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Comparing deliantra/server/common/item.C (file contents):
Revision 1.31 by root, Mon May 7 07:47:32 2007 UTC vs.
Revision 1.73 by root, Fri Mar 26 00:59:20 2010 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 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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" , "You can use it as your range weapon" , "It is used as a range weapon"},
53 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"}, 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"}, 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"}, 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head" , "You can wear it on your head" , "It goes on a human's head"}, 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"}, 60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"},
60 {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} , 61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
61 {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"}, 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
62 {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
63 {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
64 {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
65 {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
67};
68
69static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72 "eighteen", "nineteen", "twenty"
73}; 68};
74 69
75static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety" 72 "eighty", "ninety"
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
206 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209}; 204};
210 205
211const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
212
213materialtype_t *materialt;
214
215/*
216materialtype material[NROFMATERIALS] = {
217 * P M F E C C A D W G P S P T F C D D C C G H B I *
218 * H A I L O O C R E H O L A U E A E E H O O O L N *
219 * Y G R E L N I A A O I O R R A N P A A U D L I T *
220 * S I E C D F D I P S S W A N R C L T O N Y N R *
221 * I C T U N O T O L E E H S T P D N *
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}}
235};
236*/
237 207
238/* This curve may be too steep. But the point is that there should 208/* This curve may be too steep. But the point is that there should
239 * be tough choices - there is no real point to this if everyone can 209 * be tough choices - there is no real point to this if everyone can
240 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
252}; 222};
253 223
254int 224int
255get_power_from_ench (int ench) 225get_power_from_ench (int ench)
256{ 226{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
261} 228}
262 229
263/* This takes an object 'op' and figures out what its item_power 230/* This takes an object 'op' and figures out what its item_power
264 * rating should be. This should only really be used by the treasure 231 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
272{ 239{
273 int i, tmp, enc; 240 int i, tmp, enc;
274 241
275 enc = 0; 242 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 243 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 244 enc += op->stats.stat (i);
278 245
279 /* This protection logic is pretty flawed. 20% fire resistance 246 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 247 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 248 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 249 * armour shouldn't be counted against
299 if (op->type == WEAPON) 266 if (op->type == WEAPON)
300 { 267 {
301 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
303 enc++; 270 enc++;
271
304 if (op->slaying) 272 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
306 } 274 }
275
307 /* Items the player can equip */ 276 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 280 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
318 } 287 }
288
319 enc += op->stats.luck; 289 enc += op->stats.luck;
320 290
321 /* Do spell paths now */ 291 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
325 enc++; 294 enc++;
326 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
327 enc -= 2; 296 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
329 enc--; 298 enc--;
330 }
331 299
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346 307
347 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
348} 309}
349 310
350/* returns the typedata that has a number equal to itemtype, if there 311/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
352const typedata * 313const typedata *
353get_typedata (int itemtype) 314get_typedata (int itemtype)
354{ 315{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
359 return &item_types[i]; 318 return &item_types[i];
319
360 return NULL; 320 return NULL;
361} 321}
362 322
363/* returns the typedata that has a name equal to itemtype, if there 323/* returns the typedata that has a name equal to itemtype, if there
364 * isn't one, return the plural name that matches, if there still isn't 324 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */ 325 * one return NULL */
366const typedata * 326const typedata *
367get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
368{ 328{
369 int i;
370
371 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
373 return &item_types[i]; 331 return &item_types[i];
332
374 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
376 { 335 {
377 LOG (llevInfo, 336 LOG (llevInfo,
378 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 337 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
379 return &item_types[i]; 338 return &item_types[i];
380 } 339 }
340
381 return NULL; 341 return 0;
382} 342}
383 343
384/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
386 * a big buffer. 346 * a big buffer.
388 * but do put a newline at the end. Useful when dumping to files 348 * but do put a newline at the end. Useful when dumping to files
389 */ 349 */
390const char * 350const char *
391describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
392{ 352{
393 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
394 char buf1[VERY_BIG_BUF];
395 int tmpvar;
396 354
397 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
398 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
399 {
400 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 356 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
401 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
402 if (!newline)
403 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
404 else
405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406 358
407 strcat (buf, buf1);
408 }
409 }
410 return buf; 359 return buf;
411} 360}
412
413 361
414/* 362/*
415 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
417 * The buffer will be overwritten by the next call to query_weight(). 365 * The buffer will be overwritten by the next call to query_weight().
366 *
367 * Seems to be used only by unimportant stuff. Remove?
418 */ 368 */
419const char * 369const char *
420query_weight (const object *op) 370query_weight (const object *op)
421{ 371{
422 static char buf[10]; 372 static char buf[10];
423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
424 374
425 if (op->weight < 0) 375 if (op->weight < 0)
426 return " "; 376 return " ";
427 377
428 if (i % 1000) 378 if (i % 1000)
448 return buf; 398 return buf;
449 } 399 }
450 400
451 if (i < 21) 401 if (i < 21)
452 return levelnumbers[i]; 402 return levelnumbers[i];
403
453 if (!(i % 10)) 404 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
455 406
456 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
458 return buf; 409 return buf;
459}
460
461/*
462 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number().
465 * It is currently only used by the query_name() function.
466 */
467const char *
468get_number (int i)
469{
470 if (i <= 20)
471 return numbers[i];
472 else
473 {
474 static char buf[MAX_BUF];
475
476 sprintf (buf, "%d", i);
477 return buf;
478 }
479} 410}
480 411
481/* 412/*
482 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
483 * abilities 414 * abilities
489 */ 420 */
490 421
491/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 422/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
492 * from stats.sp - b.t. 423 * from stats.sp - b.t.
