ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.13 by elmex, Wed Dec 20 13:07:12 2006 UTC vs.
Revision 1.41 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
46 * may be better. 46 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 49 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 55 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 57 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 60 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 66};
65 67
66static char numbers[21][20] = { 68static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
161 {LIGHTER, "lighter", "lighters", 0, 0}, 163 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 164 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
164 {LAMP, "lamp", "lamps", 0, 0}, 166 {LAMP, "lamp", "lamps", 0, 0},
165 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 167 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
166 {TOOL, "tool", "tools", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {BUILDFAC, "building facility", "building facilities", 0, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 170 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 171 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 172 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 173 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
181 {CONVERTER, "converter", "converters", 0, 0}, 181 {CONVERTER, "converter", "converters", 0, 0},
182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
183 {POISONING, "poisoning", "poisonings", 0, 0}, 183 {POISONING, "poisoning", "poisonings", 0, 0},
184 {SAVEBED, "savebed", "savebeds", 0, 0}, 184 {SAVEBED, "savebed", "savebeds", 0, 0},
185 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
186 {FIREHOLES, "fireholes", "fireholes", 0, 0},
187 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 185 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 186 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189 {DIRECTOR, "director", "directors", 0, 0}, 187 {DIRECTOR, "director", "directors", 0, 0},
190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 188 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191 {FORCE, "force", "forces", 0, 0}, 189 {FORCE, "force", "forces", 0, 0},
253}; 251};
254 252
255int 253int
256get_power_from_ench (int ench) 254get_power_from_ench (int ench)
257{ 255{
258 if (ench < 0) 256 if (ench < 0) ench = 0;
259 ench = 0; 257 if (ench > 20) ench = 20;
260 if (ench > 20) 258
261 ench = 20;
262 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
263} 260}
264 261
265/* This takes an object 'op' and figures out what its item_power 262/* This takes an object 'op' and figures out what its item_power
266 * rating should be. This should only really be used by the treasure 263 * rating should be. This should only really be used by the treasure
274{ 271{
275 int i, tmp, enc; 272 int i, tmp, enc;
276 273
277 enc = 0; 274 enc = 0;
278 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
279 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
280 277
281 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
282 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
283 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
284 * armour shouldn't be counted against 281 * armour shouldn't be counted against
345 enc += 1; 342 enc += 1;
346 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
347 enc += 1; 344 enc += 1;
348 345
349 return get_power_from_ench (enc); 346 return get_power_from_ench (enc);
350
351} 347}
352 348
353/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
354 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
355
356const typedata * 351const typedata *
357get_typedata (int itemtype) 352get_typedata (int itemtype)
358{ 353{
359 int i; 354 int i;
360 355
365} 360}
366 361
367/* returns the typedata that has a name equal to itemtype, if there 362/* returns the typedata that has a name equal to itemtype, if there
368 * isn't one, return the plural name that matches, if there still isn't 363 * isn't one, return the plural name that matches, if there still isn't
369 * one return NULL */ 364 * one return NULL */
370
371const typedata * 365const typedata *
372get_typedata_by_name (const char *name) 366get_typedata_by_name (const char *name)
373{ 367{
374 int i; 368 int i;
375 369
390 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
391 * a big buffer. 385 * a big buffer.
392 * if newline is true, we don't put parens around the description 386 * if newline is true, we don't put parens around the description
393 * but do put a newline at the end. Useful when dumping to files 387 * but do put a newline at the end. Useful when dumping to files
394 */ 388 */
395char * 389const char *
396describe_resistance (const object *op, int newline) 390describe_resistance (const object *op, int newline)
397{ 391{
398 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
399 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
400 int tmpvar; 394 int tmpvar;
419/* 413/*
420 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
421 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
422 * The buffer will be overwritten by the next call to query_weight(). 416 * The buffer will be overwritten by the next call to query_weight().
423 */ 417 */
424 418const char *
425char *
426query_weight (const object *op) 419query_weight (const object *op)
427{ 420{
428 static char buf[10]; 421 static char buf[10];
429 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
430 423
431 if (op->weight < 0) 424 if (op->weight < 0)
432 return " "; 425 return " ";
426
433 if (i % 1000) 427 if (i % 1000)
434 sprintf (buf, "%6.1f", i / 1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
435 else 429 else
436 sprintf (buf, "%4d ", i / 1000); 430 sprintf (buf, "%4d ", i / 1000);
431
437 return buf; 432 return buf;
438} 433}
439 434
440/* 435/*
441 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
442 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
443 */ 438 */
444 439const char *
445char *
446get_levelnumber (int i) 440get_levelnumber (int i)
447{ 441{
448 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
449 443
450 if (i > 99) 444 if (i > 99)
451 { 445 {
452 sprintf (buf, "%d.", i); 446 sprintf (buf, "%d.", i);
453 return buf; 447 return buf;
454 } 448 }
449
455 if (i < 21) 450 if (i < 21)
456 return levelnumbers[i]; 451 return levelnumbers[i];
457 if (!(i % 10)) 452 if (!(i % 10))
458 return levelnumbers_10[i / 10]; 453 return levelnumbers_10[i / 10];
454
459 strcpy (buf, numbers_10[i / 10]); 455 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]); 456 strcat (buf, levelnumbers[i % 10]);
461 return buf; 457 return buf;
462} 458}
463
464 459
465/* 460/*
466 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
467 * in a static buffer. The buffer might be overwritten at the next 462 * in a static buffer. The buffer might be overwritten at the next
468 * call to get_number(). 463 * call to get_number().
469 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
470 */ 465 */
471 466const char *
472char *
473get_number (int i) 467get_number (int i)
474{ 468{
475 if (i <= 20) 469 if (i <= 20)
476 return numbers[i]; 470 return numbers[i];
477 else 471 else
494 */ 488 */
495 489
496/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
497 * from stats.sp - b.t. 491 * from stats.sp - b.t.
