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Comparing deliantra/server/common/item.C (file contents):
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.65 by root, Sat Nov 7 18:30:05 2009 UTC

1
2/* 1/*
3 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: item.C,v 1.5 2006/09/12 18:15:34 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32#include <living.h> 26#include <living.h>
33#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
34 30
35/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
36 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
37 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
38 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
52 * may be better. 48 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
54 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
55 */ 51 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"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"},
58 , 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
59 {"body_arm", "on your arm", "on a human's arm"} 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
60 , 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
61 {"body_torso", "on your body", "on a human's torso"} 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
62 , 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
63 {"body_head", "on your head", "on a human's head"} 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
64 , 60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
65 {"body_neck", "around your neck", "around a humans neck"} 61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
72 , 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
73 {"body_foot", "on your feet", "on a human's feet"} 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
74 , 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
75 {"body_hand", "on your hands", "on a human's hands"} 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
83};
84
85static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
87 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
88 "eighteen", "nineteen", "twenty"
89}; 68};
90 69
91static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
92 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
93 "eighty", "ninety" 72 "eighty", "ninety"
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 97 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 98 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 99 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 100 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 101 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 102 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 103 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 104 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 105 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 106 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 126 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 127 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 128 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 129 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 130 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 131 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 132 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 133 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 134 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 135 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 155 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 159 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 161 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 162 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 163 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
199 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
200 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
201 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
202 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
203 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 176 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 177 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 178 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 179 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 180 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 181 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 182 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 183 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 184 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 185 {FORCE, "force", "forces", 0, 0},
232 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
233 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
234 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
235}; 204};
236 205
237const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
238 207
239materialtype_t *materialt; 208materialtype_t *materialt;
240 209
241/* 210/*
242materialtype material[NROFMATERIALS] = { 211materialtype material[NROFMATERIALS] = {
278}; 247};
279 248
280int 249int
281get_power_from_ench (int ench) 250get_power_from_ench (int ench)
282{ 251{
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 return enc_to_item_power[ench]; 252 return enc_to_item_power [clamp (ench, 0, 20)];
288} 253}
289 254
290/* This takes an object 'op' and figures out what its item_power 255/* This takes an object 'op' and figures out what its item_power
291 * rating should be. This should only really be used by the treasure 256 * rating should be. This should only really be used by the treasure
292 * generation code, and when loading legacy objects. It returns 257 * generation code, and when loading legacy objects. It returns
299{ 264{
300 int i, tmp, enc; 265 int i, tmp, enc;
301 266
302 enc = 0; 267 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 268 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 269 enc += op->stats.stat (i);
305 270
306 /* This protection logic is pretty flawed. 20% fire resistance 271 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 272 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 273 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 274 * armour shouldn't be counted against
326 if (op->type == WEAPON) 291 if (op->type == WEAPON)
327 { 292 {
328 for (i = 1; i < NROFATTACKS; i++) 293 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i)) 294 if (op->attacktype & (1 << i))
