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Comparing deliantra/server/common/item.C (file contents):
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.77 by root, Sat Apr 3 02:27:24 2010 UTC

1
2/* 1/*
3 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: item.C,v 1.5 2006/09/12 18:15:34 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32#include <living.h> 26#include <living.h>
33#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
34 30
35/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
36 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
37 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
38 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
51 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
52 * may be better. 48 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
54 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
55 */ 51 */
52// see include/object.h
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"body_range", "in your range slot", "in a human's range slot"} 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
58 , 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
59 {"body_arm", "on your arm", "on a human's arm"} 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
60 , 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
61 {"body_torso", "on your body", "on a human's torso"} 58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
62 , 59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
63 {"body_head", "on your head", "on a human's head"} 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
64 , 61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
65 {"body_neck", "around your neck", "around a humans neck"} 62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
72 , 64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
73 {"body_foot", "on your feet", "on a human's feet"} 65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
74 , 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
75 {"body_hand", "on your hands", "on a human's hands"} 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
83};
84
85static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
87 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
88 "eighteen", "nineteen", "twenty"
89}; 69};
90 70
91static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
92 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
93 "eighty", "ninety" 73 "eighty", "ninety"
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 98 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 99 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 100 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 101 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 102 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 103 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 104 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 105 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 106 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 107 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 127 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 128 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 129 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 130 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 131 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 132 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 133 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 134 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 135 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 136 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 156 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
199 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
200 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
201 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
202 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
203 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
232 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
233 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
234 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
235}; 205};
236 206
237const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
238
239materialtype_t *materialt;
240
241/*
242materialtype material[NROFMATERIALS] = {
243 * P M F E C C A D W G P S P T F C D D C C G H B I *
244 * H A I L O O C R E H O L A U E A E E H O O O L N *
245 * Y G R E L N I A A O I O R R A N P A A U D L I T *
246 * S I E C D F D I P S S W A N R C L T O N Y N R *
247 * I C T U N O T O L E E H S T P D N *
248 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
249 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
250 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
251 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
252 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
253 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
254 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
255 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
256 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
257 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
258 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
259 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
260 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
261};
262*/
263 208
264/* This curve may be too steep. But the point is that there should 209/* This curve may be too steep. But the point is that there should
265 * be tough choices - there is no real point to this if everyone can 210 * be tough choices - there is no real point to this if everyone can
266 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
267 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
278}; 223};
279 224
280int 225int
281get_power_from_ench (int ench) 226get_power_from_ench (int ench)
282{ 227{
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
288} 229}
289 230
290/* This takes an object 'op' and figures out what its item_power 231/* This takes an object 'op' and figures out what its item_power
291 * rating should be. This should only really be used by the treasure 232 * rating should be. This should only really be used by the treasure
292 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
299{ 240{
300 int i, tmp, enc; 241 int i, tmp, enc;
301 242
302 enc = 0; 243 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
305 246
306 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 250 * armour shouldn't be counted against
326 if (op->type == WEAPON) 267 if (op->type == WEAPON)
327 { 268 {
328 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
330 enc++; 271 enc++;
272
331 if (op->slaying) 273 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
333 } 275 }
276
334 /* Items the player can equip */ 277 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 281 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
341 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
345 } 288 }
289
346 enc += op->stats.luck; 290 enc += op->stats.luck;
347 291
348 /* Do spell paths now */ 292 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
350 {
351 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
352 enc++; 295 enc++;
353 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
354 enc -= 2; 297 enc -= 2;
355 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
356 enc--; 299 enc--;
357 }
358 300
359 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
360 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
362 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
364 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
365 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
366 enc += 1;
367 if (QUERY_FLAG (op, FLAG_XRAYS))
368 enc += 2;
369 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 enc += 1;
371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1;
373 308
374 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
375
376} 310}
377 311
378/* returns the typedata that has a number equal to itemtype, if there 312/* returns the typedata that has a number equal to itemtype, if there
379 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
380
381const typedata * 314const typedata *
382get_typedata (int itemtype) 315get_typedata (int itemtype)
383{ 316{
384 int i;
385
386 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
387 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
388 return &item_types[i]; 319 return &item_types[i];
320
389 return NULL; 321 return NULL;
390} 322}
391 323
392/* returns the typedata that has a name equal to itemtype, if there 324/* returns the typedata that has a name equal to itemtype, if there
393 * isn't one, return the plural name that matches, if there still isn't 325 * isn't one, return the plural name that matches, if there still isn't
394 * one return NULL */ 326 * one return NULL */
395
396const typedata * 327const typedata *
397get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
398{ 329{
399 int i;
400
401 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
403 return &item_types[i]; 332 return &item_types[i];
333
404 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
406 { 336 {
407 LOG (llevInfo, 337 LOG (llevInfo,
408 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 338 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
409 return &item_types[i]; 339 return &item_types[i];
410 } 340 }
341
411 return NULL; 342 return 0;
412} 343}
413 344
414/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
416 * a big buffer. 347 * a big buffer.
417 * if newline is true, we don't put parens around the description 348 * if newline is true, we don't put parens around the description
418 * but do put a newline at the end. Useful when dumping to files 349 * but do put a newline at the end. Useful when dumping to files
419 */ 350 */
420char * 351const char *
421describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
422{ 353{
423 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
424 char buf1[VERY_BIG_BUF];
425 int tmpvar;
426 355
427 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
428 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
429 {
430 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
431 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
432 if (!newline)
433 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
434 else
435 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
436 359
437 strcat (buf, buf1);
438 }
439 }
440 return buf; 360 return buf;
441} 361}
442
443 362
444/* 363/*
445 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
447 * The buffer will be overwritten by the next call to query_weight(). 366 * The buffer will be overwritten by the next call to query_weight().
448 */ 367 *
449 368 * Seems to be used only by unimportant stuff. Remove?
450char * 369 */
370const char *
451query_weight (const object *op) 371query_weight (const object *op)
452{ 372{
453 static char buf[10]; 373 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
455 375
456 if (op->weight < 0) 376 if (op->weight < 0)
457 return " "; 377 return " ";
378
458 if (i % 1000) 379 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
460 else 381 else
461 sprintf (buf, "%4d ", i / 1000); 382 sprintf (buf, "%4d ", i / 1000);
383
462 return buf; 384 return buf;
463} 385}
464 386
465/* 387/*
466 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
468 */ 390 */
469 391const char *
470char *
471get_levelnumber (int i) 392get_levelnumber (int i)
472{ 393{
473 static char buf[MAX_BUF]; 394 static char buf[MAX_BUF];
474 395
475 if (i > 99) 396 if (i > 99)
476 { 397 {
477 sprintf (buf, "%d.", i); 398 sprintf (buf, "%d.", i);
478 return buf; 399 return buf;
479 } 400 }
401
480 if (i < 21) 402 if (i < 21)
481 return levelnumbers[i]; 403 return levelnumbers[i];
404
482 if (!(i % 10)) 405 if (!(i % 10))
483 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
407
484 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
486 return buf; 410 return buf;
487}
488
489
490/*
491 * get_number(integer) returns the text-representation of the given number
492 * in a static buffer. The buffer might be overwritten at the next
493 * call to get_number().
