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Comparing deliantra/server/common/item.C (file contents):
Revision 1.32 by root, Fri May 11 08:08:02 2007 UTC vs.
Revision 1.41 by root, Thu Nov 8 19:43:23 2007 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 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> 25#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
47 * may be better. 46 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 47 * 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 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 49 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_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"}, 51 {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"}, 52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {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"}, 55 {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"}, 56 {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"}, 57 {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"}, 58 {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"} , 59 {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"}, 60 {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"}, 61 {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"}, 62 {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"}, 63 {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"}, 64 {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"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
67}; 66};
68 67
69static char numbers[21][20] = { 68static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
272{ 271{
273 int i, tmp, enc; 272 int i, tmp, enc;
274 273
275 enc = 0; 274 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
278 277
279 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 281 * armour shouldn't be counted against
492 * from stats.sp - b.t. 491 * from stats.sp - b.t.
493 */ 492 */
494const char * 493const char *
495ring_desc (const object *op) 494ring_desc (const object *op)
496{ 495{
497 static char buf[VERY_BIG_BUF]; 496 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 497 int attr, val, len;
499 498
500 buf[0] = 0;
501
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf; 500 {
504
505 for (attr = 0; attr < NUM_STATS; attr++) 501 for (attr = 0; attr < NUM_STATS; attr++)
506 { 502 if ((val = op->stats.stat (attr)))
507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
508 {
509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 503 buf.printf ("(%s%+d)", short_stat_name[attr], val);
510 }
511 }
512 504
513 if (op->stats.exp) 505 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 506 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
515 if (op->stats.wc) 507 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 508 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521 509
522 strcat (buf, describe_resistance (op, 0)); 510 buf << describe_resistance (op, 0);
523 511
524 if (op->stats.food != 0) 512 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 513 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
526 /* else if (op->stats.food < 0) 514 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 515 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
528 if (op->stats.grace) 516 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544 517
545 /* Shorten some of the names, so they appear better in the windows */ 518 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
546 len = strlen (buf); 519 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 520 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 521 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550 522
551 /* if(op->item_power) 523 buf.add_paths ("Attuned" , op->path_attuned);
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 524 buf.add_paths ("Repelled", op->path_repelled);
553 */ 525 buf.add_paths ("Denied" , op->path_denied);
554 if (buf[0] == 0 && op->type != SKILL)
555 strcpy (buf, "of adornment");
556 526
527 if (buf.empty ())
528 buf << "of adornment";
529 }
557 530
558 return buf; 531 return buf;
559} 532}
560 533
561/* 534/*
563 * contain any information about object status (worn/cursed/etc.) 536 * contain any information about object status (worn/cursed/etc.)
564 */ 537 */
565const char * 538const char *
566query_short_name (const object *op) 539query_short_name (const object *op)
567{ 540{
568 static char buf[HUGE_BUF]; 541 static dynbuf_text buf; buf.clear ();
569 char buf2[HUGE_BUF];
570 int len = 0;
571 542
572 if (op->name == NULL) 543 if (op->name == NULL)
573 return "(null)"; 544 return "(null)";
574 545
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 546 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
576 return op->name; /* To speed things up (or make things slower?) */ 547 return op->name; /* To speed things up (or make things slower?) */
577 548
578 if (op->nrof <= 1) 549 buf << (op->nrof <= 1 ? op->name : op->name_pl);
579 safe_strcat (buf, op->name, &len, HUGE_BUF);
580 else
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 550
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 { 552 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 553
589 switch (op->type) 554 switch (op->type)
590 { 555 {
591 case SPELLBOOK: 556 case SPELLBOOK:
592 case SCROLL: 557 case SCROLL:
593 case WAND: 558 case WAND:
594 case ROD: 559 case ROD:
