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Comparing deliantra/server/common/item.C (file contents):
Revision 1.14 by elmex, Wed Dec 20 14:11:42 2006 UTC vs.
Revision 1.60 by root, Thu Oct 15 20:12:35 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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.
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 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 68};
65 69
66static char numbers[21][20] = { 70static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
161 {LIGHTER, "lighter", "lighters", 0, 0}, 165 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
164 {LAMP, "lamp", "lamps", 0, 0}, 168 {LAMP, "lamp", "lamps", 0, 0},
165 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
166 {TOOL, "tool", "tools", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {BUILDFAC, "building facility", "building facilities", 0, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 172 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 173 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 174 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 175 {T_HANDLE, "cf handle", "cf handles", 0, 0},
174 {HOLE, "hole", "holes", 0, 0}, 176 {HOLE, "hole", "holes", 0, 0},
175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176 {SIGN, "sign", "signs", 0, 0}, 178 {SIGN, "sign", "signs", 0, 0},
177 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 179 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
251}; 253};
252 254
253int 255int
254get_power_from_ench (int ench) 256get_power_from_ench (int ench)
255{ 257{
256 if (ench < 0)
257 ench = 0;
258 if (ench > 20)
259 ench = 20;
260 return enc_to_item_power[ench]; 258 return enc_to_item_power [clamp (ench, 0, 20)];
261} 259}
262 260
263/* This takes an object 'op' and figures out what its item_power 261/* This takes an object 'op' and figures out what its item_power
264 * rating should be. This should only really be used by the treasure 262 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns 263 * generation code, and when loading legacy objects. It returns
272{ 270{
273 int i, tmp, enc; 271 int i, tmp, enc;
274 272
275 enc = 0; 273 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 274 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 275 enc += op->stats.stat (i);
278 276
279 /* This protection logic is pretty flawed. 20% fire resistance 277 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 278 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 279 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 280 * armour shouldn't be counted against
299 if (op->type == WEAPON) 297 if (op->type == WEAPON)
300 { 298 {
301 for (i = 1; i < NROFATTACKS; i++) 299 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 300 if (op->attacktype & (1 << i))
303 enc++; 301 enc++;
302
304 if (op->slaying) 303 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
306 } 305 }
306
307 /* Items the player can equip */ 307 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 309 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 310 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314 enc += op->stats.hp; /* hp regen */ 314 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 315 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 316 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 317 enc += op->stats.exp; /* speed bonus */
318 } 318 }
319
319 enc += op->stats.luck; 320 enc += op->stats.luck;
320 321
321 /* Do spell paths now */ 322 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 323 for (i = 1; i < NRSPELLPATHS; i++)
323 { 324 {
327 enc -= 2; 328 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 329 else if (op->path_repelled & (1 << i))
329 enc--; 330 enc--;
330 } 331 }
331 332
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 333 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 336 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 337 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 338 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 339 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346 340
347 return get_power_from_ench (enc); 341 return get_power_from_ench (enc);
348
349} 342}
350 343
351/* returns the typedata that has a number equal to itemtype, if there 344/* returns the typedata that has a number equal to itemtype, if there
352 * isn't one, returns NULL */ 345 * isn't one, returns NULL */
353
354const typedata * 346const typedata *
355get_typedata (int itemtype) 347get_typedata (int itemtype)
356{ 348{
357 int i;
358
359 for (i = 0; i < item_types_size; i++) 349 for (int i = 0; i < item_types_size; i++)
360 if (item_types[i].number == itemtype) 350 if (item_types[i].number == itemtype)
361 return &item_types[i]; 351 return &item_types[i];
352
362 return NULL; 353 return NULL;
363} 354}
364 355
365/* returns the typedata that has a name equal to itemtype, if there 356/* returns the typedata that has a name equal to itemtype, if there
366 * isn't one, return the plural name that matches, if there still isn't 357 * isn't one, return the plural name that matches, if there still isn't
367 * one return NULL */ 358 * one return NULL */
368
369const typedata * 359const typedata *
370get_typedata_by_name (const char *name) 360get_typedata_by_name (const char *name)
371{ 361{
372 int i;
373
374 for (i = 0; i < item_types_size; i++) 362 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name, name)) 363 if (!strcmp (item_types[i].name, name))
376 return &item_types[i]; 364 return &item_types[i];
365
377 for (i = 0; i < item_types_size; i++) 366 for (int i = 0; i < item_types_size; i++)
378 if (!strcmp (item_types[i].name_pl, name)) 367 if (!strcmp (item_types[i].name_pl, name))
379 { 368 {
380 LOG (llevInfo, 369 LOG (llevInfo,
381 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 370 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
382 return &item_types[i]; 371 return &item_types[i];
383 } 372 }
373
384 return NULL; 374 return 0;
385} 375}
386 376
387/* describe_resistance generates the visible naming for resistances. 377/* describe_resistance generates the visible naming for resistances.
388 * returns a static array of the description. This can return 378 * returns a static array of the description. This can return
389 * a big buffer. 379 * a big buffer.
390 * if newline is true, we don't put parens around the description 380 * if newline is true, we don't put parens around the description
391 * but do put a newline at the end. Useful when dumping to files 381 * but do put a newline at the end. Useful when dumping to files
392 */ 382 */
393char * 383const char *
394describe_resistance (const object *op, int newline) 384describe_resistance (const object *op, int newline)
395{ 385{
396 static char buf[VERY_BIG_BUF]; 386 static dynbuf_text buf; buf.clear ();
397 char buf1[VERY_BIG_BUF];
398 int tmpvar;
399 387
400 buf[0] = 0; 388 for (int i = 0; i < NROFATTACKS; i++)
401 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
402 {
403 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 389 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
404 { 390 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
405 if (!newline)
406 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
407 else
408 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
409 391
410 strcat (buf, buf1);
411 }
412 }
413 return buf; 392 return buf;
414} 393}
415 394
416 395
417/* 396/*
418 * query_weight(object) returns a character pointer to a static buffer 397 * query_weight(object) returns a character pointer to a static buffer
419 * containing the text-representation of the weight of the given object. 398 * containing the text-representation of the weight of the given object.
420 * The buffer will be overwritten by the next call to query_weight(). 399 * The buffer will be overwritten by the next call to query_weight().
421 */ 400 *
422 401 * Seems to be used only by unimportant stuff. Remove?
