */ 465 */
468 466const char *
469char *
470get_number (int i) 467get_number (int i)
471{ 468{
472 if (i <= 20) 469 if (i <= 20)
473 return numbers[i]; 470 return numbers[i];
474 else 471 else
491 */ 488 */
492 489
493/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
494 * from stats.sp - b.t. 491 * from stats.sp - b.t.
495 */ 492 */
496char * 493const char *
497ring_desc (const object *op) 494ring_desc (const object *op)
498{ 495{
499 static char buf[VERY_BIG_BUF]; 496 static dynbuf_text buf; buf.clear ();
500 int attr, val, len; 497 int attr, val, len;
501 498
502 buf[0] = 0;
503
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf; 500 {
506
507 for (attr = 0; attr < NUM_STATS; attr++) 501 for (attr = 0; attr < NUM_STATS; attr++)
508 { 502 if ((val = op->stats.stat (attr)))
509 if ((val = get_attr_value (&(op->stats), attr)) != 0)
510 {
511 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 503 buf.printf ("(%s%+d)", short_stat_name[attr], val);
512 }
513 }
514 if (op->stats.exp)
515 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
516 if (op->stats.wc)
517 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
518 if (op->stats.dam)
519 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
520 if (op->stats.ac)
521 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
522 504
505 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
506 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
507 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
508 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
509
523 strcat (buf, describe_resistance (op, 0)); 510 buf << describe_resistance (op, 0);
524 511
525 if (op->stats.food != 0) 512 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
526 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 513 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
527 /* else if (op->stats.food < 0) 514 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
528 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 515 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
529 if (op->stats.grace) 516 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
530 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
531 if (op->stats.sp && op->type != SKILL)
532 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
533 if (op->stats.hp)
534 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
535 if (op->stats.luck)
536 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
537 if (QUERY_FLAG (op, FLAG_LIFESAVE))
538 strcat (buf, "(lifesaving)");
539 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
540 strcat (buf, "(reflect spells)");
541 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
542 strcat (buf, "(reflect missiles)");
543 if (QUERY_FLAG (op, FLAG_STEALTH))
544 strcat (buf, "(stealth)");
545 /* Shorten some of the names, so they appear better in the windows */
546 len = strlen (buf);
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550 517
551 /* if(op->item_power) 518 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 519 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
553 */ 520 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
554 if (buf[0] == 0 && op->type != SKILL) 521 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
555 strcpy (buf, "of adornment");
556 522
523 buf.add_paths ("Attuned" , op->path_attuned);
524 buf.add_paths ("Repelled", op->path_repelled);
525 buf.add_paths ("Denied" , op->path_denied);
526
527 if (buf.empty ())
528 buf << "of adornment";
529 }
557 530
558 return buf; 531 return buf;
559} 532}
560 533
561/* 534/*
563 * contain any information about object status (worn/cursed/etc.) 536 * contain any information about object status (worn/cursed/etc.)
564 */ 537 */
565const char * 538const char *
566query_short_name (const object *op) 539query_short_name (const object *op)
567{ 540{
568 static char buf[HUGE_BUF]; 541 static dynbuf_text buf; buf.clear ();
569 char buf2[HUGE_BUF];
570 int len = 0;
571 542
572 if (op->name == NULL) 543 if (op->name == NULL)
573 return "(null)"; 544 return "(null)";
574 545
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 546 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
576 return op->name; /* To speed things up (or make things slower?) */ 547 return op->name; /* To speed things up (or make things slower?) */
577 548
578 if (op->nrof <= 1) 549 buf << (op->nrof <= 1 ? op->name : op->name_pl);
579 safe_strcat (buf, op->name, &len, HUGE_BUF);
580 else
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 550
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 552 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 553
589 switch (op->type) 554 switch (op->type)
590 { 555 {
591 case SPELLBOOK: 556 case SPELLBOOK:
592 case SCROLL: 557 case SCROLL:
593 case WAND: 558 case WAND:
594 case ROD: 559 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 560 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 { 561 {
597 if (!op->title) 562 if (!op->title)
598 { 563 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 564
600 if (op->inv)
601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
602 else
603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
604 }
605 if (op->type != SPELLBOOK) 565 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 566 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 567 }
611 break; 568 break;
612 569
613 case SKILL: 570 case SKILL:
614 case AMULET: 571 case AMULET:
615 case RING: 572 case RING:
616 if (!op->title) 573 if (!op->title)
617 { 574 {
618 /* If ring has a title, full description isn't so useful */ 575 /* If ring has a title, full description isn't so useful */
619 char *s = ring_desc (op); 576 const char *s = ring_desc (op);
620 577
621 if (s[0]) 578 if (s && *s)
622 { 579 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 580 }
627 break; 581 break;
628 default: 582 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 583 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic); 584 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 585 }
586
635 return buf; 587 return buf;
636} 588}
637 589
638/* 590/*
639 * query_name(object) returns a character pointer pointing to a static 591 * query_name(object) returns a character pointer pointing to a static
644 * overwritten. This may be a bad thing (it may be easier to assume the value 596 * overwritten. This may be a bad thing (it may be easier to assume the value
645 * returned is good forever.) However, it makes printing statements that 597 * returned is good forever.) However, it makes printing statements that
646 * use several names much easier (don't need to store them to temp variables.) 598 * use several names much easier (don't need to store them to temp variables.)