493 */ 424 */
494const char * 425static const char *
495ring_desc (const object *op) 426ring_desc (const object *op)
496{ 427{
497 static char buf[VERY_BIG_BUF]; 428 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 429 int attr, val, len;
499 430
500 buf[0] = 0;
501
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf; 432 {
504
505 for (attr = 0; attr < NUM_STATS; attr++) 433 for (attr = 0; attr < NUM_STATS; attr++)
506 { 434 if ((val = op->stats.stat (attr)))
507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
508 {
509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 435 buf.printf ("(%s%+d)", short_stat_name[attr], val);
510 }
511 }
512 436
513 if (op->stats.exp) 437 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 438 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
515 if (op->stats.wc) 439 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 440 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521 441
522 strcat (buf, describe_resistance (op, 0)); 442 buf << describe_resistance (op, 0);
523 443
524 if (op->stats.food != 0) 444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
526 /* else if (op->stats.food < 0) 446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
528 if (op->stats.grace) 448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544 449
545 /* Shorten some of the names, so they appear better in the windows */ 450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
546 len = strlen (buf); 451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550 454
551 /* if(op->item_power) 455 buf.add_paths ("Attuned" , op->path_attuned);
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 456 buf.add_paths ("Repelled", op->path_repelled);
553 */ 457 buf.add_paths ("Denied" , op->path_denied);
554 if (buf[0] == 0 && op->type != SKILL)
555 strcpy (buf, "of adornment");
556 458
459 if (buf.empty ())
460 buf << "of adornment";
461 }
557 462
558 return buf; 463 return buf;
559} 464}
560 465
561/* 466/*
562 * query_short_name(object) is similar to query_name, but doesn't 467 * query_short_name(object) is similar to query_name, but doesn't
563 * contain any information about object status (worn/cursed/etc.) 468 * contain any information about object status (worn/cursed/etc.)
469 *
470 * It is sometimes used when printing messages, so should fit well into a sentence.
564 */ 471 */
565const char * 472const char *
566query_short_name (const object *op) 473query_short_name (const object *op)
567{ 474{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 475 if (!op->name)
573 return "(null)"; 476 return "(null)";
574 477
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 478 if (!op->nrof
479 && !op->weight
480 && !op->title
481 && !is_magical (op)
482 && op->slaying != shstr_money)
576 return op->name; /* To speed things up (or make things slower?) */ 483 return op->name; /* To speed things up (or make things slower?) */
577 484
578 if (op->nrof <= 1) 485 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF); 486
580 else 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 488
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 490 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 491
589 switch (op->type) 492 switch (op->type)
590 { 493 {
591 case SPELLBOOK: 494 case SPELLBOOK:
592 case SCROLL: 495 case SCROLL:
593 case WAND: 496 case WAND:
594 case ROD: 497 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 498 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 { 499 {
597 if (!op->title) 500 if (!op->title)
598 { 501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 502
600 if (op->inv)
601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
602 else
603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
604 }
605 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 505 }
611 break; 506 break;
612 507
508 case ALTAR:
509 case TRIGGER_ALTAR:
510 case IDENTIFY_ALTAR:
511 case CONVERTER:
512 if (op->slaying == shstr_money)
513 {
514 bool wrap = !!buf.size ();
515
516 if (wrap) buf << " [";
517
518 archetype *coin = 0;
519
520 for (char const *const *c = coins; *coins; ++c)
521 if ((coin = archetype::find (*c)))
522 if (op->stats.food % coin->value == 0)
523 break;
524
525 sint32 coins = op->stats.food / coin->value;
526
527 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
528
529 if (wrap) buf << ']';
530 }
531 break;
532
613 case SKILL: 533 case SKILL:
614 case AMULET: 534 case AMULET:
615 case RING: 535 case RING:
616 if (!op->title) 536 if (!op->title)
617 { 537 {
618 /* If ring has a title, full description isn't so useful */ 538 /* If ring has a title, full description isn't so useful */
619 const char *s = ring_desc (op); 539 const char *s = ring_desc (op);
620 540
621 if (s[0]) 541 if (s && *s)
622 { 542 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 543 }
627 break; 544 break;
545
628 default: 546 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 547 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic); 548 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 549 }
550
635 return buf; 551 return buf;
636} 552}
637 553
638/* 554/*
639 * query_name(object) returns a character pointer pointing to a static 555 * query_name(object) returns a character pointer pointing to a static
643 * you can make several calls to query_name before the bufs start getting 559 * you can make several calls to query_name before the bufs start getting
644 * overwritten. This may be a bad thing (it may be easier to assume the value 560 * overwritten. This may be a bad thing (it may be easier to assume the value
645 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
646 * use several names much easier (don't need to store them to temp variables.) 562 * use several names much easier (don't need to store them to temp variables.)
647 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
566 * It is also used by examine/ex and similar functions.
648 */ 567 */
649const char * 568const char *
650query_name (const object *op) 569query_name (const object *op)
651{ 570{
652 static char buf[5][HUGE_BUF]; // OMFG 571 int len = 0;
572 static dynbuf_text bufs[5];
653 static int use_buf = 0; 573 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 574
660 use_buf++; 575 use_buf++;
661 use_buf %= 5; 576 use_buf %= 5;
662 577
663#ifdef NEW_MATERIAL_CODE 578 dynbuf_text &buf = bufs [use_buf];
579 buf.clear ();
580
581#if 0
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 582 if ((op->is_armor () || op->is_weapon ()) && op->material)
665 { 583 buf << op->material->description << ' ';
666 mt = name_to_material (op->materialname);
667 if (mt)
668 {
669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 }
672 }
673#endif 584#endif
674 585
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 586 buf << query_short_name (op);
676 587
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 588 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 589 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 590 if (op->is_open_container ())
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 591 buf << " (open)";
681 592
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 593 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 594 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 595 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 596 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 597 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 598 buf << " (cursed)";
688 } 599 }
689 600
690 /* Basically, if the object is known magical (detect magic spell on it), 601 /* Basically, if the object is known magical (detect magic spell on it),
691 * and it isn't identified, print out the fact that 602 * and it isn't identified, print out the fact that
692 * it is magical. Assume that the detect magical spell will only set 603 * it is magical. Assume that the detect magical spell will only set
695 * Changed in V 0.91.4 - still print that the object is magical even 606 * Changed in V 0.91.4 - still print that the object is magical even
696 * if it has been applied. Equipping an item does not tell full 607 * if it has been applied. Equipping an item does not tell full
697 * abilities, especially for artifact items. 608 * abilities, especially for artifact items.