423char * 402 */
403const char *
424query_weight (const object *op) 404query_weight (const object *op)
425{ 405{
426 static char buf[10]; 406 static char buf[10];
427 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 407 sint32 i = op->total_weight ();
428 408
429 if (op->weight < 0) 409 if (op->weight < 0)
430 return " "; 410 return " ";
411
431 if (i % 1000) 412 if (i % 1000)
432 sprintf (buf, "%6.1f", i / 1000.0); 413 sprintf (buf, "%6.1f", i / 1000.0);
433 else 414 else
434 sprintf (buf, "%4d ", i / 1000); 415 sprintf (buf, "%4d ", i / 1000);
416
435 return buf; 417 return buf;
436} 418}
437 419
438/* 420/*
439 * Returns the pointer to a static buffer containing 421 * Returns the pointer to a static buffer containing
440 * the number requested (of the form first, second, third...) 422 * the number requested (of the form first, second, third...)
441 */ 423 */
442 424const char *
443char *
444get_levelnumber (int i) 425get_levelnumber (int i)
445{ 426{
446 static char buf[MAX_BUF]; 427 static char buf[MAX_BUF];
447 428
448 if (i > 99) 429 if (i > 99)
449 { 430 {
450 sprintf (buf, "%d.", i); 431 sprintf (buf, "%d.", i);
451 return buf; 432 return buf;
452 } 433 }
434
453 if (i < 21) 435 if (i < 21)
454 return levelnumbers[i]; 436 return levelnumbers[i];
437
455 if (!(i % 10)) 438 if (!(i % 10))
456 return levelnumbers_10[i / 10]; 439 return levelnumbers_10[i / 10];
440
457 strcpy (buf, numbers_10[i / 10]); 441 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]); 442 strcat (buf, levelnumbers[i % 10]);
459 return buf; 443 return buf;
460} 444}
461
462 445
463/* 446/*
464 * get_number(integer) returns the text-representation of the given number 447 * get_number(integer) returns the text-representation of the given number
465 * in a static buffer. The buffer might be overwritten at the next 448 * in a static buffer. The buffer might be overwritten at the next
466 * call to get_number(). 449 * call to get_number().
467 * It is currently only used by the query_name() function. 450 * It is currently only used by the query_name() function.
468 */ 451 */
469 452const char *
470char *
471get_number (int i) 453get_number (int i)
472{ 454{
473 if (i <= 20) 455 if (i <= 20)
474 return numbers[i]; 456 return numbers[i];
475 else 457 else
492 */ 474 */
493 475
494/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 476/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
495 * from stats.sp - b.t. 477 * from stats.sp - b.t.
496 */ 478 */
497char * 479const char *
498ring_desc (const object *op) 480ring_desc (const object *op)
499{ 481{
500 static char buf[VERY_BIG_BUF]; 482 static dynbuf_text buf; buf.clear ();
501 int attr, val, len; 483 int attr, val, len;
502 484
503 buf[0] = 0;
504
505 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 485 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
506 return buf; 486 {
507
508 for (attr = 0; attr < NUM_STATS; attr++) 487 for (attr = 0; attr < NUM_STATS; attr++)
509 { 488 if ((val = op->stats.stat (attr)))
510 if ((val = get_attr_value (&(op->stats), attr)) != 0)
511 {
512 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 489 buf.printf ("(%s%+d)", short_stat_name[attr], val);
513 }
514 }
515 if (op->stats.exp)
516 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
517 if (op->stats.wc)
518 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
519 if (op->stats.dam)
520 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
521 if (op->stats.ac)
522 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
523 490
491 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
492 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
493 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
494 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
495
524 strcat (buf, describe_resistance (op, 0)); 496 buf << describe_resistance (op, 0);
525 497
526 if (op->stats.food != 0) 498 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
527 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 499 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
528 /* else if (op->stats.food < 0) 500 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
529 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 501 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
530 if (op->stats.grace) 502 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
531 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
532 if (op->stats.sp && op->type != SKILL)
533 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
534 if (op->stats.hp)
535 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
536 if (op->stats.luck)
537 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
538 if (QUERY_FLAG (op, FLAG_LIFESAVE))
539 strcat (buf, "(lifesaving)");
540 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
541 strcat (buf, "(reflect spells)");
542 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
543 strcat (buf, "(reflect missiles)");
544 if (QUERY_FLAG (op, FLAG_STEALTH))
545 strcat (buf, "(stealth)");
546 /* Shorten some of the names, so they appear better in the windows */
547 len = strlen (buf);
548 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
550 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
551 503
552 /* if(op->item_power) 504 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
553 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 505 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
554 */ 506 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
555 if (buf[0] == 0 && op->type != SKILL) 507 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
556 strcpy (buf, "of adornment");
557 508
509 buf.add_paths ("Attuned" , op->path_attuned);
510 buf.add_paths ("Repelled", op->path_repelled);
511 buf.add_paths ("Denied" , op->path_denied);
512
513 if (buf.empty ())
514 buf << "of adornment";
515 }
558 516
559 return buf; 517 return buf;
560} 518}
561 519
562/* 520/*
563 * query_short_name(object) is similar to query_name, but doesn't 521 * query_short_name(object) is similar to query_name, but doesn't
564 * contain any information about object status (worn/cursed/etc.) 522 * contain any information about object status (worn/cursed/etc.)
523 *
524 * It is sometimes used when printing messages, so should fit well into a sentence.
