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Comparing deliantra/server/common/item.C (file contents):
Revision 1.26 by root, Mon Apr 23 18:09:57 2007 UTC vs.
Revision 1.67 by root, Tue Nov 10 04:38:45 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};
66
67static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
69 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
70 "eighteen", "nineteen", "twenty"
71}; 68};
72 69
73static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
74 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
75 "eighty", "ninety" 72 "eighty", "ninety"
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
169 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
170 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
171 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
172 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
173 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
175 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
176 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
204 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
205 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
206 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
207}; 204};
208 205
209const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
210
211materialtype_t *materialt;
212
213/*
214materialtype material[NROFMATERIALS] = {
215 * P M F E C C A D W G P S P T F C D D C C G H B I *
216 * H A I L O O C R E H O L A U E A E E H O O O L N *
217 * Y G R E L N I A A O I O R R A N P A A U D L I T *
218 * S I E C D F D I P S S W A N R C L T O N Y N R *
219 * I C T U N O T O L E E H S T P D N *
220 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
221 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
222 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
223 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
224 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
225 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
226 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
227 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
228 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
230 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
231 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
232 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
233};
234*/
235 207
236/* This curve may be too steep. But the point is that there should 208/* This curve may be too steep. But the point is that there should
237 * be tough choices - there is no real point to this if everyone can 209 * be tough choices - there is no real point to this if everyone can
238 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
239 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
250}; 222};
251 223
252int 224int
253get_power_from_ench (int ench) 225get_power_from_ench (int ench)
254{ 226{
255 if (ench < 0)
256 ench = 0;
257 if (ench > 20)
258 ench = 20;
259 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
260} 228}
261 229
262/* This takes an object 'op' and figures out what its item_power 230/* 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 231 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
271{ 239{
272 int i, tmp, enc; 240 int i, tmp, enc;
273 241
274 enc = 0; 242 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 243 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 244 enc += op->stats.stat (i);
277 245
278 /* This protection logic is pretty flawed. 20% fire resistance 246 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 247 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 248 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 249 * armour shouldn't be counted against
298 if (op->type == WEAPON) 266 if (op->type == WEAPON)
299 { 267 {
300 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
302 enc++; 270 enc++;
271
303 if (op->slaying) 272 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
305 } 274 }
275
306 /* Items the player can equip */ 276 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 280 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
317 } 287 }
288
318 enc += op->stats.luck; 289 enc += op->stats.luck;
319 290
320 /* Do spell paths now */ 291 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
322 {
323 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
324 enc++; 294 enc++;
325 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
326 enc -= 2; 296 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
328 enc--; 298 enc--;
329 }
330 299
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 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;
345 307
346 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
347
348} 309}
349 310
350/* returns the typedata that has a number equal to itemtype, if there 311/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
352
353const typedata * 313const typedata *
354get_typedata (int itemtype) 314get_typedata (int itemtype)
355{ 315{
356 int i;
357
358 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
360 return &item_types[i]; 318 return &item_types[i];
319
361 return NULL; 320 return NULL;
362} 321}
363 322
364/* returns the typedata that has a name equal to itemtype, if there 323/* 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 324 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 325 * one return NULL */
367
368const typedata * 326const typedata *
369get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
370{ 328{
371 int i;
372
373 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
375 return &item_types[i]; 331 return &item_types[i];
332
376 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
378 { 335 {
379 LOG (llevInfo, 336 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); 337 "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]; 338 return &item_types[i];
382 } 339 }
340
383 return NULL; 341 return 0;
384} 342}
385 343
386/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
387 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
388 * a big buffer. 346 * a big buffer.
390 * but do put a newline at the end. Useful when dumping to files 348 * but do put a newline at the end. Useful when dumping to files
391 */ 349 */
392const char * 350const char *
393describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
394{ 352{
395 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
396 char buf1[VERY_BIG_BUF];
397 int tmpvar;
398 354
399 buf[0] = 0; 355 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)) 356 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
403 { 357 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]);
408 358
409 strcat (buf, buf1);
410 }
411 }
412 return buf; 359 return buf;
413} 360}
414
415 361
416/* 362/*
417 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight(). 365 * The buffer will be overwritten by the next call to query_weight().
366 *
367 * Seems to be used only by unimportant stuff. Remove?
420 */ 368 */
421const char * 369const char *
422query_weight (const object *op) 370query_weight (const object *op)
423{ 371{
424 static char buf[10]; 372 static char buf[10];
425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
426 374
427 if (op->weight < 0) 375 if (op->weight < 0)
428 return " "; 376 return " ";
429 377
430 if (i % 1000) 378 if (i % 1000)
450 return buf; 398 return buf;
451 } 399 }
452 400
453 if (i < 21) 401 if (i < 21)
454 return levelnumbers[i]; 402 return levelnumbers[i];
403
455 if (!(i % 10)) 404 if (!(i % 10))
456 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
457 406
458 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
459 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
460 return buf; 409 return buf;
461}
462
463/*
464 * get_number(integer) returns the text-representation of the given number
465 * in a static buffer. The buffer might be overwritten at the next
466 * call to get_number().
467 * It is currently only used by the query_name() function.
468 */
469const char *
470get_number (int i)
471{
472 if (i <= 20)
473 return numbers[i];
474 else
475 {
476 static char buf[MAX_BUF];
477
478 sprintf (buf, "%d", i);
479 return buf;
480 }
481} 410}
482 411
483/* 412/*
484 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
485 * abilities 414 * abilities
491 */ 420 */
492 421
493/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 422/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
494 * from stats.sp - b.t. 423 * from stats.sp - b.t.
