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Comparing deliantra/server/common/item.C (file contents):
Revision 1.28 by root, Wed May 2 05:59:06 2007 UTC vs.
Revision 1.62 by root, Thu Nov 5 15:43:21 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
28#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 30
30/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 51 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"body_arm", "on your arm", "on a human's arm"}, 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {"body_torso", "on your body", "on a human's torso"}, 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_head", "on your head", "on a human's head"}, 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"body_neck", "around your neck", "around a humans neck"}, 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"}, 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {"body_finger", "on your finger", "on a human's finger"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
61 {"body_hand", "on your hands", "on a human's hands"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
62 {"body_wrist", "around your wrists", "around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 68};
66 69
67static char numbers[21][20] = { 70static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
169 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
170 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
171 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
172 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {T_HANDLE, "cf handle", "cf handles", 0, 0},
173 {HOLE, "hole", "holes", 0, 0}, 176 {HOLE, "hole", "holes", 0, 0},
174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
175 {SIGN, "sign", "signs", 0, 0}, 178 {SIGN, "sign", "signs", 0, 0},
176 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 179 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
250}; 253};
251 254
252int 255int
253get_power_from_ench (int ench) 256get_power_from_ench (int ench)
254{ 257{
255 if (ench < 0) ench = 0;
256 if (ench > 20) ench = 20;
257
258 return enc_to_item_power[ench]; 258 return enc_to_item_power [clamp (ench, 0, 20)];
259} 259}
260 260
261/* This takes an object 'op' and figures out what its item_power 261/* This takes an object 'op' and figures out what its item_power
262 * rating should be. This should only really be used by the treasure 262 * rating should be. This should only really be used by the treasure
263 * generation code, and when loading legacy objects. It returns 263 * generation code, and when loading legacy objects. It returns
270{ 270{
271 int i, tmp, enc; 271 int i, tmp, enc;
272 272
273 enc = 0; 273 enc = 0;
274 for (i = 0; i < NUM_STATS; i++) 274 for (i = 0; i < NUM_STATS; i++)
275 enc += get_attr_value (&op->stats, i); 275 enc += op->stats.stat (i);
276 276
277 /* This protection logic is pretty flawed. 20% fire resistance 277 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or 278 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal 279 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against 280 * armour shouldn't be counted against
297 if (op->type == WEAPON) 297 if (op->type == WEAPON)
298 { 298 {
299 for (i = 1; i < NROFATTACKS; i++) 299 for (i = 1; i < NROFATTACKS; i++)
300 if (op->attacktype & (1 << i)) 300 if (op->attacktype & (1 << i))
301 enc++; 301 enc++;
302
302 if (op->slaying) 303 if (op->slaying)
303 enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
304 } 305 }
306
305 /* Items the player can equip */ 307 /* Items the player can equip */
306 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307 (op->type == SHIELD) || (op->type == RING) || 309 (op->type == SHIELD) || (op->type == RING) ||
308 (op->type == BOOTS) || (op->type == GLOVES) || 310 (op->type == BOOTS) || (op->type == GLOVES) ||
309 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312 enc += op->stats.hp; /* hp regen */ 314 enc += op->stats.hp; /* hp regen */
313 enc += op->stats.sp; /* mana regen */ 315 enc += op->stats.sp; /* mana regen */
314 enc += op->stats.grace; /* grace regen */ 316 enc += op->stats.grace; /* grace regen */
315 enc += op->stats.exp; /* speed bonus */ 317 enc += op->stats.exp; /* speed bonus */
316 } 318 }
319
317 enc += op->stats.luck; 320 enc += op->stats.luck;
318 321
319 /* Do spell paths now */ 322 /* Do spell paths now */
320 for (i = 1; i < NRSPELLPATHS; i++) 323 for (i = 1; i < NRSPELLPATHS; i++)
321 { 324 {
325 enc -= 2; 328 enc -= 2;
326 else if (op->path_repelled & (1 << i)) 329 else if (op->path_repelled & (1 << i))
327 enc--; 330 enc--;
328 } 331 }
329 332
330 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 333 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
331 enc += 5; 334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
332 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
333 enc += 3; 336 if (op->flag [FLAG_XRAYS ]) enc += 2;
334 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 337 if (op->flag [FLAG_STEALTH ]) enc += 1;
335 enc += 2; 338 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
336 if (QUERY_FLAG (op, FLAG_STEALTH)) 339 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
337 enc += 1;
338 if (QUERY_FLAG (op, FLAG_XRAYS))
339 enc += 2;
340 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
341 enc += 1;
342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343 enc += 1;
344 340
345 return get_power_from_ench (enc); 341 return get_power_from_ench (enc);
346} 342}
347 343
348/* returns the typedata that has a number equal to itemtype, if there 344/* returns the typedata that has a number equal to itemtype, if there
349 * isn't one, returns NULL */ 345 * isn't one, returns NULL */
350const typedata * 346const typedata *
351get_typedata (int itemtype) 347get_typedata (int itemtype)
352{ 348{
353 int i;
354
355 for (i = 0; i < item_types_size; i++) 349 for (int i = 0; i < item_types_size; i++)
356 if (item_types[i].number == itemtype) 350 if (item_types[i].number == itemtype)
357 return &item_types[i]; 351 return &item_types[i];
352
358 return NULL; 353 return NULL;
359} 354}
360 355
361/* returns the typedata that has a name equal to itemtype, if there 356/* returns the typedata that has a name equal to itemtype, if there
362 * isn't one, return the plural name that matches, if there still isn't 357 * isn't one, return the plural name that matches, if there still isn't
363 * one return NULL */ 358 * one return NULL */
364const typedata * 359const typedata *
365get_typedata_by_name (const char *name) 360get_typedata_by_name (const char *name)
366{ 361{
367 int i;
368
369 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
370 if (!strcmp (item_types[i].name, name)) 363 if (!strcmp (item_types[i].name, name))
371 return &item_types[i]; 364 return &item_types[i];
365
372 for (i = 0; i < item_types_size; i++) 366 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name_pl, name)) 367 if (!strcmp (item_types[i].name_pl, name))
374 { 368 {
375 LOG (llevInfo, 369 LOG (llevInfo,
376 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 370 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
377 return &item_types[i]; 371 return &item_types[i];
378 } 372 }
373
379 return NULL; 374 return 0;
380} 375}
381 376
382/* describe_resistance generates the visible naming for resistances. 377/* describe_resistance generates the visible naming for resistances.
383 * returns a static array of the description. This can return 378 * returns a static array of the description. This can return
384 * a big buffer. 379 * a big buffer.
