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Comparing deliantra/server/common/item.C (file contents):
Revision 1.32 by root, Fri May 11 08:08:02 2007 UTC vs.
Revision 1.65 by root, Sat Nov 7 18:30:05 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" , "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);
212 207
213materialtype_t *materialt; 208materialtype_t *materialt;
214 209
215/* 210/*
216materialtype material[NROFMATERIALS] = { 211materialtype material[NROFMATERIALS] = {
252}; 247};
253 248
254int 249int
255get_power_from_ench (int ench) 250get_power_from_ench (int ench)
256{ 251{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 252 return enc_to_item_power [clamp (ench, 0, 20)];
261} 253}
262 254
263/* This takes an object 'op' and figures out what its item_power 255/* 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 256 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns 257 * generation code, and when loading legacy objects. It returns
272{ 264{
273 int i, tmp, enc; 265 int i, tmp, enc;
274 266
275 enc = 0; 267 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 268 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 269 enc += op->stats.stat (i);
278 270
279 /* This protection logic is pretty flawed. 20% fire resistance 271 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 272 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 273 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 274 * armour shouldn't be counted against
299 if (op->type == WEAPON) 291 if (op->type == WEAPON)
300 { 292 {
301 for (i = 1; i < NROFATTACKS; i++) 293 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 294 if (op->attacktype & (1 << i))
303 enc++; 295 enc++;
296
304 if (op->slaying) 297 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 298 enc += 2; /* What it slays is probably more relevent */
306 } 299 }
300
307 /* Items the player can equip */ 301 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 302 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 303 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 304 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 305 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314 enc += op->stats.hp; /* hp regen */ 308 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 309 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 310 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 311 enc += op->stats.exp; /* speed bonus */
318 } 312 }
313
319 enc += op->stats.luck; 314 enc += op->stats.luck;
320 315
321 /* Do spell paths now */ 316 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 317 for (i = 1; i < NRSPELLPATHS; i++)
323 { 318 {
327 enc -= 2; 322 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 323 else if (op->path_repelled & (1 << i))
329 enc--; 324 enc--;
330 } 325 }
331 326
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 327 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 328 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 329 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 330 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 331 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 332 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 333 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;
346 334
347 return get_power_from_ench (enc); 335 return get_power_from_ench (enc);
348} 336}
349 337
350/* returns the typedata that has a number equal to itemtype, if there 338/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 339 * isn't one, returns NULL */
352const typedata * 340const typedata *
353get_typedata (int itemtype) 341get_typedata (int itemtype)
354{ 342{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 343 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 344 if (item_types[i].number == itemtype)
359 return &item_types[i]; 345 return &item_types[i];
346
360 return NULL; 347 return NULL;
361} 348}
362 349
363/* returns the typedata that has a name equal to itemtype, if there 350/* 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 351 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */ 352 * one return NULL */
366const typedata * 353const typedata *
367get_typedata_by_name (const char *name) 354get_typedata_by_name (const char *name)
368{ 355{
369 int i;
370
371 for (i = 0; i < item_types_size; i++) 356 for (int i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name)) 357 if (!strcmp (item_types[i].name, name))
373 return &item_types[i]; 358 return &item_types[i];
359
374 for (i = 0; i < item_types_size; i++) 360 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name)) 361 if (!strcmp (item_types[i].name_pl, name))
376 { 362 {
377 LOG (llevInfo, 363 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); 364 "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]; 365 return &item_types[i];
380 } 366 }
367
381 return NULL; 368 return 0;
382} 369}
383 370
384/* describe_resistance generates the visible naming for resistances. 371/* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return 372 * returns a static array of the description. This can return
386 * a big buffer. 373 * a big buffer.
388 * but do put a newline at the end. Useful when dumping to files 375 * but do put a newline at the end. Useful when dumping to files
389 */ 376 */
390const char * 377const char *
391describe_resistance (const object *op, int newline) 378describe_resistance (const object *op, int newline)
392{ 379{
393 static char buf[VERY_BIG_BUF]; 380 static dynbuf_text buf; buf.clear ();
394 char buf1[VERY_BIG_BUF];
395 int tmpvar;
396 381
397 buf[0] = 0; 382 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)) 383 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
401 { 384 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]);
406 385
407 strcat (buf, buf1);
408 }
409 }
410 return buf; 386 return buf;
411} 387}
412
413 388
414/* 389/*
415 * query_weight(object) returns a character pointer to a static buffer 390 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object. 391 * containing the text-representation of the weight of the given object.
417 * The buffer will be overwritten by the next call to query_weight(). 392 * The buffer will be overwritten by the next call to query_weight().
393 *
394 * Seems to be used only by unimportant stuff. Remove?
418 */ 395 */
419const char * 396const char *
420query_weight (const object *op) 397query_weight (const object *op)
421{ 398{
422 static char buf[10]; 399 static char buf[10];
423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 400 sint32 i = op->total_weight ();
424 401
425 if (op->weight < 0) 402 if (op->weight < 0)
426 return " "; 403 return " ";
427 404
428 if (i % 1000) 405 if (i % 1000)
448 return buf; 425 return buf;
449 } 426 }
450 427
451 if (i < 21) 428 if (i < 21)
452 return levelnumbers[i]; 429 return levelnumbers[i];
430
453 if (!(i % 10)) 431 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 432 return levelnumbers_10[i / 10];
455 433
456 strcpy (buf, numbers_10[i / 10]); 434 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 435 strcat (buf, levelnumbers[i % 10]);
458 return buf; 436 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} 437}
480 438
481/* 439/*
482 * Returns pointer to static buffer containing ring's or amulet's 440 * Returns pointer to static buffer containing ring's or amulet's
483 * abilities 441 * abilities
489 */ 447 */
490 448
491/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 449/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
492 * from stats.sp - b.t. 450 * from stats.sp - b.t.
