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Comparing deliantra/server/common/item.C (file contents):
Revision 1.33 by root, Sat May 12 18:14:47 2007 UTC vs.
Revision 1.55 by root, Wed Sep 16 22:50:50 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 25#include <living.h>
28#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 29
30/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end 31 * 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 32 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
47 * may be better. 47 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 48 * 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 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 50 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_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"}, 52 {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"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {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"}, 56 {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"}, 57 {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"}, 58 {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"}, 59 {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"} , 60 {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"}, 61 {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"}, 62 {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"}, 63 {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"}, 64 {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"}, 65 {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"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
67}; 67};
68 68
69static char numbers[21][20] = { 69static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
252}; 252};
253 253
254int 254int
255get_power_from_ench (int ench) 255get_power_from_ench (int ench)
256{ 256{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
261} 258}
262 259
263/* This takes an object 'op' and figures out what its item_power 260/* 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 261 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
299 if (op->type == WEAPON) 296 if (op->type == WEAPON)
300 { 297 {
301 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
303 enc++; 300 enc++;
301
304 if (op->slaying) 302 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
306 } 304 }
305
307 /* Items the player can equip */ 306 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
318 } 317 }
318
319 enc += op->stats.luck; 319 enc += op->stats.luck;
320 320
321 /* Do spell paths now */ 321 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
323 { 323 {
327 enc -= 2; 327 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
329 enc--; 329 enc--;
330 } 330 }
331 331
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 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;
346 339
347 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
348} 341}
349 342
350/* returns the typedata that has a number equal to itemtype, if there 343/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
352const typedata * 345const typedata *
353get_typedata (int itemtype) 346get_typedata (int itemtype)
354{ 347{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
359 return &item_types[i]; 350 return &item_types[i];
351
360 return NULL; 352 return NULL;
361} 353}
362 354
363/* returns the typedata that has a name equal to itemtype, if there 355/* 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 356 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */ 357 * one return NULL */
366const typedata * 358const typedata *
367get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
368{ 360{
369 int i;
370
371 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
373 return &item_types[i]; 363 return &item_types[i];
364
374 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
376 { 367 {
377 LOG (llevInfo, 368 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); 369 "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]; 370 return &item_types[i];
380 } 371 }
372
381 return NULL; 373 return 0;
382} 374}
383 375
384/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
386 * a big buffer. 378 * a big buffer.
405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406 398
407 strcat (buf, buf1); 399 strcat (buf, buf1);
408 } 400 }
409 } 401 }
402
410 return buf; 403 return buf;
411} 404}
412 405
413 406
414/* 407/*
415 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
417 * The buffer will be overwritten by the next call to query_weight(). 410 * The buffer will be overwritten by the next call to query_weight().
411 *
412 * Seems to be used only by unimportant stuff. Remove?
418 */ 413 */
419const char * 414const char *
420query_weight (const object *op) 415query_weight (const object *op)
421{ 416{
422 static char buf[10]; 417 static char buf[10];
423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
424 419
425 if (op->weight < 0) 420 if (op->weight < 0)
426 return " "; 421 return " ";
427 422
428 if (i % 1000) 423 if (i % 1000)
448 return buf; 443 return buf;
449 } 444 }
450 445
451 if (i < 21) 446 if (i < 21)
452 return levelnumbers[i]; 447 return levelnumbers[i];
448
453 if (!(i % 10)) 449 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
455 451
456 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
492 * from stats.sp - b.t. 488 * from stats.sp - b.t.
493 */ 489 */
494const char * 490const char *
495ring_desc (const object *op) 491ring_desc (const object *op)
496{ 492{
497 static char buf[VERY_BIG_BUF]; 493 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 494 int attr, val, len;
499 495
500 buf[0] = 0;
501
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 496 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf; 497 {
504
505 for (attr = 0; attr < NUM_STATS; attr++) 498 for (attr = 0; attr < NUM_STATS; attr++)
506 {
507 if ((val = op->stats.stat (attr))) 499 if ((val = op->stats.stat (attr)))
508 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 500 buf.printf ("(%s%+d)", short_stat_name[attr], val);
509 }
510 501
511 if (op->stats.exp) 502 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 503 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
513 if (op->stats.wc) 504 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 505 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
515 if (op->stats.dam)
516 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
517 if (op->stats.ac)
518 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
519 506
520 strcat (buf, describe_resistance (op, 0)); 507 buf << describe_resistance (op, 0);
521 508
522 if (op->stats.food != 0) 509 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
523 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
524 /* else if (op->stats.food < 0) 511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
525 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
526 if (op->stats.grace) 513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
527 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
528 if (op->stats.sp && op->type != SKILL)
529 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
530 if (op->stats.hp)
531 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
532 if (op->stats.luck)
533 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
534 if (QUERY_FLAG (op, FLAG_LIFESAVE))
535 strcat (buf, "(lifesaving)");
536 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
537 strcat (buf, "(reflect spells)");
538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
539 strcat (buf, "(reflect missiles)");
540 if (QUERY_FLAG (op, FLAG_STEALTH))
541 strcat (buf, "(stealth)");
542 514
543 /* Shorten some of the names, so they appear better in the windows */ 515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
544 len = strlen (buf); 516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548 519
549 /* if(op->item_power) 520 buf.add_paths ("Attuned" , op->path_attuned);
550 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 521 buf.add_paths ("Repelled", op->path_repelled);
551 */ 522 buf.add_paths ("Denied" , op->path_denied);
552 if (buf[0] == 0 && op->type != SKILL)
553 strcpy (buf, "of adornment");
554 523
524 if (buf.empty ())
525 buf << "of adornment";
526 }
555 527
556 return buf; 528 return buf;
557} 529}
558 530
559/* 531/*
560 * query_short_name(object) is similar to query_name, but doesn't 532 * query_short_name(object) is similar to query_name, but doesn't
561 * contain any information about object status (worn/cursed/etc.) 533 * contain any information about object status (worn/cursed/etc.)