595 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))
596 { 561 {
597 if (!op->title) 562 if (!op->title)
598 { 563 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 564
600 if (op->inv)
601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
602 else
603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
604 }
605 if (op->type != SPELLBOOK) 565 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 566 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 567 }
611 break; 568 break;
612 569
613 case SKILL: 570 case SKILL:
614 case AMULET: 571 case AMULET:
615 case RING: 572 case RING:
616 if (!op->title) 573 if (!op->title)
617 { 574 {
618 /* If ring has a title, full description isn't so useful */ 575 /* If ring has a title, full description isn't so useful */
619 const char *s = ring_desc (op); 576 const char *s = ring_desc (op);
620 577
621 if (s[0]) 578 if (s && *s)
622 { 579 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 580 }
627 break; 581 break;
628 default: 582 default:
629 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)))
630 {
631 sprintf (buf2, " %+d", op->magic); 584 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 585 }
586
635 return buf; 587 return buf;
636} 588}
637 589
638/* 590/*
639 * query_name(object) returns a character pointer pointing to a static 591 * query_name(object) returns a character pointer pointing to a static
647 * 599 *
648 */ 600 */
649const char * 601const char *
650query_name (const object *op) 602query_name (const object *op)
651{ 603{
652 static char buf[5][HUGE_BUF]; // OMFG 604 int len = 0;
605 static dynbuf_text bufs[5];
653 static int use_buf = 0; 606 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 607
660 use_buf++; 608 use_buf++;
661 use_buf %= 5; 609 use_buf %= 5;
662 610
663#ifdef NEW_MATERIAL_CODE 611 dynbuf_text &buf = bufs [use_buf];
612 buf.clear ();
613
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 614 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname); 615 if (materialtype_t *mt = name_to_material (op->materialname))
667 if (mt) 616 buf << mt->description << ' ';
668 {
669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 }
672 }
673#endif
674 617
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 618 buf << query_short_name (op);
676 619
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 620 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 621 buf << " *";
679 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))))
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 623 buf << " (open)";
681 624
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 625 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 { 626 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 627 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 628 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 629 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 630 buf << " (cursed)";
688 } 631 }
689 632
690 /* 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),
691 * and it isn't identified, print out the fact that 634 * and it isn't identified, print out the fact that
692 * 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 * 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
696 * 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
697 * abilities, especially for artifact items. 640 * abilities, especially for artifact items.
698 */ 641 */
699 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))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 643 buf << " (magic)";
701 644
702#if 0 645#if 0
703 /* 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
704 * be returned in the name. 647 * be returned in the name.
705 */ 648 */
714 { 657 {
715 case BOW: 658 case BOW:
716 case WAND: 659 case WAND:
717 case ROD: 660 case ROD:
718 case HORN: 661 case HORN:
719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 662 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
720 break; 663 break;
721 case WEAPON: 664 case WEAPON:
722 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 665 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
723 break; 666 break;
724 case ARMOUR: 667 case ARMOUR:
725 case HELMET: 668 case HELMET:
726 case SHIELD: 669 case SHIELD:
727 case RING: 670 case RING:
729 case GLOVES: 672 case GLOVES:
730 case AMULET: 673 case AMULET:
731 case GIRDLE: 674 case GIRDLE:
732 case BRACERS: 675 case BRACERS:
733 case CLOAK: 676 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 677 buf << " (worn)";
735 break; 678 break;
736 case CONTAINER: 679 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 680 buf << " (active)";
738 break; 681 break;
739 case SKILL: 682 case SKILL:
740 default: 683 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 684 buf << " (applied)";
742 } 685 }
743 } 686 }
744 687
745 if (QUERY_FLAG (op, FLAG_UNPAID)) 688 if (QUERY_FLAG (op, FLAG_UNPAID))
746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 689 buf << " (unpaid)";
747 690
748 return buf [use_buf]; 691 return buf;
749} 692}
750 693
751/* 694/*
752 * 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
753 * buffer which contains a verbose textual representation of the name 696 * buffer which contains a verbose textual representation of the name
758 * If plural is set, we generate the plural name of this. 701 * If plural is set, we generate the plural name of this.