494 * It is currently only used by the query_name() function.
495 */
496
497char *
498get_number (int i)
499{
500 if (i <= 20)
501 return numbers[i];
502 else
503 {
504 static char buf[MAX_BUF];
505
506 sprintf (buf, "%d", i);
507 return buf;
508 }
509} 411}
510 412
511/* 413/*
512 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
513 * abilities 415 * abilities
519 */ 421 */
520 422
521/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 423/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
522 * from stats.sp - b.t. 424 * from stats.sp - b.t.
523 */ 425 */
524char * 426static const char *
525ring_desc (const object *op) 427ring_desc (const object *op)
526{ 428{
527 static char buf[VERY_BIG_BUF]; 429 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 430 int attr, val, len;
529 431
530 buf[0] = 0;
531
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 432 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf; 433 {
534
535 for (attr = 0; attr < NUM_STATS; attr++) 434 for (attr = 0; attr < NUM_STATS; attr++)
536 { 435 if ((val = op->stats.stat (attr)))
537 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 436 buf.printf ("(%s%+d)", short_stat_name[attr], val);
540 }
541 }
542 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam)
547 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548 if (op->stats.ac)
549 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550 437
438 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
439 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
440 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
441 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
442
551 strcat (buf, describe_resistance (op, 0)); 443 buf << describe_resistance (op, 0);
552 444
553 if (op->stats.food != 0) 445 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 447 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
558 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559 if (op->stats.sp && op->type != SKILL)
560 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561 if (op->stats.hp)
562 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563 if (op->stats.luck)
564 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565 if (QUERY_FLAG (op, FLAG_LIFESAVE))
566 strcat (buf, "(lifesaving)");
567 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)");
573 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578 450
579 /* if(op->item_power) 451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
581 */ 453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 455
456 buf.add_paths ("Attuned" , op->path_attuned);
457 buf.add_paths ("Repelled", op->path_repelled);
458 buf.add_paths ("Denied" , op->path_denied);
459
460 if (buf.empty ())
461 buf << "of adornment";
462 }
585 463
586 return buf; 464 return buf;
587} 465}
588 466
589/* 467/*
590 * query_short_name(object) is similar to query_name, but doesn't 468 * query_short_name(object) is similar to query_name, but doesn't
591 * contain any information about object status (worn/cursed/etc.) 469 * contain any information about object status (worn/cursed/etc.)
470 *
471 * It is sometimes used when printing messages, so should fit well into a sentence.
592 */ 472 */
593const char * 473const char *
594query_short_name (const object *op) 474query_short_name (const object *op)
595{ 475{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 476 if (!op->name)
601 return "(null)"; 477 return "(null)";
602 478
603 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 479 if (!op->nrof
480 && !op->weight
481 && !op->title
482 && !is_magical (op)
483 && op->slaying != shstr_money)
604 return op->name; /* To speed things up (or make things slower?) */ 484 return op->name; /* To speed things up (or make things slower?) */
605 485
606 if (op->nrof <= 1) 486 static dynbuf_text buf; buf.clear ();
607 safe_strcat (buf, op->name, &len, HUGE_BUF); 487
608 else 488 buf << (op->nrof <= 1 ? op->name : op->name_pl);
609 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
610 489
611 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
612 { 491 buf << ' ' << op->title;
613 safe_strcat (buf, " ", &len, HUGE_BUF);
614 safe_strcat (buf, op->title, &len, HUGE_BUF);
615 }
616 492
617 switch (op->type) 493 switch (op->type)
618 { 494 {
619 case SPELLBOOK: 495 case SPELLBOOK:
620 case SCROLL: 496 case SCROLL:
621 case WAND: 497 case WAND:
622 case ROD: 498 case ROD:
623 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
624 { 500 {
625 if (!op->title) 501 if (!op->title)
626 { 502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
627 safe_strcat (buf, " of ", &len, HUGE_BUF); 503
628 if (op->inv)
629 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
630 else
631 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
632 }
633 if (op->type != SPELLBOOK) 504 if (op->type != SPELLBOOK)
634 {
635 sprintf (buf2, " (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
636 safe_strcat (buf, buf2, &len, HUGE_BUF);
637 }
638 } 506 }
639 break; 507 break;
640 508
509 case ALTAR:
510 case TRIGGER_ALTAR:
511 case IDENTIFY_ALTAR:
512 case CONVERTER:
513 if (op->slaying == shstr_money)
514 {
515 bool wrap = !!buf.size ();
516
517 if (wrap) buf << " [";
518
519 archetype *coin = 0;
520
521 for (char const *const *c = coins; *coins; ++c)
522 if ((coin = archetype::find (*c)))
523 if (op->stats.food % coin->value == 0)
524 break;
525
526 sint32 coins = op->stats.food / coin->value;
527
528 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
529
530 if (wrap) buf << ']';
531 }
532 break;
533
641 case SKILL: 534 case SKILL:
642 case AMULET: 535 case AMULET:
643 case RING: 536 case RING:
644 if (!op->title) 537 if (!op->title)
645 { 538 {
646 /* If ring has a title, full description isn't so useful */ 539 /* If ring has a title, full description isn't so useful */
647 char *s = ring_desc (op); 540 const char *s = ring_desc (op);
648 541
649 if (s[0]) 542 if (s && *s)
650 { 543 buf << " " << s;
651 safe_strcat (buf, " ", &len, HUGE_BUF);
652 safe_strcat (buf, s, &len, HUGE_BUF);
653 }
654 } 544 }
655 break; 545 break;
546
656 default: 547 default:
657 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 548 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
658 {
659 sprintf (buf2, " %+d", op->magic); 549 buf.printf (" %+d", op->magic);
660 safe_strcat (buf, buf2, &len, HUGE_BUF);
661 }
662 } 550 }
551
663 return buf; 552 return buf;
664} 553}
665 554
666/* 555/*
667 * query_name(object) returns a character pointer pointing to a static 556 * query_name(object) returns a character pointer pointing to a static
671 * you can make several calls to query_name before the bufs start getting 560 * you can make several calls to query_name before the bufs start getting
672 * overwritten. This may be a bad thing (it may be easier to assume the value 561 * overwritten. This may be a bad thing (it may be easier to assume the value
673 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
674 * use several names much easier (don't need to store them to temp variables.) 563 * use several names much easier (don't need to store them to temp variables.)