534 *
535 * It is sometimes used when printing messages, so should fit well into a sentence.
562 */ 536 */
563const char * 537const char *
564query_short_name (const object *op) 538query_short_name (const object *op)
565{ 539{
566 static char buf[HUGE_BUF];
567 char buf2[HUGE_BUF];
568 int len = 0;
569
570 if (op->name == NULL) 540 if (!op->name)
571 return "(null)"; 541 return "(null)";
572 542
573 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 543 if (!op->nrof
544 && !op->weight
545 && !op->title
546 && !is_magical (op)
547 && op->slaying != shstr_money)
574 return op->name; /* To speed things up (or make things slower?) */ 548 return op->name; /* To speed things up (or make things slower?) */
575 549
576 if (op->nrof <= 1) 550 static dynbuf_text buf; buf.clear ();
577 safe_strcat (buf, op->name, &len, HUGE_BUF); 551
578 else 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
579 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
580 553
581 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
582 { 555 buf << ' ' << op->title;
583 safe_strcat (buf, " ", &len, HUGE_BUF);
584 safe_strcat (buf, op->title, &len, HUGE_BUF);
585 }
586 556
587 switch (op->type) 557 switch (op->type)
588 { 558 {
589 case SPELLBOOK: 559 case SPELLBOOK:
590 case SCROLL: 560 case SCROLL:
591 case WAND: 561 case WAND:
592 case ROD: 562 case ROD:
593 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 563 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
594 { 564 {
595 if (!op->title) 565 if (!op->title)
596 { 566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
597 safe_strcat (buf, " of ", &len, HUGE_BUF); 567
598 if (op->inv)
599 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
600 else
601 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
602 }
603 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
604 {
605 sprintf (buf2, " (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
606 safe_strcat (buf, buf2, &len, HUGE_BUF);
607 }
608 } 570 }
609 break; 571 break;
610 572
573 case ALTAR:
574 case TRIGGER_ALTAR:
575 case IDENTIFY_ALTAR:
576 case CONVERTER:
577 if (op->slaying == shstr_money)
578 {
579 bool wrap = !!buf.size ();
580
581 if (wrap) buf << " [";
582
583 archetype *coin = 0;
584
585 for (char const *const *c = coins; *coins; ++c)
586 if ((coin = archetype::find (*c)))
587 if (op->stats.food % coin->value == 0)
588 break;
589
590 sint32 coins = op->stats.food / coin->value;
591
592 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
593
594 if (wrap) buf << ']';
595 }
596 break;
597
611 case SKILL: 598 case SKILL:
612 case AMULET: 599 case AMULET:
613 case RING: 600 case RING:
614 if (!op->title) 601 if (!op->title)
615 { 602 {
616 /* If ring has a title, full description isn't so useful */ 603 /* If ring has a title, full description isn't so useful */
617 const char *s = ring_desc (op); 604 const char *s = ring_desc (op);
618 605
619 if (s[0]) 606 if (s && *s)
620 { 607 buf << " " << s;
621 safe_strcat (buf, " ", &len, HUGE_BUF);
622 safe_strcat (buf, s, &len, HUGE_BUF);
623 }
624 } 608 }
625 break; 609 break;
610
626 default: 611 default:
627 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
628 {
629 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 614 }
615
633 return buf; 616 return buf;
634} 617}
635 618
636/* 619/*
637 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
641 * you can make several calls to query_name before the bufs start getting 624 * you can make several calls to query_name before the bufs start getting
642 * overwritten. This may be a bad thing (it may be easier to assume the value 625 * overwritten. This may be a bad thing (it may be easier to assume the value
643 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
644 * use several names much easier (don't need to store them to temp variables.) 627 * use several names much easier (don't need to store them to temp variables.)