565 */ 525 */
566const char * 526const char *
567query_short_name (const object *op) 527query_short_name (const object *op)
568{ 528{
569 static char buf[HUGE_BUF];
570 char buf2[HUGE_BUF];
571 int len = 0;
572
573 if (op->name == NULL) 529 if (!op->name)
574 return "(null)"; 530 return "(null)";
575 531
576 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 532 if (!op->nrof
533 && !op->weight
534 && !op->title
535 && !is_magical (op)
536 && op->slaying != shstr_money)
577 return op->name; /* To speed things up (or make things slower?) */ 537 return op->name; /* To speed things up (or make things slower?) */
578 538
579 if (op->nrof <= 1) 539 static dynbuf_text buf; buf.clear ();
580 safe_strcat (buf, op->name, &len, HUGE_BUF); 540
581 else 541 buf << (op->nrof <= 1 ? op->name : op->name_pl);
582 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
583 542
584 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 543 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
585 { 544 buf << ' ' << op->title;
586 safe_strcat (buf, " ", &len, HUGE_BUF);
587 safe_strcat (buf, op->title, &len, HUGE_BUF);
588 }
589 545
590 switch (op->type) 546 switch (op->type)
591 { 547 {
592 case SPELLBOOK: 548 case SPELLBOOK:
593 case SCROLL: 549 case SCROLL:
594 case WAND: 550 case WAND:
595 case ROD: 551 case ROD:
596 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 552 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
597 { 553 {
598 if (!op->title) 554 if (!op->title)
599 { 555 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
600 safe_strcat (buf, " of ", &len, HUGE_BUF); 556
601 if (op->inv)
602 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
603 else
604 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
605 }
606 if (op->type != SPELLBOOK) 557 if (op->type != SPELLBOOK)
607 {
608 sprintf (buf2, " (lvl %d)", op->level); 558 buf.printf (" (lvl %d)", op->level);
609 safe_strcat (buf, buf2, &len, HUGE_BUF);
610 }
611 } 559 }
612 break; 560 break;
613 561
562 case ALTAR:
563 case TRIGGER_ALTAR:
564 case IDENTIFY_ALTAR:
565 case CONVERTER:
566 if (op->slaying == shstr_money)
567 {
568 bool wrap = !!buf.size ();
569
570 if (wrap) buf << " [";
571
572 archetype *coin = 0;
573
574 for (char const *const *c = coins; *coins; ++c)
575 if ((coin = archetype::find (*c)))
576 if (op->stats.food % coin->value == 0)
577 break;
578
579 sint32 coins = op->stats.food / coin->value;
580
581 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
582
583 if (wrap) buf << ']';
584 }
585 break;
586
614 case SKILL: 587 case SKILL:
615 case AMULET: 588 case AMULET:
616 case RING: 589 case RING:
617 if (!op->title) 590 if (!op->title)
618 { 591 {
619 /* If ring has a title, full description isn't so useful */ 592 /* If ring has a title, full description isn't so useful */
620 char *s = ring_desc (op); 593 const char *s = ring_desc (op);
621 594
622 if (s[0]) 595 if (s && *s)
623 { 596 buf << " " << s;
624 safe_strcat (buf, " ", &len, HUGE_BUF);
625 safe_strcat (buf, s, &len, HUGE_BUF);
626 }
627 } 597 }
628 break; 598 break;
599
629 default: 600 default:
630 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 601 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
631 {
632 sprintf (buf2, " %+d", op->magic); 602 buf.printf (" %+d", op->magic);
633 safe_strcat (buf, buf2, &len, HUGE_BUF);
634 }
635 } 603 }
604
636 return buf; 605 return buf;
637} 606}
638 607
639/* 608/*
640 * query_name(object) returns a character pointer pointing to a static 609 * query_name(object) returns a character pointer pointing to a static
644 * you can make several calls to query_name before the bufs start getting 613 * you can make several calls to query_name before the bufs start getting
645 * overwritten. This may be a bad thing (it may be easier to assume the value 614 * overwritten. This may be a bad thing (it may be easier to assume the value
646 * returned is good forever.) However, it makes printing statements that 615 * returned is good forever.) However, it makes printing statements that
647 * use several names much easier (don't need to store them to temp variables.) 616 * use several names much easier (don't need to store them to temp variables.)
648 * 617 *
618 * It is used extensively within messages, so should return only a prose
619 * and short description of the item.
649 */ 620 */
650char * 621const char *
651query_name (const object *op) 622query_name (const object *op)
652{ 623{
653 static char buf[5][HUGE_BUF]; 624 int len = 0;
625 static dynbuf_text bufs[5];
654 static int use_buf = 0; 626 static int use_buf = 0;
655 int len = 0;
656
657#ifdef NEW_MATERIAL_CODE
658 materialtype_t *mt;
659#endif
660 627
661 use_buf++; 628 use_buf++;
662 use_buf %= 5; 629 use_buf %= 5;
663 630
664#ifdef NEW_MATERIAL_CODE 631 dynbuf_text &buf = bufs [use_buf];
632 buf.clear ();
633
665 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 634 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
666 {
667 mt = name_to_material (op->materialname); 635 if (materialtype_t *mt = name_to_material (op->materialname))
668 if (mt) 636 buf << mt->description << ' ';
669 {
670 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
671 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
672 }
673 }
674#endif
675 637
676 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 638 buf << query_short_name (op);
677 639
678 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 640 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
679 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 641 buf << " *";
680 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 642 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
681 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 643 buf << " (open)";
682 644
683 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 645 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
684 { 646 {
685 if (QUERY_FLAG (op, FLAG_DAMNED)) 647 if (QUERY_FLAG (op, FLAG_DAMNED))
686 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 648 buf << " (damned)";
687 else if (QUERY_FLAG (op, FLAG_CURSED)) 649 else if (QUERY_FLAG (op, FLAG_CURSED))
688 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 650 buf << " (cursed)";
689 } 651 }
652
690 /* Basically, if the object is known magical (detect magic spell on it), 653 /* Basically, if the object is known magical (detect magic spell on it),
691 * and it isn't identified, print out the fact that 654 * and it isn't identified, print out the fact that
692 * it is magical. Assume that the detect magical spell will only set 655 * it is magical. Assume that the detect magical spell will only set
693 * KNOWN_MAGICAL if the item actually is magical. 656 * KNOWN_MAGICAL if the item actually is magical.
694 * 657 *
695 * Changed in V 0.91.4 - still print that the object is magical even 658 * Changed in V 0.91.4 - still print that the object is magical even
696 * if it has been applied. Equipping an item does not tell full 659 * if it has been applied. Equipping an item does not tell full
697 * abilities, especially for artifact items. 660 * abilities, especially for artifact items.
698 */ 661 */
699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 662 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 663 buf << " (magic)";
701 664
702#if 0 665#if 0
703 /* item_power will be returned in desribe_item - it shouldn't really 666 /* item_power will be returned in describe_item - it shouldn't really
704 * be returned in the name. 667 * be returned in the name.
705 */ 668 */
706 if (op->item_power) 669 if (op->item_power)
707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 670 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708 671
710 673
711 if (QUERY_FLAG (op, FLAG_APPLIED)) 674 if (QUERY_FLAG (op, FLAG_APPLIED))
712 { 675 {
713 switch (op->type) 676 switch (op->type)
714 { 677 {
715 case BOW: 678 case BOW:
716 case WAND: 679 case WAND:
717 case ROD: 680 case ROD:
718 case HORN: 681 case HORN:
719 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 682 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
720 break; 683 break;
721 case WEAPON: 684 case WEAPON:
722 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 685 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
723 break; 686 break;
724 case ARMOUR: 687 case ARMOUR:
725 case HELMET: 688 case HELMET:
726 case SHIELD: 689 case SHIELD:
727 case RING: 690 case RING:
728 case BOOTS: 691 case BOOTS:
729 case GLOVES: 692 case GLOVES:
730 case AMULET: 693 case AMULET:
731 case GIRDLE: 694 case GIRDLE:
732 case BRACERS: 695 case BRACERS:
733 case CLOAK: 696 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 697 buf << " (worn)";
735 break; 698 break;
736 case CONTAINER: 699 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 700 buf << " (active)";
738 break; 701 break;
739 case SKILL: 702 case SKILL:
740 default: 703 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 704 buf << " (applied)";
742 } 705 }
743 } 706 }
707
708 switch (op->type)
709 {
710 case LAMP:
711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
718
719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
744 if (QUERY_FLAG (op, FLAG_UNPAID)) 727 if (QUERY_FLAG (op, FLAG_UNPAID))
745 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 728 buf << " (unpaid)";
746 729
747 return buf[use_buf]; 730 return buf;
748} 731}
749 732
750/* 733/*
751 * query_base_name(object) returns a character pointer pointing to a static 734 * query_base_name(object) returns a character pointer pointing to a static
752 * buffer which contains a verbose textual representation of the name 735 * buffer which contains a verbose textual representation of the name
753 * of the given object. The buffer will be overwritten at the next 736 * of the given object. The buffer will be overwritten at the next
754 * call to query_base_name(). This is a lot like query_name, but we 737 * call to query_base_name(). This is a lot like query_name, but we
755 * don't include the item count or item status. Used for inventory sorting 738 * don't include the item count or item status. Used for inventory sorting
756 * and sending to client. 739 * and sending to client.