647 * 599 *
648 */ 600 */
649char * 601const char *
650query_name (const object *op) 602query_name (const object *op)
651{ 603{
652 static char buf[5][HUGE_BUF]; 604 int len = 0;
605 static dynbuf_text bufs[5];
653 static int use_buf = 0; 606 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 607
660 use_buf++; 608 use_buf++;
661 use_buf %= 5; 609 use_buf %= 5;
662 610
663#ifdef NEW_MATERIAL_CODE 611 dynbuf_text &buf = bufs [use_buf];
612 buf.clear ();
613
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 614 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname); 615 if (materialtype_t *mt = name_to_material (op->materialname))
667 if (mt) 616 buf << mt->description << ' ';
668 {
669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 }
672 }
673#endif
674 617
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 618 buf << query_short_name (op);
676 619
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 620 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 621 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 622 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 623 buf << " (open)";
681 624
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 625 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 626 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 627 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 628 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 629 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 630 buf << " (cursed)";
688 } 631 }
632
689 /* Basically, if the object is known magical (detect magic spell on it), 633 /* Basically, if the object is known magical (detect magic spell on it),
690 * and it isn't identified, print out the fact that 634 * and it isn't identified, print out the fact that
691 * it is magical. Assume that the detect magical spell will only set 635 * it is magical. Assume that the detect magical spell will only set
692 * KNOWN_MAGICAL if the item actually is magical. 636 * KNOWN_MAGICAL if the item actually is magical.
693 * 637 *
694 * Changed in V 0.91.4 - still print that the object is magical even 638 * Changed in V 0.91.4 - still print that the object is magical even
695 * if it has been applied. Equipping an item does not tell full 639 * if it has been applied. Equipping an item does not tell full
696 * abilities, especially for artifact items. 640 * abilities, especially for artifact items.
697 */ 641 */
698 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 642 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
699 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 643 buf << " (magic)";
700 644
701#if 0 645#if 0
702 /* item_power will be returned in desribe_item - it shouldn't really 646 /* item_power will be returned in desribe_item - it shouldn't really
703 * be returned in the name. 647 * be returned in the name.
704 */ 648 */
709 653
710 if (QUERY_FLAG (op, FLAG_APPLIED)) 654 if (QUERY_FLAG (op, FLAG_APPLIED))
711 { 655 {
712 switch (op->type) 656 switch (op->type)
713 { 657 {
714 case BOW: 658 case BOW:
715 case WAND: 659 case WAND:
716 case ROD: 660 case ROD:
717 case HORN: 661 case HORN:
718 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 662 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
719 break; 663 break;
720 case WEAPON: 664 case WEAPON:
721 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 665 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
722 break; 666 break;
723 case ARMOUR: 667 case ARMOUR:
724 case HELMET: 668 case HELMET:
725 case SHIELD: 669 case SHIELD:
726 case RING: 670 case RING:
727 case BOOTS: 671 case BOOTS:
728 case GLOVES: 672 case GLOVES:
729 case AMULET: 673 case AMULET:
730 case GIRDLE: 674 case GIRDLE:
731 case BRACERS: 675 case BRACERS:
732 case CLOAK: 676 case CLOAK:
733 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 677 buf << " (worn)";
734 break; 678 break;
735 case CONTAINER: 679 case CONTAINER:
736 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 680 buf << " (active)";
737 break; 681 break;
738 case SKILL: 682 case SKILL:
739 default: 683 default:
740 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 684 buf << " (applied)";
741 } 685 }
742 } 686 }
687
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 688 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 689 buf << " (unpaid)";
745 690
746 return buf[use_buf]; 691 return buf;
747} 692}
748 693
749/* 694/*
750 * query_base_name(object) returns a character pointer pointing to a static 695 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 696 * buffer which contains a verbose textual representation of the name
756 * If plural is set, we generate the plural name of this. 701 * If plural is set, we generate the plural name of this.