645 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
646 */ 631 */
647const char * 632const char *
648query_name (const object *op) 633query_name (const object *op)
649{ 634{
650 static char buf[5][HUGE_BUF]; // OMFG 635 int len = 0;
636 static dynbuf_text bufs[5];
651 static int use_buf = 0; 637 static int use_buf = 0;
652 int len = 0;
653
654#ifdef NEW_MATERIAL_CODE
655 materialtype_t *mt;
656#endif
657 638
658 use_buf++; 639 use_buf++;
659 use_buf %= 5; 640 use_buf %= 5;
660 641
661#ifdef NEW_MATERIAL_CODE 642 dynbuf_text &buf = bufs [use_buf];
643 buf.clear ();
644
662 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
663 {
664 mt = name_to_material (op->materialname); 646 if (materialtype_t *mt = name_to_material (op->materialname))
665 if (mt) 647 buf << mt->description << ' ';
666 {
667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
668 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
669 }
670 }
671#endif
672 648
673 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 649 buf << query_short_name (op);
674 650
675 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
676 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 652 buf << " *";
677 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
678 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 654 buf << " (open)";
679 655
680 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
681 { 657 {
682 if (QUERY_FLAG (op, FLAG_DAMNED)) 658 if (QUERY_FLAG (op, FLAG_DAMNED))
683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 659 buf << " (damned)";
684 else if (QUERY_FLAG (op, FLAG_CURSED)) 660 else if (QUERY_FLAG (op, FLAG_CURSED))
685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 661 buf << " (cursed)";
686 } 662 }
687 663
688 /* Basically, if the object is known magical (detect magic spell on it), 664 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 665 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 666 * it is magical. Assume that the detect magical spell will only set
693 * Changed in V 0.91.4 - still print that the object is magical even 669 * Changed in V 0.91.4 - still print that the object is magical even
694 * if it has been applied. Equipping an item does not tell full 670 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 671 * abilities, especially for artifact items.
696 */ 672 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 674 buf << " (magic)";
699 675
700#if 0 676#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 677 /* item_power will be returned in describe_item - it shouldn't really
702 * be returned in the name. 678 * be returned in the name.
703 */ 679 */
704 if (op->item_power) 680 if (op->item_power)
705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 682
712 { 688 {
713 case BOW: 689 case BOW:
714 case WAND: 690 case WAND:
715 case ROD: 691 case ROD:
716 case HORN: 692 case HORN:
717 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
718 break; 694 break;
719 case WEAPON: 695 case WEAPON:
720 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
721 break; 697 break;
722 case ARMOUR: 698 case ARMOUR:
723 case HELMET: 699 case HELMET:
724 case SHIELD: 700 case SHIELD:
725 case RING: 701 case RING:
727 case GLOVES: 703 case GLOVES:
728 case AMULET: 704 case AMULET:
729 case GIRDLE: 705 case GIRDLE:
730 case BRACERS: 706 case BRACERS:
731 case CLOAK: 707 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 708 buf << " (worn)";
733 break; 709 break;
734 case CONTAINER: 710 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 711 buf << " (active)";
736 break; 712 break;
737 case SKILL: 713 case SKILL:
738 default: 714 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 715 buf << " (applied)";
740 } 716 }
741 } 717 }
742 718
719 switch (op->type)
720 {
721 case LAMP:
722 if (op->glow_radius)
723 buf << " (on)";
724 else if (op->stats.food <= 0)
725 buf << " (empty)";
726 else
727 buf << " (off)";
728 break;
729
730 case TORCH:
731 if (op->glow_radius)
732 buf << " (burning)";
733 else if (op->stats.food <= 0)
734 buf << " (burned out)";
735 break;
736 }
737
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 739 buf << " (unpaid)";
745 740
746 return buf [use_buf]; 741 return buf;
747} 742}
748 743
749/* 744/*
750 * query_base_name(object) returns a character pointer pointing to a static 745 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 746 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next 747 * of the given object. The buffer will be overwritten at the next
753 * call to query_base_name(). This is a lot like query_name, but we 748 * call to query_base_name(). This is a lot like query_name, but we
754 * don't include the item count or item status. Used for inventory sorting 749 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client. 750 * and sending to client.
756 * If plural is set, we generate the plural name of this. 751 * If plural is set, we generate the plural name of this.
752 *
753 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed.