330 enc++; 295 enc++;
296
331 if (op->slaying) 297 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */ 298 enc += 2; /* What it slays is probably more relevent */
333 } 299 }
300
334 /* Items the player can equip */ 301 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 302 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) || 303 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) || 304 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 305 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
341 enc += op->stats.hp; /* hp regen */ 308 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */ 309 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */ 310 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */ 311 enc += op->stats.exp; /* speed bonus */
345 } 312 }
313
346 enc += op->stats.luck; 314 enc += op->stats.luck;
347 315
348 /* Do spell paths now */ 316 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++) 317 for (i = 1; i < NRSPELLPATHS; i++)
350 { 318 {
354 enc -= 2; 322 enc -= 2;
355 else if (op->path_repelled & (1 << i)) 323 else if (op->path_repelled & (1 << i))
356 enc--; 324 enc--;
357 } 325 }
358 326
359 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 327 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
360 enc += 5; 328 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 329 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
362 enc += 3; 330 if (op->flag [FLAG_XRAYS ]) enc += 2;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 331 if (op->flag [FLAG_STEALTH ]) enc += 1;
364 enc += 2; 332 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
365 if (QUERY_FLAG (op, FLAG_STEALTH)) 333 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
366 enc += 1;
367 if (QUERY_FLAG (op, FLAG_XRAYS))
368 enc += 2;
369 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 enc += 1;
371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1;
373 334
374 return get_power_from_ench (enc); 335 return get_power_from_ench (enc);
375
376} 336}
377 337
378/* returns the typedata that has a number equal to itemtype, if there 338/* returns the typedata that has a number equal to itemtype, if there
379 * isn't one, returns NULL */ 339 * isn't one, returns NULL */
380
381const typedata * 340const typedata *
382get_typedata (int itemtype) 341get_typedata (int itemtype)
383{ 342{
384 int i;
385
386 for (i = 0; i < item_types_size; i++) 343 for (int i = 0; i < item_types_size; i++)
387 if (item_types[i].number == itemtype) 344 if (item_types[i].number == itemtype)
388 return &item_types[i]; 345 return &item_types[i];
346
389 return NULL; 347 return NULL;
390} 348}
391 349
392/* returns the typedata that has a name equal to itemtype, if there 350/* returns the typedata that has a name equal to itemtype, if there
393 * isn't one, return the plural name that matches, if there still isn't 351 * isn't one, return the plural name that matches, if there still isn't
394 * one return NULL */ 352 * one return NULL */
395
396const typedata * 353const typedata *
397get_typedata_by_name (const char *name) 354get_typedata_by_name (const char *name)
398{ 355{
399 int i;
400
401 for (i = 0; i < item_types_size; i++) 356 for (int i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name)) 357 if (!strcmp (item_types[i].name, name))
403 return &item_types[i]; 358 return &item_types[i];
359
404 for (i = 0; i < item_types_size; i++) 360 for (int i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name)) 361 if (!strcmp (item_types[i].name_pl, name))
406 { 362 {
407 LOG (llevInfo, 363 LOG (llevInfo,
408 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 364 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
409 return &item_types[i]; 365 return &item_types[i];
410 } 366 }
367
411 return NULL; 368 return 0;
412} 369}
413 370
414/* describe_resistance generates the visible naming for resistances. 371/* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return 372 * returns a static array of the description. This can return
416 * a big buffer. 373 * a big buffer.
417 * if newline is true, we don't put parens around the description 374 * if newline is true, we don't put parens around the description
418 * but do put a newline at the end. Useful when dumping to files 375 * but do put a newline at the end. Useful when dumping to files
419 */ 376 */
420char * 377const char *
421describe_resistance (const object *op, int newline) 378describe_resistance (const object *op, int newline)
422{ 379{
423 static char buf[VERY_BIG_BUF]; 380 static dynbuf_text buf; buf.clear ();
424 char buf1[VERY_BIG_BUF];
425 int tmpvar;
426 381
427 buf[0] = 0; 382 for (int i = 0; i < NROFATTACKS; i++)
428 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
429 {
430 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 383 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
431 { 384 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
432 if (!newline)
433 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
434 else
435 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
436 385
437 strcat (buf, buf1);
438 }
439 }
440 return buf; 386 return buf;
441} 387}
442
443 388
444/* 389/*
445 * query_weight(object) returns a character pointer to a static buffer 390 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 391 * containing the text-representation of the weight of the given object.
447 * The buffer will be overwritten by the next call to query_weight(). 392 * The buffer will be overwritten by the next call to query_weight().
448 */ 393 *
449 394 * Seems to be used only by unimportant stuff. Remove?
450char * 395 */
396const char *
451query_weight (const object *op) 397query_weight (const object *op)
452{ 398{
453 static char buf[10]; 399 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 400 sint32 i = op->total_weight ();
455 401
456 if (op->weight < 0) 402 if (op->weight < 0)
457 return " "; 403 return " ";
404
458 if (i % 1000) 405 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 406 sprintf (buf, "%6.1f", i / 1000.0);
460 else 407 else
461 sprintf (buf, "%4d ", i / 1000); 408 sprintf (buf, "%4d ", i / 1000);
409
462 return buf; 410 return buf;
463} 411}
464 412
465/* 413/*
466 * Returns the pointer to a static buffer containing 414 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 415 * the number requested (of the form first, second, third...)