675 * 564 *
565 * It is used extensively within messages, so should return only a prose
566 * and short description of the item.
567 * It is also used by examine/ex and similar functions.
676 */ 568 */
677char * 569const char *
678query_name (const object *op) 570query_name (const object *op)
679{ 571{
680 static char buf[5][HUGE_BUF]; 572 int len = 0;
573 static dynbuf_text bufs[5];
681 static int use_buf = 0; 574 static int use_buf = 0;
682 int len = 0;
683
684#ifdef NEW_MATERIAL_CODE
685 materialtype_t *mt;
686#endif
687 575
688 use_buf++; 576 use_buf++;
689 use_buf %= 5; 577 use_buf %= 5;
690 578
691#ifdef NEW_MATERIAL_CODE 579 dynbuf_text &buf = bufs [use_buf];
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 580 buf.clear ();
693 { 581
694 mt = name_to_material (op->materialname); 582#if 0
695 if (mt) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
696 { 584 buf << op->material->description << ' ';
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
698 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
699 }
700 }
701#endif 585#endif
702 586
703 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 587 buf << query_short_name (op);
704 588
705 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
706 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 590 buf << " *";
707 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
708 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 592 buf << " (open)";
709 593
710 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
711 { 595 {
712 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
713 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 597 buf << " (damned)";
714 else if (QUERY_FLAG (op, FLAG_CURSED)) 598 else if (QUERY_FLAG (op, FLAG_CURSED))
715 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 599 buf << " (cursed)";
716 } 600 }
601
717 /* Basically, if the object is known magical (detect magic spell on it), 602 /* Basically, if the object is known magical (detect magic spell on it),
718 * and it isn't identified, print out the fact that 603 * and it isn't identified, print out the fact that
719 * it is magical. Assume that the detect magical spell will only set 604 * it is magical. Assume that the detect magical spell will only set
720 * KNOWN_MAGICAL if the item actually is magical. 605 * KNOWN_MAGICAL if the item actually is magical.
721 * 606 *
722 * Changed in V 0.91.4 - still print that the object is magical even 607 * Changed in V 0.91.4 - still print that the object is magical even
723 * if it has been applied. Equipping an item does not tell full 608 * if it has been applied. Equipping an item does not tell full
724 * abilities, especially for artifact items. 609 * abilities, especially for artifact items.
725 */ 610 */
726 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
727 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 612 buf << " (magic)";
728 613
729#if 0 614#if 0
730 /* item_power will be returned in desribe_item - it shouldn't really 615 /* item_power will be returned in describe_item - it shouldn't really
731 * be returned in the name. 616 * be returned in the name.
732 */ 617 */
733 if (op->item_power) 618 if (op->item_power)
734 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 619 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
735 620
737 622
738 if (QUERY_FLAG (op, FLAG_APPLIED)) 623 if (QUERY_FLAG (op, FLAG_APPLIED))
739 { 624 {
740 switch (op->type) 625 switch (op->type)
741 { 626 {
742 case BOW: 627 case BOW:
743 case WAND: 628 case WAND:
744 case ROD: 629 case ROD:
745 case HORN: 630 case HORN:
746 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 631 buf << " (applied)";
747 break; 632 break;
748 case WEAPON: 633 case WEAPON:
749 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 634 buf << " (applied)";
750 break; 635 break;
751 case ARMOUR: 636 case ARMOUR:
752 case HELMET: 637 case HELMET:
753 case SHIELD: 638 case SHIELD:
754 case RING: 639 case RING:
755 case BOOTS: 640 case BOOTS:
756 case GLOVES: 641 case GLOVES:
757 case AMULET: 642 case AMULET:
758 case GIRDLE: 643 case GIRDLE:
759 case BRACERS: 644 case BRACERS:
760 case CLOAK: 645 case CLOAK:
761 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 646 buf << " (worn)";
762 break; 647 break;
763 case CONTAINER: 648 case CONTAINER:
764 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 649 buf << " (active)";
765 break; 650 break;
766 case SKILL: 651 case SKILL:
767 default: 652 default:
768 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 653 buf << " (applied)";
769 } 654 }
770 } 655 }
656
657 switch (op->type)
658 {
659 case LAMP:
660 if (op->glow_radius)
661 buf << " (on)";
662 else if (op->stats.food <= 0)
663 buf << " (empty)";
664 else
665 buf << " (off)";
666 break;
667
668 case TORCH:
669 if (op->glow_radius)
670 buf << " (burning)";
671 else if (op->stats.food <= 0)
672 buf << " (burned out)";
673 break;
674 }
675
771 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
772 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 677 buf << " (unpaid)";
773 678
774 return buf[use_buf]; 679 return buf;
775} 680}
776 681
777/* 682/*
778 * query_base_name(object) returns a character pointer pointing to a static 683 * query_base_name(object) returns a character pointer pointing to a static
779 * buffer which contains a verbose textual representation of the name 684 * buffer which contains a verbose textual representation of the name
780 * of the given object. The buffer will be overwritten at the next 685 * of the given object. The buffer will be overwritten at the next
781 * call to query_base_name(). This is a lot like query_name, but we 686 * call to query_base_name(). This is a lot like query_name, but we
782 * don't include the item count or item status. Used for inventory sorting 687 * don't include the item count or item status. Used for inventory sorting
783 * and sending to client. 688 * and sending to client.
784 * If plural is set, we generate the plural name of this. 689 * If plural is set, we generate the plural name of this.
690 *
691 * It is sometimes used to display messages, and usually only used to match stuff,
692 * so maybe this function should be removed.
693 * It is also used for client-side inventory/item descriptions.
