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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 1.56 by sf-marcmagus, Mon Oct 12 03:09:02 2009 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 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your 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 GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h>
32#include <living.h> 25#include <living.h>
33#include <spells.h> 26#include <spells.h>
27
28const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
34 29
35/* the ordering of this is actually doesn't make a difference 30/* the ordering of this is actually doesn't make a difference
36 * 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
37 * 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
38 * being in the location 4 don't get confused. 33 * being in the location 4 don't get confused.
52 * may be better. 47 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 48 * 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 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
55 */ 50 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"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"},
58 , 53 {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"} 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
60 , 55 {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"} 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
62 , 57 {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"} 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
64 , 59 {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"} 60 {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"} 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
72 , 62 {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"} 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
74 , 64 {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"} 65 {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"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
83}; 67};
84 68
85static char numbers[21][20] = { 69static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 103 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 105 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 106 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 108 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 134 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 135 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 137 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 139 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 140 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {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}, 166 {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}, 167 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {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}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
278}; 252};
279 253
280int 254int
281get_power_from_ench (int ench) 255get_power_from_ench (int ench)
282{ 256{
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
288} 258}
289 259
290/* 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
291 * 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
292 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
299{ 269{
300 int i, tmp, enc; 270 int i, tmp, enc;
301 271
302 enc = 0; 272 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 273 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 274 enc += op->stats.stat (i);
305 275
306 /* This protection logic is pretty flawed. 20% fire resistance 276 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 277 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 278 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 279 * armour shouldn't be counted against
326 if (op->type == WEAPON) 296 if (op->type == WEAPON)
327 { 297 {
328 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
330 enc++; 300 enc++;
301
331 if (op->slaying) 302 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
333 } 304 }
305
334 /* Items the player can equip */ 306 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (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))
341 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
345 } 317 }
318
346 enc += op->stats.luck; 319 enc += op->stats.luck;
347 320
348 /* Do spell paths now */ 321 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
350 { 323 {
354 enc -= 2; 327 enc -= 2;
355 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
356 enc--; 329 enc--;
357 } 330 }
358 331
359 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
360 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
362 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
364 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
365 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 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;
373 339
374 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
375
376} 341}
377 342
378/* 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
379 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
380
381const typedata * 345const typedata *
382get_typedata (int itemtype) 346get_typedata (int itemtype)
383{ 347{
384 int i;
385
386 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
387 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
388 return &item_types[i]; 350 return &item_types[i];
351
389 return NULL; 352 return NULL;
390} 353}
391 354
392/* 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
393 * 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
394 * one return NULL */ 357 * one return NULL */
395
396const typedata * 358const typedata *
397get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
398{ 360{
399 int i;
400
401 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
403 return &item_types[i]; 363 return &item_types[i];
364
404 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
406 { 367 {
407 LOG (llevInfo, 368 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); 369 "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]; 370 return &item_types[i];
410 } 371 }
372
411 return NULL; 373 return 0;
412} 374}
413 375
414/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
416 * a big buffer. 378 * a big buffer.
417 * 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
418 * 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
419 */ 381 */
420char * 382const char *
421describe_resistance (const object *op, int newline) 383describe_resistance (const object *op, int newline)
422{ 384{
423 static char buf[VERY_BIG_BUF]; 385 static char buf[VERY_BIG_BUF];
424 char buf1[VERY_BIG_BUF]; 386 char buf1[VERY_BIG_BUF];
425 int tmpvar; 387 int tmpvar;
435 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
436 398
437 strcat (buf, buf1); 399 strcat (buf, buf1);
438 } 400 }
439 } 401 }
402
440 return buf; 403 return buf;
441} 404}
442 405
443 406
444/* 407/*
445 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
447 * 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().
448 */ 411 *
449 412 * Seems to be used only by unimportant stuff. Remove?
450char * 413 */
414const char *
451query_weight (const object *op) 415query_weight (const object *op)
452{ 416{
453 static char buf[10]; 417 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 418 sint32 i = op->total_weight ();
455 419
456 if (op->weight < 0) 420 if (op->weight < 0)
457 return " "; 421 return " ";
422
458 if (i % 1000) 423 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 424 sprintf (buf, "%6.1f", i / 1000.0);
460 else 425 else
461 sprintf (buf, "%4d ", i / 1000); 426 sprintf (buf, "%4d ", i / 1000);
427
462 return buf; 428 return buf;
463} 429}
464 430
465/* 431/*
466 * Returns the pointer to a static buffer containing 432 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 433 * the number requested (of the form first, second, third...)
468 */ 434 */
469 435const char *
470char *
471get_levelnumber (int i) 436get_levelnumber (int i)
472{ 437{
473 static char buf[MAX_BUF]; 438 static char buf[MAX_BUF];
474 439
475 if (i > 99) 440 if (i > 99)
476 { 441 {
477 sprintf (buf, "%d.", i); 442 sprintf (buf, "%d.", i);
478 return buf; 443 return buf;
479 } 444 }
445
480 if (i < 21) 446 if (i < 21)
481 return levelnumbers[i]; 447 return levelnumbers[i];
448
482 if (!(i % 10)) 449 if (!(i % 10))
483 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
451
484 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
486 return buf; 454 return buf;
487} 455}
488
489 456
490/* 457/*
491 * get_number(integer) returns the text-representation of the given number 458 * get_number(integer) returns the text-representation of the given number
492 * 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
493 * call to get_number(). 460 * call to get_number().
494 * It is currently only used by the query_name() function. 461 * It is currently only used by the query_name() function.
495 */ 462 */
496 463const char *
497char *
498get_number (int i) 464get_number (int i)
499{ 465{
500 if (i <= 20) 466 if (i <= 20)
501 return numbers[i]; 467 return numbers[i];
502 else 468 else
519 */ 485 */
520 486
521/* 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
522 * from stats.sp - b.t. 488 * from stats.sp - b.t.
523 */ 489 */
524char * 490const char *
525ring_desc (const object *op) 491ring_desc (const object *op)
526{ 492{
527 static char buf[VERY_BIG_BUF]; 493 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 494 int attr, val, len;
529 495
530 buf[0] = 0;
531
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 496 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf; 497 {
534
535 for (attr = 0; attr < NUM_STATS; attr++) 498 for (attr = 0; attr < NUM_STATS; attr++)
536 { 499 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); 500 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);
550 501
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
551 strcat (buf, describe_resistance (op, 0)); 507 buf << describe_resistance (op, 0);
552 508
553 if (op->stats.food != 0) 509 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 510 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 511 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 512 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 513 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);
578 514
579 /* if(op->item_power) 515 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 516 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
581 */ 517 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 518 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 519
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 }
585 527
586 return buf; 528 return buf;
587} 529}
588 530
589/* 531/*
590 * 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
591 * 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.
592 */ 536 */
593const char * 537const char *
594query_short_name (const object *op) 538query_short_name (const object *op)
595{ 539{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 540 if (!op->name)
601 return "(null)"; 541 return "(null)";
602 542
603 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)
604 return op->name; /* To speed things up (or make things slower?) */ 548 return op->name; /* To speed things up (or make things slower?) */
605 549
606 if (op->nrof <= 1) 550 static dynbuf_text buf; buf.clear ();
607 safe_strcat (buf, op->name, &len, HUGE_BUF); 551
608 else 552 buf << (op->nrof <= 1 ? op->name : op->name_pl);
609 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
610 553
611 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 554 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
612 { 555 buf << ' ' << op->title;
613 safe_strcat (buf, " ", &len, HUGE_BUF);
614 safe_strcat (buf, op->title, &len, HUGE_BUF);
615 }
616 556
617 switch (op->type) 557 switch (op->type)
618 { 558 {
619 case SPELLBOOK: 559 case SPELLBOOK:
620 case SCROLL: 560 case SCROLL:
621 case WAND: 561 case WAND:
622 case ROD: 562 case ROD:
623 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))
624 { 564 {
625 if (!op->title) 565 if (!op->title)
626 { 566 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
627 safe_strcat (buf, " of ", &len, HUGE_BUF); 567
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) 568 if (op->type != SPELLBOOK)
634 {
635 sprintf (buf2, " (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
636 safe_strcat (buf, buf2, &len, HUGE_BUF);
637 }
638 } 570 }
639 break; 571 break;
640 572
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
641 case SKILL: 598 case SKILL:
642 case AMULET: 599 case AMULET:
643 case RING: 600 case RING:
644 if (!op->title) 601 if (!op->title)
645 { 602 {
646 /* If ring has a title, full description isn't so useful */ 603 /* If ring has a title, full description isn't so useful */
647 char *s = ring_desc (op); 604 const char *s = ring_desc (op);
648 605
649 if (s[0]) 606 if (s && *s)
650 { 607 buf << " " << s;
651 safe_strcat (buf, " ", &len, HUGE_BUF);
652 safe_strcat (buf, s, &len, HUGE_BUF);
653 }
654 } 608 }
655 break; 609 break;
610
656 default: 611 default:
657 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)))
658 {
659 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
660 safe_strcat (buf, buf2, &len, HUGE_BUF);
661 }
662 } 614 }
615
663 return buf; 616 return buf;
664} 617}
665 618
666/* 619/*
667 * query_name(object) returns a character pointer pointing to a static 620 * 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 624 * 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 625 * 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 626 * 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.) 627 * use several names much easier (don't need to store them to temp variables.)
675 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
676 */ 631 */
677char * 632const char *
678query_name (const object *op) 633query_name (const object *op)
679{ 634{
680 static char buf[5][HUGE_BUF]; 635 int len = 0;
636 static dynbuf_text bufs[5];
681 static int use_buf = 0; 637 static int use_buf = 0;
682 int len = 0;
683
684#ifdef NEW_MATERIAL_CODE
685 materialtype_t *mt;
686#endif
687 638
688 use_buf++; 639 use_buf++;
689 use_buf %= 5; 640 use_buf %= 5;
690 641
691#ifdef NEW_MATERIAL_CODE 642 dynbuf_text &buf = bufs [use_buf];
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 643 buf.clear ();
693 { 644
645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
694 mt = name_to_material (op->materialname); 646 if (materialtype_t *mt = name_to_material (op->materialname))
695 if (mt) 647 buf << mt->description << ' ';
696 {
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
698 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
699 }
700 }
701#endif
702 648
703 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 649 buf << query_short_name (op);
704 650
705 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
706 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 652 buf << " *";
707 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))))
708 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 654 buf << " (open)";
709 655
710 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
711 { 657 {
712 if (QUERY_FLAG (op, FLAG_DAMNED)) 658 if (QUERY_FLAG (op, FLAG_DAMNED))
713 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 659 buf << " (damned)";
714 else if (QUERY_FLAG (op, FLAG_CURSED)) 660 else if (QUERY_FLAG (op, FLAG_CURSED))
715 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 661 buf << " (cursed)";
716 } 662 }
663
717 /* 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),
718 * and it isn't identified, print out the fact that 665 * and it isn't identified, print out the fact that
719 * 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
720 * KNOWN_MAGICAL if the item actually is magical. 667 * KNOWN_MAGICAL if the item actually is magical.
721 * 668 *
722 * 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
723 * 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
724 * abilities, especially for artifact items. 671 * abilities, especially for artifact items.
725 */ 672 */
726 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))
727 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 674 buf << " (magic)";
728 675
729#if 0 676#if 0
730 /* 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
731 * be returned in the name. 678 * be returned in the name.
732 */ 679 */
733 if (op->item_power) 680 if (op->item_power)
734 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);
735 682
737 684
738 if (QUERY_FLAG (op, FLAG_APPLIED)) 685 if (QUERY_FLAG (op, FLAG_APPLIED))
739 { 686 {
740 switch (op->type) 687 switch (op->type)
741 { 688 {
742 case BOW: 689 case BOW:
743 case WAND: 690 case WAND:
744 case ROD: 691 case ROD:
745 case HORN: 692 case HORN:
746 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
747 break; 694 break;
748 case WEAPON: 695 case WEAPON:
749 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
750 break; 697 break;
751 case ARMOUR: 698 case ARMOUR:
752 case HELMET: 699 case HELMET:
753 case SHIELD: 700 case SHIELD:
754 case RING: 701 case RING:
755 case BOOTS: 702 case BOOTS:
756 case GLOVES: 703 case GLOVES:
757 case AMULET: 704 case AMULET:
758 case GIRDLE: 705 case GIRDLE:
759 case BRACERS: 706 case BRACERS:
760 case CLOAK: 707 case CLOAK:
761 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 708 buf << " (worn)";
762 break; 709 break;
763 case CONTAINER: 710 case CONTAINER:
764 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 711 buf << " (active)";
765 break; 712 break;
766 case SKILL: 713 case SKILL:
767 default: 714 default:
768 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 715 buf << " (applied)";
769 } 716 }
770 } 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
771 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
772 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 739 buf << " (unpaid)";
773 740
774 return buf[use_buf]; 741 return buf;
775} 742}
776 743
777/* 744/*
778 * 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
779 * buffer which contains a verbose textual representation of the name 746 * buffer which contains a verbose textual representation of the name
780 * 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
781 * 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
782 * 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
783 * and sending to client. 750 * and sending to client.
784 * 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.
785 */ 755 */
786const char * 756const char *
787query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
788{ 758{
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)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
794 return "(null)"; 760 return "(null)";
795 761
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 762 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797 return op->name; /* To speed things up (or make things slower?) */ 763 return op->name; /* To speed things up (or make things slower?) */
798 764
799 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)
800 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 << ' ';
801 771
802#ifdef NEW_MATERIAL_CODE 772 buf << (plural ? op->name_pl : op->name);
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805 {
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
817 if (!plural)
818 strcpy (buf, op->name);
819 else
820 strcpy (buf, op->name_pl);
821 len = strlen (buf);
822#ifdef NEW_MATERIAL_CODE
823 }
824#endif
825 773
826 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 774 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
827 { 775 buf << ' ' << op->title;
828 safe_strcat (buf, " ", &len, MAX_BUF);
829 safe_strcat (buf, op->title, &len, MAX_BUF);
830 }
831 776
832 switch (op->type) 777 switch (op->type)
833 { 778 {
834 case SPELLBOOK: 779 case SPELLBOOK:
835 case SCROLL: 780 case SCROLL:
836 case WAND: 781 case WAND:
837 case ROD: 782 case ROD:
838 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))
839 { 784 {
840 if (!op->title) 785 if (!op->title)
841 { 786 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
842 safe_strcat (buf, " of ", &len, MAX_BUF); 787
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) 788 if (op->type != SPELLBOOK)
849 {
850 sprintf (buf2, " (lvl %d)", op->level); 789 buf.printf (" (lvl %d)", op->level);
851 safe_strcat (buf, buf2, &len, MAX_BUF);
852 }
853 } 790 }
854 break; 791 break;
855 792
856 793
857 case SKILL: 794 case SKILL:
858 case AMULET: 795 case AMULET:
859 case RING: 796 case RING:
860 if (!op->title) 797 if (!op->title)
861 { 798 {
862 /* If ring has a title, full description isn't so useful */ 799 /* If ring has a title, full description isn't so useful */
863 char *s = ring_desc (op); 800 const char *s = ring_desc (op);
864 801
865 if (s[0]) 802 if (s && *s)
866 { 803 buf << ' ' << s;
867 safe_strcat (buf, " ", &len, MAX_BUF);
868 safe_strcat (buf, s, &len, MAX_BUF);
869 }
870 } 804 }
871 break; 805 break;
806
872 default: 807 default:
873 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)))
874 { 809 buf.printf (" %+d", op->magic);
875 sprintf (buf + strlen (buf), " %+d", op->magic);
876 }
877 } 810 }
811
878 return buf; 812 return buf;
879} 813}
880 814
881/* Break this off from describe_item - that function was way 815/* Break this off from describe_item - that function was way
882 * too long, making it difficult to read. This function deals 816 * too long, making it difficult to read. This function deals
883 * with describing the monsters & players abilities. It should only 817 * with describing the monsters & players abilities. It should only
884 * be called with monster & player objects. Returns a description 818 * be called with monster & player objects. Returns a description
885 * in a static buffer. 819 * in a static buffer.
886 */ 820 */
887
888static char * 821static const char *
889describe_monster (const object *op) 822describe_monster (const object *op)
890{ 823{
891 char buf[MAX_BUF]; 824 static dynbuf_text buf; buf.clear ();
892 static char retbuf[VERY_BIG_BUF];
893 int i;
894
895 retbuf[0] = '\0';
896 825
897 /* Note that the resolution this provides for players really isn't 826 /* Note that the resolution this provides for players really isn't
898 * very good. Any player with a speed greater than .67 will 827 * very good. Any player with a speed greater than .67 will
899 * fall into the 'lightning fast movement' category. 828 * fall into the 'lightning fast movement' category.
900 */ 829 */
901 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 830 if (op->has_active_speed ())
902 {
903 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
904 { 832 {
905 case 0: 833 case 0:
906 strcat (retbuf, "(very slow movement)"); 834 buf << "(very slow movement)";
907 break; 835 break;
908 case 1: 836 case 1:
909 strcat (retbuf, "(slow movement)"); 837 buf << "(slow movement)";
910 break; 838 break;
911 case 2: 839 case 2:
912 strcat (retbuf, "(normal movement)"); 840 buf << "(normal movement)";
913 break; 841 break;
914 case 3: 842 case 3:
915 case 4: 843 case 4:
916 strcat (retbuf, "(fast movement)"); 844 buf << "(fast movement)";
917 break; 845 break;
918 case 5: 846 case 5:
919 case 6: 847 case 6:
920 strcat (retbuf, "(very fast movement)"); 848 buf << "(very fast movement)";
921 break; 849 break;
922 case 7: 850 case 7:
923 case 8: 851 case 8:
924 case 9: 852 case 9:
925 case 10: 853 case 10:
926 strcat (retbuf, "(extremely fast movement)"); 854 buf << "(extremely fast movement)";
927 break; 855 break;
928 default: 856 default:
929 strcat (retbuf, "(lightning fast movement)"); 857 buf << "(lightning fast movement)";
930 break; 858 break;
931 } 859 }
932 } 860
933 if (QUERY_FLAG (op, FLAG_UNDEAD)) 861 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
934 strcat (retbuf, "(undead)");
935 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 862 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
936 strcat (retbuf, "(see invisible)"); 863 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
937 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 864 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
938 strcat (retbuf, "(wield weapon)"); 865 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
939 if (QUERY_FLAG (op, FLAG_USE_BOW)) 866 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
940 strcat (retbuf, "(archer)"); 867 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
941 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 868 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)) 869 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
950 strcat (retbuf, "(skill user)"); 870 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
951 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 871 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)) 872 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
956 strcat (retbuf, "(unaggressive)"); 873 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
957 if (QUERY_FLAG (op, FLAG_HITBACK)) 874 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
958 strcat (retbuf, "(hitback)"); 875
959 if (QUERY_FLAG (op, FLAG_STEALTH))
960 strcat (retbuf, "(stealthy)");
961 if (op->randomitems != NULL) 876 if (op->randomitems)
962 { 877 {
963 treasure *t;
964 int first = 1; 878 bool first = 1;
965 879
966 for (t = op->randomitems->items; t != NULL; t = t->next) 880 for (treasure *t = op->randomitems->items; t; t = t->next)
967 if (t->item && (t->item->clone.type == SPELL)) 881 if (t->item && t->item->type == SPELL)
968 { 882 {
969 if (first) 883 if (first)
970 { 884 buf << "(Spell abilities:)";
885
971 first = 0; 886 first = 0;
972 strcat (retbuf, "(Spell abilities:)"); 887
973 } 888 buf << '(' << t->item->object::name << ')';
974 strcat (retbuf, "(");
975 strcat (retbuf, t->item->clone.name);
976 strcat (retbuf, ")");
977 } 889 }
978 } 890 }
891
979 if (op->type == PLAYER) 892 if (op->type == PLAYER)
980 { 893 {
981 if (op->contr->digestion) 894 if (op->contr->digestion)
982 {
983 if (op->contr->digestion != 0)
984 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 895 buf.printf ("(sustenance%+d)", op->contr->digestion);
985 strcat (retbuf, buf); 896
986 }
987 if (op->contr->gen_grace) 897 if (op->contr->gen_grace)
988 {
989 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 898 buf.printf ("(grace%+d)", op->contr->gen_grace);
990 strcat (retbuf, buf); 899
991 }
992 if (op->contr->gen_sp) 900 if (op->contr->gen_sp)
993 {
994 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 901 buf.printf ("(magic%+d)", op->contr->gen_sp);
995 strcat (retbuf, buf); 902
996 }
997 if (op->contr->gen_hp) 903 if (op->contr->gen_hp)
998 {
999 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 904 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
1000 strcat (retbuf, buf); 905
1001 }
1002 if (op->stats.luck) 906 if (op->stats.luck)
1003 {
1004 sprintf (buf, "(luck%+d)", op->stats.luck); 907 buf.printf ("(luck%+d)", op->stats.luck);
1005 strcat (retbuf, buf);
1006 }
1007 } 908 }
1008 909
1009 /* describe attacktypes */ 910 /* describe attacktypes */
1010 if (is_dragon_pl (op)) 911 if (is_dragon_pl (op))
1011 { 912 {
1013 * Break apart the for loop - move the comparison checking down - 914 * Break apart the for loop - move the comparison checking down -
1014 * this makes it more readable. 915 * this makes it more readable.
1015 */ 916 */
1016 object *tmp; 917 object *tmp;
1017 918
1018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 919 for (tmp = op->inv; tmp; tmp = tmp->below)
1019 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 920 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1020 break; 921 break;
1021 922
1022 if (tmp && tmp->attacktype != 0) 923 if (tmp && tmp->attacktype)
1023 { 924 buf.add_abilities ("Claws", tmp->attacktype);
1024 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1025 }
1026 else 925 else
1027 { 926 buf.add_abilities ("Attacks", op->attacktype);
1028 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1029 }
1030 } 927 }
1031 else 928 else
1032 { 929 buf.add_abilities ("Attacks", op->attacktype);
1033 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 930
1034 } 931 buf.add_paths ("Attuned" , op->path_attuned);
1035 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 932 buf.add_paths ("Repelled", op->path_repelled);
1036 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 933 buf.add_paths ("Denied" , op->path_denied);
1037 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 934
1038 for (i = 0; i < NROFATTACKS; i++) 935 for (int i = 0; i < NROFATTACKS; i++)
1039 {
1040 if (op->resist[i]) 936 if (op->resist[i])
1041 {
1042 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 937 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1043 strcat (retbuf, buf); 938
1044 }
1045 }
1046 return retbuf; 939 return buf;
1047} 940}
1048
1049 941
1050/* 942/*
1051 * Returns a pointer to a static buffer which contains a 943 * Returns a pointer to a static buffer which contains a
1052 * description of the given object. 944 * description of the given object.
1053 * If it is a monster, lots of information about its abilities 945 * 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 954 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1063 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
1064 * 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
1065 * dwarves, etc. 957 * dwarves, etc.
1066 * 958 *
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. 959 * Add 'owner' who is the person examining this object.
1073 * 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
1074 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
1075 */ 962 */
1076 963const char *
1077char *
1078describe_item (const object *op, object *owner) 964describe_item (const object *op, object *owner)
1079{ 965{
1080 char buf[MAX_BUF]; 966 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1081 static char retbuf[VERY_BIG_BUF]; 967 return describe_monster (op);
968
969 static dynbuf_text buf; buf.clear ();
1082 int identified, i; 970 int identified, i;
1083 971
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. 972 /* figure this out once, instead of making multiple calls to need_identify.
1090 * also makes the code easier to read. 973 * also makes the code easier to read.
1091 */ 974 */
1092 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 975 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1093 identified = 1; 976 if (!identified)
1094 else 977 buf << "(unidentified)";
1095 { 978
1096 strcpy (retbuf, "(unidentified)");
1097 identified = 0;
1098 }
1099 switch (op->type) 979 switch (op->type)
1100 { 980 {
1101 case BOW: 981 case BOW:
1102 case ARROW: 982 case ARROW:
1103 case WAND: 983 case WAND:
1104 case ROD: 984 case ROD:
1105 case HORN: 985 case HORN:
1106 case WEAPON: 986 case WEAPON:
1107 case ARMOUR: 987 case ARMOUR:
1108 case HELMET: 988 case HELMET:
1109 case SHIELD: 989 case SHIELD:
1110 case BOOTS: 990 case BOOTS:
1111 case GLOVES: 991 case GLOVES:
1112 case GIRDLE: 992 case GIRDLE:
1113 case BRACERS: 993 case BRACERS:
1114 case CLOAK: 994 case CLOAK:
1115 case SKILL_TOOL: 995 case SKILL_TOOL:
1116 break; /* We have more information to do below this switch */ 996 break; /* We have more information to do below this switch */
1117 997
1118 case POWER_CRYSTAL: 998 case POWER_CRYSTAL:
1119 if (op->stats.maxsp > 1000) 999 if (op->stats.maxsp > 1000)
1120 { /*higher capacity crystals */ 1000 { /*higher capacity crystals */
1121 i = (op->stats.maxsp % 100) / 10; 1001 i = (op->stats.maxsp % 1000) / 100;
1002
1122 if (i) 1003 if (i)
1123 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);
1124 else 1005 else
1125 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1006 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1126 } 1007 }
1127 else 1008 else
1128 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1009 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1129 strcat (retbuf, buf); 1010
1130 i = (op->stats.sp * 10) / op->stats.maxsp; 1011 i = (op->stats.sp * 10) / op->stats.maxsp;
1131 if (op->stats.sp == 0) 1012 if (op->stats.sp == 0)
1132 strcat (retbuf, "empty."); 1013 buf << "empty.";
1133 else if (i == 0) 1014 else if (i == 0)
1134 strcat (retbuf, "almost empty."); 1015 buf << "almost empty.";
1135 else if (i < 3) 1016 else if (i < 3)
1136 strcat (retbuf, "partially filled."); 1017 buf << "partially filled.";
1137 else if (i < 6) 1018 else if (i < 6)
1138 strcat (retbuf, "half full."); 1019 buf << "half full.";
1139 else if (i < 9) 1020 else if (i < 9)
1140 strcat (retbuf, "well charged."); 1021 buf << "well charged.";
1141 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1142 strcat (retbuf, "fully charged."); 1023 buf << "fully charged.";
1143 else 1024 else
1144 strcat (retbuf, "almost full."); 1025 buf << "almost full.";
1145 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
1146 case FOOD: 1050 case FOOD:
1147 case FLESH: 1051 case FLESH:
1148 case DRINK: 1052 case DRINK:
1149 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1150 { 1054 {
1151 sprintf (buf, "(food+%d)", op->stats.food); 1055 buf.printf ("(food+%d)", op->stats.food);
1152 strcat (retbuf, buf);
1153 1056
1154 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))
1155 {
1156 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1058 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1157 strcat (retbuf, buf);
1158 }
1159 1059
1160 if (!QUERY_FLAG (op, FLAG_CURSED)) 1060 if (!QUERY_FLAG (op, FLAG_CURSED))
1161 { 1061 {
1162 if (op->stats.hp) 1062 if (op->stats.hp) buf << "(heals)";
1163 strcat (retbuf, "(heals)");
1164 if (op->stats.sp)
1165 strcat (retbuf, "(spellpoint regen)"); 1063 if (op->stats.sp) buf << "(spellpoint regen)";
1166 } 1064 }
1167 else 1065 else
1168 { 1066 {
1169 if (op->stats.hp) 1067 if (op->stats.hp) buf << "(damages)";
1170 strcat (retbuf, "(damages)");
1171 if (op->stats.sp)
1172 strcat (retbuf, "(spellpoint depletion)"); 1068 if (op->stats.sp) buf << "(spellpoint depletion)";
1173 } 1069 }
1174 } 1070 }
1175 break; 1071 break;
1176 1072
1177
1178 case SKILL: 1073 case SKILL:
1179 case RING: 1074 case RING:
1180 case AMULET: 1075 case AMULET:
1181 if (op->item_power) 1076 if (op->item_power)
1182 {
1183 sprintf (buf, "(item_power %+d)", op->item_power); 1077 buf.printf ("(item_power %+d)", op->item_power);
1184 strcat (retbuf, buf); 1078
1185 }
1186 if (op->title) 1079 if (op->title)
1187 strcat (retbuf, ring_desc (op)); 1080 buf << ring_desc (op);
1081
1188 return retbuf; 1082 return buf;
1189 1083
1190 default: 1084 default:
1191 return retbuf; 1085 return buf;
1192 } 1086 }
1193 1087
1194 /* Down here, we more further describe equipment type items. 1088 /* Down here, we more further describe equipment type items.
1195 * only describe them if they have been identified or the like. 1089 * only describe them if they have been identified or the like.
1196 */ 1090 */
1197 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1091 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1198 { 1092 {
1199 int attr, val; 1093 int attr, val;
1200 1094
1201 for (attr = 0; attr < NUM_STATS; attr++) 1095 for (attr = 0; attr < NUM_STATS; attr++)
1202 { 1096 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); 1097 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1206 strcat (retbuf, buf);
1207 }
1208 }
1209 1098
1210 if (op->stats.exp) 1099 if (op->stats.exp)
1211 {
1212 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1100 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1213 strcat (retbuf, buf);
1214 }
1215
1216 1101
1217 switch (op->type) 1102 switch (op->type)
1218 { 1103 {
1219 case BOW: 1104 case BOW:
1220 case ARROW: 1105 case ARROW:
1221 case GIRDLE: 1106 case GIRDLE:
1222 case HELMET: 1107 case HELMET:
1223 case SHIELD: 1108 case SHIELD:
1224 case BOOTS: 1109 case BOOTS:
1225 case GLOVES: 1110 case GLOVES:
1226 case WEAPON: 1111 case WEAPON:
1227 case SKILL: 1112 case SKILL:
1228 case RING: 1113 case RING:
1229 case AMULET: 1114 case AMULET:
1230 case ARMOUR: 1115 case ARMOUR:
1231 case BRACERS: 1116 case BRACERS:
1232 case FORCE: 1117 case FORCE:
1233 case CLOAK: 1118 case CLOAK:
1234 if (op->stats.wc) 1119 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1235 { 1120 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1236 sprintf (buf, "(wc%+d)", op->stats.wc); 1121 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1237 strcat (retbuf, buf); 1122
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) 1123 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1250 {
1251 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1124 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1252 strcat (retbuf, buf); 1125
1253 }
1254 break; 1126 break;
1255 1127
1256 default: 1128 default:
1257 break; 1129 break;
1258 } 1130 }
1259 if (QUERY_FLAG (op, FLAG_XRAYS)) 1131
1260 strcat (retbuf, "(xray-vision)"); 1132 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1261 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1133 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1262 strcat (retbuf, "(infravision)");
1263 1134
1264 /* levitate was what is was before, so we'll keep it */ 1135 /* levitate was what is was before, so we'll keep it */
1265 if (op->move_type & MOVE_FLY_LOW) 1136 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1266 strcat (retbuf, "(levitate)");
1267
1268 if (op->move_type & MOVE_FLY_HIGH) 1137 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1269 strcat (retbuf, "(fly)");
1270
1271 if (op->move_type & MOVE_SWIM) 1138 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1272 strcat (retbuf, "(swim)");
1273 1139
1274 /* walking is presumed as 'normal', so doesn't need mentioning */ 1140 /* walking is presumed as 'normal', so doesn't need mentioning */
1275 1141
1276 if (op->item_power) 1142 if (op->item_power)
1277 {
1278 sprintf (buf, "(item_power %+d)", op->item_power); 1143 buf.printf ("(item_power %+d)", op->item_power);
1279 strcat (retbuf, buf);
1280 }
1281 } /* End if identified or applied */ 1144 } /* End if identified or applied */
1282 1145
1283 /* This blocks only deals with fully identified object. 1146 /* This blocks only deals with fully identified object.
1284 * 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 -
1285 * in this way, information is added. 1148 * in this way, information is added.
1288 { 1151 {
1289 int more_info = 0; 1152 int more_info = 0;
1290 1153
1291 switch (op->type) 1154 switch (op->type)
1292 { 1155 {
1293 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 */
1294 case HORN: /* and stats.hp for spell-point regeneration... */ 1157 case HORN: /* and stats.hp for spell-point regeneration... */
1295 case BOW: 1158 case BOW:
1296 case ARROW: 1159 case ARROW:
1297 case WAND: 1160 case WAND:
1298 case FOOD: 1161 case FOOD:
1299 case FLESH: 1162 case FLESH:
1300 case DRINK: 1163 case DRINK:
1301 more_info = 0; 1164 more_info = 0;
1302 break; 1165 break;
1303 1166
1304 /* Armor type objects */ 1167 /* Armor type objects */
1305 case ARMOUR: 1168 case ARMOUR:
1306 case HELMET: 1169 case HELMET:
1307 case SHIELD: 1170 case SHIELD:
1308 case BOOTS: 1171 case BOOTS:
1309 case GLOVES: 1172 case GLOVES:
1310 case GIRDLE: 1173 case GIRDLE:
1311 case BRACERS: 1174 case BRACERS:
1312 case CLOAK: 1175 case CLOAK:
1313 if (ARMOUR_SPEED (op)) 1176 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1314 { 1177 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; 1178 more_info = 1;
1324 break; 1179 break;
1325 1180
1326 case WEAPON: 1181 case WEAPON:
1327 /* Calculate it the same way fix_player does so the results 1182 /* Calculate it the same way fix_player does so the results
1328 * make sense. 1183 * make sense.
1329 */ 1184 */
1330 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1185 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1331 if (i < 0) 1186 if (i < 0)
1332 i = 0; 1187 i = 0;
1333 1188
1334 sprintf (buf, "(weapon speed %d)", i); 1189 buf.printf ("(weapon speed %d)", i);
1335 strcat (retbuf, buf);
1336 more_info = 1; 1190 more_info = 1;
1337 break; 1191 break;
1338
1339 } 1192 }
1193
1340 if (more_info) 1194 if (more_info)
1341 { 1195 {
1342 if (op->stats.food)
1343 {
1344 if (op->stats.food != 0)
1345 sprintf (buf, "(sustenance%+d)", op->stats.food); 1196 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); 1197 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1351 strcat (retbuf, buf); 1198 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); 1199 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1361 strcat (retbuf, buf);
1362 }
1363 } 1200 }
1364 1201
1365 if (op->stats.luck) 1202 if (op->stats.luck)
1366 {
1367 sprintf (buf, "(luck%+d)", op->stats.luck); 1203 buf.printf ("(luck%+d)", op->stats.luck);
1368 strcat (retbuf, buf); 1204
1369 }
1370 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1371 strcat (retbuf, "(lifesaving)"); 1206 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)) 1207 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1375 strcat (retbuf, "(reflect missiles)");
1376 if (QUERY_FLAG (op, FLAG_STEALTH)) 1208 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1377 strcat (retbuf, "(stealth)"); 1209
1378 if (op->slaying != NULL && op->type != FOOD) 1210 if (op->slaying && op->type != FOOD)
1379 {
1380 sprintf (buf, "(slay %s)", &op->slaying); 1211 buf.printf ("(slay %s)", &op->slaying);
1381 strcat (retbuf, buf); 1212
1382 } 1213 if (op->type == SKILL_TOOL && op->skill) buf.printf ("(%s)", &op->skill);
1383 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1214
1215 buf.add_abilities ("Attacks", op->attacktype);
1384 /* resistance on flesh is only visible for quetzals. If 1216 /* resistance on flesh is only visible for quetzals. If
1385 * non flesh, everyone can see its resistances 1217 * non flesh, everyone can see its resistances
1386 */ 1218 */
1387 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1219 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1388 strcat (retbuf, describe_resistance (op, 0)); 1220 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 1221
1222 buf.add_paths ("Attuned", op->path_attuned);
1223 buf.add_paths ("Repelled", op->path_repelled);
1224 buf.add_paths ("Denied", op->path_denied);
1225 }
1226
1394 return retbuf; 1227 return buf;
1228}
1229
1230std::string
1231object::describe_item (object *who)
1232{
1233 return std::string (::describe_item (this, who));
1234}
1235
1236void
1237examine (object *op, object *tmp)
1238{
1239 std::string info = tmp->describe (op);
1240
1241 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1242}
1243
1244/*
1245 * inventory prints object's inventory. If inv==NULL then print player's
1246 * inventory.
1247 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1248 */
1249const char *
1250object::query_inventory (object *who, const char *indent)
1251{
1252 static dynbuf_text buf; buf.clear ();
1253
1254 for (object *tmp = inv; tmp; tmp = tmp->below)
1255 if (who && QUERY_FLAG (who, FLAG_WIZ))
1256 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1257 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1258 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1259
1260 if (buf.size ())
1261 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1262 else
1263 buf.printf ("%s(empty)\n", indent);
1264
1265 return buf;
1395} 1266}
1396 1267
1397/* Return true if the item is magical. A magical item is one that 1268/* Return true if the item is magical. A magical item is one that
1398 * increases/decreases any abilities, provides a resistance, 1269 * increases/decreases any abilities, provides a resistance,
1399 * has a generic magical bonus, or is an artifact. 1270 * has a generic magical bonus, or is an artifact.
1400 * This function is used by detect_magic to determine if an item 1271 * This function is used by detect_magic to determine if an item
1401 * should be marked as magical. 1272 * should be marked as magical.
1402 */ 1273 */
1403
1404int 1274int
1405is_magical (const object *op) 1275is_magical (const object *op)
1406{ 1276{
1407 int i; 1277 int i;
1408 1278
1459 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1329 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1460 return 1; 1330 return 1;
1461 1331
1462 /* Check to see if it increases/decreases any stats */ 1332 /* Check to see if it increases/decreases any stats */
1463 for (i = 0; i < NUM_STATS; i++) 1333 for (i = 0; i < NUM_STATS; i++)
1464 if (get_attr_value (&(op->stats), i) != 0) 1334 if (op->stats.stat (i))
1465 return 1; 1335 return 1;
1466 1336
1467 /* If it doesn't fall into any of the above categories, must 1337 /* If it doesn't fall into any of the above categories, must
1468 * be non magical. 1338 * be non magical.
1469 */ 1339 */
1478int 1348int
1479need_identify (const object *op) 1349need_identify (const object *op)
1480{ 1350{
1481 switch (op->type) 1351 switch (op->type)
1482 { 1352 {
1483 case RING: 1353 case RING:
1484 case WAND: 1354 case WAND:
1485 case ROD: 1355 case ROD:
1486 case HORN: 1356 case HORN:
1487 case SCROLL: 1357 case SCROLL:
1488 case SKILL: 1358 case SKILL:
1489 case SKILLSCROLL: 1359 case SKILLSCROLL:
1490 case SPELLBOOK: 1360 case SPELLBOOK:
1491 case FOOD: 1361 case FOOD:
1492 case POTION: 1362 case POTION:
1493 case BOW: 1363 case BOW:
1494 case ARROW: 1364 case ARROW:
1495 case WEAPON: 1365 case WEAPON:
1496 case ARMOUR: 1366 case ARMOUR:
1497 case SHIELD: 1367 case SHIELD:
1498 case HELMET: 1368 case HELMET:
1499 case AMULET: 1369 case AMULET:
1500 case BOOTS: 1370 case BOOTS:
1501 case GLOVES: 1371 case GLOVES:
1502 case BRACERS: 1372 case BRACERS:
1503 case GIRDLE: 1373 case GIRDLE:
1504 case CONTAINER: 1374 case CONTAINER:
1505 case DRINK: 1375 case DRINK:
1506 case FLESH: 1376 case FLESH:
1507 case INORGANIC: 1377 case INORGANIC:
1508 case CLOSE_CON: 1378 case CLOSE_CON:
1509 case CLOAK: 1379 case CLOAK:
1510 case GEM: 1380 case GEM:
1511 case POWER_CRYSTAL: 1381 case POWER_CRYSTAL:
1512 case POISON: 1382 case POISON:
1513 case BOOK: 1383 case BOOK:
1514 case SKILL_TOOL: 1384 case SKILL_TOOL:
1515 return 1; 1385 return 1;
1516 } 1386 }
1387
1517 /* Try to track down some stuff that may show up here. Thus, the 1388 /* Try to track down some stuff that may show up here. Thus, the
1518 * archetype file can be updated, and this function removed. 1389 * archetype file can be updated, and this function removed.
1519 */ 1390 */
1520#if 0 1391#if 0
1521 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1392 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1522#endif 1393#endif
1523 return 0; 1394 return 0;
1524} 1395}
1525 1396
1526
1527/* 1397/*
1528 * Supposed to fix face-values as well here, but later. 1398 * Supposed to fix face-values as well here, but later.
1529 */ 1399 */
1530
1531void 1400void
1532identify (object *op) 1401identify (object *op)
1533{ 1402{
1534 object *pl;
1535
1536 SET_FLAG (op, FLAG_IDENTIFIED); 1403 SET_FLAG (op, FLAG_IDENTIFIED);
1537 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1404 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1538 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1405 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1539 1406
1540 /* 1407 /*
1547 { 1414 {
1548 if (op->inv && op->randomitems) 1415 if (op->inv && op->randomitems)
1549 op->title = op->inv->name; 1416 op->title = op->inv->name;
1550 else if (op->arch) 1417 else if (op->arch)
1551 { 1418 {
1552 op->name = op->arch->clone.name; 1419 op->name = op->arch->object::name;
1553 op->name_pl = op->arch->clone.name_pl; 1420 op->name_pl = op->arch->object::name_pl;
1554 } 1421 }
1555 } 1422 }
1556 1423
1557 /* If the object is on a map, make sure we update its face */ 1424 /* If the object is on a map, make sure we update its face */
1558 if (op->map) 1425 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1426 update_object (op, UP_OBJ_CHANGE);
1560 else 1427
1561 { 1428 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 1429 /* A lot of the values can change from an update - might as well send
1565 * it all. 1430 * it all.
1566 */ 1431 */
1567 esrv_send_item (pl, op); 1432 esrv_send_item (pl, op);
1568 }
1569} 1433}
1434

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