698 */ 609 */
699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 610 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 611 buf << " (magic)";
701 612
702#if 0 613#if 0
703 /* item_power will be returned in desribe_item - it shouldn't really 614 /* item_power will be returned in describe_item - it shouldn't really
704 * be returned in the name. 615 * be returned in the name.
705 */ 616 */
706 if (op->item_power) 617 if (op->item_power)
707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 618 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708 619
714 { 625 {
715 case BOW: 626 case BOW:
716 case WAND: 627 case WAND:
717 case ROD: 628 case ROD:
718 case HORN: 629 case HORN:
719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 630 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
720 break; 631 break;
721 case WEAPON: 632 case WEAPON:
722 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 633 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
723 break; 634 break;
724 case ARMOUR: 635 case ARMOUR:
725 case HELMET: 636 case HELMET:
726 case SHIELD: 637 case SHIELD:
727 case RING: 638 case RING:
729 case GLOVES: 640 case GLOVES:
730 case AMULET: 641 case AMULET:
731 case GIRDLE: 642 case GIRDLE:
732 case BRACERS: 643 case BRACERS:
733 case CLOAK: 644 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 645 buf << " (worn)";
735 break; 646 break;
736 case CONTAINER: 647 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 648 buf << " (active)";
738 break; 649 break;
739 case SKILL: 650 case SKILL:
740 default: 651 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 652 buf << " (applied)";
742 } 653 }
743 } 654 }
744 655
656 switch (op->type)
657 {
658 case LAMP:
659 if (op->glow_radius)
660 buf << " (on)";
661 else if (op->stats.food <= 0)
662 buf << " (empty)";
663 else
664 buf << " (off)";
665 break;
666
667 case TORCH:
668 if (op->glow_radius)
669 buf << " (burning)";
670 else if (op->stats.food <= 0)
671 buf << " (burned out)";
672 break;
673 }
674
745 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (QUERY_FLAG (op, FLAG_UNPAID))
746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 676 buf << " (unpaid)";
747 677
748 return buf [use_buf]; 678 return buf;
749} 679}
750 680
751/* 681/*
752 * query_base_name(object) returns a character pointer pointing to a static 682 * query_base_name(object) returns a character pointer pointing to a static
753 * buffer which contains a verbose textual representation of the name 683 * buffer which contains a verbose textual representation of the name
754 * of the given object. The buffer will be overwritten at the next 684 * of the given object. The buffer will be overwritten at the next
755 * call to query_base_name(). This is a lot like query_name, but we 685 * call to query_base_name(). This is a lot like query_name, but we
756 * don't include the item count or item status. Used for inventory sorting 686 * don't include the item count or item status. Used for inventory sorting
757 * and sending to client. 687 * and sending to client.
758 * If plural is set, we generate the plural name of this. 688 * If plural is set, we generate the plural name of this.
689 *
690 * It is sometimes used to display messages, and usually only used to match stuff,
691 * so maybe this function should be removed.
692 * It is also used for client-side inventory/item descriptions.
759 */ 693 */
760const char * 694const char *
761query_base_name (const object *op, int plural) 695query_base_name (const object *op, int plural)
762{ 696{
763 static char buf[MAX_BUF], buf2[MAX_BUF];
764 int len;
765 materialtype_t *mt;
766
767 if ((!plural && !op->name) || (plural && !op->name_pl)) 697 if ((!plural && !op->name) || (plural && !op->name_pl))
768 return "(null)"; 698 return "(null)";
769 699
770 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 700 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
701 && op->type != EXIT)
771 return op->name; /* To speed things up (or make things slower?) */ 702 return op->name; /* To speed things up (or make things slower?) */
772 703
704 static dynbuf_text buf; buf.clear ();
705
706#if 0
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 707 if ((op->is_armor () || op->is_weapon ()) && op->material)
774 mt = name_to_material (op->materialname); 708 if (op->arch->material != op->material)
775 709 buf << op->material->description << ' ';
776#ifdef NEW_MATERIAL_CODE
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
779 {
780 strcpy (buf, mt->description);
781 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural)
784 safe_strcat (buf, op->name, &len, MAX_BUF);
785 else
786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
787 }
788 else
789 {
790#endif 710#endif
791 if (!plural)
792 assign (buf, op->name);
793 else
794 assign (buf, op->name_pl);
795 711
796 len = strlen (buf); 712 buf << (plural ? op->name_pl : op->name);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 713
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 714 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 715 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 716
807 switch (op->type) 717 switch (op->type)
808 { 718 {
809 case SPELLBOOK: 719 case SPELLBOOK:
810 case SCROLL: 720 case SCROLL:
811 case WAND: 721 case WAND:
812 case ROD: 722 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 723 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 { 724 {
815 if (!op->title) 725 if (!op->title)
816 { 726 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 727
818 if (op->inv)
819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820 else
821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822 }
823 if (op->type != SPELLBOOK) 728 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 729 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 730 }
829 break; 731 break;
830 732
831 733
832 case SKILL: 734 case SKILL:
835 if (!op->title) 737 if (!op->title)
836 { 738 {
837 /* If ring has a title, full description isn't so useful */ 739 /* If ring has a title, full description isn't so useful */
838 const char *s = ring_desc (op); 740 const char *s = ring_desc (op);
839 741
840 if (s[0]) 742 if (s && *s)
841 { 743 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 744 }
846 break; 745 break;
847 746
747 case EXIT:
748 // random map exits "unfortunately" get patched, so this only works before entering
749 buf << (EXIT_PATH (op) == shstr_random_map_exit ? " (random map)" : " (exit)");
750 break;
751
848 default: 752 default:
849 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 753 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
850 sprintf (buf + strlen (buf), " %+d", op->magic); 754 buf.printf (" %+d", op->magic);
851 } 755 }
852 756
853 return buf; 757 return buf;
854} 758}
855 759
857 * too long, making it difficult to read. This function deals 761 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 762 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 763 * be called with monster & player objects. Returns a description
860 * in a static buffer. 764 * in a static buffer.
