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Comparing deliantra/server/common/item.C (file contents):
Revision 1.20 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.61 by root, Mon Oct 19 21:48:48 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
28#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 30
30/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * 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 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 51 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"body_arm", "on your arm", "on a human's arm"}, 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {"body_torso", "on your body", "on a human's torso"}, 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_head", "on your head", "on a human's head"}, 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"body_neck", "around your neck", "around a humans neck"}, 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"}, 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {"body_finger", "on your finger", "on a human's finger"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
61 {"body_hand", "on your hands", "on a human's hands"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
62 {"body_wrist", "around your wrists", "around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 68};
66 69
67static char numbers[21][20] = { 70static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
169 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
170 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
171 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
172 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {T_HANDLE, "cf handle", "cf handles", 0, 0},
173 {HOLE, "hole", "holes", 0, 0}, 176 {HOLE, "hole", "holes", 0, 0},
174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
175 {SIGN, "sign", "signs", 0, 0}, 178 {SIGN, "sign", "signs", 0, 0},
176 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 179 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
250}; 253};
251 254
252int 255int
253get_power_from_ench (int ench) 256get_power_from_ench (int ench)
254{ 257{
255 if (ench < 0)
256 ench = 0;
257 if (ench > 20)
258 ench = 20;
259 return enc_to_item_power[ench]; 258 return enc_to_item_power [clamp (ench, 0, 20)];
260} 259}
261 260
262/* This takes an object 'op' and figures out what its item_power 261/* 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 262 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 263 * generation code, and when loading legacy objects. It returns
271{ 270{
272 int i, tmp, enc; 271 int i, tmp, enc;
273 272
274 enc = 0; 273 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 274 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 275 enc += op->stats.stat (i);
277 276
278 /* This protection logic is pretty flawed. 20% fire resistance 277 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 278 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 279 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 280 * armour shouldn't be counted against
298 if (op->type == WEAPON) 297 if (op->type == WEAPON)
299 { 298 {
300 for (i = 1; i < NROFATTACKS; i++) 299 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 300 if (op->attacktype & (1 << i))
302 enc++; 301 enc++;
302
303 if (op->slaying) 303 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
305 } 305 }
306
306 /* Items the player can equip */ 307 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 309 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 310 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 314 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 315 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 316 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 317 enc += op->stats.exp; /* speed bonus */
317 } 318 }
319
318 enc += op->stats.luck; 320 enc += op->stats.luck;
319 321
320 /* Do spell paths now */ 322 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 323 for (i = 1; i < NRSPELLPATHS; i++)
322 { 324 {
326 enc -= 2; 328 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 329 else if (op->path_repelled & (1 << i))
328 enc--; 330 enc--;
329 } 331 }
330 332
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 333 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 336 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 337 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 338 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 339 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
338 enc += 1;
339 if (QUERY_FLAG (op, FLAG_XRAYS))
340 enc += 2;
341 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1;
345 340
346 return get_power_from_ench (enc); 341 return get_power_from_ench (enc);
347
348} 342}
349 343
350/* returns the typedata that has a number equal to itemtype, if there 344/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 345 * isn't one, returns NULL */
352
353const typedata * 346const typedata *
354get_typedata (int itemtype) 347get_typedata (int itemtype)
355{ 348{
356 int i;
357
358 for (i = 0; i < item_types_size; i++) 349 for (int i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 350 if (item_types[i].number == itemtype)
360 return &item_types[i]; 351 return &item_types[i];
352
361 return NULL; 353 return NULL;
362} 354}
363 355
364/* returns the typedata that has a name equal to itemtype, if there 356/* 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 357 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 358 * one return NULL */
367
368const typedata * 359const typedata *
369get_typedata_by_name (const char *name) 360get_typedata_by_name (const char *name)
370{ 361{
371 int i;
372
373 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name, name)) 363 if (!strcmp (item_types[i].name, name))
375 return &item_types[i]; 364 return &item_types[i];
365
376 for (i = 0; i < item_types_size; i++) 366 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 367 if (!strcmp (item_types[i].name_pl, name))
378 { 368 {
379 LOG (llevInfo, 369 LOG (llevInfo,
380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 370 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
381 return &item_types[i]; 371 return &item_types[i];
382 } 372 }
373
383 return NULL; 374 return 0;
384} 375}
385 376
386/* describe_resistance generates the visible naming for resistances. 377/* describe_resistance generates the visible naming for resistances.
387 * returns a static array of the description. This can return 378 * returns a static array of the description. This can return
388 * a big buffer. 379 * a big buffer.
389 * if newline is true, we don't put parens around the description 380 * 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 381 * but do put a newline at the end. Useful when dumping to files
391 */ 382 */
392char * 383const char *
393describe_resistance (const object *op, int newline) 384describe_resistance (const object *op, int newline)
394{ 385{
395 static char buf[VERY_BIG_BUF]; 386 static dynbuf_text buf; buf.clear ();
396 char buf1[VERY_BIG_BUF];
397 int tmpvar;
398 387
399 buf[0] = 0; 388 for (int i = 0; i < NROFATTACKS; i++)
400 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
401 {
402 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 389 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
403 { 390 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
404 if (!newline)
405 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
406 else
407 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
408 391
409 strcat (buf, buf1);
410 }
411 }
412 return buf; 392 return buf;
413} 393}
414 394
415 395
416/* 396/*
417 * query_weight(object) returns a character pointer to a static buffer 397 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 398 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight(). 399 * The buffer will be overwritten by the next call to query_weight().
420 */ 400 *
421 401 * Seems to be used only by unimportant stuff. Remove?
422char * 402 */
403const char *
423query_weight (const object *op) 404query_weight (const object *op)
424{ 405{
425 static char buf[10]; 406 static char buf[10];
426 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 407 sint32 i = op->total_weight ();
427 408
428 if (op->weight < 0) 409 if (op->weight < 0)
429 return " "; 410 return " ";
411
430 if (i % 1000) 412 if (i % 1000)
431 sprintf (buf, "%6.1f", i / 1000.0); 413 sprintf (buf, "%6.1f", i / 1000.0);
432 else 414 else
433 sprintf (buf, "%4d ", i / 1000); 415 sprintf (buf, "%4d ", i / 1000);
416
434 return buf; 417 return buf;
435} 418}
436 419
437/* 420/*
438 * Returns the pointer to a static buffer containing 421 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 422 * the number requested (of the form first, second, third...)