498 */ 492 */
499char * 493const char *
500ring_desc (const object *op) 494ring_desc (const object *op)
501{ 495{
502 static char buf[VERY_BIG_BUF]; 496 static dynbuf_text buf; buf.clear ();
503 int attr, val, len; 497 int attr, val, len;
504 498
505 buf[0] = 0;
506
507 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
508 return buf; 500 {
509
510 for (attr = 0; attr < NUM_STATS; attr++) 501 for (attr = 0; attr < NUM_STATS; attr++)
511 { 502 if ((val = op->stats.stat (attr)))
512 if ((val = get_attr_value (&(op->stats), attr)) != 0)
513 {
514 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 503 buf.printf ("(%s%+d)", short_stat_name[attr], val);
515 }
516 }
517 if (op->stats.exp)
518 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
519 if (op->stats.wc)
520 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
521 if (op->stats.dam)
522 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
523 if (op->stats.ac)
524 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
525 504
505 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
506 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
507 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
508 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
509
526 strcat (buf, describe_resistance (op, 0)); 510 buf << describe_resistance (op, 0);
527 511
528 if (op->stats.food != 0) 512 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
529 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 513 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
530 /* else if (op->stats.food < 0) 514 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
531 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 515 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
532 if (op->stats.grace) 516 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
533 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
534 if (op->stats.sp && op->type != SKILL)
535 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
536 if (op->stats.hp)
537 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
538 if (op->stats.luck)
539 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
540 if (QUERY_FLAG (op, FLAG_LIFESAVE))
541 strcat (buf, "(lifesaving)");
542 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
543 strcat (buf, "(reflect spells)");
544 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
545 strcat (buf, "(reflect missiles)");
546 if (QUERY_FLAG (op, FLAG_STEALTH))
547 strcat (buf, "(stealth)");
548 /* Shorten some of the names, so they appear better in the windows */
549 len = strlen (buf);
550 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
551 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
552 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
553 517
554 /* if(op->item_power) 518 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
555 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 519 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
556 */ 520 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
557 if (buf[0] == 0 && op->type != SKILL) 521 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
558 strcpy (buf, "of adornment");
559 522
523 buf.add_paths ("Attuned" , op->path_attuned);
524 buf.add_paths ("Repelled", op->path_repelled);
525 buf.add_paths ("Denied" , op->path_denied);
526
527 if (buf.empty ())
528 buf << "of adornment";
529 }
560 530
561 return buf; 531 return buf;
562} 532}
563 533
564/* 534/*
566 * contain any information about object status (worn/cursed/etc.) 536 * contain any information about object status (worn/cursed/etc.)
567 */ 537 */
568const char * 538const char *
569query_short_name (const object *op) 539query_short_name (const object *op)
570{ 540{
571 static char buf[HUGE_BUF]; 541 static dynbuf_text buf; buf.clear ();
572 char buf2[HUGE_BUF];
573 int len = 0;
574 542
575 if (op->name == NULL) 543 if (op->name == NULL)
576 return "(null)"; 544 return "(null)";
577 545
578 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 546 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
579 return op->name; /* To speed things up (or make things slower?) */ 547 return op->name; /* To speed things up (or make things slower?) */
580 548
581 if (op->nrof <= 1) 549 buf << (op->nrof <= 1 ? op->name : op->name_pl);
582 safe_strcat (buf, op->name, &len, HUGE_BUF);
583 else
584 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
585 550
586 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
587 { 552 buf << ' ' << op->title;
588 safe_strcat (buf, " ", &len, HUGE_BUF);
589 safe_strcat (buf, op->title, &len, HUGE_BUF);
590 }
591 553
592 switch (op->type) 554 switch (op->type)
593 { 555 {
594 case SPELLBOOK: 556 case SPELLBOOK:
595 case SCROLL: 557 case SCROLL:
596 case WAND: 558 case WAND:
597 case ROD: 559 case ROD:
598 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 560 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
599 { 561 {
600 if (!op->title) 562 if (!op->title)
601 { 563 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
602 safe_strcat (buf, " of ", &len, HUGE_BUF); 564
603 if (op->inv)
604 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
605 else
606 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
607 }
608 if (op->type != SPELLBOOK) 565 if (op->type != SPELLBOOK)
609 {
610 sprintf (buf2, " (lvl %d)", op->level); 566 buf.printf (" (lvl %d)", op->level);
611 safe_strcat (buf, buf2, &len, HUGE_BUF);
612 }
613 } 567 }
614 break; 568 break;
615 569
616 case SKILL: 570 case SKILL:
617 case AMULET: 571 case AMULET:
618 case RING: 572 case RING:
619 if (!op->title) 573 if (!op->title)
620 { 574 {
621 /* If ring has a title, full description isn't so useful */ 575 /* If ring has a title, full description isn't so useful */
622 char *s = ring_desc (op); 576 const char *s = ring_desc (op);
623 577
624 if (s[0]) 578 if (s && *s)
625 { 579 buf << " " << s;
626 safe_strcat (buf, " ", &len, HUGE_BUF);
627 safe_strcat (buf, s, &len, HUGE_BUF);
628 }
629 } 580 }
630 break; 581 break;
631 default: 582 default:
632 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 583 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
633 {
634 sprintf (buf2, " %+d", op->magic); 584 buf.printf (" %+d", op->magic);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 } 585 }
586
638 return buf; 587 return buf;
639} 588}
640 589
641/* 590/*
642 * query_name(object) returns a character pointer pointing to a static 591 * query_name(object) returns a character pointer pointing to a static
647 * overwritten. This may be a bad thing (it may be easier to assume the value 596 * overwritten. This may be a bad thing (it may be easier to assume the value
648 * returned is good forever.) However, it makes printing statements that 597 * returned is good forever.) However, it makes printing statements that
649 * use several names much easier (don't need to store them to temp variables.) 598 * use several names much easier (don't need to store them to temp variables.)