757 */ 702 */
758const char * 703const char *
759query_base_name (const object *op, int plural) 704query_base_name (const object *op, int plural)
760{ 705{
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl)) 706 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 707 return "(null)";
767 708
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 709 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 710 return op->name; /* To speed things up (or make things slower?) */
770 711
712 static dynbuf_text buf; buf.clear ();
713
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 714 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 715 if (materialtype_t *mt = name_to_material (op->materialname))
716 if (op->arch->materialname != mt->name)
717 buf << mt->description << ' ';
773 718
774#ifdef NEW_MATERIAL_CODE 719 buf << (plural ? op->name_pl : op->name);
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788#endif
789 if (!plural)
790 strcpy (buf, op->name);
791 else
792 strcpy (buf, op->name_pl);
793 len = strlen (buf);
794#ifdef NEW_MATERIAL_CODE
795 }
796#endif
797 720
798 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 721 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
799 { 722 buf << ' ' << op->title;
800 safe_strcat (buf, " ", &len, MAX_BUF);
801 safe_strcat (buf, op->title, &len, MAX_BUF);
802 }
803 723
804 switch (op->type) 724 switch (op->type)
805 { 725 {
806 case SPELLBOOK: 726 case SPELLBOOK:
807 case SCROLL: 727 case SCROLL:
808 case WAND: 728 case WAND:
809 case ROD: 729 case ROD:
810 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 730 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
811 { 731 {
812 if (!op->title) 732 if (!op->title)
813 { 733 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
814 safe_strcat (buf, " of ", &len, MAX_BUF); 734
815 if (op->inv)
816 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
817 else
818 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
819 }
820 if (op->type != SPELLBOOK) 735 if (op->type != SPELLBOOK)
821 {
822 sprintf (buf2, " (lvl %d)", op->level); 736 buf.printf (" (lvl %d)", op->level);
823 safe_strcat (buf, buf2, &len, MAX_BUF);
824 }
825 } 737 }
826 break; 738 break;
827 739
828 740
829 case SKILL: 741 case SKILL:
830 case AMULET: 742 case AMULET:
831 case RING: 743 case RING:
832 if (!op->title) 744 if (!op->title)
833 { 745 {
834 /* If ring has a title, full description isn't so useful */ 746 /* If ring has a title, full description isn't so useful */
835 char *s = ring_desc (op); 747 const char *s = ring_desc (op);
836 748
837 if (s[0]) 749 if (s && *s)
838 { 750 buf << ' ' << s;
839 safe_strcat (buf, " ", &len, MAX_BUF);
840 safe_strcat (buf, s, &len, MAX_BUF);
841 }
842 } 751 }
843 break; 752 break;
753
844 default: 754 default:
845 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 755 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
846 { 756 buf.printf (" %+d", op->magic);
847 sprintf (buf + strlen (buf), " %+d", op->magic);
848 }
849 } 757 }
758
850 return buf; 759 return buf;
851} 760}
852 761
853/* Break this off from describe_item - that function was way 762/* Break this off from describe_item - that function was way
854 * too long, making it difficult to read. This function deals 763 * too long, making it difficult to read. This function deals
855 * with describing the monsters & players abilities. It should only 764 * with describing the monsters & players abilities. It should only
856 * be called with monster & player objects. Returns a description 765 * be called with monster & player objects. Returns a description
857 * in a static buffer. 766 * in a static buffer.
858 */ 767 */
859
860static char * 768static const char *
861describe_monster (const object *op) 769describe_monster (const object *op)
862{ 770{
863 char buf[MAX_BUF]; 771 static dynbuf_text buf; buf.clear ();
864 static char retbuf[VERY_BIG_BUF];
865 int i;
866
867 retbuf[0] = '\0';
868 772
869 /* Note that the resolution this provides for players really isn't 773 /* Note that the resolution this provides for players really isn't
870 * very good. Any player with a speed greater than .67 will 774 * very good. Any player with a speed greater than .67 will
871 * fall into the 'lightning fast movement' category. 775 * fall into the 'lightning fast movement' category.
872 */ 776 */
873 if (op->has_active_speed ()) 777 if (op->has_active_speed ())
874 {
875 switch ((int) ((FABS (op->speed)) * 15)) 778 switch ((int) ((FABS (op->speed)) * 15))
876 { 779 {
877 case 0: 780 case 0:
878 strcat (retbuf, "(very slow movement)"); 781 buf << "(very slow movement";
879 break; 782 break;
880 case 1: 783 case 1:
881 strcat (retbuf, "(slow movement)"); 784 buf << "(slow movement)";
882 break; 785 break;
883 case 2: 786 case 2:
884 strcat (retbuf, "(normal movement)"); 787 buf << "(normal movement)";
885 break; 788 break;
886 case 3: 789 case 3:
887 case 4: 790 case 4:
888 strcat (retbuf, "(fast movement)"); 791 buf << "(fast movement)";
889 break; 792 break;
890 case 5: 793 case 5:
891 case 6: 794 case 6:
892 strcat (retbuf, "(very fast movement)"); 795 buf << "(very fast movement)";
893 break; 796 break;
894 case 7: 797 case 7:
895 case 8: 798 case 8:
896 case 9: 799 case 9:
897 case 10: 800 case 10:
898 strcat (retbuf, "(extremely fast movement)"); 801 buf << "(extremely fast movement)";
899 break; 802 break;
900 default: 803 default:
901 strcat (retbuf, "(lightning fast movement)"); 804 buf << "(lightning fast movement)";
902 break; 805 break;
903 } 806 }
904 } 807
905 if (QUERY_FLAG (op, FLAG_UNDEAD)) 808 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
906 strcat (retbuf, "(undead)");
907 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 809 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
908 strcat (retbuf, "(see invisible)"); 810 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