440 */ 423 */
441 424const char *
442char *
443get_levelnumber (int i) 425get_levelnumber (int i)
444{ 426{
445 static char buf[MAX_BUF]; 427 static char buf[MAX_BUF];
446 428
447 if (i > 99) 429 if (i > 99)
448 { 430 {
449 sprintf (buf, "%d.", i); 431 sprintf (buf, "%d.", i);
450 return buf; 432 return buf;
451 } 433 }
434
452 if (i < 21) 435 if (i < 21)
453 return levelnumbers[i]; 436 return levelnumbers[i];
437
454 if (!(i % 10)) 438 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 439 return levelnumbers_10[i / 10];
440
456 strcpy (buf, numbers_10[i / 10]); 441 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 442 strcat (buf, levelnumbers[i % 10]);
458 return buf; 443 return buf;
459} 444}
460
461 445
462/* 446/*
463 * get_number(integer) returns the text-representation of the given number 447 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next 448 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number(). 449 * call to get_number().
466 * It is currently only used by the query_name() function. 450 * It is currently only used by the query_name() function.
467 */ 451 */
468 452const char *
469char *
470get_number (int i) 453get_number (int i)
471{ 454{
472 if (i <= 20) 455 if (i <= 20)
473 return numbers[i]; 456 return numbers[i];
474 else 457 else
491 */ 474 */
492 475
493/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 476/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
494 * from stats.sp - b.t. 477 * from stats.sp - b.t.
495 */ 478 */
496char * 479const char *
497ring_desc (const object *op) 480ring_desc (const object *op)
498{ 481{
499 static char buf[VERY_BIG_BUF]; 482 static dynbuf_text buf; buf.clear ();
500 int attr, val, len; 483 int attr, val, len;
501 484
502 buf[0] = 0;
503
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 485 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf; 486 {
506
507 for (attr = 0; attr < NUM_STATS; attr++) 487 for (attr = 0; attr < NUM_STATS; attr++)
508 { 488 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); 489 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);
522 490
491 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
492 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
493 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
494 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
495
523 strcat (buf, describe_resistance (op, 0)); 496 buf << describe_resistance (op, 0);
524 497
525 if (op->stats.food != 0) 498 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
526 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 499 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
527 /* else if (op->stats.food < 0) 500 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
528 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 501 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
529 if (op->stats.grace) 502 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);
550 503
551 /* if(op->item_power) 504 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 505 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
553 */ 506 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
554 if (buf[0] == 0 && op->type != SKILL) 507 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
555 strcpy (buf, "of adornment");
556 508
509 buf.add_paths ("Attuned" , op->path_attuned);
510 buf.add_paths ("Repelled", op->path_repelled);
511 buf.add_paths ("Denied" , op->path_denied);
512
513 if (buf.empty ())
514 buf << "of adornment";
515 }
557 516
558 return buf; 517 return buf;
559} 518}
560 519
561/* 520/*
562 * query_short_name(object) is similar to query_name, but doesn't 521 * query_short_name(object) is similar to query_name, but doesn't
563 * contain any information about object status (worn/cursed/etc.) 522 * contain any information about object status (worn/cursed/etc.)
523 *
524 * It is sometimes used when printing messages, so should fit well into a sentence.
564 */ 525 */
565const char * 526const char *
566query_short_name (const object *op) 527query_short_name (const object *op)
567{ 528{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 529 if (!op->name)
573 return "(null)"; 530 return "(null)";
574 531
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 532 if (!op->nrof
533 && !op->weight
534 && !op->title
535 && !is_magical (op)
536 && op->slaying != shstr_money)
576 return op->name; /* To speed things up (or make things slower?) */ 537 return op->name; /* To speed things up (or make things slower?) */
577 538
578 if (op->nrof <= 1) 539 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF); 540
580 else 541 buf << (op->nrof <= 1 ? op->name : op->name_pl);
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 542
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 543 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 544 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 545
589 switch (op->type) 546 switch (op->type)
590 { 547 {
591 case SPELLBOOK: 548 case SPELLBOOK:
592 case SCROLL: 549 case SCROLL:
593 case WAND: 550 case WAND:
594 case ROD: 551 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 552 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 { 553 {
597 if (!op->title) 554 if (!op->title)
598 { 555 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 556
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) 557 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 558 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 559 }
611 break; 560 break;
612 561
562 case ALTAR:
563 case TRIGGER_ALTAR:
564 case IDENTIFY_ALTAR:
565 case CONVERTER:
566 if (op->slaying == shstr_money)
567 {
568 bool wrap = !!buf.size ();
569
570 if (wrap) buf << " [";
571
572 archetype *coin = 0;
573
574 for (char const *const *c = coins; *coins; ++c)
575 if ((coin = archetype::find (*c)))
576 if (op->stats.food % coin->value == 0)
577 break;
578
579 sint32 coins = op->stats.food / coin->value;
580
581 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
582
583 if (wrap) buf << ']';
584 }
585 break;
586
613 case SKILL: 587 case SKILL:
614 case AMULET: 588 case AMULET:
615 case RING: 589 case RING:
616 if (!op->title) 590 if (!op->title)
617 { 591 {
618 /* If ring has a title, full description isn't so useful */ 592 /* If ring has a title, full description isn't so useful */
619 char *s = ring_desc (op); 593 const char *s = ring_desc (op);
620 594
621 if (s[0]) 595 if (s && *s)
622 { 596 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 597 }
627 break; 598 break;
599
628 default: 600 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 601 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic); 602 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 603 }
604
635 return buf; 605 return buf;
636} 606}
637 607
638/* 608/*
639 * query_name(object) returns a character pointer pointing to a static 609 * query_name(object) returns a character pointer pointing to a static
643 * you can make several calls to query_name before the bufs start getting 613 * you can make several calls to query_name before the bufs start getting
644 * overwritten. This may be a bad thing (it may be easier to assume the value 614 * 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 615 * 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.) 616 * use several names much easier (don't need to store them to temp variables.)