650 * 599 *
651 */ 600 */
652char * 601const char *
653query_name (const object *op) 602query_name (const object *op)
654{ 603{
655 static char buf[5][HUGE_BUF]; 604 int len = 0;
605 static dynbuf_text bufs[5];
656 static int use_buf = 0; 606 static int use_buf = 0;
657 int len = 0;
658
659#ifdef NEW_MATERIAL_CODE
660 materialtype_t *mt;
661#endif
662 607
663 use_buf++; 608 use_buf++;
664 use_buf %= 5; 609 use_buf %= 5;
665 610
666#ifdef NEW_MATERIAL_CODE 611 dynbuf_text &buf = bufs [use_buf];
612 buf.clear ();
613
667 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 614 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
668 {
669 mt = name_to_material (op->materialname); 615 if (materialtype_t *mt = name_to_material (op->materialname))
670 if (mt) 616 buf << mt->description << ' ';
671 {
672 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
673 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
674 }
675 }
676#endif
677 617
678 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 618 buf << query_short_name (op);
679 619
680 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 620 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
681 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 621 buf << " *";
682 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 622 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
683 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 623 buf << " (open)";
684 624
685 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 625 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
686 { 626 {
687 if (QUERY_FLAG (op, FLAG_DAMNED)) 627 if (QUERY_FLAG (op, FLAG_DAMNED))
688 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 628 buf << " (damned)";
689 else if (QUERY_FLAG (op, FLAG_CURSED)) 629 else if (QUERY_FLAG (op, FLAG_CURSED))
690 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 630 buf << " (cursed)";
691 } 631 }
632
692 /* Basically, if the object is known magical (detect magic spell on it), 633 /* Basically, if the object is known magical (detect magic spell on it),
693 * and it isn't identified, print out the fact that 634 * and it isn't identified, print out the fact that
694 * it is magical. Assume that the detect magical spell will only set 635 * it is magical. Assume that the detect magical spell will only set
695 * KNOWN_MAGICAL if the item actually is magical. 636 * KNOWN_MAGICAL if the item actually is magical.
696 * 637 *
697 * Changed in V 0.91.4 - still print that the object is magical even 638 * Changed in V 0.91.4 - still print that the object is magical even
698 * if it has been applied. Equipping an item does not tell full 639 * if it has been applied. Equipping an item does not tell full
699 * abilities, especially for artifact items. 640 * abilities, especially for artifact items.
700 */ 641 */
701 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 642 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
702 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 643 buf << " (magic)";
703 644
704#if 0 645#if 0
705 /* item_power will be returned in desribe_item - it shouldn't really 646 /* item_power will be returned in desribe_item - it shouldn't really
706 * be returned in the name. 647 * be returned in the name.
707 */ 648 */
712 653
713 if (QUERY_FLAG (op, FLAG_APPLIED)) 654 if (QUERY_FLAG (op, FLAG_APPLIED))
714 { 655 {
715 switch (op->type) 656 switch (op->type)
716 { 657 {
717 case BOW: 658 case BOW:
718 case WAND: 659 case WAND:
719 case ROD: 660 case ROD:
720 case HORN: 661 case HORN:
721 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 662 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
722 break; 663 break;
723 case WEAPON: 664 case WEAPON:
724 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 665 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
725 break; 666 break;
726 case ARMOUR: 667 case ARMOUR:
727 case HELMET: 668 case HELMET:
728 case SHIELD: 669 case SHIELD:
729 case RING: 670 case RING:
730 case BOOTS: 671 case BOOTS:
731 case GLOVES: 672 case GLOVES:
732 case AMULET: 673 case AMULET:
733 case GIRDLE: 674 case GIRDLE:
734 case BRACERS: 675 case BRACERS:
735 case CLOAK: 676 case CLOAK:
736 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 677 buf << " (worn)";
737 break; 678 break;
738 case CONTAINER: 679 case CONTAINER:
739 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 680 buf << " (active)";
740 break; 681 break;
741 case SKILL: 682 case SKILL:
742 default: 683 default:
743 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 684 buf << " (applied)";
744 } 685 }
745 } 686 }
687
746 if (QUERY_FLAG (op, FLAG_UNPAID)) 688 if (QUERY_FLAG (op, FLAG_UNPAID))
747 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 689 buf << " (unpaid)";
748 690
749 return buf[use_buf]; 691 return buf;
750} 692}
751 693
752/* 694/*
753 * query_base_name(object) returns a character pointer pointing to a static 695 * query_base_name(object) returns a character pointer pointing to a static
754 * buffer which contains a verbose textual representation of the name 696 * buffer which contains a verbose textual representation of the name
759 * If plural is set, we generate the plural name of this. 701 * If plural is set, we generate the plural name of this.