493 */ 451 */
494const char * 452static const char *
495ring_desc (const object *op) 453ring_desc (const object *op)
496{ 454{
497 static char buf[VERY_BIG_BUF]; 455 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 456 int attr, val, len;
499 457
500 buf[0] = 0;
501
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 458 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf; 459 {
504
505 for (attr = 0; attr < NUM_STATS; attr++) 460 for (attr = 0; attr < NUM_STATS; attr++)
506 { 461 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); 462 buf.printf ("(%s%+d)", short_stat_name[attr], val);
510 }
511 }
512 463
513 if (op->stats.exp) 464 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); 465 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
515 if (op->stats.wc) 466 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 467 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);
521 468
522 strcat (buf, describe_resistance (op, 0)); 469 buf << describe_resistance (op, 0);
523 470
524 if (op->stats.food != 0) 471 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 472 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
526 /* else if (op->stats.food < 0) 473 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 474 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
528 if (op->stats.grace) 475 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)");
544 476
545 /* Shorten some of the names, so they appear better in the windows */ 477 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
546 len = strlen (buf); 478 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 479 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 480 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550 481
551 /* if(op->item_power) 482 buf.add_paths ("Attuned" , op->path_attuned);
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 483 buf.add_paths ("Repelled", op->path_repelled);
553 */ 484 buf.add_paths ("Denied" , op->path_denied);
554 if (buf[0] == 0 && op->type != SKILL)
555 strcpy (buf, "of adornment");
556 485
486 if (buf.empty ())
487 buf << "of adornment";
488 }
557 489
558 return buf; 490 return buf;
559} 491}
560 492
561/* 493/*
562 * query_short_name(object) is similar to query_name, but doesn't 494 * query_short_name(object) is similar to query_name, but doesn't
563 * contain any information about object status (worn/cursed/etc.) 495 * contain any information about object status (worn/cursed/etc.)
496 *
497 * It is sometimes used when printing messages, so should fit well into a sentence.
564 */ 498 */
565const char * 499const char *
566query_short_name (const object *op) 500query_short_name (const object *op)
567{ 501{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 502 if (!op->name)
573 return "(null)"; 503 return "(null)";
574 504
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 505 if (!op->nrof
506 && !op->weight
507 && !op->title
508 && !is_magical (op)
509 && op->slaying != shstr_money)
576 return op->name; /* To speed things up (or make things slower?) */ 510 return op->name; /* To speed things up (or make things slower?) */
577 511
578 if (op->nrof <= 1) 512 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF); 513
580 else 514 buf << (op->nrof <= 1 ? op->name : op->name_pl);
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 515
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 516 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 517 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 518
589 switch (op->type) 519 switch (op->type)
590 { 520 {
591 case SPELLBOOK: 521 case SPELLBOOK:
592 case SCROLL: 522 case SCROLL:
593 case WAND: 523 case WAND:
594 case ROD: 524 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 525 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 { 526 {
597 if (!op->title) 527 if (!op->title)
598 { 528 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 529
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) 530 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 531 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 532 }
611 break; 533 break;
612 534
535 case ALTAR:
536 case TRIGGER_ALTAR:
537 case IDENTIFY_ALTAR:
538 case CONVERTER:
539 if (op->slaying == shstr_money)
540 {
541 bool wrap = !!buf.size ();
542
543 if (wrap) buf << " [";
544
545 archetype *coin = 0;
546
547 for (char const *const *c = coins; *coins; ++c)
548 if ((coin = archetype::find (*c)))
549 if (op->stats.food % coin->value == 0)
550 break;
551
552 sint32 coins = op->stats.food / coin->value;
553
554 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
555
556 if (wrap) buf << ']';
557 }
558 break;
559
613 case SKILL: 560 case SKILL:
614 case AMULET: 561 case AMULET:
615 case RING: 562 case RING:
616 if (!op->title) 563 if (!op->title)
617 { 564 {
618 /* If ring has a title, full description isn't so useful */ 565 /* If ring has a title, full description isn't so useful */
619 const char *s = ring_desc (op); 566 const char *s = ring_desc (op);
620 567
621 if (s[0]) 568 if (s && *s)
622 { 569 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 570 }
627 break; 571 break;
572
628 default: 573 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 574 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic); 575 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 576 }
577
635 return buf; 578 return buf;
636} 579}
637 580
638/* 581/*
639 * query_name(object) returns a character pointer pointing to a static 582 * 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 586 * 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 587 * 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 588 * 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.) 589 * use several names much easier (don't need to store them to temp variables.)
647 * 590 *
591 * It is used extensively within messages, so should return only a prose
592 * and short description of the item.
648 */ 593 */
649const char * 594const char *
650query_name (const object *op) 595query_name (const object *op)
651{ 596{
652 static char buf[5][HUGE_BUF]; // OMFG 597 int len = 0;
598 static dynbuf_text bufs[5];
653 static int use_buf = 0; 599 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 600
660 use_buf++; 601 use_buf++;
661 use_buf %= 5; 602 use_buf %= 5;
662 603
663#ifdef NEW_MATERIAL_CODE 604 dynbuf_text &buf = bufs [use_buf];
605 buf.clear ();
606
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 607 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname); 608 if (materialtype_t *mt = name_to_material (op->materialname))
667 if (mt) 609 buf << mt->description << ' ';
668 {
669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 }
672 }
673#endif
674 610
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 611 buf << query_short_name (op);
676 612
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 613 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 614 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 615 if (op->is_open_container ())
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 616 buf << " (open)";
681 617
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 618 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 619 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 620 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 621 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 622 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 623 buf << " (cursed)";
688 } 624 }
689 625
690 /* Basically, if the object is known magical (detect magic spell on it), 626 /* Basically, if the object is known magical (detect magic spell on it),
691 * and it isn't identified, print out the fact that 627 * and it isn't identified, print out the fact that
692 * it is magical. Assume that the detect magical spell will only set 628 * 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 631 * 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 632 * if it has been applied. Equipping an item does not tell full
697 * abilities, especially for artifact items. 633 * abilities, especially for artifact items.