785 */ 694 */
786const char * 695const char *
787query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
788{ 697{
789 static char buf[MAX_BUF], buf2[MAX_BUF];
790 int len;
791 materialtype_t *mt;
792
793 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
794 return "(null)"; 699 return "(null)";
795 700
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 701 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
702 && op->type != EXIT)
797 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
798 704
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 705 static dynbuf_text buf; buf.clear ();
800 mt = name_to_material (op->materialname);
801 706
802#ifdef NEW_MATERIAL_CODE 707#if 0
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 709 if (op->arch->material != op->material)
805 { 710 buf << op->material->description << ' ';
806 strcpy (buf, mt->description);
807 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF);
809 if (!plural)
810 safe_strcat (buf, op->name, &len, MAX_BUF);
811 else
812 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
813 }
814 else
815 {
816#endif 711#endif
817 if (!plural) 712
818 strcpy (buf, op->name); 713 buf << (plural ? op->name_pl : op->name);
819 else
820 strcpy (buf, op->name_pl);
821 len = strlen (buf);
822#ifdef NEW_MATERIAL_CODE
823 }
824#endif
825 714
826 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
827 { 716 buf << ' ' << op->title;
828 safe_strcat (buf, " ", &len, MAX_BUF);
829 safe_strcat (buf, op->title, &len, MAX_BUF);
830 }
831 717
832 switch (op->type) 718 switch (op->type)
833 { 719 {
834 case SPELLBOOK: 720 case SPELLBOOK:
835 case SCROLL: 721 case SCROLL:
836 case WAND: 722 case WAND:
837 case ROD: 723 case ROD:
838 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 724 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
839 { 725 {
840 if (!op->title) 726 if (!op->title)
841 { 727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
842 safe_strcat (buf, " of ", &len, MAX_BUF); 728
843 if (op->inv)
844 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
845 else
846 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
847 }
848 if (op->type != SPELLBOOK) 729 if (op->type != SPELLBOOK)
849 {
850 sprintf (buf2, " (lvl %d)", op->level); 730 buf.printf (" (lvl %d)", op->level);
851 safe_strcat (buf, buf2, &len, MAX_BUF);
852 }
853 } 731 }
854 break; 732 break;
855 733
856 734
857 case SKILL: 735 case SKILL:
858 case AMULET: 736 case AMULET:
859 case RING: 737 case RING:
860 if (!op->title) 738 if (!op->title)
861 { 739 {
862 /* If ring has a title, full description isn't so useful */ 740 /* If ring has a title, full description isn't so useful */
863 char *s = ring_desc (op); 741 const char *s = ring_desc (op);
864 742
865 if (s[0]) 743 if (s && *s)
866 { 744 buf << ' ' << s;
867 safe_strcat (buf, " ", &len, MAX_BUF);
868 safe_strcat (buf, s, &len, MAX_BUF);
869 }
870 } 745 }
871 break; 746 break;
747
748 case EXIT:
749 // random map exits "unfortunately" get patched, so this only works before entering
750 if (EXIT_PATH (op) == shstr_random_map_exit)
751 buf << " (random map)";
752 else if (!EXIT_PATH (op))
753 buf << " (closed)";
754 break;
755
872 default: 756 default:
873 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
874 { 758 buf.printf (" %+d", op->magic);
875 sprintf (buf + strlen (buf), " %+d", op->magic);
876 }
877 } 759 }
760
878 return buf; 761 return buf;
879} 762}
880 763
881/* Break this off from describe_item - that function was way 764/* Break this off from describe_item - that function was way
882 * too long, making it difficult to read. This function deals 765 * too long, making it difficult to read. This function deals
883 * with describing the monsters & players abilities. It should only 766 * with describing the monsters & players abilities. It should only
884 * be called with monster & player objects. Returns a description 767 * be called with monster & player objects. Returns a description
885 * in a static buffer. 768 * in a static buffer.
886 */ 769 */
887
888static char * 770static const char *
889describe_monster (const object *op) 771describe_monster (const object *op)
890{ 772{
891 char buf[MAX_BUF]; 773 static dynbuf_text buf; buf.clear ();
892 static char retbuf[VERY_BIG_BUF];
893 int i;
894
895 retbuf[0] = '\0';
896 774
897 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
898 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
899 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
900 */ 778 */
901 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 779 if (op->has_active_speed ())
902 { 780 switch ((int)(op->speed * 15.))
903 switch ((int) ((FABS (op->speed)) * 15))
904 { 781 {
905 case 0: 782 case 0:
906 strcat (retbuf, "(very slow movement)"); 783 buf << "(very slow movement)";
907 break; 784 break;
908 case 1: 785 case 1:
909 strcat (retbuf, "(slow movement)"); 786 buf << "(slow movement)";
910 break; 787 break;
911 case 2: 788 case 2:
912 strcat (retbuf, "(normal movement)"); 789 buf << "(normal movement)";
913 break; 790 break;
914 case 3: 791 case 3:
915 case 4: 792 case 4:
916 strcat (retbuf, "(fast movement)"); 793 buf << "(fast movement)";
917 break; 794 break;
918 case 5: 795 case 5:
919 case 6: 796 case 6:
920 strcat (retbuf, "(very fast movement)"); 797 buf << "(very fast movement)";
921 break; 798 break;
922 case 7: 799 case 7:
923 case 8: 800 case 8:
924 case 9: 801 case 9:
925 case 10: 802 case 10:
926 strcat (retbuf, "(extremely fast movement)"); 803 buf << "(extremely fast movement)";
927 break; 804 break;
928 default: 805 default:
929 strcat (retbuf, "(lightning fast movement)"); 806 buf << "(lightning fast movement)";
930 break; 807 break;
931 } 808 }
932 } 809
933 if (QUERY_FLAG (op, FLAG_UNDEAD)) 810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
934 strcat (retbuf, "(undead)");
935 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
936 strcat (retbuf, "(see invisible)"); 812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
937 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
938 strcat (retbuf, "(wield weapon)"); 814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
939 if (QUERY_FLAG (op, FLAG_USE_BOW)) 815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
940 strcat (retbuf, "(archer)"); 816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
941 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
942 strcat (retbuf, "(wear armour)");
943 if (QUERY_FLAG (op, FLAG_USE_RING))
944 strcat (retbuf, "(wear ring)");