757 */ 755 */
758const char * 756const char *
759query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
760{ 758{
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 760 return "(null)";
767 761
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 762 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 763 return op->name; /* To speed things up (or make things slower?) */
770 764
765 static dynbuf_text buf; buf.clear ();
766
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 767 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 768 if (materialtype_t *mt = name_to_material (op->materialname))
769 if (op->arch->materialname != mt->name)
770 buf << mt->description << ' ';
773 771
774#ifdef NEW_MATERIAL_CODE 772 buf << (plural ? op->name_pl : op->name);
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788#endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793
794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 773
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 775 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 776
805 switch (op->type) 777 switch (op->type)
806 { 778 {
807 case SPELLBOOK: 779 case SPELLBOOK:
808 case SCROLL: 780 case SCROLL:
809 case WAND: 781 case WAND:
810 case ROD: 782 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 783 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 784 {
813 if (!op->title) 785 if (!op->title)
814 { 786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 787
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 788 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 789 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 790 }
827 break; 791 break;
828 792
829 793
830 case SKILL: 794 case SKILL:
833 if (!op->title) 797 if (!op->title)
834 { 798 {
835 /* If ring has a title, full description isn't so useful */ 799 /* If ring has a title, full description isn't so useful */
836 const char *s = ring_desc (op); 800 const char *s = ring_desc (op);
837 801
838 if (s[0]) 802 if (s && *s)
839 { 803 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 804 }
844 break; 805 break;
845 806
846 default: 807 default:
847 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
848 sprintf (buf + strlen (buf), " %+d", op->magic); 809 buf.printf (" %+d", op->magic);
849 } 810 }
850 811
851 return buf; 812 return buf;
852} 813}
853 814
855 * too long, making it difficult to read. This function deals 816 * too long, making it difficult to read. This function deals
856 * with describing the monsters & players abilities. It should only 817 * with describing the monsters & players abilities. It should only
857 * be called with monster & player objects. Returns a description 818 * be called with monster & player objects. Returns a description
858 * in a static buffer. 819 * in a static buffer.
859 */ 820 */
860static char * 821static const char *
861describe_monster (const object *op) 822describe_monster (const object *op)
862{ 823{
863 char buf[MAX_BUF]; 824 static dynbuf_text buf; buf.clear ();
864 static char retbuf[VERY_BIG_BUF];
865 int i;
866
867 retbuf[0] = '\0';
868 825
869 /* Note that the resolution this provides for players really isn't 826 /* Note that the resolution this provides for players really isn't
870 * very good. Any player with a speed greater than .67 will 827 * very good. Any player with a speed greater than .67 will
871 * fall into the 'lightning fast movement' category. 828 * fall into the 'lightning fast movement' category.
872 */ 829 */
873 if (op->has_active_speed ()) 830 if (op->has_active_speed ())
874 {
875 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
876 { 832 {
877 case 0: 833 case 0:
878 strcat (retbuf, "(very slow movement)"); 834 buf << "(very slow movement)";
879 break; 835 break;
880 case 1: 836 case 1:
881 strcat (retbuf, "(slow movement)"); 837 buf << "(slow movement)";
882 break; 838 break;
883 case 2: 839 case 2:
884 strcat (retbuf, "(normal movement)"); 840 buf << "(normal movement)";
885 break; 841 break;
886 case 3: 842 case 3:
887 case 4: 843 case 4:
888 strcat (retbuf, "(fast movement)"); 844 buf << "(fast movement)";
889 break; 845 break;
890 case 5: 846 case 5:
891 case 6: 847 case 6:
892 strcat (retbuf, "(very fast movement)"); 848 buf << "(very fast movement)";
893 break; 849 break;
894 case 7: 850 case 7:
895 case 8: 851 case 8:
896 case 9: 852 case 9:
897 case 10: 853 case 10:
898 strcat (retbuf, "(extremely fast movement)"); 854 buf << "(extremely fast movement)";
899 break; 855 break;
900 default: 856 default:
901 strcat (retbuf, "(lightning fast movement)"); 857 buf << "(lightning fast movement)";
902 break; 858 break;
903 } 859 }
904 } 860
905 if (QUERY_FLAG (op, FLAG_UNDEAD)) 861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
906 strcat (retbuf, "(undead)");
907 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
908 strcat (retbuf, "(see invisible)"); 863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
909 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
910 strcat (retbuf, "(wield weapon)"); 865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
911 if (QUERY_FLAG (op, FLAG_USE_BOW)) 866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
912 strcat (retbuf, "(archer)"); 867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
913 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
914 strcat (retbuf, "(wear armour)");
915 if (QUERY_FLAG (op, FLAG_USE_RING))
916 strcat (retbuf, "(wear ring)");
917 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
918 strcat (retbuf, "(read scroll)");
919 if (QUERY_FLAG (op, FLAG_USE_RANGE))
920 strcat (retbuf, "(fires wand/rod/horn)");
921 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
922 strcat (retbuf, "(skill user)"); 870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
923 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
924 strcat (retbuf, "(spellcaster)");
925 if (QUERY_FLAG (op, FLAG_FRIENDLY))
926 strcat (retbuf, "(friendly)");