757 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
758 */ 744 */
759const char * 745const char *
760query_base_name (const object *op, int plural) 746query_base_name (const object *op, int plural)
761{ 747{
762 static char buf[MAX_BUF], buf2[MAX_BUF];
763 int len;
764 materialtype_t *mt;
765
766 if ((!plural && !op->name) || (plural && !op->name_pl)) 748 if ((!plural && !op->name) || (plural && !op->name_pl))
767 return "(null)"; 749 return "(null)";
768 750
769 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 751 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
770 return op->name; /* To speed things up (or make things slower?) */ 752 return op->name; /* To speed things up (or make things slower?) */
771 753
754 static dynbuf_text buf; buf.clear ();
755
772 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 756 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
773 mt = name_to_material (op->materialname); 757 if (materialtype_t *mt = name_to_material (op->materialname))
758 if (op->arch->materialname != mt->name)
759 buf << mt->description << ' ';
774 760
775#ifdef NEW_MATERIAL_CODE 761 buf << (plural ? op->name_pl : op->name);
776 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
777 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
778 {
779 strcpy (buf, mt->description);
780 len = strlen (buf);
781 safe_strcat (buf, " ", &len, MAX_BUF);
782 if (!plural)
783 safe_strcat (buf, op->name, &len, MAX_BUF);
784 else
785 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
786 }
787 else
788 {
789#endif
790 if (!plural)
791 strcpy (buf, op->name);
792 else
793 strcpy (buf, op->name_pl);
794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 762
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 763 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 764 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 765
805 switch (op->type) 766 switch (op->type)
806 { 767 {
807 case SPELLBOOK: 768 case SPELLBOOK:
808 case SCROLL: 769 case SCROLL:
809 case WAND: 770 case WAND:
810 case ROD: 771 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 772 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 773 {
813 if (!op->title) 774 if (!op->title)
814 { 775 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 776
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 777 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 778 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 779 }
827 break; 780 break;
828 781
829 782
830 case SKILL: 783 case SKILL:
831 case AMULET: 784 case AMULET:
832 case RING: 785 case RING:
833 if (!op->title) 786 if (!op->title)
834 { 787 {
835 /* If ring has a title, full description isn't so useful */ 788 /* If ring has a title, full description isn't so useful */
836 char *s = ring_desc (op); 789 const char *s = ring_desc (op);
837 790
838 if (s[0]) 791 if (s && *s)
839 { 792 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 793 }
844 break; 794 break;
795
845 default: 796 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 797 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 { 798 buf.printf (" %+d", op->magic);
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 799 }
800
851 return buf; 801 return buf;
852} 802}
853 803
854/* Break this off from describe_item - that function was way 804/* Break this off from describe_item - that function was way
855 * too long, making it difficult to read. This function deals 805 * too long, making it difficult to read. This function deals
856 * with describing the monsters & players abilities. It should only 806 * with describing the monsters & players abilities. It should only
857 * be called with monster & player objects. Returns a description 807 * be called with monster & player objects. Returns a description
858 * in a static buffer. 808 * in a static buffer.
859 */ 809 */
860
861static char * 810static const char *
862describe_monster (const object *op) 811describe_monster (const object *op)
863{ 812{
864 char buf[MAX_BUF]; 813 static dynbuf_text buf; buf.clear ();
865 static char retbuf[VERY_BIG_BUF];
866 int i;
867
868 retbuf[0] = '\0';
869 814
870 /* Note that the resolution this provides for players really isn't 815 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 816 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 817 * fall into the 'lightning fast movement' category.
873 */ 818 */
874 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 819 if (op->has_active_speed ())
875 {
876 switch ((int) ((FABS (op->speed)) * 15)) 820 switch ((int) ((FABS (op->speed)) * 15))
877 { 821 {
878 case 0: 822 case 0:
879 strcat (retbuf, "(very slow movement)"); 823 buf << "(very slow movement)";
880 break; 824 break;
881 case 1: 825 case 1:
882 strcat (retbuf, "(slow movement)"); 826 buf << "(slow movement)";
883 break; 827 break;
884 case 2: 828 case 2:
885 strcat (retbuf, "(normal movement)"); 829 buf << "(normal movement)";
886 break; 830 break;
887 case 3: 831 case 3:
888 case 4: 832 case 4:
889 strcat (retbuf, "(fast movement)"); 833 buf << "(fast movement)";
890 break; 834 break;
891 case 5: 835 case 5:
892 case 6: 836 case 6:
893 strcat (retbuf, "(very fast movement)"); 837 buf << "(very fast movement)";
894 break; 838 break;
895 case 7: 839 case 7:
896 case 8: 840 case 8:
897 case 9: 841 case 9:
898 case 10: 842 case 10:
899 strcat (retbuf, "(extremely fast movement)"); 843 buf << "(extremely fast movement)";
900 break; 844 break;
901 default: 845 default:
902 strcat (retbuf, "(lightning fast movement)"); 846 buf << "(lightning fast movement)";
903 break; 847 break;
904 } 848 }
905 } 849
906 if (QUERY_FLAG (op, FLAG_UNDEAD)) 850 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
907 strcat (retbuf, "(undead)");
908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 851 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
909 strcat (retbuf, "(see invisible)"); 852 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
910 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 853 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
911 strcat (retbuf, "(wield weapon)"); 854 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
912 if (QUERY_FLAG (op, FLAG_USE_BOW)) 855 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
913 strcat (retbuf, "(archer)"); 856 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 857 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
915 strcat (retbuf, "(wear armour)");
916 if (QUERY_FLAG (op, FLAG_USE_RING))
917 strcat (retbuf, "(wear ring)");
918 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
919 strcat (retbuf, "(read scroll)");
920 if (QUERY_FLAG (op, FLAG_USE_RANGE))