647 * 617 *
618 * It is used extensively within messages, so should return only a prose
619 * and short description of the item.
648 */ 620 */
649char * 621const char *
650query_name (const object *op) 622query_name (const object *op)
651{ 623{
652 static char buf[5][HUGE_BUF]; 624 int len = 0;
625 static dynbuf_text bufs[5];
653 static int use_buf = 0; 626 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 627
660 use_buf++; 628 use_buf++;
661 use_buf %= 5; 629 use_buf %= 5;
662 630
663#ifdef NEW_MATERIAL_CODE 631 dynbuf_text &buf = bufs [use_buf];
632 buf.clear ();
633
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 634 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname); 635 if (materialtype_t *mt = name_to_material (op->materialname))
667 if (mt) 636 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
674 637
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 638 buf << query_short_name (op);
676 639
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 640 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 641 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 642 if (op->is_open_container ())
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 643 buf << " (open)";
681 644
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 645 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 646 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 647 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 648 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 649 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 650 buf << " (cursed)";
688 } 651 }
652
689 /* Basically, if the object is known magical (detect magic spell on it), 653 /* Basically, if the object is known magical (detect magic spell on it),
690 * and it isn't identified, print out the fact that 654 * and it isn't identified, print out the fact that
691 * it is magical. Assume that the detect magical spell will only set 655 * it is magical. Assume that the detect magical spell will only set
692 * KNOWN_MAGICAL if the item actually is magical. 656 * KNOWN_MAGICAL if the item actually is magical.
693 * 657 *
694 * Changed in V 0.91.4 - still print that the object is magical even 658 * 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 659 * if it has been applied. Equipping an item does not tell full
696 * abilities, especially for artifact items. 660 * abilities, especially for artifact items.
697 */ 661 */
698 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 662 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
699 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 663 buf << " (magic)";
700 664
701#if 0 665#if 0
702 /* item_power will be returned in desribe_item - it shouldn't really 666 /* item_power will be returned in describe_item - it shouldn't really
703 * be returned in the name. 667 * be returned in the name.
704 */ 668 */
705 if (op->item_power) 669 if (op->item_power)
706 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 670 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
707 671
709 673
710 if (QUERY_FLAG (op, FLAG_APPLIED)) 674 if (QUERY_FLAG (op, FLAG_APPLIED))
711 { 675 {
712 switch (op->type) 676 switch (op->type)
713 { 677 {
714 case BOW: 678 case BOW:
715 case WAND: 679 case WAND:
716 case ROD: 680 case ROD:
717 case HORN: 681 case HORN:
718 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 682 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
719 break; 683 break;
720 case WEAPON: 684 case WEAPON:
721 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 685 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
722 break; 686 break;
723 case ARMOUR: 687 case ARMOUR:
724 case HELMET: 688 case HELMET:
725 case SHIELD: 689 case SHIELD:
726 case RING: 690 case RING:
727 case BOOTS: 691 case BOOTS:
728 case GLOVES: 692 case GLOVES:
729 case AMULET: 693 case AMULET:
730 case GIRDLE: 694 case GIRDLE:
731 case BRACERS: 695 case BRACERS:
732 case CLOAK: 696 case CLOAK:
733 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 697 buf << " (worn)";
734 break; 698 break;
735 case CONTAINER: 699 case CONTAINER:
736 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 700 buf << " (active)";
737 break; 701 break;
738 case SKILL: 702 case SKILL:
739 default: 703 default:
740 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 704 buf << " (applied)";
741 } 705 }
742 } 706 }
707
708 switch (op->type)
709 {
710 case LAMP:
711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
718
719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 727 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 728 buf << " (unpaid)";
745 729
746 return buf[use_buf]; 730 return buf;
747} 731}
748 732
749/* 733/*
750 * query_base_name(object) returns a character pointer pointing to a static 734 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 735 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next 736 * of the given object. The buffer will be overwritten at the next
753 * call to query_base_name(). This is a lot like query_name, but we 737 * call to query_base_name(). This is a lot like query_name, but we
754 * don't include the item count or item status. Used for inventory sorting 738 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client. 739 * and sending to client.
756 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
757 */ 744 */
758const char * 745const char *
759query_base_name (const object *op, int plural) 746query_base_name (const object *op, int plural)
760{ 747{
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)) 748 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 749 return "(null)";
767 750
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 751 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 752 return op->name; /* To speed things up (or make things slower?) */
770 753
754 static dynbuf_text buf; buf.clear ();
755
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 756 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 757 if (materialtype_t *mt = name_to_material (op->materialname))
758 if (op->arch->materialname != mt->name)
759 buf << mt->description << ' ';
773 760
774#ifdef NEW_MATERIAL_CODE 761 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 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793
794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 762
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 763 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 764 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 765
805 switch (op->type) 766 switch (op->type)
806 { 767 {
807 case SPELLBOOK: 768 case SPELLBOOK:
808 case SCROLL: 769 case SCROLL:
809 case WAND: 770 case WAND:
810 case ROD: 771 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 772 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 773 {
813 if (!op->title) 774 if (!op->title)
814 { 775 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 776
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 777 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 778 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 779 }
827 break; 780 break;
828 781
829 782
830 case SKILL: 783 case SKILL:
831 case AMULET: 784 case AMULET:
832 case RING: 785 case RING:
833 if (!op->title) 786 if (!op->title)
834 { 787 {
835 /* If ring has a title, full description isn't so useful */ 788 /* If ring has a title, full description isn't so useful */
836 char *s = ring_desc (op); 789 const char *s = ring_desc (op);
837 790
838 if (s[0]) 791 if (s && *s)
839 { 792 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 793 }
844 break; 794 break;
795
845 default: 796 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 797 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 { 798 buf.printf (" %+d", op->magic);
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 799 }
851 800
852 return buf; 801 return buf;
853} 802}
854 803
856 * too long, making it difficult to read. This function deals 805 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only 806 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description 807 * be called with monster & player objects. Returns a description
859 * in a static buffer. 808 * in a static buffer.