861 */ 765 */
862static char * 766static const char *
863describe_monster (const object *op) 767describe_monster (const object *op)
864{ 768{
865 char buf[MAX_BUF]; 769 static dynbuf_text buf; buf.clear ();
866 static char retbuf[VERY_BIG_BUF];
867 int i;
868
869 retbuf[0] = '\0';
870 770
871 /* Note that the resolution this provides for players really isn't 771 /* Note that the resolution this provides for players really isn't
872 * very good. Any player with a speed greater than .67 will 772 * very good. Any player with a speed greater than .67 will
873 * fall into the 'lightning fast movement' category. 773 * fall into the 'lightning fast movement' category.
874 */ 774 */
875 if (op->has_active_speed ()) 775 if (op->has_active_speed ())
876 { 776 switch ((int)(op->speed * 15.))
877 switch ((int) ((FABS (op->speed)) * 15))
878 { 777 {
879 case 0: 778 case 0:
880 strcat (retbuf, "(very slow movement)"); 779 buf << "(very slow movement)";
881 break; 780 break;
882 case 1: 781 case 1:
883 strcat (retbuf, "(slow movement)"); 782 buf << "(slow movement)";
884 break; 783 break;
885 case 2: 784 case 2:
886 strcat (retbuf, "(normal movement)"); 785 buf << "(normal movement)";
887 break; 786 break;
888 case 3: 787 case 3:
889 case 4: 788 case 4:
890 strcat (retbuf, "(fast movement)"); 789 buf << "(fast movement)";
891 break; 790 break;
892 case 5: 791 case 5:
893 case 6: 792 case 6:
894 strcat (retbuf, "(very fast movement)"); 793 buf << "(very fast movement)";
895 break; 794 break;
896 case 7: 795 case 7:
897 case 8: 796 case 8:
898 case 9: 797 case 9:
899 case 10: 798 case 10:
900 strcat (retbuf, "(extremely fast movement)"); 799 buf << "(extremely fast movement)";
901 break; 800 break;
902 default: 801 default:
903 strcat (retbuf, "(lightning fast movement)"); 802 buf << "(lightning fast movement)";
904 break; 803 break;
905 } 804 }
906 } 805
907 if (QUERY_FLAG (op, FLAG_UNDEAD)) 806 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
908 strcat (retbuf, "(undead)");
909 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 807 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
910 strcat (retbuf, "(see invisible)"); 808 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
911 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 809 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
912 strcat (retbuf, "(wield weapon)"); 810 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
913 if (QUERY_FLAG (op, FLAG_USE_BOW)) 811 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
914 strcat (retbuf, "(archer)"); 812 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
915 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 813 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
916 strcat (retbuf, "(wear armour)");
917 if (QUERY_FLAG (op, FLAG_USE_RING))
918 strcat (retbuf, "(wear ring)");
919 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
920 strcat (retbuf, "(read scroll)");
921 if (QUERY_FLAG (op, FLAG_USE_RANGE))
922 strcat (retbuf, "(fires wand/rod/horn)");
923 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 814 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
924 strcat (retbuf, "(skill user)"); 815 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
925 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 816 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
926 strcat (retbuf, "(spellcaster)");
927 if (QUERY_FLAG (op, FLAG_FRIENDLY))
928 strcat (retbuf, "(friendly)");
929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 817 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
930 strcat (retbuf, "(unaggressive)"); 818 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
931 if (QUERY_FLAG (op, FLAG_HITBACK)) 819 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
932 strcat (retbuf, "(hitback)"); 820
933 if (QUERY_FLAG (op, FLAG_STEALTH))
934 strcat (retbuf, "(stealthy)");
935 if (op->randomitems != NULL) 821 if (op->randomitems)
936 { 822 {
937 treasure *t;
938 int first = 1; 823 bool first = 1;
939 824
940 for (t = op->randomitems->items; t != NULL; t = t->next) 825 for (treasure *t = op->randomitems->items; t; t = t->next)
941 if (t->item && t->item->clone.type == SPELL) 826 if (t->item && t->item->type == SPELL)
942 { 827 {
943 if (first) 828 if (first)
944 { 829 buf << "(Spell abilities:)";
830
945 first = 0; 831 first = 0;
946 strcat (retbuf, "(Spell abilities:)"); 832
947 } 833 buf << '(' << t->item->object::name << ')';
948 strcat (retbuf, "(");
949 strcat (retbuf, t->item->clone.name);
950 strcat (retbuf, ")");
951 } 834 }
952 } 835 }
836
953 if (op->type == PLAYER) 837 if (op->type == PLAYER)
954 { 838 {
955 if (op->contr->digestion) 839 if (op->contr->digestion)
956 {
957 if (op->contr->digestion != 0)
958 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 840 buf.printf ("(sustenance%+d)", op->contr->digestion);
959 strcat (retbuf, buf); 841
960 }
961 if (op->contr->gen_grace) 842 if (op->contr->gen_grace)
962 {
963 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 843 buf.printf ("(grace%+d)", op->contr->gen_grace);
964 strcat (retbuf, buf); 844
965 }
966 if (op->contr->gen_sp) 845 if (op->contr->gen_sp)
967 {
968 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 846 buf.printf ("(magic%+d)", op->contr->gen_sp);
969 strcat (retbuf, buf); 847
970 }
971 if (op->contr->gen_hp) 848 if (op->contr->gen_hp)
972 {
973 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 849 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
974 strcat (retbuf, buf); 850
975 }
976 if (op->stats.luck) 851 if (op->stats.luck)
977 {
978 sprintf (buf, "(luck%+d)", op->stats.luck); 852 buf.printf ("(luck%+d)", op->stats.luck);
979 strcat (retbuf, buf);
980 }
981 } 853 }
982 854
983 /* describe attacktypes */ 855 /* describe attacktypes */
984 if (is_dragon_pl (op)) 856 if (op->is_dragon ())
985 { 857 {
986 /* for dragon players display the attacktypes from clawing skill 858 /* for dragon players display the attacktypes from clawing skill
987 * Break apart the for loop - move the comparison checking down - 859 * Break apart the for loop - move the comparison checking down -
988 * this makes it more readable. 860 * this makes it more readable.