945 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
946 strcat (retbuf, "(read scroll)");
947 if (QUERY_FLAG (op, FLAG_USE_RANGE))
948 strcat (retbuf, "(fires wand/rod/horn)");
949 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
950 strcat (retbuf, "(skill user)"); 819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
951 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
952 strcat (retbuf, "(spellcaster)");
953 if (QUERY_FLAG (op, FLAG_FRIENDLY))
954 strcat (retbuf, "(friendly)");
955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
956 strcat (retbuf, "(unaggressive)"); 822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
957 if (QUERY_FLAG (op, FLAG_HITBACK)) 823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
958 strcat (retbuf, "(hitback)"); 824
959 if (QUERY_FLAG (op, FLAG_STEALTH))
960 strcat (retbuf, "(stealthy)");
961 if (op->randomitems != NULL) 825 if (op->randomitems)
962 { 826 {
963 treasure *t;
964 int first = 1; 827 bool first = 1;
965 828
966 for (t = op->randomitems->items; t != NULL; t = t->next) 829 for (treasure *t = op->randomitems->items; t; t = t->next)
967 if (t->item && (t->item->clone.type == SPELL)) 830 if (t->item && t->item->type == SPELL)
968 { 831 {
969 if (first) 832 if (first)
970 { 833 buf << "(Spell abilities:)";
834
971 first = 0; 835 first = 0;
972 strcat (retbuf, "(Spell abilities:)"); 836
973 } 837 buf << '(' << t->item->object::name << ')';
974 strcat (retbuf, "(");
975 strcat (retbuf, t->item->clone.name);
976 strcat (retbuf, ")");
977 } 838 }
978 } 839 }
840
979 if (op->type == PLAYER) 841 if (op->type == PLAYER)
980 { 842 {
981 if (op->contr->digestion) 843 if (op->contr->digestion)
982 {
983 if (op->contr->digestion != 0)
984 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 844 buf.printf ("(sustenance%+d)", op->contr->digestion);
985 strcat (retbuf, buf); 845
986 }
987 if (op->contr->gen_grace) 846 if (op->contr->gen_grace)
988 {
989 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 847 buf.printf ("(grace%+d)", op->contr->gen_grace);
990 strcat (retbuf, buf); 848
991 }
992 if (op->contr->gen_sp) 849 if (op->contr->gen_sp)
993 {
994 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 850 buf.printf ("(magic%+d)", op->contr->gen_sp);
995 strcat (retbuf, buf); 851
996 }
997 if (op->contr->gen_hp) 852 if (op->contr->gen_hp)
998 {
999 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 853 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
1000 strcat (retbuf, buf); 854
1001 }
1002 if (op->stats.luck) 855 if (op->stats.luck)
1003 {
1004 sprintf (buf, "(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
1005 strcat (retbuf, buf);
1006 }
1007 } 857 }
1008 858
1009 /* describe attacktypes */ 859 /* describe attacktypes */
1010 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
1011 { 861 {
1012 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
1013 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
1014 * this makes it more readable. 864 * this makes it more readable.
1015 */ 865 */
1016 object *tmp; 866 object *tmp;
1017 867
1018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 868 for (tmp = op->inv; tmp; tmp = tmp->below)
1019 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 869 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1020 break; 870 break;
1021 871
1022 if (tmp && tmp->attacktype != 0) 872 if (tmp && tmp->attacktype)
1023 { 873 buf.add_abilities ("Claws", tmp->attacktype);
1024 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1025 }
1026 else 874 else
1027 { 875 buf.add_abilities ("Attacks", op->attacktype);
1028 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1029 }
1030 } 876 }
1031 else 877 else
1032 { 878 buf.add_abilities ("Attacks", op->attacktype);
1033 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 879
1034 } 880 buf.add_paths ("Attuned" , op->path_attuned);
1035 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 881 buf.add_paths ("Repelled", op->path_repelled);
1036 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 882 buf.add_paths ("Denied" , op->path_denied);
1037 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 883
1038 for (i = 0; i < NROFATTACKS; i++) 884 for (int i = 0; i < NROFATTACKS; i++)
1039 {
1040 if (op->resist[i]) 885 if (op->resist[i])
1041 {
1042 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 886 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1043 strcat (retbuf, buf); 887
1044 }
1045 }
1046 return retbuf; 888 return buf;
1047} 889}
1048
1049 890
1050/* 891/*
1051 * Returns a pointer to a static buffer which contains a 892 * Returns a pointer to a static buffer which contains a
1052 * description of the given object. 893 * description of the given object.
1053 * If it is a monster, lots of information about its abilities 894 * If it is a monster, lots of information about its abilities
1062 * wouldn't need to use the SEE_INVISIBLE flag to know it is 903 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1063 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
1064 * a dwarven axe, in which the full abilities are only known to 905 * a dwarven axe, in which the full abilities are only known to
1065 * dwarves, etc. 906 * dwarves, etc.
1066 * 907 *
1067 * This function is really much more complicated than it should
1068 * be, because different objects have different meanings
1069 * for the same field (eg, wands use 'food' for charges). This
1070 * means these special cases need to be worked out.
1071 *
1072 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
1073 * owner can be null if no one is being associated with this 909 * owner can be null if no one is being associated with this
1074 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
1075 */ 911 */
1076 912const char *
1077char *
1078describe_item (const object *op, object *owner) 913describe_item (const object *op, object *owner)
1079{ 914{
1080 char buf[MAX_BUF]; 915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1081 static char retbuf[VERY_BIG_BUF]; 916 return describe_monster (op);
917
918 static dynbuf_text buf; buf.clear ();
1082 int identified, i; 919 int identified, i;
1083 920
1084 retbuf[0] = '\0';
1085 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1086 {
1087 return describe_monster (op);
1088 }
1089 /* figure this out once, instead of making multiple calls to need_identify. 921 /* figure this out once, instead of making multiple calls to need_identify.
1090 * also makes the code easier to read. 922 * also makes the code easier to read.