759 */ 702 */
760const char * 703const char *
761query_base_name (const object *op, int plural) 704query_base_name (const object *op, int plural)
762{ 705{
763 static char buf[MAX_BUF], buf2[MAX_BUF];
764 int len;
765 materialtype_t *mt;
766
767 if ((!plural && !op->name) || (plural && !op->name_pl)) 706 if ((!plural && !op->name) || (plural && !op->name_pl))
768 return "(null)"; 707 return "(null)";
769 708
770 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 709 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
771 return op->name; /* To speed things up (or make things slower?) */ 710 return op->name; /* To speed things up (or make things slower?) */
772 711
712 static dynbuf_text buf; buf.clear ();
713
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 714 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
774 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 << ' ';
775 718
776#ifdef NEW_MATERIAL_CODE 719 buf << (plural ? op->name_pl : op->name);
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
779 {
780 strcpy (buf, mt->description);
781 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural)
784 safe_strcat (buf, op->name, &len, MAX_BUF);
785 else
786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
787 }
788 else
789 {
790#endif
791 if (!plural)
792 assign (buf, op->name);
793 else
794 assign (buf, op->name_pl);
795
796 len = strlen (buf);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 720
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:
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 const 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;
847 753
848 default: 754 default:
849 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)))
850 sprintf (buf + strlen (buf), " %+d", op->magic); 756 buf.printf (" %+d", op->magic);
851 } 757 }
852 758
853 return buf; 759 return buf;
854} 760}
855 761
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 */
862static char * 768static const char *
863describe_monster (const object *op) 769describe_monster (const object *op)
864{ 770{
865 char buf[MAX_BUF]; 771 static dynbuf_text buf; buf.clear ();
866 static char retbuf[VERY_BIG_BUF];
867 int i;
868
869 retbuf[0] = '\0';
870 772
871 /* Note that the resolution this provides for players really isn't 773 /* Note that the resolution this provides for players really isn't
872 * very good. Any player with a speed greater than .67 will 774 * very good. Any player with a speed greater than .67 will
873 * fall into the 'lightning fast movement' category. 775 * fall into the 'lightning fast movement' category.
874 */ 776 */
875 if (op->has_active_speed ()) 777 if (op->has_active_speed ())
876 {
877 switch ((int) ((FABS (op->speed)) * 15)) 778 switch ((int) ((FABS (op->speed)) * 15))
878 { 779 {
879 case 0: 780 case 0:
880 strcat (retbuf, "(very slow movement)"); 781 buf << "(very slow movement";
881 break; 782 break;
882 case 1: 783 case 1:
883 strcat (retbuf, "(slow movement)"); 784 buf << "(slow movement)";
884 break; 785 break;
885 case 2: 786 case 2:
886 strcat (retbuf, "(normal movement)"); 787 buf << "(normal movement)";
887 break; 788 break;
888 case 3: 789 case 3:
889 case 4: 790 case 4:
890 strcat (retbuf, "(fast movement)"); 791 buf << "(fast movement)";
891 break; 792 break;
892 case 5: 793 case 5:
893 case 6: 794 case 6:
894 strcat (retbuf, "(very fast movement)"); 795 buf << "(very fast movement)";
895 break; 796 break;
896 case 7: 797 case 7:
897 case 8: 798 case 8:
898 case 9: 799 case 9:
899 case 10: 800 case 10:
900 strcat (retbuf, "(extremely fast movement)"); 801 buf << "(extremely fast movement)";
901 break; 802 break;
902 default: 803 default:
903 strcat (retbuf, "(lightning fast movement)"); 804 buf << "(lightning fast movement)";
904 break; 805 break;
905 } 806 }
906 } 807
907 if (QUERY_FLAG (op, FLAG_UNDEAD)) 808 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
908 strcat (retbuf, "(undead)");
909 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 809 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
910 strcat (retbuf, "(see invisible)"); 810 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
911 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 811 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
912 strcat (retbuf, "(wield weapon)"); 812 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
913 if (QUERY_FLAG (op, FLAG_USE_BOW)) 813 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
914 strcat (retbuf, "(archer)"); 814 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
915 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 815 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
916 strcat (retbuf, "(wear armour)");
917 if (QUERY_FLAG (op, FLAG_USE_RING))
918 strcat (retbuf, "(wear ring)");
919 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
920 strcat (retbuf, "(read scroll)");
921 if (QUERY_FLAG (op, FLAG_USE_RANGE))
922 strcat (retbuf, "(fires wand/rod/horn)");
923 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 816 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
924 strcat (retbuf, "(skill user)"); 817 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
925 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 818 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