698 */ 634 */
699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 635 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 636 buf << " (magic)";
701 637
702#if 0 638#if 0
703 /* item_power will be returned in desribe_item - it shouldn't really 639 /* item_power will be returned in describe_item - it shouldn't really
704 * be returned in the name. 640 * be returned in the name.
705 */ 641 */
706 if (op->item_power) 642 if (op->item_power)
707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 643 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708 644
714 { 650 {
715 case BOW: 651 case BOW:
716 case WAND: 652 case WAND:
717 case ROD: 653 case ROD:
718 case HORN: 654 case HORN:
719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 655 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
720 break; 656 break;
721 case WEAPON: 657 case WEAPON:
722 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 658 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
723 break; 659 break;
724 case ARMOUR: 660 case ARMOUR:
725 case HELMET: 661 case HELMET:
726 case SHIELD: 662 case SHIELD:
727 case RING: 663 case RING:
729 case GLOVES: 665 case GLOVES:
730 case AMULET: 666 case AMULET:
731 case GIRDLE: 667 case GIRDLE:
732 case BRACERS: 668 case BRACERS:
733 case CLOAK: 669 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 670 buf << " (worn)";
735 break; 671 break;
736 case CONTAINER: 672 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 673 buf << " (active)";
738 break; 674 break;
739 case SKILL: 675 case SKILL:
740 default: 676 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 677 buf << " (applied)";
742 } 678 }
743 } 679 }
744 680
681 switch (op->type)
682 {
683 case LAMP:
684 if (op->glow_radius)
685 buf << " (on)";
686 else if (op->stats.food <= 0)
687 buf << " (empty)";
688 else
689 buf << " (off)";
690 break;
691
692 case TORCH:
693 if (op->glow_radius)
694 buf << " (burning)";
695 else if (op->stats.food <= 0)
696 buf << " (burned out)";
697 break;
698 }
699
745 if (QUERY_FLAG (op, FLAG_UNPAID)) 700 if (QUERY_FLAG (op, FLAG_UNPAID))
746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 701 buf << " (unpaid)";
747 702
748 return buf [use_buf]; 703 return buf;
749} 704}
750 705
751/* 706/*
752 * query_base_name(object) returns a character pointer pointing to a static 707 * query_base_name(object) returns a character pointer pointing to a static
753 * buffer which contains a verbose textual representation of the name 708 * buffer which contains a verbose textual representation of the name
754 * of the given object. The buffer will be overwritten at the next 709 * 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 710 * 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 711 * don't include the item count or item status. Used for inventory sorting
757 * and sending to client. 712 * and sending to client.
758 * If plural is set, we generate the plural name of this. 713 * If plural is set, we generate the plural name of this.
714 *
715 * It is sometimes used to display messages, and usually only used to match stuff,
716 * so maybe this function should be removed.
759 */ 717 */
760const char * 718const char *
761query_base_name (const object *op, int plural) 719query_base_name (const object *op, int plural)
762{ 720{
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)) 721 if ((!plural && !op->name) || (plural && !op->name_pl))
768 return "(null)"; 722 return "(null)";
769 723
770 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 724 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
771 return op->name; /* To speed things up (or make things slower?) */ 725 return op->name; /* To speed things up (or make things slower?) */
772 726
727 static dynbuf_text buf; buf.clear ();
728
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 729 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
774 mt = name_to_material (op->materialname); 730 if (materialtype_t *mt = name_to_material (op->materialname))
731 if (op->arch->materialname != mt->name)
732 buf << mt->description << ' ';
775 733
776#ifdef NEW_MATERIAL_CODE 734 buf << (plural ? op->name_pl : op->name);
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
791 if (!plural)
792 assign (buf, op->name);
793 else
794 assign (buf, op->name_pl);
795
796 len = strlen (buf);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 735
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 736 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 737 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 738
807 switch (op->type) 739 switch (op->type)
808 { 740 {
809 case SPELLBOOK: 741 case SPELLBOOK:
810 case SCROLL: 742 case SCROLL:
811 case WAND: 743 case WAND:
812 case ROD: 744 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 745 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 { 746 {
815 if (!op->title) 747 if (!op->title)
816 { 748 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 749
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) 750 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 751 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 752 }
829 break; 753 break;
830 754
831 755
832 case SKILL: 756 case SKILL:
835 if (!op->title) 759 if (!op->title)
836 { 760 {
837 /* If ring has a title, full description isn't so useful */ 761 /* If ring has a title, full description isn't so useful */
838 const char *s = ring_desc (op); 762 const char *s = ring_desc (op);
839 763
840 if (s[0]) 764 if (s && *s)
841 { 765 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 766 }
846 break; 767 break;
847 768
848 default: 769 default:
849 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 770 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); 771 buf.printf (" %+d", op->magic);
851 } 772 }
852 773
853 return buf; 774 return buf;
854} 775}
855 776
857 * too long, making it difficult to read. This function deals 778 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 779 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 780 * be called with monster & player objects. Returns a description
860 * in a static buffer. 781 * in a static buffer.