495 */ 424 */
496const char * 425static const char *
497ring_desc (const object *op) 426ring_desc (const object *op)
498{ 427{
499 static char buf[VERY_BIG_BUF]; 428 static dynbuf_text buf; buf.clear ();
500 int attr, val, len; 429 int attr, val, len;
501 430
502 buf[0] = 0;
503
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf; 432 {
506
507 for (attr = 0; attr < NUM_STATS; attr++) 433 for (attr = 0; attr < NUM_STATS; attr++)
508 { 434 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); 435 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);
522 436
437 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
438 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
439 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
440 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
441
523 strcat (buf, describe_resistance (op, 0)); 442 buf << describe_resistance (op, 0);
524 443
525 if (op->stats.food != 0) 444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
526 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
527 /* else if (op->stats.food < 0) 446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
528 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
529 if (op->stats.grace) 448 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);
550 449
551 /* if(op->item_power) 450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
553 */ 452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
554 if (buf[0] == 0 && op->type != SKILL) 453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
555 strcpy (buf, "of adornment");
556 454
455 buf.add_paths ("Attuned" , op->path_attuned);
456 buf.add_paths ("Repelled", op->path_repelled);
457 buf.add_paths ("Denied" , op->path_denied);
458
459 if (buf.empty ())
460 buf << "of adornment";
461 }
557 462
558 return buf; 463 return buf;
559} 464}
560 465
561/* 466/*
562 * query_short_name(object) is similar to query_name, but doesn't 467 * query_short_name(object) is similar to query_name, but doesn't
563 * contain any information about object status (worn/cursed/etc.) 468 * contain any information about object status (worn/cursed/etc.)
469 *
470 * It is sometimes used when printing messages, so should fit well into a sentence.
564 */ 471 */
565const char * 472const char *
566query_short_name (const object *op) 473query_short_name (const object *op)
567{ 474{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 475 if (!op->name)
573 return "(null)"; 476 return "(null)";
574 477
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 478 if (!op->nrof
479 && !op->weight
480 && !op->title
481 && !is_magical (op)
482 && op->slaying != shstr_money)
576 return op->name; /* To speed things up (or make things slower?) */ 483 return op->name; /* To speed things up (or make things slower?) */
577 484
578 if (op->nrof <= 1) 485 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF); 486
580 else 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 488
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 490 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 491
589 switch (op->type) 492 switch (op->type)
590 { 493 {
591 case SPELLBOOK: 494 case SPELLBOOK:
592 case SCROLL: 495 case SCROLL:
593 case WAND: 496 case WAND:
594 case ROD: 497 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 498 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 { 499 {
597 if (!op->title) 500 if (!op->title)
598 { 501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 502
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) 503 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 505 }
611 break; 506 break;
612 507
508 case ALTAR:
509 case TRIGGER_ALTAR:
510 case IDENTIFY_ALTAR:
511 case CONVERTER:
512 if (op->slaying == shstr_money)
513 {
514 bool wrap = !!buf.size ();
515
516 if (wrap) buf << " [";
517
518 archetype *coin = 0;
519
520 for (char const *const *c = coins; *coins; ++c)
521 if ((coin = archetype::find (*c)))
522 if (op->stats.food % coin->value == 0)
523 break;
524
525 sint32 coins = op->stats.food / coin->value;
526
527 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
528
529 if (wrap) buf << ']';
530 }
531 break;
532
613 case SKILL: 533 case SKILL:
614 case AMULET: 534 case AMULET:
615 case RING: 535 case RING:
616 if (!op->title) 536 if (!op->title)
617 { 537 {
618 /* If ring has a title, full description isn't so useful */ 538 /* If ring has a title, full description isn't so useful */
619 const char *s = ring_desc (op); 539 const char *s = ring_desc (op);
620 540
621 if (s[0]) 541 if (s && *s)
622 { 542 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 543 }
627 break; 544 break;
545
628 default: 546 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 547 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic); 548 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 549 }
550
635 return buf; 551 return buf;
636} 552}
637 553
638/* 554/*
639 * query_name(object) returns a character pointer pointing to a static 555 * 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 559 * 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 560 * 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 561 * 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.) 562 * use several names much easier (don't need to store them to temp variables.)
647 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
648 */ 566 */
649const char * 567const char *
650query_name (const object *op) 568query_name (const object *op)
651{ 569{
652 static char buf[5][HUGE_BUF]; // OMFG 570 int len = 0;
571 static dynbuf_text bufs[5];
653 static int use_buf = 0; 572 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 573
660 use_buf++; 574 use_buf++;
661 use_buf %= 5; 575 use_buf %= 5;
662 576
663#ifdef NEW_MATERIAL_CODE 577 dynbuf_text &buf = bufs [use_buf];
578 buf.clear ();
579
580#if 0
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 581 if ((op->is_armor () || op->is_weapon ()) && op->material)
665 { 582 buf << op->material->description << ' ';
666 mt = name_to_material (op->materialname);
667 if (mt)
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 583#endif
674 584
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 585 buf << query_short_name (op);
676 586
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 587 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 588 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 589 if (op->is_open_container ())
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 590 buf << " (open)";
681 591
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 592 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 593 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 594 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 595 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 596 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 597 buf << " (cursed)";
688 } 598 }
689 599
690 /* Basically, if the object is known magical (detect magic spell on it), 600 /* Basically, if the object is known magical (detect magic spell on it),
691 * and it isn't identified, print out the fact that 601 * and it isn't identified, print out the fact that
692 * it is magical. Assume that the detect magical spell will only set 602 * it is magical. Assume that the detect magical spell will only set
695 * Changed in V 0.91.4 - still print that the object is magical even 605 * Changed in V 0.91.4 - still print that the object is magical even
696 * if it has been applied. Equipping an item does not tell full 606 * if it has been applied. Equipping an item does not tell full
697 * abilities, especially for artifact items. 607 * abilities, especially for artifact items.
698 */ 608 */
699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 609 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 610 buf << " (magic)";
701 611
702#if 0 612#if 0
703 /* item_power will be returned in desribe_item - it shouldn't really 613 /* item_power will be returned in describe_item - it shouldn't really
704 * be returned in the name. 614 * be returned in the name.