909 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 811 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
910 strcat (retbuf, "(wield weapon)"); 812 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
911 if (QUERY_FLAG (op, FLAG_USE_BOW)) 813 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
912 strcat (retbuf, "(archer)"); 814 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
913 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 815 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
914 strcat (retbuf, "(wear armour)");
915 if (QUERY_FLAG (op, FLAG_USE_RING))
916 strcat (retbuf, "(wear ring)");
917 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
918 strcat (retbuf, "(read scroll)");
919 if (QUERY_FLAG (op, FLAG_USE_RANGE))
920 strcat (retbuf, "(fires wand/rod/horn)");
921 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 816 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
922 strcat (retbuf, "(skill user)"); 817 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
923 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 818 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
924 strcat (retbuf, "(spellcaster)");
925 if (QUERY_FLAG (op, FLAG_FRIENDLY))
926 strcat (retbuf, "(friendly)");
927 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 819 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
928 strcat (retbuf, "(unaggressive)"); 820 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
929 if (QUERY_FLAG (op, FLAG_HITBACK)) 821 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
930 strcat (retbuf, "(hitback)"); 822
931 if (QUERY_FLAG (op, FLAG_STEALTH))
932 strcat (retbuf, "(stealthy)");
933 if (op->randomitems != NULL) 823 if (op->randomitems)
934 { 824 {
935 treasure *t;
936 int first = 1; 825 bool first = 1;
937 826
938 for (t = op->randomitems->items; t != NULL; t = t->next) 827 for (treasure *t = op->randomitems->items; t; t = t->next)
939 if (t->item && t->item->clone.type == SPELL) 828 if (t->item && t->item->type == SPELL)
940 { 829 {
941 if (first) 830 if (first)
942 { 831 buf << "(Spell abilities:)";
832
943 first = 0; 833 first = 0;
944 strcat (retbuf, "(Spell abilities:)"); 834
945 } 835 buf << '(' << t->item->object::name << ')';
946 strcat (retbuf, "(");
947 strcat (retbuf, t->item->clone.name);
948 strcat (retbuf, ")");
949 } 836 }
950 } 837 }
838
951 if (op->type == PLAYER) 839 if (op->type == PLAYER)
952 { 840 {
953 if (op->contr->digestion) 841 if (op->contr->digestion)
954 {
955 if (op->contr->digestion != 0)
956 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 842 buf.printf ("(sustenance%+d)", op->contr->digestion);
957 strcat (retbuf, buf); 843
958 }
959 if (op->contr->gen_grace) 844 if (op->contr->gen_grace)
960 {
961 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 845 buf.printf ("(grace%+d)", op->contr->gen_grace);
962 strcat (retbuf, buf); 846
963 }
964 if (op->contr->gen_sp) 847 if (op->contr->gen_sp)
965 {
966 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 848 buf.printf ("(magic%+d)", op->contr->gen_sp);
967 strcat (retbuf, buf); 849
968 }
969 if (op->contr->gen_hp) 850 if (op->contr->gen_hp)
970 {
971 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 851 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
972 strcat (retbuf, buf); 852
973 }
974 if (op->stats.luck) 853 if (op->stats.luck)
975 {
976 sprintf (buf, "(luck%+d)", op->stats.luck); 854 buf.printf ("(luck%+d)", op->stats.luck);
977 strcat (retbuf, buf);
978 }
979 } 855 }
980 856
981 /* describe attacktypes */ 857 /* describe attacktypes */
982 if (is_dragon_pl (op)) 858 if (is_dragon_pl (op))
983 { 859 {
985 * Break apart the for loop - move the comparison checking down - 861 * Break apart the for loop - move the comparison checking down -
986 * this makes it more readable. 862 * this makes it more readable.
987 */ 863 */
988 object *tmp; 864 object *tmp;
989 865
990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 866 for (tmp = op->inv; tmp; tmp = tmp->below)
991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 867 if (tmp->type == SKILL && tmp->name == shstr_clawing)
992 break; 868 break;
993 869
994 if (tmp && tmp->attacktype != 0) 870 if (tmp && tmp->attacktype)
995 { 871 buf.add_abilities ("Claws", tmp->attacktype);
996 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
997 }
998 else 872 else
999 { 873 buf.add_abilities ("Attacks", op->attacktype);
1000 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1001 }
1002 } 874 }
1003 else 875 else
1004 { 876 buf.add_abilities ("Attacks", op->attacktype);
1005 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 877
1006 } 878 buf.add_paths ("Attuned" , op->path_attuned);
1007 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 879 buf.add_paths ("Repelled", op->path_repelled);
1008 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 880 buf.add_paths ("Denied" , op->path_denied);
1009 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 881
1010 for (i = 0; i < NROFATTACKS; i++) 882 for (int i = 0; i < NROFATTACKS; i++)
1011 {
1012 if (op->resist[i]) 883 if (op->resist[i])
1013 {
1014 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 884 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1015 strcat (retbuf, buf); 885
1016 }
1017 }
1018 return retbuf; 886 return buf;
1019} 887}
1020
1021 888
1022/* 889/*
1023 * Returns a pointer to a static buffer which contains a 890 * Returns a pointer to a static buffer which contains a
1024 * description of the given object. 891 * description of the given object.
1025 * If it is a monster, lots of information about its abilities 892 * If it is a monster, lots of information about its abilities
1043 * 910 *
1044 * Add 'owner' who is the person examining this object. 911 * Add 'owner' who is the person examining this object.