860 */ 809 */
861
862static char * 810static const char *
863describe_monster (const object *op) 811describe_monster (const object *op)
864{ 812{
865 char buf[MAX_BUF]; 813 static dynbuf_text buf; buf.clear ();
866 static char retbuf[VERY_BIG_BUF];
867 int i;
868
869 retbuf[0] = '\0';
870 814
871 /* Note that the resolution this provides for players really isn't 815 /* Note that the resolution this provides for players really isn't
872 * very good. Any player with a speed greater than .67 will 816 * very good. Any player with a speed greater than .67 will
873 * fall into the 'lightning fast movement' category. 817 * fall into the 'lightning fast movement' category.
874 */ 818 */
875 if (op->has_active_speed ()) 819 if (op->has_active_speed ())
876 {
877 switch ((int) ((FABS (op->speed)) * 15)) 820 switch ((int) ((FABS (op->speed)) * 15))
878 { 821 {
879 case 0: 822 case 0:
880 strcat (retbuf, "(very slow movement)"); 823 buf << "(very slow movement)";
881 break; 824 break;
882 case 1: 825 case 1:
883 strcat (retbuf, "(slow movement)"); 826 buf << "(slow movement)";
884 break; 827 break;
885 case 2: 828 case 2:
886 strcat (retbuf, "(normal movement)"); 829 buf << "(normal movement)";
887 break; 830 break;
888 case 3: 831 case 3:
889 case 4: 832 case 4:
890 strcat (retbuf, "(fast movement)"); 833 buf << "(fast movement)";
891 break; 834 break;
892 case 5: 835 case 5:
893 case 6: 836 case 6:
894 strcat (retbuf, "(very fast movement)"); 837 buf << "(very fast movement)";
895 break; 838 break;
896 case 7: 839 case 7:
897 case 8: 840 case 8:
898 case 9: 841 case 9:
899 case 10: 842 case 10:
900 strcat (retbuf, "(extremely fast movement)"); 843 buf << "(extremely fast movement)";
901 break; 844 break;
902 default: 845 default:
903 strcat (retbuf, "(lightning fast movement)"); 846 buf << "(lightning fast movement)";
904 break; 847 break;
905 } 848 }
906 } 849
907 if (QUERY_FLAG (op, FLAG_UNDEAD)) 850 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
908 strcat (retbuf, "(undead)");
909 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 851 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
910 strcat (retbuf, "(see invisible)"); 852 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
911 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 853 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
912 strcat (retbuf, "(wield weapon)"); 854 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
913 if (QUERY_FLAG (op, FLAG_USE_BOW)) 855 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
914 strcat (retbuf, "(archer)"); 856 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
915 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 857 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
916 strcat (retbuf, "(wear armour)");
917 if (QUERY_FLAG (op, FLAG_USE_RING))
918 strcat (retbuf, "(wear ring)");
919 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
920 strcat (retbuf, "(read scroll)");
921 if (QUERY_FLAG (op, FLAG_USE_RANGE))
922 strcat (retbuf, "(fires wand/rod/horn)");
923 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 858 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
924 strcat (retbuf, "(skill user)"); 859 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
925 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 860 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
926 strcat (retbuf, "(spellcaster)");
927 if (QUERY_FLAG (op, FLAG_FRIENDLY))
928 strcat (retbuf, "(friendly)");
929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
930 strcat (retbuf, "(unaggressive)"); 862 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
931 if (QUERY_FLAG (op, FLAG_HITBACK)) 863 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
932 strcat (retbuf, "(hitback)"); 864
933 if (QUERY_FLAG (op, FLAG_STEALTH))
934 strcat (retbuf, "(stealthy)");
935 if (op->randomitems != NULL) 865 if (op->randomitems)
936 { 866 {
937 treasure *t;
938 int first = 1; 867 bool first = 1;
939 868
940 for (t = op->randomitems->items; t != NULL; t = t->next) 869 for (treasure *t = op->randomitems->items; t; t = t->next)
941 if (t->item && t->item->clone.type == SPELL) 870 if (t->item && t->item->type == SPELL)
942 { 871 {
943 if (first) 872 if (first)
944 { 873 buf << "(Spell abilities:)";
874
945 first = 0; 875 first = 0;
946 strcat (retbuf, "(Spell abilities:)"); 876
947 } 877 buf << '(' << t->item->object::name << ')';
948 strcat (retbuf, "(");
949 strcat (retbuf, t->item->clone.name);
950 strcat (retbuf, ")");
951 } 878 }
952 } 879 }
880
953 if (op->type == PLAYER) 881 if (op->type == PLAYER)
954 { 882 {
955 if (op->contr->digestion) 883 if (op->contr->digestion)
956 {
957 if (op->contr->digestion != 0)
958 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 884 buf.printf ("(sustenance%+d)", op->contr->digestion);
959 strcat (retbuf, buf); 885
960 }
961 if (op->contr->gen_grace) 886 if (op->contr->gen_grace)
962 {
963 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 887 buf.printf ("(grace%+d)", op->contr->gen_grace);
964 strcat (retbuf, buf); 888
965 }
966 if (op->contr->gen_sp) 889 if (op->contr->gen_sp)
967 {
968 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 890 buf.printf ("(magic%+d)", op->contr->gen_sp);
969 strcat (retbuf, buf); 891
970 }
971 if (op->contr->gen_hp) 892 if (op->contr->gen_hp)
972 {
973 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 893 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
974 strcat (retbuf, buf); 894
975 }
976 if (op->stats.luck) 895 if (op->stats.luck)
977 {
978 sprintf (buf, "(luck%+d)", op->stats.luck); 896 buf.printf ("(luck%+d)", op->stats.luck);
979 strcat (retbuf, buf);
980 }
981 } 897 }
982 898
983 /* describe attacktypes */ 899 /* describe attacktypes */
984 if (is_dragon_pl (op)) 900 if (is_dragon_pl (op))
985 { 901 {
987 * Break apart the for loop - move the comparison checking down - 903 * Break apart the for loop - move the comparison checking down -
988 * this makes it more readable. 904 * this makes it more readable.