926 strcat (retbuf, "(spellcaster)");
927 if (QUERY_FLAG (op, FLAG_FRIENDLY))
928 strcat (retbuf, "(friendly)");
929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 819 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
930 strcat (retbuf, "(unaggressive)"); 820 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
931 if (QUERY_FLAG (op, FLAG_HITBACK)) 821 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
932 strcat (retbuf, "(hitback)"); 822
933 if (QUERY_FLAG (op, FLAG_STEALTH))
934 strcat (retbuf, "(stealthy)");
935 if (op->randomitems != NULL) 823 if (op->randomitems)
936 { 824 {
937 treasure *t;
938 int first = 1; 825 bool first = 1;
939 826
940 for (t = op->randomitems->items; t != NULL; t = t->next) 827 for (treasure *t = op->randomitems->items; t; t = t->next)
941 if (t->item && t->item->clone.type == SPELL) 828 if (t->item && t->item->type == SPELL)
942 { 829 {
943 if (first) 830 if (first)
944 { 831 buf << "(Spell abilities:)";
832
945 first = 0; 833 first = 0;
946 strcat (retbuf, "(Spell abilities:)"); 834
947 } 835 buf << '(' << t->item->object::name << ')';
948 strcat (retbuf, "(");
949 strcat (retbuf, t->item->clone.name);
950 strcat (retbuf, ")");
951 } 836 }
952 } 837 }
838
953 if (op->type == PLAYER) 839 if (op->type == PLAYER)
954 { 840 {
955 if (op->contr->digestion) 841 if (op->contr->digestion)
956 {
957 if (op->contr->digestion != 0)
958 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 842 buf.printf ("(sustenance%+d)", op->contr->digestion);
959 strcat (retbuf, buf); 843
960 }
961 if (op->contr->gen_grace) 844 if (op->contr->gen_grace)
962 {
963 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 845 buf.printf ("(grace%+d)", op->contr->gen_grace);
964 strcat (retbuf, buf); 846
965 }
966 if (op->contr->gen_sp) 847 if (op->contr->gen_sp)
967 {
968 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 848 buf.printf ("(magic%+d)", op->contr->gen_sp);
969 strcat (retbuf, buf); 849
970 }
971 if (op->contr->gen_hp) 850 if (op->contr->gen_hp)
972 {
973 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 851 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
974 strcat (retbuf, buf); 852
975 }
976 if (op->stats.luck) 853 if (op->stats.luck)
977 {
978 sprintf (buf, "(luck%+d)", op->stats.luck); 854 buf.printf ("(luck%+d)", op->stats.luck);
979 strcat (retbuf, buf);
980 }
981 } 855 }
982 856
983 /* describe attacktypes */ 857 /* describe attacktypes */
984 if (is_dragon_pl (op)) 858 if (is_dragon_pl (op))
985 { 859 {
987 * Break apart the for loop - move the comparison checking down - 861 * Break apart the for loop - move the comparison checking down -
988 * this makes it more readable. 862 * this makes it more readable.
989 */ 863 */
990 object *tmp; 864 object *tmp;
991 865
992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 866 for (tmp = op->inv; tmp; tmp = tmp->below)
993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 867 if (tmp->type == SKILL && tmp->name == shstr_clawing)
994 break; 868 break;
995 869
996 if (tmp && tmp->attacktype != 0) 870 if (tmp && tmp->attacktype)
997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 871 buf.add_abilities ("Claws", tmp->attacktype);
998 else 872 else
999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 873 buf.add_abilities ("Attacks", op->attacktype);
1000 } 874 }
1001 else 875 else
1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 876 buf.add_abilities ("Attacks", op->attacktype);
1003 877
1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 878 buf.add_paths ("Attuned" , op->path_attuned);
1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 879 buf.add_paths ("Repelled", op->path_repelled);
1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 880 buf.add_paths ("Denied" , op->path_denied);
1007 881
1008 for (i = 0; i < NROFATTACKS; i++) 882 for (int i = 0; i < NROFATTACKS; i++)
1009 if (op->resist[i]) 883 if (op->resist[i])
1010 {
1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 884 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1012 strcat (retbuf, buf);
1013 }
1014 885
1015 return retbuf; 886 return buf;
1016} 887}
1017
1018 888
1019/* 889/*
1020 * Returns a pointer to a static buffer which contains a 890 * Returns a pointer to a static buffer which contains a
1021 * description of the given object. 891 * description of the given object.
1022 * If it is a monster, lots of information about its abilities 892 * If it is a monster, lots of information about its abilities
1043 * item (eg, debug dump or the like) 913 * item (eg, debug dump or the like)
1044 */ 914 */
1045const char * 915const char *
1046describe_item (const object *op, object *owner) 916describe_item (const object *op, object *owner)
1047{ 917{
1048 char buf[MAX_BUF]; 918 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1049 static char retbuf[VERY_BIG_BUF]; 919 return describe_monster (op);
920
921 static dynbuf_text buf; buf.clear ();
1050 int identified, i; 922 int identified, i;
1051 923
1052 retbuf[0] = '\0';
1053 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 {
1055 return describe_monster (op);
1056 }
1057 /* figure this out once, instead of making multiple calls to need_identify. 924 /* figure this out once, instead of making multiple calls to need_identify.