921 strcat (retbuf, "(fires wand/rod/horn)");
922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 858 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
923 strcat (retbuf, "(skill user)"); 859 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
924 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 860 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
925 strcat (retbuf, "(spellcaster)");
926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
927 strcat (retbuf, "(friendly)");
928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
929 strcat (retbuf, "(unaggressive)"); 862 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
930 if (QUERY_FLAG (op, FLAG_HITBACK)) 863 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
931 strcat (retbuf, "(hitback)"); 864
932 if (QUERY_FLAG (op, FLAG_STEALTH))
933 strcat (retbuf, "(stealthy)");
934 if (op->randomitems != NULL) 865 if (op->randomitems)
935 { 866 {
936 treasure *t;
937 int first = 1; 867 bool first = 1;
938 868
939 for (t = op->randomitems->items; t != NULL; t = t->next) 869 for (treasure *t = op->randomitems->items; t; t = t->next)
940 if (t->item && (t->item->clone.type == SPELL)) 870 if (t->item && t->item->type == SPELL)
941 { 871 {
942 if (first) 872 if (first)
943 { 873 buf << "(Spell abilities:)";
874
944 first = 0; 875 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 876
946 } 877 buf << '(' << t->item->object::name << ')';
947 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name);
949 strcat (retbuf, ")");
950 } 878 }
951 } 879 }
880
952 if (op->type == PLAYER) 881 if (op->type == PLAYER)
953 { 882 {
954 if (op->contr->digestion) 883 if (op->contr->digestion)
955 {
956 if (op->contr->digestion != 0)
957 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 884 buf.printf ("(sustenance%+d)", op->contr->digestion);
958 strcat (retbuf, buf); 885
959 }
960 if (op->contr->gen_grace) 886 if (op->contr->gen_grace)
961 {
962 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 887 buf.printf ("(grace%+d)", op->contr->gen_grace);
963 strcat (retbuf, buf); 888
964 }
965 if (op->contr->gen_sp) 889 if (op->contr->gen_sp)
966 {
967 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 890 buf.printf ("(magic%+d)", op->contr->gen_sp);
968 strcat (retbuf, buf); 891
969 }
970 if (op->contr->gen_hp) 892 if (op->contr->gen_hp)
971 {
972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 893 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
973 strcat (retbuf, buf); 894
974 }
975 if (op->stats.luck) 895 if (op->stats.luck)
976 {
977 sprintf (buf, "(luck%+d)", op->stats.luck); 896 buf.printf ("(luck%+d)", op->stats.luck);
978 strcat (retbuf, buf);
979 }
980 } 897 }
981 898
982 /* describe attacktypes */ 899 /* describe attacktypes */
983 if (is_dragon_pl (op)) 900 if (is_dragon_pl (op))
984 { 901 {
986 * Break apart the for loop - move the comparison checking down - 903 * Break apart the for loop - move the comparison checking down -
987 * this makes it more readable. 904 * this makes it more readable.
988 */ 905 */
989 object *tmp; 906 object *tmp;
990 907
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 908 for (tmp = op->inv; tmp; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 909 if (tmp->type == SKILL && tmp->name == shstr_clawing)
993 break; 910 break;
994 911
995 if (tmp && tmp->attacktype != 0) 912 if (tmp && tmp->attacktype)
996 { 913 buf.add_abilities ("Claws", tmp->attacktype);
997 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
998 }
999 else 914 else
1000 { 915 buf.add_abilities ("Attacks", op->attacktype);
1001 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1002 }
1003 } 916 }
1004 else 917 else
1005 { 918 buf.add_abilities ("Attacks", op->attacktype);
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 919
1007 } 920 buf.add_paths ("Attuned" , op->path_attuned);
1008 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 921 buf.add_paths ("Repelled", op->path_repelled);
1009 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 922 buf.add_paths ("Denied" , op->path_denied);
1010 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 923
1011 for (i = 0; i < NROFATTACKS; i++) 924 for (int i = 0; i < NROFATTACKS; i++)
1012 {
1013 if (op->resist[i]) 925 if (op->resist[i])
1014 {
1015 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 926 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1016 strcat (retbuf, buf); 927
1017 }
1018 }
1019 return retbuf; 928 return buf;
1020} 929}
1021
1022 930
1023/* 931/*
1024 * Returns a pointer to a static buffer which contains a 932 * Returns a pointer to a static buffer which contains a
1025 * description of the given object. 933 * description of the given object.
1026 * If it is a monster, lots of information about its abilities 934 * If it is a monster, lots of information about its abilities
1035 * wouldn't need to use the SEE_INVISIBLE flag to know it is 943 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1036 * a dragon player examining food. Could have things like 944 * a dragon player examining food. Could have things like
1037 * a dwarven axe, in which the full abilities are only known to 945 * a dwarven axe, in which the full abilities are only known to
1038 * dwarves, etc. 946 * dwarves, etc.
1039 * 947 *
1040 * This function is really much more complicated than it should
1041 * be, because different objects have different meanings
1042 * for the same field (eg, wands use 'food' for charges). This
1043 * means these special cases need to be worked out.
1044 *
1045 * Add 'owner' who is the person examining this object. 948 * Add 'owner' who is the person examining this object.
1046 * owner can be null if no one is being associated with this 949 * owner can be null if no one is being associated with this
1047 * item (eg, debug dump or the like) 950 * item (eg, debug dump or the like)
1048 */ 951 */
1049 952const char *
1050char *
1051describe_item (const object *op, object *owner) 953describe_item (const object *op, object *owner)
1052{ 954{
1053 char buf[MAX_BUF]; 955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 static char retbuf[VERY_BIG_BUF]; 956 return describe_monster (op);
957
958 static dynbuf_text buf; buf.clear ();
1055 int identified, i; 959 int identified, i;
1056 960
1057 retbuf[0] = '\0';
1058 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1059 {
1060 return describe_monster (op);
1061 }
1062 /* figure this out once, instead of making multiple calls to need_identify. 961 /* figure this out once, instead of making multiple calls to need_identify.
1063 * also makes the code easier to read. 962 * also makes the code easier to read.