989 */ 905 */
990 object *tmp; 906 object *tmp;
991 907
992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 908 for (tmp = op->inv; tmp; tmp = tmp->below)
993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 909 if (tmp->type == SKILL && tmp->name == shstr_clawing)
994 break; 910 break;
995 911
996 if (tmp && tmp->attacktype != 0) 912 if (tmp && tmp->attacktype)
997 { 913 buf.add_abilities ("Claws", tmp->attacktype);
998 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
999 }
1000 else 914 else
1001 { 915 buf.add_abilities ("Attacks", op->attacktype);
1002 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1003 }
1004 } 916 }
1005 else 917 else
1006 { 918 buf.add_abilities ("Attacks", op->attacktype);
1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 919
1008 } 920 buf.add_paths ("Attuned" , op->path_attuned);
1009 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 921 buf.add_paths ("Repelled", op->path_repelled);
1010 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 922 buf.add_paths ("Denied" , op->path_denied);
1011 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 923
1012 for (i = 0; i < NROFATTACKS; i++) 924 for (int i = 0; i < NROFATTACKS; i++)
1013 {
1014 if (op->resist[i]) 925 if (op->resist[i])
1015 {
1016 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 926 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1017 strcat (retbuf, buf); 927
1018 }
1019 }
1020 return retbuf; 928 return buf;
1021} 929}
1022
1023 930
1024/* 931/*
1025 * Returns a pointer to a static buffer which contains a 932 * Returns a pointer to a static buffer which contains a
1026 * description of the given object. 933 * description of the given object.
1027 * If it is a monster, lots of information about its abilities 934 * If it is a monster, lots of information about its abilities
1036 * wouldn't need to use the SEE_INVISIBLE flag to know it is 943 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1037 * a dragon player examining food. Could have things like 944 * a dragon player examining food. Could have things like
1038 * a dwarven axe, in which the full abilities are only known to 945 * a dwarven axe, in which the full abilities are only known to
1039 * dwarves, etc. 946 * dwarves, etc.
1040 * 947 *
1041 * This function is really much more complicated than it should
1042 * be, because different objects have different meanings
1043 * for the same field (eg, wands use 'food' for charges). This
1044 * means these special cases need to be worked out.
1045 *
1046 * Add 'owner' who is the person examining this object. 948 * Add 'owner' who is the person examining this object.
1047 * owner can be null if no one is being associated with this 949 * owner can be null if no one is being associated with this
1048 * item (eg, debug dump or the like) 950 * item (eg, debug dump or the like)
1049 */ 951 */
1050 952const char *
1051char *
1052describe_item (const object *op, object *owner) 953describe_item (const object *op, object *owner)
1053{ 954{
1054 char buf[MAX_BUF]; 955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1055 static char retbuf[VERY_BIG_BUF]; 956 return describe_monster (op);
957
958 static dynbuf_text buf; buf.clear ();
1056 int identified, i; 959 int identified, i;
1057 960
1058 retbuf[0] = '\0';
1059 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1060 {
1061 return describe_monster (op);
1062 }
1063 /* figure this out once, instead of making multiple calls to need_identify. 961 /* figure this out once, instead of making multiple calls to need_identify.
1064 * also makes the code easier to read. 962 * also makes the code easier to read.
1065 */ 963 */
1066 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1067 identified = 1; 965 if (!identified)
1068 else 966 buf << "(unidentified)";
1069 { 967
1070 strcpy (retbuf, "(unidentified)");
1071 identified = 0;
1072 }
1073 switch (op->type) 968 switch (op->type)
1074 { 969 {
1075 case BOW: 970 case BOW:
1076 case ARROW: 971 case ARROW:
1077 case WAND: 972 case WAND:
1078 case ROD: 973 case ROD:
1079 case HORN: 974 case HORN:
1080 case WEAPON: 975 case WEAPON:
1081 case ARMOUR: 976 case ARMOUR:
1082 case HELMET: 977 case HELMET:
1083 case SHIELD: 978 case SHIELD:
1084 case BOOTS: 979 case BOOTS:
1085 case GLOVES: 980 case GLOVES:
1086 case GIRDLE: 981 case GIRDLE:
1087 case BRACERS: 982 case BRACERS:
1088 case CLOAK: 983 case CLOAK:
1089 case SKILL_TOOL: 984 case SKILL_TOOL:
1090 break; /* We have more information to do below this switch */ 985 break; /* We have more information to do below this switch */
1091 986
1092 case POWER_CRYSTAL: 987 case POWER_CRYSTAL:
1093 if (op->stats.maxsp > 1000) 988 if (op->stats.maxsp > 1000)
1094 { /*higher capacity crystals */ 989 { /*higher capacity crystals */
1095 i = (op->stats.maxsp % 100) / 10; 990 i = (op->stats.maxsp % 1000) / 100;
991
1096 if (i) 992 if (i)
1097 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1098 else 994 else
1099 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1100 } 996 }
1101 else 997 else
1102 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 998 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1103 strcat (retbuf, buf); 999
1104 i = (op->stats.sp * 10) / op->stats.maxsp; 1000 i = (op->stats.sp * 10) / op->stats.maxsp;
1105 if (op->stats.sp == 0) 1001 if (op->stats.sp == 0)
1106 strcat (retbuf, "empty."); 1002 buf << "empty.";
1107 else if (i == 0) 1003 else if (i == 0)
1108 strcat (retbuf, "almost empty."); 1004 buf << "almost empty.";
1109 else if (i < 3) 1005 else if (i < 3)
1110 strcat (retbuf, "partially filled."); 1006 buf << "partially filled.";
1111 else if (i < 6) 1007 else if (i < 6)
1112 strcat (retbuf, "half full."); 1008 buf << "half full.";
1113 else if (i < 9) 1009 else if (i < 9)
1114 strcat (retbuf, "well charged."); 1010 buf << "well charged.";
1115 else if (op->stats.sp == op->stats.maxsp) 1011 else if (op->stats.sp == op->stats.maxsp)
1116 strcat (retbuf, "fully charged."); 1012 buf << "fully charged.";
1117 else 1013 else
1118 strcat (retbuf, "almost full."); 1014 buf << "almost full.";
1119 break; 1015 break;
1016
1017 case LAMP:
1018 {
1019 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1020 buf << "(fuel: ";
1021 if (percent == 0)
1022 buf << "empty";
1023 else if (percent < 10)
1024 buf << "very low";
1025 else if (percent < 25)
1026 buf << "low";
1027 else if (percent < 50)
1028 buf << "half empty";
1029 else if (percent < 75)
1030 buf << "half full";
1031 else if (percent < 95)
1032 buf << "well filled";
1033 else if (percent <= 100)
1034 buf << "full";
1035 buf << ")";
1036 }
1037 break;
1038
1120 case FOOD: 1039 case FOOD:
1121 case FLESH: 1040 case FLESH:
1122 case DRINK: 1041 case DRINK:
1123 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1042 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1124 { 1043 {
1125 sprintf (buf, "(food+%d)", op->stats.food); 1044 buf.printf ("(food+%d)", op->stats.food);
1126 strcat (retbuf, buf);
1127 1045
1128 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1046 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1129 {
1130 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1047 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1131 strcat (retbuf, buf);
1132 }
1133 1048
1134 if (!QUERY_FLAG (op, FLAG_CURSED)) 1049 if (!QUERY_FLAG (op, FLAG_CURSED))
1135 { 1050 {
1136 if (op->stats.hp) 1051 if (op->stats.hp) buf << "(heals)";
1137 strcat (retbuf, "(heals)");
1138 if (op->stats.sp)
1139 strcat (retbuf, "(spellpoint regen)"); 1052 if (op->stats.sp) buf << "(spellpoint regen)";
1140 } 1053 }
1141 else 1054 else
1142 { 1055 {
1143 if (op->stats.hp) 1056 if (op->stats.hp) buf << "(damages)";
1144 strcat (retbuf, "(damages)");
1145 if (op->stats.sp)
1146 strcat (retbuf, "(spellpoint depletion)"); 1057 if (op->stats.sp) buf << "(spellpoint depletion)";
1147 } 1058 }
1148 } 1059 }
1149 break; 1060 break;
1150 1061
1151
1152 case SKILL: 1062 case SKILL:
1153 case RING: 1063 case RING:
1154 case AMULET: 1064 case AMULET:
1155 if (op->item_power) 1065 if (op->item_power)
1156 {
1157 sprintf (buf, "(item_power %+d)", op->item_power); 1066 buf.printf ("(item_power %+d)", op->item_power);
1158 strcat (retbuf, buf); 1067
1159 }
1160 if (op->title) 1068 if (op->title)
1161 strcat (retbuf, ring_desc (op)); 1069 buf << ring_desc (op);
1070
1162 return retbuf; 1071 return buf;
1163 1072
1164 default: 1073 default:
1165 return retbuf; 1074 return buf;
1166 } 1075 }
1167 1076
1168 /* Down here, we more further describe equipment type items. 1077 /* Down here, we more further describe equipment type items.
1169 * only describe them if they have been identified or the like. 1078 * only describe them if they have been identified or the like.
1170 */ 1079 */
1171 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1080 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1172 { 1081 {
1173 int attr, val; 1082 int attr, val;
1174 1083
1175 for (attr = 0; attr < NUM_STATS; attr++) 1084 for (attr = 0; attr < NUM_STATS; attr++)
1176 { 1085 if ((val = op->stats.stat (attr)))
1177 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1178 {
1179 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1086 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1180 strcat (retbuf, buf);
1181 }
1182 }
1183 1087
1184 if (op->stats.exp) 1088 if (op->stats.exp)
1185 {
1186 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1089 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1187 strcat (retbuf, buf);
1188 }
1189
1190 1090
1191 switch (op->type) 1091 switch (op->type)
1192 { 1092 {
1193 case BOW: 1093 case BOW:
1194 case ARROW: 1094 case ARROW:
1195 case GIRDLE: 1095 case GIRDLE:
1196 case HELMET: 1096 case HELMET:
1197 case SHIELD: 1097 case SHIELD:
1198 case BOOTS: 1098 case BOOTS:
1199 case GLOVES: 1099 case GLOVES:
1200 case WEAPON: 1100 case WEAPON:
1201 case SKILL: 1101 case SKILL:
1202 case RING: 1102 case RING:
1203 case AMULET: 1103 case AMULET:
1204 case ARMOUR: 1104 case ARMOUR:
1205 case BRACERS: 1105 case BRACERS:
1206 case FORCE: 1106 case FORCE:
1207 case CLOAK: 1107 case CLOAK:
1208 if (op->stats.wc) 1108 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1209 { 1109 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1210 sprintf (buf, "(wc%+d)", op->stats.wc); 1110 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1211 strcat (retbuf, buf); 1111
1212 }
1213 if (op->stats.dam)
1214 {
1215 sprintf (buf, "(dam%+d)", op->stats.dam);
1216 strcat (retbuf, buf);
1217 }
1218 if (op->stats.ac)
1219 {
1220 sprintf (buf, "(ac%+d)", op->stats.ac);
1221 strcat (retbuf, buf);
1222 }
1223 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1112 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1224 {
1225 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1113 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1226 strcat (retbuf, buf); 1114
1227 }
1228 break; 1115 break;
1229 1116
1230 default: 1117 default:
1231 break; 1118 break;
1232 } 1119 }
1233 if (QUERY_FLAG (op, FLAG_XRAYS)) 1120
1234 strcat (retbuf, "(xray-vision)"); 1121 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1235 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1122 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1236 strcat (retbuf, "(infravision)");
1237 1123
1238 /* levitate was what is was before, so we'll keep it */ 1124 /* levitate was what is was before, so we'll keep it */
1239 if (op->move_type & MOVE_FLY_LOW) 1125 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1240 strcat (retbuf, "(levitate)");
1241
1242 if (op->move_type & MOVE_FLY_HIGH) 1126 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1243 strcat (retbuf, "(fly)");
1244
1245 if (op->move_type & MOVE_SWIM) 1127 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1246 strcat (retbuf, "(swim)");
1247 1128
1248 /* walking is presumed as 'normal', so doesn't need mentioning */ 1129 /* walking is presumed as 'normal', so doesn't need mentioning */
1249 1130
1250 if (op->item_power) 1131 if (op->item_power)
1251 {
1252 sprintf (buf, "(item_power %+d)", op->item_power); 1132 buf.printf ("(item_power %+d)", op->item_power);
1253 strcat (retbuf, buf);
1254 }
1255 } /* End if identified or applied */ 1133 } /* End if identified or applied */
1256 1134
1257 /* This blocks only deals with fully identified object. 1135 /* This blocks only deals with fully identified object.
1258 * it is intentional that this is not an 'else' from a above - 1136 * it is intentional that this is not an 'else' from a above -
1259 * in this way, information is added. 1137 * in this way, information is added.
1262 { 1140 {
1263 int more_info = 0; 1141 int more_info = 0;
1264 1142
1265 switch (op->type) 1143 switch (op->type)
1266 { 1144 {
1267 case ROD: /* These use stats.sp for spell selection and stats.food */ 1145 case ROD: /* These use stats.sp for spell selection and stats.food */
1268 case HORN: /* and stats.hp for spell-point regeneration... */ 1146 case HORN: /* and stats.hp for spell-point regeneration... */
1269 case BOW: 1147 case BOW:
1270 case ARROW: 1148 case ARROW:
1271 case WAND: 1149 case WAND:
1272 case FOOD: 1150 case FOOD:
1273 case FLESH: 1151 case FLESH:
1274 case DRINK: 1152 case DRINK:
1275 more_info = 0; 1153 more_info = 0;
1276 break; 1154 break;
1277 1155
1278 /* Armor type objects */ 1156 /* Armor type objects */
1279 case ARMOUR: 1157 case ARMOUR:
1280 case HELMET: 1158 case HELMET:
1281 case SHIELD: 1159 case SHIELD:
1282 case BOOTS: 1160 case BOOTS:
1283 case GLOVES: 1161 case GLOVES:
1284 case GIRDLE: 1162 case GIRDLE:
1285 case BRACERS: 1163 case BRACERS:
1286 case CLOAK: 1164 case CLOAK:
1287 if (ARMOUR_SPEED (op)) 1165 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1288 { 1166 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1289 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1290 strcat (retbuf, buf);
1291 }
1292 if (ARMOUR_SPELLS (op))
1293 {
1294 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1295 strcat (retbuf, buf);
1296 }
1297 more_info = 1; 1167 more_info = 1;
1298 break; 1168 break;
1299 1169
1300 case WEAPON: 1170 case WEAPON:
1301 /* Calculate it the same way fix_player does so the results 1171 /* Calculate it the same way fix_player does so the results
1302 * make sense. 1172 * make sense.
1303 */ 1173 */
1304 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1174 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1305 if (i < 0) 1175 if (i < 0)
1306 i = 0; 1176 i = 0;
1307 1177
1308 sprintf (buf, "(weapon speed %d)", i); 1178 buf.printf ("(weapon speed %d)", i);
1309 strcat (retbuf, buf);
1310 more_info = 1; 1179 more_info = 1;
1311 break; 1180 break;
1312
1313 } 1181 }
1182
1314 if (more_info) 1183 if (more_info)
1315 { 1184 {
1316 if (op->stats.food)
1317 {
1318 if (op->stats.food != 0)
1319 sprintf (buf, "(sustenance%+d)", op->stats.food); 1185 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1320 strcat (retbuf, buf);
1321 }
1322 if (op->stats.grace)
1323 {
1324 sprintf (buf, "(grace%+d)", op->stats.grace); 1186 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1325 strcat (retbuf, buf); 1187 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1326 }
1327 if (op->stats.sp)
1328 {
1329 sprintf (buf, "(magic%+d)", op->stats.sp);
1330 strcat (retbuf, buf);
1331 }
1332 if (op->stats.hp)
1333 {
1334 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1188 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1335 strcat (retbuf, buf);
1336 }
1337 } 1189 }
1338 1190
1339 if (op->stats.luck) 1191 if (op->stats.luck)
1340 {
1341 sprintf (buf, "(luck%+d)", op->stats.luck); 1192 buf.printf ("(luck%+d)", op->stats.luck);
1342 strcat (retbuf, buf); 1193
1343 }
1344 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1194 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1345 strcat (retbuf, "(lifesaving)"); 1195 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1346 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1347 strcat (retbuf, "(reflect spells)");
1348 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1196 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1349 strcat (retbuf, "(reflect missiles)");
1350 if (QUERY_FLAG (op, FLAG_STEALTH)) 1197 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1351 strcat (retbuf, "(stealth)"); 1198
1352 if (op->slaying != NULL && op->type != FOOD) 1199 if (op->slaying && op->type != FOOD)
1353 {
1354 sprintf (buf, "(slay %s)", &op->slaying); 1200 buf.printf ("(slay %s)", &op->slaying);
1355 strcat (retbuf, buf); 1201
1356 } 1202 if (op->type == SKILL_TOOL && op->skill)
1357 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1203 buf.printf ("(%s)", &op->skill);
1204
1205 buf.add_abilities ("Attacks", op->attacktype);
1358 /* resistance on flesh is only visible for quetzals. If 1206 /* resistance on flesh is only visible for quetzals. If
1359 * non flesh, everyone can see its resistances 1207 * non flesh, everyone can see its resistances
1360 */ 1208 */
1361 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1209 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1362 strcat (retbuf, describe_resistance (op, 0)); 1210 buf << describe_resistance (op, 0);
1363 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1364 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1365 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1366 }
1367 1211
1212 buf.add_paths ("Attuned", op->path_attuned);
1213 buf.add_paths ("Repelled", op->path_repelled);
1214 buf.add_paths ("Denied", op->path_denied);
1215 }
1216
1368 return retbuf; 1217 return buf;
1218}
1219
1220std::string
1221object::describe_item (object *who)
1222{
1223 return std::string (::describe_item (this, who));
1224}
1225
1226void
1227examine (object *op, object *tmp)
1228{
1229 std::string info = tmp->describe (op);
1230
1231 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1232}
1233
1234/*
1235 * inventory prints object's inventory. If inv==NULL then print player's
1236 * inventory.