1045 * owner can be null if no one is being associated with this 912 * owner can be null if no one is being associated with this
1046 * item (eg, debug dump or the like) 913 * item (eg, debug dump or the like)
1047 */ 914 */
1048 915const char *
1049char *
1050describe_item (const object *op, object *owner) 916describe_item (const object *op, object *owner)
1051{ 917{
1052 char buf[MAX_BUF]; 918 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1053 static char retbuf[VERY_BIG_BUF]; 919 return describe_monster (op);
920
921 static dynbuf_text buf; buf.clear ();
1054 int identified, i; 922 int identified, i;
1055 923
1056 retbuf[0] = '\0';
1057 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1058 {
1059 return describe_monster (op);
1060 }
1061 /* figure this out once, instead of making multiple calls to need_identify. 924 /* figure this out once, instead of making multiple calls to need_identify.
1062 * also makes the code easier to read. 925 * also makes the code easier to read.
1063 */ 926 */
1064 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 927 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1065 identified = 1; 928 if (!identified)
1066 else 929 buf << "(unidentified)";
1067 { 930
1068 strcpy (retbuf, "(unidentified)");
1069 identified = 0;
1070 }
1071 switch (op->type) 931 switch (op->type)
1072 { 932 {
1073 case BOW: 933 case BOW:
1074 case ARROW: 934 case ARROW:
1075 case WAND: 935 case WAND:
1076 case ROD: 936 case ROD:
1077 case HORN: 937 case HORN:
1078 case WEAPON: 938 case WEAPON:
1079 case ARMOUR: 939 case ARMOUR:
1080 case HELMET: 940 case HELMET:
1081 case SHIELD: 941 case SHIELD:
1082 case BOOTS: 942 case BOOTS:
1083 case GLOVES: 943 case GLOVES:
1084 case GIRDLE: 944 case GIRDLE:
1085 case BRACERS: 945 case BRACERS:
1086 case CLOAK: 946 case CLOAK:
1087 case SKILL_TOOL: 947 case SKILL_TOOL:
1088 break; /* We have more information to do below this switch */ 948 break; /* We have more information to do below this switch */
1089 949
1090 case POWER_CRYSTAL: 950 case POWER_CRYSTAL:
1091 if (op->stats.maxsp > 1000) 951 if (op->stats.maxsp > 1000)
1092 { /*higher capacity crystals */ 952 { /*higher capacity crystals */
1093 i = (op->stats.maxsp % 100) / 10; 953 i = (op->stats.maxsp % 1000) / 100;
954
1094 if (i) 955 if (i)
1095 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 956 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1096 else 957 else
1097 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 958 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1098 } 959 }
1099 else 960 else
1100 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 961 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1101 strcat (retbuf, buf); 962
1102 i = (op->stats.sp * 10) / op->stats.maxsp; 963 i = (op->stats.sp * 10) / op->stats.maxsp;
1103 if (op->stats.sp == 0) 964 if (op->stats.sp == 0)
1104 strcat (retbuf, "empty."); 965 buf << "empty.";
1105 else if (i == 0) 966 else if (i == 0)
1106 strcat (retbuf, "almost empty."); 967 buf << "almost empty.";
1107 else if (i < 3) 968 else if (i < 3)
1108 strcat (retbuf, "partially filled."); 969 buf << "partially filled.";
1109 else if (i < 6) 970 else if (i < 6)
1110 strcat (retbuf, "half full."); 971 buf << "half full.";
1111 else if (i < 9) 972 else if (i < 9)
1112 strcat (retbuf, "well charged."); 973 buf << "well charged.";
1113 else if (op->stats.sp == op->stats.maxsp) 974 else if (op->stats.sp == op->stats.maxsp)
1114 strcat (retbuf, "fully charged."); 975 buf << "fully charged.";
1115 else 976 else
1116 strcat (retbuf, "almost full."); 977 buf << "almost full.";
1117 break; 978 break;
979
1118 case FOOD: 980 case FOOD:
1119 case FLESH: 981 case FLESH:
1120 case DRINK: 982 case DRINK:
1121 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 983 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1122 { 984 {
1123 sprintf (buf, "(food+%d)", op->stats.food); 985 buf.printf ("(food+%d)", op->stats.food);
1124 strcat (retbuf, buf);
1125 986
1126 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 987 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1127 {
1128 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 988 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1129 strcat (retbuf, buf);
1130 }
1131 989
1132 if (!QUERY_FLAG (op, FLAG_CURSED)) 990 if (!QUERY_FLAG (op, FLAG_CURSED))
1133 { 991 {
1134 if (op->stats.hp) 992 if (op->stats.hp) buf << "(heals)";
1135 strcat (retbuf, "(heals)");
1136 if (op->stats.sp)
1137 strcat (retbuf, "(spellpoint regen)"); 993 if (op->stats.sp) buf << "(spellpoint regen)";
1138 } 994 }
1139 else 995 else
1140 { 996 {
1141 if (op->stats.hp) 997 if (op->stats.hp) buf << "(damages)";
1142 strcat (retbuf, "(damages)");
1143 if (op->stats.sp)
1144 strcat (retbuf, "(spellpoint depletion)"); 998 if (op->stats.sp) buf << "(spellpoint depletion)";
1145 } 999 }
1146 } 1000 }
1147 break; 1001 break;
1148 1002
1149
1150 case SKILL: 1003 case SKILL:
1151 case RING: 1004 case RING:
1152 case AMULET: 1005 case AMULET:
1153 if (op->item_power) 1006 if (op->item_power)
1154 {
1155 sprintf (buf, "(item_power %+d)", op->item_power); 1007 buf.printf ("(item_power %+d)", op->item_power);
1156 strcat (retbuf, buf); 1008
1157 }
1158 if (op->title) 1009 if (op->title)
1159 strcat (retbuf, ring_desc (op)); 1010 buf << ring_desc (op);
1011
1160 return retbuf; 1012 return buf;
1161 1013
1162 default: 1014 default:
1163 return retbuf; 1015 return buf;
1164 } 1016 }
1165 1017
1166 /* Down here, we more further describe equipment type items. 1018 /* Down here, we more further describe equipment type items.