1064 */ 963 */
1065 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1066 identified = 1; 965 if (!identified)
1067 else 966 buf << "(unidentified)";
1068 { 967
1069 strcpy (retbuf, "(unidentified)");
1070 identified = 0;
1071 }
1072 switch (op->type) 968 switch (op->type)
1073 { 969 {
1074 case BOW: 970 case BOW:
1075 case ARROW: 971 case ARROW:
1076 case WAND: 972 case WAND:
1077 case ROD: 973 case ROD:
1078 case HORN: 974 case HORN:
1079 case WEAPON: 975 case WEAPON:
1080 case ARMOUR: 976 case ARMOUR:
1081 case HELMET: 977 case HELMET:
1082 case SHIELD: 978 case SHIELD:
1083 case BOOTS: 979 case BOOTS:
1084 case GLOVES: 980 case GLOVES:
1085 case GIRDLE: 981 case GIRDLE:
1086 case BRACERS: 982 case BRACERS:
1087 case CLOAK: 983 case CLOAK:
1088 case SKILL_TOOL: 984 case SKILL_TOOL:
1089 break; /* We have more information to do below this switch */ 985 break; /* We have more information to do below this switch */
1090 986
1091 case POWER_CRYSTAL: 987 case POWER_CRYSTAL:
1092 if (op->stats.maxsp > 1000) 988 if (op->stats.maxsp > 1000)
1093 { /*higher capacity crystals */ 989 { /*higher capacity crystals */
1094 i = (op->stats.maxsp % 100) / 10; 990 i = (op->stats.maxsp % 1000) / 100;
991
1095 if (i) 992 if (i)
1096 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1097 else 994 else
1098 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1099 } 996 }
1100 else 997 else
1101 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 998 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1102 strcat (retbuf, buf); 999
1103 i = (op->stats.sp * 10) / op->stats.maxsp; 1000 i = (op->stats.sp * 10) / op->stats.maxsp;
1104 if (op->stats.sp == 0) 1001 if (op->stats.sp == 0)
1105 strcat (retbuf, "empty."); 1002 buf << "empty.";
1106 else if (i == 0) 1003 else if (i == 0)
1107 strcat (retbuf, "almost empty."); 1004 buf << "almost empty.";
1108 else if (i < 3) 1005 else if (i < 3)
1109 strcat (retbuf, "partially filled."); 1006 buf << "partially filled.";
1110 else if (i < 6) 1007 else if (i < 6)
1111 strcat (retbuf, "half full."); 1008 buf << "half full.";
1112 else if (i < 9) 1009 else if (i < 9)
1113 strcat (retbuf, "well charged."); 1010 buf << "well charged.";
1114 else if (op->stats.sp == op->stats.maxsp) 1011 else if (op->stats.sp == op->stats.maxsp)
1115 strcat (retbuf, "fully charged."); 1012 buf << "fully charged.";
1116 else 1013 else
1117 strcat (retbuf, "almost full."); 1014 buf << "almost full.";
1118 break; 1015 break;
1016
1017 case LAMP:
1018 {
1019 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1020 buf << "(fuel: ";
1021 if (percent == 0)
1022 buf << "empty";
1023 else if (percent < 10)
1024 buf << "very low";
1025 else if (percent < 25)
1026 buf << "low";
1027 else if (percent < 50)
1028 buf << "half empty";
1029 else if (percent < 75)
1030 buf << "half full";
1031 else if (percent < 95)
1032 buf << "well filled";
1033 else if (percent <= 100)
1034 buf << "full";
1035 buf << ")";
1036 }
1037 break;
1038
1119 case FOOD: 1039 case FOOD:
1120 case FLESH: 1040 case FLESH:
1121 case DRINK: 1041 case DRINK:
1122 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1042 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1123 { 1043 {
1124 sprintf (buf, "(food+%d)", op->stats.food); 1044 buf.printf ("(food+%d)", op->stats.food);
1125 strcat (retbuf, buf);
1126 1045
1127 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1046 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1128 {
1129 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1047 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1130 strcat (retbuf, buf);
1131 }
1132 1048
1133 if (!QUERY_FLAG (op, FLAG_CURSED)) 1049 if (!QUERY_FLAG (op, FLAG_CURSED))
1134 { 1050 {
1135 if (op->stats.hp) 1051 if (op->stats.hp) buf << "(heals)";
1136 strcat (retbuf, "(heals)");
1137 if (op->stats.sp)
1138 strcat (retbuf, "(spellpoint regen)"); 1052 if (op->stats.sp) buf << "(spellpoint regen)";
1139 } 1053 }
1140 else 1054 else
1141 { 1055 {
1142 if (op->stats.hp) 1056 if (op->stats.hp) buf << "(damages)";
1143 strcat (retbuf, "(damages)");
1144 if (op->stats.sp)
1145 strcat (retbuf, "(spellpoint depletion)"); 1057 if (op->stats.sp) buf << "(spellpoint depletion)";
1146 } 1058 }
1147 } 1059 }
1148 break; 1060 break;
1149 1061
1150
1151 case SKILL: 1062 case SKILL:
1152 case RING: 1063 case RING:
1153 case AMULET: 1064 case AMULET:
1154 if (op->item_power) 1065 if (op->item_power)
1155 {
1156 sprintf (buf, "(item_power %+d)", op->item_power); 1066 buf.printf ("(item_power %+d)", op->item_power);
1157 strcat (retbuf, buf); 1067
1158 }
1159 if (op->title) 1068 if (op->title)
1160 strcat (retbuf, ring_desc (op)); 1069 buf << ring_desc (op);
1070
1161 return retbuf; 1071 return buf;
1162 1072
1163 default: 1073 default:
1164 return retbuf; 1074 return buf;
1165 } 1075 }
1166 1076
1167 /* Down here, we more further describe equipment type items. 1077 /* Down here, we more further describe equipment type items.
1168 * only describe them if they have been identified or the like. 1078 * only describe them if they have been identified or the like.