861 */ 782 */
862static char * 783static const char *
863describe_monster (const object *op) 784describe_monster (const object *op)
864{ 785{
865 char buf[MAX_BUF]; 786 static dynbuf_text buf; buf.clear ();
866 static char retbuf[VERY_BIG_BUF];
867 int i;
868
869 retbuf[0] = '\0';
870 787
871 /* Note that the resolution this provides for players really isn't 788 /* Note that the resolution this provides for players really isn't
872 * very good. Any player with a speed greater than .67 will 789 * very good. Any player with a speed greater than .67 will
873 * fall into the 'lightning fast movement' category. 790 * fall into the 'lightning fast movement' category.
874 */ 791 */
875 if (op->has_active_speed ()) 792 if (op->has_active_speed ())
876 {
877 switch ((int) ((FABS (op->speed)) * 15)) 793 switch ((int)((fabs (op->speed)) * 15.))
878 { 794 {
879 case 0: 795 case 0:
880 strcat (retbuf, "(very slow movement)"); 796 buf << "(very slow movement)";
881 break; 797 break;
882 case 1: 798 case 1:
883 strcat (retbuf, "(slow movement)"); 799 buf << "(slow movement)";
884 break; 800 break;
885 case 2: 801 case 2:
886 strcat (retbuf, "(normal movement)"); 802 buf << "(normal movement)";
887 break; 803 break;
888 case 3: 804 case 3:
889 case 4: 805 case 4:
890 strcat (retbuf, "(fast movement)"); 806 buf << "(fast movement)";
891 break; 807 break;
892 case 5: 808 case 5:
893 case 6: 809 case 6:
894 strcat (retbuf, "(very fast movement)"); 810 buf << "(very fast movement)";
895 break; 811 break;
896 case 7: 812 case 7:
897 case 8: 813 case 8:
898 case 9: 814 case 9:
899 case 10: 815 case 10:
900 strcat (retbuf, "(extremely fast movement)"); 816 buf << "(extremely fast movement)";
901 break; 817 break;
902 default: 818 default:
903 strcat (retbuf, "(lightning fast movement)"); 819 buf << "(lightning fast movement)";
904 break; 820 break;
905 } 821 }
906 } 822
907 if (QUERY_FLAG (op, FLAG_UNDEAD)) 823 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
908 strcat (retbuf, "(undead)");
909 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 824 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
910 strcat (retbuf, "(see invisible)"); 825 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
911 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 826 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
912 strcat (retbuf, "(wield weapon)"); 827 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
913 if (QUERY_FLAG (op, FLAG_USE_BOW)) 828 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
914 strcat (retbuf, "(archer)"); 829 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
915 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 830 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)) 831 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
924 strcat (retbuf, "(skill user)"); 832 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
925 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 833 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)) 834 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
930 strcat (retbuf, "(unaggressive)"); 835 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
931 if (QUERY_FLAG (op, FLAG_HITBACK)) 836 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
932 strcat (retbuf, "(hitback)"); 837
933 if (QUERY_FLAG (op, FLAG_STEALTH))
934 strcat (retbuf, "(stealthy)");
935 if (op->randomitems != NULL) 838 if (op->randomitems)
936 { 839 {
937 treasure *t;
938 int first = 1; 840 bool first = 1;
939 841
940 for (t = op->randomitems->items; t != NULL; t = t->next) 842 for (treasure *t = op->randomitems->items; t; t = t->next)
941 if (t->item && t->item->clone.type == SPELL) 843 if (t->item && t->item->type == SPELL)
942 { 844 {
943 if (first) 845 if (first)
944 { 846 buf << "(Spell abilities:)";
847
945 first = 0; 848 first = 0;
946 strcat (retbuf, "(Spell abilities:)"); 849
947 } 850 buf << '(' << t->item->object::name << ')';
948 strcat (retbuf, "(");
949 strcat (retbuf, t->item->clone.name);
950 strcat (retbuf, ")");
951 } 851 }
952 } 852 }
853
953 if (op->type == PLAYER) 854 if (op->type == PLAYER)
954 { 855 {
955 if (op->contr->digestion) 856 if (op->contr->digestion)
956 {
957 if (op->contr->digestion != 0)
958 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 857 buf.printf ("(sustenance%+d)", op->contr->digestion);
959 strcat (retbuf, buf); 858
960 }
961 if (op->contr->gen_grace) 859 if (op->contr->gen_grace)
962 {
963 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 860 buf.printf ("(grace%+d)", op->contr->gen_grace);
964 strcat (retbuf, buf); 861
965 }
966 if (op->contr->gen_sp) 862 if (op->contr->gen_sp)
967 {
968 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 863 buf.printf ("(magic%+d)", op->contr->gen_sp);
969 strcat (retbuf, buf); 864
970 }
971 if (op->contr->gen_hp) 865 if (op->contr->gen_hp)
972 {
973 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 866 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
974 strcat (retbuf, buf); 867
975 }
976 if (op->stats.luck) 868 if (op->stats.luck)
977 {
978 sprintf (buf, "(luck%+d)", op->stats.luck); 869 buf.printf ("(luck%+d)", op->stats.luck);
979 strcat (retbuf, buf);
980 }
981 } 870 }
982 871
983 /* describe attacktypes */ 872 /* describe attacktypes */
984 if (is_dragon_pl (op)) 873 if (is_dragon_pl (op))
985 { 874 {
987 * Break apart the for loop - move the comparison checking down - 876 * Break apart the for loop - move the comparison checking down -
988 * this makes it more readable. 877 * this makes it more readable.