927 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
928 strcat (retbuf, "(unaggressive)"); 873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
929 if (QUERY_FLAG (op, FLAG_HITBACK)) 874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
930 strcat (retbuf, "(hitback)"); 875
931 if (QUERY_FLAG (op, FLAG_STEALTH))
932 strcat (retbuf, "(stealthy)");
933 if (op->randomitems != NULL) 876 if (op->randomitems)
934 { 877 {
935 treasure *t;
936 int first = 1; 878 bool first = 1;
937 879
938 for (t = op->randomitems->items; t != NULL; t = t->next) 880 for (treasure *t = op->randomitems->items; t; t = t->next)
939 if (t->item && t->item->clone.type == SPELL) 881 if (t->item && t->item->type == SPELL)
940 { 882 {
941 if (first) 883 if (first)
942 { 884 buf << "(Spell abilities:)";
885
943 first = 0; 886 first = 0;
944 strcat (retbuf, "(Spell abilities:)"); 887
945 } 888 buf << '(' << t->item->object::name << ')';
946 strcat (retbuf, "(");
947 strcat (retbuf, t->item->clone.name);
948 strcat (retbuf, ")");
949 } 889 }
950 } 890 }
891
951 if (op->type == PLAYER) 892 if (op->type == PLAYER)
952 { 893 {
953 if (op->contr->digestion) 894 if (op->contr->digestion)
954 {
955 if (op->contr->digestion != 0)
956 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 895 buf.printf ("(sustenance%+d)", op->contr->digestion);
957 strcat (retbuf, buf); 896
958 }
959 if (op->contr->gen_grace) 897 if (op->contr->gen_grace)
960 {
961 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 898 buf.printf ("(grace%+d)", op->contr->gen_grace);
962 strcat (retbuf, buf); 899
963 }
964 if (op->contr->gen_sp) 900 if (op->contr->gen_sp)
965 {
966 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 901 buf.printf ("(magic%+d)", op->contr->gen_sp);
967 strcat (retbuf, buf); 902
968 }
969 if (op->contr->gen_hp) 903 if (op->contr->gen_hp)
970 {
971 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 904 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
972 strcat (retbuf, buf); 905
973 }
974 if (op->stats.luck) 906 if (op->stats.luck)
975 {
976 sprintf (buf, "(luck%+d)", op->stats.luck); 907 buf.printf ("(luck%+d)", op->stats.luck);
977 strcat (retbuf, buf);
978 }
979 } 908 }
980 909
981 /* describe attacktypes */ 910 /* describe attacktypes */
982 if (is_dragon_pl (op)) 911 if (is_dragon_pl (op))
983 { 912 {
985 * Break apart the for loop - move the comparison checking down - 914 * Break apart the for loop - move the comparison checking down -
986 * this makes it more readable. 915 * this makes it more readable.
987 */ 916 */
988 object *tmp; 917 object *tmp;
989 918
990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 919 for (tmp = op->inv; tmp; tmp = tmp->below)
991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 920 if (tmp->type == SKILL && tmp->name == shstr_clawing)
992 break; 921 break;
993 922
994 if (tmp && tmp->attacktype != 0) 923 if (tmp && tmp->attacktype)
995 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 924 buf.add_abilities ("Claws", tmp->attacktype);
996 else 925 else
997 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 926 buf.add_abilities ("Attacks", op->attacktype);
998 } 927 }
999 else 928 else
1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 929 buf.add_abilities ("Attacks", op->attacktype);
1001 930
1002 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 931 buf.add_paths ("Attuned" , op->path_attuned);
1003 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 932 buf.add_paths ("Repelled", op->path_repelled);
1004 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 933 buf.add_paths ("Denied" , op->path_denied);
1005 934
1006 for (i = 0; i < NROFATTACKS; i++) 935 for (int i = 0; i < NROFATTACKS; i++)
1007 if (op->resist[i]) 936 if (op->resist[i])
1008 {
1009 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 937 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1010 strcat (retbuf, buf);
1011 }
1012 938
1013 return retbuf; 939 return buf;
1014} 940}
1015
1016 941
1017/* 942/*
1018 * Returns a pointer to a static buffer which contains a 943 * Returns a pointer to a static buffer which contains a
1019 * description of the given object. 944 * description of the given object.
1020 * If it is a monster, lots of information about its abilities 945 * If it is a monster, lots of information about its abilities
1029 * wouldn't need to use the SEE_INVISIBLE flag to know it is 954 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1030 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
1031 * a dwarven axe, in which the full abilities are only known to 956 * a dwarven axe, in which the full abilities are only known to
1032 * dwarves, etc. 957 * dwarves, etc.
1033 * 958 *
1034 * This function is really much more complicated than it should
1035 * be, because different objects have different meanings
1036 * for the same field (eg, wands use 'food' for charges). This
1037 * means these special cases need to be worked out.
1038 *
1039 * Add 'owner' who is the person examining this object. 959 * Add 'owner' who is the person examining this object.
1040 * owner can be null if no one is being associated with this 960 * owner can be null if no one is being associated with this
1041 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
1042 */ 962 */
1043const char * 963const char *
1044describe_item (const object *op, object *owner) 964describe_item (const object *op, object *owner)
1045{ 965{
1046 char buf[MAX_BUF]; 966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1047 static char retbuf[VERY_BIG_BUF]; 967 return describe_monster (op);
968
969 static dynbuf_text buf; buf.clear ();
1048 int identified, i; 970 int identified, i;
1049 971
1050 retbuf[0] = '\0';
1051 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1052 {
1053 return describe_monster (op);
1054 }
1055 /* figure this out once, instead of making multiple calls to need_identify. 972 /* figure this out once, instead of making multiple calls to need_identify.