1167 * only describe them if they have been identified or the like. 1019 * only describe them if they have been identified or the like.
1168 */ 1020 */
1169 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1021 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1170 { 1022 {
1171 int attr, val; 1023 int attr, val;
1172 1024
1173 for (attr = 0; attr < NUM_STATS; attr++) 1025 for (attr = 0; attr < NUM_STATS; attr++)
1174 { 1026 if ((val = op->stats.stat (attr)))
1175 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1176 {
1177 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1027 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1178 strcat (retbuf, buf);
1179 }
1180 }
1181 1028
1182 if (op->stats.exp) 1029 if (op->stats.exp)
1183 {
1184 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1030 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1185 strcat (retbuf, buf);
1186 }
1187
1188 1031
1189 switch (op->type) 1032 switch (op->type)
1190 { 1033 {
1191 case BOW: 1034 case BOW:
1192 case ARROW: 1035 case ARROW:
1193 case GIRDLE: 1036 case GIRDLE:
1194 case HELMET: 1037 case HELMET:
1195 case SHIELD: 1038 case SHIELD:
1196 case BOOTS: 1039 case BOOTS:
1197 case GLOVES: 1040 case GLOVES:
1198 case WEAPON: 1041 case WEAPON:
1199 case SKILL: 1042 case SKILL:
1200 case RING: 1043 case RING:
1201 case AMULET: 1044 case AMULET:
1202 case ARMOUR: 1045 case ARMOUR:
1203 case BRACERS: 1046 case BRACERS:
1204 case FORCE: 1047 case FORCE:
1205 case CLOAK: 1048 case CLOAK:
1206 if (op->stats.wc) 1049 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1207 { 1050 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1208 sprintf (buf, "(wc%+d)", op->stats.wc); 1051 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1209 strcat (retbuf, buf); 1052
1210 }
1211 if (op->stats.dam)
1212 {
1213 sprintf (buf, "(dam%+d)", op->stats.dam);
1214 strcat (retbuf, buf);
1215 }
1216 if (op->stats.ac)
1217 {
1218 sprintf (buf, "(ac%+d)", op->stats.ac);
1219 strcat (retbuf, buf);
1220 }
1221 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1053 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1222 {
1223 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1054 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1224 strcat (retbuf, buf); 1055
1225 }
1226 break; 1056 break;
1227 1057
1228 default: 1058 default:
1229 break; 1059 break;
1230 } 1060 }
1231 if (QUERY_FLAG (op, FLAG_XRAYS)) 1061
1232 strcat (retbuf, "(xray-vision)"); 1062 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1233 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1063 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1234 strcat (retbuf, "(infravision)");
1235 1064
1236 /* levitate was what is was before, so we'll keep it */ 1065 /* levitate was what is was before, so we'll keep it */
1237 if (op->move_type & MOVE_FLY_LOW) 1066 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1238 strcat (retbuf, "(levitate)");
1239
1240 if (op->move_type & MOVE_FLY_HIGH) 1067 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1241 strcat (retbuf, "(fly)");
1242
1243 if (op->move_type & MOVE_SWIM) 1068 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1244 strcat (retbuf, "(swim)");
1245 1069
1246 /* walking is presumed as 'normal', so doesn't need mentioning */ 1070 /* walking is presumed as 'normal', so doesn't need mentioning */
1247 1071
1248 if (op->item_power) 1072 if (op->item_power)
1249 {
1250 sprintf (buf, "(item_power %+d)", op->item_power); 1073 buf.printf ("(item_power %+d)", op->item_power);
1251 strcat (retbuf, buf);
1252 }
1253 } /* End if identified or applied */ 1074 } /* End if identified or applied */
1254 1075
1255 /* This blocks only deals with fully identified object. 1076 /* This blocks only deals with fully identified object.
1256 * it is intentional that this is not an 'else' from a above - 1077 * it is intentional that this is not an 'else' from a above -
1257 * in this way, information is added. 1078 * in this way, information is added.