989 */ 878 */
990 object *tmp; 879 object *tmp;
991 880
992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 881 for (tmp = op->inv; tmp; tmp = tmp->below)
993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 882 if (tmp->type == SKILL && tmp->name == shstr_clawing)
994 break; 883 break;
995 884
996 if (tmp && tmp->attacktype != 0) 885 if (tmp && tmp->attacktype)
997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 886 buf.add_abilities ("Claws", tmp->attacktype);
998 else 887 else
999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 888 buf.add_abilities ("Attacks", op->attacktype);
1000 } 889 }
1001 else 890 else
1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 891 buf.add_abilities ("Attacks", op->attacktype);
1003 892
1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 893 buf.add_paths ("Attuned" , op->path_attuned);
1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 894 buf.add_paths ("Repelled", op->path_repelled);
1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 895 buf.add_paths ("Denied" , op->path_denied);
1007 896
1008 for (i = 0; i < NROFATTACKS; i++) 897 for (int i = 0; i < NROFATTACKS; i++)
1009 if (op->resist[i]) 898 if (op->resist[i])
1010 {
1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 899 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1012 strcat (retbuf, buf);
1013 }
1014 900
1015 return retbuf; 901 return buf;
1016} 902}
1017
1018 903
1019/* 904/*
1020 * Returns a pointer to a static buffer which contains a 905 * Returns a pointer to a static buffer which contains a
1021 * description of the given object. 906 * description of the given object.
1022 * If it is a monster, lots of information about its abilities 907 * 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 916 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1032 * a dragon player examining food. Could have things like 917 * a dragon player examining food. Could have things like
1033 * a dwarven axe, in which the full abilities are only known to 918 * a dwarven axe, in which the full abilities are only known to
1034 * dwarves, etc. 919 * dwarves, etc.
1035 * 920 *
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. 921 * Add 'owner' who is the person examining this object.
1042 * owner can be null if no one is being associated with this 922 * owner can be null if no one is being associated with this
1043 * item (eg, debug dump or the like) 923 * item (eg, debug dump or the like)
1044 */ 924 */
1045const char * 925const char *
1046describe_item (const object *op, object *owner) 926describe_item (const object *op, object *owner)
1047{ 927{
1048 char buf[MAX_BUF]; 928 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1049 static char retbuf[VERY_BIG_BUF]; 929 return describe_monster (op);
930
931 static dynbuf_text buf; buf.clear ();
1050 int identified, i; 932 int identified, i;
1051 933
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. 934 /* figure this out once, instead of making multiple calls to need_identify.
1058 * also makes the code easier to read. 935 * also makes the code easier to read.
1059 */ 936 */
1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 937 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1061 identified = 1; 938 if (!identified)
1062 else 939 buf << "(unidentified)";
1063 { 940
1064 strcpy (retbuf, "(unidentified)");
1065 identified = 0;
1066 }
1067 switch (op->type) 941 switch (op->type)
1068 { 942 {
1069 case BOW: 943 case BOW:
1070 case ARROW: 944 case ARROW:
1071 case WAND: 945 case WAND:
1072 case ROD: 946 case ROD:
1073 case HORN: 947 case HORN:
1074 case WEAPON: 948 case WEAPON:
1075 case ARMOUR: 949 case ARMOUR:
1076 case HELMET: 950 case HELMET:
1077 case SHIELD: 951 case SHIELD:
1078 case BOOTS: 952 case BOOTS:
1079 case GLOVES: 953 case GLOVES:
1080 case GIRDLE: 954 case GIRDLE:
1081 case BRACERS: 955 case BRACERS:
1082 case CLOAK: 956 case CLOAK:
1083 case SKILL_TOOL: 957 case SKILL_TOOL:
1084 break; /* We have more information to do below this switch */ 958 break; /* We have more information to do below this switch */
1085 959
1086 case POWER_CRYSTAL: 960 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 961 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 962 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 1000) / 100; 963 i = (op->stats.maxsp % 1000) / 100;
1090 964
1091 if (i) 965 if (i)
1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 966 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1093 else 967 else
1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000); 968 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1095 } 969 }
1096 else 970 else
1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 971 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1098 972
1099 strcat (retbuf, buf);
1100 i = (op->stats.sp * 10) / op->stats.maxsp; 973 i = (op->stats.sp * 10) / op->stats.maxsp;
1101 if (op->stats.sp == 0) 974 if (op->stats.sp == 0)
1102 strcat (retbuf, "empty."); 975 buf << "empty.";
1103 else if (i == 0) 976 else if (i == 0)
1104 strcat (retbuf, "almost empty."); 977 buf << "almost empty.";
1105 else if (i < 3) 978 else if (i < 3)
1106 strcat (retbuf, "partially filled."); 979 buf << "partially filled.";
1107 else if (i < 6) 980 else if (i < 6)
1108 strcat (retbuf, "half full."); 981 buf << "half full.";
1109 else if (i < 9) 982 else if (i < 9)
1110 strcat (retbuf, "well charged."); 983 buf << "well charged.";
1111 else if (op->stats.sp == op->stats.maxsp) 984 else if (op->stats.sp == op->stats.maxsp)
1112 strcat (retbuf, "fully charged."); 985 buf << "fully charged.";
1113 else 986 else
1114 strcat (retbuf, "almost full."); 987 buf << "almost full.";
1115 break; 988 break;
989
990 case LAMP:
991 {
992 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
993 buf << "(fuel: ";
994 if (percent == 0)
995 buf << "empty";
996 else if (percent < 10)
997 buf << "very low";
998 else if (percent < 25)