1169 */ 1079 */
1170 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1080 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1171 { 1081 {
1172 int attr, val; 1082 int attr, val;
1173 1083
1174 for (attr = 0; attr < NUM_STATS; attr++) 1084 for (attr = 0; attr < NUM_STATS; attr++)
1175 { 1085 if ((val = op->stats.stat (attr)))
1176 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1177 {
1178 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1086 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1179 strcat (retbuf, buf);
1180 }
1181 }
1182 1087
1183 if (op->stats.exp) 1088 if (op->stats.exp)
1184 {
1185 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1089 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1186 strcat (retbuf, buf);
1187 }
1188
1189 1090
1190 switch (op->type) 1091 switch (op->type)
1191 { 1092 {
1192 case BOW: 1093 case BOW:
1193 case ARROW: 1094 case ARROW:
1194 case GIRDLE: 1095 case GIRDLE:
1195 case HELMET: 1096 case HELMET:
1196 case SHIELD: 1097 case SHIELD:
1197 case BOOTS: 1098 case BOOTS:
1198 case GLOVES: 1099 case GLOVES:
1199 case WEAPON: 1100 case WEAPON:
1200 case SKILL: 1101 case SKILL:
1201 case RING: 1102 case RING:
1202 case AMULET: 1103 case AMULET:
1203 case ARMOUR: 1104 case ARMOUR:
1204 case BRACERS: 1105 case BRACERS:
1205 case FORCE: 1106 case FORCE:
1206 case CLOAK: 1107 case CLOAK:
1207 if (op->stats.wc) 1108 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1208 { 1109 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1209 sprintf (buf, "(wc%+d)", op->stats.wc); 1110 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1210 strcat (retbuf, buf); 1111
1211 }
1212 if (op->stats.dam)
1213 {
1214 sprintf (buf, "(dam%+d)", op->stats.dam);
1215 strcat (retbuf, buf);
1216 }
1217 if (op->stats.ac)
1218 {
1219 sprintf (buf, "(ac%+d)", op->stats.ac);
1220 strcat (retbuf, buf);
1221 }
1222 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1112 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1223 {
1224 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1113 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1225 strcat (retbuf, buf); 1114
1226 }
1227 break; 1115 break;
1228 1116
1229 default: 1117 default:
1230 break; 1118 break;
1231 } 1119 }
1232 if (QUERY_FLAG (op, FLAG_XRAYS)) 1120
1233 strcat (retbuf, "(xray-vision)"); 1121 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1234 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1122 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1235 strcat (retbuf, "(infravision)");
1236 1123
1237 /* levitate was what is was before, so we'll keep it */ 1124 /* levitate was what is was before, so we'll keep it */
1238 if (op->move_type & MOVE_FLY_LOW) 1125 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1239 strcat (retbuf, "(levitate)");
1240
1241 if (op->move_type & MOVE_FLY_HIGH) 1126 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1242 strcat (retbuf, "(fly)");
1243
1244 if (op->move_type & MOVE_SWIM) 1127 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1245 strcat (retbuf, "(swim)");
1246 1128
1247 /* walking is presumed as 'normal', so doesn't need mentioning */ 1129 /* walking is presumed as 'normal', so doesn't need mentioning */
1248 1130
1249 if (op->item_power) 1131 if (op->item_power)
1250 {
1251 sprintf (buf, "(item_power %+d)", op->item_power); 1132 buf.printf ("(item_power %+d)", op->item_power);
1252 strcat (retbuf, buf);
1253 }
1254 } /* End if identified or applied */ 1133 } /* End if identified or applied */
1255 1134
1256 /* This blocks only deals with fully identified object. 1135 /* This blocks only deals with fully identified object.
1257 * it is intentional that this is not an 'else' from a above - 1136 * it is intentional that this is not an 'else' from a above -
1258 * in this way, information is added. 1137 * in this way, information is added.
1261 { 1140 {
1262 int more_info = 0; 1141 int more_info = 0;
1263 1142
1264 switch (op->type) 1143 switch (op->type)
1265 { 1144 {
1266 case ROD: /* These use stats.sp for spell selection and stats.food */ 1145 case ROD: /* These use stats.sp for spell selection and stats.food */
1267 case HORN: /* and stats.hp for spell-point regeneration... */ 1146 case HORN: /* and stats.hp for spell-point regeneration... */
1268 case BOW: 1147 case BOW:
1269 case ARROW: 1148 case ARROW:
1270 case WAND: 1149 case WAND:
1271 case FOOD: 1150 case FOOD:
1272 case FLESH: 1151 case FLESH:
1273 case DRINK: 1152 case DRINK:
1274 more_info = 0; 1153 more_info = 0;
1275 break; 1154 break;
1276 1155
1277 /* Armor type objects */ 1156 /* Armor type objects */
1278 case ARMOUR: 1157 case ARMOUR:
1279 case HELMET: 1158 case HELMET:
1280 case SHIELD: 1159 case SHIELD:
1281 case BOOTS: 1160 case BOOTS:
1282 case GLOVES: 1161 case GLOVES:
1283 case GIRDLE: 1162 case GIRDLE:
1284 case BRACERS: 1163 case BRACERS:
1285 case CLOAK: 1164 case CLOAK:
1286 if (ARMOUR_SPEED (op)) 1165 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1287 { 1166 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1288 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1289 strcat (retbuf, buf);
1290 }
1291 if (ARMOUR_SPELLS (op))
1292 {
1293 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1294 strcat (retbuf, buf);
1295 }
1296 more_info = 1; 1167 more_info = 1;
1297 break; 1168 break;
1298 1169
1299 case WEAPON: 1170 case WEAPON:
1300 /* Calculate it the same way fix_player does so the results 1171 /* Calculate it the same way fix_player does so the results
1301 * make sense. 1172 * make sense.
1302 */ 1173 */
1303 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1174 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1304 if (i < 0) 1175 if (i < 0)
1305 i = 0; 1176 i = 0;
1306 1177
1307 sprintf (buf, "(weapon speed %d)", i); 1178 buf.printf ("(weapon speed %d)", i);
1308 strcat (retbuf, buf);
1309 more_info = 1; 1179 more_info = 1;
1310 break; 1180 break;
1311
1312 } 1181 }
1182
1313 if (more_info) 1183 if (more_info)
1314 { 1184 {
1315 if (op->stats.food)
1316 {
1317 if (op->stats.food != 0)
1318 sprintf (buf, "(sustenance%+d)", op->stats.food); 1185 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1319 strcat (retbuf, buf);
1320 }
1321 if (op->stats.grace)
1322 {
1323 sprintf (buf, "(grace%+d)", op->stats.grace); 1186 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1324 strcat (retbuf, buf); 1187 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1325 }
1326 if (op->stats.sp)
1327 {
1328 sprintf (buf, "(magic%+d)", op->stats.sp);
1329 strcat (retbuf, buf);
1330 }
1331 if (op->stats.hp)
1332 {
1333 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1188 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1334 strcat (retbuf, buf);
1335 }
1336 } 1189 }
1337 1190
1338 if (op->stats.luck) 1191 if (op->stats.luck)
1339 {
1340 sprintf (buf, "(luck%+d)", op->stats.luck); 1192 buf.printf ("(luck%+d)", op->stats.luck);
1341 strcat (retbuf, buf); 1193
1342 }
1343 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1194 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1344 strcat (retbuf, "(lifesaving)"); 1195 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1345 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1346 strcat (retbuf, "(reflect spells)");
1347 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1196 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1348 strcat (retbuf, "(reflect missiles)");
1349 if (QUERY_FLAG (op, FLAG_STEALTH)) 1197 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1350 strcat (retbuf, "(stealth)"); 1198
1351 if (op->slaying != NULL && op->type != FOOD) 1199 if (op->slaying && op->type != FOOD)
1352 {
1353 sprintf (buf, "(slay %s)", &op->slaying); 1200 buf.printf ("(slay %s)", &op->slaying);
1354 strcat (retbuf, buf); 1201
1355 } 1202 if (op->type == SKILL_TOOL && op->skill)
1356 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1203 buf.printf ("(%s)", &op->skill);
1204
1205 buf.add_abilities ("Attacks", op->attacktype);
1357 /* resistance on flesh is only visible for quetzals. If 1206 /* resistance on flesh is only visible for quetzals. If
1358 * non flesh, everyone can see its resistances 1207 * non flesh, everyone can see its resistances
1359 */ 1208 */
1360 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1209 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1361 strcat (retbuf, describe_resistance (op, 0)); 1210 buf << describe_resistance (op, 0);
1362 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1363 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1364 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1365 }
1366 1211
1212 buf.add_paths ("Attuned", op->path_attuned);
1213 buf.add_paths ("Repelled", op->path_repelled);
1214 buf.add_paths ("Denied", op->path_denied);
1215 }
1216
1367 return retbuf; 1217 return buf;
1218}
1219
1220std::string
1221object::describe_item (object *who)
1222{
1223 return std::string (::describe_item (this, who));
1224}
1225
1226void
1227examine (object *op, object *tmp)
1228{
1229 std::string info = tmp->describe (op);
1230
1231 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1232}
1233
1234/*
1235 * inventory prints object's inventory. If inv==NULL then print player's
1236 * inventory.