1058 * also makes the code easier to read. 925 * also makes the code easier to read.
1059 */ 926 */
1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 927 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1061 identified = 1; 928 if (!identified)
1062 else 929 buf << "(unidentified)";
1063 { 930
1064 strcpy (retbuf, "(unidentified)");
1065 identified = 0;
1066 }
1067 switch (op->type) 931 switch (op->type)
1068 { 932 {
1069 case BOW: 933 case BOW:
1070 case ARROW: 934 case ARROW:
1071 case WAND: 935 case WAND:
1072 case ROD: 936 case ROD:
1073 case HORN: 937 case HORN:
1074 case WEAPON: 938 case WEAPON:
1075 case ARMOUR: 939 case ARMOUR:
1076 case HELMET: 940 case HELMET:
1077 case SHIELD: 941 case SHIELD:
1078 case BOOTS: 942 case BOOTS:
1079 case GLOVES: 943 case GLOVES:
1080 case GIRDLE: 944 case GIRDLE:
1081 case BRACERS: 945 case BRACERS:
1082 case CLOAK: 946 case CLOAK:
1083 case SKILL_TOOL: 947 case SKILL_TOOL:
1084 break; /* We have more information to do below this switch */ 948 break; /* We have more information to do below this switch */
1085 949
1086 case POWER_CRYSTAL: 950 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 951 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 952 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 1000) / 100; 953 i = (op->stats.maxsp % 1000) / 100;
1090 954
1091 if (i) 955 if (i)
1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 956 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1093 else 957 else
1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000); 958 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1095 } 959 }
1096 else 960 else
1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 961 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1098 962
1099 strcat (retbuf, buf);
1100 i = (op->stats.sp * 10) / op->stats.maxsp; 963 i = (op->stats.sp * 10) / op->stats.maxsp;
1101 if (op->stats.sp == 0) 964 if (op->stats.sp == 0)
1102 strcat (retbuf, "empty."); 965 buf << "empty.";
1103 else if (i == 0) 966 else if (i == 0)
1104 strcat (retbuf, "almost empty."); 967 buf << "almost empty.";
1105 else if (i < 3) 968 else if (i < 3)
1106 strcat (retbuf, "partially filled."); 969 buf << "partially filled.";
1107 else if (i < 6) 970 else if (i < 6)
1108 strcat (retbuf, "half full."); 971 buf << "half full.";
1109 else if (i < 9) 972 else if (i < 9)
1110 strcat (retbuf, "well charged."); 973 buf << "well charged.";
1111 else if (op->stats.sp == op->stats.maxsp) 974 else if (op->stats.sp == op->stats.maxsp)
1112 strcat (retbuf, "fully charged."); 975 buf << "fully charged.";
1113 else 976 else
1114 strcat (retbuf, "almost full."); 977 buf << "almost full.";
1115 break; 978 break;
979
1116 case FOOD: 980 case FOOD:
1117 case FLESH: 981 case FLESH:
1118 case DRINK: 982 case DRINK:
1119 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 983 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1120 { 984 {
1121 sprintf (buf, "(food+%d)", op->stats.food); 985 buf.printf ("(food+%d)", op->stats.food);
1122 strcat (retbuf, buf);
1123 986
1124 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))
1125 {
1126 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 988 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1127 strcat (retbuf, buf);
1128 }
1129 989
1130 if (!QUERY_FLAG (op, FLAG_CURSED)) 990 if (!QUERY_FLAG (op, FLAG_CURSED))
1131 { 991 {
1132 if (op->stats.hp) 992 if (op->stats.hp) buf << "(heals)";
1133 strcat (retbuf, "(heals)");
1134 if (op->stats.sp)
1135 strcat (retbuf, "(spellpoint regen)"); 993 if (op->stats.sp) buf << "(spellpoint regen)";
1136 } 994 }
1137 else 995 else
1138 { 996 {
1139 if (op->stats.hp) 997 if (op->stats.hp) buf << "(damages)";
1140 strcat (retbuf, "(damages)");
1141 if (op->stats.sp)
1142 strcat (retbuf, "(spellpoint depletion)"); 998 if (op->stats.sp) buf << "(spellpoint depletion)";
1143 } 999 }
1144 } 1000 }
1145 break; 1001 break;
1146 1002
1147
1148 case SKILL: 1003 case SKILL:
1149 case RING: 1004 case RING:
1150 case AMULET: 1005 case AMULET:
1151 if (op->item_power) 1006 if (op->item_power)
1152 {
1153 sprintf (buf, "(item_power %+d)", op->item_power); 1007 buf.printf ("(item_power %+d)", op->item_power);
1154 strcat (retbuf, buf); 1008
1155 }
1156 if (op->title) 1009 if (op->title)
1157 strcat (retbuf, ring_desc (op)); 1010 buf << ring_desc (op);
1011
1158 return retbuf; 1012 return buf;
1159 1013
1160 default: 1014 default:
1161 return retbuf; 1015 return buf;
1162 } 1016 }
1163 1017
1164 /* Down here, we more further describe equipment type items. 1018 /* Down here, we more further describe equipment type items.