1260 { 1081 {
1261 int more_info = 0; 1082 int more_info = 0;
1262 1083
1263 switch (op->type) 1084 switch (op->type)
1264 { 1085 {
1265 case ROD: /* These use stats.sp for spell selection and stats.food */ 1086 case ROD: /* These use stats.sp for spell selection and stats.food */
1266 case HORN: /* and stats.hp for spell-point regeneration... */ 1087 case HORN: /* and stats.hp for spell-point regeneration... */
1267 case BOW: 1088 case BOW:
1268 case ARROW: 1089 case ARROW:
1269 case WAND: 1090 case WAND:
1270 case FOOD: 1091 case FOOD:
1271 case FLESH: 1092 case FLESH:
1272 case DRINK: 1093 case DRINK:
1273 more_info = 0; 1094 more_info = 0;
1274 break; 1095 break;
1275 1096
1276 /* Armor type objects */ 1097 /* Armor type objects */
1277 case ARMOUR: 1098 case ARMOUR:
1278 case HELMET: 1099 case HELMET:
1279 case SHIELD: 1100 case SHIELD:
1280 case BOOTS: 1101 case BOOTS:
1281 case GLOVES: 1102 case GLOVES:
1282 case GIRDLE: 1103 case GIRDLE:
1283 case BRACERS: 1104 case BRACERS:
1284 case CLOAK: 1105 case CLOAK:
1285 if (ARMOUR_SPEED (op)) 1106 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1286 { 1107 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1287 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1288 strcat (retbuf, buf);
1289 }
1290 if (ARMOUR_SPELLS (op))
1291 {
1292 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1293 strcat (retbuf, buf);
1294 }
1295 more_info = 1; 1108 more_info = 1;
1296 break; 1109 break;
1297 1110
1298 case WEAPON: 1111 case WEAPON:
1299 /* Calculate it the same way fix_player does so the results 1112 /* Calculate it the same way fix_player does so the results
1300 * make sense. 1113 * make sense.
1301 */ 1114 */
1302 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1115 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1303 if (i < 0) 1116 if (i < 0)
1304 i = 0; 1117 i = 0;
1305 1118
1306 sprintf (buf, "(weapon speed %d)", i); 1119 buf.printf ("(weapon speed %d)", i);
1307 strcat (retbuf, buf);
1308 more_info = 1; 1120 more_info = 1;
1309 break; 1121 break;
1310
1311 } 1122 }
1123
1312 if (more_info) 1124 if (more_info)
1313 { 1125 {
1314 if (op->stats.food)
1315 {
1316 if (op->stats.food != 0)
1317 sprintf (buf, "(sustenance%+d)", op->stats.food); 1126 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1318 strcat (retbuf, buf);
1319 }
1320 if (op->stats.grace)
1321 {
1322 sprintf (buf, "(grace%+d)", op->stats.grace); 1127 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1323 strcat (retbuf, buf); 1128 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1324 }
1325 if (op->stats.sp)
1326 {
1327 sprintf (buf, "(magic%+d)", op->stats.sp);
1328 strcat (retbuf, buf);
1329 }
1330 if (op->stats.hp)
1331 {
1332 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1129 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1333 strcat (retbuf, buf);
1334 }
1335 } 1130 }
1336 1131
1337 if (op->stats.luck) 1132 if (op->stats.luck)
1338 {
1339 sprintf (buf, "(luck%+d)", op->stats.luck); 1133 buf.printf ("(luck%+d)", op->stats.luck);
1340 strcat (retbuf, buf); 1134
1341 }
1342 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1135 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1343 strcat (retbuf, "(lifesaving)"); 1136 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1344 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1345 strcat (retbuf, "(reflect spells)");
1346 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1137 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1347 strcat (retbuf, "(reflect missiles)");
1348 if (QUERY_FLAG (op, FLAG_STEALTH)) 1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1349 strcat (retbuf, "(stealth)"); 1139
1350 if (op->slaying != NULL && op->type != FOOD) 1140 if (op->slaying && op->type != FOOD)
1351 {
1352 sprintf (buf, "(slay %s)", &op->slaying); 1141 buf.printf ("(slay %s)", &op->slaying);
1353 strcat (retbuf, buf); 1142
1354 } 1143 buf.add_abilities ("Attacks", op->attacktype);
1355 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1356 /* resistance on flesh is only visible for quetzals. If 1144 /* resistance on flesh is only visible for quetzals. If
1357 * non flesh, everyone can see its resistances 1145 * non flesh, everyone can see its resistances
1358 */ 1146 */
1359 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1147 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1360 strcat (retbuf, describe_resistance (op, 0)); 1148 buf << describe_resistance (op, 0);
1361 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1362 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1363 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1364 }
1365 1149
1150 buf.add_paths ("Attuned", op->path_attuned);
1151 buf.add_paths ("Repelled", op->path_repelled);
1152 buf.add_paths ("Denied", op->path_denied);
1153 }
1154
1366 return retbuf; 1155 return buf;
1156}
1157
1158std::string
1159object::describe_item (object *who)
1160{
1161 return std::string (::describe_item (this, who));
1162}
1163
1164void
1165examine (object *op, object *tmp)
1166{
1167 std::string s = tmp->describe (op);
1168
1169 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ());
1170}
1171
1172/*
1173 * inventory prints object's inventory. If inv==NULL then print player's
1174 * inventory.