989 */ 861 */
990 object *tmp; 862 object *tmp;
991 863
992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 865 if (tmp->type == SKILL && tmp->name == shstr_clawing)
994 break; 866 break;
995 867
996 if (tmp && tmp->attacktype != 0) 868 if (tmp && tmp->attacktype)
997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 869 buf.add_abilities ("Claws", tmp->attacktype);
998 else 870 else
999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 871 buf.add_abilities ("Attacks", op->attacktype);
1000 } 872 }
1001 else 873 else
1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 874 buf.add_abilities ("Attacks", op->attacktype);
1003 875
1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 876 buf.add_paths ("Attuned" , op->path_attuned);
1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 877 buf.add_paths ("Repelled", op->path_repelled);
1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 878 buf.add_paths ("Denied" , op->path_denied);
1007 879
1008 for (i = 0; i < NROFATTACKS; i++) 880 for (int i = 0; i < NROFATTACKS; i++)
1009 if (op->resist[i]) 881 if (op->resist[i])
1010 {
1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 882 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1012 strcat (retbuf, buf);
1013 }
1014 883
1015 return retbuf; 884 return buf;
1016} 885}
1017
1018 886
1019/* 887/*
1020 * Returns a pointer to a static buffer which contains a 888 * Returns a pointer to a static buffer which contains a
1021 * description of the given object. 889 * description of the given object.
1022 * If it is a monster, lots of information about its abilities 890 * If it is a monster, lots of information about its abilities
1031 * wouldn't need to use the SEE_INVISIBLE flag to know it is 899 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1032 * a dragon player examining food. Could have things like 900 * a dragon player examining food. Could have things like
1033 * a dwarven axe, in which the full abilities are only known to 901 * a dwarven axe, in which the full abilities are only known to
1034 * dwarves, etc. 902 * dwarves, etc.
1035 * 903 *
1036 * This function is really much more complicated than it should
1037 * be, because different objects have different meanings
1038 * for the same field (eg, wands use 'food' for charges). This
1039 * means these special cases need to be worked out.
1040 *
1041 * Add 'owner' who is the person examining this object. 904 * Add 'owner' who is the person examining this object.
1042 * owner can be null if no one is being associated with this 905 * owner can be null if no one is being associated with this
1043 * item (eg, debug dump or the like) 906 * item (eg, debug dump or the like)
1044 */ 907 */
1045const char * 908const char *
1046describe_item (const object *op, object *owner) 909describe_item (const object *op, object *owner)
1047{ 910{
1048 char buf[MAX_BUF]; 911 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1049 static char retbuf[VERY_BIG_BUF]; 912 return describe_monster (op);
913
914 static dynbuf_text buf; buf.clear ();
1050 int identified, i; 915 int identified, i;
1051 916
1052 retbuf[0] = '\0';
1053 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 {
1055 return describe_monster (op);
1056 }
1057 /* figure this out once, instead of making multiple calls to need_identify. 917 /* figure this out once, instead of making multiple calls to need_identify.
1058 * also makes the code easier to read. 918 * also makes the code easier to read.
1059 */ 919 */
1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 920 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1061 identified = 1; 921 if (!identified)
1062 else 922 buf << "(unidentified)";
1063 { 923
1064 strcpy (retbuf, "(unidentified)");
1065 identified = 0;
1066 }
1067 switch (op->type) 924 switch (op->type)
1068 { 925 {
1069 case BOW: 926 case BOW:
1070 case ARROW: 927 case ARROW:
1071 case WAND: 928 case WAND:
1072 case ROD: 929 case ROD:
1073 case HORN: 930 case HORN:
1074 case WEAPON: 931 case WEAPON:
1075 case ARMOUR: 932 case ARMOUR:
1076 case HELMET: 933 case HELMET:
1077 case SHIELD: 934 case SHIELD:
1078 case BOOTS: 935 case BOOTS:
1079 case GLOVES: 936 case GLOVES:
1080 case GIRDLE: 937 case GIRDLE:
1081 case BRACERS: 938 case BRACERS:
1082 case CLOAK: 939 case CLOAK:
1083 case SKILL_TOOL: 940 case SKILL_TOOL:
1084 break; /* We have more information to do below this switch */ 941 break; /* We have more information to do below this switch */
1085 942
1086 case POWER_CRYSTAL: 943 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 944 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 945 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 100) / 10; 946 i = (op->stats.maxsp % 1000) / 100;
947
1090 if (i) 948 if (i)
1091 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 949 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1092 else 950 else
1093 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 951 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1094 } 952 }
1095 else 953 else
1096 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 954 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1097 strcat (retbuf, buf); 955
1098 i = (op->stats.sp * 10) / op->stats.maxsp; 956 i = (op->stats.sp * 10) / op->stats.maxsp;
1099 if (op->stats.sp == 0) 957 if (op->stats.sp == 0)
1100 strcat (retbuf, "empty."); 958 buf << "empty.";
1101 else if (i == 0) 959 else if (i == 0)
1102 strcat (retbuf, "almost empty."); 960 buf << "almost empty.";
1103 else if (i < 3) 961 else if (i < 3)
1104 strcat (retbuf, "partially filled."); 962 buf << "partially filled.";
1105 else if (i < 6) 963 else if (i < 6)
1106 strcat (retbuf, "half full."); 964 buf << "half full.";
1107 else if (i < 9) 965 else if (i < 9)
1108 strcat (retbuf, "well charged."); 966 buf << "well charged.";
1109 else if (op->stats.sp == op->stats.maxsp) 967 else if (op->stats.sp == op->stats.maxsp)
1110 strcat (retbuf, "fully charged."); 968 buf << "fully charged.";
1111 else 969 else
1112 strcat (retbuf, "almost full."); 970 buf << "almost full.";
1113 break; 971 break;
972
973 case LAMP:
974 {
975 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