999 buf << "low";
1000 else if (percent < 50)
1001 buf << "half empty";
1002 else if (percent < 75)
1003 buf << "half full";
1004 else if (percent < 95)
1005 buf << "well filled";
1006 else if (percent <= 100)
1007 buf << "full";
1008 buf << ")";
1009 }
1010 break;
1011
1116 case FOOD: 1012 case FOOD:
1117 case FLESH: 1013 case FLESH:
1118 case DRINK: 1014 case DRINK:
1119 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1120 { 1016 {
1121 sprintf (buf, "(food+%d)", op->stats.food); 1017 buf.printf ("(food+%d)", op->stats.food);
1122 strcat (retbuf, buf);
1123 1018
1124 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1125 {
1126 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1127 strcat (retbuf, buf);
1128 }
1129 1021
1130 if (!QUERY_FLAG (op, FLAG_CURSED)) 1022 if (!QUERY_FLAG (op, FLAG_CURSED))
1131 { 1023 {
1132 if (op->stats.hp) 1024 if (op->stats.hp) buf << "(heals)";
1133 strcat (retbuf, "(heals)");
1134 if (op->stats.sp)
1135 strcat (retbuf, "(spellpoint regen)"); 1025 if (op->stats.sp) buf << "(spellpoint regen)";
1136 } 1026 }
1137 else 1027 else
1138 { 1028 {
1139 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(damages)";
1140 strcat (retbuf, "(damages)");
1141 if (op->stats.sp)
1142 strcat (retbuf, "(spellpoint depletion)"); 1030 if (op->stats.sp) buf << "(spellpoint depletion)";
1143 } 1031 }
1144 } 1032 }
1145 break; 1033 break;
1146 1034
1147
1148 case SKILL: 1035 case SKILL:
1149 case RING: 1036 case RING:
1150 case AMULET: 1037 case AMULET:
1151 if (op->item_power) 1038 if (op->item_power)
1152 {
1153 sprintf (buf, "(item_power %+d)", op->item_power); 1039 buf.printf ("(item_power %+d)", op->item_power);
1154 strcat (retbuf, buf); 1040
1155 }
1156 if (op->title) 1041 if (op->title)
1157 strcat (retbuf, ring_desc (op)); 1042 buf << ring_desc (op);
1043
1158 return retbuf; 1044 return buf;
1159 1045
1160 default: 1046 default:
1161 return retbuf; 1047 return buf;
1162 } 1048 }
1163 1049
1164 /* Down here, we more further describe equipment type items. 1050 /* Down here, we more further describe equipment type items.
1165 * only describe them if they have been identified or the like. 1051 * only describe them if they have been identified or the like.
1166 */ 1052 */
1167 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1168 { 1054 {
1169 int attr, val; 1055 int attr, val;
1170 1056
1171 for (attr = 0; attr < NUM_STATS; attr++) 1057 for (attr = 0; attr < NUM_STATS; attr++)
1172 { 1058 if ((val = op->stats.stat (attr)))
1173 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1174 {
1175 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1059 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1176 strcat (retbuf, buf);
1177 }
1178 }
1179 1060
1180 if (op->stats.exp) 1061 if (op->stats.exp)
1181 {
1182 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1183 strcat (retbuf, buf);
1184 }
1185
1186 1063
1187 switch (op->type) 1064 switch (op->type)
1188 { 1065 {
1189 case BOW: 1066 case BOW:
1190 case ARROW: 1067 case ARROW:
1191 case GIRDLE: 1068 case GIRDLE:
1192 case HELMET: 1069 case HELMET:
1193 case SHIELD: 1070 case SHIELD:
1194 case BOOTS: 1071 case BOOTS:
1195 case GLOVES: 1072 case GLOVES:
1196 case WEAPON: 1073 case WEAPON:
1197 case SKILL: 1074 case SKILL:
1198 case RING: 1075 case RING:
1199 case AMULET: 1076 case AMULET:
1200 case ARMOUR: 1077 case ARMOUR:
1201 case BRACERS: 1078 case BRACERS:
1202 case FORCE: 1079 case FORCE:
1203 case CLOAK: 1080 case CLOAK:
1204 if (op->stats.wc) 1081 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1205 { 1082 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1206 sprintf (buf, "(wc%+d)", op->stats.wc); 1083 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1207 strcat (retbuf, buf); 1084
1208 }
1209 if (op->stats.dam)
1210 {
1211 sprintf (buf, "(dam%+d)", op->stats.dam);
1212 strcat (retbuf, buf);
1213 }
1214 if (op->stats.ac)
1215 {
1216 sprintf (buf, "(ac%+d)", op->stats.ac);
1217 strcat (retbuf, buf);
1218 }
1219 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1085 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1220 {
1221 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1086 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1222 strcat (retbuf, buf); 1087
1223 }
1224 break; 1088 break;
1225 1089
1226 default: 1090 default:
1227 break; 1091 break;
1228 } 1092 }
1229 if (QUERY_FLAG (op, FLAG_XRAYS)) 1093
1230 strcat (retbuf, "(xray-vision)"); 1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1231 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1232 strcat (retbuf, "(infravision)");
1233 1096
1234 /* levitate was what is was before, so we'll keep it */ 1097 /* levitate was what is was before, so we'll keep it */
1235 if (op->move_type & MOVE_FLY_LOW) 1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1236 strcat (retbuf, "(levitate)");
1237
1238 if (op->move_type & MOVE_FLY_HIGH) 1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1239 strcat (retbuf, "(fly)");
1240
1241 if (op->move_type & MOVE_SWIM) 1100 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1242 strcat (retbuf, "(swim)");
1243 1101
1244 /* walking is presumed as 'normal', so doesn't need mentioning */ 1102 /* walking is presumed as 'normal', so doesn't need mentioning */
1245 1103
1246 if (op->item_power) 1104 if (op->item_power)
1247 {
1248 sprintf (buf, "(item_power %+d)", op->item_power); 1105 buf.printf ("(item_power %+d)", op->item_power);
1249 strcat (retbuf, buf);
1250 }
1251 } /* End if identified or applied */ 1106 } /* End if identified or applied */
1252 1107
1253 /* This blocks only deals with fully identified object. 1108 /* This blocks only deals with fully identified object.
1254 * it is intentional that this is not an 'else' from a above - 1109 * it is intentional that this is not an 'else' from a above -
1255 * in this way, information is added. 1110 * in this way, information is added.