1237 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1238 */
1239const char *
1240object::query_inventory (object *who, const char *indent)
1241{
1242 static dynbuf_text buf; buf.clear ();
1243
1244 for (object *tmp = inv; tmp; tmp = tmp->below)
1245 if (who && QUERY_FLAG (who, FLAG_WIZ))
1246 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1247 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1248 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1249
1250 if (buf.size ())
1251 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1252 else
1253 buf.printf ("%s(empty)\n", indent);
1254
1255 return buf;
1368} 1256}
1369 1257
1370/* Return true if the item is magical. A magical item is one that 1258/* Return true if the item is magical. A magical item is one that
1371 * increases/decreases any abilities, provides a resistance, 1259 * increases/decreases any abilities, provides a resistance,
1372 * has a generic magical bonus, or is an artifact. 1260 * has a generic magical bonus, or is an artifact.
1373 * This function is used by detect_magic to determine if an item 1261 * This function is used by detect_magic to determine if an item
1374 * should be marked as magical. 1262 * should be marked as magical.
1375 */ 1263 */
1376
1377int 1264int
1378is_magical (const object *op) 1265is_magical (const object *op)
1379{ 1266{
1380 int i; 1267 int i;
1381 1268
1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1319 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433 return 1; 1320 return 1;
1434 1321
1435 /* Check to see if it increases/decreases any stats */ 1322 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++) 1323 for (i = 0; i < NUM_STATS; i++)
1437 if (get_attr_value (&(op->stats), i) != 0) 1324 if (op->stats.stat (i))
1438 return 1; 1325 return 1;
1439 1326
1440 /* If it doesn't fall into any of the above categories, must 1327 /* If it doesn't fall into any of the above categories, must
1441 * be non magical. 1328 * be non magical.
1442 */ 1329 */
1451int 1338int
1452need_identify (const object *op) 1339need_identify (const object *op)
1453{ 1340{
1454 switch (op->type) 1341 switch (op->type)
1455 { 1342 {
1456 case RING: 1343 case RING:
1457 case WAND: 1344 case WAND:
1458 case ROD: 1345 case ROD:
1459 case HORN: 1346 case HORN:
1460 case SCROLL: 1347 case SCROLL:
1461 case SKILL: 1348 case SKILL:
1462 case SKILLSCROLL: 1349 case SKILLSCROLL:
1463 case SPELLBOOK: 1350 case SPELLBOOK:
1464 case FOOD: 1351 case FOOD:
1465 case POTION: 1352 case POTION:
1466 case BOW: 1353 case BOW:
1467 case ARROW: 1354 case ARROW:
1468 case WEAPON: 1355 case WEAPON:
1469 case ARMOUR: 1356 case ARMOUR:
1470 case SHIELD: 1357 case SHIELD:
1471 case HELMET: 1358 case HELMET:
1472 case AMULET: 1359 case AMULET:
1473 case BOOTS: 1360 case BOOTS:
1474 case GLOVES: 1361 case GLOVES:
1475 case BRACERS: 1362 case BRACERS:
1476 case GIRDLE: 1363 case GIRDLE:
1477 case CONTAINER: 1364 case CONTAINER:
1478 case DRINK: 1365 case DRINK:
1479 case FLESH: 1366 case FLESH:
1480 case INORGANIC: 1367 case INORGANIC:
1481 case CLOSE_CON: 1368 case CLOSE_CON:
1482 case CLOAK: 1369 case CLOAK:
1483 case GEM: 1370 case GEM:
1484 case POWER_CRYSTAL: 1371 case POWER_CRYSTAL:
1485 case POISON: 1372 case POISON:
1486 case BOOK: 1373 case BOOK:
1487 case SKILL_TOOL: 1374 case SKILL_TOOL:
1488 return 1; 1375 return 1;
1489 } 1376 }
1377
1490 /* Try to track down some stuff that may show up here. Thus, the 1378 /* Try to track down some stuff that may show up here. Thus, the
1491 * archetype file can be updated, and this function removed. 1379 * archetype file can be updated, and this function removed.
1492 */ 1380 */
1493#if 0 1381#if 0
1494 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1382 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1500 * Supposed to fix face-values as well here, but later. 1388 * Supposed to fix face-values as well here, but later.
1501 */ 1389 */
1502void 1390void
1503identify (object *op) 1391identify (object *op)
1504{ 1392{
1505 object *pl;
1506
1507 SET_FLAG (op, FLAG_IDENTIFIED); 1393 SET_FLAG (op, FLAG_IDENTIFIED);
1508 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1394 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1509 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1395 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1510 1396
1511 /* 1397 /*
1518 { 1404 {
1519 if (op->inv && op->randomitems) 1405 if (op->inv && op->randomitems)
1520 op->title = op->inv->name; 1406 op->title = op->inv->name;
1521 else if (op->arch) 1407 else if (op->arch)
1522 { 1408 {
1523 op->name = op->arch->clone.name; 1409 op->name = op->arch->object::name;
1524 op->name_pl = op->arch->clone.name_pl; 1410 op->name_pl = op->arch->object::name_pl;
1525 } 1411 }
1526 } 1412 }
1527 1413
1528 /* If the object is on a map, make sure we update its face */ 1414 /* If the object is on a map, make sure we update its face */
1529 if (op->map) 1415 if (op->map)
1530 update_object (op, UP_OBJ_FACE); 1416 update_object (op, UP_OBJ_CHANGE);
1531 else 1417
1532 { 1418 if (object *pl = op->visible_to ())
1533 pl = op->in_player ();
1534 if (pl)
1535 /* A lot of the values can change from an update - might as well send 1419 /* A lot of the values can change from an update - might as well send
1536 * it all. 1420 * it all.
1537 */ 1421 */
1538 esrv_send_item (pl, op); 1422 esrv_send_item (pl, op);
1539 }
1540} 1423}
1541 1424

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