1056 * also makes the code easier to read. 973 * also makes the code easier to read.
1057 */ 974 */
1058 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1059 identified = 1; 976 if (!identified)
1060 else 977 buf << "(unidentified)";
1061 { 978
1062 strcpy (retbuf, "(unidentified)");
1063 identified = 0;
1064 }
1065 switch (op->type) 979 switch (op->type)
1066 { 980 {
1067 case BOW: 981 case BOW:
1068 case ARROW: 982 case ARROW:
1069 case WAND: 983 case WAND:
1070 case ROD: 984 case ROD:
1071 case HORN: 985 case HORN:
1072 case WEAPON: 986 case WEAPON:
1073 case ARMOUR: 987 case ARMOUR:
1074 case HELMET: 988 case HELMET:
1075 case SHIELD: 989 case SHIELD:
1076 case BOOTS: 990 case BOOTS:
1077 case GLOVES: 991 case GLOVES:
1078 case GIRDLE: 992 case GIRDLE:
1079 case BRACERS: 993 case BRACERS:
1080 case CLOAK: 994 case CLOAK:
1081 case SKILL_TOOL: 995 case SKILL_TOOL:
1082 break; /* We have more information to do below this switch */ 996 break; /* We have more information to do below this switch */
1083 997
1084 case POWER_CRYSTAL: 998 case POWER_CRYSTAL:
1085 if (op->stats.maxsp > 1000) 999 if (op->stats.maxsp > 1000)
1086 { /*higher capacity crystals */ 1000 { /*higher capacity crystals */
1087 i = (op->stats.maxsp % 1000) / 100; 1001 i = (op->stats.maxsp % 1000) / 100;
1088 1002
1089 if (i) 1003 if (i)
1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1091 else 1005 else
1092 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000); 1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1093 } 1007 }
1094 else 1008 else
1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1096 1010
1097 strcat (retbuf, buf);
1098 i = (op->stats.sp * 10) / op->stats.maxsp; 1011 i = (op->stats.sp * 10) / op->stats.maxsp;
1099 if (op->stats.sp == 0) 1012 if (op->stats.sp == 0)
1100 strcat (retbuf, "empty."); 1013 buf << "empty.";
1101 else if (i == 0) 1014 else if (i == 0)
1102 strcat (retbuf, "almost empty."); 1015 buf << "almost empty.";
1103 else if (i < 3) 1016 else if (i < 3)
1104 strcat (retbuf, "partially filled."); 1017 buf << "partially filled.";
1105 else if (i < 6) 1018 else if (i < 6)
1106 strcat (retbuf, "half full."); 1019 buf << "half full.";
1107 else if (i < 9) 1020 else if (i < 9)
1108 strcat (retbuf, "well charged."); 1021 buf << "well charged.";
1109 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1110 strcat (retbuf, "fully charged."); 1023 buf << "fully charged.";
1111 else 1024 else
1112 strcat (retbuf, "almost full."); 1025 buf << "almost full.";
1113 break; 1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
1033 buf << "empty";
1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
1039 buf << "half empty";
1040 else if (percent < 75)
1041 buf << "half full";
1042 else if (percent < 95)
1043 buf << "well filled";
1044 else if (percent <= 100)
1045 buf << "full";
1046 buf << ")";
1047 }
1048 break;
1049
1114 case FOOD: 1050 case FOOD:
1115 case FLESH: 1051 case FLESH:
1116 case DRINK: 1052 case DRINK:
1117 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1118 { 1054 {
1119 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1120 strcat (retbuf, buf);
1121 1056
1122 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1057 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]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1125 strcat (retbuf, buf);
1126 }
1127 1059
1128 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!QUERY_FLAG (op, FLAG_CURSED))
1129 { 1061 {
1130 if (op->stats.hp) 1062 if (op->stats.hp) buf << "(heals)";
1131 strcat (retbuf, "(heals)");
1132 if (op->stats.sp)
1133 strcat (retbuf, "(spellpoint regen)"); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1134 } 1064 }
1135 else 1065 else
1136 { 1066 {
1137 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1138 strcat (retbuf, "(damages)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1141 } 1069 }
1142 } 1070 }
1143 break; 1071 break;
1144 1072
1145
1146 case SKILL: 1073 case SKILL:
1147 case RING: 1074 case RING:
1148 case AMULET: 1075 case AMULET:
1149 if (op->item_power) 1076 if (op->item_power)
1150 {
1151 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1152 strcat (retbuf, buf); 1078
1153 }
1154 if (op->title) 1079 if (op->title)
1155 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1156 return retbuf; 1082 return buf;
1157 1083
1158 default: 1084 default:
1159 return retbuf; 1085 return buf;
1160 } 1086 }
1161 1087
1162 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1163 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1164 */ 1090 */
1165 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1166 { 1092 {
