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Comparing deliantra/server/common/item.C (file contents):
Revision 1.7 by root, Thu Sep 21 00:05:24 2006 UTC vs.
Revision 1.55 by root, Wed Sep 16 22:50:50 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 25#include <living.h>
27#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 29
29/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 31 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 32 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 103 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 105 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 106 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 108 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
129 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
131 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
132 {CREATOR, "creator", "creators", 0, 0}, 134 {CREATOR, "creator", "creators", 0, 0},
133 {SKILL, "skill", "skills", 0, 0}, 135 {SKILL, "skill", "skills", 0, 0},
134 {EXPERIENCE, "experience", "experience", 0, 0},
135 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
136 {GOLEM, "golem", "golems", 0, 0}, 137 {GOLEM, "golem", "golems", 0, 0},
137 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
138 {BLINDNESS, "blindness", "blindness", 0, 0}, 139 {BLINDNESS, "blindness", "blindness", 0, 0},
139 {GOD, "god", "gods", 0, 0}, 140 {GOD, "god", "gods", 0, 0},
159 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
164 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
165 {WALL, "wall", "walls", 0, 0},
166 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168 {MONSTER, "monster", "monsters", 0, 0},
169 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
170 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
171 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
172 {TOOL, "tool", "tools", 0, 0},
173 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
174 {BUILDFAC, "building facility", "building facilities", 0, 0},
175 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
176 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
177 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
178 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
179 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
187 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
188 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
189 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
190 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
191 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
192 {FIREHOLES, "fireholes", "fireholes", 0, 0},
193 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
194 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
195 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
196 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
197 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
259}; 252};
260 253
261int 254int
262get_power_from_ench (int ench) 255get_power_from_ench (int ench)
263{ 256{
264 if (ench < 0)
265 ench = 0;
266 if (ench > 20)
267 ench = 20;
268 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
269} 258}
270 259
271/* This takes an object 'op' and figures out what its item_power 260/* This takes an object 'op' and figures out what its item_power
272 * rating should be. This should only really be used by the treasure 261 * rating should be. This should only really be used by the treasure
273 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
280{ 269{
281 int i, tmp, enc; 270 int i, tmp, enc;
282 271
283 enc = 0; 272 enc = 0;
284 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
285 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
286 275
287 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
288 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
289 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
290 * armour shouldn't be counted against 279 * armour shouldn't be counted against
307 if (op->type == WEAPON) 296 if (op->type == WEAPON)
308 { 297 {
309 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
310 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
311 enc++; 300 enc++;
301
312 if (op->slaying) 302 if (op->slaying)
313 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
314 } 304 }
305
315 /* Items the player can equip */ 306 /* Items the player can equip */
316 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
317 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
318 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
319 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
322 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
323 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
324 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
325 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
326 } 317 }
318
327 enc += op->stats.luck; 319 enc += op->stats.luck;
328 320
329 /* Do spell paths now */ 321 /* Do spell paths now */
330 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
331 { 323 {
335 enc -= 2; 327 enc -= 2;
336 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
337 enc--; 329 enc--;
338 } 330 }
339 331
340 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
341 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
342 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
343 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
344 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
345 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
346 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
347 enc += 1;
348 if (QUERY_FLAG (op, FLAG_XRAYS))
349 enc += 2;
350 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
351 enc += 1;
352 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
353 enc += 1;
354 339
355 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
356
357} 341}
358 342
359/* returns the typedata that has a number equal to itemtype, if there 343/* returns the typedata that has a number equal to itemtype, if there
360 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
361
362const typedata * 345const typedata *
363get_typedata (int itemtype) 346get_typedata (int itemtype)
364{ 347{
365 int i;
366
367 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
368 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
369 return &item_types[i]; 350 return &item_types[i];
351
370 return NULL; 352 return NULL;
371} 353}
372 354
373/* returns the typedata that has a name equal to itemtype, if there 355/* returns the typedata that has a name equal to itemtype, if there
374 * isn't one, return the plural name that matches, if there still isn't 356 * isn't one, return the plural name that matches, if there still isn't
375 * one return NULL */ 357 * one return NULL */
376
377const typedata * 358const typedata *
378get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
379{ 360{
380 int i;
381
382 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
383 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
384 return &item_types[i]; 363 return &item_types[i];
364
385 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
386 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
387 { 367 {
388 LOG (llevInfo, 368 LOG (llevInfo,
389 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 369 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
390 return &item_types[i]; 370 return &item_types[i];
391 } 371 }
372
392 return NULL; 373 return 0;
393} 374}
394 375
395/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
396 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
397 * a big buffer. 378 * a big buffer.
398 * if newline is true, we don't put parens around the description 379 * if newline is true, we don't put parens around the description
399 * but do put a newline at the end. Useful when dumping to files 380 * but do put a newline at the end. Useful when dumping to files
400 */ 381 */
401char * 382const char *
402describe_resistance (const object *op, int newline) 383describe_resistance (const object *op, int newline)
403{ 384{
404 static char buf[VERY_BIG_BUF]; 385 static char buf[VERY_BIG_BUF];
405 char buf1[VERY_BIG_BUF]; 386 char buf1[VERY_BIG_BUF];
406 int tmpvar; 387 int tmpvar;
416 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
417 398
418 strcat (buf, buf1); 399 strcat (buf, buf1);
419 } 400 }
420 } 401 }
402
421 return buf; 403 return buf;
422} 404}
423 405
424 406
425/* 407/*
426 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
427 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
428 * The buffer will be overwritten by the next call to query_weight(). 410 * The buffer will be overwritten by the next call to query_weight().
429 */ 411 *
430 412 * Seems to be used only by unimportant stuff. Remove?
431char * 413 */
414const char *
432query_weight (const object *op) 415query_weight (const object *op)
433{ 416{
434 static char buf[10]; 417 static char buf[10];
435 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
436 419
437 if (op->weight < 0) 420 if (op->weight < 0)
438 return " "; 421 return " ";
422
439 if (i % 1000) 423 if (i % 1000)
440 sprintf (buf, "%6.1f", i / 1000.0); 424 sprintf (buf, "%6.1f", i / 1000.0);
441 else 425 else
442 sprintf (buf, "%4d ", i / 1000); 426 sprintf (buf, "%4d ", i / 1000);
427
443 return buf; 428 return buf;
444} 429}
445 430
446/* 431/*
447 * Returns the pointer to a static buffer containing 432 * Returns the pointer to a static buffer containing
448 * the number requested (of the form first, second, third...) 433 * the number requested (of the form first, second, third...)
449 */ 434 */
450 435const char *
451char *
452get_levelnumber (int i) 436get_levelnumber (int i)
453{ 437{
454 static char buf[MAX_BUF]; 438 static char buf[MAX_BUF];
455 439
456 if (i > 99) 440 if (i > 99)
457 { 441 {
458 sprintf (buf, "%d.", i); 442 sprintf (buf, "%d.", i);
459 return buf; 443 return buf;
460 } 444 }
445
461 if (i < 21) 446 if (i < 21)
462 return levelnumbers[i]; 447 return levelnumbers[i];
448
463 if (!(i % 10)) 449 if (!(i % 10))
464 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
451
465 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
466 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
467 return buf; 454 return buf;
468} 455}
469
470 456
471/* 457/*
472 * get_number(integer) returns the text-representation of the given number 458 * get_number(integer) returns the text-representation of the given number
473 * in a static buffer. The buffer might be overwritten at the next 459 * in a static buffer. The buffer might be overwritten at the next
474 * call to get_number(). 460 * call to get_number().
475 * It is currently only used by the query_name() function. 461 * It is currently only used by the query_name() function.
476 */ 462 */
477 463const char *
478char *
479get_number (int i) 464get_number (int i)
480{ 465{
481 if (i <= 20) 466 if (i <= 20)
482 return numbers[i]; 467 return numbers[i];
483 else 468 else
500 */ 485 */
501 486
502/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 487/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
503 * from stats.sp - b.t. 488 * from stats.sp - b.t.
504 */ 489 */
505char * 490const char *
506ring_desc (const object *op) 491ring_desc (const object *op)
507{ 492{
508 static char buf[VERY_BIG_BUF]; 493 static dynbuf_text buf; buf.clear ();
509 int attr, val, len; 494 int attr, val, len;
510 495
511 buf[0] = 0;
512
513 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 496 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
514 return buf; 497 {
515
516 for (attr = 0; attr < NUM_STATS; attr++) 498 for (attr = 0; attr < NUM_STATS; attr++)
517 { 499 if ((val = op->stats.stat (attr)))
518 if ((val = get_attr_value (&(op->stats), attr)) != 0)
519 {
520 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 500 buf.printf ("(%s%+d)", short_stat_name[attr], val);
521 }
522 }
523 if (op->stats.exp)
524 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
525 if (op->stats.wc)
526 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
527 if (op->stats.dam)
528 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
529 if (op->stats.ac)
530 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
531 501
502 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
503 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
504 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
505 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
506
532 strcat (buf, describe_resistance (op, 0)); 507 buf << describe_resistance (op, 0);
533 508
534 if (op->stats.food != 0) 509 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
535 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
536 /* else if (op->stats.food < 0) 511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
537 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
538 if (op->stats.grace) 513 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
539 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
540 if (op->stats.sp && op->type != SKILL)
541 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
542 if (op->stats.hp)
543 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
544 if (op->stats.luck)
545 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
546 if (QUERY_FLAG (op, FLAG_LIFESAVE))
547 strcat (buf, "(lifesaving)");
548 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
549 strcat (buf, "(reflect spells)");
550 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
551 strcat (buf, "(reflect missiles)");
552 if (QUERY_FLAG (op, FLAG_STEALTH))
553 strcat (buf, "(stealth)");
554 /* Shorten some of the names, so they appear better in the windows */
555 len = strlen (buf);
556 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
557 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
558 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
559 514
560 /* if(op->item_power) 515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
561 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
562 */ 517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
563 if (buf[0] == 0 && op->type != SKILL) 518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
564 strcpy (buf, "of adornment");
565 519
520 buf.add_paths ("Attuned" , op->path_attuned);
521 buf.add_paths ("Repelled", op->path_repelled);
522 buf.add_paths ("Denied" , op->path_denied);
523
524 if (buf.empty ())
525 buf << "of adornment";
526 }
566 527
567 return buf; 528 return buf;
568} 529}
569 530
570/* 531/*
571 * query_short_name(object) is similar to query_name, but doesn't 532 * query_short_name(object) is similar to query_name, but doesn't
572 * contain any information about object status (worn/cursed/etc.) 533 * contain any information about object status (worn/cursed/etc.)
534 *
535 * It is sometimes used when printing messages, so should fit well into a sentence.
573 */ 536 */
574const char * 537const char *
575query_short_name (const object *op) 538query_short_name (const object *op)
576{ 539{
577 static char buf[HUGE_BUF];
578 char buf2[HUGE_BUF];
579 int len = 0;
580
581 if (op->name == NULL) 540 if (!op->name)
582 return "(null)"; 541 return "(null)";
583 542
584 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 543 if (!op->nrof
544 && !op->weight
545 && !op->title
546 && !is_magical (op)
547 && op->slaying != shstr_money)
585 return op->name; /* To speed things up (or make things slower?) */ 548 return op->name; /* To speed things up (or make things slower?) */
586 549
587 if (op->nrof <= 1) 550 static dynbuf_text buf; buf.clear ();
588 safe_strcat (buf, op->name, &len, HUGE_BUF); 551
589 else 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
590 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
591 553
592 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
593 { 555 buf << ' ' << op->title;
594 safe_strcat (buf, " ", &len, HUGE_BUF);
595 safe_strcat (buf, op->title, &len, HUGE_BUF);
596 }
597 556
598 switch (op->type) 557 switch (op->type)
599 { 558 {
600 case SPELLBOOK: 559 case SPELLBOOK:
601 case SCROLL: 560 case SCROLL:
602 case WAND: 561 case WAND:
603 case ROD: 562 case ROD:
604 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 563 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
605 { 564 {
606 if (!op->title) 565 if (!op->title)
607 { 566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
608 safe_strcat (buf, " of ", &len, HUGE_BUF); 567
609 if (op->inv)
610 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
611 else
612 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
613 }
614 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
615 {
616 sprintf (buf2, " (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
617 safe_strcat (buf, buf2, &len, HUGE_BUF);
618 }
619 } 570 }
620 break; 571 break;
621 572
573 case ALTAR:
574 case TRIGGER_ALTAR:
575 case IDENTIFY_ALTAR:
576 case CONVERTER:
577 if (op->slaying == shstr_money)
578 {
579 bool wrap = !!buf.size ();
580
581 if (wrap) buf << " [";
582
583 archetype *coin = 0;
584
585 for (char const *const *c = coins; *coins; ++c)
586 if ((coin = archetype::find (*c)))
587 if (op->stats.food % coin->value == 0)
588 break;
589
590 sint32 coins = op->stats.food / coin->value;
591
592 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
593
594 if (wrap) buf << ']';
595 }
596 break;
597
622 case SKILL: 598 case SKILL:
623 case AMULET: 599 case AMULET:
624 case RING: 600 case RING:
625 if (!op->title) 601 if (!op->title)
626 { 602 {
627 /* If ring has a title, full description isn't so useful */ 603 /* If ring has a title, full description isn't so useful */
628 char *s = ring_desc (op); 604 const char *s = ring_desc (op);
629 605
630 if (s[0]) 606 if (s && *s)
631 { 607 buf << " " << s;
632 safe_strcat (buf, " ", &len, HUGE_BUF);
633 safe_strcat (buf, s, &len, HUGE_BUF);
634 }
635 } 608 }
636 break; 609 break;
610
637 default: 611 default:
638 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 612 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
639 {
640 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
641 safe_strcat (buf, buf2, &len, HUGE_BUF);
642 }
643 } 614 }
615
644 return buf; 616 return buf;
645} 617}
646 618
647/* 619/*
648 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
652 * you can make several calls to query_name before the bufs start getting 624 * you can make several calls to query_name before the bufs start getting
653 * overwritten. This may be a bad thing (it may be easier to assume the value 625 * overwritten. This may be a bad thing (it may be easier to assume the value
654 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
655 * use several names much easier (don't need to store them to temp variables.) 627 * use several names much easier (don't need to store them to temp variables.)
656 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
657 */ 631 */
658char * 632const char *
659query_name (const object *op) 633query_name (const object *op)
660{ 634{
661 static char buf[5][HUGE_BUF]; 635 int len = 0;
636 static dynbuf_text bufs[5];
662 static int use_buf = 0; 637 static int use_buf = 0;
663 int len = 0;
664
665#ifdef NEW_MATERIAL_CODE
666 materialtype_t *mt;
667#endif
668 638
669 use_buf++; 639 use_buf++;
670 use_buf %= 5; 640 use_buf %= 5;
671 641
672#ifdef NEW_MATERIAL_CODE 642 dynbuf_text &buf = bufs [use_buf];
673 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 643 buf.clear ();
674 { 644
645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
675 mt = name_to_material (op->materialname); 646 if (materialtype_t *mt = name_to_material (op->materialname))
676 if (mt) 647 buf << mt->description << ' ';
677 {
678 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
679 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
680 }
681 }
682#endif
683 648
684 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 649 buf << query_short_name (op);
685 650
686 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
687 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 652 buf << " *";
688 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
689 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 654 buf << " (open)";
690 655
691 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
692 { 657 {
693 if (QUERY_FLAG (op, FLAG_DAMNED)) 658 if (QUERY_FLAG (op, FLAG_DAMNED))
694 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 659 buf << " (damned)";
695 else if (QUERY_FLAG (op, FLAG_CURSED)) 660 else if (QUERY_FLAG (op, FLAG_CURSED))
696 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 661 buf << " (cursed)";
697 } 662 }
663
698 /* Basically, if the object is known magical (detect magic spell on it), 664 /* Basically, if the object is known magical (detect magic spell on it),
699 * and it isn't identified, print out the fact that 665 * and it isn't identified, print out the fact that
700 * it is magical. Assume that the detect magical spell will only set 666 * it is magical. Assume that the detect magical spell will only set
701 * KNOWN_MAGICAL if the item actually is magical. 667 * KNOWN_MAGICAL if the item actually is magical.
702 * 668 *
703 * Changed in V 0.91.4 - still print that the object is magical even 669 * Changed in V 0.91.4 - still print that the object is magical even
704 * if it has been applied. Equipping an item does not tell full 670 * if it has been applied. Equipping an item does not tell full
705 * abilities, especially for artifact items. 671 * abilities, especially for artifact items.
706 */ 672 */
707 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
708 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 674 buf << " (magic)";
709 675
710#if 0 676#if 0
711 /* item_power will be returned in desribe_item - it shouldn't really 677 /* item_power will be returned in describe_item - it shouldn't really
712 * be returned in the name. 678 * be returned in the name.
713 */ 679 */
714 if (op->item_power) 680 if (op->item_power)
715 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
716 682
718 684
719 if (QUERY_FLAG (op, FLAG_APPLIED)) 685 if (QUERY_FLAG (op, FLAG_APPLIED))
720 { 686 {
721 switch (op->type) 687 switch (op->type)
722 { 688 {
723 case BOW: 689 case BOW:
724 case WAND: 690 case WAND:
725 case ROD: 691 case ROD:
726 case HORN: 692 case HORN:
727 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
728 break; 694 break;
729 case WEAPON: 695 case WEAPON:
730 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
731 break; 697 break;
732 case ARMOUR: 698 case ARMOUR:
733 case HELMET: 699 case HELMET:
734 case SHIELD: 700 case SHIELD:
735 case RING: 701 case RING:
736 case BOOTS: 702 case BOOTS:
737 case GLOVES: 703 case GLOVES:
738 case AMULET: 704 case AMULET:
739 case GIRDLE: 705 case GIRDLE:
740 case BRACERS: 706 case BRACERS:
741 case CLOAK: 707 case CLOAK:
742 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 708 buf << " (worn)";
743 break; 709 break;
744 case CONTAINER: 710 case CONTAINER:
745 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 711 buf << " (active)";
746 break; 712 break;
747 case SKILL: 713 case SKILL:
748 default: 714 default:
749 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 715 buf << " (applied)";
750 } 716 }
751 } 717 }
718
719 switch (op->type)
720 {
721 case LAMP:
722 if (op->glow_radius)
723 buf << " (on)";
724 else if (op->stats.food <= 0)
725 buf << " (empty)";
726 else
727 buf << " (off)";
728 break;
729
730 case TORCH:
731 if (op->glow_radius)
732 buf << " (burning)";
733 else if (op->stats.food <= 0)
734 buf << " (burned out)";
735 break;
736 }
737
752 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
753 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 739 buf << " (unpaid)";
754 740
755 return buf[use_buf]; 741 return buf;
756} 742}
757 743
758/* 744/*
759 * query_base_name(object) returns a character pointer pointing to a static 745 * query_base_name(object) returns a character pointer pointing to a static
760 * buffer which contains a verbose textual representation of the name 746 * buffer which contains a verbose textual representation of the name
761 * of the given object. The buffer will be overwritten at the next 747 * of the given object. The buffer will be overwritten at the next
762 * call to query_base_name(). This is a lot like query_name, but we 748 * call to query_base_name(). This is a lot like query_name, but we
763 * don't include the item count or item status. Used for inventory sorting 749 * don't include the item count or item status. Used for inventory sorting
764 * and sending to client. 750 * and sending to client.
765 * If plural is set, we generate the plural name of this. 751 * If plural is set, we generate the plural name of this.
752 *
753 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed.
766 */ 755 */
767const char * 756const char *
768query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
769{ 758{
770 static char buf[MAX_BUF], buf2[MAX_BUF];
771 int len;
772 materialtype_t *mt;
773
774 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
775 return "(null)"; 760 return "(null)";
776 761
777 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 762 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
778 return op->name; /* To speed things up (or make things slower?) */ 763 return op->name; /* To speed things up (or make things slower?) */
779 764
780 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 765 static dynbuf_text buf; buf.clear ();
766
767 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
781 mt = name_to_material (op->materialname); 768 if (materialtype_t *mt = name_to_material (op->materialname))
769 if (op->arch->materialname != mt->name)
770 buf << mt->description << ' ';
782 771
783#ifdef NEW_MATERIAL_CODE 772 buf << (plural ? op->name_pl : op->name);
784 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
785 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
786 {
787 strcpy (buf, mt->description);
788 len = strlen (buf);
789 safe_strcat (buf, " ", &len, MAX_BUF);
790 if (!plural)
791 safe_strcat (buf, op->name, &len, MAX_BUF);
792 else
793 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
794 }
795 else
796 {
797#endif
798 if (!plural)
799 strcpy (buf, op->name);
800 else
801 strcpy (buf, op->name_pl);
802 len = strlen (buf);
803#ifdef NEW_MATERIAL_CODE
804 }
805#endif
806 773
807 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
808 { 775 buf << ' ' << op->title;
809 safe_strcat (buf, " ", &len, MAX_BUF);
810 safe_strcat (buf, op->title, &len, MAX_BUF);
811 }
812 776
813 switch (op->type) 777 switch (op->type)
814 { 778 {
815 case SPELLBOOK: 779 case SPELLBOOK:
816 case SCROLL: 780 case SCROLL:
817 case WAND: 781 case WAND:
818 case ROD: 782 case ROD:
819 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 783 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
820 { 784 {
821 if (!op->title) 785 if (!op->title)
822 { 786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
823 safe_strcat (buf, " of ", &len, MAX_BUF); 787
824 if (op->inv)
825 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
826 else
827 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
828 }
829 if (op->type != SPELLBOOK) 788 if (op->type != SPELLBOOK)
830 {
831 sprintf (buf2, " (lvl %d)", op->level); 789 buf.printf (" (lvl %d)", op->level);
832 safe_strcat (buf, buf2, &len, MAX_BUF);
833 }
834 } 790 }
835 break; 791 break;
836 792
837 793
838 case SKILL: 794 case SKILL:
839 case AMULET: 795 case AMULET:
840 case RING: 796 case RING:
841 if (!op->title) 797 if (!op->title)
842 { 798 {
843 /* If ring has a title, full description isn't so useful */ 799 /* If ring has a title, full description isn't so useful */
844 char *s = ring_desc (op); 800 const char *s = ring_desc (op);
845 801
846 if (s[0]) 802 if (s && *s)
847 { 803 buf << ' ' << s;
848 safe_strcat (buf, " ", &len, MAX_BUF);
849 safe_strcat (buf, s, &len, MAX_BUF);
850 }
851 } 804 }
852 break; 805 break;
806
853 default: 807 default:
854 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
855 { 809 buf.printf (" %+d", op->magic);
856 sprintf (buf + strlen (buf), " %+d", op->magic);
857 }
858 } 810 }
811
859 return buf; 812 return buf;
860} 813}
861 814
862/* Break this off from describe_item - that function was way 815/* Break this off from describe_item - that function was way
863 * too long, making it difficult to read. This function deals 816 * too long, making it difficult to read. This function deals
864 * with describing the monsters & players abilities. It should only 817 * with describing the monsters & players abilities. It should only
865 * be called with monster & player objects. Returns a description 818 * be called with monster & player objects. Returns a description
866 * in a static buffer. 819 * in a static buffer.
867 */ 820 */
868
869static char * 821static const char *
870describe_monster (const object *op) 822describe_monster (const object *op)
871{ 823{
872 char buf[MAX_BUF]; 824 static dynbuf_text buf; buf.clear ();
873 static char retbuf[VERY_BIG_BUF];
874 int i;
875
876 retbuf[0] = '\0';
877 825
878 /* Note that the resolution this provides for players really isn't 826 /* Note that the resolution this provides for players really isn't
879 * very good. Any player with a speed greater than .67 will 827 * very good. Any player with a speed greater than .67 will
880 * fall into the 'lightning fast movement' category. 828 * fall into the 'lightning fast movement' category.
881 */ 829 */
882 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 830 if (op->has_active_speed ())
883 {
884 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
885 { 832 {
886 case 0: 833 case 0:
887 strcat (retbuf, "(very slow movement)"); 834 buf << "(very slow movement)";
888 break; 835 break;
889 case 1: 836 case 1:
890 strcat (retbuf, "(slow movement)"); 837 buf << "(slow movement)";
891 break; 838 break;
892 case 2: 839 case 2:
893 strcat (retbuf, "(normal movement)"); 840 buf << "(normal movement)";
894 break; 841 break;
895 case 3: 842 case 3:
896 case 4: 843 case 4:
897 strcat (retbuf, "(fast movement)"); 844 buf << "(fast movement)";
898 break; 845 break;
899 case 5: 846 case 5:
900 case 6: 847 case 6:
901 strcat (retbuf, "(very fast movement)"); 848 buf << "(very fast movement)";
902 break; 849 break;
903 case 7: 850 case 7:
904 case 8: 851 case 8:
905 case 9: 852 case 9:
906 case 10: 853 case 10:
907 strcat (retbuf, "(extremely fast movement)"); 854 buf << "(extremely fast movement)";
908 break; 855 break;
909 default: 856 default:
910 strcat (retbuf, "(lightning fast movement)"); 857 buf << "(lightning fast movement)";
911 break; 858 break;
912 } 859 }
913 } 860
914 if (QUERY_FLAG (op, FLAG_UNDEAD)) 861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
915 strcat (retbuf, "(undead)");
916 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
917 strcat (retbuf, "(see invisible)"); 863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
918 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
919 strcat (retbuf, "(wield weapon)"); 865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
920 if (QUERY_FLAG (op, FLAG_USE_BOW)) 866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
921 strcat (retbuf, "(archer)"); 867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
922 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 868 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
923 strcat (retbuf, "(wear armour)");
924 if (QUERY_FLAG (op, FLAG_USE_RING))
925 strcat (retbuf, "(wear ring)");
926 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
927 strcat (retbuf, "(read scroll)");
928 if (QUERY_FLAG (op, FLAG_USE_RANGE))
929 strcat (retbuf, "(fires wand/rod/horn)");
930 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
931 strcat (retbuf, "(skill user)"); 870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
932 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 871 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
933 strcat (retbuf, "(spellcaster)");
934 if (QUERY_FLAG (op, FLAG_FRIENDLY))
935 strcat (retbuf, "(friendly)");
936 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
937 strcat (retbuf, "(unaggressive)"); 873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
938 if (QUERY_FLAG (op, FLAG_HITBACK)) 874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
939 strcat (retbuf, "(hitback)"); 875
940 if (QUERY_FLAG (op, FLAG_STEALTH))
941 strcat (retbuf, "(stealthy)");
942 if (op->randomitems != NULL) 876 if (op->randomitems)
943 { 877 {
944 treasure *t;
945 int first = 1; 878 bool first = 1;
946 879
947 for (t = op->randomitems->items; t != NULL; t = t->next) 880 for (treasure *t = op->randomitems->items; t; t = t->next)
948 if (t->item && (t->item->clone.type == SPELL)) 881 if (t->item && t->item->type == SPELL)
949 { 882 {
950 if (first) 883 if (first)
951 { 884 buf << "(Spell abilities:)";
885
952 first = 0; 886 first = 0;
953 strcat (retbuf, "(Spell abilities:)"); 887
954 } 888 buf << '(' << t->item->object::name << ')';
955 strcat (retbuf, "(");
956 strcat (retbuf, t->item->clone.name);
957 strcat (retbuf, ")");
958 } 889 }
959 } 890 }
891
960 if (op->type == PLAYER) 892 if (op->type == PLAYER)
961 { 893 {
962 if (op->contr->digestion) 894 if (op->contr->digestion)
963 {
964 if (op->contr->digestion != 0)
965 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 895 buf.printf ("(sustenance%+d)", op->contr->digestion);
966 strcat (retbuf, buf); 896
967 }
968 if (op->contr->gen_grace) 897 if (op->contr->gen_grace)
969 {
970 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 898 buf.printf ("(grace%+d)", op->contr->gen_grace);
971 strcat (retbuf, buf); 899
972 }
973 if (op->contr->gen_sp) 900 if (op->contr->gen_sp)
974 {
975 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 901 buf.printf ("(magic%+d)", op->contr->gen_sp);
976 strcat (retbuf, buf); 902
977 }
978 if (op->contr->gen_hp) 903 if (op->contr->gen_hp)
979 {
980 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 904 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
981 strcat (retbuf, buf); 905
982 }
983 if (op->stats.luck) 906 if (op->stats.luck)
984 {
985 sprintf (buf, "(luck%+d)", op->stats.luck); 907 buf.printf ("(luck%+d)", op->stats.luck);
986 strcat (retbuf, buf);
987 }
988 } 908 }
989 909
990 /* describe attacktypes */ 910 /* describe attacktypes */
991 if (is_dragon_pl (op)) 911 if (is_dragon_pl (op))
992 { 912 {
994 * Break apart the for loop - move the comparison checking down - 914 * Break apart the for loop - move the comparison checking down -
995 * this makes it more readable. 915 * this makes it more readable.
996 */ 916 */
997 object *tmp; 917 object *tmp;
998 918
999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 919 for (tmp = op->inv; tmp; tmp = tmp->below)
1000 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 920 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1001 break; 921 break;
1002 922
1003 if (tmp && tmp->attacktype != 0) 923 if (tmp && tmp->attacktype)
1004 { 924 buf.add_abilities ("Claws", tmp->attacktype);
1005 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1006 }
1007 else 925 else
1008 { 926 buf.add_abilities ("Attacks", op->attacktype);
1009 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1010 }
1011 } 927 }
1012 else 928 else
1013 { 929 buf.add_abilities ("Attacks", op->attacktype);
1014 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 930
1015 } 931 buf.add_paths ("Attuned" , op->path_attuned);
1016 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 932 buf.add_paths ("Repelled", op->path_repelled);
1017 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 933 buf.add_paths ("Denied" , op->path_denied);
1018 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 934
1019 for (i = 0; i < NROFATTACKS; i++) 935 for (int i = 0; i < NROFATTACKS; i++)
1020 {
1021 if (op->resist[i]) 936 if (op->resist[i])
1022 {
1023 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 937 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1024 strcat (retbuf, buf); 938
1025 }
1026 }
1027 return retbuf; 939 return buf;
1028} 940}
1029
1030 941
1031/* 942/*
1032 * Returns a pointer to a static buffer which contains a 943 * Returns a pointer to a static buffer which contains a
1033 * description of the given object. 944 * description of the given object.
1034 * If it is a monster, lots of information about its abilities 945 * If it is a monster, lots of information about its abilities
1043 * wouldn't need to use the SEE_INVISIBLE flag to know it is 954 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1044 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
1045 * a dwarven axe, in which the full abilities are only known to 956 * a dwarven axe, in which the full abilities are only known to
1046 * dwarves, etc. 957 * dwarves, etc.
1047 * 958 *
1048 * This function is really much more complicated than it should
1049 * be, because different objects have different meanings
1050 * for the same field (eg, wands use 'food' for charges). This
1051 * means these special cases need to be worked out.
1052 *
1053 * Add 'owner' who is the person examining this object. 959 * Add 'owner' who is the person examining this object.
1054 * owner can be null if no one is being associated with this 960 * owner can be null if no one is being associated with this
1055 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
1056 */ 962 */
1057 963const char *
1058char *
1059describe_item (const object *op, object *owner) 964describe_item (const object *op, object *owner)
1060{ 965{
1061 char buf[MAX_BUF]; 966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1062 static char retbuf[VERY_BIG_BUF]; 967 return describe_monster (op);
968
969 static dynbuf_text buf; buf.clear ();
1063 int identified, i; 970 int identified, i;
1064 971
1065 retbuf[0] = '\0';
1066 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1067 {
1068 return describe_monster (op);
1069 }
1070 /* figure this out once, instead of making multiple calls to need_identify. 972 /* figure this out once, instead of making multiple calls to need_identify.
1071 * also makes the code easier to read. 973 * also makes the code easier to read.
1072 */ 974 */
1073 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1074 identified = 1; 976 if (!identified)
1075 else 977 buf << "(unidentified)";
1076 { 978
1077 strcpy (retbuf, "(unidentified)");
1078 identified = 0;
1079 }
1080 switch (op->type) 979 switch (op->type)
1081 { 980 {
1082 case BOW: 981 case BOW:
1083 case ARROW: 982 case ARROW:
1084 case WAND: 983 case WAND:
1085 case ROD: 984 case ROD:
1086 case HORN: 985 case HORN:
1087 case WEAPON: 986 case WEAPON:
1088 case ARMOUR: 987 case ARMOUR:
1089 case HELMET: 988 case HELMET:
1090 case SHIELD: 989 case SHIELD:
1091 case BOOTS: 990 case BOOTS:
1092 case GLOVES: 991 case GLOVES:
1093 case GIRDLE: 992 case GIRDLE:
1094 case BRACERS: 993 case BRACERS:
1095 case CLOAK: 994 case CLOAK:
1096 case SKILL_TOOL: 995 case SKILL_TOOL:
1097 break; /* We have more information to do below this switch */ 996 break; /* We have more information to do below this switch */
1098 997
1099 case POWER_CRYSTAL: 998 case POWER_CRYSTAL:
1100 if (op->stats.maxsp > 1000) 999 if (op->stats.maxsp > 1000)
1101 { /*higher capacity crystals */ 1000 { /*higher capacity crystals */
1102 i = (op->stats.maxsp % 100) / 10; 1001 i = (op->stats.maxsp % 1000) / 100;
1002
1103 if (i) 1003 if (i)
1104 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1004 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1105 else 1005 else
1106 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1107 } 1007 }
1108 else 1008 else
1109 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1110 strcat (retbuf, buf); 1010
1111 i = (op->stats.sp * 10) / op->stats.maxsp; 1011 i = (op->stats.sp * 10) / op->stats.maxsp;
1112 if (op->stats.sp == 0) 1012 if (op->stats.sp == 0)
1113 strcat (retbuf, "empty."); 1013 buf << "empty.";
1114 else if (i == 0) 1014 else if (i == 0)
1115 strcat (retbuf, "almost empty."); 1015 buf << "almost empty.";
1116 else if (i < 3) 1016 else if (i < 3)
1117 strcat (retbuf, "partially filled."); 1017 buf << "partially filled.";
1118 else if (i < 6) 1018 else if (i < 6)
1119 strcat (retbuf, "half full."); 1019 buf << "half full.";
1120 else if (i < 9) 1020 else if (i < 9)
1121 strcat (retbuf, "well charged."); 1021 buf << "well charged.";
1122 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1123 strcat (retbuf, "fully charged."); 1023 buf << "fully charged.";
1124 else 1024 else
1125 strcat (retbuf, "almost full."); 1025 buf << "almost full.";
1126 break; 1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
1033 buf << "empty";
1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
1039 buf << "half empty";
1040 else if (percent < 75)
1041 buf << "half full";
1042 else if (percent < 95)
1043 buf << "well filled";
1044 else if (percent <= 100)
1045 buf << "full";
1046 buf << ")";
1047 }
1048 break;
1049
1127 case FOOD: 1050 case FOOD:
1128 case FLESH: 1051 case FLESH:
1129 case DRINK: 1052 case DRINK:
1130 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1131 { 1054 {
1132 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1133 strcat (retbuf, buf);
1134 1056
1135 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1057 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1136 {
1137 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1138 strcat (retbuf, buf);
1139 }
1140 1059
1141 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!QUERY_FLAG (op, FLAG_CURSED))
1142 { 1061 {
1143 if (op->stats.hp) 1062 if (op->stats.hp) buf << "(heals)";
1144 strcat (retbuf, "(heals)");
1145 if (op->stats.sp)
1146 strcat (retbuf, "(spellpoint regen)"); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1147 } 1064 }
1148 else 1065 else
1149 { 1066 {
1150 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1151 strcat (retbuf, "(damages)");
1152 if (op->stats.sp)
1153 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1154 } 1069 }
1155 } 1070 }
1156 break; 1071 break;
1157 1072
1158
1159 case SKILL: 1073 case SKILL:
1160 case RING: 1074 case RING:
1161 case AMULET: 1075 case AMULET:
1162 if (op->item_power) 1076 if (op->item_power)
1163 {
1164 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1165 strcat (retbuf, buf); 1078
1166 }
1167 if (op->title) 1079 if (op->title)
1168 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1169 return retbuf; 1082 return buf;
1170 1083
1171 default: 1084 default:
1172 return retbuf; 1085 return buf;
1173 } 1086 }
1174 1087
1175 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1176 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1177 */ 1090 */
1178 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1179 { 1092 {
1180 int attr, val; 1093 int attr, val;
1181 1094
1182 for (attr = 0; attr < NUM_STATS; attr++) 1095 for (attr = 0; attr < NUM_STATS; attr++)
1183 { 1096 if ((val = op->stats.stat (attr)))
1184 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1185 {
1186 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1097 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1187 strcat (retbuf, buf);
1188 }
1189 }
1190 1098
1191 if (op->stats.exp) 1099 if (op->stats.exp)
1192 {
1193 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1194 strcat (retbuf, buf);
1195 }
1196
1197 1101
1198 switch (op->type) 1102 switch (op->type)
1199 { 1103 {
1200 case BOW: 1104 case BOW:
1201 case ARROW: 1105 case ARROW:
1202 case GIRDLE: 1106 case GIRDLE:
1203 case HELMET: 1107 case HELMET:
1204 case SHIELD: 1108 case SHIELD:
1205 case BOOTS: 1109 case BOOTS:
1206 case GLOVES: 1110 case GLOVES:
1207 case WEAPON: 1111 case WEAPON:
1208 case SKILL: 1112 case SKILL:
1209 case RING: 1113 case RING:
1210 case AMULET: 1114 case AMULET:
1211 case ARMOUR: 1115 case ARMOUR:
1212 case BRACERS: 1116 case BRACERS:
1213 case FORCE: 1117 case FORCE:
1214 case CLOAK: 1118 case CLOAK:
1215 if (op->stats.wc) 1119 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1216 { 1120 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1217 sprintf (buf, "(wc%+d)", op->stats.wc); 1121 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1218 strcat (retbuf, buf); 1122
1219 }
1220 if (op->stats.dam)
1221 {
1222 sprintf (buf, "(dam%+d)", op->stats.dam);
1223 strcat (retbuf, buf);
1224 }
1225 if (op->stats.ac)
1226 {
1227 sprintf (buf, "(ac%+d)", op->stats.ac);
1228 strcat (retbuf, buf);
1229 }
1230 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1123 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1231 {
1232 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1124 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1233 strcat (retbuf, buf); 1125
1234 }
1235 break; 1126 break;
1236 1127
1237 default: 1128 default:
1238 break; 1129 break;
1239 } 1130 }
1240 if (QUERY_FLAG (op, FLAG_XRAYS)) 1131
1241 strcat (retbuf, "(xray-vision)"); 1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1242 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1243 strcat (retbuf, "(infravision)");
1244 1134
1245 /* levitate was what is was before, so we'll keep it */ 1135 /* levitate was what is was before, so we'll keep it */
1246 if (op->move_type & MOVE_FLY_LOW) 1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1247 strcat (retbuf, "(levitate)");
1248
1249 if (op->move_type & MOVE_FLY_HIGH) 1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1250 strcat (retbuf, "(fly)");
1251
1252 if (op->move_type & MOVE_SWIM) 1138 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1253 strcat (retbuf, "(swim)");
1254 1139
1255 /* walking is presumed as 'normal', so doesn't need mentioning */ 1140 /* walking is presumed as 'normal', so doesn't need mentioning */
1256 1141
1257 if (op->item_power) 1142 if (op->item_power)
1258 {
1259 sprintf (buf, "(item_power %+d)", op->item_power); 1143 buf.printf ("(item_power %+d)", op->item_power);
1260 strcat (retbuf, buf);
1261 }
1262 } /* End if identified or applied */ 1144 } /* End if identified or applied */
1263 1145
1264 /* This blocks only deals with fully identified object. 1146 /* This blocks only deals with fully identified object.
1265 * it is intentional that this is not an 'else' from a above - 1147 * it is intentional that this is not an 'else' from a above -
1266 * in this way, information is added. 1148 * in this way, information is added.
1269 { 1151 {
1270 int more_info = 0; 1152 int more_info = 0;
1271 1153
1272 switch (op->type) 1154 switch (op->type)
1273 { 1155 {
1274 case ROD: /* These use stats.sp for spell selection and stats.food */ 1156 case ROD: /* These use stats.sp for spell selection and stats.food */
1275 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1276 case BOW: 1158 case BOW:
1277 case ARROW: 1159 case ARROW:
1278 case WAND: 1160 case WAND:
1279 case FOOD: 1161 case FOOD:
1280 case FLESH: 1162 case FLESH:
1281 case DRINK: 1163 case DRINK:
1282 more_info = 0; 1164 more_info = 0;
1283 break; 1165 break;
1284 1166
1285 /* Armor type objects */ 1167 /* Armor type objects */
1286 case ARMOUR: 1168 case ARMOUR:
1287 case HELMET: 1169 case HELMET:
1288 case SHIELD: 1170 case SHIELD:
1289 case BOOTS: 1171 case BOOTS:
1290 case GLOVES: 1172 case GLOVES:
1291 case GIRDLE: 1173 case GIRDLE:
1292 case BRACERS: 1174 case BRACERS:
1293 case CLOAK: 1175 case CLOAK:
1294 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1295 { 1177 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1296 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1297 strcat (retbuf, buf);
1298 }
1299 if (ARMOUR_SPELLS (op))
1300 {
1301 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1302 strcat (retbuf, buf);
1303 }
1304 more_info = 1; 1178 more_info = 1;
1305 break; 1179 break;
1306 1180
1307 case WEAPON: 1181 case WEAPON:
1308 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1309 * make sense. 1183 * make sense.
1310 */ 1184 */
1311 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1312 if (i < 0) 1186 if (i < 0)
1313 i = 0; 1187 i = 0;
1314 1188
1315 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1316 strcat (retbuf, buf);
1317 more_info = 1; 1190 more_info = 1;
1318 break; 1191 break;
1319
1320 } 1192 }
1193
1321 if (more_info) 1194 if (more_info)
1322 { 1195 {
1323 if (op->stats.food)
1324 {
1325 if (op->stats.food != 0)
1326 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1327 strcat (retbuf, buf);
1328 }
1329 if (op->stats.grace)
1330 {
1331 sprintf (buf, "(grace%+d)", op->stats.grace); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1332 strcat (retbuf, buf); 1198 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1333 }
1334 if (op->stats.sp)
1335 {
1336 sprintf (buf, "(magic%+d)", op->stats.sp);
1337 strcat (retbuf, buf);
1338 }
1339 if (op->stats.hp)
1340 {
1341 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1342 strcat (retbuf, buf);
1343 }
1344 } 1200 }
1345 1201
1346 if (op->stats.luck) 1202 if (op->stats.luck)
1347 {
1348 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1349 strcat (retbuf, buf); 1204
1350 }
1351 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1352 strcat (retbuf, "(lifesaving)"); 1206 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1353 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1354 strcat (retbuf, "(reflect spells)");
1355 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1356 strcat (retbuf, "(reflect missiles)");
1357 if (QUERY_FLAG (op, FLAG_STEALTH)) 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1358 strcat (retbuf, "(stealth)"); 1209
1359 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1360 {
1361 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1362 strcat (retbuf, buf); 1212
1363 } 1213 buf.add_abilities ("Attacks", op->attacktype);
1364 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1365 /* resistance on flesh is only visible for quetzals. If 1214 /* resistance on flesh is only visible for quetzals. If
1366 * non flesh, everyone can see its resistances 1215 * non flesh, everyone can see its resistances
1367 */ 1216 */
1368 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1217 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1369 strcat (retbuf, describe_resistance (op, 0)); 1218 buf << describe_resistance (op, 0);
1370 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1371 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1372 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1373 }
1374 1219
1220 buf.add_paths ("Attuned", op->path_attuned);
1221 buf.add_paths ("Repelled", op->path_repelled);
1222 buf.add_paths ("Denied", op->path_denied);
1223 }
1224
1375 return retbuf; 1225 return buf;
1226}
1227
1228std::string
1229object::describe_item (object *who)
1230{
1231 return std::string (::describe_item (this, who));
1232}
1233
1234void
1235examine (object *op, object *tmp)
1236{
1237 std::string info = tmp->describe (op);
1238
1239 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1240}
1241
1242/*
1243 * inventory prints object's inventory. If inv==NULL then print player's
1244 * inventory.
1245 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1246 */
1247const char *
1248object::query_inventory (object *who, const char *indent)
1249{
1250 static dynbuf_text buf; buf.clear ();
1251
1252 for (object *tmp = inv; tmp; tmp = tmp->below)
1253 if (who && QUERY_FLAG (who, FLAG_WIZ))
1254 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1255 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1256 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1257
1258 if (buf.size ())
1259 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1260 else
1261 buf.printf ("%s(empty)\n", indent);
1262
1263 return buf;
1376} 1264}
1377 1265
1378/* Return true if the item is magical. A magical item is one that 1266/* Return true if the item is magical. A magical item is one that
1379 * increases/decreases any abilities, provides a resistance, 1267 * increases/decreases any abilities, provides a resistance,
1380 * has a generic magical bonus, or is an artifact. 1268 * has a generic magical bonus, or is an artifact.
1381 * This function is used by detect_magic to determine if an item 1269 * This function is used by detect_magic to determine if an item
1382 * should be marked as magical. 1270 * should be marked as magical.
1383 */ 1271 */
1384
1385int 1272int
1386is_magical (const object *op) 1273is_magical (const object *op)
1387{ 1274{
1388 int i; 1275 int i;
1389 1276
1440 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1327 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1441 return 1; 1328 return 1;
1442 1329
1443 /* Check to see if it increases/decreases any stats */ 1330 /* Check to see if it increases/decreases any stats */
1444 for (i = 0; i < NUM_STATS; i++) 1331 for (i = 0; i < NUM_STATS; i++)
1445 if (get_attr_value (&(op->stats), i) != 0) 1332 if (op->stats.stat (i))
1446 return 1; 1333 return 1;
1447 1334
1448 /* If it doesn't fall into any of the above categories, must 1335 /* If it doesn't fall into any of the above categories, must
1449 * be non magical. 1336 * be non magical.
1450 */ 1337 */
1459int 1346int
1460need_identify (const object *op) 1347need_identify (const object *op)
1461{ 1348{
1462 switch (op->type) 1349 switch (op->type)
1463 { 1350 {
1464 case RING: 1351 case RING:
1465 case WAND: 1352 case WAND:
1466 case ROD: 1353 case ROD:
1467 case HORN: 1354 case HORN:
1468 case SCROLL: 1355 case SCROLL:
1469 case SKILL: 1356 case SKILL:
1470 case SKILLSCROLL: 1357 case SKILLSCROLL:
1471 case SPELLBOOK: 1358 case SPELLBOOK:
1472 case FOOD: 1359 case FOOD:
1473 case POTION: 1360 case POTION:
1474 case BOW: 1361 case BOW:
1475 case ARROW: 1362 case ARROW:
1476 case WEAPON: 1363 case WEAPON:
1477 case ARMOUR: 1364 case ARMOUR:
1478 case SHIELD: 1365 case SHIELD:
1479 case HELMET: 1366 case HELMET:
1480 case AMULET: 1367 case AMULET:
1481 case BOOTS: 1368 case BOOTS:
1482 case GLOVES: 1369 case GLOVES:
1483 case BRACERS: 1370 case BRACERS:
1484 case GIRDLE: 1371 case GIRDLE:
1485 case CONTAINER: 1372 case CONTAINER:
1486 case DRINK: 1373 case DRINK:
1487 case FLESH: 1374 case FLESH:
1488 case INORGANIC: 1375 case INORGANIC:
1489 case CLOSE_CON: 1376 case CLOSE_CON:
1490 case CLOAK: 1377 case CLOAK:
1491 case GEM: 1378 case GEM:
1492 case POWER_CRYSTAL: 1379 case POWER_CRYSTAL:
1493 case POISON: 1380 case POISON:
1494 case BOOK: 1381 case BOOK:
1495 case SKILL_TOOL: 1382 case SKILL_TOOL:
1496 return 1; 1383 return 1;
1497 } 1384 }
1385
1498 /* Try to track down some stuff that may show up here. Thus, the 1386 /* Try to track down some stuff that may show up here. Thus, the
1499 * archetype file can be updated, and this function removed. 1387 * archetype file can be updated, and this function removed.
1500 */ 1388 */
1501#if 0 1389#if 0
1502 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1390 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1503#endif 1391#endif
1504 return 0; 1392 return 0;
1505} 1393}
1506 1394
1507
1508/* 1395/*
1509 * Supposed to fix face-values as well here, but later. 1396 * Supposed to fix face-values as well here, but later.
1510 */ 1397 */
1511
1512void 1398void
1513identify (object *op) 1399identify (object *op)
1514{ 1400{
1515 object *pl;
1516
1517 SET_FLAG (op, FLAG_IDENTIFIED); 1401 SET_FLAG (op, FLAG_IDENTIFIED);
1518 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1402 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1519 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1403 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1520 1404
1521 /* 1405 /*
1528 { 1412 {
1529 if (op->inv && op->randomitems) 1413 if (op->inv && op->randomitems)
1530 op->title = op->inv->name; 1414 op->title = op->inv->name;
1531 else if (op->arch) 1415 else if (op->arch)
1532 { 1416 {
1533 op->name = op->arch->clone.name; 1417 op->name = op->arch->object::name;
1534 op->name_pl = op->arch->clone.name_pl; 1418 op->name_pl = op->arch->object::name_pl;
1535 } 1419 }
1536 } 1420 }
1537 1421
1538 /* If the object is on a map, make sure we update its face */ 1422 /* If the object is on a map, make sure we update its face */
1539 if (op->map) 1423 if (op->map)
1540 update_object (op, UP_OBJ_FACE); 1424 update_object (op, UP_OBJ_CHANGE);
1541 else 1425
1542 { 1426 if (object *pl = op->visible_to ())
1543 pl = is_player_inv (op->env);
1544 if (pl)
1545 /* A lot of the values can change from an update - might as well send 1427 /* A lot of the values can change from an update - might as well send
1546 * it all. 1428 * it all.
1547 */ 1429 */
1548 esrv_send_item (pl, op); 1430 esrv_send_item (pl, op);
1549 }
1550} 1431}
1432

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