760 */ 702 */
761const char * 703const char *
762query_base_name (const object *op, int plural) 704query_base_name (const object *op, int plural)
763{ 705{
764 static char buf[MAX_BUF], buf2[MAX_BUF];
765 int len;
766 materialtype_t *mt;
767
768 if ((!plural && !op->name) || (plural && !op->name_pl)) 706 if ((!plural && !op->name) || (plural && !op->name_pl))
769 return "(null)"; 707 return "(null)";
770 708
771 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 709 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
772 return op->name; /* To speed things up (or make things slower?) */ 710 return op->name; /* To speed things up (or make things slower?) */
773 711
712 static dynbuf_text buf; buf.clear ();
713
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 714 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
775 mt = name_to_material (op->materialname); 715 if (materialtype_t *mt = name_to_material (op->materialname))
716 if (op->arch->materialname != mt->name)
717 buf << mt->description << ' ';
776 718
777#ifdef NEW_MATERIAL_CODE 719 buf << (plural ? op->name_pl : op->name);
778 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
779 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
780 {
781 strcpy (buf, mt->description);
782 len = strlen (buf);
783 safe_strcat (buf, " ", &len, MAX_BUF);
784 if (!plural)
785 safe_strcat (buf, op->name, &len, MAX_BUF);
786 else
787 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
788 }
789 else
790 {
791#endif
792 if (!plural)
793 strcpy (buf, op->name);
794 else
795 strcpy (buf, op->name_pl);
796 len = strlen (buf);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 720
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 721 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 722 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 723
807 switch (op->type) 724 switch (op->type)
808 { 725 {
809 case SPELLBOOK: 726 case SPELLBOOK:
810 case SCROLL: 727 case SCROLL:
811 case WAND: 728 case WAND:
812 case ROD: 729 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 730 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 { 731 {
815 if (!op->title) 732 if (!op->title)
816 { 733 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 734
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) 735 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 736 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 737 }
829 break; 738 break;
830 739
831 740
832 case SKILL: 741 case SKILL:
833 case AMULET: 742 case AMULET:
834 case RING: 743 case RING:
835 if (!op->title) 744 if (!op->title)
836 { 745 {
837 /* If ring has a title, full description isn't so useful */ 746 /* If ring has a title, full description isn't so useful */
838 char *s = ring_desc (op); 747 const char *s = ring_desc (op);
839 748
840 if (s[0]) 749 if (s && *s)
841 { 750 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 751 }
846 break; 752 break;
753
847 default: 754 default:
848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 755 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
849 { 756 buf.printf (" %+d", op->magic);
850 sprintf (buf + strlen (buf), " %+d", op->magic);
851 }
852 } 757 }
758
853 return buf; 759 return buf;
854} 760}
855 761
856/* Break this off from describe_item - that function was way 762/* Break this off from describe_item - that function was way
857 * too long, making it difficult to read. This function deals 763 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 764 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 765 * be called with monster & player objects. Returns a description
860 * in a static buffer. 766 * in a static buffer.
861 */ 767 */
862
863static char * 768static const char *
864describe_monster (const object *op) 769describe_monster (const object *op)
865{ 770{
866 char buf[MAX_BUF]; 771 static dynbuf_text buf; buf.clear ();
867 static char retbuf[VERY_BIG_BUF];
868 int i;
869
870 retbuf[0] = '\0';
871 772
872 /* Note that the resolution this provides for players really isn't 773 /* Note that the resolution this provides for players really isn't
873 * very good. Any player with a speed greater than .67 will 774 * very good. Any player with a speed greater than .67 will
874 * fall into the 'lightning fast movement' category. 775 * fall into the 'lightning fast movement' category.
875 */ 776 */
876 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 777 if (op->has_active_speed ())
877 {
878 switch ((int) ((FABS (op->speed)) * 15)) 778 switch ((int) ((FABS (op->speed)) * 15))
879 { 779 {
880 case 0: 780 case 0:
881 strcat (retbuf, "(very slow movement)"); 781 buf << "(very slow movement";
882 break; 782 break;
883 case 1: 783 case 1:
884 strcat (retbuf, "(slow movement)"); 784 buf << "(slow movement)";
885 break; 785 break;
886 case 2: 786 case 2:
887 strcat (retbuf, "(normal movement)"); 787 buf << "(normal movement)";
888 break; 788 break;
889 case 3: 789 case 3:
890 case 4: 790 case 4:
891 strcat (retbuf, "(fast movement)"); 791 buf << "(fast movement)";
892 break; 792 break;
893 case 5: 793 case 5:
894 case 6: 794 case 6:
895 strcat (retbuf, "(very fast movement)"); 795 buf << "(very fast movement)";
896 break; 796 break;
897 case 7: 797 case 7:
898 case 8: 798 case 8:
899 case 9: 799 case 9:
900 case 10: 800 case 10:
901 strcat (retbuf, "(extremely fast movement)"); 801 buf << "(extremely fast movement)";
902 break; 802 break;
903 default: 803 default:
904 strcat (retbuf, "(lightning fast movement)"); 804 buf << "(lightning fast movement)";
905 break; 805 break;
906 } 806 }
907 } 807
908 if (QUERY_FLAG (op, FLAG_UNDEAD)) 808 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
909 strcat (retbuf, "(undead)");
910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 809 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
911 strcat (retbuf, "(see invisible)"); 810 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
912 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 811 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
913 strcat (retbuf, "(wield weapon)"); 812 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
914 if (QUERY_FLAG (op, FLAG_USE_BOW)) 813 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
915 strcat (retbuf, "(archer)"); 814 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 815 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