1165 * only describe them if they have been identified or the like. 1019 * only describe them if they have been identified or the like.
1166 */ 1020 */
1167 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1021 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1168 { 1022 {
1169 int attr, val; 1023 int attr, val;
1170 1024
1171 for (attr = 0; attr < NUM_STATS; attr++) 1025 for (attr = 0; attr < NUM_STATS; attr++)
1172 { 1026 if ((val = op->stats.stat (attr)))
1173 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1174 {
1175 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1027 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1176 strcat (retbuf, buf);
1177 }
1178 }
1179 1028
1180 if (op->stats.exp) 1029 if (op->stats.exp)
1181 {
1182 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1030 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1183 strcat (retbuf, buf);
1184 }
1185
1186 1031
1187 switch (op->type) 1032 switch (op->type)
1188 { 1033 {
1189 case BOW: 1034 case BOW:
1190 case ARROW: 1035 case ARROW:
1191 case GIRDLE: 1036 case GIRDLE:
1192 case HELMET: 1037 case HELMET:
1193 case SHIELD: 1038 case SHIELD:
1194 case BOOTS: 1039 case BOOTS:
1195 case GLOVES: 1040 case GLOVES:
1196 case WEAPON: 1041 case WEAPON:
1197 case SKILL: 1042 case SKILL:
1198 case RING: 1043 case RING:
1199 case AMULET: 1044 case AMULET:
1200 case ARMOUR: 1045 case ARMOUR:
1201 case BRACERS: 1046 case BRACERS:
1202 case FORCE: 1047 case FORCE:
1203 case CLOAK: 1048 case CLOAK:
1204 if (op->stats.wc) 1049 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1205 { 1050 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1206 sprintf (buf, "(wc%+d)", op->stats.wc); 1051 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1207 strcat (retbuf, buf); 1052
1208 }
1209 if (op->stats.dam)
1210 {
1211 sprintf (buf, "(dam%+d)", op->stats.dam);
1212 strcat (retbuf, buf);
1213 }
1214 if (op->stats.ac)
1215 {
1216 sprintf (buf, "(ac%+d)", op->stats.ac);
1217 strcat (retbuf, buf);
1218 }
1219 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1053 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1220 {
1221 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1054 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1222 strcat (retbuf, buf); 1055
1223 }
1224 break; 1056 break;
1225 1057
1226 default: 1058 default:
1227 break; 1059 break;
1228 } 1060 }
1229 if (QUERY_FLAG (op, FLAG_XRAYS)) 1061
1230 strcat (retbuf, "(xray-vision)"); 1062 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1231 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1063 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1232 strcat (retbuf, "(infravision)");
1233 1064
1234 /* levitate was what is was before, so we'll keep it */ 1065 /* levitate was what is was before, so we'll keep it */
1235 if (op->move_type & MOVE_FLY_LOW) 1066 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1236 strcat (retbuf, "(levitate)");
1237
1238 if (op->move_type & MOVE_FLY_HIGH) 1067 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1239 strcat (retbuf, "(fly)");
1240
1241 if (op->move_type & MOVE_SWIM) 1068 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1242 strcat (retbuf, "(swim)");
1243 1069
1244 /* walking is presumed as 'normal', so doesn't need mentioning */ 1070 /* walking is presumed as 'normal', so doesn't need mentioning */
1245 1071
1246 if (op->item_power) 1072 if (op->item_power)
1247 {
1248 sprintf (buf, "(item_power %+d)", op->item_power); 1073 buf.printf ("(item_power %+d)", op->item_power);
1249 strcat (retbuf, buf);
1250 }
1251 } /* End if identified or applied */ 1074 } /* End if identified or applied */
1252 1075
1253 /* This blocks only deals with fully identified object. 1076 /* This blocks only deals with fully identified object.