1167 int attr, val; 1093 int attr, val;
1168 1094
1169 for (attr = 0; attr < NUM_STATS; attr++) 1095 for (attr = 0; attr < NUM_STATS; attr++)
1170 {
1171 if ((val = op->stats.stat (attr))) 1096 if ((val = op->stats.stat (attr)))
1172 {
1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1097 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1174 strcat (retbuf, buf);
1175 }
1176 }
1177 1098
1178 if (op->stats.exp) 1099 if (op->stats.exp)
1179 {
1180 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1181 strcat (retbuf, buf);
1182 }
1183
1184 1101
1185 switch (op->type) 1102 switch (op->type)
1186 { 1103 {
1187 case BOW: 1104 case BOW:
1188 case ARROW: 1105 case ARROW:
1189 case GIRDLE: 1106 case GIRDLE:
1190 case HELMET: 1107 case HELMET:
1191 case SHIELD: 1108 case SHIELD:
1192 case BOOTS: 1109 case BOOTS:
1193 case GLOVES: 1110 case GLOVES:
1194 case WEAPON: 1111 case WEAPON:
1195 case SKILL: 1112 case SKILL:
1196 case RING: 1113 case RING:
1197 case AMULET: 1114 case AMULET:
1198 case ARMOUR: 1115 case ARMOUR:
1199 case BRACERS: 1116 case BRACERS:
1200 case FORCE: 1117 case FORCE:
1201 case CLOAK: 1118 case CLOAK:
1202 if (op->stats.wc) 1119 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1203 { 1120 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1204 sprintf (buf, "(wc%+d)", op->stats.wc); 1121 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1205 strcat (retbuf, buf); 1122
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) 1123 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1218 {
1219 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1124 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1220 strcat (retbuf, buf); 1125
1221 }
1222 break; 1126 break;
1223 1127
1224 default: 1128 default:
1225 break; 1129 break;
1226 } 1130 }
1227 if (QUERY_FLAG (op, FLAG_XRAYS)) 1131
1228 strcat (retbuf, "(xray-vision)"); 1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1229 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1230 strcat (retbuf, "(infravision)");
1231 1134
1232 /* levitate was what is was before, so we'll keep it */ 1135 /* levitate was what is was before, so we'll keep it */
1233 if (op->move_type & MOVE_FLY_LOW) 1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1234 strcat (retbuf, "(levitate)");
1235
1236 if (op->move_type & MOVE_FLY_HIGH) 1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1237 strcat (retbuf, "(fly)");
1238
1239 if (op->move_type & MOVE_SWIM) 1138 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1240 strcat (retbuf, "(swim)");
1241 1139
1242 /* walking is presumed as 'normal', so doesn't need mentioning */ 1140 /* walking is presumed as 'normal', so doesn't need mentioning */
1243 1141
1244 if (op->item_power) 1142 if (op->item_power)
1245 {
1246 sprintf (buf, "(item_power %+d)", op->item_power); 1143 buf.printf ("(item_power %+d)", op->item_power);
1247 strcat (retbuf, buf);
1248 }
1249 } /* End if identified or applied */ 1144 } /* End if identified or applied */
1250 1145
1251 /* This blocks only deals with fully identified object. 1146 /* This blocks only deals with fully identified object.
1252 * it is intentional that this is not an 'else' from a above - 1147 * it is intentional that this is not an 'else' from a above -
1253 * in this way, information is added. 1148 * in this way, information is added.
1256 { 1151 {
1257 int more_info = 0; 1152 int more_info = 0;
1258 1153
1259 switch (op->type) 1154 switch (op->type)
1260 { 1155 {
1261 case ROD: /* These use stats.sp for spell selection and stats.food */ 1156 case ROD: /* These use stats.sp for spell selection and stats.food */
1262 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1263 case BOW: 1158 case BOW:
1264 case ARROW: 1159 case ARROW:
1265 case WAND: 1160 case WAND:
1266 case FOOD: 1161 case FOOD:
1267 case FLESH: 1162 case FLESH:
1268 case DRINK: 1163 case DRINK:
1269 more_info = 0; 1164 more_info = 0;
1270 break; 1165 break;
1271 1166
1272 /* Armor type objects */ 1167 /* Armor type objects */
1273 case ARMOUR: 1168 case ARMOUR:
1274 case HELMET: 1169 case HELMET:
1275 case SHIELD: 1170 case SHIELD:
1276 case BOOTS: 1171 case BOOTS:
1277 case GLOVES: 1172 case GLOVES:
1278 case GIRDLE: 1173 case GIRDLE:
1279 case BRACERS: 1174 case BRACERS:
1280 case CLOAK: 1175 case CLOAK:
1281 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1282 { 1177 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; 1178 more_info = 1;
1292 break; 1179 break;
1293 1180
1294 case WEAPON: 1181 case WEAPON:
1295 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1296 * make sense. 1183 * make sense.