1091 */ 923 */
1092 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1093 identified = 1; 925 if (!identified)
1094 else 926 buf << "(unidentified)";
1095 { 927
1096 strcpy (retbuf, "(unidentified)");
1097 identified = 0;
1098 }
1099 switch (op->type) 928 switch (op->type)
1100 { 929 {
1101 case BOW: 930 case BOW:
1102 case ARROW: 931 case ARROW:
1103 case WAND: 932 case WAND:
1104 case ROD: 933 case ROD:
1105 case HORN: 934 case HORN:
1106 case WEAPON: 935 case WEAPON:
1107 case ARMOUR: 936 case ARMOUR:
1108 case HELMET: 937 case HELMET:
1109 case SHIELD: 938 case SHIELD:
1110 case BOOTS: 939 case BOOTS:
1111 case GLOVES: 940 case GLOVES:
1112 case GIRDLE: 941 case GIRDLE:
1113 case BRACERS: 942 case BRACERS:
1114 case CLOAK: 943 case CLOAK:
1115 case SKILL_TOOL: 944 case SKILL_TOOL:
1116 break; /* We have more information to do below this switch */ 945 break; /* We have more information to do below this switch */
1117 946
1118 case POWER_CRYSTAL: 947 case POWER_CRYSTAL:
1119 if (op->stats.maxsp > 1000) 948 if (op->stats.maxsp > 1000)
1120 { /*higher capacity crystals */ 949 { /*higher capacity crystals */
1121 i = (op->stats.maxsp % 100) / 10; 950 i = (op->stats.maxsp % 1000) / 100;
951
1122 if (i) 952 if (i)
1123 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 953 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1124 else 954 else
1125 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 955 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1126 } 956 }
1127 else 957 else
1128 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 958 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1129 strcat (retbuf, buf); 959
1130 i = (op->stats.sp * 10) / op->stats.maxsp; 960 i = (op->stats.sp * 10) / op->stats.maxsp;
1131 if (op->stats.sp == 0) 961 if (op->stats.sp == 0)
1132 strcat (retbuf, "empty."); 962 buf << "empty.";
1133 else if (i == 0) 963 else if (i == 0)
1134 strcat (retbuf, "almost empty."); 964 buf << "almost empty.";
1135 else if (i < 3) 965 else if (i < 3)
1136 strcat (retbuf, "partially filled."); 966 buf << "partially filled.";
1137 else if (i < 6) 967 else if (i < 6)
1138 strcat (retbuf, "half full."); 968 buf << "half full.";
1139 else if (i < 9) 969 else if (i < 9)
1140 strcat (retbuf, "well charged."); 970 buf << "well charged.";
1141 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1142 strcat (retbuf, "fully charged."); 972 buf << "fully charged.";
1143 else 973 else
1144 strcat (retbuf, "almost full."); 974 buf << "almost full.";
1145 break; 975 break;
976
977 case LAMP:
978 {
979 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
980 buf << "(fuel: ";
981 if (percent == 0)
982 buf << "empty";
983 else if (percent < 10)
984 buf << "very low";
985 else if (percent < 25)
986 buf << "low";
987 else if (percent < 50)
988 buf << "half empty";
989 else if (percent < 75)
990 buf << "half full";
991 else if (percent < 95)
992 buf << "well filled";
993 else if (percent <= 100)
994 buf << "full";
995 buf << ")";
996 }
997 break;
998
1146 case FOOD: 999 case FOOD:
1147 case FLESH: 1000 case FLESH:
1148 case DRINK: 1001 case DRINK:
1149 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1002 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1150 { 1003 {
1151 sprintf (buf, "(food+%d)", op->stats.food); 1004 buf.printf ("(food+%d)", op->stats.food);
1152 strcat (retbuf, buf);
1153 1005
1154 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1006 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1155 {
1156 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1007 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1157 strcat (retbuf, buf);
1158 }
1159 1008
1160 if (!QUERY_FLAG (op, FLAG_CURSED)) 1009 if (!QUERY_FLAG (op, FLAG_CURSED))
1161 { 1010 {
1162 if (op->stats.hp) 1011 if (op->stats.hp) buf << "(heals)";
1163 strcat (retbuf, "(heals)");
1164 if (op->stats.sp)
1165 strcat (retbuf, "(spellpoint regen)"); 1012 if (op->stats.sp) buf << "(spellpoint regen)";
1166 } 1013 }
1167 else 1014 else
1168 { 1015 {
1169 if (op->stats.hp) 1016 if (op->stats.hp) buf << "(damages)";
1170 strcat (retbuf, "(damages)");
1171 if (op->stats.sp)
1172 strcat (retbuf, "(spellpoint depletion)"); 1017 if (op->stats.sp) buf << "(spellpoint depletion)";
1173 } 1018 }
1174 } 1019 }
1175 break; 1020 break;
1176 1021
1177
1178 case SKILL: 1022 case SKILL:
1179 case RING: 1023 case RING:
1180 case AMULET: 1024 case AMULET:
1181 if (op->item_power) 1025 if (op->item_power)
1182 {
1183 sprintf (buf, "(item_power %+d)", op->item_power); 1026 buf.printf ("(item_power %+d)", op->item_power);
1184 strcat (retbuf, buf); 1027
1185 }
1186 if (op->title) 1028 if (op->title)
1187 strcat (retbuf, ring_desc (op)); 1029 buf << ring_desc (op);
1030
1188 return retbuf; 1031 return buf;
1189 1032
1190 default: 1033 default:
1191 return retbuf; 1034 return buf;
1192 } 1035 }
1193 1036
1194 /* Down here, we more further describe equipment type items. 1037 /* Down here, we more further describe equipment type items.
1195 * only describe them if they have been identified or the like. 1038 * only describe them if they have been identified or the like.
1196 */ 1039 */
1197 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1040 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1198 { 1041 {
1199 int attr, val; 1042 int attr, val;
1200 1043
1201 for (attr = 0; attr < NUM_STATS; attr++) 1044 for (attr = 0; attr < NUM_STATS; attr++)
1202 { 1045 if ((val = op->stats.stat (attr)))
1203 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1204 {
1205 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1046 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1206 strcat (retbuf, buf);
1207 }
1208 }
1209 1047
1210 if (op->stats.exp) 1048 if (op->stats.exp)
1211 {
1212 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1049 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1213 strcat (retbuf, buf);
1214 }
1215
1216 1050
1217 switch (op->type) 1051 switch (op->type)
1218 { 1052 {
1219 case BOW: 1053 case BOW:
1220 case ARROW: 1054 case ARROW:
1221 case GIRDLE: 1055 case GIRDLE:
1222 case HELMET: 1056 case HELMET:
1223 case SHIELD: 1057 case SHIELD:
1224 case BOOTS: 1058 case BOOTS:
1225 case GLOVES: 1059 case GLOVES:
1226 case WEAPON: 1060 case WEAPON:
1227 case SKILL: 1061 case SKILL:
1228 case RING: 1062 case RING:
1229 case AMULET: 1063 case AMULET:
1230 case ARMOUR: 1064 case ARMOUR:
1231 case BRACERS: 1065 case BRACERS:
1232 case FORCE: 1066 case FORCE:
1233 case CLOAK: 1067 case CLOAK:
1234 if (op->stats.wc) 1068 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1235 { 1069 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1236 sprintf (buf, "(wc%+d)", op->stats.wc); 1070 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1237 strcat (retbuf, buf); 1071
1238 }
1239 if (op->stats.dam)
1240 {
1241 sprintf (buf, "(dam%+d)", op->stats.dam);
1242 strcat (retbuf, buf);
1243 }
1244 if (op->stats.ac)
1245 {
1246 sprintf (buf, "(ac%+d)", op->stats.ac);
1247 strcat (retbuf, buf);
1248 }
1249 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1072 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1250 {
1251 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1073 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1252 strcat (retbuf, buf); 1074
1253 }
1254 break; 1075 break;
1255 1076
1256 default: 1077 default:
1257 break; 1078 break;
1258 } 1079 }
1259 if (QUERY_FLAG (op, FLAG_XRAYS)) 1080
1260 strcat (retbuf, "(xray-vision)"); 1081 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1261 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1082 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1262 strcat (retbuf, "(infravision)");
1263 1083
1264 /* levitate was what is was before, so we'll keep it */ 1084 /* levitate was what is was before, so we'll keep it */
1265 if (op->move_type & MOVE_FLY_LOW) 1085 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1266 strcat (retbuf, "(levitate)");
1267
1268 if (op->move_type & MOVE_FLY_HIGH) 1086 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1269 strcat (retbuf, "(fly)");
1270
1271 if (op->move_type & MOVE_SWIM) 1087 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1272 strcat (retbuf, "(swim)");
1273 1088
1274 /* walking is presumed as 'normal', so doesn't need mentioning */ 1089 /* walking is presumed as 'normal', so doesn't need mentioning */
1275 1090
1276 if (op->item_power) 1091 if (op->item_power)
1277 {
1278 sprintf (buf, "(item_power %+d)", op->item_power); 1092 buf.printf ("(item_power %+d)", op->item_power);
1279 strcat (retbuf, buf);
1280 }
1281 } /* End if identified or applied */ 1093 } /* End if identified or applied */
1282 1094
1283 /* This blocks only deals with fully identified object. 1095 /* This blocks only deals with fully identified object.
1284 * it is intentional that this is not an 'else' from a above - 1096 * it is intentional that this is not an 'else' from a above -
1285 * in this way, information is added. 1097 * in this way, information is added.
1288 { 1100 {
1289 int more_info = 0; 1101 int more_info = 0;
1290 1102
1291 switch (op->type) 1103 switch (op->type)
1292 { 1104 {
1293 case ROD: /* These use stats.sp for spell selection and stats.food */ 1105 case ROD: /* These use stats.sp for spell selection and stats.food */
1294 case HORN: /* and stats.hp for spell-point regeneration... */ 1106 case HORN: /* and stats.hp for spell-point regeneration... */
1295 case BOW: 1107 case BOW:
1296 case ARROW: 1108 case ARROW:
1297 case WAND: 1109 case WAND:
1298 case FOOD: 1110 case FOOD:
1299 case FLESH: 1111 case FLESH:
1300 case DRINK: 1112 case DRINK:
1301 more_info = 0; 1113 more_info = 0;
1302 break; 1114 break;
1303 1115
1304 /* Armor type objects */ 1116 /* Armor type objects */
1305 case ARMOUR: 1117 case ARMOUR:
1306 case HELMET: 1118 case HELMET:
1307 case SHIELD: 1119 case SHIELD:
1308 case BOOTS: 1120 case BOOTS:
1309 case GLOVES: 1121 case GLOVES:
1310 case GIRDLE: 1122 case GIRDLE:
1311 case BRACERS: 1123 case BRACERS:
1312 case CLOAK: 1124 case CLOAK:
1313 if (ARMOUR_SPEED (op)) 1125 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1314 { 1126 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1316 strcat (retbuf, buf);
1317 }
1318 if (ARMOUR_SPELLS (op))
1319 {
1320 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1321 strcat (retbuf, buf);
1322 }
1323 more_info = 1; 1127 more_info = 1;
1324 break; 1128 break;
1325 1129
1326 case WEAPON: 1130 case WEAPON:
1327 /* Calculate it the same way fix_player does so the results 1131 /* Calculate it the same way fix_player does so the results
1328 * make sense. 1132 * make sense.
1329 */ 1133 */
1330 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1134 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1331 if (i < 0) 1135 if (i < 0)
1332 i = 0; 1136 i = 0;
1333 1137
1334 sprintf (buf, "(weapon speed %d)", i); 1138 buf.printf ("(weapon speed %d)", i);
1335 strcat (retbuf, buf);
1336 more_info = 1; 1139 more_info = 1;
1337 break; 1140 break;
1338
1339 } 1141 }
1142
1340 if (more_info) 1143 if (more_info)
1341 { 1144 {
1342 if (op->stats.food)
1343 {
1344 if (op->stats.food != 0)
1345 sprintf (buf, "(sustenance%+d)", op->stats.food); 1145 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1346 strcat (retbuf, buf);
1347 }
1348 if (op->stats.grace)
1349 {
1350 sprintf (buf, "(grace%+d)", op->stats.grace); 1146 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1351 strcat (retbuf, buf); 1147 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1352 }
1353 if (op->stats.sp)
1354 {
1355 sprintf (buf, "(magic%+d)", op->stats.sp);
1356 strcat (retbuf, buf);
1357 }
1358 if (op->stats.hp)
1359 {
1360 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1148 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1361 strcat (retbuf, buf);
1362 }
1363 } 1149 }
1364 1150
1365 if (op->stats.luck) 1151 if (op->stats.luck)
1366 {
1367 sprintf (buf, "(luck%+d)", op->stats.luck); 1152 buf.printf ("(luck%+d)", op->stats.luck);
1368 strcat (retbuf, buf); 1153
1369 }
1370 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1154 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1371 strcat (retbuf, "(lifesaving)"); 1155 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1372 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1373 strcat (retbuf, "(reflect spells)");
1374 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1156 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1375 strcat (retbuf, "(reflect missiles)");
1376 if (QUERY_FLAG (op, FLAG_STEALTH)) 1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1377 strcat (retbuf, "(stealth)"); 1158
1378 if (op->slaying != NULL && op->type != FOOD) 1159 if (op->slaying && op->type != FOOD)
1379 {
1380 sprintf (buf, "(slay %s)", &op->slaying); 1160 buf.printf ("(slay %s)", &op->slaying);
1381 strcat (retbuf, buf); 1161
1382 } 1162 if (op->type == SKILL_TOOL && op->skill)
1383 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1163 buf.printf ("(%s)", &op->skill);
1164
1165 buf.add_abilities ("Attacks", op->attacktype);
1384 /* resistance on flesh is only visible for quetzals. If 1166 /* resistance on flesh is only visible for quetzals. If
1385 * non flesh, everyone can see its resistances 1167 * non flesh, everyone can see its resistances
1386 */ 1168 */
1387 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1169 if (op->type != FLESH || (owner && owner->is_dragon ()))
1388 strcat (retbuf, describe_resistance (op, 0)); 1170 buf << describe_resistance (op, 0);
1389 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1390 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1391 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1392 }
1393 1171
1172 buf.add_paths ("Attuned", op->path_attuned);
1173 buf.add_paths ("Repelled", op->path_repelled);
1174 buf.add_paths ("Denied", op->path_denied);
1175 }
1176
1394 return retbuf; 1177 return buf;
1178}
1179
1180std::string
1181object::describe_item (object *who)
1182{
1183 return std::string (::describe_item (this, who));
1184}
1185
1186void
1187examine (object *op, object *tmp)
1188{
1189 std::string info = tmp->describe (op);
1190
1191 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1192}
1193
1194/*
1195 * inventory prints object's inventory. If inv==NULL then print player's
1196 * inventory.