1175 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1176 */
1177const char *
1178object::query_inventory (object *who, const char *indent)
1179{
1180 static dynbuf_text buf; buf.clear ();
1181
1182 for (object *tmp = inv; tmp; tmp = tmp->below)
1183 if (who && QUERY_FLAG (who, FLAG_WIZ))
1184 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1185 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1186 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1187
1188 if (buf.size ())
1189 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1190 else
1191 buf.printf ("%s(empty)\n", indent);
1192
1193 return buf;
1367} 1194}
1368 1195
1369/* Return true if the item is magical. A magical item is one that 1196/* Return true if the item is magical. A magical item is one that
1370 * increases/decreases any abilities, provides a resistance, 1197 * increases/decreases any abilities, provides a resistance,
1371 * has a generic magical bonus, or is an artifact. 1198 * has a generic magical bonus, or is an artifact.
1372 * This function is used by detect_magic to determine if an item 1199 * This function is used by detect_magic to determine if an item
1373 * should be marked as magical. 1200 * should be marked as magical.
1374 */ 1201 */
1375
1376int 1202int
1377is_magical (const object *op) 1203is_magical (const object *op)
1378{ 1204{
1379 int i; 1205 int i;
1380 1206
1431 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1257 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1432 return 1; 1258 return 1;
1433 1259
1434 /* Check to see if it increases/decreases any stats */ 1260 /* Check to see if it increases/decreases any stats */
1435 for (i = 0; i < NUM_STATS; i++) 1261 for (i = 0; i < NUM_STATS; i++)
1436 if (get_attr_value (&(op->stats), i) != 0) 1262 if (op->stats.stat (i))
1437 return 1; 1263 return 1;
1438 1264
1439 /* If it doesn't fall into any of the above categories, must 1265 /* If it doesn't fall into any of the above categories, must
1440 * be non magical. 1266 * be non magical.
1441 */ 1267 */
1450int 1276int
1451need_identify (const object *op) 1277need_identify (const object *op)
1452{ 1278{
1453 switch (op->type) 1279 switch (op->type)
1454 { 1280 {
1455 case RING: 1281 case RING:
1456 case WAND: 1282 case WAND:
1457 case ROD: 1283 case ROD:
1458 case HORN: 1284 case HORN:
1459 case SCROLL: 1285 case SCROLL:
1460 case SKILL: 1286 case SKILL:
1461 case SKILLSCROLL: 1287 case SKILLSCROLL:
1462 case SPELLBOOK: 1288 case SPELLBOOK:
1463 case FOOD: 1289 case FOOD:
1464 case POTION: 1290 case POTION:
1465 case BOW: 1291 case BOW:
1466 case ARROW: 1292 case ARROW:
1467 case WEAPON: 1293 case WEAPON:
1468 case ARMOUR: 1294 case ARMOUR:
1469 case SHIELD: 1295 case SHIELD:
1470 case HELMET: 1296 case HELMET:
1471 case AMULET: 1297 case AMULET:
1472 case BOOTS: 1298 case BOOTS:
1473 case GLOVES: 1299 case GLOVES:
1474 case BRACERS: 1300 case BRACERS:
1475 case GIRDLE: 1301 case GIRDLE:
1476 case CONTAINER: 1302 case CONTAINER:
1477 case DRINK: 1303 case DRINK:
1478 case FLESH: 1304 case FLESH:
1479 case INORGANIC: 1305 case INORGANIC:
1480 case CLOSE_CON: 1306 case CLOSE_CON:
1481 case CLOAK: 1307 case CLOAK:
1482 case GEM: 1308 case GEM:
1483 case POWER_CRYSTAL: 1309 case POWER_CRYSTAL:
1484 case POISON: 1310 case POISON:
1485 case BOOK: 1311 case BOOK:
1486 case SKILL_TOOL: 1312 case SKILL_TOOL:
1487 return 1; 1313 return 1;
1488 } 1314 }
1315
1489 /* Try to track down some stuff that may show up here. Thus, the 1316 /* Try to track down some stuff that may show up here. Thus, the
1490 * archetype file can be updated, and this function removed. 1317 * archetype file can be updated, and this function removed.
1491 */ 1318 */
1492#if 0 1319#if 0
1493 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1320 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1517 { 1344 {
1518 if (op->inv && op->randomitems) 1345 if (op->inv && op->randomitems)
1519 op->title = op->inv->name; 1346 op->title = op->inv->name;
1520 else if (op->arch) 1347 else if (op->arch)
1521 { 1348 {
1522 op->name = op->arch->clone.name; 1349 op->name = op->arch->object::name;
1523 op->name_pl = op->arch->clone.name_pl; 1350 op->name_pl = op->arch->object::name_pl;
1524 } 1351 }
1525 } 1352 }
1526 1353
1527 /* If the object is on a map, make sure we update its face */ 1354 /* If the object is on a map, make sure we update its face */
1528 if (op->map) 1355 if (op->map)
1529 update_object (op, UP_OBJ_FACE); 1356 update_object (op, UP_OBJ_CHANGE);
1530 else 1357 else
1531 { 1358 {
1532 pl = op->in_player (); 1359 pl = op->in_player ();
1533 if (pl) 1360 if (pl)
1534 /* A lot of the values can change from an update - might as well send 1361 /* A lot of the values can change from an update - might as well send

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