917 strcat (retbuf, "(wear armour)");
918 if (QUERY_FLAG (op, FLAG_USE_RING))
919 strcat (retbuf, "(wear ring)");
920 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
921 strcat (retbuf, "(read scroll)");
922 if (QUERY_FLAG (op, FLAG_USE_RANGE))
923 strcat (retbuf, "(fires wand/rod/horn)");
924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 816 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
925 strcat (retbuf, "(skill user)"); 817 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
926 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 818 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
927 strcat (retbuf, "(spellcaster)");
928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
929 strcat (retbuf, "(friendly)");
930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 819 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
931 strcat (retbuf, "(unaggressive)"); 820 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
932 if (QUERY_FLAG (op, FLAG_HITBACK)) 821 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
933 strcat (retbuf, "(hitback)"); 822
934 if (QUERY_FLAG (op, FLAG_STEALTH))
935 strcat (retbuf, "(stealthy)");
936 if (op->randomitems != NULL) 823 if (op->randomitems)
937 { 824 {
938 treasure *t;
939 int first = 1; 825 bool first = 1;
940 826
941 for (t = op->randomitems->items; t != NULL; t = t->next) 827 for (treasure *t = op->randomitems->items; t; t = t->next)
942 if (t->item && (t->item->clone.type == SPELL)) 828 if (t->item && t->item->type == SPELL)
943 { 829 {
944 if (first) 830 if (first)
945 { 831 buf << "(Spell abilities:)";
832
946 first = 0; 833 first = 0;
947 strcat (retbuf, "(Spell abilities:)"); 834
948 } 835 buf << '(' << t->item->object::name << ')';
949 strcat (retbuf, "(");
950 strcat (retbuf, t->item->clone.name);
951 strcat (retbuf, ")");
952 } 836 }
953 } 837 }
838
954 if (op->type == PLAYER) 839 if (op->type == PLAYER)
955 { 840 {
956 if (op->contr->digestion) 841 if (op->contr->digestion)
957 {
958 if (op->contr->digestion != 0)
959 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 842 buf.printf ("(sustenance%+d)", op->contr->digestion);
960 strcat (retbuf, buf); 843
961 }
962 if (op->contr->gen_grace) 844 if (op->contr->gen_grace)
963 {
964 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 845 buf.printf ("(grace%+d)", op->contr->gen_grace);
965 strcat (retbuf, buf); 846
966 }
967 if (op->contr->gen_sp) 847 if (op->contr->gen_sp)
968 {
969 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 848 buf.printf ("(magic%+d)", op->contr->gen_sp);
970 strcat (retbuf, buf); 849
971 }
972 if (op->contr->gen_hp) 850 if (op->contr->gen_hp)
973 {
974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 851 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
975 strcat (retbuf, buf); 852
976 }
977 if (op->stats.luck) 853 if (op->stats.luck)
978 {
979 sprintf (buf, "(luck%+d)", op->stats.luck); 854 buf.printf ("(luck%+d)", op->stats.luck);
980 strcat (retbuf, buf);
981 }
982 } 855 }
983 856
984 /* describe attacktypes */ 857 /* describe attacktypes */
985 if (is_dragon_pl (op)) 858 if (is_dragon_pl (op))
986 { 859 {
988 * Break apart the for loop - move the comparison checking down - 861 * Break apart the for loop - move the comparison checking down -
989 * this makes it more readable. 862 * this makes it more readable.
990 */ 863 */
991 object *tmp; 864 object *tmp;
992 865
993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 866 for (tmp = op->inv; tmp; tmp = tmp->below)
994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 867 if (tmp->type == SKILL && tmp->name == shstr_clawing)
995 break; 868 break;
996 869
997 if (tmp && tmp->attacktype != 0) 870 if (tmp && tmp->attacktype)
998 { 871 buf.add_abilities ("Claws", tmp->attacktype);
999 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1000 }
1001 else 872 else
1002 { 873 buf.add_abilities ("Attacks", op->attacktype);
1003 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1004 }
1005 } 874 }
1006 else 875 else
1007 { 876 buf.add_abilities ("Attacks", op->attacktype);
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 877
1009 } 878 buf.add_paths ("Attuned" , op->path_attuned);
1010 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 879 buf.add_paths ("Repelled", op->path_repelled);
1011 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 880 buf.add_paths ("Denied" , op->path_denied);
1012 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 881
1013 for (i = 0; i < NROFATTACKS; i++) 882 for (int i = 0; i < NROFATTACKS; i++)
1014 {
1015 if (op->resist[i]) 883 if (op->resist[i])
1016 {
1017 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 884 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1018 strcat (retbuf, buf); 885
1019 }
1020 }
1021 return retbuf; 886 return buf;
1022} 887}
1023
1024 888
1025/* 889/*
1026 * Returns a pointer to a static buffer which contains a 890 * Returns a pointer to a static buffer which contains a
1027 * description of the given object. 891 * description of the given object.
1028 * If it is a monster, lots of information about its abilities 892 * If it is a monster, lots of information about its abilities
1046 * 910 *
1047 * Add 'owner' who is the person examining this object. 911 * Add 'owner' who is the person examining this object.
1048 * owner can be null if no one is being associated with this 912 * owner can be null if no one is being associated with this
1049 * item (eg, debug dump or the like) 913 * item (eg, debug dump or the like)
1050 */ 914 */
1051 915const char *
1052char *
1053describe_item (const object *op, object *owner) 916describe_item (const object *op, object *owner)
1054{ 917{
1055 char buf[MAX_BUF]; 918 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1056 static char retbuf[VERY_BIG_BUF]; 919 return describe_monster (op);
920
921 static dynbuf_text buf; buf.clear ();
1057 int identified, i; 922 int identified, i;
1058 923
1059 retbuf[0] = '\0';
1060 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1061 {
1062 return describe_monster (op);
1063 }
1064 /* figure this out once, instead of making multiple calls to need_identify. 924 /* figure this out once, instead of making multiple calls to need_identify.
1065 * also makes the code easier to read. 925 * also makes the code easier to read.