1197 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1198 */
1199const char *
1200object::query_inventory (object *who, const char *indent)
1201{
1202 static dynbuf_text buf; buf.clear ();
1203
1204 for (object *tmp = inv; tmp; tmp = tmp->below)
1205 if (who && QUERY_FLAG (who, FLAG_WIZ))
1206 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1208 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1209
1210 if (buf.size ())
1211 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1212 else
1213 buf.printf ("%s(empty)\n", indent);
1214
1215 return buf;
1395} 1216}
1396 1217
1397/* Return true if the item is magical. A magical item is one that 1218/* Return true if the item is magical. A magical item is one that
1398 * increases/decreases any abilities, provides a resistance, 1219 * increases/decreases any abilities, provides a resistance,
1399 * has a generic magical bonus, or is an artifact. 1220 * has a generic magical bonus, or is an artifact.
1400 * This function is used by detect_magic to determine if an item 1221 * This function is used by detect_magic to determine if an item
1401 * should be marked as magical. 1222 * should be marked as magical.
1402 */ 1223 */
1403
1404int 1224int
1405is_magical (const object *op) 1225is_magical (const object *op)
1406{ 1226{
1407 int i; 1227 int i;
1408 1228
1459 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1279 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1460 return 1; 1280 return 1;
1461 1281
1462 /* Check to see if it increases/decreases any stats */ 1282 /* Check to see if it increases/decreases any stats */
1463 for (i = 0; i < NUM_STATS; i++) 1283 for (i = 0; i < NUM_STATS; i++)
1464 if (get_attr_value (&(op->stats), i) != 0) 1284 if (op->stats.stat (i))
1465 return 1; 1285 return 1;
1466 1286
1467 /* If it doesn't fall into any of the above categories, must 1287 /* If it doesn't fall into any of the above categories, must
1468 * be non magical. 1288 * be non magical.
1469 */ 1289 */
1478int 1298int
1479need_identify (const object *op) 1299need_identify (const object *op)
1480{ 1300{
1481 switch (op->type) 1301 switch (op->type)
1482 { 1302 {
1483 case RING: 1303 case RING:
1484 case WAND: 1304 case WAND:
1485 case ROD: 1305 case ROD:
1486 case HORN: 1306 case HORN:
1487 case SCROLL: 1307 case SCROLL:
1488 case SKILL: 1308 case SKILL:
1489 case SKILLSCROLL: 1309 case SKILLSCROLL:
1490 case SPELLBOOK: 1310 case SPELLBOOK:
1491 case FOOD: 1311 case FOOD:
1492 case POTION: 1312 case POTION:
1493 case BOW: 1313 case BOW:
1494 case ARROW: 1314 case ARROW:
1495 case WEAPON: 1315 case WEAPON:
1496 case ARMOUR: 1316 case ARMOUR:
1497 case SHIELD: 1317 case SHIELD:
1498 case HELMET: 1318 case HELMET:
1499 case AMULET: 1319 case AMULET:
1500 case BOOTS: 1320 case BOOTS:
1501 case GLOVES: 1321 case GLOVES:
1502 case BRACERS: 1322 case BRACERS:
1503 case GIRDLE: 1323 case GIRDLE:
1504 case CONTAINER: 1324 case CONTAINER:
1505 case DRINK: 1325 case DRINK:
1506 case FLESH: 1326 case FLESH:
1507 case INORGANIC: 1327 case INORGANIC:
1508 case CLOSE_CON: 1328 case CLOSE_CON:
1509 case CLOAK: 1329 case CLOAK:
1510 case GEM: 1330 case GEM:
1511 case POWER_CRYSTAL: 1331 case POWER_CRYSTAL:
1512 case POISON: 1332 case POISON:
1513 case BOOK: 1333 case BOOK:
1514 case SKILL_TOOL: 1334 case SKILL_TOOL:
1515 return 1; 1335 return 1;
1516 } 1336 }
1337
1517 /* Try to track down some stuff that may show up here. Thus, the 1338 /* Try to track down some stuff that may show up here. Thus, the
1518 * archetype file can be updated, and this function removed. 1339 * archetype file can be updated, and this function removed.
1519 */ 1340 */
1520#if 0 1341#if 0
1521 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1342 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1522#endif 1343#endif
1523 return 0; 1344 return 0;
1524} 1345}
1525 1346
1526
1527/* 1347/*
1528 * Supposed to fix face-values as well here, but later. 1348 * Supposed to fix face-values as well here, but later.
1529 */ 1349 */
1530
1531void 1350void
1532identify (object *op) 1351identify (object *op)
1533{ 1352{
1534 object *pl;
1535
1536 SET_FLAG (op, FLAG_IDENTIFIED); 1353 SET_FLAG (op, FLAG_IDENTIFIED);
1537 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1354 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1538 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1355 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1539 1356
1540 /* 1357 /*
1547 { 1364 {
1548 if (op->inv && op->randomitems) 1365 if (op->inv && op->randomitems)
1549 op->title = op->inv->name; 1366 op->title = op->inv->name;
1550 else if (op->arch) 1367 else if (op->arch)
1551 { 1368 {
1552 op->name = op->arch->clone.name; 1369 op->name = op->arch->object::name;
1553 op->name_pl = op->arch->clone.name_pl; 1370 op->name_pl = op->arch->object::name_pl;
1554 } 1371 }
1555 } 1372 }
1556 1373
1557 /* If the object is on a map, make sure we update its face */ 1374 /* If the object is on a map, make sure we update its face */
1558 if (op->map) 1375 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1376 update_object (op, UP_OBJ_CHANGE);
1560 else 1377
1561 { 1378 if (object *pl = op->visible_to ())
1562 pl = is_player_inv (op->env);
1563 if (pl)
1564 /* A lot of the values can change from an update - might as well send 1379 /* A lot of the values can change from an update - might as well send
1565 * it all. 1380 * it all.
1566 */ 1381 */
1567 esrv_send_item (pl, op); 1382 esrv_send_item (pl, op);
1568 }
1569} 1383}
1384

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