976 buf << "(fuel: ";
977 if (percent == 0)
978 buf << "empty";
979 else if (percent < 10)
980 buf << "very low";
981 else if (percent < 25)
982 buf << "low";
983 else if (percent < 50)
984 buf << "half empty";
985 else if (percent < 75)
986 buf << "half full";
987 else if (percent < 95)
988 buf << "well filled";
989 else if (percent <= 100)
990 buf << "full";
991 buf << ")";
992 }
993 break;
994
1114 case FOOD: 995 case FOOD:
1115 case FLESH: 996 case FLESH:
1116 case DRINK: 997 case DRINK:
1117 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 998 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1118 { 999 {
1119 sprintf (buf, "(food+%d)", op->stats.food); 1000 buf.printf ("(food+%d)", op->stats.food);
1120 strcat (retbuf, buf);
1121 1001
1122 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1002 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1123 {
1124 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1003 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1125 strcat (retbuf, buf);
1126 }
1127 1004
1128 if (!QUERY_FLAG (op, FLAG_CURSED)) 1005 if (!QUERY_FLAG (op, FLAG_CURSED))
1129 { 1006 {
1130 if (op->stats.hp) 1007 if (op->stats.hp) buf << "(heals)";
1131 strcat (retbuf, "(heals)");
1132 if (op->stats.sp)
1133 strcat (retbuf, "(spellpoint regen)"); 1008 if (op->stats.sp) buf << "(spellpoint regen)";
1134 } 1009 }
1135 else 1010 else
1136 { 1011 {
1137 if (op->stats.hp) 1012 if (op->stats.hp) buf << "(damages)";
1138 strcat (retbuf, "(damages)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint depletion)"); 1013 if (op->stats.sp) buf << "(spellpoint depletion)";
1141 } 1014 }
1142 } 1015 }
1143 break; 1016 break;
1144 1017
1145
1146 case SKILL: 1018 case SKILL:
1147 case RING: 1019 case RING:
1148 case AMULET: 1020 case AMULET:
1149 if (op->item_power) 1021 if (op->item_power)
1150 {
1151 sprintf (buf, "(item_power %+d)", op->item_power); 1022 buf.printf ("(item_power %+d)", op->item_power);
1152 strcat (retbuf, buf); 1023
1153 }
1154 if (op->title) 1024 if (op->title)
1155 strcat (retbuf, ring_desc (op)); 1025 buf << ring_desc (op);
1026
1156 return retbuf; 1027 return buf;
1157 1028
1158 default: 1029 default:
1159 return retbuf; 1030 return buf;
1160 } 1031 }
1161 1032
1162 /* Down here, we more further describe equipment type items. 1033 /* Down here, we more further describe equipment type items.
1163 * only describe them if they have been identified or the like. 1034 * only describe them if they have been identified or the like.
1164 */ 1035 */
1165 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1036 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1166 { 1037 {
1167 int attr, val; 1038 int attr, val;
1168 1039
1169 for (attr = 0; attr < NUM_STATS; attr++) 1040 for (attr = 0; attr < NUM_STATS; attr++)
1170 { 1041 if ((val = op->stats.stat (attr)))
1171 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1172 {
1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1042 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1174 strcat (retbuf, buf);
1175 }
1176 }
1177 1043
1178 if (op->stats.exp) 1044 if (op->stats.exp)
1179 {
1180 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1045 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1181 strcat (retbuf, buf);
1182 }
1183
1184 1046
1185 switch (op->type) 1047 switch (op->type)
1186 { 1048 {
1187 case BOW: 1049 case BOW:
1188 case ARROW: 1050 case ARROW:
1189 case GIRDLE: 1051 case GIRDLE:
1190 case HELMET: 1052 case HELMET:
1191 case SHIELD: 1053 case SHIELD:
1192 case BOOTS: 1054 case BOOTS:
1193 case GLOVES: 1055 case GLOVES:
1194 case WEAPON: 1056 case WEAPON:
1195 case SKILL: 1057 case SKILL:
1196 case RING: 1058 case RING:
1197 case AMULET: 1059 case AMULET:
1198 case ARMOUR: 1060 case ARMOUR:
1199 case BRACERS: 1061 case BRACERS:
1200 case FORCE: 1062 case FORCE:
1201 case CLOAK: 1063 case CLOAK:
1202 if (op->stats.wc) 1064 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1203 { 1065 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1204 sprintf (buf, "(wc%+d)", op->stats.wc); 1066 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1205 strcat (retbuf, buf); 1067
1206 }
1207 if (op->stats.dam)
1208 {
1209 sprintf (buf, "(dam%+d)", op->stats.dam);
1210 strcat (retbuf, buf);
1211 }
1212 if (op->stats.ac)
1213 {
1214 sprintf (buf, "(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf);
1216 }
1217 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1068 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1218 {
1219 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1069 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1220 strcat (retbuf, buf); 1070
1221 }
1222 break; 1071 break;
1223 1072
1224 default: 1073 default:
1225 break; 1074 break;
1226 } 1075 }
1227 if (QUERY_FLAG (op, FLAG_XRAYS)) 1076
1228 strcat (retbuf, "(xray-vision)"); 1077 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1229 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1078 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1230 strcat (retbuf, "(infravision)");
1231 1079
1232 /* levitate was what is was before, so we'll keep it */ 1080 /* levitate was what is was before, so we'll keep it */
1233 if (op->move_type & MOVE_FLY_LOW) 1081 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1234 strcat (retbuf, "(levitate)");
1235
1236 if (op->move_type & MOVE_FLY_HIGH) 1082 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1237 strcat (retbuf, "(fly)");
1238
1239 if (op->move_type & MOVE_SWIM) 1083 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1240 strcat (retbuf, "(swim)");
1241 1084
1242 /* walking is presumed as 'normal', so doesn't need mentioning */ 1085 /* walking is presumed as 'normal', so doesn't need mentioning */
1243 1086
1244 if (op->item_power) 1087 if (op->item_power)
1245 {
1246 sprintf (buf, "(item_power %+d)", op->item_power); 1088 buf.printf ("(item_power %+d)", op->item_power);
1247 strcat (retbuf, buf);
1248 }
1249 } /* End if identified or applied */ 1089 } /* End if identified or applied */
1250 1090
1251 /* This blocks only deals with fully identified object. 1091 /* This blocks only deals with fully identified object.