1066 */ 926 */
1067 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 927 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1068 identified = 1; 928 if (!identified)
1069 else 929 buf << "(unidentified)";
1070 { 930
1071 strcpy (retbuf, "(unidentified)");
1072 identified = 0;
1073 }
1074 switch (op->type) 931 switch (op->type)
1075 { 932 {
1076 case BOW: 933 case BOW:
1077 case ARROW: 934 case ARROW:
1078 case WAND: 935 case WAND:
1079 case ROD: 936 case ROD:
1080 case HORN: 937 case HORN:
1081 case WEAPON: 938 case WEAPON:
1082 case ARMOUR: 939 case ARMOUR:
1083 case HELMET: 940 case HELMET:
1084 case SHIELD: 941 case SHIELD:
1085 case BOOTS: 942 case BOOTS:
1086 case GLOVES: 943 case GLOVES:
1087 case GIRDLE: 944 case GIRDLE:
1088 case BRACERS: 945 case BRACERS:
1089 case CLOAK: 946 case CLOAK:
1090 case SKILL_TOOL: 947 case SKILL_TOOL:
1091 break; /* We have more information to do below this switch */ 948 break; /* We have more information to do below this switch */
1092 949
1093 case POWER_CRYSTAL: 950 case POWER_CRYSTAL:
1094 if (op->stats.maxsp > 1000) 951 if (op->stats.maxsp > 1000)
1095 { /*higher capacity crystals */ 952 { /*higher capacity crystals */
1096 i = (op->stats.maxsp % 100) / 10; 953 i = (op->stats.maxsp % 1000) / 100;
954
1097 if (i) 955 if (i)
1098 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 956 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1099 else 957 else
1100 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 958 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1101 } 959 }
1102 else 960 else
1103 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 961 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1104 strcat (retbuf, buf); 962
1105 i = (op->stats.sp * 10) / op->stats.maxsp; 963 i = (op->stats.sp * 10) / op->stats.maxsp;
1106 if (op->stats.sp == 0) 964 if (op->stats.sp == 0)
1107 strcat (retbuf, "empty."); 965 buf << "empty.";
1108 else if (i == 0) 966 else if (i == 0)
1109 strcat (retbuf, "almost empty."); 967 buf << "almost empty.";
1110 else if (i < 3) 968 else if (i < 3)
1111 strcat (retbuf, "partially filled."); 969 buf << "partially filled.";
1112 else if (i < 6) 970 else if (i < 6)
1113 strcat (retbuf, "half full."); 971 buf << "half full.";
1114 else if (i < 9) 972 else if (i < 9)
1115 strcat (retbuf, "well charged."); 973 buf << "well charged.";
1116 else if (op->stats.sp == op->stats.maxsp) 974 else if (op->stats.sp == op->stats.maxsp)
1117 strcat (retbuf, "fully charged."); 975 buf << "fully charged.";
1118 else 976 else
1119 strcat (retbuf, "almost full."); 977 buf << "almost full.";
1120 break; 978 break;
979
1121 case FOOD: 980 case FOOD:
1122 case FLESH: 981 case FLESH:
1123 case DRINK: 982 case DRINK:
1124 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 983 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1125 { 984 {
1126 sprintf (buf, "(food+%d)", op->stats.food); 985 buf.printf ("(food+%d)", op->stats.food);
1127 strcat (retbuf, buf);
1128 986
1129 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 987 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1130 {
1131 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 988 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1132 strcat (retbuf, buf);
1133 }
1134 989
1135 if (!QUERY_FLAG (op, FLAG_CURSED)) 990 if (!QUERY_FLAG (op, FLAG_CURSED))
1136 { 991 {
1137 if (op->stats.hp) 992 if (op->stats.hp) buf << "(heals)";
1138 strcat (retbuf, "(heals)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint regen)"); 993 if (op->stats.sp) buf << "(spellpoint regen)";
1141 } 994 }
1142 else 995 else
1143 { 996 {
1144 if (op->stats.hp) 997 if (op->stats.hp) buf << "(damages)";
1145 strcat (retbuf, "(damages)");
1146 if (op->stats.sp)
1147 strcat (retbuf, "(spellpoint depletion)"); 998 if (op->stats.sp) buf << "(spellpoint depletion)";
1148 } 999 }
1149 } 1000 }
1150 break; 1001 break;
1151 1002
1152
1153 case SKILL: 1003 case SKILL:
1154 case RING: 1004 case RING:
1155 case AMULET: 1005 case AMULET:
1156 if (op->item_power) 1006 if (op->item_power)
1157 {
1158 sprintf (buf, "(item_power %+d)", op->item_power); 1007 buf.printf ("(item_power %+d)", op->item_power);
1159 strcat (retbuf, buf); 1008
1160 }
1161 if (op->title) 1009 if (op->title)
1162 strcat (retbuf, ring_desc (op)); 1010 buf << ring_desc (op);
1011
1163 return retbuf; 1012 return buf;
1164 1013
1165 default: 1014 default:
1166 return retbuf; 1015 return buf;
1167 } 1016 }
1168 1017
1169 /* Down here, we more further describe equipment type items. 1018 /* Down here, we more further describe equipment type items.
1170 * only describe them if they have been identified or the like. 1019 * only describe them if they have been identified or the like.
1171 */ 1020 */
1172 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1021 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1173 { 1022 {
1174 int attr, val; 1023 int attr, val;
1175 1024
1176 for (attr = 0; attr < NUM_STATS; attr++) 1025 for (attr = 0; attr < NUM_STATS; attr++)
1177 { 1026 if ((val = op->stats.stat (attr)))
1178 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1179 {
1180 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1027 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1181 strcat (retbuf, buf);
1182 }
1183 }
1184 1028
1185 if (op->stats.exp) 1029 if (op->stats.exp)
1186 {
1187 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1030 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1188 strcat (retbuf, buf);
1189 }
1190
1191 1031
1192 switch (op->type) 1032 switch (op->type)
1193 { 1033 {
1194 case BOW: 1034 case BOW:
1195 case ARROW: 1035 case ARROW:
1196 case GIRDLE: 1036 case GIRDLE:
1197 case HELMET: 1037 case HELMET:
1198 case SHIELD: 1038 case SHIELD:
1199 case BOOTS: 1039 case BOOTS:
1200 case GLOVES: 1040 case GLOVES:
1201 case WEAPON: 1041 case WEAPON:
1202 case SKILL: 1042 case SKILL:
1203 case RING: 1043 case RING:
1204 case AMULET: 1044 case AMULET:
1205 case ARMOUR: 1045 case ARMOUR:
1206 case BRACERS: 1046 case BRACERS:
1207 case FORCE: 1047 case FORCE:
1208 case CLOAK: 1048 case CLOAK:
1209 if (op->stats.wc) 1049 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1210 { 1050 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1211 sprintf (buf, "(wc%+d)", op->stats.wc); 1051 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1212 strcat (retbuf, buf); 1052
1213 }
1214 if (op->stats.dam)
1215 {
1216 sprintf (buf, "(dam%+d)", op->stats.dam);
1217 strcat (retbuf, buf);
1218 }
1219 if (op->stats.ac)
1220 {
1221 sprintf (buf, "(ac%+d)", op->stats.ac);
1222 strcat (retbuf, buf);
1223 }
1224 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1053 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1225 {
1226 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1054 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1227 strcat (retbuf, buf); 1055
1228 }
1229 break; 1056 break;
1230 1057
1231 default: 1058 default:
1232 break; 1059 break;
1233 } 1060 }
1234 if (QUERY_FLAG (op, FLAG_XRAYS)) 1061
1235 strcat (retbuf, "(xray-vision)"); 1062 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1236 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1063 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1237 strcat (retbuf, "(infravision)");
1238 1064
1239 /* levitate was what is was before, so we'll keep it */ 1065 /* levitate was what is was before, so we'll keep it */
1240 if (op->move_type & MOVE_FLY_LOW) 1066 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1241 strcat (retbuf, "(levitate)");
1242
1243 if (op->move_type & MOVE_FLY_HIGH) 1067 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1244 strcat (retbuf, "(fly)");
1245
1246 if (op->move_type & MOVE_SWIM) 1068 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1247 strcat (retbuf, "(swim)");
1248 1069
1249 /* walking is presumed as 'normal', so doesn't need mentioning */ 1070 /* walking is presumed as 'normal', so doesn't need mentioning */
1250 1071
1251 if (op->item_power) 1072 if (op->item_power)
1252 {
1253 sprintf (buf, "(item_power %+d)", op->item_power); 1073 buf.printf ("(item_power %+d)", op->item_power);
1254 strcat (retbuf, buf);
1255 }
1256 } /* End if identified or applied */ 1074 } /* End if identified or applied */
1257 1075
1258 /* This blocks only deals with fully identified object. 1076 /* This blocks only deals with fully identified object.