1297 */ 1184 */
1298 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1299 if (i < 0) 1186 if (i < 0)
1300 i = 0; 1187 i = 0;
1301 1188
1302 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1303 strcat (retbuf, buf);
1304 more_info = 1; 1190 more_info = 1;
1305 break; 1191 break;
1306
1307 } 1192 }
1193
1308 if (more_info) 1194 if (more_info)
1309 { 1195 {
1310 if (op->stats.food)
1311 {
1312 if (op->stats.food != 0)
1313 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 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); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1319 strcat (retbuf, buf); 1198 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); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1329 strcat (retbuf, buf);
1330 }
1331 } 1200 }
1332 1201
1333 if (op->stats.luck) 1202 if (op->stats.luck)
1334 {
1335 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1336 strcat (retbuf, buf); 1204
1337 }
1338 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1339 strcat (retbuf, "(lifesaving)"); 1206 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)) 1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1343 strcat (retbuf, "(reflect missiles)");
1344 if (QUERY_FLAG (op, FLAG_STEALTH)) 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1345 strcat (retbuf, "(stealth)"); 1209
1346 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1347 {
1348 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1349 strcat (retbuf, buf); 1212
1350 } 1213 buf.add_abilities ("Attacks", op->attacktype);
1351 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1352 /* resistance on flesh is only visible for quetzals. If 1214 /* resistance on flesh is only visible for quetzals. If
1353 * non flesh, everyone can see its resistances 1215 * non flesh, everyone can see its resistances
1354 */ 1216 */
1355 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1217 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1356 strcat (retbuf, describe_resistance (op, 0)); 1218 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 1219
1220 buf.add_paths ("Attuned", op->path_attuned);
1221 buf.add_paths ("Repelled", op->path_repelled);
1222 buf.add_paths ("Denied", op->path_denied);
1223 }
1224
1362 return retbuf; 1225 return buf;
1363} 1226}
1364 1227
1365std::string 1228std::string
1366object::describe_item (object *who) 1229object::describe_item (object *who)
1367{ 1230{
1368 return std::string (::describe_item (this, who)); 1231 return std::string (::describe_item (this, who));
1232}
1233
1234void
1235examine (object *op, object *tmp)
1236{
1237 std::string info = tmp->describe (op);
1238
1239 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1240}
1241
1242/*
1243 * inventory prints object's inventory. If inv==NULL then print player's
1244 * inventory.
1245 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1246 */
1247const char *
1248object::query_inventory (object *who, const char *indent)
1249{
1250 static dynbuf_text buf; buf.clear ();
1251
1252 for (object *tmp = inv; tmp; tmp = tmp->below)
1253 if (who && QUERY_FLAG (who, FLAG_WIZ))
1254 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1255 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1256 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1257
1258 if (buf.size ())
1259 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1260 else
1261 buf.printf ("%s(empty)\n", indent);
1262
1263 return buf;
1369} 1264}
1370 1265
1371/* Return true if the item is magical. A magical item is one that 1266/* Return true if the item is magical. A magical item is one that
1372 * increases/decreases any abilities, provides a resistance, 1267 * increases/decreases any abilities, provides a resistance,
1373 * has a generic magical bonus, or is an artifact. 1268 * has a generic magical bonus, or is an artifact.
1374 * This function is used by detect_magic to determine if an item 1269 * This function is used by detect_magic to determine if an item
1375 * should be marked as magical. 1270 * should be marked as magical.
1376 */ 1271 */
1377
1378int 1272int
1379is_magical (const object *op) 1273is_magical (const object *op)
1380{ 1274{
1381 int i; 1275 int i;
1382 1276
1502 * Supposed to fix face-values as well here, but later. 1396 * Supposed to fix face-values as well here, but later.
1503 */ 1397 */
1504void 1398void
1505identify (object *op) 1399identify (object *op)
1506{ 1400{
1507 object *pl;
1508
1509 SET_FLAG (op, FLAG_IDENTIFIED); 1401 SET_FLAG (op, FLAG_IDENTIFIED);
1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1402 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1403 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512 1404
1513 /* 1405 /*
1520 { 1412 {
1521 if (op->inv && op->randomitems) 1413 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1414 op->title = op->inv->name;
1523 else if (op->arch) 1415 else if (op->arch)
1524 { 1416 {
1525 op->name = op->arch->clone.name; 1417 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1418 op->name_pl = op->arch->object::name_pl;
1527 } 1419 }
1528 } 1420 }
1529 1421
1530 /* If the object is on a map, make sure we update its face */ 1422 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1423 if (op->map)
1532 update_object (op, UP_OBJ_CHANGE); 1424 update_object (op, UP_OBJ_CHANGE);
1533 else 1425
1534 { 1426 if (object *pl = op->visible_to ())
1535 pl = op->in_player ();
1536 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1427 /* A lot of the values can change from an update - might as well send
1538 * it all. 1428 * it all.
1539 */ 1429 */
1540 esrv_send_item (pl, op); 1430 esrv_send_item (pl, op);
1541 }
1542} 1431}
1543 1432

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