1258 { 1113 {
1259 int more_info = 0; 1114 int more_info = 0;
1260 1115
1261 switch (op->type) 1116 switch (op->type)
1262 { 1117 {
1263 case ROD: /* These use stats.sp for spell selection and stats.food */ 1118 case ROD: /* These use stats.sp for spell selection and stats.food */
1264 case HORN: /* and stats.hp for spell-point regeneration... */ 1119 case HORN: /* and stats.hp for spell-point regeneration... */
1265 case BOW: 1120 case BOW:
1266 case ARROW: 1121 case ARROW:
1267 case WAND: 1122 case WAND:
1268 case FOOD: 1123 case FOOD:
1269 case FLESH: 1124 case FLESH:
1270 case DRINK: 1125 case DRINK:
1271 more_info = 0; 1126 more_info = 0;
1272 break; 1127 break;
1273 1128
1274 /* Armor type objects */ 1129 /* Armor type objects */
1275 case ARMOUR: 1130 case ARMOUR:
1276 case HELMET: 1131 case HELMET:
1277 case SHIELD: 1132 case SHIELD:
1278 case BOOTS: 1133 case BOOTS:
1279 case GLOVES: 1134 case GLOVES:
1280 case GIRDLE: 1135 case GIRDLE:
1281 case BRACERS: 1136 case BRACERS:
1282 case CLOAK: 1137 case CLOAK:
1283 if (ARMOUR_SPEED (op)) 1138 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284 { 1139 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1285 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1286 strcat (retbuf, buf);
1287 }
1288 if (ARMOUR_SPELLS (op))
1289 {
1290 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1291 strcat (retbuf, buf);
1292 }
1293 more_info = 1; 1140 more_info = 1;
1294 break; 1141 break;
1295 1142
1296 case WEAPON: 1143 case WEAPON:
1297 /* Calculate it the same way fix_player does so the results 1144 /* Calculate it the same way fix_player does so the results
1298 * make sense. 1145 * make sense.
1299 */ 1146 */
1300 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1147 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1301 if (i < 0) 1148 if (i < 0)
1302 i = 0; 1149 i = 0;
1303 1150
1304 sprintf (buf, "(weapon speed %d)", i); 1151 buf.printf ("(weapon speed %d)", i);
1305 strcat (retbuf, buf);
1306 more_info = 1; 1152 more_info = 1;
1307 break; 1153 break;
1308
1309 } 1154 }
1155
1310 if (more_info) 1156 if (more_info)
1311 { 1157 {
1312 if (op->stats.food)
1313 {
1314 if (op->stats.food != 0)
1315 sprintf (buf, "(sustenance%+d)", op->stats.food); 1158 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1316 strcat (retbuf, buf);
1317 }
1318 if (op->stats.grace)
1319 {
1320 sprintf (buf, "(grace%+d)", op->stats.grace); 1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1321 strcat (retbuf, buf); 1160 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1322 }
1323 if (op->stats.sp)
1324 {
1325 sprintf (buf, "(magic%+d)", op->stats.sp);
1326 strcat (retbuf, buf);
1327 }
1328 if (op->stats.hp)
1329 {
1330 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1331 strcat (retbuf, buf);
1332 }
1333 } 1162 }
1334 1163
1335 if (op->stats.luck) 1164 if (op->stats.luck)
1336 {
1337 sprintf (buf, "(luck%+d)", op->stats.luck); 1165 buf.printf ("(luck%+d)", op->stats.luck);
1338 strcat (retbuf, buf); 1166
1339 }
1340 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1341 strcat (retbuf, "(lifesaving)"); 1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1342 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1343 strcat (retbuf, "(reflect spells)");
1344 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1345 strcat (retbuf, "(reflect missiles)");
1346 if (QUERY_FLAG (op, FLAG_STEALTH)) 1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1347 strcat (retbuf, "(stealth)"); 1171
1348 if (op->slaying != NULL && op->type != FOOD) 1172 if (op->slaying && op->type != FOOD)
1349 {
1350 sprintf (buf, "(slay %s)", &op->slaying); 1173 buf.printf ("(slay %s)", &op->slaying);
1351 strcat (retbuf, buf); 1174
1352 } 1175 if (op->type == SKILL_TOOL && op->skill)
1353 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1176 buf.printf ("(%s)", &op->skill);
1177
1178 buf.add_abilities ("Attacks", op->attacktype);
1354 /* resistance on flesh is only visible for quetzals. If 1179 /* resistance on flesh is only visible for quetzals. If
1355 * non flesh, everyone can see its resistances 1180 * non flesh, everyone can see its resistances
1356 */ 1181 */
1357 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1182 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1358 strcat (retbuf, describe_resistance (op, 0)); 1183 buf << describe_resistance (op, 0);
1359 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1360 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1361 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1362 }
1363 1184
1185 buf.add_paths ("Attuned", op->path_attuned);
1186 buf.add_paths ("Repelled", op->path_repelled);
1187 buf.add_paths ("Denied", op->path_denied);
1188 }
1189
1364 return retbuf; 1190 return buf;
1365} 1191}
1366 1192
1367std::string 1193std::string
1368object::describe_item (object *who) 1194object::describe_item (object *who)
1369{ 1195{
1370 return std::string (::describe_item (this, who)); 1196 return std::string (::describe_item (this, who));
1197}
1198
1199void
1200examine (object *op, object *tmp)
1201{
1202 std::string info = tmp->describe (op);
1203
1204 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1205}
1206
1207/*
1208 * inventory prints object's inventory. If inv==NULL then print player's
1209 * inventory.