1259 * it is intentional that this is not an 'else' from a above - 1077 * it is intentional that this is not an 'else' from a above -
1260 * in this way, information is added. 1078 * in this way, information is added.
1263 { 1081 {
1264 int more_info = 0; 1082 int more_info = 0;
1265 1083
1266 switch (op->type) 1084 switch (op->type)
1267 { 1085 {
1268 case ROD: /* These use stats.sp for spell selection and stats.food */ 1086 case ROD: /* These use stats.sp for spell selection and stats.food */
1269 case HORN: /* and stats.hp for spell-point regeneration... */ 1087 case HORN: /* and stats.hp for spell-point regeneration... */
1270 case BOW: 1088 case BOW:
1271 case ARROW: 1089 case ARROW:
1272 case WAND: 1090 case WAND:
1273 case FOOD: 1091 case FOOD:
1274 case FLESH: 1092 case FLESH:
1275 case DRINK: 1093 case DRINK:
1276 more_info = 0; 1094 more_info = 0;
1277 break; 1095 break;
1278 1096
1279 /* Armor type objects */ 1097 /* Armor type objects */
1280 case ARMOUR: 1098 case ARMOUR:
1281 case HELMET: 1099 case HELMET:
1282 case SHIELD: 1100 case SHIELD:
1283 case BOOTS: 1101 case BOOTS:
1284 case GLOVES: 1102 case GLOVES:
1285 case GIRDLE: 1103 case GIRDLE:
1286 case BRACERS: 1104 case BRACERS:
1287 case CLOAK: 1105 case CLOAK:
1288 if (ARMOUR_SPEED (op)) 1106 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1289 { 1107 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1290 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1291 strcat (retbuf, buf);
1292 }
1293 if (ARMOUR_SPELLS (op))
1294 {
1295 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1296 strcat (retbuf, buf);
1297 }
1298 more_info = 1; 1108 more_info = 1;
1299 break; 1109 break;
1300 1110
1301 case WEAPON: 1111 case WEAPON:
1302 /* Calculate it the same way fix_player does so the results 1112 /* Calculate it the same way fix_player does so the results
1303 * make sense. 1113 * make sense.
1304 */ 1114 */
1305 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1115 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1306 if (i < 0) 1116 if (i < 0)
1307 i = 0; 1117 i = 0;
1308 1118
1309 sprintf (buf, "(weapon speed %d)", i); 1119 buf.printf ("(weapon speed %d)", i);
1310 strcat (retbuf, buf);
1311 more_info = 1; 1120 more_info = 1;
1312 break; 1121 break;
1313
1314 } 1122 }
1123
1315 if (more_info) 1124 if (more_info)
1316 { 1125 {
1317 if (op->stats.food)
1318 {
1319 if (op->stats.food != 0)
1320 sprintf (buf, "(sustenance%+d)", op->stats.food); 1126 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1321 strcat (retbuf, buf);
1322 }
1323 if (op->stats.grace)
1324 {
1325 sprintf (buf, "(grace%+d)", op->stats.grace); 1127 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1326 strcat (retbuf, buf); 1128 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1327 }
1328 if (op->stats.sp)
1329 {
1330 sprintf (buf, "(magic%+d)", op->stats.sp);
1331 strcat (retbuf, buf);
1332 }
1333 if (op->stats.hp)
1334 {
1335 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1129 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1336 strcat (retbuf, buf);
1337 }
1338 } 1130 }
1339 1131
1340 if (op->stats.luck) 1132 if (op->stats.luck)
1341 {
1342 sprintf (buf, "(luck%+d)", op->stats.luck); 1133 buf.printf ("(luck%+d)", op->stats.luck);
1343 strcat (retbuf, buf); 1134
1344 }
1345 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1135 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1346 strcat (retbuf, "(lifesaving)"); 1136 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1347 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1348 strcat (retbuf, "(reflect spells)");
1349 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1137 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1350 strcat (retbuf, "(reflect missiles)");
1351 if (QUERY_FLAG (op, FLAG_STEALTH)) 1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1352 strcat (retbuf, "(stealth)"); 1139
1353 if (op->slaying != NULL && op->type != FOOD) 1140 if (op->slaying && op->type != FOOD)
1354 {
1355 sprintf (buf, "(slay %s)", &op->slaying); 1141 buf.printf ("(slay %s)", &op->slaying);
1356 strcat (retbuf, buf); 1142
1357 } 1143 buf.add_abilities ("Attacks", op->attacktype);
1358 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1359 /* resistance on flesh is only visible for quetzals. If 1144 /* resistance on flesh is only visible for quetzals. If
1360 * non flesh, everyone can see its resistances 1145 * non flesh, everyone can see its resistances
1361 */ 1146 */
1362 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1147 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1363 strcat (retbuf, describe_resistance (op, 0)); 1148 buf << describe_resistance (op, 0);
1364 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1365 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1366 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1367 }
1368 1149
1150 buf.add_paths ("Attuned", op->path_attuned);
1151 buf.add_paths ("Repelled", op->path_repelled);
1152 buf.add_paths ("Denied", op->path_denied);
1153 }
1154
1369 return retbuf; 1155 return buf;
1156}
1157
1158std::string
1159object::describe_item (object *who)
1160{
1161 return std::string (::describe_item (this, who));
1162}
1163
1164void
1165examine (object *op, object *tmp)
1166{
1167 std::string s = tmp->describe (op);
1168
1169 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ());
1170}
1171
1172/*
1173 * inventory prints object's inventory. If inv==NULL then print player's
1174 * inventory.