1252 * it is intentional that this is not an 'else' from a above - 1092 * it is intentional that this is not an 'else' from a above -
1253 * in this way, information is added. 1093 * in this way, information is added.
1256 { 1096 {
1257 int more_info = 0; 1097 int more_info = 0;
1258 1098
1259 switch (op->type) 1099 switch (op->type)
1260 { 1100 {
1261 case ROD: /* These use stats.sp for spell selection and stats.food */ 1101 case ROD: /* These use stats.sp for spell selection and stats.food */
1262 case HORN: /* and stats.hp for spell-point regeneration... */ 1102 case HORN: /* and stats.hp for spell-point regeneration... */
1263 case BOW: 1103 case BOW:
1264 case ARROW: 1104 case ARROW:
1265 case WAND: 1105 case WAND:
1266 case FOOD: 1106 case FOOD:
1267 case FLESH: 1107 case FLESH:
1268 case DRINK: 1108 case DRINK:
1269 more_info = 0; 1109 more_info = 0;
1270 break; 1110 break;
1271 1111
1272 /* Armor type objects */ 1112 /* Armor type objects */
1273 case ARMOUR: 1113 case ARMOUR:
1274 case HELMET: 1114 case HELMET:
1275 case SHIELD: 1115 case SHIELD:
1276 case BOOTS: 1116 case BOOTS:
1277 case GLOVES: 1117 case GLOVES:
1278 case GIRDLE: 1118 case GIRDLE:
1279 case BRACERS: 1119 case BRACERS:
1280 case CLOAK: 1120 case CLOAK:
1281 if (ARMOUR_SPEED (op)) 1121 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1282 { 1122 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1283 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284 strcat (retbuf, buf);
1285 }
1286 if (ARMOUR_SPELLS (op))
1287 {
1288 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1289 strcat (retbuf, buf);
1290 }
1291 more_info = 1; 1123 more_info = 1;
1292 break; 1124 break;
1293 1125
1294 case WEAPON: 1126 case WEAPON:
1295 /* Calculate it the same way fix_player does so the results 1127 /* Calculate it the same way fix_player does so the results
1296 * make sense. 1128 * make sense.
1297 */ 1129 */
1298 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1130 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1299 if (i < 0) 1131 if (i < 0)
1300 i = 0; 1132 i = 0;
1301 1133
1302 sprintf (buf, "(weapon speed %d)", i); 1134 buf.printf ("(weapon speed %d)", i);
1303 strcat (retbuf, buf);
1304 more_info = 1; 1135 more_info = 1;
1305 break; 1136 break;
1306
1307 } 1137 }
1138
1308 if (more_info) 1139 if (more_info)
1309 { 1140 {
1310 if (op->stats.food)
1311 {
1312 if (op->stats.food != 0)
1313 sprintf (buf, "(sustenance%+d)", op->stats.food); 1141 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1314 strcat (retbuf, buf);
1315 }
1316 if (op->stats.grace)
1317 {
1318 sprintf (buf, "(grace%+d)", op->stats.grace); 1142 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1319 strcat (retbuf, buf); 1143 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1320 }
1321 if (op->stats.sp)
1322 {
1323 sprintf (buf, "(magic%+d)", op->stats.sp);
1324 strcat (retbuf, buf);
1325 }
1326 if (op->stats.hp)
1327 {
1328 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1144 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1329 strcat (retbuf, buf);
1330 }
1331 } 1145 }
1332 1146
1333 if (op->stats.luck) 1147 if (op->stats.luck)
1334 {
1335 sprintf (buf, "(luck%+d)", op->stats.luck); 1148 buf.printf ("(luck%+d)", op->stats.luck);
1336 strcat (retbuf, buf); 1149
1337 }
1338 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1150 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1339 strcat (retbuf, "(lifesaving)"); 1151 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1340 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1341 strcat (retbuf, "(reflect spells)");
1342 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1152 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1343 strcat (retbuf, "(reflect missiles)");
1344 if (QUERY_FLAG (op, FLAG_STEALTH)) 1153 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1345 strcat (retbuf, "(stealth)"); 1154
1346 if (op->slaying != NULL && op->type != FOOD) 1155 if (op->slaying && op->type != FOOD)
1347 {
1348 sprintf (buf, "(slay %s)", &op->slaying); 1156 buf.printf ("(slay %s)", &op->slaying);
1349 strcat (retbuf, buf); 1157
1350 } 1158 if (op->type == SKILL_TOOL && op->skill)
1351 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1159 buf.printf ("(%s)", &op->skill);
1160
1161 buf.add_abilities ("Attacks", op->attacktype);
1352 /* resistance on flesh is only visible for quetzals. If 1162 /* resistance on flesh is only visible for quetzals. If
1353 * non flesh, everyone can see its resistances 1163 * non flesh, everyone can see its resistances
1354 */ 1164 */
1355 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1165 if (op->type != FLESH || (owner && owner->is_dragon ()))
1356 strcat (retbuf, describe_resistance (op, 0)); 1166 buf << describe_resistance (op, 0);
1357 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1358 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1359 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1360 }
1361 1167
1168 buf.add_paths ("Attuned", op->path_attuned);
1169 buf.add_paths ("Repelled", op->path_repelled);
1170 buf.add_paths ("Denied", op->path_denied);
1171 }
1172
1362 return retbuf; 1173 return buf;
1363} 1174}
1364 1175
1365std::string 1176std::string
1366object::describe_item (object *who) 1177object::describe_item (object *who)
1367{ 1178{
1368 return std::string (::describe_item (this, who)); 1179 return std::string (::describe_item (this, who));
1180}
1181
1182void
1183examine (object *op, object *tmp)
1184{
1185 std::string info = tmp->describe (op);
1186
1187 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1188}
1189
1190/*
1191 * inventory prints object's inventory. If inv==NULL then print player's
1192 * inventory.