1254 * 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 -
1255 * in this way, information is added. 1078 * in this way, information is added.
1258 { 1081 {
1259 int more_info = 0; 1082 int more_info = 0;
1260 1083
1261 switch (op->type) 1084 switch (op->type)
1262 { 1085 {
1263 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 */
1264 case HORN: /* and stats.hp for spell-point regeneration... */ 1087 case HORN: /* and stats.hp for spell-point regeneration... */
1265 case BOW: 1088 case BOW:
1266 case ARROW: 1089 case ARROW:
1267 case WAND: 1090 case WAND:
1268 case FOOD: 1091 case FOOD:
1269 case FLESH: 1092 case FLESH:
1270 case DRINK: 1093 case DRINK:
1271 more_info = 0; 1094 more_info = 0;
1272 break; 1095 break;
1273 1096
1274 /* Armor type objects */ 1097 /* Armor type objects */
1275 case ARMOUR: 1098 case ARMOUR:
1276 case HELMET: 1099 case HELMET:
1277 case SHIELD: 1100 case SHIELD:
1278 case BOOTS: 1101 case BOOTS:
1279 case GLOVES: 1102 case GLOVES:
1280 case GIRDLE: 1103 case GIRDLE:
1281 case BRACERS: 1104 case BRACERS:
1282 case CLOAK: 1105 case CLOAK:
1283 if (ARMOUR_SPEED (op)) 1106 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284 { 1107 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1285 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1286 strcat (retbuf, buf);
1287 }
1288 if (ARMOUR_SPELLS (op))
1289 {
1290 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1291 strcat (retbuf, buf);
1292 }
1293 more_info = 1; 1108 more_info = 1;
1294 break; 1109 break;
1295 1110
1296 case WEAPON: 1111 case WEAPON:
1297 /* Calculate it the same way fix_player does so the results 1112 /* Calculate it the same way fix_player does so the results
1298 * make sense. 1113 * make sense.
1299 */ 1114 */
1300 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1115 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1301 if (i < 0) 1116 if (i < 0)
1302 i = 0; 1117 i = 0;
1303 1118
1304 sprintf (buf, "(weapon speed %d)", i); 1119 buf.printf ("(weapon speed %d)", i);
1305 strcat (retbuf, buf);
1306 more_info = 1; 1120 more_info = 1;
1307 break; 1121 break;
1308
1309 } 1122 }
1123
1310 if (more_info) 1124 if (more_info)
1311 { 1125 {
1312 if (op->stats.food)
1313 {
1314 if (op->stats.food != 0)
1315 sprintf (buf, "(sustenance%+d)", op->stats.food); 1126 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1316 strcat (retbuf, buf);
1317 }
1318 if (op->stats.grace)
1319 {
1320 sprintf (buf, "(grace%+d)", op->stats.grace); 1127 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1321 strcat (retbuf, buf); 1128 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1322 }
1323 if (op->stats.sp)
1324 {
1325 sprintf (buf, "(magic%+d)", op->stats.sp);
1326 strcat (retbuf, buf);
1327 }
1328 if (op->stats.hp)
1329 {
1330 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1129 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1331 strcat (retbuf, buf);
1332 }
1333 } 1130 }
1334 1131
1335 if (op->stats.luck) 1132 if (op->stats.luck)
1336 {
1337 sprintf (buf, "(luck%+d)", op->stats.luck); 1133 buf.printf ("(luck%+d)", op->stats.luck);
1338 strcat (retbuf, buf); 1134
1339 }
1340 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1135 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1341 strcat (retbuf, "(lifesaving)"); 1136 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1342 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1343 strcat (retbuf, "(reflect spells)");
1344 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1137 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1345 strcat (retbuf, "(reflect missiles)");
1346 if (QUERY_FLAG (op, FLAG_STEALTH)) 1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1347 strcat (retbuf, "(stealth)"); 1139
1348 if (op->slaying != NULL && op->type != FOOD) 1140 if (op->slaying && op->type != FOOD)
1349 {
1350 sprintf (buf, "(slay %s)", &op->slaying); 1141 buf.printf ("(slay %s)", &op->slaying);
1351 strcat (retbuf, buf); 1142
1352 } 1143 buf.add_abilities ("Attacks", op->attacktype);
1353 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1354 /* resistance on flesh is only visible for quetzals. If 1144 /* resistance on flesh is only visible for quetzals. If
1355 * non flesh, everyone can see its resistances 1145 * non flesh, everyone can see its resistances
1356 */ 1146 */
1357 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1147 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1358 strcat (retbuf, describe_resistance (op, 0)); 1148 buf << describe_resistance (op, 0);
1359 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1360 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1361 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1362 }
1363 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
1364 return retbuf; 1155 return buf;
1365} 1156}
1366 1157
1367std::string 1158std::string
1368object::describe_item (object *who) 1159object::describe_item (object *who)
1369{ 1160{
1370 return std::string (::describe_item (this, who)); 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;
1371} 1194}
1372 1195
1373/* 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
1374 * increases/decreases any abilities, provides a resistance, 1197 * increases/decreases any abilities, provides a resistance,
1375 * has a generic magical bonus, or is an artifact. 1198 * has a generic magical bonus, or is an artifact.
