--- deliantra/server/common/item.C 2007/04/23 18:09:57 1.26 +++ deliantra/server/common/item.C 2010/03/24 17:23:43 1.71 @@ -1,32 +1,33 @@ /* - * CrossFire, A Multiplayer game for X-windows + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ #include -#include #include #include +const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; + /* the ordering of this is actually doesn't make a difference * However, for ease of use, new entries should go at the end * so those people that debug the code that get used to something @@ -49,27 +50,23 @@ * "This item goes %s\n", with the use/nonuse values filling in the %s */ Body_Locations body_locations[NUM_BODY_LOCATIONS] = { - {"body_range", "in your range slot", "in a human's range slot"}, - {"body_arm", "on your arm", "on a human's arm"}, - {"body_torso", "on your body", "on a human's torso"}, - {"body_head", "on your head", "on a human's head"}, - {"body_neck", "around your neck", "around a humans neck"}, - {"body_skill", "in your skill slot", "in a human's skill slot"}, - {"body_finger", "on your finger", "on a human's finger"} , - {"body_shoulder", "around your shoulders", "around a human's shoulders"}, - {"body_foot", "on your feet", "on a human's feet"}, - {"body_hand", "on your hands", "on a human's hands"}, - {"body_wrist", "around your wrists", "around a human's wrist"}, - {"body_waist", "around your waist", "around a human's waist"}, + {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, + {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, + {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, + {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, + {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, + {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, + {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, + {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, + {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , + {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, + {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, + {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, + {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, + {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, /*{"body_dragon_torso", "your body", "a dragon's body"} */ }; -static char numbers[21][20] = { - "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", - "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", - "eighteen", "nineteen", "twenty" -}; - static char numbers_10[10][20] = { "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", "eighty", "ninety" @@ -169,7 +166,7 @@ {SPINNER, "spinner", "spinners", 0, 0}, {GATE, "gate", "gates", 0, 0}, {BUTTON, "button", "buttons", 0, 0}, - {CF_HANDLE, "cf handle", "cf handles", 0, 0}, + {T_HANDLE, "cf handle", "cf handles", 0, 0}, {HOLE, "hole", "holes", 0, 0}, {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, {SIGN, "sign", "signs", 0, 0}, @@ -206,32 +203,7 @@ {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, }; -const int item_types_size = sizeof (item_types) / sizeof (*item_types); - -materialtype_t *materialt; - -/* -materialtype material[NROFMATERIALS] = { - * P M F E C C A D W G P S P T F C D D C C G H B I * - * H A I L O O C R E H O L A U E A E E H O O O L N * - * Y G R E L N I A A O I O R R A N P A A U D L I T * - * S I E C D F D I P S S W A N R C L T O N Y N R * - * I C T U N O T O L E E H S T P D N * - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}}, - {"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}} -}; -*/ +static const int item_types_size = sizeof (item_types) / sizeof (*item_types); /* This curve may be too steep. But the point is that there should * be tough choices - there is no real point to this if everyone can @@ -252,11 +224,7 @@ int get_power_from_ench (int ench) { - if (ench < 0) - ench = 0; - if (ench > 20) - ench = 20; - return enc_to_item_power[ench]; + return enc_to_item_power [clamp (ench, 0, 20)]; } /* This takes an object 'op' and figures out what its item_power @@ -273,7 +241,7 @@ enc = 0; for (i = 0; i < NUM_STATS; i++) - enc += get_attr_value (&op->stats, i); + enc += op->stats.stat (i); /* This protection logic is pretty flawed. 20% fire resistance * is much more valuable than 20% confusion, or 20% slow, or @@ -300,9 +268,11 @@ for (i = 1; i < NROFATTACKS; i++) if (op->attacktype & (1 << i)) enc++; + if (op->slaying) enc += 2; /* What it slays is probably more relevent */ } + /* Items the player can equip */ if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || (op->type == SHIELD) || (op->type == RING) || @@ -315,72 +285,60 @@ enc += op->stats.grace; /* grace regen */ enc += op->stats.exp; /* speed bonus */ } + enc += op->stats.luck; /* Do spell paths now */ for (i = 1; i < NRSPELLPATHS; i++) - { - if (op->path_attuned & (1 << i)) - enc++; - else if (op->path_denied & (1 << i)) - enc -= 2; - else if (op->path_repelled & (1 << i)) - enc--; - } - - if (QUERY_FLAG (op, FLAG_LIFESAVE)) - enc += 5; - if (QUERY_FLAG (op, FLAG_REFL_SPELL)) - enc += 3; - if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) - enc += 2; - if (QUERY_FLAG (op, FLAG_STEALTH)) - enc += 1; - if (QUERY_FLAG (op, FLAG_XRAYS)) - enc += 2; - if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) - enc += 1; - if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) - enc += 1; + if (op->path_attuned & (1 << i)) + enc++; + else if (op->path_denied & (1 << i)) + enc -= 2; + else if (op->path_repelled & (1 << i)) + enc--; + + if (op->flag [FLAG_LIFESAVE ]) enc += 5; + if (op->flag [FLAG_REFL_SPELL ]) enc += 3; + if (op->flag [FLAG_REFL_MISSILE]) enc += 2; + if (op->flag [FLAG_XRAYS ]) enc += 2; + if (op->flag [FLAG_STEALTH ]) enc += 1; + if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1; + if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; return get_power_from_ench (enc); - } /* returns the typedata that has a number equal to itemtype, if there * isn't one, returns NULL */ - const typedata * get_typedata (int itemtype) { - int i; - - for (i = 0; i < item_types_size; i++) + for (int i = 0; i < item_types_size; i++) if (item_types[i].number == itemtype) return &item_types[i]; + return NULL; } /* returns the typedata that has a name equal to itemtype, if there * isn't one, return the plural name that matches, if there still isn't * one return NULL */ - const typedata * get_typedata_by_name (const char *name) { - int i; - - for (i = 0; i < item_types_size; i++) + for (int i = 0; i < item_types_size; i++) if (!strcmp (item_types[i].name, name)) return &item_types[i]; - for (i = 0; i < item_types_size; i++) + + for (int i = 0; i < item_types_size; i++) if (!strcmp (item_types[i].name_pl, name)) { LOG (llevInfo, - "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); + "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name); return &item_types[i]; } - return NULL; + + return 0; } /* describe_resistance generates the visible naming for resistances. @@ -392,37 +350,27 @@ const char * describe_resistance (const object *op, int newline) { - static char buf[VERY_BIG_BUF]; - char buf1[VERY_BIG_BUF]; - int tmpvar; + static dynbuf_text buf; buf.clear (); - buf[0] = 0; - for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) - { - if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) - { - if (!newline) - sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); - else - sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); + for (int i = 0; i < NROFATTACKS; i++) + if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1)) + buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); - strcat (buf, buf1); - } - } return buf; } - /* * query_weight(object) returns a character pointer to a static buffer * containing the text-representation of the weight of the given object. * The buffer will be overwritten by the next call to query_weight(). + * + * Seems to be used only by unimportant stuff. Remove? */ const char * query_weight (const object *op) { static char buf[10]; - sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; + sint32 i = op->total_weight (); if (op->weight < 0) return " "; @@ -452,6 +400,7 @@ if (i < 21) return levelnumbers[i]; + if (!(i % 10)) return levelnumbers_10[i / 10]; @@ -461,26 +410,6 @@ } /* - * get_number(integer) returns the text-representation of the given number - * in a static buffer. The buffer might be overwritten at the next - * call to get_number(). - * It is currently only used by the query_name() function. - */ -const char * -get_number (int i) -{ - if (i <= 20) - return numbers[i]; - else - { - static char buf[MAX_BUF]; - - sprintf (buf, "%d", i); - return buf; - } -} - -/* * Returns pointer to static buffer containing ring's or amulet's * abilities * These are taken from old query_name(), but it would work better @@ -493,67 +422,43 @@ /* Aug 95 modified this slightly so that Skill tools don't have magic bonus * from stats.sp - b.t. */ -const char * +static const char * ring_desc (const object *op) { - static char buf[VERY_BIG_BUF]; + static dynbuf_text buf; buf.clear (); int attr, val, len; - buf[0] = 0; - - if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) - return buf; - - for (attr = 0; attr < NUM_STATS; attr++) + if (QUERY_FLAG (op, FLAG_IDENTIFIED)) { - if ((val = get_attr_value (&(op->stats), attr)) != 0) - { - sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); - } - } - if (op->stats.exp) - sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); - if (op->stats.wc) - sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); - if (op->stats.dam) - sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam); - if (op->stats.ac) - sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac); - - strcat (buf, describe_resistance (op, 0)); - - if (op->stats.food != 0) - sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); - /* else if (op->stats.food < 0) - sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ - if (op->stats.grace) - sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace); - if (op->stats.sp && op->type != SKILL) - sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp); - if (op->stats.hp) - sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp); - if (op->stats.luck) - sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck); - if (QUERY_FLAG (op, FLAG_LIFESAVE)) - strcat (buf, "(lifesaving)"); - if (QUERY_FLAG (op, FLAG_REFL_SPELL)) - strcat (buf, "(reflect spells)"); - if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) - strcat (buf, "(reflect missiles)"); - if (QUERY_FLAG (op, FLAG_STEALTH)) - strcat (buf, "(stealth)"); - /* Shorten some of the names, so they appear better in the windows */ - len = strlen (buf); - DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); - DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); - DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); + for (attr = 0; attr < NUM_STATS; attr++) + if ((val = op->stats.stat (attr))) + buf.printf ("(%s%+d)", short_stat_name[attr], val); - /* if(op->item_power) - sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); - */ - if (buf[0] == 0 && op->type != SKILL) - strcpy (buf, "of adornment"); + if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); + if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); + if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); + if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); + + buf << describe_resistance (op, 0); + + if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); + if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); + if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); + if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); + if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); + + if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; + if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; + if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; + if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; + + buf.add_paths ("Attuned" , op->path_attuned); + buf.add_paths ("Repelled", op->path_repelled); + buf.add_paths ("Denied" , op->path_denied); + if (buf.empty ()) + buf << "of adornment"; + } return buf; } @@ -561,77 +466,88 @@ /* * query_short_name(object) is similar to query_name, but doesn't * contain any information about object status (worn/cursed/etc.) + * + * It is sometimes used when printing messages, so should fit well into a sentence. */ const char * query_short_name (const object *op) { - static char buf[HUGE_BUF]; - char buf2[HUGE_BUF]; - int len = 0; - - if (op->name == NULL) + if (!op->name) return "(null)"; - if (!op->nrof && !op->weight && !op->title && !is_magical (op)) + if (!op->nrof + && !op->weight + && !op->title + && !is_magical (op) + && op->slaying != shstr_money) return op->name; /* To speed things up (or make things slower?) */ - if (op->nrof <= 1) - safe_strcat (buf, op->name, &len, HUGE_BUF); - else - safe_strcat (buf, op->name_pl, &len, HUGE_BUF); + static dynbuf_text buf; buf.clear (); + + buf << (op->nrof <= 1 ? op->name : op->name_pl); if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) - { - safe_strcat (buf, " ", &len, HUGE_BUF); - safe_strcat (buf, op->title, &len, HUGE_BUF); - } + buf << ' ' << op->title; switch (op->type) { - case SPELLBOOK: - case SCROLL: - case WAND: - case ROD: - if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) - { - if (!op->title) - { - safe_strcat (buf, " of ", &len, HUGE_BUF); - if (op->inv) - safe_strcat (buf, op->inv->name, &len, HUGE_BUF); - else - LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); - } - if (op->type != SPELLBOOK) - { - sprintf (buf2, " (lvl %d)", op->level); - safe_strcat (buf, buf2, &len, HUGE_BUF); - } - } - break; + case SPELLBOOK: + case SCROLL: + case WAND: + case ROD: + if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + { + if (!op->title) + buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); - case SKILL: - case AMULET: - case RING: - if (!op->title) - { - /* If ring has a title, full description isn't so useful */ - const char *s = ring_desc (op); - - if (s[0]) - { - safe_strcat (buf, " ", &len, HUGE_BUF); - safe_strcat (buf, s, &len, HUGE_BUF); - } - } - break; - default: - if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) - { - sprintf (buf2, " %+d", op->magic); - safe_strcat (buf, buf2, &len, HUGE_BUF); - } + if (op->type != SPELLBOOK) + buf.printf (" (lvl %d)", op->level); + } + break; + + case ALTAR: + case TRIGGER_ALTAR: + case IDENTIFY_ALTAR: + case CONVERTER: + if (op->slaying == shstr_money) + { + bool wrap = !!buf.size (); + + if (wrap) buf << " ["; + + archetype *coin = 0; + + for (char const *const *c = coins; *coins; ++c) + if ((coin = archetype::find (*c))) + if (op->stats.food % coin->value == 0) + break; + + sint32 coins = op->stats.food / coin->value; + + buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); + + if (wrap) buf << ']'; + } + break; + + case SKILL: + case AMULET: + case RING: + if (!op->title) + { + /* If ring has a title, full description isn't so useful */ + const char *s = ring_desc (op); + + if (s && *s) + buf << " " << s; + } + break; + + default: + if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) + buf.printf (" %+d", op->magic); } + return buf; } @@ -645,46 +561,41 @@ * returned is good forever.) However, it makes printing statements that * use several names much easier (don't need to store them to temp variables.) * + * It is used extensively within messages, so should return only a prose + * and short description of the item. + * It is also used by examine/ex and similar functions. */ const char * query_name (const object *op) { - static char buf[5][HUGE_BUF]; // OMFG - static int use_buf = 0; int len = 0; - -#ifdef NEW_MATERIAL_CODE - materialtype_t *mt; -#endif + static dynbuf_text bufs[5]; + static int use_buf = 0; use_buf++; use_buf %= 5; -#ifdef NEW_MATERIAL_CODE - if ((op->is_armor () || op->is_weapon ()) && op->materialname) - { - mt = name_to_material (op->materialname); - if (mt) - { - safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); - safe_strcat (buf[use_buf], " ", &len, HUGE_BUF); - } - } + dynbuf_text &buf = bufs [use_buf]; + buf.clear (); + +#if 0 + if ((op->is_armor () || op->is_weapon ()) && op->material) + buf << op->material->description << ' '; #endif - safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); + buf << query_short_name (op); if (QUERY_FLAG (op, FLAG_INV_LOCKED)) - safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); - if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) - safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); + buf << " *"; + if (op->is_open_container ()) + buf << " (open)"; if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) { if (QUERY_FLAG (op, FLAG_DAMNED)) - safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); + buf << " (damned)"; else if (QUERY_FLAG (op, FLAG_CURSED)) - safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); + buf << " (cursed)"; } /* Basically, if the object is known magical (detect magic spell on it), @@ -697,10 +608,10 @@ * abilities, especially for artifact items. */ if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) - safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); + buf << " (magic)"; #if 0 - /* item_power will be returned in desribe_item - it shouldn't really + /* item_power will be returned in describe_item - it shouldn't really * be returned in the name. */ if (op->item_power) @@ -716,10 +627,10 @@ case WAND: case ROD: case HORN: - safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); + buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); break; case WEAPON: - safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); + buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); break; case ARMOUR: case HELMET: @@ -731,21 +642,40 @@ case GIRDLE: case BRACERS: case CLOAK: - safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); + buf << " (worn)"; break; case CONTAINER: - safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); + buf << " (active)"; break; case SKILL: default: - safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); + buf << " (applied)"; } } + switch (op->type) + { + case LAMP: + if (op->glow_radius) + buf << " (on)"; + else if (op->stats.food <= 0) + buf << " (empty)"; + else + buf << " (off)"; + break; + + case TORCH: + if (op->glow_radius) + buf << " (burning)"; + else if (op->stats.food <= 0) + buf << " (burned out)"; + break; + } + if (QUERY_FLAG (op, FLAG_UNPAID)) - safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); + buf << " (unpaid)"; - return buf [use_buf]; + return buf; } /* @@ -756,53 +686,33 @@ * don't include the item count or item status. Used for inventory sorting * and sending to client. * If plural is set, we generate the plural name of this. + * + * It is sometimes used to display messages, and usually only used to match stuff, + * so maybe this function should be removed. + * It is also used for client-side inventory/item descriptions. */ const char * query_base_name (const object *op, int plural) { - static char buf[MAX_BUF], buf2[MAX_BUF]; - int len; - materialtype_t *mt; - if ((!plural && !op->name) || (plural && !op->name_pl)) return "(null)"; - if (!op->nrof && !op->weight && !op->title && !is_magical (op)) + if (!op->nrof && !op->weight && !op->title && !is_magical (op) + && op->type != EXIT) return op->name; /* To speed things up (or make things slower?) */ - if ((op->is_armor () || op->is_weapon ()) && op->materialname) - mt = name_to_material (op->materialname); + static dynbuf_text buf; buf.clear (); -#ifdef NEW_MATERIAL_CODE - if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && - op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) - { - strcpy (buf, mt->description); - len = strlen (buf); - safe_strcat (buf, " ", &len, MAX_BUF); - if (!plural) - safe_strcat (buf, op->name, &len, MAX_BUF); - else - safe_strcat (buf, op->name_pl, &len, MAX_BUF); - } - else - { +#if 0 + if ((op->is_armor () || op->is_weapon ()) && op->material) + if (op->arch->material != op->material) + buf << op->material->description << ' '; #endif - if (!plural) - assign (buf, op->name); - else - assign (buf, op->name_pl); - len = strlen (buf); -#ifdef NEW_MATERIAL_CODE - } -#endif + buf << (plural ? op->name_pl : op->name); if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) - { - safe_strcat (buf, " ", &len, MAX_BUF); - safe_strcat (buf, op->title, &len, MAX_BUF); - } + buf << ' ' << op->title; switch (op->type) { @@ -813,18 +723,10 @@ if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) { if (!op->title) - { - safe_strcat (buf, " of ", &len, MAX_BUF); - if (op->inv) - safe_strcat (buf, op->inv->name, &len, MAX_BUF); - else - LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); - } + buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); + if (op->type != SPELLBOOK) - { - sprintf (buf2, " (lvl %d)", op->level); - safe_strcat (buf, buf2, &len, MAX_BUF); - } + buf.printf (" (lvl %d)", op->level); } break; @@ -837,18 +739,14 @@ /* If ring has a title, full description isn't so useful */ const char *s = ring_desc (op); - if (s[0]) - { - safe_strcat (buf, " ", &len, MAX_BUF); - safe_strcat (buf, s, &len, MAX_BUF); - } + if (s && *s) + buf << ' ' << s; } break; + default: if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) - { - sprintf (buf + strlen (buf), " %+d", op->magic); - } + buf.printf (" %+d", op->magic); } return buf; @@ -860,129 +758,97 @@ * be called with monster & player objects. Returns a description * in a static buffer. */ -static char * +static const char * describe_monster (const object *op) { - char buf[MAX_BUF]; - static char retbuf[VERY_BIG_BUF]; - int i; - - retbuf[0] = '\0'; + static dynbuf_text buf; buf.clear (); /* Note that the resolution this provides for players really isn't * very good. Any player with a speed greater than .67 will * fall into the 'lightning fast movement' category. */ if (op->has_active_speed ()) + switch ((int)(op->speed * 15.)) + { + case 0: + buf << "(very slow movement)"; + break; + case 1: + buf << "(slow movement)"; + break; + case 2: + buf << "(normal movement)"; + break; + case 3: + case 4: + buf << "(fast movement)"; + break; + case 5: + case 6: + buf << "(very fast movement)"; + break; + case 7: + case 8: + case 9: + case 10: + buf << "(extremely fast movement)"; + break; + default: + buf << "(lightning fast movement)"; + break; + } + + if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; + if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; + if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; + if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; + if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; + if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; + if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; + if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; + if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; + if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; + if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; + if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; + if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; + if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; + + if (op->randomitems) { - switch ((int) ((FABS (op->speed)) * 15)) - { - case 0: - strcat (retbuf, "(very slow movement)"); - break; - case 1: - strcat (retbuf, "(slow movement)"); - break; - case 2: - strcat (retbuf, "(normal movement)"); - break; - case 3: - case 4: - strcat (retbuf, "(fast movement)"); - break; - case 5: - case 6: - strcat (retbuf, "(very fast movement)"); - break; - case 7: - case 8: - case 9: - case 10: - strcat (retbuf, "(extremely fast movement)"); - break; - default: - strcat (retbuf, "(lightning fast movement)"); - break; - } - } - if (QUERY_FLAG (op, FLAG_UNDEAD)) - strcat (retbuf, "(undead)"); - if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) - strcat (retbuf, "(see invisible)"); - if (QUERY_FLAG (op, FLAG_USE_WEAPON)) - strcat (retbuf, "(wield weapon)"); - if (QUERY_FLAG (op, FLAG_USE_BOW)) - strcat (retbuf, "(archer)"); - if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) - strcat (retbuf, "(wear armour)"); - if (QUERY_FLAG (op, FLAG_USE_RING)) - strcat (retbuf, "(wear ring)"); - if (QUERY_FLAG (op, FLAG_USE_SCROLL)) - strcat (retbuf, "(read scroll)"); - if (QUERY_FLAG (op, FLAG_USE_RANGE)) - strcat (retbuf, "(fires wand/rod/horn)"); - if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) - strcat (retbuf, "(skill user)"); - if (QUERY_FLAG (op, FLAG_CAST_SPELL)) - strcat (retbuf, "(spellcaster)"); - if (QUERY_FLAG (op, FLAG_FRIENDLY)) - strcat (retbuf, "(friendly)"); - if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) - strcat (retbuf, "(unaggressive)"); - if (QUERY_FLAG (op, FLAG_HITBACK)) - strcat (retbuf, "(hitback)"); - if (QUERY_FLAG (op, FLAG_STEALTH)) - strcat (retbuf, "(stealthy)"); - if (op->randomitems != NULL) - { - treasure *t; - int first = 1; + bool first = 1; - for (t = op->randomitems->items; t != NULL; t = t->next) - if (t->item && t->item->clone.type == SPELL) + for (treasure *t = op->randomitems->items; t; t = t->next) + if (t->item && t->item->type == SPELL) { if (first) - { - first = 0; - strcat (retbuf, "(Spell abilities:)"); - } - strcat (retbuf, "("); - strcat (retbuf, t->item->clone.name); - strcat (retbuf, ")"); + buf << "(Spell abilities:)"; + + first = 0; + + buf << '(' << t->item->object::name << ')'; } } + if (op->type == PLAYER) { if (op->contr->digestion) - { - if (op->contr->digestion != 0) - sprintf (buf, "(sustenance%+d)", op->contr->digestion); - strcat (retbuf, buf); - } + buf.printf ("(sustenance%+d)", op->contr->digestion); + if (op->contr->gen_grace) - { - sprintf (buf, "(grace%+d)", op->contr->gen_grace); - strcat (retbuf, buf); - } + buf.printf ("(grace%+d)", op->contr->gen_grace); + if (op->contr->gen_sp) - { - sprintf (buf, "(magic%+d)", op->contr->gen_sp); - strcat (retbuf, buf); - } + buf.printf ("(magic%+d)", op->contr->gen_sp); + if (op->contr->gen_hp) - { - sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); - strcat (retbuf, buf); - } + buf.printf ("(regeneration%+d)", op->contr->gen_hp); + if (op->stats.luck) - { - sprintf (buf, "(luck%+d)", op->stats.luck); - strcat (retbuf, buf); - } + buf.printf ("(luck%+d)", op->stats.luck); } /* describe attacktypes */ - if (is_dragon_pl (op)) + if (op->is_dragon ()) { /* for dragon players display the attacktypes from clawing skill * Break apart the for loop - move the comparison checking down - @@ -990,33 +856,29 @@ */ object *tmp; - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) - if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) + for (tmp = op->inv; tmp; tmp = tmp->below) + if (tmp->type == SKILL && tmp->name == shstr_clawing) break; - if (tmp && tmp->attacktype != 0) - { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } + if (tmp && tmp->attacktype) + buf.add_abilities ("Claws", tmp->attacktype); else - { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } + buf.add_abilities ("Attacks", op->attacktype); } else - { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } + buf.add_abilities ("Attacks", op->attacktype); - DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); - DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); - DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); + buf.add_paths ("Attuned" , op->path_attuned); + buf.add_paths ("Repelled", op->path_repelled); + buf.add_paths ("Denied" , op->path_denied); - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) if (op->resist[i]) - { - sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); - strcat (retbuf, buf); - } + buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]); - return retbuf; + return buf; } - /* * Returns a pointer to a static buffer which contains a * description of the given object. @@ -1034,11 +896,6 @@ * a dwarven axe, in which the full abilities are only known to * dwarves, etc. * - * This function is really much more complicated than it should - * be, because different objects have different meanings - * for the same field (eg, wands use 'food' for charges). This - * means these special cases need to be worked out. - * * Add 'owner' who is the person examining this object. * owner can be null if no one is being associated with this * item (eg, debug dump or the like) @@ -1046,118 +903,126 @@ const char * describe_item (const object *op, object *owner) { - char buf[MAX_BUF]; - static char retbuf[VERY_BIG_BUF]; + if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) + return describe_monster (op); + + static dynbuf_text buf; buf.clear (); int identified, i; - retbuf[0] = '\0'; - if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) - { - return describe_monster (op); - } /* figure this out once, instead of making multiple calls to need_identify. * also makes the code easier to read. */ - if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) - identified = 1; - else - { - strcpy (retbuf, "(unidentified)"); - identified = 0; - } + identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); + if (!identified) + buf << "(unidentified)"; + switch (op->type) { - case BOW: - case ARROW: - case WAND: - case ROD: - case HORN: - case WEAPON: - case ARMOUR: - case HELMET: - case SHIELD: - case BOOTS: - case GLOVES: - case GIRDLE: - case BRACERS: - case CLOAK: - case SKILL_TOOL: - break; /* We have more information to do below this switch */ - - case POWER_CRYSTAL: - if (op->stats.maxsp > 1000) - { /*higher capacity crystals */ - i = (op->stats.maxsp % 100) / 10; - if (i) - snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); - else - snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); - } - else - snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); - strcat (retbuf, buf); - i = (op->stats.sp * 10) / op->stats.maxsp; - if (op->stats.sp == 0) - strcat (retbuf, "empty."); - else if (i == 0) - strcat (retbuf, "almost empty."); - else if (i < 3) - strcat (retbuf, "partially filled."); - else if (i < 6) - strcat (retbuf, "half full."); - else if (i < 9) - strcat (retbuf, "well charged."); - else if (op->stats.sp == op->stats.maxsp) - strcat (retbuf, "fully charged."); - else - strcat (retbuf, "almost full."); - break; - case FOOD: - case FLESH: - case DRINK: - if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) - { - sprintf (buf, "(food+%d)", op->stats.food); - strcat (retbuf, buf); - - if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) - { - sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); - strcat (retbuf, buf); - } - - if (!QUERY_FLAG (op, FLAG_CURSED)) - { - if (op->stats.hp) - strcat (retbuf, "(heals)"); - if (op->stats.sp) - strcat (retbuf, "(spellpoint regen)"); - } - else - { - if (op->stats.hp) - strcat (retbuf, "(damages)"); - if (op->stats.sp) - strcat (retbuf, "(spellpoint depletion)"); - } - } - break; + case BOW: + case ARROW: + case WAND: + case ROD: + case HORN: + case WEAPON: + case ARMOUR: + case HELMET: + case SHIELD: + case BOOTS: + case GLOVES: + case GIRDLE: + case BRACERS: + case CLOAK: + case SKILL_TOOL: + break; /* We have more information to do below this switch */ + + case POWER_CRYSTAL: + if (op->stats.maxsp > 1000) + { /*higher capacity crystals */ + i = (op->stats.maxsp % 1000) / 100; + + if (i) + buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); + else + buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); + } + else + buf.printf ("(capacity %d). It is ", op->stats.maxsp); + i = (op->stats.sp * 10) / op->stats.maxsp; + if (op->stats.sp == 0) + buf << "empty."; + else if (i == 0) + buf << "almost empty."; + else if (i < 3) + buf << "partially filled."; + else if (i < 6) + buf << "half full."; + else if (i < 9) + buf << "well charged."; + else if (op->stats.sp == op->stats.maxsp) + buf << "fully charged."; + else + buf << "almost full."; + break; - case SKILL: - case RING: - case AMULET: - if (op->item_power) - { - sprintf (buf, "(item_power %+d)", op->item_power); - strcat (retbuf, buf); - } - if (op->title) - strcat (retbuf, ring_desc (op)); - return retbuf; + case LAMP: + { + int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; + buf << "(fuel: "; + if (percent == 0) + buf << "empty"; + else if (percent < 10) + buf << "very low"; + else if (percent < 25) + buf << "low"; + else if (percent < 50) + buf << "half empty"; + else if (percent < 75) + buf << "half full"; + else if (percent < 95) + buf << "well filled"; + else if (percent <= 100) + buf << "full"; + buf << ")"; + } + break; - default: - return retbuf; + case FOOD: + case FLESH: + case DRINK: + if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) + { + buf.printf ("(food+%d)", op->stats.food); + + if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) + buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); + + if (!QUERY_FLAG (op, FLAG_CURSED)) + { + if (op->stats.hp) buf << "(heals)"; + if (op->stats.sp) buf << "(spellpoint regen)"; + } + else + { + if (op->stats.hp) buf << "(damages)"; + if (op->stats.sp) buf << "(spellpoint depletion)"; + } + } + break; + + case SKILL: + case RING: + case AMULET: + if (op->item_power) + buf.printf ("(item_power %+d)", op->item_power); + + if (op->title) + buf << ring_desc (op); + + return buf; + + default: + return buf; } /* Down here, we more further describe equipment type items. @@ -1168,85 +1033,54 @@ int attr, val; for (attr = 0; attr < NUM_STATS; attr++) - { - if ((val = get_attr_value (&(op->stats), attr)) != 0) - { - sprintf (buf, "(%s%+d)", short_stat_name[attr], val); - strcat (retbuf, buf); - } - } + if ((val = op->stats.stat (attr))) + buf.printf ("(%s%+d)", short_stat_name[attr], val); if (op->stats.exp) - { - sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); - strcat (retbuf, buf); - } - + buf.printf ("(speed %+lld)", (long long) op->stats.exp); switch (op->type) { - case BOW: - case ARROW: - case GIRDLE: - case HELMET: - case SHIELD: - case BOOTS: - case GLOVES: - case WEAPON: - case SKILL: - case RING: - case AMULET: - case ARMOUR: - case BRACERS: - case FORCE: - case CLOAK: - if (op->stats.wc) - { - sprintf (buf, "(wc%+d)", op->stats.wc); - strcat (retbuf, buf); - } - if (op->stats.dam) - { - sprintf (buf, "(dam%+d)", op->stats.dam); - strcat (retbuf, buf); - } - if (op->stats.ac) - { - sprintf (buf, "(ac%+d)", op->stats.ac); - strcat (retbuf, buf); - } - if ((op->type == WEAPON || op->type == BOW) && op->level > 0) - { - sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); - strcat (retbuf, buf); - } - break; + case BOW: + case ARROW: + case GIRDLE: + case HELMET: + case SHIELD: + case BOOTS: + case GLOVES: + case WEAPON: + case SKILL: + case RING: + case AMULET: + case ARMOUR: + case BRACERS: + case FORCE: + case CLOAK: + if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); + if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); + if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); - default: - break; - } - if (QUERY_FLAG (op, FLAG_XRAYS)) - strcat (retbuf, "(xray-vision)"); - if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) - strcat (retbuf, "(infravision)"); + if ((op->type == WEAPON || op->type == BOW) && op->level > 0) + buf.printf ("(improved %d/%d)", op->last_eat, op->level); - /* levitate was what is was before, so we'll keep it */ - if (op->move_type & MOVE_FLY_LOW) - strcat (retbuf, "(levitate)"); + break; - if (op->move_type & MOVE_FLY_HIGH) - strcat (retbuf, "(fly)"); + default: + break; + } - if (op->move_type & MOVE_SWIM) - strcat (retbuf, "(swim)"); + if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; + if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; + + /* levitate was what is was before, so we'll keep it */ + if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; + if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; + if (op->move_type & MOVE_SWIM) buf << "(swim)"; /* walking is presumed as 'normal', so doesn't need mentioning */ if (op->item_power) - { - sprintf (buf, "(item_power %+d)", op->item_power); - strcat (retbuf, buf); - } + buf.printf ("(item_power %+d)", op->item_power); } /* End if identified or applied */ /* This blocks only deals with fully identified object. @@ -1259,108 +1093,79 @@ switch (op->type) { - case ROD: /* These use stats.sp for spell selection and stats.food */ - case HORN: /* and stats.hp for spell-point regeneration... */ - case BOW: - case ARROW: - case WAND: - case FOOD: - case FLESH: - case DRINK: - more_info = 0; - break; - - /* Armor type objects */ - case ARMOUR: - case HELMET: - case SHIELD: - case BOOTS: - case GLOVES: - case GIRDLE: - case BRACERS: - case CLOAK: - if (ARMOUR_SPEED (op)) - { - sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0); - strcat (retbuf, buf); - } - if (ARMOUR_SPELLS (op)) - { - sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op)); - strcat (retbuf, buf); - } - more_info = 1; - break; - - case WEAPON: - /* Calculate it the same way fix_player does so the results - * make sense. - */ - i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; - if (i < 0) - i = 0; - - sprintf (buf, "(weapon speed %d)", i); - strcat (retbuf, buf); - more_info = 1; - break; + case ROD: /* These use stats.sp for spell selection and stats.food */ + case HORN: /* and stats.hp for spell-point regeneration... */ + case BOW: + case ARROW: + case WAND: + case FOOD: + case FLESH: + case DRINK: + more_info = 0; + break; + /* Armor type objects */ + case ARMOUR: + case HELMET: + case SHIELD: + case BOOTS: + case GLOVES: + case GIRDLE: + case BRACERS: + case CLOAK: + if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0); + if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op)); + more_info = 1; + break; + + case WEAPON: + /* Calculate it the same way fix_player does so the results + * make sense. + */ + i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; + if (i < 0) + i = 0; + + buf.printf ("(weapon speed %d)", i); + more_info = 1; + break; } + if (more_info) { - if (op->stats.food) - { - if (op->stats.food != 0) - sprintf (buf, "(sustenance%+d)", op->stats.food); - strcat (retbuf, buf); - } - if (op->stats.grace) - { - sprintf (buf, "(grace%+d)", op->stats.grace); - strcat (retbuf, buf); - } - if (op->stats.sp) - { - sprintf (buf, "(magic%+d)", op->stats.sp); - strcat (retbuf, buf); - } - if (op->stats.hp) - { - sprintf (buf, "(regeneration%+d)", op->stats.hp); - strcat (retbuf, buf); - } + if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); + if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); + if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); + if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); } if (op->stats.luck) - { - sprintf (buf, "(luck%+d)", op->stats.luck); - strcat (retbuf, buf); - } - if (QUERY_FLAG (op, FLAG_LIFESAVE)) - strcat (retbuf, "(lifesaving)"); - if (QUERY_FLAG (op, FLAG_REFL_SPELL)) - strcat (retbuf, "(reflect spells)"); - if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) - strcat (retbuf, "(reflect missiles)"); - if (QUERY_FLAG (op, FLAG_STEALTH)) - strcat (retbuf, "(stealth)"); - if (op->slaying != NULL && op->type != FOOD) - { - sprintf (buf, "(slay %s)", &op->slaying); - strcat (retbuf, buf); - } - DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); + buf.printf ("(luck%+d)", op->stats.luck); + + if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; + if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; + if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; + if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; + + if (op->slaying && op->type != FOOD) + buf.printf ("(slay %s)", &op->slaying); + + if (op->type == SKILL_TOOL && op->skill) + buf.printf ("(%s)", &op->skill); + + buf.add_abilities ("Attacks", op->attacktype); /* resistance on flesh is only visible for quetzals. If * non flesh, everyone can see its resistances */ - if (op->type != FLESH || (owner && is_dragon_pl (owner))) - strcat (retbuf, describe_resistance (op, 0)); - DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); - DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); - DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); + if (op->type != FLESH || (owner && owner->is_dragon ())) + buf << describe_resistance (op, 0); + + buf.add_paths ("Attuned", op->path_attuned); + buf.add_paths ("Repelled", op->path_repelled); + buf.add_paths ("Denied", op->path_denied); } - return retbuf; + return buf; } std::string @@ -1369,13 +1174,44 @@ return std::string (::describe_item (this, who)); } +void +examine (object *op, object *tmp) +{ + std::string info = tmp->describe (op); + + op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); +} + +/* + * inventory prints object's inventory. If inv==NULL then print player's + * inventory. + * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] + */ +const char * +object::query_inventory (object *who, const char *indent) +{ + static dynbuf_text buf; buf.clear (); + + for (object *tmp = inv; tmp; tmp = tmp->below) + if (who && QUERY_FLAG (who, FLAG_WIZ)) + buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); + else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) + buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); + + if (buf.size ()) + buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); + else + buf.printf ("%s(empty)\n", indent); + + return buf; +} + /* Return true if the item is magical. A magical item is one that * increases/decreases any abilities, provides a resistance, * has a generic magical bonus, or is an artifact. * This function is used by detect_magic to determine if an item * should be marked as magical. */ - int is_magical (const object *op) { @@ -1436,7 +1272,7 @@ /* Check to see if it increases/decreases any stats */ for (i = 0; i < NUM_STATS; i++) - if (get_attr_value (&(op->stats), i) != 0) + if (op->stats.stat (i)) return 1; /* If it doesn't fall into any of the above categories, must @@ -1455,40 +1291,41 @@ { switch (op->type) { - case RING: - case WAND: - case ROD: - case HORN: - case SCROLL: - case SKILL: - case SKILLSCROLL: - case SPELLBOOK: - case FOOD: - case POTION: - case BOW: - case ARROW: - case WEAPON: - case ARMOUR: - case SHIELD: - case HELMET: - case AMULET: - case BOOTS: - case GLOVES: - case BRACERS: - case GIRDLE: - case CONTAINER: - case DRINK: - case FLESH: - case INORGANIC: - case CLOSE_CON: - case CLOAK: - case GEM: - case POWER_CRYSTAL: - case POISON: - case BOOK: - case SKILL_TOOL: - return 1; + case RING: + case WAND: + case ROD: + case HORN: + case SCROLL: + case SKILL: + case SKILLSCROLL: + case SPELLBOOK: + case FOOD: + case POTION: + case BOW: + case ARROW: + case WEAPON: + case ARMOUR: + case SHIELD: + case HELMET: + case AMULET: + case BOOTS: + case GLOVES: + case BRACERS: + case GIRDLE: + case CONTAINER: + case DRINK: + case FLESH: + case INORGANIC: + case CLOSE_CON: + case CLOAK: + case GEM: + case POWER_CRYSTAL: + case POISON: + case BOOK: + case SKILL_TOOL: + return 1; } + /* Try to track down some stuff that may show up here. Thus, the * archetype file can be updated, and this function removed. */ @@ -1504,8 +1341,6 @@ void identify (object *op) { - object *pl; - SET_FLAG (op, FLAG_IDENTIFIED); CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); @@ -1522,22 +1357,19 @@ op->title = op->inv->name; else if (op->arch) { - op->name = op->arch->clone.name; - op->name_pl = op->arch->clone.name_pl; + op->name = op->arch->object::name; + op->name_pl = op->arch->object::name_pl; } } /* If the object is on a map, make sure we update its face */ if (op->map) update_object (op, UP_OBJ_CHANGE); - else - { - pl = op->in_player (); - if (pl) - /* A lot of the values can change from an update - might as well send - * it all. - */ - esrv_send_item (pl, op); - } + + if (object *pl = op->visible_to ()) + /* A lot of the values can change from an update - might as well send + * it all. + */ + esrv_send_item (pl, op); }