386 * but do put a newline at the end. Useful when dumping to files 381 * but do put a newline at the end. Useful when dumping to files
387 */ 382 */
388const char * 383const char *
389describe_resistance (const object *op, int newline) 384describe_resistance (const object *op, int newline)
390{ 385{
391 static char buf[VERY_BIG_BUF]; 386 static dynbuf_text buf; buf.clear ();
392 char buf1[VERY_BIG_BUF];
393 int tmpvar;
394 387
395 buf[0] = 0; 388 for (int i = 0; i < NROFATTACKS; i++)
396 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
397 {
398 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 389 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
399 { 390 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
400 if (!newline)
401 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
402 else
403 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
404 391
405 strcat (buf, buf1);
406 }
407 }
408 return buf; 392 return buf;
409} 393}
410
411 394
412/* 395/*
413 * query_weight(object) returns a character pointer to a static buffer 396 * query_weight(object) returns a character pointer to a static buffer
414 * containing the text-representation of the weight of the given object. 397 * containing the text-representation of the weight of the given object.
415 * The buffer will be overwritten by the next call to query_weight(). 398 * The buffer will be overwritten by the next call to query_weight().
399 *
400 * Seems to be used only by unimportant stuff. Remove?
416 */ 401 */
417const char * 402const char *
418query_weight (const object *op) 403query_weight (const object *op)
419{ 404{
420 static char buf[10]; 405 static char buf[10];
421 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 406 sint32 i = op->total_weight ();
422 407
423 if (op->weight < 0) 408 if (op->weight < 0)
424 return " "; 409 return " ";
425 410
426 if (i % 1000) 411 if (i % 1000)
446 return buf; 431 return buf;
447 } 432 }
448 433
449 if (i < 21) 434 if (i < 21)
450 return levelnumbers[i]; 435 return levelnumbers[i];
436
451 if (!(i % 10)) 437 if (!(i % 10))
452 return levelnumbers_10[i / 10]; 438 return levelnumbers_10[i / 10];
453 439
454 strcpy (buf, numbers_10[i / 10]); 440 strcpy (buf, numbers_10[i / 10]);
455 strcat (buf, levelnumbers[i % 10]); 441 strcat (buf, levelnumbers[i % 10]);
490 * from stats.sp - b.t. 476 * from stats.sp - b.t.
491 */ 477 */
492const char * 478const char *
493ring_desc (const object *op) 479ring_desc (const object *op)
494{ 480{
495 static char buf[VERY_BIG_BUF]; 481 static dynbuf_text buf; buf.clear ();
496 int attr, val, len; 482 int attr, val, len;
497 483
498 buf[0] = 0;
499
500 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 484 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
501 return buf; 485 {
502
503 for (attr = 0; attr < NUM_STATS; attr++) 486 for (attr = 0; attr < NUM_STATS; attr++)
504 { 487 if ((val = op->stats.stat (attr)))
505 if ((val = get_attr_value (&(op->stats), attr)) != 0)
506 {
507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 488 buf.printf ("(%s%+d)", short_stat_name[attr], val);
508 }
509 }
510 489
511 if (op->stats.exp) 490 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 491 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
513 if (op->stats.wc) 492 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 493 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
515 if (op->stats.dam)
516 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
517 if (op->stats.ac)
518 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
519 494
520 strcat (buf, describe_resistance (op, 0)); 495 buf << describe_resistance (op, 0);
521 496
522 if (op->stats.food != 0) 497 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
523 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 498 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
524 /* else if (op->stats.food < 0) 499 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
525 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 500 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
526 if (op->stats.grace) 501 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
527 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
528 if (op->stats.sp && op->type != SKILL)
529 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
530 if (op->stats.hp)
531 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
532 if (op->stats.luck)
533 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
534 if (QUERY_FLAG (op, FLAG_LIFESAVE))
535 strcat (buf, "(lifesaving)");
536 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
537 strcat (buf, "(reflect spells)");
538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
539 strcat (buf, "(reflect missiles)");
540 if (QUERY_FLAG (op, FLAG_STEALTH))
541 strcat (buf, "(stealth)");
542 502
543 /* Shorten some of the names, so they appear better in the windows */ 503 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
544 len = strlen (buf); 504 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 505 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 506 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548 507
549 /* if(op->item_power) 508 buf.add_paths ("Attuned" , op->path_attuned);
550 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 509 buf.add_paths ("Repelled", op->path_repelled);
551 */ 510 buf.add_paths ("Denied" , op->path_denied);
552 if (buf[0] == 0 && op->type != SKILL)
553 strcpy (buf, "of adornment");
554 511
512 if (buf.empty ())
513 buf << "of adornment";
514 }
555 515
556 return buf; 516 return buf;
557} 517}
558 518
559/* 519/*
560 * query_short_name(object) is similar to query_name, but doesn't 520 * query_short_name(object) is similar to query_name, but doesn't
561 * contain any information about object status (worn/cursed/etc.) 521 * contain any information about object status (worn/cursed/etc.)
522 *
523 * It is sometimes used when printing messages, so should fit well into a sentence.