1376 * 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
1377 * should be marked as magical. 1200 * should be marked as magical.
1378 */ 1201 */
1379
1380int 1202int
1381is_magical (const object *op) 1203is_magical (const object *op)
1382{ 1204{
1383 int i; 1205 int i;
1384 1206
1435 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)
1436 return 1; 1258 return 1;
1437 1259
1438 /* Check to see if it increases/decreases any stats */ 1260 /* Check to see if it increases/decreases any stats */
1439 for (i = 0; i < NUM_STATS; i++) 1261 for (i = 0; i < NUM_STATS; i++)
1440 if (get_attr_value (&(op->stats), i) != 0) 1262 if (op->stats.stat (i))
1441 return 1; 1263 return 1;
1442 1264
1443 /* 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
1444 * be non magical. 1266 * be non magical.
1445 */ 1267 */
1454int 1276int
1455need_identify (const object *op) 1277need_identify (const object *op)
1456{ 1278{
1457 switch (op->type) 1279 switch (op->type)
1458 { 1280 {
1459 case RING: 1281 case RING:
1460 case WAND: 1282 case WAND:
1461 case ROD: 1283 case ROD:
1462 case HORN: 1284 case HORN:
1463 case SCROLL: 1285 case SCROLL:
1464 case SKILL: 1286 case SKILL:
1465 case SKILLSCROLL: 1287 case SKILLSCROLL:
1466 case SPELLBOOK: 1288 case SPELLBOOK:
1467 case FOOD: 1289 case FOOD:
1468 case POTION: 1290 case POTION:
1469 case BOW: 1291 case BOW:
1470 case ARROW: 1292 case ARROW:
1471 case WEAPON: 1293 case WEAPON:
1472 case ARMOUR: 1294 case ARMOUR:
1473 case SHIELD: 1295 case SHIELD:
1474 case HELMET: 1296 case HELMET:
1475 case AMULET: 1297 case AMULET:
1476 case BOOTS: 1298 case BOOTS:
1477 case GLOVES: 1299 case GLOVES:
1478 case BRACERS: 1300 case BRACERS:
1479 case GIRDLE: 1301 case GIRDLE:
1480 case CONTAINER: 1302 case CONTAINER:
1481 case DRINK: 1303 case DRINK:
1482 case FLESH: 1304 case FLESH:
1483 case INORGANIC: 1305 case INORGANIC:
1484 case CLOSE_CON: 1306 case CLOSE_CON:
1485 case CLOAK: 1307 case CLOAK:
1486 case GEM: 1308 case GEM:
1487 case POWER_CRYSTAL: 1309 case POWER_CRYSTAL:
1488 case POISON: 1310 case POISON:
1489 case BOOK: 1311 case BOOK:
1490 case SKILL_TOOL: 1312 case SKILL_TOOL:
1491 return 1; 1313 return 1;
1492 } 1314 }
1315
1493 /* 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
1494 * archetype file can be updated, and this function removed. 1317 * archetype file can be updated, and this function removed.
1495 */ 1318 */
1496#if 0 1319#if 0
1497 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);
1521 { 1344 {
1522 if (op->inv && op->randomitems) 1345 if (op->inv && op->randomitems)
1523 op->title = op->inv->name; 1346 op->title = op->inv->name;
1524 else if (op->arch) 1347 else if (op->arch)
1525 { 1348 {
1526 op->name = op->arch->clone.name; 1349 op->name = op->arch->object::name;
1527 op->name_pl = op->arch->clone.name_pl; 1350 op->name_pl = op->arch->object::name_pl;
1528 } 1351 }
1529 } 1352 }
1530 1353
1531 /* 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 */
1532 if (op->map) 1355 if (op->map)

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