705 */ 615 */
706 if (op->item_power) 616 if (op->item_power)
707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 617 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708 618
714 { 624 {
715 case BOW: 625 case BOW:
716 case WAND: 626 case WAND:
717 case ROD: 627 case ROD:
718 case HORN: 628 case HORN:
719 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 629 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
720 break; 630 break;
721 case WEAPON: 631 case WEAPON:
722 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 632 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
723 break; 633 break;
724 case ARMOUR: 634 case ARMOUR:
725 case HELMET: 635 case HELMET:
726 case SHIELD: 636 case SHIELD:
727 case RING: 637 case RING:
729 case GLOVES: 639 case GLOVES:
730 case AMULET: 640 case AMULET:
731 case GIRDLE: 641 case GIRDLE:
732 case BRACERS: 642 case BRACERS:
733 case CLOAK: 643 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 644 buf << " (worn)";
735 break; 645 break;
736 case CONTAINER: 646 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 647 buf << " (active)";
738 break; 648 break;
739 case SKILL: 649 case SKILL:
740 default: 650 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 651 buf << " (applied)";
742 } 652 }
743 } 653 }
744 654
655 switch (op->type)
656 {
657 case LAMP:
658 if (op->glow_radius)
659 buf << " (on)";
660 else if (op->stats.food <= 0)
661 buf << " (empty)";
662 else
663 buf << " (off)";
664 break;
665
666 case TORCH:
667 if (op->glow_radius)
668 buf << " (burning)";
669 else if (op->stats.food <= 0)
670 buf << " (burned out)";
671 break;
672 }
673
745 if (QUERY_FLAG (op, FLAG_UNPAID)) 674 if (QUERY_FLAG (op, FLAG_UNPAID))
746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 675 buf << " (unpaid)";
747 676
748 return buf [use_buf]; 677 return buf;
749} 678}
750 679
751/* 680/*
752 * query_base_name(object) returns a character pointer pointing to a static 681 * query_base_name(object) returns a character pointer pointing to a static
753 * buffer which contains a verbose textual representation of the name 682 * buffer which contains a verbose textual representation of the name
754 * of the given object. The buffer will be overwritten at the next 683 * of the given object. The buffer will be overwritten at the next
755 * call to query_base_name(). This is a lot like query_name, but we 684 * call to query_base_name(). This is a lot like query_name, but we
756 * don't include the item count or item status. Used for inventory sorting 685 * don't include the item count or item status. Used for inventory sorting
757 * and sending to client. 686 * and sending to client.
758 * If plural is set, we generate the plural name of this. 687 * If plural is set, we generate the plural name of this.
688 *
689 * It is sometimes used to display messages, and usually only used to match stuff,
690 * so maybe this function should be removed.
759 */ 691 */
760const char * 692const char *
761query_base_name (const object *op, int plural) 693query_base_name (const object *op, int plural)
762{ 694{
763 static char buf[MAX_BUF], buf2[MAX_BUF];
764 int len;
765 materialtype_t *mt;
766
767 if ((!plural && !op->name) || (plural && !op->name_pl)) 695 if ((!plural && !op->name) || (plural && !op->name_pl))
768 return "(null)"; 696 return "(null)";
769 697
770 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 698 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
771 return op->name; /* To speed things up (or make things slower?) */ 699 return op->name; /* To speed things up (or make things slower?) */
772 700
701 static dynbuf_text buf; buf.clear ();
702
703#if 0
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 704 if ((op->is_armor () || op->is_weapon ()) && op->material)
774 mt = name_to_material (op->materialname); 705 if (op->arch->material != op->material)
775 706 buf << op->material->description << ' ';
776#ifdef NEW_MATERIAL_CODE
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
779 {
780 strcpy (buf, mt->description);
781 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural)
784 safe_strcat (buf, op->name, &len, MAX_BUF);
785 else
786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
787 }
788 else
789 {
790#endif 707#endif
791 if (!plural)
792 assign (buf, op->name);
793 else
794 assign (buf, op->name_pl);
795 708
796 len = strlen (buf); 709 buf << (plural ? op->name_pl : op->name);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 710
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 712 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 713
807 switch (op->type) 714 switch (op->type)
808 { 715 {
809 case SPELLBOOK: 716 case SPELLBOOK:
810 case SCROLL: 717 case SCROLL:
811 case WAND: 718 case WAND:
812 case ROD: 719 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 720 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 { 721 {
815 if (!op->title) 722 if (!op->title)
816 { 723 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 724
818 if (op->inv)
819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820 else
821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822 }
823 if (op->type != SPELLBOOK) 725 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 726 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 727 }
829 break; 728 break;
830 729
831 730
832 case SKILL: 731 case SKILL:
835 if (!op->title) 734 if (!op->title)
836 { 735 {
837 /* If ring has a title, full description isn't so useful */ 736 /* If ring has a title, full description isn't so useful */
838 const char *s = ring_desc (op); 737 const char *s = ring_desc (op);
839 738
840 if (s[0]) 739 if (s && *s)
841 { 740 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 741 }
846 break; 742 break;
743
847 default: 744 default:
848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 745 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
849 { 746 buf.printf (" %+d", op->magic);
850 sprintf (buf + strlen (buf), " %+d", op->magic);
851 }
852 } 747 }
853 748
854 return buf; 749 return buf;
855} 750}
856 751
858 * too long, making it difficult to read. This function deals 753 * too long, making it difficult to read. This function deals
859 * with describing the monsters & players abilities. It should only 754 * with describing the monsters & players abilities. It should only
860 * be called with monster & player objects. Returns a description 755 * be called with monster & player objects. Returns a description
861 * in a static buffer. 756 * in a static buffer.
862 */ 757 */
863static char * 758static const char *
864describe_monster (const object *op) 759describe_monster (const object *op)
865{ 760{
866 char buf[MAX_BUF]; 761 static dynbuf_text buf; buf.clear ();
867 static char retbuf[VERY_BIG_BUF];
868 int i;
869
870 retbuf[0] = '\0';
871 762
872 /* Note that the resolution this provides for players really isn't 763 /* Note that the resolution this provides for players really isn't
873 * very good. Any player with a speed greater than .67 will 764 * very good. Any player with a speed greater than .67 will
874 * fall into the 'lightning fast movement' category. 765 * fall into the 'lightning fast movement' category.
875 */ 766 */
876 if (op->has_active_speed ()) 767 if (op->has_active_speed ())
877 {
878 switch ((int) ((FABS (op->speed)) * 15)) 768 switch ((int)((fabs (op->speed)) * 15.))
879 { 769 {
880 case 0: 770 case 0:
881 strcat (retbuf, "(very slow movement)"); 771 buf << "(very slow movement)";
882 break; 772 break;
883 case 1: 773 case 1:
884 strcat (retbuf, "(slow movement)"); 774 buf << "(slow movement)";
885 break; 775 break;
886 case 2: 776 case 2:
887 strcat (retbuf, "(normal movement)"); 777 buf << "(normal movement)";
888 break; 778 break;
889 case 3: 779 case 3:
890 case 4: 780 case 4:
891 strcat (retbuf, "(fast movement)"); 781 buf << "(fast movement)";
892 break; 782 break;
893 case 5: 783 case 5:
894 case 6: 784 case 6:
895 strcat (retbuf, "(very fast movement)"); 785 buf << "(very fast movement)";
896 break; 786 break;
897 case 7: 787 case 7:
898 case 8: 788 case 8:
899 case 9: 789 case 9:
900 case 10: 790 case 10:
901 strcat (retbuf, "(extremely fast movement)"); 791 buf << "(extremely fast movement)";
902 break; 792 break;
903 default: 793 default:
904 strcat (retbuf, "(lightning fast movement)"); 794 buf << "(lightning fast movement)";
905 break; 795 break;
906 } 796 }
907 } 797
908 if (QUERY_FLAG (op, FLAG_UNDEAD)) 798 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
909 strcat (retbuf, "(undead)");
910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 799 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
911 strcat (retbuf, "(see invisible)"); 800 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
912 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 801 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
913 strcat (retbuf, "(wield weapon)"); 802 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
914 if (QUERY_FLAG (op, FLAG_USE_BOW)) 803 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
915 strcat (retbuf, "(archer)"); 804 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 805 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
917 strcat (retbuf, "(wear armour)");
918 if (QUERY_FLAG (op, FLAG_USE_RING))
919 strcat (retbuf, "(wear ring)");
920 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
921 strcat (retbuf, "(read scroll)");
922 if (QUERY_FLAG (op, FLAG_USE_RANGE))
923 strcat (retbuf, "(fires wand/rod/horn)");
924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 806 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
925 strcat (retbuf, "(skill user)"); 807 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
926 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 808 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
927 strcat (retbuf, "(spellcaster)");
928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
929 strcat (retbuf, "(friendly)");
930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 809 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
931 strcat (retbuf, "(unaggressive)"); 810 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
932 if (QUERY_FLAG (op, FLAG_HITBACK)) 811 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
933 strcat (retbuf, "(hitback)"); 812
934 if (QUERY_FLAG (op, FLAG_STEALTH))
935 strcat (retbuf, "(stealthy)");
936 if (op->randomitems != NULL) 813 if (op->randomitems)
937 { 814 {
938 treasure *t;
939 int first = 1; 815 bool first = 1;
940 816
941 for (t = op->randomitems->items; t != NULL; t = t->next) 817 for (treasure *t = op->randomitems->items; t; t = t->next)
942 if (t->item && t->item->clone.type == SPELL) 818 if (t->item && t->item->type == SPELL)
943 { 819 {
944 if (first) 820 if (first)
945 { 821 buf << "(Spell abilities:)";
822
946 first = 0; 823 first = 0;
947 strcat (retbuf, "(Spell abilities:)"); 824
948 } 825 buf << '(' << t->item->object::name << ')';
949 strcat (retbuf, "(");
950 strcat (retbuf, t->item->clone.name);
951 strcat (retbuf, ")");
952 } 826 }
953 } 827 }
828
954 if (op->type == PLAYER) 829 if (op->type == PLAYER)
955 { 830 {
956 if (op->contr->digestion) 831 if (op->contr->digestion)
957 {
958 if (op->contr->digestion != 0)
959 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 832 buf.printf ("(sustenance%+d)", op->contr->digestion);
960 strcat (retbuf, buf); 833
961 }
962 if (op->contr->gen_grace) 834 if (op->contr->gen_grace)
963 {
964 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 835 buf.printf ("(grace%+d)", op->contr->gen_grace);
965 strcat (retbuf, buf); 836
966 }
967 if (op->contr->gen_sp) 837 if (op->contr->gen_sp)
968 {
969 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 838 buf.printf ("(magic%+d)", op->contr->gen_sp);
970 strcat (retbuf, buf); 839
971 }
972 if (op->contr->gen_hp) 840 if (op->contr->gen_hp)
973 {
974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 841 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
975 strcat (retbuf, buf); 842
976 }
977 if (op->stats.luck) 843 if (op->stats.luck)
978 {
979 sprintf (buf, "(luck%+d)", op->stats.luck); 844 buf.printf ("(luck%+d)", op->stats.luck);
980 strcat (retbuf, buf);
981 }
982 } 845 }
983 846
984 /* describe attacktypes */ 847 /* describe attacktypes */
985 if (is_dragon_pl (op)) 848 if (is_dragon_pl (op))
986 { 849 {
988 * Break apart the for loop - move the comparison checking down - 851 * Break apart the for loop - move the comparison checking down -
989 * this makes it more readable. 852 * this makes it more readable.
990 */ 853 */
991 object *tmp; 854 object *tmp;
992 855
993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = op->inv; tmp; tmp = tmp->below)
994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 857 if (tmp->type == SKILL && tmp->name == shstr_clawing)
995 break; 858 break;
996 859
997 if (tmp && tmp->attacktype != 0) 860 if (tmp && tmp->attacktype)
998 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 861 buf.add_abilities ("Claws", tmp->attacktype);
999 else 862 else
1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 863 buf.add_abilities ("Attacks", op->attacktype);
1001 } 864 }
1002 else 865 else
1003 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 866 buf.add_abilities ("Attacks", op->attacktype);
1004 867
1005 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 868 buf.add_paths ("Attuned" , op->path_attuned);
1006 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 869 buf.add_paths ("Repelled", op->path_repelled);
1007 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 870 buf.add_paths ("Denied" , op->path_denied);
1008 871
1009 for (i = 0; i < NROFATTACKS; i++) 872 for (int i = 0; i < NROFATTACKS; i++)
1010 if (op->resist[i]) 873 if (op->resist[i])
1011 {
1012 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 874 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1013 strcat (retbuf, buf);
1014 }
1015 875
1016 return retbuf; 876 return buf;
1017} 877}
1018
1019 878
1020/* 879/*
1021 * Returns a pointer to a static buffer which contains a 880 * Returns a pointer to a static buffer which contains a
1022 * description of the given object. 881 * description of the given object.
1023 * If it is a monster, lots of information about its abilities 882 * If it is a monster, lots of information about its abilities
1032 * wouldn't need to use the SEE_INVISIBLE flag to know it is 891 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1033 * a dragon player examining food. Could have things like 892 * a dragon player examining food. Could have things like
1034 * a dwarven axe, in which the full abilities are only known to 893 * a dwarven axe, in which the full abilities are only known to
1035 * dwarves, etc. 894 * dwarves, etc.
1036 * 895 *
1037 * This function is really much more complicated than it should
1038 * be, because different objects have different meanings
1039 * for the same field (eg, wands use 'food' for charges). This
1040 * means these special cases need to be worked out.
1041 *
1042 * Add 'owner' who is the person examining this object. 896 * Add 'owner' who is the person examining this object.
1043 * owner can be null if no one is being associated with this 897 * owner can be null if no one is being associated with this
1044 * item (eg, debug dump or the like) 898 * item (eg, debug dump or the like)
1045 */ 899 */
1046const char * 900const char *
1047describe_item (const object *op, object *owner) 901describe_item (const object *op, object *owner)
1048{ 902{
1049 char buf[MAX_BUF]; 903 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1050 static char retbuf[VERY_BIG_BUF]; 904 return describe_monster (op);
905
906 static dynbuf_text buf; buf.clear ();
1051 int identified, i; 907 int identified, i;
1052 908
1053 retbuf[0] = '\0';
1054 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1055 {
1056 return describe_monster (op);
1057 }
1058 /* figure this out once, instead of making multiple calls to need_identify. 909 /* figure this out once, instead of making multiple calls to need_identify.
1059 * also makes the code easier to read. 910 * also makes the code easier to read.
1060 */ 911 */
1061 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 912 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1062 identified = 1; 913 if (!identified)
1063 else 914 buf << "(unidentified)";
1064 { 915
1065 strcpy (retbuf, "(unidentified)");
1066 identified = 0;
1067 }
1068 switch (op->type) 916 switch (op->type)
1069 { 917 {
1070 case BOW: 918 case BOW:
1071 case ARROW: 919 case ARROW:
1072 case WAND: 920 case WAND:
1073 case ROD: 921 case ROD:
1074 case HORN: 922 case HORN:
1075 case WEAPON: 923 case WEAPON:
1076 case ARMOUR: 924 case ARMOUR:
1077 case HELMET: 925 case HELMET:
1078 case SHIELD: 926 case SHIELD:
1079 case BOOTS: 927 case BOOTS:
1080 case GLOVES: 928 case GLOVES:
1081 case GIRDLE: 929 case GIRDLE:
1082 case BRACERS: 930 case BRACERS:
1083 case CLOAK: 931 case CLOAK:
1084 case SKILL_TOOL: 932 case SKILL_TOOL:
1085 break; /* We have more information to do below this switch */ 933 break; /* We have more information to do below this switch */
1086 934
1087 case POWER_CRYSTAL: 935 case POWER_CRYSTAL:
1088 if (op->stats.maxsp > 1000) 936 if (op->stats.maxsp > 1000)
1089 { /*higher capacity crystals */ 937 { /*higher capacity crystals */
1090 i = (op->stats.maxsp % 100) / 10; 938 i = (op->stats.maxsp % 1000) / 100;
939
1091 if (i) 940 if (i)
1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 941 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1093 else 942 else
1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 943 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1095 } 944 }
1096 else 945 else
1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 946 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1098 strcat (retbuf, buf); 947
1099 i = (op->stats.sp * 10) / op->stats.maxsp; 948 i = (op->stats.sp * 10) / op->stats.maxsp;
1100 if (op->stats.sp == 0) 949 if (op->stats.sp == 0)
1101 strcat (retbuf, "empty."); 950 buf << "empty.";
1102 else if (i == 0) 951 else if (i == 0)
1103 strcat (retbuf, "almost empty."); 952 buf << "almost empty.";
1104 else if (i < 3) 953 else if (i < 3)
1105 strcat (retbuf, "partially filled."); 954 buf << "partially filled.";
1106 else if (i < 6) 955 else if (i < 6)
1107 strcat (retbuf, "half full."); 956 buf << "half full.";
1108 else if (i < 9) 957 else if (i < 9)
1109 strcat (retbuf, "well charged."); 958 buf << "well charged.";
1110 else if (op->stats.sp == op->stats.maxsp) 959 else if (op->stats.sp == op->stats.maxsp)
1111 strcat (retbuf, "fully charged."); 960 buf << "fully charged.";
1112 else 961 else
1113 strcat (retbuf, "almost full."); 962 buf << "almost full.";
1114 break; 963 break;
964
965 case LAMP:
966 {
967 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
968 buf << "(fuel: ";
969 if (percent == 0)
970 buf << "empty";
971 else if (percent < 10)
972 buf << "very low";
973 else if (percent < 25)
974 buf << "low";
975 else if (percent < 50)
976 buf << "half empty";
977 else if (percent < 75)
978 buf << "half full";
979 else if (percent < 95)
980 buf << "well filled";
981 else if (percent <= 100)
982 buf << "full";
983 buf << ")";
984 }
985 break;
986
1115 case FOOD: 987 case FOOD:
1116 case FLESH: 988 case FLESH:
1117 case DRINK: 989 case DRINK:
1118 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 990 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1119 { 991 {
1120 sprintf (buf, "(food+%d)", op->stats.food); 992 buf.printf ("(food+%d)", op->stats.food);
1121 strcat (retbuf, buf);
1122 993
1123 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 994 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1124 {
1125 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 995 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1126 strcat (retbuf, buf);
1127 }
1128 996
1129 if (!QUERY_FLAG (op, FLAG_CURSED)) 997 if (!QUERY_FLAG (op, FLAG_CURSED))
1130 { 998 {
1131 if (op->stats.hp) 999 if (op->stats.hp) buf << "(heals)";
1132 strcat (retbuf, "(heals)");
1133 if (op->stats.sp)
1134 strcat (retbuf, "(spellpoint regen)"); 1000 if (op->stats.sp) buf << "(spellpoint regen)";
1135 } 1001 }
1136 else 1002 else
1137 { 1003 {
1138 if (op->stats.hp) 1004 if (op->stats.hp) buf << "(damages)";
1139 strcat (retbuf, "(damages)");
1140 if (op->stats.sp)
1141 strcat (retbuf, "(spellpoint depletion)"); 1005 if (op->stats.sp) buf << "(spellpoint depletion)";
1142 } 1006 }
1143 } 1007 }
1144 break; 1008 break;
1145 1009
1146
1147 case SKILL: 1010 case SKILL:
1148 case RING: 1011 case RING:
1149 case AMULET: 1012 case AMULET:
1150 if (op->item_power) 1013 if (op->item_power)
1151 {
1152 sprintf (buf, "(item_power %+d)", op->item_power); 1014 buf.printf ("(item_power %+d)", op->item_power);
1153 strcat (retbuf, buf); 1015
1154 }
1155 if (op->title) 1016 if (op->title)
1156 strcat (retbuf, ring_desc (op)); 1017 buf << ring_desc (op);
1018
1157 return retbuf; 1019 return buf;
1158 1020
1159 default: 1021 default:
1160 return retbuf; 1022 return buf;
1161 } 1023 }
1162 1024
1163 /* Down here, we more further describe equipment type items. 1025 /* Down here, we more further describe equipment type items.
1164 * only describe them if they have been identified or the like. 1026 * only describe them if they have been identified or the like.
1165 */ 1027 */
1166 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1028 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1167 { 1029 {
1168 int attr, val; 1030 int attr, val;
1169 1031
1170 for (attr = 0; attr < NUM_STATS; attr++) 1032 for (attr = 0; attr < NUM_STATS; attr++)
1171 { 1033 if ((val = op->stats.stat (attr)))
1172 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1173 {
1174 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1034 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1175 strcat (retbuf, buf);
1176 }
1177 }
1178 1035
1179 if (op->stats.exp) 1036 if (op->stats.exp)
1180 {
1181 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1037 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1182 strcat (retbuf, buf);
1183 }
1184
1185 1038
1186 switch (op->type) 1039 switch (op->type)
1187 { 1040 {
1188 case BOW: 1041 case BOW:
1189 case ARROW: 1042 case ARROW:
1190 case GIRDLE: 1043 case GIRDLE:
1191 case HELMET: 1044 case HELMET:
1192 case SHIELD: 1045 case SHIELD:
1193 case BOOTS: 1046 case BOOTS:
1194 case GLOVES: 1047 case GLOVES:
1195 case WEAPON: 1048 case WEAPON:
1196 case SKILL: 1049 case SKILL:
1197 case RING: 1050 case RING:
1198 case AMULET: 1051 case AMULET:
1199 case ARMOUR: 1052 case ARMOUR:
1200 case BRACERS: 1053 case BRACERS:
1201 case FORCE: 1054 case FORCE:
1202 case CLOAK: 1055 case CLOAK:
1203 if (op->stats.wc) 1056 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1204 { 1057 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1205 sprintf (buf, "(wc%+d)", op->stats.wc); 1058 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1206 strcat (retbuf, buf); 1059
1207 }
1208 if (op->stats.dam)
1209 {
1210 sprintf (buf, "(dam%+d)", op->stats.dam);
1211 strcat (retbuf, buf);
1212 }
1213 if (op->stats.ac)
1214 {
1215 sprintf (buf, "(ac%+d)", op->stats.ac);
1216 strcat (retbuf, buf);
1217 }
1218 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1060 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1219 {
1220 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1061 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1221 strcat (retbuf, buf); 1062
1222 }
1223 break; 1063 break;
1224 1064
1225 default: 1065 default:
1226 break; 1066 break;
1227 } 1067 }
1228 if (QUERY_FLAG (op, FLAG_XRAYS)) 1068
1229 strcat (retbuf, "(xray-vision)"); 1069 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1230 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1070 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1231 strcat (retbuf, "(infravision)");
1232 1071
1233 /* levitate was what is was before, so we'll keep it */ 1072 /* levitate was what is was before, so we'll keep it */
1234 if (op->move_type & MOVE_FLY_LOW) 1073 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1235 strcat (retbuf, "(levitate)");
1236
1237 if (op->move_type & MOVE_FLY_HIGH) 1074 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1238 strcat (retbuf, "(fly)");
1239
1240 if (op->move_type & MOVE_SWIM) 1075 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1241 strcat (retbuf, "(swim)");
1242 1076
1243 /* walking is presumed as 'normal', so doesn't need mentioning */ 1077 /* walking is presumed as 'normal', so doesn't need mentioning */
1244 1078
1245 if (op->item_power) 1079 if (op->item_power)
1246 {
1247 sprintf (buf, "(item_power %+d)", op->item_power); 1080 buf.printf ("(item_power %+d)", op->item_power);
1248 strcat (retbuf, buf);
1249 }
1250 } /* End if identified or applied */ 1081 } /* End if identified or applied */
1251 1082
1252 /* This blocks only deals with fully identified object. 1083 /* This blocks only deals with fully identified object.
1253 * it is intentional that this is not an 'else' from a above - 1084 * it is intentional that this is not an 'else' from a above -
1254 * in this way, information is added. 1085 * in this way, information is added.
1257 { 1088 {
1258 int more_info = 0; 1089 int more_info = 0;
1259 1090
1260 switch (op->type) 1091 switch (op->type)
1261 { 1092 {
1262 case ROD: /* These use stats.sp for spell selection and stats.food */ 1093 case ROD: /* These use stats.sp for spell selection and stats.food */
1263 case HORN: /* and stats.hp for spell-point regeneration... */ 1094 case HORN: /* and stats.hp for spell-point regeneration... */
1264 case BOW: 1095 case BOW:
1265 case ARROW: 1096 case ARROW:
1266 case WAND: 1097 case WAND:
1267 case FOOD: 1098 case FOOD:
1268 case FLESH: 1099 case FLESH:
1269 case DRINK: 1100 case DRINK:
1270 more_info = 0; 1101 more_info = 0;
1271 break; 1102 break;
1272 1103
1273 /* Armor type objects */ 1104 /* Armor type objects */
1274 case ARMOUR: 1105 case ARMOUR:
1275 case HELMET: 1106 case HELMET:
1276 case SHIELD: 1107 case SHIELD:
1277 case BOOTS: 1108 case BOOTS:
1278 case GLOVES: 1109 case GLOVES:
1279 case GIRDLE: 1110 case GIRDLE:
1280 case BRACERS: 1111 case BRACERS:
1281 case CLOAK: 1112 case CLOAK:
1282 if (ARMOUR_SPEED (op)) 1113 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1283 { 1114 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1284 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1285 strcat (retbuf, buf);
1286 }
1287 if (ARMOUR_SPELLS (op))
1288 {
1289 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1290 strcat (retbuf, buf);
1291 }
1292 more_info = 1; 1115 more_info = 1;
1293 break; 1116 break;
1294 1117
1295 case WEAPON: 1118 case WEAPON:
1296 /* Calculate it the same way fix_player does so the results 1119 /* Calculate it the same way fix_player does so the results
1297 * make sense. 1120 * make sense.
1298 */ 1121 */
1299 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1122 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1300 if (i < 0) 1123 if (i < 0)
1301 i = 0; 1124 i = 0;
1302 1125
1303 sprintf (buf, "(weapon speed %d)", i); 1126 buf.printf ("(weapon speed %d)", i);
1304 strcat (retbuf, buf);
1305 more_info = 1; 1127 more_info = 1;
1306 break; 1128 break;
1307
1308 } 1129 }
1130
1309 if (more_info) 1131 if (more_info)
1310 { 1132 {
1311 if (op->stats.food)
1312 {
1313 if (op->stats.food != 0)
1314 sprintf (buf, "(sustenance%+d)", op->stats.food); 1133 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1315 strcat (retbuf, buf);
1316 }
1317 if (op->stats.grace)
1318 {
1319 sprintf (buf, "(grace%+d)", op->stats.grace); 1134 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1320 strcat (retbuf, buf); 1135 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1321 }
1322 if (op->stats.sp)
1323 {
1324 sprintf (buf, "(magic%+d)", op->stats.sp);
1325 strcat (retbuf, buf);
1326 }
1327 if (op->stats.hp)
1328 {
1329 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1136 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1330 strcat (retbuf, buf);
1331 }
1332 } 1137 }
1333 1138
1334 if (op->stats.luck) 1139 if (op->stats.luck)
1335 {
1336 sprintf (buf, "(luck%+d)", op->stats.luck); 1140 buf.printf ("(luck%+d)", op->stats.luck);
1337 strcat (retbuf, buf); 1141
1338 }
1339 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1142 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1340 strcat (retbuf, "(lifesaving)"); 1143 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1341 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1342 strcat (retbuf, "(reflect spells)");
1343 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1144 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1344 strcat (retbuf, "(reflect missiles)");
1345 if (QUERY_FLAG (op, FLAG_STEALTH)) 1145 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1346 strcat (retbuf, "(stealth)"); 1146
1347 if (op->slaying != NULL && op->type != FOOD) 1147 if (op->slaying && op->type != FOOD)
1348 {
1349 sprintf (buf, "(slay %s)", &op->slaying); 1148 buf.printf ("(slay %s)", &op->slaying);
1350 strcat (retbuf, buf); 1149
1351 } 1150 if (op->type == SKILL_TOOL && op->skill)
1352 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1151 buf.printf ("(%s)", &op->skill);
1152
1153 buf.add_abilities ("Attacks", op->attacktype);
1353 /* resistance on flesh is only visible for quetzals. If 1154 /* resistance on flesh is only visible for quetzals. If
1354 * non flesh, everyone can see its resistances 1155 * non flesh, everyone can see its resistances
1355 */ 1156 */
1356 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1157 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1357 strcat (retbuf, describe_resistance (op, 0)); 1158 buf << describe_resistance (op, 0);
1358 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1359 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1360 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1361 }
1362 1159
1160 buf.add_paths ("Attuned", op->path_attuned);
1161 buf.add_paths ("Repelled", op->path_repelled);
1162 buf.add_paths ("Denied", op->path_denied);
1163 }
1164
1363 return retbuf; 1165 return buf;
1364} 1166}
1365 1167
1366std::string 1168std::string
1367object::describe_item (object *who) 1169object::describe_item (object *who)
1368{ 1170{
1369 return std::string (::describe_item (this, who)); 1171 return std::string (::describe_item (this, who));
1172}
1173
1174void
1175examine (object *op, object *tmp)
1176{
1177 std::string info = tmp->describe (op);
1178
1179 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1180}
1181
1182/*
1183 * inventory prints object's inventory. If inv==NULL then print player's
1184 * inventory.