562 */ 524 */
563const char * 525const char *
564query_short_name (const object *op) 526query_short_name (const object *op)
565{ 527{
566 static char buf[HUGE_BUF];
567 char buf2[HUGE_BUF];
568 int len = 0;
569
570 if (op->name == NULL) 528 if (!op->name)
571 return "(null)"; 529 return "(null)";
572 530
573 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 531 if (!op->nrof
532 && !op->weight
533 && !op->title
534 && !is_magical (op)
535 && op->slaying != shstr_money)
574 return op->name; /* To speed things up (or make things slower?) */ 536 return op->name; /* To speed things up (or make things slower?) */
575 537
576 if (op->nrof <= 1) 538 static dynbuf_text buf; buf.clear ();
577 safe_strcat (buf, op->name, &len, HUGE_BUF); 539
578 else 540 buf << (op->nrof <= 1 ? op->name : op->name_pl);
579 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
580 541
581 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 542 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
582 { 543 buf << ' ' << op->title;
583 safe_strcat (buf, " ", &len, HUGE_BUF);
584 safe_strcat (buf, op->title, &len, HUGE_BUF);
585 }
586 544
587 switch (op->type) 545 switch (op->type)
588 { 546 {
589 case SPELLBOOK: 547 case SPELLBOOK:
590 case SCROLL: 548 case SCROLL:
591 case WAND: 549 case WAND:
592 case ROD: 550 case ROD:
593 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 551 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
594 { 552 {
595 if (!op->title) 553 if (!op->title)
596 { 554 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
597 safe_strcat (buf, " of ", &len, HUGE_BUF); 555
598 if (op->inv)
599 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
600 else
601 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
602 }
603 if (op->type != SPELLBOOK) 556 if (op->type != SPELLBOOK)
604 {
605 sprintf (buf2, " (lvl %d)", op->level); 557 buf.printf (" (lvl %d)", op->level);
606 safe_strcat (buf, buf2, &len, HUGE_BUF);
607 }
608 } 558 }
609 break; 559 break;
610 560
561 case ALTAR:
562 case TRIGGER_ALTAR:
563 case IDENTIFY_ALTAR:
564 case CONVERTER:
565 if (op->slaying == shstr_money)
566 {
567 bool wrap = !!buf.size ();
568
569 if (wrap) buf << " [";
570
571 archetype *coin = 0;
572
573 for (char const *const *c = coins; *coins; ++c)
574 if ((coin = archetype::find (*c)))
575 if (op->stats.food % coin->value == 0)
576 break;
577
578 sint32 coins = op->stats.food / coin->value;
579
580 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
581
582 if (wrap) buf << ']';
583 }
584 break;
585
611 case SKILL: 586 case SKILL:
612 case AMULET: 587 case AMULET:
613 case RING: 588 case RING:
614 if (!op->title) 589 if (!op->title)
615 { 590 {
616 /* If ring has a title, full description isn't so useful */ 591 /* If ring has a title, full description isn't so useful */
617 const char *s = ring_desc (op); 592 const char *s = ring_desc (op);
618 593
619 if (s[0]) 594 if (s && *s)
620 { 595 buf << " " << s;
621 safe_strcat (buf, " ", &len, HUGE_BUF);
622 safe_strcat (buf, s, &len, HUGE_BUF);
623 }
624 } 596 }
625 break; 597 break;
598
626 default: 599 default:
627 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 600 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
628 {
629 sprintf (buf2, " %+d", op->magic); 601 buf.printf (" %+d", op->magic);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 602 }
603
633 return buf; 604 return buf;
634} 605}
635 606
636/* 607/*
637 * query_name(object) returns a character pointer pointing to a static 608 * query_name(object) returns a character pointer pointing to a static
641 * you can make several calls to query_name before the bufs start getting 612 * you can make several calls to query_name before the bufs start getting
642 * overwritten. This may be a bad thing (it may be easier to assume the value 613 * overwritten. This may be a bad thing (it may be easier to assume the value
643 * returned is good forever.) However, it makes printing statements that 614 * returned is good forever.) However, it makes printing statements that
644 * use several names much easier (don't need to store them to temp variables.) 615 * use several names much easier (don't need to store them to temp variables.)
645 * 616 *
617 * It is used extensively within messages, so should return only a prose
618 * and short description of the item.
646 */ 619 */
647const char * 620const char *
648query_name (const object *op) 621query_name (const object *op)
649{ 622{
650 static char buf[5][HUGE_BUF]; // OMFG 623 int len = 0;
624 static dynbuf_text bufs[5];
651 static int use_buf = 0; 625 static int use_buf = 0;
652 int len = 0;
653
654#ifdef NEW_MATERIAL_CODE
655 materialtype_t *mt;
656#endif
657 626
658 use_buf++; 627 use_buf++;
659 use_buf %= 5; 628 use_buf %= 5;
660 629
661#ifdef NEW_MATERIAL_CODE 630 dynbuf_text &buf = bufs [use_buf];
631 buf.clear ();
632
662 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 633 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
663 {
664 mt = name_to_material (op->materialname); 634 if (materialtype_t *mt = name_to_material (op->materialname))
665 if (mt) 635 buf << mt->description << ' ';
666 {
667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
668 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
669 }
670 }
671#endif
672 636
673 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 637 buf << query_short_name (op);
674 638
675 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 639 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
676 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 640 buf << " *";
677 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 641 if (op->is_open_container ())
678 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 642 buf << " (open)";
679 643
680 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 644 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
681 { 645 {
682 if (QUERY_FLAG (op, FLAG_DAMNED)) 646 if (QUERY_FLAG (op, FLAG_DAMNED))
683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 647 buf << " (damned)";
684 else if (QUERY_FLAG (op, FLAG_CURSED)) 648 else if (QUERY_FLAG (op, FLAG_CURSED))
685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 649 buf << " (cursed)";
686 } 650 }
687 651
688 /* Basically, if the object is known magical (detect magic spell on it), 652 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 653 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 654 * it is magical. Assume that the detect magical spell will only set
693 * Changed in V 0.91.4 - still print that the object is magical even 657 * Changed in V 0.91.4 - still print that the object is magical even
694 * if it has been applied. Equipping an item does not tell full 658 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 659 * abilities, especially for artifact items.
696 */ 660 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 661 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 662 buf << " (magic)";
699 663
700#if 0 664#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 665 /* item_power will be returned in describe_item - it shouldn't really
702 * be returned in the name. 666 * be returned in the name.
703 */ 667 */
704 if (op->item_power) 668 if (op->item_power)
705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 669 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 670
712 { 676 {
713 case BOW: 677 case BOW:
714 case WAND: 678 case WAND:
715 case ROD: 679 case ROD:
716 case HORN: 680 case HORN:
717 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 681 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
718 break; 682 break;
719 case WEAPON: 683 case WEAPON:
720 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 684 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
721 break; 685 break;
722 case ARMOUR: 686 case ARMOUR:
723 case HELMET: 687 case HELMET:
724 case SHIELD: 688 case SHIELD:
725 case RING: 689 case RING:
727 case GLOVES: 691 case GLOVES:
728 case AMULET: 692 case AMULET:
729 case GIRDLE: 693 case GIRDLE:
730 case BRACERS: 694 case BRACERS:
731 case CLOAK: 695 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 696 buf << " (worn)";
733 break; 697 break;
734 case CONTAINER: 698 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 699 buf << " (active)";
736 break; 700 break;
737 case SKILL: 701 case SKILL:
738 default: 702 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 703 buf << " (applied)";
740 } 704 }
741 } 705 }
742 706
707 switch (op->type)
708 {
709 case LAMP:
710 if (op->glow_radius)
711 buf << " (on)";
712 else if (op->stats.food <= 0)
713 buf << " (empty)";
714 else
715 buf << " (off)";
716 break;
717
718 case TORCH:
719 if (op->glow_radius)
720 buf << " (burning)";
721 else if (op->stats.food <= 0)
722 buf << " (burned out)";
723 break;
724 }
725
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 726 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 727 buf << " (unpaid)";
745 728
746 return buf [use_buf]; 729 return buf;
747} 730}
748 731
749/* 732/*
750 * query_base_name(object) returns a character pointer pointing to a static 733 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 734 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next 735 * of the given object. The buffer will be overwritten at the next
753 * call to query_base_name(). This is a lot like query_name, but we 736 * call to query_base_name(). This is a lot like query_name, but we
754 * don't include the item count or item status. Used for inventory sorting 737 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client. 738 * and sending to client.
756 * If plural is set, we generate the plural name of this. 739 * If plural is set, we generate the plural name of this.
740 *
741 * It is sometimes used to display messages, and usually only used to match stuff,
742 * so maybe this function should be removed.
757 */ 743 */
758const char * 744const char *
759query_base_name (const object *op, int plural) 745query_base_name (const object *op, int plural)
760{ 746{
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl)) 747 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 748 return "(null)";
767 749
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 750 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 751 return op->name; /* To speed things up (or make things slower?) */
770 752
753 static dynbuf_text buf; buf.clear ();
754
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 755 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 756 if (materialtype_t *mt = name_to_material (op->materialname))
757 if (op->arch->materialname != mt->name)
758 buf << mt->description << ' ';
773 759
774#ifdef NEW_MATERIAL_CODE 760 buf << (plural ? op->name_pl : op->name);
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788#endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793
794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 761
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 762 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 763 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 764
805 switch (op->type) 765 switch (op->type)
806 { 766 {
807 case SPELLBOOK: 767 case SPELLBOOK:
808 case SCROLL: 768 case SCROLL:
809 case WAND: 769 case WAND:
810 case ROD: 770 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 771 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 772 {
813 if (!op->title) 773 if (!op->title)
814 { 774 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 775
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 776 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 777 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 778 }
827 break; 779 break;
828 780
829 781
830 case SKILL: 782 case SKILL:
833 if (!op->title) 785 if (!op->title)
834 { 786 {
835 /* If ring has a title, full description isn't so useful */ 787 /* If ring has a title, full description isn't so useful */
836 const char *s = ring_desc (op); 788 const char *s = ring_desc (op);
837 789
838 if (s[0]) 790 if (s && *s)
839 { 791 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 792 }
844 break; 793 break;
794
845 default: 795 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 796 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 { 797 buf.printf (" %+d", op->magic);
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 798 }
851 799
852 return buf; 800 return buf;
853} 801}
854 802
856 * too long, making it difficult to read. This function deals 804 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only 805 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description 806 * be called with monster & player objects. Returns a description
859 * in a static buffer. 807 * in a static buffer.
860 */ 808 */
861static char * 809static const char *
862describe_monster (const object *op) 810describe_monster (const object *op)
863{ 811{
864 char buf[MAX_BUF]; 812 static dynbuf_text buf; buf.clear ();
865 static char retbuf[VERY_BIG_BUF];
866 int i;
867
868 retbuf[0] = '\0';
869 813
870 /* Note that the resolution this provides for players really isn't 814 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 815 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 816 * fall into the 'lightning fast movement' category.
873 */ 817 */
874 if (op->has_active_speed ()) 818 if (op->has_active_speed ())
875 {
876 switch ((int) ((FABS (op->speed)) * 15)) 819 switch ((int) ((FABS (op->speed)) * 15))
877 { 820 {
878 case 0: 821 case 0:
879 strcat (retbuf, "(very slow movement)"); 822 buf << "(very slow movement)";
880 break; 823 break;
881 case 1: 824 case 1:
882 strcat (retbuf, "(slow movement)"); 825 buf << "(slow movement)";
883 break; 826 break;
884 case 2: 827 case 2:
885 strcat (retbuf, "(normal movement)"); 828 buf << "(normal movement)";
886 break; 829 break;
887 case 3: 830 case 3:
888 case 4: 831 case 4:
889 strcat (retbuf, "(fast movement)"); 832 buf << "(fast movement)";
890 break; 833 break;
891 case 5: 834 case 5:
892 case 6: 835 case 6:
893 strcat (retbuf, "(very fast movement)"); 836 buf << "(very fast movement)";
894 break; 837 break;
895 case 7: 838 case 7:
896 case 8: 839 case 8:
897 case 9: 840 case 9:
898 case 10: 841 case 10:
899 strcat (retbuf, "(extremely fast movement)"); 842 buf << "(extremely fast movement)";
900 break; 843 break;
901 default: 844 default:
902 strcat (retbuf, "(lightning fast movement)"); 845 buf << "(lightning fast movement)";
903 break; 846 break;
904 } 847 }
905 } 848
906 if (QUERY_FLAG (op, FLAG_UNDEAD)) 849 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
907 strcat (retbuf, "(undead)");
908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 850 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
909 strcat (retbuf, "(see invisible)"); 851 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
910 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 852 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
911 strcat (retbuf, "(wield weapon)"); 853 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
912 if (QUERY_FLAG (op, FLAG_USE_BOW)) 854 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
913 strcat (retbuf, "(archer)"); 855 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 856 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
915 strcat (retbuf, "(wear armour)");
916 if (QUERY_FLAG (op, FLAG_USE_RING))
917 strcat (retbuf, "(wear ring)");
918 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
919 strcat (retbuf, "(read scroll)");
920 if (QUERY_FLAG (op, FLAG_USE_RANGE))
921 strcat (retbuf, "(fires wand/rod/horn)");
922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 857 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
923 strcat (retbuf, "(skill user)"); 858 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
924 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 859 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
925 strcat (retbuf, "(spellcaster)");
926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
927 strcat (retbuf, "(friendly)");
928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 860 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
929 strcat (retbuf, "(unaggressive)"); 861 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
930 if (QUERY_FLAG (op, FLAG_HITBACK)) 862 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
931 strcat (retbuf, "(hitback)"); 863
932 if (QUERY_FLAG (op, FLAG_STEALTH))
933 strcat (retbuf, "(stealthy)");
934 if (op->randomitems != NULL) 864 if (op->randomitems)
935 { 865 {
936 treasure *t;
937 int first = 1; 866 bool first = 1;
938 867
939 for (t = op->randomitems->items; t != NULL; t = t->next) 868 for (treasure *t = op->randomitems->items; t; t = t->next)
940 if (t->item && t->item->clone.type == SPELL) 869 if (t->item && t->item->type == SPELL)
941 { 870 {
942 if (first) 871 if (first)
943 { 872 buf << "(Spell abilities:)";
873
944 first = 0; 874 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 875
946 } 876 buf << '(' << t->item->object::name << ')';
947 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name);
949 strcat (retbuf, ")");
950 } 877 }
951 } 878 }
879
952 if (op->type == PLAYER) 880 if (op->type == PLAYER)
953 { 881 {
954 if (op->contr->digestion) 882 if (op->contr->digestion)
955 {
956 if (op->contr->digestion != 0)
957 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 883 buf.printf ("(sustenance%+d)", op->contr->digestion);
958 strcat (retbuf, buf); 884
959 }
960 if (op->contr->gen_grace) 885 if (op->contr->gen_grace)
961 {
962 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 886 buf.printf ("(grace%+d)", op->contr->gen_grace);
963 strcat (retbuf, buf); 887
964 }
965 if (op->contr->gen_sp) 888 if (op->contr->gen_sp)
966 {
967 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 889 buf.printf ("(magic%+d)", op->contr->gen_sp);
968 strcat (retbuf, buf); 890
969 }
970 if (op->contr->gen_hp) 891 if (op->contr->gen_hp)
971 {
972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 892 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
973 strcat (retbuf, buf); 893
974 }
975 if (op->stats.luck) 894 if (op->stats.luck)
976 {
977 sprintf (buf, "(luck%+d)", op->stats.luck); 895 buf.printf ("(luck%+d)", op->stats.luck);
978 strcat (retbuf, buf);
979 }
980 } 896 }
981 897
982 /* describe attacktypes */ 898 /* describe attacktypes */
983 if (is_dragon_pl (op)) 899 if (is_dragon_pl (op))
984 { 900 {
986 * Break apart the for loop - move the comparison checking down - 902 * Break apart the for loop - move the comparison checking down -
987 * this makes it more readable. 903 * this makes it more readable.