1237 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1238 */
1239const char *
1240object::query_inventory (object *who, const char *indent)
1241{
1242 static dynbuf_text buf; buf.clear ();
1243
1244 for (object *tmp = inv; tmp; tmp = tmp->below)
1245 if (who && QUERY_FLAG (who, FLAG_WIZ))
1246 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1247 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1248 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1249
1250 if (buf.size ())
1251 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1252 else
1253 buf.printf ("%s(empty)\n", indent);
1254
1255 return buf;
1369} 1256}
1370 1257
1371/* Return true if the item is magical. A magical item is one that 1258/* Return true if the item is magical. A magical item is one that
1372 * increases/decreases any abilities, provides a resistance, 1259 * increases/decreases any abilities, provides a resistance,
1373 * has a generic magical bonus, or is an artifact. 1260 * has a generic magical bonus, or is an artifact.
1374 * This function is used by detect_magic to determine if an item 1261 * This function is used by detect_magic to determine if an item
1375 * should be marked as magical. 1262 * should be marked as magical.
1376 */ 1263 */
1377
1378int 1264int
1379is_magical (const object *op) 1265is_magical (const object *op)
1380{ 1266{
1381 int i; 1267 int i;
1382 1268
1433 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1319 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1434 return 1; 1320 return 1;
1435 1321
1436 /* Check to see if it increases/decreases any stats */ 1322 /* Check to see if it increases/decreases any stats */
1437 for (i = 0; i < NUM_STATS; i++) 1323 for (i = 0; i < NUM_STATS; i++)
1438 if (get_attr_value (&(op->stats), i) != 0) 1324 if (op->stats.stat (i))
1439 return 1; 1325 return 1;
1440 1326
1441 /* If it doesn't fall into any of the above categories, must 1327 /* If it doesn't fall into any of the above categories, must
1442 * be non magical. 1328 * be non magical.
1443 */ 1329 */
1452int 1338int
1453need_identify (const object *op) 1339need_identify (const object *op)
1454{ 1340{
1455 switch (op->type) 1341 switch (op->type)
1456 { 1342 {
1457 case RING: 1343 case RING:
1458 case WAND: 1344 case WAND:
1459 case ROD: 1345 case ROD:
1460 case HORN: 1346 case HORN:
1461 case SCROLL: 1347 case SCROLL:
1462 case SKILL: 1348 case SKILL:
1463 case SKILLSCROLL: 1349 case SKILLSCROLL:
1464 case SPELLBOOK: 1350 case SPELLBOOK:
1465 case FOOD: 1351 case FOOD:
1466 case POTION: 1352 case POTION:
1467 case BOW: 1353 case BOW:
1468 case ARROW: 1354 case ARROW:
1469 case WEAPON: 1355 case WEAPON:
1470 case ARMOUR: 1356 case ARMOUR:
1471 case SHIELD: 1357 case SHIELD:
1472 case HELMET: 1358 case HELMET:
1473 case AMULET: 1359 case AMULET:
1474 case BOOTS: 1360 case BOOTS:
1475 case GLOVES: 1361 case GLOVES:
1476 case BRACERS: 1362 case BRACERS:
1477 case GIRDLE: 1363 case GIRDLE:
1478 case CONTAINER: 1364 case CONTAINER:
1479 case DRINK: 1365 case DRINK:
1480 case FLESH: 1366 case FLESH:
1481 case INORGANIC: 1367 case INORGANIC:
1482 case CLOSE_CON: 1368 case CLOSE_CON:
1483 case CLOAK: 1369 case CLOAK:
1484 case GEM: 1370 case GEM:
1485 case POWER_CRYSTAL: 1371 case POWER_CRYSTAL:
1486 case POISON: 1372 case POISON:
1487 case BOOK: 1373 case BOOK:
1488 case SKILL_TOOL: 1374 case SKILL_TOOL:
1489 return 1; 1375 return 1;
1490 } 1376 }
1377
1491 /* Try to track down some stuff that may show up here. Thus, the 1378 /* Try to track down some stuff that may show up here. Thus, the
1492 * archetype file can be updated, and this function removed. 1379 * archetype file can be updated, and this function removed.
1493 */ 1380 */
1494#if 0 1381#if 0
1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1382 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1501 * Supposed to fix face-values as well here, but later. 1388 * Supposed to fix face-values as well here, but later.
1502 */ 1389 */
1503void 1390void
1504identify (object *op) 1391identify (object *op)
1505{ 1392{
1506 object *pl;
1507
1508 SET_FLAG (op, FLAG_IDENTIFIED); 1393 SET_FLAG (op, FLAG_IDENTIFIED);
1509 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1394 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1510 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1395 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1511 1396
1512 /* 1397 /*
1519 { 1404 {
1520 if (op->inv && op->randomitems) 1405 if (op->inv && op->randomitems)
1521 op->title = op->inv->name; 1406 op->title = op->inv->name;
1522 else if (op->arch) 1407 else if (op->arch)
1523 { 1408 {
1524 op->name = op->arch->clone.name; 1409 op->name = op->arch->object::name;
1525 op->name_pl = op->arch->clone.name_pl; 1410 op->name_pl = op->arch->object::name_pl;
1526 } 1411 }
1527 } 1412 }
1528 1413
1529 /* If the object is on a map, make sure we update its face */ 1414 /* If the object is on a map, make sure we update its face */
1530 if (op->map) 1415 if (op->map)
1531 update_object (op, UP_OBJ_FACE); 1416 update_object (op, UP_OBJ_CHANGE);
1532 else 1417
1533 { 1418 if (object *pl = op->visible_to ())
1534 pl = op->in_player ();
1535 if (pl)
1536 /* A lot of the values can change from an update - might as well send 1419 /* A lot of the values can change from an update - might as well send
1537 * it all. 1420 * it all.
1538 */ 1421 */
1539 esrv_send_item (pl, op); 1422 esrv_send_item (pl, op);
1540 }
1541} 1423}
1542 1424

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