1185 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1186 */
1187const char *
1188object::query_inventory (object *who, const char *indent)
1189{
1190 static dynbuf_text buf; buf.clear ();
1191
1192 for (object *tmp = inv; tmp; tmp = tmp->below)
1193 if (who && QUERY_FLAG (who, FLAG_WIZ))
1194 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1195 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1196 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1197
1198 if (buf.size ())
1199 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1200 else
1201 buf.printf ("%s(empty)\n", indent);
1202
1203 return buf;
1370} 1204}
1371 1205
1372/* Return true if the item is magical. A magical item is one that 1206/* Return true if the item is magical. A magical item is one that
1373 * increases/decreases any abilities, provides a resistance, 1207 * increases/decreases any abilities, provides a resistance,
1374 * has a generic magical bonus, or is an artifact. 1208 * has a generic magical bonus, or is an artifact.
1375 * This function is used by detect_magic to determine if an item 1209 * This function is used by detect_magic to determine if an item
1376 * should be marked as magical. 1210 * should be marked as magical.
1377 */ 1211 */
1378
1379int 1212int
1380is_magical (const object *op) 1213is_magical (const object *op)
1381{ 1214{
1382 int i; 1215 int i;
1383 1216
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1267 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1; 1268 return 1;
1436 1269
1437 /* Check to see if it increases/decreases any stats */ 1270 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++) 1271 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0) 1272 if (op->stats.stat (i))
1440 return 1; 1273 return 1;
1441 1274
1442 /* If it doesn't fall into any of the above categories, must 1275 /* If it doesn't fall into any of the above categories, must
1443 * be non magical. 1276 * be non magical.
1444 */ 1277 */
1453int 1286int
1454need_identify (const object *op) 1287need_identify (const object *op)
1455{ 1288{
1456 switch (op->type) 1289 switch (op->type)
1457 { 1290 {
1458 case RING: 1291 case RING:
1459 case WAND: 1292 case WAND:
1460 case ROD: 1293 case ROD:
1461 case HORN: 1294 case HORN:
1462 case SCROLL: 1295 case SCROLL:
1463 case SKILL: 1296 case SKILL:
1464 case SKILLSCROLL: 1297 case SKILLSCROLL:
1465 case SPELLBOOK: 1298 case SPELLBOOK:
1466 case FOOD: 1299 case FOOD:
1467 case POTION: 1300 case POTION:
1468 case BOW: 1301 case BOW:
1469 case ARROW: 1302 case ARROW:
1470 case WEAPON: 1303 case WEAPON:
1471 case ARMOUR: 1304 case ARMOUR:
1472 case SHIELD: 1305 case SHIELD:
1473 case HELMET: 1306 case HELMET:
1474 case AMULET: 1307 case AMULET:
1475 case BOOTS: 1308 case BOOTS:
1476 case GLOVES: 1309 case GLOVES:
1477 case BRACERS: 1310 case BRACERS:
1478 case GIRDLE: 1311 case GIRDLE:
1479 case CONTAINER: 1312 case CONTAINER:
1480 case DRINK: 1313 case DRINK:
1481 case FLESH: 1314 case FLESH:
1482 case INORGANIC: 1315 case INORGANIC:
1483 case CLOSE_CON: 1316 case CLOSE_CON:
1484 case CLOAK: 1317 case CLOAK:
1485 case GEM: 1318 case GEM:
1486 case POWER_CRYSTAL: 1319 case POWER_CRYSTAL:
1487 case POISON: 1320 case POISON:
1488 case BOOK: 1321 case BOOK:
1489 case SKILL_TOOL: 1322 case SKILL_TOOL:
1490 return 1; 1323 return 1;
1491 } 1324 }
1325
1492 /* Try to track down some stuff that may show up here. Thus, the 1326 /* Try to track down some stuff that may show up here. Thus, the
1493 * archetype file can be updated, and this function removed. 1327 * archetype file can be updated, and this function removed.
1494 */ 1328 */
1495#if 0 1329#if 0
1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1330 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1502 * Supposed to fix face-values as well here, but later. 1336 * Supposed to fix face-values as well here, but later.
1503 */ 1337 */
1504void 1338void
1505identify (object *op) 1339identify (object *op)
1506{ 1340{
1507 object *pl;
1508
1509 SET_FLAG (op, FLAG_IDENTIFIED); 1341 SET_FLAG (op, FLAG_IDENTIFIED);
1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1342 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1343 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512 1344
1513 /* 1345 /*
1520 { 1352 {
1521 if (op->inv && op->randomitems) 1353 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1354 op->title = op->inv->name;
1523 else if (op->arch) 1355 else if (op->arch)
1524 { 1356 {
1525 op->name = op->arch->clone.name; 1357 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1358 op->name_pl = op->arch->object::name_pl;
1527 } 1359 }
1528 } 1360 }
1529 1361
1530 /* If the object is on a map, make sure we update its face */ 1362 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1363 if (op->map)
1532 update_object (op, UP_OBJ_CHANGE); 1364 update_object (op, UP_OBJ_CHANGE);
1533 else 1365
1534 { 1366 if (object *pl = op->visible_to ())
1535 pl = op->in_player ();
1536 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1367 /* A lot of the values can change from an update - might as well send
1538 * it all. 1368 * it all.
1539 */ 1369 */
1540 esrv_send_item (pl, op); 1370 esrv_send_item (pl, op);
1541 }
1542} 1371}
1543 1372

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