988 */ 904 */
989 object *tmp; 905 object *tmp;
990 906
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 907 for (tmp = op->inv; tmp; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 908 if (tmp->type == SKILL && tmp->name == shstr_clawing)
993 break; 909 break;
994 910
995 if (tmp && tmp->attacktype != 0) 911 if (tmp && tmp->attacktype)
996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 912 buf.add_abilities ("Claws", tmp->attacktype);
997 else 913 else
998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 914 buf.add_abilities ("Attacks", op->attacktype);
999 } 915 }
1000 else 916 else
1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 917 buf.add_abilities ("Attacks", op->attacktype);
1002 918
1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 919 buf.add_paths ("Attuned" , op->path_attuned);
1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 920 buf.add_paths ("Repelled", op->path_repelled);
1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 921 buf.add_paths ("Denied" , op->path_denied);
1006 922
1007 for (i = 0; i < NROFATTACKS; i++) 923 for (int i = 0; i < NROFATTACKS; i++)
1008 if (op->resist[i]) 924 if (op->resist[i])
1009 {
1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 925 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1011 strcat (retbuf, buf);
1012 }
1013 926
1014 return retbuf; 927 return buf;
1015} 928}
1016
1017 929
1018/* 930/*
1019 * Returns a pointer to a static buffer which contains a 931 * Returns a pointer to a static buffer which contains a
1020 * description of the given object. 932 * description of the given object.
1021 * If it is a monster, lots of information about its abilities 933 * If it is a monster, lots of information about its abilities
1030 * wouldn't need to use the SEE_INVISIBLE flag to know it is 942 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1031 * a dragon player examining food. Could have things like 943 * a dragon player examining food. Could have things like
1032 * a dwarven axe, in which the full abilities are only known to 944 * a dwarven axe, in which the full abilities are only known to
1033 * dwarves, etc. 945 * dwarves, etc.
1034 * 946 *
1035 * This function is really much more complicated than it should
1036 * be, because different objects have different meanings
1037 * for the same field (eg, wands use 'food' for charges). This
1038 * means these special cases need to be worked out.
1039 *
1040 * Add 'owner' who is the person examining this object. 947 * Add 'owner' who is the person examining this object.
1041 * owner can be null if no one is being associated with this 948 * owner can be null if no one is being associated with this
1042 * item (eg, debug dump or the like) 949 * item (eg, debug dump or the like)
1043 */ 950 */
1044const char * 951const char *
1045describe_item (const object *op, object *owner) 952describe_item (const object *op, object *owner)
1046{ 953{
1047 char buf[MAX_BUF]; 954 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1048 static char retbuf[VERY_BIG_BUF]; 955 return describe_monster (op);
956
957 static dynbuf_text buf; buf.clear ();
1049 int identified, i; 958 int identified, i;
1050 959
1051 retbuf[0] = '\0';
1052 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1053 {
1054 return describe_monster (op);
1055 }
1056 /* figure this out once, instead of making multiple calls to need_identify. 960 /* figure this out once, instead of making multiple calls to need_identify.
1057 * also makes the code easier to read. 961 * also makes the code easier to read.
1058 */ 962 */
1059 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 963 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1060 identified = 1; 964 if (!identified)
1061 else 965 buf << "(unidentified)";
1062 { 966
1063 strcpy (retbuf, "(unidentified)");
1064 identified = 0;
1065 }
1066 switch (op->type) 967 switch (op->type)
1067 { 968 {
1068 case BOW: 969 case BOW:
1069 case ARROW: 970 case ARROW:
1070 case WAND: 971 case WAND:
1071 case ROD: 972 case ROD:
1072 case HORN: 973 case HORN:
1073 case WEAPON: 974 case WEAPON:
1074 case ARMOUR: 975 case ARMOUR:
1075 case HELMET: 976 case HELMET:
1076 case SHIELD: 977 case SHIELD:
1077 case BOOTS: 978 case BOOTS:
1078 case GLOVES: 979 case GLOVES:
1079 case GIRDLE: 980 case GIRDLE:
1080 case BRACERS: 981 case BRACERS:
1081 case CLOAK: 982 case CLOAK:
1082 case SKILL_TOOL: 983 case SKILL_TOOL:
1083 break; /* We have more information to do below this switch */ 984 break; /* We have more information to do below this switch */
1084 985
1085 case POWER_CRYSTAL: 986 case POWER_CRYSTAL:
1086 if (op->stats.maxsp > 1000) 987 if (op->stats.maxsp > 1000)
1087 { /*higher capacity crystals */ 988 { /*higher capacity crystals */
1088 i = (op->stats.maxsp % 100) / 10; 989 i = (op->stats.maxsp % 1000) / 100;
990
1089 if (i) 991 if (i)
1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 992 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1091 else 993 else
1092 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 994 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1093 } 995 }
1094 else 996 else
1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 997 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1096 strcat (retbuf, buf); 998
1097 i = (op->stats.sp * 10) / op->stats.maxsp; 999 i = (op->stats.sp * 10) / op->stats.maxsp;
1098 if (op->stats.sp == 0) 1000 if (op->stats.sp == 0)
1099 strcat (retbuf, "empty."); 1001 buf << "empty.";
1100 else if (i == 0) 1002 else if (i == 0)
1101 strcat (retbuf, "almost empty."); 1003 buf << "almost empty.";
1102 else if (i < 3) 1004 else if (i < 3)
1103 strcat (retbuf, "partially filled."); 1005 buf << "partially filled.";
1104 else if (i < 6) 1006 else if (i < 6)
1105 strcat (retbuf, "half full."); 1007 buf << "half full.";
1106 else if (i < 9) 1008 else if (i < 9)
1107 strcat (retbuf, "well charged."); 1009 buf << "well charged.";
1108 else if (op->stats.sp == op->stats.maxsp) 1010 else if (op->stats.sp == op->stats.maxsp)
1109 strcat (retbuf, "fully charged."); 1011 buf << "fully charged.";
1110 else 1012 else
1111 strcat (retbuf, "almost full."); 1013 buf << "almost full.";
1112 break; 1014 break;
1015
1016 case LAMP:
1017 {
1018 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1019 buf << "(fuel: ";
1020 if (percent == 0)
1021 buf << "empty";
1022 else if (percent < 10)
1023 buf << "very low";
1024 else if (percent < 25)
1025 buf << "low";
1026 else if (percent < 50)
1027 buf << "half empty";
1028 else if (percent < 75)
1029 buf << "half full";
1030 else if (percent < 95)
1031 buf << "well filled";
1032 else if (percent <= 100)
1033 buf << "full";
1034 buf << ")";
1035 }
1036 break;
1037
1113 case FOOD: 1038 case FOOD:
1114 case FLESH: 1039 case FLESH:
1115 case DRINK: 1040 case DRINK:
1116 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1041 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1117 { 1042 {
1118 sprintf (buf, "(food+%d)", op->stats.food); 1043 buf.printf ("(food+%d)", op->stats.food);
1119 strcat (retbuf, buf);
1120 1044
1121 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1045 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1122 {
1123 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1046 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1124 strcat (retbuf, buf);
1125 }
1126 1047
1127 if (!QUERY_FLAG (op, FLAG_CURSED)) 1048 if (!QUERY_FLAG (op, FLAG_CURSED))
1128 { 1049 {
1129 if (op->stats.hp) 1050 if (op->stats.hp) buf << "(heals)";
1130 strcat (retbuf, "(heals)");
1131 if (op->stats.sp)
1132 strcat (retbuf, "(spellpoint regen)"); 1051 if (op->stats.sp) buf << "(spellpoint regen)";
1133 } 1052 }
1134 else 1053 else
1135 { 1054 {
1136 if (op->stats.hp) 1055 if (op->stats.hp) buf << "(damages)";
1137 strcat (retbuf, "(damages)");
1138 if (op->stats.sp)
1139 strcat (retbuf, "(spellpoint depletion)"); 1056 if (op->stats.sp) buf << "(spellpoint depletion)";
1140 } 1057 }
1141 } 1058 }
1142 break; 1059 break;
1143 1060
1144
1145 case SKILL: 1061 case SKILL:
1146 case RING: 1062 case RING:
1147 case AMULET: 1063 case AMULET:
1148 if (op->item_power) 1064 if (op->item_power)
1149 {
1150 sprintf (buf, "(item_power %+d)", op->item_power); 1065 buf.printf ("(item_power %+d)", op->item_power);
1151 strcat (retbuf, buf); 1066
1152 }
1153 if (op->title) 1067 if (op->title)
1154 strcat (retbuf, ring_desc (op)); 1068 buf << ring_desc (op);
1069
1155 return retbuf; 1070 return buf;
1156 1071
1157 default: 1072 default:
1158 return retbuf; 1073 return buf;
1159 } 1074 }
1160 1075
1161 /* Down here, we more further describe equipment type items. 1076 /* Down here, we more further describe equipment type items.
1162 * only describe them if they have been identified or the like. 1077 * only describe them if they have been identified or the like.
1163 */ 1078 */
1164 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1079 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1165 { 1080 {
1166 int attr, val; 1081 int attr, val;
1167 1082
1168 for (attr = 0; attr < NUM_STATS; attr++) 1083 for (attr = 0; attr < NUM_STATS; attr++)
1169 { 1084 if ((val = op->stats.stat (attr)))
1170 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1171 {
1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1085 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1173 strcat (retbuf, buf);
1174 }
1175 }
1176 1086
1177 if (op->stats.exp) 1087 if (op->stats.exp)
1178 {
1179 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1088 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1180 strcat (retbuf, buf);
1181 }
1182
1183 1089
1184 switch (op->type) 1090 switch (op->type)
1185 { 1091 {
1186 case BOW: 1092 case BOW:
1187 case ARROW: 1093 case ARROW:
1188 case GIRDLE: 1094 case GIRDLE:
1189 case HELMET: 1095 case HELMET:
1190 case SHIELD: 1096 case SHIELD:
1191 case BOOTS: 1097 case BOOTS:
1192 case GLOVES: 1098 case GLOVES:
1193 case WEAPON: 1099 case WEAPON:
1194 case SKILL: 1100 case SKILL:
1195 case RING: 1101 case RING:
1196 case AMULET: 1102 case AMULET:
1197 case ARMOUR: 1103 case ARMOUR:
1198 case BRACERS: 1104 case BRACERS:
1199 case FORCE: 1105 case FORCE:
1200 case CLOAK: 1106 case CLOAK:
1201 if (op->stats.wc) 1107 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1202 { 1108 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1203 sprintf (buf, "(wc%+d)", op->stats.wc); 1109 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1204 strcat (retbuf, buf); 1110
1205 }
1206 if (op->stats.dam)
1207 {
1208 sprintf (buf, "(dam%+d)", op->stats.dam);
1209 strcat (retbuf, buf);
1210 }
1211 if (op->stats.ac)
1212 {
1213 sprintf (buf, "(ac%+d)", op->stats.ac);
1214 strcat (retbuf, buf);
1215 }
1216 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1111 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1217 {
1218 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1112 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1219 strcat (retbuf, buf); 1113
1220 }
1221 break; 1114 break;
1222 1115
1223 default: 1116 default:
1224 break; 1117 break;
1225 } 1118 }
1226 if (QUERY_FLAG (op, FLAG_XRAYS)) 1119
1227 strcat (retbuf, "(xray-vision)"); 1120 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1228 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1121 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1229 strcat (retbuf, "(infravision)");
1230 1122
1231 /* levitate was what is was before, so we'll keep it */ 1123 /* levitate was what is was before, so we'll keep it */
1232 if (op->move_type & MOVE_FLY_LOW) 1124 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1233 strcat (retbuf, "(levitate)");
1234
1235 if (op->move_type & MOVE_FLY_HIGH) 1125 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1236 strcat (retbuf, "(fly)");
1237
1238 if (op->move_type & MOVE_SWIM) 1126 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1239 strcat (retbuf, "(swim)");
1240 1127
1241 /* walking is presumed as 'normal', so doesn't need mentioning */ 1128 /* walking is presumed as 'normal', so doesn't need mentioning */
1242 1129
1243 if (op->item_power) 1130 if (op->item_power)
1244 {
1245 sprintf (buf, "(item_power %+d)", op->item_power); 1131 buf.printf ("(item_power %+d)", op->item_power);
1246 strcat (retbuf, buf);
1247 }
1248 } /* End if identified or applied */ 1132 } /* End if identified or applied */
1249 1133
1250 /* This blocks only deals with fully identified object. 1134 /* This blocks only deals with fully identified object.
1251 * it is intentional that this is not an 'else' from a above - 1135 * it is intentional that this is not an 'else' from a above -
1252 * in this way, information is added. 1136 * in this way, information is added.
1255 { 1139 {
1256 int more_info = 0; 1140 int more_info = 0;
1257 1141
1258 switch (op->type) 1142 switch (op->type)
1259 { 1143 {
1260 case ROD: /* These use stats.sp for spell selection and stats.food */ 1144 case ROD: /* These use stats.sp for spell selection and stats.food */
1261 case HORN: /* and stats.hp for spell-point regeneration... */ 1145 case HORN: /* and stats.hp for spell-point regeneration... */
1262 case BOW: 1146 case BOW:
1263 case ARROW: 1147 case ARROW:
1264 case WAND: 1148 case WAND:
1265 case FOOD: 1149 case FOOD:
1266 case FLESH: 1150 case FLESH:
1267 case DRINK: 1151 case DRINK:
1268 more_info = 0; 1152 more_info = 0;
1269 break; 1153 break;
1270 1154
1271 /* Armor type objects */ 1155 /* Armor type objects */
1272 case ARMOUR: 1156 case ARMOUR:
1273 case HELMET: 1157 case HELMET:
1274 case SHIELD: 1158 case SHIELD:
1275 case BOOTS: 1159 case BOOTS:
1276 case GLOVES: 1160 case GLOVES:
1277 case GIRDLE: 1161 case GIRDLE:
1278 case BRACERS: 1162 case BRACERS:
1279 case CLOAK: 1163 case CLOAK:
1280 if (ARMOUR_SPEED (op)) 1164 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1281 { 1165 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1282 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1283 strcat (retbuf, buf);
1284 }
1285 if (ARMOUR_SPELLS (op))
1286 {
1287 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1288 strcat (retbuf, buf);
1289 }
1290 more_info = 1; 1166 more_info = 1;
1291 break; 1167 break;
1292 1168
1293 case WEAPON: 1169 case WEAPON:
1294 /* Calculate it the same way fix_player does so the results 1170 /* Calculate it the same way fix_player does so the results
1295 * make sense. 1171 * make sense.
1296 */ 1172 */
1297 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1173 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1298 if (i < 0) 1174 if (i < 0)
1299 i = 0; 1175 i = 0;
1300 1176
1301 sprintf (buf, "(weapon speed %d)", i); 1177 buf.printf ("(weapon speed %d)", i);
1302 strcat (retbuf, buf);
1303 more_info = 1; 1178 more_info = 1;
1304 break; 1179 break;
1305
1306 } 1180 }
1181
1307 if (more_info) 1182 if (more_info)
1308 { 1183 {
1309 if (op->stats.food)
1310 {
1311 if (op->stats.food != 0)
1312 sprintf (buf, "(sustenance%+d)", op->stats.food); 1184 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1313 strcat (retbuf, buf);
1314 }
1315 if (op->stats.grace)
1316 {
1317 sprintf (buf, "(grace%+d)", op->stats.grace); 1185 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1318 strcat (retbuf, buf); 1186 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1319 }
1320 if (op->stats.sp)
1321 {
1322 sprintf (buf, "(magic%+d)", op->stats.sp);
1323 strcat (retbuf, buf);
1324 }
1325 if (op->stats.hp)
1326 {
1327 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1187 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1328 strcat (retbuf, buf);
1329 }
1330 } 1188 }
1331 1189
1332 if (op->stats.luck) 1190 if (op->stats.luck)
1333 {
1334 sprintf (buf, "(luck%+d)", op->stats.luck); 1191 buf.printf ("(luck%+d)", op->stats.luck);
1335 strcat (retbuf, buf); 1192
1336 }
1337 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1193 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1338 strcat (retbuf, "(lifesaving)"); 1194 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1339 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1340 strcat (retbuf, "(reflect spells)");
1341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1195 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1342 strcat (retbuf, "(reflect missiles)");
1343 if (QUERY_FLAG (op, FLAG_STEALTH)) 1196 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1344 strcat (retbuf, "(stealth)"); 1197
1345 if (op->slaying != NULL && op->type != FOOD) 1198 if (op->slaying && op->type != FOOD)
1346 {
1347 sprintf (buf, "(slay %s)", &op->slaying); 1199 buf.printf ("(slay %s)", &op->slaying);
1348 strcat (retbuf, buf); 1200
1349 } 1201 if (op->type == SKILL_TOOL && op->skill)
1350 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1202 buf.printf ("(%s)", &op->skill);
1203
1204 buf.add_abilities ("Attacks", op->attacktype);
1351 /* resistance on flesh is only visible for quetzals. If 1205 /* resistance on flesh is only visible for quetzals. If
1352 * non flesh, everyone can see its resistances 1206 * non flesh, everyone can see its resistances
1353 */ 1207 */
1354 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1208 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1355 strcat (retbuf, describe_resistance (op, 0)); 1209 buf << describe_resistance (op, 0);
1356 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1357 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1358 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1359 }
1360 1210
1211 buf.add_paths ("Attuned", op->path_attuned);
1212 buf.add_paths ("Repelled", op->path_repelled);
1213 buf.add_paths ("Denied", op->path_denied);
1214 }
1215
1361 return retbuf; 1216 return buf;
1362} 1217}
1363 1218
1364std::string 1219std::string
1365object::describe_item (object *who) 1220object::describe_item (object *who)
1366{ 1221{
1367 return std::string (::describe_item (this, who)); 1222 return std::string (::describe_item (this, who));
1223}
1224
1225void
1226examine (object *op, object *tmp)
1227{
1228 std::string info = tmp->describe (op);
1229
1230 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1231}
1232
1233/*
1234 * inventory prints object's inventory. If inv==NULL then print player's
1235 * inventory.