1175 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1176 */
1177const char *
1178object::query_inventory (object *who, const char *indent)
1179{
1180 static dynbuf_text buf; buf.clear ();
1181
1182 for (object *tmp = inv; tmp; tmp = tmp->below)
1183 if (who && QUERY_FLAG (who, FLAG_WIZ))
1184 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1185 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1186 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1187
1188 if (buf.size ())
1189 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1190 else
1191 buf.printf ("%s(empty)\n", indent);
1192
1193 return buf;
1370} 1194}
1371 1195
1372/* Return true if the item is magical. A magical item is one that 1196/* Return true if the item is magical. A magical item is one that
1373 * increases/decreases any abilities, provides a resistance, 1197 * increases/decreases any abilities, provides a resistance,
1374 * has a generic magical bonus, or is an artifact. 1198 * has a generic magical bonus, or is an artifact.
1375 * This function is used by detect_magic to determine if an item 1199 * This function is used by detect_magic to determine if an item
1376 * should be marked as magical. 1200 * should be marked as magical.
1377 */ 1201 */
1378
1379int 1202int
1380is_magical (const object *op) 1203is_magical (const object *op)
1381{ 1204{
1382 int i; 1205 int i;
1383 1206
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1257 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1; 1258 return 1;
1436 1259
1437 /* Check to see if it increases/decreases any stats */ 1260 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++) 1261 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0) 1262 if (op->stats.stat (i))
1440 return 1; 1263 return 1;
1441 1264
1442 /* If it doesn't fall into any of the above categories, must 1265 /* If it doesn't fall into any of the above categories, must
1443 * be non magical. 1266 * be non magical.
1444 */ 1267 */
1453int 1276int
1454need_identify (const object *op) 1277need_identify (const object *op)
1455{ 1278{
1456 switch (op->type) 1279 switch (op->type)
1457 { 1280 {
1458 case RING: 1281 case RING:
1459 case WAND: 1282 case WAND:
1460 case ROD: 1283 case ROD:
1461 case HORN: 1284 case HORN:
1462 case SCROLL: 1285 case SCROLL:
1463 case SKILL: 1286 case SKILL:
1464 case SKILLSCROLL: 1287 case SKILLSCROLL:
1465 case SPELLBOOK: 1288 case SPELLBOOK:
1466 case FOOD: 1289 case FOOD:
1467 case POTION: 1290 case POTION:
1468 case BOW: 1291 case BOW:
1469 case ARROW: 1292 case ARROW:
1470 case WEAPON: 1293 case WEAPON:
1471 case ARMOUR: 1294 case ARMOUR:
1472 case SHIELD: 1295 case SHIELD:
1473 case HELMET: 1296 case HELMET:
1474 case AMULET: 1297 case AMULET:
1475 case BOOTS: 1298 case BOOTS:
1476 case GLOVES: 1299 case GLOVES:
1477 case BRACERS: 1300 case BRACERS:
1478 case GIRDLE: 1301 case GIRDLE:
1479 case CONTAINER: 1302 case CONTAINER:
1480 case DRINK: 1303 case DRINK:
1481 case FLESH: 1304 case FLESH:
1482 case INORGANIC: 1305 case INORGANIC:
1483 case CLOSE_CON: 1306 case CLOSE_CON:
1484 case CLOAK: 1307 case CLOAK:
1485 case GEM: 1308 case GEM:
1486 case POWER_CRYSTAL: 1309 case POWER_CRYSTAL:
1487 case POISON: 1310 case POISON:
1488 case BOOK: 1311 case BOOK:
1489 case SKILL_TOOL: 1312 case SKILL_TOOL:
1490 return 1; 1313 return 1;
1491 } 1314 }
1315
1492 /* Try to track down some stuff that may show up here. Thus, the 1316 /* Try to track down some stuff that may show up here. Thus, the
1493 * archetype file can be updated, and this function removed. 1317 * archetype file can be updated, and this function removed.
1494 */ 1318 */
1495#if 0 1319#if 0
1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1320 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1520 { 1344 {
1521 if (op->inv && op->randomitems) 1345 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1346 op->title = op->inv->name;
1523 else if (op->arch) 1347 else if (op->arch)
1524 { 1348 {
1525 op->name = op->arch->clone.name; 1349 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1350 op->name_pl = op->arch->object::name_pl;
1527 } 1351 }
1528 } 1352 }
1529 1353
1530 /* If the object is on a map, make sure we update its face */ 1354 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1355 if (op->map)
1532 update_object (op, UP_OBJ_FACE); 1356 update_object (op, UP_OBJ_CHANGE);
1533 else 1357 else
1534 { 1358 {
1535 pl = op->in_player (); 1359 pl = op->in_player ();
1536 if (pl) 1360 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1361 /* A lot of the values can change from an update - might as well send

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines