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Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.77 by root, Sat Apr 3 02:27:24 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
45 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
46 * may be better. 48 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 49 * 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 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 51 */
52// see include/object.h
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"} 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 , 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_arm", "on your arm", "on a human's arm"} 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 , 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_torso", "on your body", "on a human's torso"} 58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 , 59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head", "on your head", "on a human's head"} 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 , 61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_neck", "around your neck", "around a humans neck"} 62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
60 ,
61 {"body_skill", "in your skill slot", "in a human's skill slot"}
62 ,
63 {"body_finger", "on your finger", "on a human's finger"}
64 ,
65 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
66 , 64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
67 {"body_foot", "on your feet", "on a human's feet"} 65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
68 , 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
69 {"body_hand", "on your hands", "on a human's hands"} 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
70 ,
71 {"body_wrist", "around your wrists", "around a human's wrist"}
72 ,
73 {"body_waist", "around your waist", "around a human's waist"}
74 ,
75
76/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
77};
78
79static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
81 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
82 "eighteen", "nineteen", "twenty"
83}; 69};
84 70
85static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
86 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
87 "eighty", "ninety" 73 "eighty", "ninety"
112 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 98 {POTION, "potion", "potions", SK_ALCHEMY, 0},
113 {FOOD, "food", "food", SK_WOODSMAN, 0}, 99 {FOOD, "food", "food", SK_WOODSMAN, 0},
114 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 100 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115 {BOOK, "book", "books", SK_LITERACY, 0}, 101 {BOOK, "book", "books", SK_LITERACY, 0},
116 {CLOCK, "clock", "clocks", 0, 0}, 102 {CLOCK, "clock", "clocks", 0, 0},
117 {LIGHTNING, "lightning", "lightning", 0, 0},
118 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 103 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119 {BOW, "bow", "bows", SK_BOWYER, 0}, 104 {BOW, "bow", "bows", SK_BOWYER, 0},
120 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 105 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 106 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 107 {PEDESTAL, "pedestal", "pedestals", 0, 0},
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 127 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 128 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 129 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 130 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 131 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 132 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 133 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 134 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 135 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 136 {GOD, "god", "gods", 0, 0},
172 {FLOOR, "floor", "floors", 0, 0}, 156 {FLOOR, "floor", "floors", 0, 0},
173 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
177 {TRAP_PART, "trap part", "trap parts", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
178 {WALL, "wall", "walls", 0, 0},
179 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
180 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
181 {MONSTER, "monster", "monsters", 0, 0},
182 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
183 {LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
184 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185 {TOOL, "tool", "tools", 0, 0},
186 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187 {BUILDFAC, "building facility", "building facilities", 0, 0},
188 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
190 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
191 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
192 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
193 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
194 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
195 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
196 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
197 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
199 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
201 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
203 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
204 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
205 {FIREHOLES, "fireholes", "fireholes", 0, 0},
206 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
209 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
226 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
227 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
228 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
229}; 205};
230 206
231const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
232
233materialtype_t *materialt;
234
235/*
236materialtype material[NROFMATERIALS] = {
237 * P M F E C C A D W G P S P T F C D D C C G H B I *
238 * H A I L O O C R E H O L A U E A E E H O O O L N *
239 * Y G R E L N I A A O I O R R A N P A A U D L I T *
240 * S I E C D F D I P S S W A N R C L T O N Y N R *
241 * I C T U N O T O L E E H S T P D N *
242 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
243 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
244 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
245 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
246 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
247 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
248 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
249 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
250 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
251 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
252 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
253 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
254 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
255};
256*/
257 208
258/* This curve may be too steep. But the point is that there should 209/* This curve may be too steep. But the point is that there should
259 * be tough choices - there is no real point to this if everyone can 210 * be tough choices - there is no real point to this if everyone can
260 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
261 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
272}; 223};
273 224
274int 225int
275get_power_from_ench (int ench) 226get_power_from_ench (int ench)
276{ 227{
277 if (ench < 0)
278 ench = 0;
279 if (ench > 20)
280 ench = 20;
281 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
282} 229}
283 230
284/* This takes an object 'op' and figures out what its item_power 231/* This takes an object 'op' and figures out what its item_power
285 * rating should be. This should only really be used by the treasure 232 * rating should be. This should only really be used by the treasure
286 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
293{ 240{
294 int i, tmp, enc; 241 int i, tmp, enc;
295 242
296 enc = 0; 243 enc = 0;
297 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
298 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
299 246
300 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
301 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
302 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
303 * armour shouldn't be counted against 250 * armour shouldn't be counted against
320 if (op->type == WEAPON) 267 if (op->type == WEAPON)
321 { 268 {
322 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
323 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
324 enc++; 271 enc++;
272
325 if (op->slaying) 273 if (op->slaying)
326 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
327 } 275 }
276
328 /* Items the player can equip */ 277 /* Items the player can equip */
329 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
330 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
331 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
332 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 281 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
335 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
336 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
337 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
338 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
339 } 288 }
289
340 enc += op->stats.luck; 290 enc += op->stats.luck;
341 291
342 /* Do spell paths now */ 292 /* Do spell paths now */
343 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
344 {
345 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
346 enc++; 295 enc++;
347 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
348 enc -= 2; 297 enc -= 2;
349 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
350 enc--; 299 enc--;
351 }
352 300
353 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
354 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
355 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
356 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
357 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
358 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
359 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
360 enc += 1;
361 if (QUERY_FLAG (op, FLAG_XRAYS))
362 enc += 2;
363 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
364 enc += 1;
365 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
366 enc += 1;
367 308
368 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
369
370} 310}
371 311
372/* returns the typedata that has a number equal to itemtype, if there 312/* returns the typedata that has a number equal to itemtype, if there
373 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
374
375const typedata * 314const typedata *
376get_typedata (int itemtype) 315get_typedata (int itemtype)
377{ 316{
378 int i;
379
380 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
381 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
382 return &item_types[i]; 319 return &item_types[i];
320
383 return NULL; 321 return NULL;
384} 322}
385 323
386/* returns the typedata that has a name equal to itemtype, if there 324/* returns the typedata that has a name equal to itemtype, if there
387 * isn't one, return the plural name that matches, if there still isn't 325 * isn't one, return the plural name that matches, if there still isn't
388 * one return NULL */ 326 * one return NULL */
389
390const typedata * 327const typedata *
391get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
392{ 329{
393 int i;
394
395 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
396 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
397 return &item_types[i]; 332 return &item_types[i];
333
398 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
399 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
400 { 336 {
401 LOG (llevInfo, 337 LOG (llevInfo,
402 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 338 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
403 return &item_types[i]; 339 return &item_types[i];
404 } 340 }
341
405 return NULL; 342 return 0;
406} 343}
407 344
408/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
409 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
410 * a big buffer. 347 * a big buffer.
411 * if newline is true, we don't put parens around the description 348 * if newline is true, we don't put parens around the description
412 * but do put a newline at the end. Useful when dumping to files 349 * but do put a newline at the end. Useful when dumping to files
413 */ 350 */
414char * 351const char *
415describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
416{ 353{
417 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
418 char buf1[VERY_BIG_BUF];
419 int tmpvar;
420 355
421 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
422 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
423 {
424 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
425 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
426 if (!newline)
427 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
428 else
429 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
430 359
431 strcat (buf, buf1);
432 }
433 }
434 return buf; 360 return buf;
435} 361}
436
437 362
438/* 363/*
439 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
440 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
441 * The buffer will be overwritten by the next call to query_weight(). 366 * The buffer will be overwritten by the next call to query_weight().
442 */ 367 *
443 368 * Seems to be used only by unimportant stuff. Remove?
444char * 369 */
370const char *
445query_weight (const object *op) 371query_weight (const object *op)
446{ 372{
447 static char buf[10]; 373 static char buf[10];
448 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
449 375
450 if (op->weight < 0) 376 if (op->weight < 0)
451 return " "; 377 return " ";
378
452 if (i % 1000) 379 if (i % 1000)
453 sprintf (buf, "%6.1f", i / 1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
454 else 381 else
455 sprintf (buf, "%4d ", i / 1000); 382 sprintf (buf, "%4d ", i / 1000);
383
456 return buf; 384 return buf;
457} 385}
458 386
459/* 387/*
460 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
461 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
462 */ 390 */
463 391const char *
464char *
465get_levelnumber (int i) 392get_levelnumber (int i)
466{ 393{
467 static char buf[MAX_BUF]; 394 static char buf[MAX_BUF];
468 395
469 if (i > 99) 396 if (i > 99)
470 { 397 {
471 sprintf (buf, "%d.", i); 398 sprintf (buf, "%d.", i);
472 return buf; 399 return buf;
473 } 400 }
401
474 if (i < 21) 402 if (i < 21)
475 return levelnumbers[i]; 403 return levelnumbers[i];
404
476 if (!(i % 10)) 405 if (!(i % 10))
477 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
407
478 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
479 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
480 return buf; 410 return buf;
481}
482
483
484/*
485 * get_number(integer) returns the text-representation of the given number
486 * in a static buffer. The buffer might be overwritten at the next
487 * call to get_number().
488 * It is currently only used by the query_name() function.
489 */
490
491char *
492get_number (int i)
493{
494 if (i <= 20)
495 return numbers[i];
496 else
497 {
498 static char buf[MAX_BUF];
499
500 sprintf (buf, "%d", i);
501 return buf;
502 }
503} 411}
504 412
505/* 413/*
506 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
507 * abilities 415 * abilities
513 */ 421 */
514 422
515/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 423/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
516 * from stats.sp - b.t. 424 * from stats.sp - b.t.
517 */ 425 */
518char * 426static const char *
519ring_desc (const object *op) 427ring_desc (const object *op)
520{ 428{
521 static char buf[VERY_BIG_BUF]; 429 static dynbuf_text buf; buf.clear ();
522 int attr, val, len; 430 int attr, val, len;
523 431
524 buf[0] = 0;
525
526 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 432 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
527 return buf; 433 {
528
529 for (attr = 0; attr < NUM_STATS; attr++) 434 for (attr = 0; attr < NUM_STATS; attr++)
530 { 435 if ((val = op->stats.stat (attr)))
531 if ((val = get_attr_value (&(op->stats), attr)) != 0)
532 {
533 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 436 buf.printf ("(%s%+d)", short_stat_name[attr], val);
534 }
535 }
536 if (op->stats.exp)
537 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
538 if (op->stats.wc)
539 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
540 if (op->stats.dam)
541 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
542 if (op->stats.ac)
543 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
544 437
438 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
439 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
440 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
441 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
442
545 strcat (buf, describe_resistance (op, 0)); 443 buf << describe_resistance (op, 0);
546 444
547 if (op->stats.food != 0) 445 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
548 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
549 /* else if (op->stats.food < 0) 447 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
550 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
551 if (op->stats.grace) 449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
552 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
553 if (op->stats.sp && op->type != SKILL)
554 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
555 if (op->stats.hp)
556 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
557 if (op->stats.luck)
558 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
559 if (QUERY_FLAG (op, FLAG_LIFESAVE))
560 strcat (buf, "(lifesaving)");
561 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
562 strcat (buf, "(reflect spells)");
563 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
564 strcat (buf, "(reflect missiles)");
565 if (QUERY_FLAG (op, FLAG_STEALTH))
566 strcat (buf, "(stealth)");
567 /* Shorten some of the names, so they appear better in the windows */
568 len = strlen (buf);
569 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
570 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
571 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
572 450
573 /* if(op->item_power) 451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
574 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
575 */ 453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
576 if (buf[0] == 0 && op->type != SKILL) 454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
577 strcpy (buf, "of adornment");
578 455
456 buf.add_paths ("Attuned" , op->path_attuned);
457 buf.add_paths ("Repelled", op->path_repelled);
458 buf.add_paths ("Denied" , op->path_denied);
459
460 if (buf.empty ())
461 buf << "of adornment";
462 }
579 463
580 return buf; 464 return buf;
581} 465}
582 466
583/* 467/*
584 * query_short_name(object) is similar to query_name, but doesn't 468 * query_short_name(object) is similar to query_name, but doesn't
585 * contain any information about object status (worn/cursed/etc.) 469 * contain any information about object status (worn/cursed/etc.)
470 *
471 * It is sometimes used when printing messages, so should fit well into a sentence.
586 */ 472 */
587const char * 473const char *
588query_short_name (const object *op) 474query_short_name (const object *op)
589{ 475{
590 static char buf[HUGE_BUF];
591 char buf2[HUGE_BUF];
592 int len = 0;
593
594 if (op->name == NULL) 476 if (!op->name)
595 return "(null)"; 477 return "(null)";
596 478
597 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 479 if (!op->nrof
480 && !op->weight
481 && !op->title
482 && !is_magical (op)
483 && op->slaying != shstr_money)
598 return op->name; /* To speed things up (or make things slower?) */ 484 return op->name; /* To speed things up (or make things slower?) */
599 485
600 if (op->nrof <= 1) 486 static dynbuf_text buf; buf.clear ();
601 safe_strcat (buf, op->name, &len, HUGE_BUF); 487
602 else 488 buf << (op->nrof <= 1 ? op->name : op->name_pl);
603 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
604 489
605 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
606 { 491 buf << ' ' << op->title;
607 safe_strcat (buf, " ", &len, HUGE_BUF);
608 safe_strcat (buf, op->title, &len, HUGE_BUF);
609 }
610 492
611 switch (op->type) 493 switch (op->type)
612 { 494 {
613 case SPELLBOOK: 495 case SPELLBOOK:
614 case SCROLL: 496 case SCROLL:
615 case WAND: 497 case WAND:
616 case ROD: 498 case ROD:
617 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
618 { 500 {
619 if (!op->title) 501 if (!op->title)
620 { 502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
621 safe_strcat (buf, " of ", &len, HUGE_BUF); 503
622 if (op->inv)
623 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
624 else
625 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
626 }
627 if (op->type != SPELLBOOK) 504 if (op->type != SPELLBOOK)
628 {
629 sprintf (buf2, " (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 506 }
633 break; 507 break;
634 508
509 case ALTAR:
510 case TRIGGER_ALTAR:
511 case IDENTIFY_ALTAR:
512 case CONVERTER:
513 if (op->slaying == shstr_money)
514 {
515 bool wrap = !!buf.size ();
516
517 if (wrap) buf << " [";
518
519 archetype *coin = 0;
520
521 for (char const *const *c = coins; *coins; ++c)
522 if ((coin = archetype::find (*c)))
523 if (op->stats.food % coin->value == 0)
524 break;
525
526 sint32 coins = op->stats.food / coin->value;
527
528 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
529
530 if (wrap) buf << ']';
531 }
532 break;
533
635 case SKILL: 534 case SKILL:
636 case AMULET: 535 case AMULET:
637 case RING: 536 case RING:
638 if (!op->title) 537 if (!op->title)
639 { 538 {
640 /* If ring has a title, full description isn't so useful */ 539 /* If ring has a title, full description isn't so useful */
641 char *s = ring_desc (op); 540 const char *s = ring_desc (op);
642 541
643 if (s[0]) 542 if (s && *s)
644 { 543 buf << " " << s;
645 safe_strcat (buf, " ", &len, HUGE_BUF);
646 safe_strcat (buf, s, &len, HUGE_BUF);
647 }
648 } 544 }
649 break; 545 break;
546
650 default: 547 default:
651 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 548 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
652 {
653 sprintf (buf2, " %+d", op->magic); 549 buf.printf (" %+d", op->magic);
654 safe_strcat (buf, buf2, &len, HUGE_BUF);
655 }
656 } 550 }
551
657 return buf; 552 return buf;
658} 553}
659 554
660/* 555/*
661 * query_name(object) returns a character pointer pointing to a static 556 * query_name(object) returns a character pointer pointing to a static
665 * you can make several calls to query_name before the bufs start getting 560 * you can make several calls to query_name before the bufs start getting
666 * overwritten. This may be a bad thing (it may be easier to assume the value 561 * overwritten. This may be a bad thing (it may be easier to assume the value
667 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
668 * use several names much easier (don't need to store them to temp variables.) 563 * use several names much easier (don't need to store them to temp variables.)
669 * 564 *
565 * It is used extensively within messages, so should return only a prose
566 * and short description of the item.
567 * It is also used by examine/ex and similar functions.
670 */ 568 */
671char * 569const char *
672query_name (const object *op) 570query_name (const object *op)
673{ 571{
674 static char buf[5][HUGE_BUF]; 572 int len = 0;
573 static dynbuf_text bufs[5];
675 static int use_buf = 0; 574 static int use_buf = 0;
676 int len = 0;
677
678#ifdef NEW_MATERIAL_CODE
679 materialtype_t *mt;
680#endif
681 575
682 use_buf++; 576 use_buf++;
683 use_buf %= 5; 577 use_buf %= 5;
684 578
685#ifdef NEW_MATERIAL_CODE 579 dynbuf_text &buf = bufs [use_buf];
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 580 buf.clear ();
687 { 581
688 mt = name_to_material (op->materialname); 582#if 0
689 if (mt) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
690 { 584 buf << op->material->description << ' ';
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
692 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
693 }
694 }
695#endif 585#endif
696 586
697 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 587 buf << query_short_name (op);
698 588
699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
700 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 590 buf << " *";
701 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
702 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 592 buf << " (open)";
703 593
704 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
705 { 595 {
706 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
707 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 597 buf << " (damned)";
708 else if (QUERY_FLAG (op, FLAG_CURSED)) 598 else if (QUERY_FLAG (op, FLAG_CURSED))
709 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 599 buf << " (cursed)";
710 } 600 }
601
711 /* Basically, if the object is known magical (detect magic spell on it), 602 /* Basically, if the object is known magical (detect magic spell on it),
712 * and it isn't identified, print out the fact that 603 * and it isn't identified, print out the fact that
713 * it is magical. Assume that the detect magical spell will only set 604 * it is magical. Assume that the detect magical spell will only set
714 * KNOWN_MAGICAL if the item actually is magical. 605 * KNOWN_MAGICAL if the item actually is magical.
715 * 606 *
716 * Changed in V 0.91.4 - still print that the object is magical even 607 * Changed in V 0.91.4 - still print that the object is magical even
717 * if it has been applied. Equipping an item does not tell full 608 * if it has been applied. Equipping an item does not tell full
718 * abilities, especially for artifact items. 609 * abilities, especially for artifact items.
719 */ 610 */
720 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
721 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 612 buf << " (magic)";
722 613
723#if 0 614#if 0
724 /* item_power will be returned in desribe_item - it shouldn't really 615 /* item_power will be returned in describe_item - it shouldn't really
725 * be returned in the name. 616 * be returned in the name.
726 */ 617 */
727 if (op->item_power) 618 if (op->item_power)
728 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 619 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
729 620
731 622
732 if (QUERY_FLAG (op, FLAG_APPLIED)) 623 if (QUERY_FLAG (op, FLAG_APPLIED))
733 { 624 {
734 switch (op->type) 625 switch (op->type)
735 { 626 {
736 case BOW: 627 case BOW:
737 case WAND: 628 case WAND:
738 case ROD: 629 case ROD:
739 case HORN: 630 case HORN:
740 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 631 buf << " (applied)";
741 break; 632 break;
742 case WEAPON: 633 case WEAPON:
743 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 634 buf << " (applied)";
744 break; 635 break;
745 case ARMOUR: 636 case ARMOUR:
746 case HELMET: 637 case HELMET:
747 case SHIELD: 638 case SHIELD:
748 case RING: 639 case RING:
749 case BOOTS: 640 case BOOTS:
750 case GLOVES: 641 case GLOVES:
751 case AMULET: 642 case AMULET:
752 case GIRDLE: 643 case GIRDLE:
753 case BRACERS: 644 case BRACERS:
754 case CLOAK: 645 case CLOAK:
755 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 646 buf << " (worn)";
756 break; 647 break;
757 case CONTAINER: 648 case CONTAINER:
758 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 649 buf << " (active)";
759 break; 650 break;
760 case SKILL: 651 case SKILL:
761 default: 652 default:
762 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 653 buf << " (applied)";
763 } 654 }
764 } 655 }
656
657 switch (op->type)
658 {
659 case LAMP:
660 if (op->glow_radius)
661 buf << " (on)";
662 else if (op->stats.food <= 0)
663 buf << " (empty)";
664 else
665 buf << " (off)";
666 break;
667
668 case TORCH:
669 if (op->glow_radius)
670 buf << " (burning)";
671 else if (op->stats.food <= 0)
672 buf << " (burned out)";
673 break;
674 }
675
765 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
766 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 677 buf << " (unpaid)";
767 678
768 return buf[use_buf]; 679 return buf;
769} 680}
770 681
771/* 682/*
772 * query_base_name(object) returns a character pointer pointing to a static 683 * query_base_name(object) returns a character pointer pointing to a static
773 * buffer which contains a verbose textual representation of the name 684 * buffer which contains a verbose textual representation of the name
774 * of the given object. The buffer will be overwritten at the next 685 * of the given object. The buffer will be overwritten at the next
775 * call to query_base_name(). This is a lot like query_name, but we 686 * call to query_base_name(). This is a lot like query_name, but we
776 * don't include the item count or item status. Used for inventory sorting 687 * don't include the item count or item status. Used for inventory sorting
777 * and sending to client. 688 * and sending to client.
778 * If plural is set, we generate the plural name of this. 689 * If plural is set, we generate the plural name of this.
690 *
691 * It is sometimes used to display messages, and usually only used to match stuff,
692 * so maybe this function should be removed.
693 * It is also used for client-side inventory/item descriptions.
779 */ 694 */
780const char * 695const char *
781query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
782{ 697{
783 static char buf[MAX_BUF], buf2[MAX_BUF];
784 int len;
785 materialtype_t *mt;
786
787 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
788 return "(null)"; 699 return "(null)";
789 700
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 701 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
702 && op->type != EXIT)
791 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
792 704
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 705 static dynbuf_text buf; buf.clear ();
794 mt = name_to_material (op->materialname);
795 706
796#ifdef NEW_MATERIAL_CODE 707#if 0
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 709 if (op->arch->material != op->material)
799 { 710 buf << op->material->description << ' ';
800 strcpy (buf, mt->description);
801 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF);
803 if (!plural)
804 safe_strcat (buf, op->name, &len, MAX_BUF);
805 else
806 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
807 }
808 else
809 {
810#endif 711#endif
811 if (!plural) 712
812 strcpy (buf, op->name); 713 buf << (plural ? op->name_pl : op->name);
813 else
814 strcpy (buf, op->name_pl);
815 len = strlen (buf);
816#ifdef NEW_MATERIAL_CODE
817 }
818#endif
819 714
820 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
821 { 716 buf << ' ' << op->title;
822 safe_strcat (buf, " ", &len, MAX_BUF);
823 safe_strcat (buf, op->title, &len, MAX_BUF);
824 }
825 717
826 switch (op->type) 718 switch (op->type)
827 { 719 {
828 case SPELLBOOK: 720 case SPELLBOOK:
829 case SCROLL: 721 case SCROLL:
830 case WAND: 722 case WAND:
831 case ROD: 723 case ROD:
832 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 724 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
833 { 725 {
834 if (!op->title) 726 if (!op->title)
835 { 727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
836 safe_strcat (buf, " of ", &len, MAX_BUF); 728
837 if (op->inv)
838 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
839 else
840 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
841 }
842 if (op->type != SPELLBOOK) 729 if (op->type != SPELLBOOK)
843 {
844 sprintf (buf2, " (lvl %d)", op->level); 730 buf.printf (" (lvl %d)", op->level);
845 safe_strcat (buf, buf2, &len, MAX_BUF);
846 }
847 } 731 }
848 break; 732 break;
849 733
850 734
851 case SKILL: 735 case SKILL:
852 case AMULET: 736 case AMULET:
853 case RING: 737 case RING:
854 if (!op->title) 738 if (!op->title)
855 { 739 {
856 /* If ring has a title, full description isn't so useful */ 740 /* If ring has a title, full description isn't so useful */
857 char *s = ring_desc (op); 741 const char *s = ring_desc (op);
858 742
859 if (s[0]) 743 if (s && *s)
860 { 744 buf << ' ' << s;
861 safe_strcat (buf, " ", &len, MAX_BUF);
862 safe_strcat (buf, s, &len, MAX_BUF);
863 }
864 } 745 }
865 break; 746 break;
747
748 case EXIT:
749 // random map exits "unfortunately" get patched, so this only works before entering
750 if (EXIT_PATH (op) == shstr_random_map_exit)
751 buf << " (random map)";
752 else if (!EXIT_PATH (op))
753 buf << " (closed)";
754 break;
755
866 default: 756 default:
867 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
868 { 758 buf.printf (" %+d", op->magic);
869 sprintf (buf + strlen (buf), " %+d", op->magic);
870 }
871 } 759 }
760
872 return buf; 761 return buf;
873} 762}
874 763
875/* Break this off from describe_item - that function was way 764/* Break this off from describe_item - that function was way
876 * too long, making it difficult to read. This function deals 765 * too long, making it difficult to read. This function deals
877 * with describing the monsters & players abilities. It should only 766 * with describing the monsters & players abilities. It should only
878 * be called with monster & player objects. Returns a description 767 * be called with monster & player objects. Returns a description
879 * in a static buffer. 768 * in a static buffer.
880 */ 769 */
881
882static char * 770static const char *
883describe_monster (const object *op) 771describe_monster (const object *op)
884{ 772{
885 char buf[MAX_BUF]; 773 static dynbuf_text buf; buf.clear ();
886 static char retbuf[VERY_BIG_BUF];
887 int i;
888
889 retbuf[0] = '\0';
890 774
891 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
892 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
893 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
894 */ 778 */
895 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 779 if (op->has_active_speed ())
896 { 780 switch ((int)(op->speed * 15.))
897 switch ((int) ((FABS (op->speed)) * 15))
898 { 781 {
899 case 0: 782 case 0:
900 strcat (retbuf, "(very slow movement)"); 783 buf << "(very slow movement)";
901 break; 784 break;
902 case 1: 785 case 1:
903 strcat (retbuf, "(slow movement)"); 786 buf << "(slow movement)";
904 break; 787 break;
905 case 2: 788 case 2:
906 strcat (retbuf, "(normal movement)"); 789 buf << "(normal movement)";
907 break; 790 break;
908 case 3: 791 case 3:
909 case 4: 792 case 4:
910 strcat (retbuf, "(fast movement)"); 793 buf << "(fast movement)";
911 break; 794 break;
912 case 5: 795 case 5:
913 case 6: 796 case 6:
914 strcat (retbuf, "(very fast movement)"); 797 buf << "(very fast movement)";
915 break; 798 break;
916 case 7: 799 case 7:
917 case 8: 800 case 8:
918 case 9: 801 case 9:
919 case 10: 802 case 10:
920 strcat (retbuf, "(extremely fast movement)"); 803 buf << "(extremely fast movement)";
921 break; 804 break;
922 default: 805 default:
923 strcat (retbuf, "(lightning fast movement)"); 806 buf << "(lightning fast movement)";
924 break; 807 break;
925 } 808 }
926 } 809
927 if (QUERY_FLAG (op, FLAG_UNDEAD)) 810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
928 strcat (retbuf, "(undead)");
929 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
930 strcat (retbuf, "(see invisible)"); 812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
931 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
932 strcat (retbuf, "(wield weapon)"); 814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
933 if (QUERY_FLAG (op, FLAG_USE_BOW)) 815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
934 strcat (retbuf, "(archer)"); 816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
935 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
936 strcat (retbuf, "(wear armour)");
937 if (QUERY_FLAG (op, FLAG_USE_RING))
938 strcat (retbuf, "(wear ring)");
939 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
940 strcat (retbuf, "(read scroll)");
941 if (QUERY_FLAG (op, FLAG_USE_RANGE))
942 strcat (retbuf, "(fires wand/rod/horn)");
943 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
944 strcat (retbuf, "(skill user)"); 819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
945 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
946 strcat (retbuf, "(spellcaster)");
947 if (QUERY_FLAG (op, FLAG_FRIENDLY))
948 strcat (retbuf, "(friendly)");
949 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
950 strcat (retbuf, "(unaggressive)"); 822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
951 if (QUERY_FLAG (op, FLAG_HITBACK)) 823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
952 strcat (retbuf, "(hitback)"); 824
953 if (QUERY_FLAG (op, FLAG_STEALTH))
954 strcat (retbuf, "(stealthy)");
955 if (op->randomitems != NULL) 825 if (op->randomitems)
956 { 826 {
957 treasure *t;
958 int first = 1; 827 bool first = 1;
959 828
960 for (t = op->randomitems->items; t != NULL; t = t->next) 829 for (treasure *t = op->randomitems->items; t; t = t->next)
961 if (t->item && (t->item->clone.type == SPELL)) 830 if (t->item && t->item->type == SPELL)
962 { 831 {
963 if (first) 832 if (first)
964 { 833 buf << "(Spell abilities:)";
834
965 first = 0; 835 first = 0;
966 strcat (retbuf, "(Spell abilities:)"); 836
967 } 837 buf << '(' << t->item->object::name << ')';
968 strcat (retbuf, "(");
969 strcat (retbuf, t->item->clone.name);
970 strcat (retbuf, ")");
971 } 838 }
972 } 839 }
840
973 if (op->type == PLAYER) 841 if (op->type == PLAYER)
974 { 842 {
975 if (op->contr->digestion) 843 if (op->contr->digestion)
976 {
977 if (op->contr->digestion != 0)
978 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 844 buf.printf ("(sustenance%+d)", op->contr->digestion);
979 strcat (retbuf, buf); 845
980 }
981 if (op->contr->gen_grace) 846 if (op->contr->gen_grace)
982 {
983 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 847 buf.printf ("(grace%+d)", op->contr->gen_grace);
984 strcat (retbuf, buf); 848
985 }
986 if (op->contr->gen_sp) 849 if (op->contr->gen_sp)
987 {
988 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 850 buf.printf ("(magic%+d)", op->contr->gen_sp);
989 strcat (retbuf, buf); 851
990 }
991 if (op->contr->gen_hp) 852 if (op->contr->gen_hp)
992 {
993 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 853 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
994 strcat (retbuf, buf); 854
995 }
996 if (op->stats.luck) 855 if (op->stats.luck)
997 {
998 sprintf (buf, "(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
999 strcat (retbuf, buf);
1000 }
1001 } 857 }
1002 858
1003 /* describe attacktypes */ 859 /* describe attacktypes */
1004 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
1005 { 861 {
1006 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
1007 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
1008 * this makes it more readable. 864 * this makes it more readable.
1009 */ 865 */
1010 object *tmp; 866 object *tmp;
1011 867
1012 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 868 for (tmp = op->inv; tmp; tmp = tmp->below)
1013 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 869 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1014 break; 870 break;
1015 871
1016 if (tmp && tmp->attacktype != 0) 872 if (tmp && tmp->attacktype)
1017 { 873 buf.add_abilities ("Claws", tmp->attacktype);
1018 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1019 }
1020 else 874 else
1021 { 875 buf.add_abilities ("Attacks", op->attacktype);
1022 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1023 }
1024 } 876 }
1025 else 877 else
1026 { 878 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 879
1028 } 880 buf.add_paths ("Attuned" , op->path_attuned);
1029 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 881 buf.add_paths ("Repelled", op->path_repelled);
1030 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 882 buf.add_paths ("Denied" , op->path_denied);
1031 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 883
1032 for (i = 0; i < NROFATTACKS; i++) 884 for (int i = 0; i < NROFATTACKS; i++)
1033 {
1034 if (op->resist[i]) 885 if (op->resist[i])
1035 {
1036 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 886 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1037 strcat (retbuf, buf); 887
1038 }
1039 }
1040 return retbuf; 888 return buf;
1041} 889}
1042
1043 890
1044/* 891/*
1045 * Returns a pointer to a static buffer which contains a 892 * Returns a pointer to a static buffer which contains a
1046 * description of the given object. 893 * description of the given object.
1047 * If it is a monster, lots of information about its abilities 894 * If it is a monster, lots of information about its abilities
1056 * wouldn't need to use the SEE_INVISIBLE flag to know it is 903 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1057 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
1058 * a dwarven axe, in which the full abilities are only known to 905 * a dwarven axe, in which the full abilities are only known to
1059 * dwarves, etc. 906 * dwarves, etc.
1060 * 907 *
1061 * This function is really much more complicated than it should
1062 * be, because different objects have different meanings
1063 * for the same field (eg, wands use 'food' for charges). This
1064 * means these special cases need to be worked out.
1065 *
1066 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
1067 * owner can be null if no one is being associated with this 909 * owner can be null if no one is being associated with this
1068 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
1069 */ 911 */
1070 912const char *
1071char *
1072describe_item (const object *op, object *owner) 913describe_item (const object *op, object *owner)
1073{ 914{
1074 char buf[MAX_BUF]; 915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1075 static char retbuf[VERY_BIG_BUF]; 916 return describe_monster (op);
917
918 static dynbuf_text buf; buf.clear ();
1076 int identified, i; 919 int identified, i;
1077 920
1078 retbuf[0] = '\0';
1079 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1080 {
1081 return describe_monster (op);
1082 }
1083 /* figure this out once, instead of making multiple calls to need_identify. 921 /* figure this out once, instead of making multiple calls to need_identify.
1084 * also makes the code easier to read. 922 * also makes the code easier to read.
1085 */ 923 */
1086 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1087 identified = 1; 925 if (!identified)
1088 else 926 buf << "(unidentified)";
1089 { 927
1090 strcpy (retbuf, "(unidentified)");
1091 identified = 0;
1092 }
1093 switch (op->type) 928 switch (op->type)
1094 { 929 {
1095 case BOW: 930 case BOW:
1096 case ARROW: 931 case ARROW:
1097 case WAND: 932 case WAND:
1098 case ROD: 933 case ROD:
1099 case HORN: 934 case HORN:
1100 case WEAPON: 935 case WEAPON:
1101 case ARMOUR: 936 case ARMOUR:
1102 case HELMET: 937 case HELMET:
1103 case SHIELD: 938 case SHIELD:
1104 case BOOTS: 939 case BOOTS:
1105 case GLOVES: 940 case GLOVES:
1106 case GIRDLE: 941 case GIRDLE:
1107 case BRACERS: 942 case BRACERS:
1108 case CLOAK: 943 case CLOAK:
1109 case SKILL_TOOL: 944 case SKILL_TOOL:
1110 break; /* We have more information to do below this switch */ 945 break; /* We have more information to do below this switch */
1111 946
1112 case POWER_CRYSTAL: 947 case POWER_CRYSTAL:
1113 if (op->stats.maxsp > 1000) 948 if (op->stats.maxsp > 1000)
1114 { /*higher capacity crystals */ 949 { /*higher capacity crystals */
1115 i = (op->stats.maxsp % 100) / 10; 950 i = (op->stats.maxsp % 1000) / 100;
951
1116 if (i) 952 if (i)
1117 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 953 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1118 else 954 else
1119 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 955 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1120 } 956 }
1121 else 957 else
1122 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 958 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1123 strcat (retbuf, buf); 959
1124 i = (op->stats.sp * 10) / op->stats.maxsp; 960 i = (op->stats.sp * 10) / op->stats.maxsp;
1125 if (op->stats.sp == 0) 961 if (op->stats.sp == 0)
1126 strcat (retbuf, "empty."); 962 buf << "empty.";
1127 else if (i == 0) 963 else if (i == 0)
1128 strcat (retbuf, "almost empty."); 964 buf << "almost empty.";
1129 else if (i < 3) 965 else if (i < 3)
1130 strcat (retbuf, "partially filled."); 966 buf << "partially filled.";
1131 else if (i < 6) 967 else if (i < 6)
1132 strcat (retbuf, "half full."); 968 buf << "half full.";
1133 else if (i < 9) 969 else if (i < 9)
1134 strcat (retbuf, "well charged."); 970 buf << "well charged.";
1135 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1136 strcat (retbuf, "fully charged."); 972 buf << "fully charged.";
1137 else 973 else
1138 strcat (retbuf, "almost full."); 974 buf << "almost full.";
1139 break; 975 break;
976
977 case LAMP:
978 {
979 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
980 buf << "(fuel: ";
981 if (percent == 0)
982 buf << "empty";
983 else if (percent < 10)
984 buf << "very low";
985 else if (percent < 25)
986 buf << "low";
987 else if (percent < 50)
988 buf << "half empty";
989 else if (percent < 75)
990 buf << "half full";
991 else if (percent < 95)
992 buf << "well filled";
993 else if (percent <= 100)
994 buf << "full";
995 buf << ")";
996 }
997 break;
998
1140 case FOOD: 999 case FOOD:
1141 case FLESH: 1000 case FLESH:
1142 case DRINK: 1001 case DRINK:
1143 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1002 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1144 { 1003 {
1145 sprintf (buf, "(food+%d)", op->stats.food); 1004 buf.printf ("(food+%d)", op->stats.food);
1146 strcat (retbuf, buf);
1147 1005
1148 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1006 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1149 {
1150 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1007 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1151 strcat (retbuf, buf);
1152 }
1153 1008
1154 if (!QUERY_FLAG (op, FLAG_CURSED)) 1009 if (!QUERY_FLAG (op, FLAG_CURSED))
1155 { 1010 {
1156 if (op->stats.hp) 1011 if (op->stats.hp) buf << "(heals)";
1157 strcat (retbuf, "(heals)");
1158 if (op->stats.sp)
1159 strcat (retbuf, "(spellpoint regen)"); 1012 if (op->stats.sp) buf << "(spellpoint regen)";
1160 } 1013 }
1161 else 1014 else
1162 { 1015 {
1163 if (op->stats.hp) 1016 if (op->stats.hp) buf << "(damages)";
1164 strcat (retbuf, "(damages)");
1165 if (op->stats.sp)
1166 strcat (retbuf, "(spellpoint depletion)"); 1017 if (op->stats.sp) buf << "(spellpoint depletion)";
1167 } 1018 }
1168 } 1019 }
1169 break; 1020 break;
1170 1021
1171
1172 case SKILL: 1022 case SKILL:
1173 case RING: 1023 case RING:
1174 case AMULET: 1024 case AMULET:
1175 if (op->item_power) 1025 if (op->item_power)
1176 {
1177 sprintf (buf, "(item_power %+d)", op->item_power); 1026 buf.printf ("(item_power %+d)", op->item_power);
1178 strcat (retbuf, buf); 1027
1179 }
1180 if (op->title) 1028 if (op->title)
1181 strcat (retbuf, ring_desc (op)); 1029 buf << ring_desc (op);
1030
1182 return retbuf; 1031 return buf;
1183 1032
1184 default: 1033 default:
1185 return retbuf; 1034 return buf;
1186 } 1035 }
1187 1036
1188 /* Down here, we more further describe equipment type items. 1037 /* Down here, we more further describe equipment type items.
1189 * only describe them if they have been identified or the like. 1038 * only describe them if they have been identified or the like.
1190 */ 1039 */
1191 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1040 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1192 { 1041 {
1193 int attr, val; 1042 int attr, val;
1194 1043
1195 for (attr = 0; attr < NUM_STATS; attr++) 1044 for (attr = 0; attr < NUM_STATS; attr++)
1196 { 1045 if ((val = op->stats.stat (attr)))
1197 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1198 {
1199 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1046 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1200 strcat (retbuf, buf);
1201 }
1202 }
1203 1047
1204 if (op->stats.exp) 1048 if (op->stats.exp)
1205 {
1206 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1049 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1207 strcat (retbuf, buf);
1208 }
1209
1210 1050
1211 switch (op->type) 1051 switch (op->type)
1212 { 1052 {
1213 case BOW: 1053 case BOW:
1214 case ARROW: 1054 case ARROW:
1215 case GIRDLE: 1055 case GIRDLE:
1216 case HELMET: 1056 case HELMET:
1217 case SHIELD: 1057 case SHIELD:
1218 case BOOTS: 1058 case BOOTS:
1219 case GLOVES: 1059 case GLOVES:
1220 case WEAPON: 1060 case WEAPON:
1221 case SKILL: 1061 case SKILL:
1222 case RING: 1062 case RING:
1223 case AMULET: 1063 case AMULET:
1224 case ARMOUR: 1064 case ARMOUR:
1225 case BRACERS: 1065 case BRACERS:
1226 case FORCE: 1066 case FORCE:
1227 case CLOAK: 1067 case CLOAK:
1228 if (op->stats.wc) 1068 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1229 { 1069 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1230 sprintf (buf, "(wc%+d)", op->stats.wc); 1070 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1231 strcat (retbuf, buf); 1071
1232 }
1233 if (op->stats.dam)
1234 {
1235 sprintf (buf, "(dam%+d)", op->stats.dam);
1236 strcat (retbuf, buf);
1237 }
1238 if (op->stats.ac)
1239 {
1240 sprintf (buf, "(ac%+d)", op->stats.ac);
1241 strcat (retbuf, buf);
1242 }
1243 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1072 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1244 {
1245 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1073 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1246 strcat (retbuf, buf); 1074
1247 }
1248 break; 1075 break;
1249 1076
1250 default: 1077 default:
1251 break; 1078 break;
1252 } 1079 }
1253 if (QUERY_FLAG (op, FLAG_XRAYS)) 1080
1254 strcat (retbuf, "(xray-vision)"); 1081 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1255 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1082 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1256 strcat (retbuf, "(infravision)");
1257 1083
1258 /* levitate was what is was before, so we'll keep it */ 1084 /* levitate was what is was before, so we'll keep it */
1259 if (op->move_type & MOVE_FLY_LOW) 1085 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1260 strcat (retbuf, "(levitate)");
1261
1262 if (op->move_type & MOVE_FLY_HIGH) 1086 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1263 strcat (retbuf, "(fly)");
1264
1265 if (op->move_type & MOVE_SWIM) 1087 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1266 strcat (retbuf, "(swim)");
1267 1088
1268 /* walking is presumed as 'normal', so doesn't need mentioning */ 1089 /* walking is presumed as 'normal', so doesn't need mentioning */
1269 1090
1270 if (op->item_power) 1091 if (op->item_power)
1271 {
1272 sprintf (buf, "(item_power %+d)", op->item_power); 1092 buf.printf ("(item_power %+d)", op->item_power);
1273 strcat (retbuf, buf);
1274 }
1275 } /* End if identified or applied */ 1093 } /* End if identified or applied */
1276 1094
1277 /* This blocks only deals with fully identified object. 1095 /* This blocks only deals with fully identified object.
1278 * it is intentional that this is not an 'else' from a above - 1096 * it is intentional that this is not an 'else' from a above -
1279 * in this way, information is added. 1097 * in this way, information is added.
1282 { 1100 {
1283 int more_info = 0; 1101 int more_info = 0;
1284 1102
1285 switch (op->type) 1103 switch (op->type)
1286 { 1104 {
1287 case ROD: /* These use stats.sp for spell selection and stats.food */ 1105 case ROD: /* These use stats.sp for spell selection and stats.food */
1288 case HORN: /* and stats.hp for spell-point regeneration... */ 1106 case HORN: /* and stats.hp for spell-point regeneration... */
1289 case BOW: 1107 case BOW:
1290 case ARROW: 1108 case ARROW:
1291 case WAND: 1109 case WAND:
1292 case FOOD: 1110 case FOOD:
1293 case FLESH: 1111 case FLESH:
1294 case DRINK: 1112 case DRINK:
1295 more_info = 0; 1113 more_info = 0;
1296 break; 1114 break;
1297 1115
1298 /* Armor type objects */ 1116 /* Armor type objects */
1299 case ARMOUR: 1117 case ARMOUR:
1300 case HELMET: 1118 case HELMET:
1301 case SHIELD: 1119 case SHIELD:
1302 case BOOTS: 1120 case BOOTS:
1303 case GLOVES: 1121 case GLOVES:
1304 case GIRDLE: 1122 case GIRDLE:
1305 case BRACERS: 1123 case BRACERS:
1306 case CLOAK: 1124 case CLOAK:
1307 if (ARMOUR_SPEED (op)) 1125 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1308 { 1126 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1309 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1310 strcat (retbuf, buf);
1311 }
1312 if (ARMOUR_SPELLS (op))
1313 {
1314 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315 strcat (retbuf, buf);
1316 }
1317 more_info = 1; 1127 more_info = 1;
1318 break; 1128 break;
1319 1129
1320 case WEAPON: 1130 case WEAPON:
1321 /* Calculate it the same way fix_player does so the results 1131 /* Calculate it the same way fix_player does so the results
1322 * make sense. 1132 * make sense.
1323 */ 1133 */
1324 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1134 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1325 if (i < 0) 1135 if (i < 0)
1326 i = 0; 1136 i = 0;
1327 1137
1328 sprintf (buf, "(weapon speed %d)", i); 1138 buf.printf ("(weapon speed %d)", i);
1329 strcat (retbuf, buf);
1330 more_info = 1; 1139 more_info = 1;
1331 break; 1140 break;
1332
1333 } 1141 }
1142
1334 if (more_info) 1143 if (more_info)
1335 { 1144 {
1336 if (op->stats.food)
1337 {
1338 if (op->stats.food != 0)
1339 sprintf (buf, "(sustenance%+d)", op->stats.food); 1145 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1340 strcat (retbuf, buf);
1341 }
1342 if (op->stats.grace)
1343 {
1344 sprintf (buf, "(grace%+d)", op->stats.grace); 1146 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1345 strcat (retbuf, buf); 1147 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1346 }
1347 if (op->stats.sp)
1348 {
1349 sprintf (buf, "(magic%+d)", op->stats.sp);
1350 strcat (retbuf, buf);
1351 }
1352 if (op->stats.hp)
1353 {
1354 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1148 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1355 strcat (retbuf, buf);
1356 }
1357 } 1149 }
1358 1150
1359 if (op->stats.luck) 1151 if (op->stats.luck)
1360 {
1361 sprintf (buf, "(luck%+d)", op->stats.luck); 1152 buf.printf ("(luck%+d)", op->stats.luck);
1362 strcat (retbuf, buf); 1153
1363 }
1364 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1154 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1365 strcat (retbuf, "(lifesaving)"); 1155 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1366 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1367 strcat (retbuf, "(reflect spells)");
1368 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1156 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1369 strcat (retbuf, "(reflect missiles)");
1370 if (QUERY_FLAG (op, FLAG_STEALTH)) 1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1371 strcat (retbuf, "(stealth)"); 1158
1372 if (op->slaying != NULL && op->type != FOOD) 1159 if (op->slaying && op->type != FOOD)
1373 {
1374 sprintf (buf, "(slay %s)", &op->slaying); 1160 buf.printf ("(slay %s)", &op->slaying);
1375 strcat (retbuf, buf); 1161
1376 } 1162 if (op->type == SKILL_TOOL && op->skill)
1377 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1163 buf.printf ("(%s)", &op->skill);
1164
1165 buf.add_abilities ("Attacks", op->attacktype);
1378 /* resistance on flesh is only visible for quetzals. If 1166 /* resistance on flesh is only visible for quetzals. If
1379 * non flesh, everyone can see its resistances 1167 * non flesh, everyone can see its resistances
1380 */ 1168 */
1381 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1169 if (op->type != FLESH || (owner && owner->is_dragon ()))
1382 strcat (retbuf, describe_resistance (op, 0)); 1170 buf << describe_resistance (op, 0);
1383 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1384 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1385 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1386 }
1387 1171
1172 buf.add_paths ("Attuned", op->path_attuned);
1173 buf.add_paths ("Repelled", op->path_repelled);
1174 buf.add_paths ("Denied", op->path_denied);
1175 }
1176
1388 return retbuf; 1177 return buf;
1178}
1179
1180std::string
1181object::describe_item (object *who)
1182{
1183 return std::string (::describe_item (this, who));
1184}
1185
1186void
1187examine (object *op, object *tmp)
1188{
1189 std::string info = tmp->describe (op);
1190
1191 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1192}
1193
1194/*
1195 * inventory prints object's inventory. If inv==NULL then print player's
1196 * inventory.
1197 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1198 */
1199const char *
1200object::query_inventory (object *who, const char *indent)
1201{
1202 static dynbuf_text buf; buf.clear ();
1203
1204 for (object *tmp = inv; tmp; tmp = tmp->below)
1205 if (who && QUERY_FLAG (who, FLAG_WIZ))
1206 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1208 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1209
1210 if (buf.size ())
1211 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1212 else
1213 buf.printf ("%s(empty)\n", indent);
1214
1215 return buf;
1389} 1216}
1390 1217
1391/* Return true if the item is magical. A magical item is one that 1218/* Return true if the item is magical. A magical item is one that
1392 * increases/decreases any abilities, provides a resistance, 1219 * increases/decreases any abilities, provides a resistance,
1393 * has a generic magical bonus, or is an artifact. 1220 * has a generic magical bonus, or is an artifact.
1394 * This function is used by detect_magic to determine if an item 1221 * This function is used by detect_magic to determine if an item
1395 * should be marked as magical. 1222 * should be marked as magical.
1396 */ 1223 */
1397
1398int 1224int
1399is_magical (const object *op) 1225is_magical (const object *op)
1400{ 1226{
1401 int i; 1227 int i;
1402 1228
1453 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1279 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1454 return 1; 1280 return 1;
1455 1281
1456 /* Check to see if it increases/decreases any stats */ 1282 /* Check to see if it increases/decreases any stats */
1457 for (i = 0; i < NUM_STATS; i++) 1283 for (i = 0; i < NUM_STATS; i++)
1458 if (get_attr_value (&(op->stats), i) != 0) 1284 if (op->stats.stat (i))
1459 return 1; 1285 return 1;
1460 1286
1461 /* If it doesn't fall into any of the above categories, must 1287 /* If it doesn't fall into any of the above categories, must
1462 * be non magical. 1288 * be non magical.
1463 */ 1289 */
1472int 1298int
1473need_identify (const object *op) 1299need_identify (const object *op)
1474{ 1300{
1475 switch (op->type) 1301 switch (op->type)
1476 { 1302 {
1477 case RING: 1303 case RING:
1478 case WAND: 1304 case WAND:
1479 case ROD: 1305 case ROD:
1480 case HORN: 1306 case HORN:
1481 case SCROLL: 1307 case SCROLL:
1482 case SKILL: 1308 case SKILL:
1483 case SKILLSCROLL: 1309 case SKILLSCROLL:
1484 case SPELLBOOK: 1310 case SPELLBOOK:
1485 case FOOD: 1311 case FOOD:
1486 case POTION: 1312 case POTION:
1487 case BOW: 1313 case BOW:
1488 case ARROW: 1314 case ARROW:
1489 case WEAPON: 1315 case WEAPON:
1490 case ARMOUR: 1316 case ARMOUR:
1491 case SHIELD: 1317 case SHIELD:
1492 case HELMET: 1318 case HELMET:
1493 case AMULET: 1319 case AMULET:
1494 case BOOTS: 1320 case BOOTS:
1495 case GLOVES: 1321 case GLOVES:
1496 case BRACERS: 1322 case BRACERS:
1497 case GIRDLE: 1323 case GIRDLE:
1498 case CONTAINER: 1324 case CONTAINER:
1499 case DRINK: 1325 case DRINK:
1500 case FLESH: 1326 case FLESH:
1501 case INORGANIC: 1327 case INORGANIC:
1502 case CLOSE_CON: 1328 case CLOSE_CON:
1503 case CLOAK: 1329 case CLOAK:
1504 case GEM: 1330 case GEM:
1505 case POWER_CRYSTAL: 1331 case POWER_CRYSTAL:
1506 case POISON: 1332 case POISON:
1507 case BOOK: 1333 case BOOK:
1508 case SKILL_TOOL: 1334 case SKILL_TOOL:
1509 return 1; 1335 return 1;
1510 } 1336 }
1337
1511 /* Try to track down some stuff that may show up here. Thus, the 1338 /* Try to track down some stuff that may show up here. Thus, the
1512 * archetype file can be updated, and this function removed. 1339 * archetype file can be updated, and this function removed.
1513 */ 1340 */
1514#if 0 1341#if 0
1515 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1342 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1516#endif 1343#endif
1517 return 0; 1344 return 0;
1518} 1345}
1519 1346
1520
1521/* 1347/*
1522 * Supposed to fix face-values as well here, but later. 1348 * Supposed to fix face-values as well here, but later.
1523 */ 1349 */
1524
1525void 1350void
1526identify (object *op) 1351identify (object *op)
1527{ 1352{
1528 object *pl;
1529
1530 SET_FLAG (op, FLAG_IDENTIFIED); 1353 SET_FLAG (op, FLAG_IDENTIFIED);
1531 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1354 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1532 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1355 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1533 1356
1534 /* 1357 /*
1541 { 1364 {
1542 if (op->inv && op->randomitems) 1365 if (op->inv && op->randomitems)
1543 op->title = op->inv->name; 1366 op->title = op->inv->name;
1544 else if (op->arch) 1367 else if (op->arch)
1545 { 1368 {
1546 op->name = op->arch->clone.name; 1369 op->name = op->arch->object::name;
1547 op->name_pl = op->arch->clone.name_pl; 1370 op->name_pl = op->arch->object::name_pl;
1548 } 1371 }
1549 } 1372 }
1550 1373
1551 /* If the object is on a map, make sure we update its face */ 1374 /* If the object is on a map, make sure we update its face */
1552 if (op->map) 1375 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1376 update_object (op, UP_OBJ_CHANGE);
1554 else 1377
1555 { 1378 if (object *pl = op->visible_to ())
1556 pl = is_player_inv (op->env);
1557 if (pl)
1558 /* A lot of the values can change from an update - might as well send 1379 /* A lot of the values can change from an update - might as well send
1559 * it all. 1380 * it all.
1560 */ 1381 */
1561 esrv_send_item (pl, op); 1382 esrv_send_item (pl, op);
1562 }
1563} 1383}
1384

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