1236 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1237 */
1238const char *
1239object::query_inventory (object *who, const char *indent)
1240{
1241 static dynbuf_text buf; buf.clear ();
1242
1243 for (object *tmp = inv; tmp; tmp = tmp->below)
1244 if (who && QUERY_FLAG (who, FLAG_WIZ))
1245 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1246 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1247 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1248
1249 if (buf.size ())
1250 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1251 else
1252 buf.printf ("%s(empty)\n", indent);
1253
1254 return buf;
1368} 1255}
1369 1256
1370/* Return true if the item is magical. A magical item is one that 1257/* Return true if the item is magical. A magical item is one that
1371 * increases/decreases any abilities, provides a resistance, 1258 * increases/decreases any abilities, provides a resistance,
1372 * has a generic magical bonus, or is an artifact. 1259 * has a generic magical bonus, or is an artifact.
1373 * This function is used by detect_magic to determine if an item 1260 * This function is used by detect_magic to determine if an item
1374 * should be marked as magical. 1261 * should be marked as magical.
1375 */ 1262 */
1376
1377int 1263int
1378is_magical (const object *op) 1264is_magical (const object *op)
1379{ 1265{
1380 int i; 1266 int i;
1381 1267
1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1318 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433 return 1; 1319 return 1;
1434 1320
1435 /* Check to see if it increases/decreases any stats */ 1321 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++) 1322 for (i = 0; i < NUM_STATS; i++)
1437 if (get_attr_value (&(op->stats), i) != 0) 1323 if (op->stats.stat (i))
1438 return 1; 1324 return 1;
1439 1325
1440 /* If it doesn't fall into any of the above categories, must 1326 /* If it doesn't fall into any of the above categories, must
1441 * be non magical. 1327 * be non magical.
1442 */ 1328 */
1451int 1337int
1452need_identify (const object *op) 1338need_identify (const object *op)
1453{ 1339{
1454 switch (op->type) 1340 switch (op->type)
1455 { 1341 {
1456 case RING: 1342 case RING:
1457 case WAND: 1343 case WAND:
1458 case ROD: 1344 case ROD:
1459 case HORN: 1345 case HORN:
1460 case SCROLL: 1346 case SCROLL:
1461 case SKILL: 1347 case SKILL:
1462 case SKILLSCROLL: 1348 case SKILLSCROLL:
1463 case SPELLBOOK: 1349 case SPELLBOOK:
1464 case FOOD: 1350 case FOOD:
1465 case POTION: 1351 case POTION:
1466 case BOW: 1352 case BOW:
1467 case ARROW: 1353 case ARROW:
1468 case WEAPON: 1354 case WEAPON:
1469 case ARMOUR: 1355 case ARMOUR:
1470 case SHIELD: 1356 case SHIELD:
1471 case HELMET: 1357 case HELMET:
1472 case AMULET: 1358 case AMULET:
1473 case BOOTS: 1359 case BOOTS:
1474 case GLOVES: 1360 case GLOVES:
1475 case BRACERS: 1361 case BRACERS:
1476 case GIRDLE: 1362 case GIRDLE:
1477 case CONTAINER: 1363 case CONTAINER:
1478 case DRINK: 1364 case DRINK:
1479 case FLESH: 1365 case FLESH:
1480 case INORGANIC: 1366 case INORGANIC:
1481 case CLOSE_CON: 1367 case CLOSE_CON:
1482 case CLOAK: 1368 case CLOAK:
1483 case GEM: 1369 case GEM:
1484 case POWER_CRYSTAL: 1370 case POWER_CRYSTAL:
1485 case POISON: 1371 case POISON:
1486 case BOOK: 1372 case BOOK:
1487 case SKILL_TOOL: 1373 case SKILL_TOOL:
1488 return 1; 1374 return 1;
1489 } 1375 }
1376
1490 /* Try to track down some stuff that may show up here. Thus, the 1377 /* Try to track down some stuff that may show up here. Thus, the
1491 * archetype file can be updated, and this function removed. 1378 * archetype file can be updated, and this function removed.
1492 */ 1379 */
1493#if 0 1380#if 0
1494 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1381 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1500 * Supposed to fix face-values as well here, but later. 1387 * Supposed to fix face-values as well here, but later.
1501 */ 1388 */
1502void 1389void
1503identify (object *op) 1390identify (object *op)
1504{ 1391{
1505 object *pl;
1506
1507 SET_FLAG (op, FLAG_IDENTIFIED); 1392 SET_FLAG (op, FLAG_IDENTIFIED);
1508 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1393 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1509 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1394 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1510 1395
1511 /* 1396 /*
1518 { 1403 {
1519 if (op->inv && op->randomitems) 1404 if (op->inv && op->randomitems)
1520 op->title = op->inv->name; 1405 op->title = op->inv->name;
1521 else if (op->arch) 1406 else if (op->arch)
1522 { 1407 {
1523 op->name = op->arch->clone.name; 1408 op->name = op->arch->object::name;
1524 op->name_pl = op->arch->clone.name_pl; 1409 op->name_pl = op->arch->object::name_pl;
1525 } 1410 }
1526 } 1411 }
1527 1412
1528 /* If the object is on a map, make sure we update its face */ 1413 /* If the object is on a map, make sure we update its face */
1529 if (op->map) 1414 if (op->map)
1530 update_object (op, UP_OBJ_CHANGE); 1415 update_object (op, UP_OBJ_CHANGE);
1531 else 1416
1532 { 1417 if (object *pl = op->visible_to ())
1533 pl = op->in_player ();
1534 if (pl)
1535 /* A lot of the values can change from an update - might as well send 1418 /* A lot of the values can change from an update - might as well send
1536 * it all. 1419 * it all.
1537 */ 1420 */
1538 esrv_send_item (pl, op); 1421 esrv_send_item (pl, op);
1539 }
1540} 1422}
1541 1423

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