1193 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1194 */
1195const char *
1196object::query_inventory (object *who, const char *indent)
1197{
1198 static dynbuf_text buf; buf.clear ();
1199
1200 for (object *tmp = inv; tmp; tmp = tmp->below)
1201 if (who && QUERY_FLAG (who, FLAG_WIZ))
1202 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1203 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1204 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1205
1206 if (buf.size ())
1207 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1208 else
1209 buf.printf ("%s(empty)\n", indent);
1210
1211 return buf;
1369} 1212}
1370 1213
1371/* Return true if the item is magical. A magical item is one that 1214/* Return true if the item is magical. A magical item is one that
1372 * increases/decreases any abilities, provides a resistance, 1215 * increases/decreases any abilities, provides a resistance,
1373 * has a generic magical bonus, or is an artifact. 1216 * has a generic magical bonus, or is an artifact.
1374 * This function is used by detect_magic to determine if an item 1217 * This function is used by detect_magic to determine if an item
1375 * should be marked as magical. 1218 * should be marked as magical.
1376 */ 1219 */
1377
1378int 1220int
1379is_magical (const object *op) 1221is_magical (const object *op)
1380{ 1222{
1381 int i; 1223 int i;
1382 1224
1433 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1275 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1434 return 1; 1276 return 1;
1435 1277
1436 /* Check to see if it increases/decreases any stats */ 1278 /* Check to see if it increases/decreases any stats */
1437 for (i = 0; i < NUM_STATS; i++) 1279 for (i = 0; i < NUM_STATS; i++)
1438 if (get_attr_value (&(op->stats), i) != 0) 1280 if (op->stats.stat (i))
1439 return 1; 1281 return 1;
1440 1282
1441 /* If it doesn't fall into any of the above categories, must 1283 /* If it doesn't fall into any of the above categories, must
1442 * be non magical. 1284 * be non magical.
1443 */ 1285 */
1452int 1294int
1453need_identify (const object *op) 1295need_identify (const object *op)
1454{ 1296{
1455 switch (op->type) 1297 switch (op->type)
1456 { 1298 {
1457 case RING: 1299 case RING:
1458 case WAND: 1300 case WAND:
1459 case ROD: 1301 case ROD:
1460 case HORN: 1302 case HORN:
1461 case SCROLL: 1303 case SCROLL:
1462 case SKILL: 1304 case SKILL:
1463 case SKILLSCROLL: 1305 case SKILLSCROLL:
1464 case SPELLBOOK: 1306 case SPELLBOOK:
1465 case FOOD: 1307 case FOOD:
1466 case POTION: 1308 case POTION:
1467 case BOW: 1309 case BOW:
1468 case ARROW: 1310 case ARROW:
1469 case WEAPON: 1311 case WEAPON:
1470 case ARMOUR: 1312 case ARMOUR:
1471 case SHIELD: 1313 case SHIELD:
1472 case HELMET: 1314 case HELMET:
1473 case AMULET: 1315 case AMULET:
1474 case BOOTS: 1316 case BOOTS:
1475 case GLOVES: 1317 case GLOVES:
1476 case BRACERS: 1318 case BRACERS:
1477 case GIRDLE: 1319 case GIRDLE:
1478 case CONTAINER: 1320 case CONTAINER:
1479 case DRINK: 1321 case DRINK:
1480 case FLESH: 1322 case FLESH:
1481 case INORGANIC: 1323 case INORGANIC:
1482 case CLOSE_CON: 1324 case CLOSE_CON:
1483 case CLOAK: 1325 case CLOAK:
1484 case GEM: 1326 case GEM:
1485 case POWER_CRYSTAL: 1327 case POWER_CRYSTAL:
1486 case POISON: 1328 case POISON:
1487 case BOOK: 1329 case BOOK:
1488 case SKILL_TOOL: 1330 case SKILL_TOOL:
1489 return 1; 1331 return 1;
1490 } 1332 }
1333
1491 /* Try to track down some stuff that may show up here. Thus, the 1334 /* Try to track down some stuff that may show up here. Thus, the
1492 * archetype file can be updated, and this function removed. 1335 * archetype file can be updated, and this function removed.
1493 */ 1336 */
1494#if 0 1337#if 0
1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1338 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1501 * Supposed to fix face-values as well here, but later. 1344 * Supposed to fix face-values as well here, but later.
1502 */ 1345 */
1503void 1346void
1504identify (object *op) 1347identify (object *op)
1505{ 1348{
1506 object *pl;
1507
1508 SET_FLAG (op, FLAG_IDENTIFIED); 1349 SET_FLAG (op, FLAG_IDENTIFIED);
1509 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1350 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1510 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1351 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1511 1352
1512 /* 1353 /*
1519 { 1360 {
1520 if (op->inv && op->randomitems) 1361 if (op->inv && op->randomitems)
1521 op->title = op->inv->name; 1362 op->title = op->inv->name;
1522 else if (op->arch) 1363 else if (op->arch)
1523 { 1364 {
1524 op->name = op->arch->clone.name; 1365 op->name = op->arch->object::name;
1525 op->name_pl = op->arch->clone.name_pl; 1366 op->name_pl = op->arch->object::name_pl;
1526 } 1367 }
1527 } 1368 }
1528 1369
1529 /* If the object is on a map, make sure we update its face */ 1370 /* If the object is on a map, make sure we update its face */
1530 if (op->map) 1371 if (op->map)
1531 update_object (op, UP_OBJ_CHANGE); 1372 update_object (op, UP_OBJ_CHANGE);
1532 else 1373
1533 { 1374 if (object *pl = op->visible_to ())
1534 pl = op->in_player ();
1535 if (pl)
1536 /* A lot of the values can change from an update - might as well send 1375 /* A lot of the values can change from an update - might as well send
1537 * it all. 1376 * it all.
1538 */ 1377 */
1539 esrv_send_item (pl, op); 1378 esrv_send_item (pl, op);
1540 }
1541} 1379}
1542 1380

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