1210 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1211 */
1212const char *
1213object::query_inventory (object *who, const char *indent)
1214{
1215 static dynbuf_text buf; buf.clear ();
1216
1217 for (object *tmp = inv; tmp; tmp = tmp->below)
1218 if (who && QUERY_FLAG (who, FLAG_WIZ))
1219 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1220 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1221 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1222
1223 if (buf.size ())
1224 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1225 else
1226 buf.printf ("%s(empty)\n", indent);
1227
1228 return buf;
1371} 1229}
1372 1230
1373/* Return true if the item is magical. A magical item is one that 1231/* Return true if the item is magical. A magical item is one that
1374 * increases/decreases any abilities, provides a resistance, 1232 * increases/decreases any abilities, provides a resistance,
1375 * has a generic magical bonus, or is an artifact. 1233 * has a generic magical bonus, or is an artifact.
1376 * This function is used by detect_magic to determine if an item 1234 * This function is used by detect_magic to determine if an item
1377 * should be marked as magical. 1235 * should be marked as magical.
1378 */ 1236 */
1379
1380int 1237int
1381is_magical (const object *op) 1238is_magical (const object *op)
1382{ 1239{
1383 int i; 1240 int i;
1384 1241
1435 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1292 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1436 return 1; 1293 return 1;
1437 1294
1438 /* Check to see if it increases/decreases any stats */ 1295 /* Check to see if it increases/decreases any stats */
1439 for (i = 0; i < NUM_STATS; i++) 1296 for (i = 0; i < NUM_STATS; i++)
1440 if (get_attr_value (&(op->stats), i) != 0) 1297 if (op->stats.stat (i))
1441 return 1; 1298 return 1;
1442 1299
1443 /* If it doesn't fall into any of the above categories, must 1300 /* If it doesn't fall into any of the above categories, must
1444 * be non magical. 1301 * be non magical.
1445 */ 1302 */
1454int 1311int
1455need_identify (const object *op) 1312need_identify (const object *op)
1456{ 1313{
1457 switch (op->type) 1314 switch (op->type)
1458 { 1315 {
1459 case RING: 1316 case RING:
1460 case WAND: 1317 case WAND:
1461 case ROD: 1318 case ROD:
1462 case HORN: 1319 case HORN:
1463 case SCROLL: 1320 case SCROLL:
1464 case SKILL: 1321 case SKILL:
1465 case SKILLSCROLL: 1322 case SKILLSCROLL:
1466 case SPELLBOOK: 1323 case SPELLBOOK:
1467 case FOOD: 1324 case FOOD:
1468 case POTION: 1325 case POTION:
1469 case BOW: 1326 case BOW:
1470 case ARROW: 1327 case ARROW:
1471 case WEAPON: 1328 case WEAPON:
1472 case ARMOUR: 1329 case ARMOUR:
1473 case SHIELD: 1330 case SHIELD:
1474 case HELMET: 1331 case HELMET:
1475 case AMULET: 1332 case AMULET:
1476 case BOOTS: 1333 case BOOTS:
1477 case GLOVES: 1334 case GLOVES:
1478 case BRACERS: 1335 case BRACERS:
1479 case GIRDLE: 1336 case GIRDLE:
1480 case CONTAINER: 1337 case CONTAINER:
1481 case DRINK: 1338 case DRINK:
1482 case FLESH: 1339 case FLESH:
1483 case INORGANIC: 1340 case INORGANIC:
1484 case CLOSE_CON: 1341 case CLOSE_CON:
1485 case CLOAK: 1342 case CLOAK:
1486 case GEM: 1343 case GEM:
1487 case POWER_CRYSTAL: 1344 case POWER_CRYSTAL:
1488 case POISON: 1345 case POISON:
1489 case BOOK: 1346 case BOOK:
1490 case SKILL_TOOL: 1347 case SKILL_TOOL:
1491 return 1; 1348 return 1;
1492 } 1349 }
1350
1493 /* Try to track down some stuff that may show up here. Thus, the 1351 /* Try to track down some stuff that may show up here. Thus, the
1494 * archetype file can be updated, and this function removed. 1352 * archetype file can be updated, and this function removed.
1495 */ 1353 */
1496#if 0 1354#if 0
1497 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1355 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1503 * Supposed to fix face-values as well here, but later. 1361 * Supposed to fix face-values as well here, but later.
1504 */ 1362 */
1505void 1363void
1506identify (object *op) 1364identify (object *op)
1507{ 1365{
1508 object *pl;
1509
1510 SET_FLAG (op, FLAG_IDENTIFIED); 1366 SET_FLAG (op, FLAG_IDENTIFIED);
1511 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1367 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1512 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1368 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1513 1369
1514 /* 1370 /*
1521 { 1377 {
1522 if (op->inv && op->randomitems) 1378 if (op->inv && op->randomitems)
1523 op->title = op->inv->name; 1379 op->title = op->inv->name;
1524 else if (op->arch) 1380 else if (op->arch)
1525 { 1381 {
1526 op->name = op->arch->clone.name; 1382 op->name = op->arch->object::name;
1527 op->name_pl = op->arch->clone.name_pl; 1383 op->name_pl = op->arch->object::name_pl;
1528 } 1384 }
1529 } 1385 }
1530 1386
1531 /* If the object is on a map, make sure we update its face */ 1387 /* If the object is on a map, make sure we update its face */
1532 if (op->map) 1388 if (op->map)
1533 update_object (op, UP_OBJ_CHANGE); 1389 update_object (op, UP_OBJ_CHANGE);
1534 else 1390
1535 { 1391 if (object *pl = op->visible_to ())
1536 pl = op->in_player ();
1537 if (pl)
1538 /* A lot of the values can change from an update - might as well send 1392 /* A lot of the values can change from an update - might as well send
1539 * it all. 1393 * it all.
1540 */ 1394 */
1541 esrv_send_item (pl, op); 1395 esrv_send_item (pl, op);
1542 }
1543} 1396}
1544 1397

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