468 */ 416 */
469 417const char *
470char *
471get_levelnumber (int i) 418get_levelnumber (int i)
472{ 419{
473 static char buf[MAX_BUF]; 420 static char buf[MAX_BUF];
474 421
475 if (i > 99) 422 if (i > 99)
476 { 423 {
477 sprintf (buf, "%d.", i); 424 sprintf (buf, "%d.", i);
478 return buf; 425 return buf;
479 } 426 }
427
480 if (i < 21) 428 if (i < 21)
481 return levelnumbers[i]; 429 return levelnumbers[i];
430
482 if (!(i % 10)) 431 if (!(i % 10))
483 return levelnumbers_10[i / 10]; 432 return levelnumbers_10[i / 10];
433
484 strcpy (buf, numbers_10[i / 10]); 434 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]); 435 strcat (buf, levelnumbers[i % 10]);
486 return buf; 436 return buf;
487}
488
489
490/*
491 * get_number(integer) returns the text-representation of the given number
492 * in a static buffer. The buffer might be overwritten at the next
493 * call to get_number().
494 * It is currently only used by the query_name() function.
495 */
496
497char *
498get_number (int i)
499{
500 if (i <= 20)
501 return numbers[i];
502 else
503 {
504 static char buf[MAX_BUF];
505
506 sprintf (buf, "%d", i);
507 return buf;
508 }
509} 437}
510 438
511/* 439/*
512 * Returns pointer to static buffer containing ring's or amulet's 440 * Returns pointer to static buffer containing ring's or amulet's
513 * abilities 441 * abilities
519 */ 447 */
520 448
521/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 449/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
522 * from stats.sp - b.t. 450 * from stats.sp - b.t.
523 */ 451 */
524char * 452static const char *
525ring_desc (const object *op) 453ring_desc (const object *op)
526{ 454{
527 static char buf[VERY_BIG_BUF]; 455 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 456 int attr, val, len;
529 457
530 buf[0] = 0;
531
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 458 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf; 459 {
534
535 for (attr = 0; attr < NUM_STATS; attr++) 460 for (attr = 0; attr < NUM_STATS; attr++)
536 { 461 if ((val = op->stats.stat (attr)))
537 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 462 buf.printf ("(%s%+d)", short_stat_name[attr], val);
540 }
541 }
542 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam)
547 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548 if (op->stats.ac)
549 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550 463
464 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
465 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
466 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
467 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
468
551 strcat (buf, describe_resistance (op, 0)); 469 buf << describe_resistance (op, 0);
552 470
553 if (op->stats.food != 0) 471 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 472 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 473 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 474 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 475 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
558 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559 if (op->stats.sp && op->type != SKILL)
560 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561 if (op->stats.hp)
562 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563 if (op->stats.luck)
564 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565 if (QUERY_FLAG (op, FLAG_LIFESAVE))
566 strcat (buf, "(lifesaving)");
567 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)");
573 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578 476
579 /* if(op->item_power) 477 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 478 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
581 */ 479 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 480 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 481
482 buf.add_paths ("Attuned" , op->path_attuned);
483 buf.add_paths ("Repelled", op->path_repelled);
484 buf.add_paths ("Denied" , op->path_denied);
485
486 if (buf.empty ())
487 buf << "of adornment";
488 }
585 489
586 return buf; 490 return buf;
587} 491}
588 492
589/* 493/*
590 * query_short_name(object) is similar to query_name, but doesn't 494 * query_short_name(object) is similar to query_name, but doesn't
591 * contain any information about object status (worn/cursed/etc.) 495 * contain any information about object status (worn/cursed/etc.)
496 *
497 * It is sometimes used when printing messages, so should fit well into a sentence.
592 */ 498 */
593const char * 499const char *
594query_short_name (const object *op) 500query_short_name (const object *op)
595{ 501{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 502 if (!op->name)
601 return "(null)"; 503 return "(null)";
602 504
603 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 505 if (!op->nrof
506 && !op->weight
507 && !op->title
508 && !is_magical (op)
509 && op->slaying != shstr_money)
604 return op->name; /* To speed things up (or make things slower?) */ 510 return op->name; /* To speed things up (or make things slower?) */
605 511
606 if (op->nrof <= 1) 512 static dynbuf_text buf; buf.clear ();
607 safe_strcat (buf, op->name, &len, HUGE_BUF); 513
608 else 514 buf << (op->nrof <= 1 ? op->name : op->name_pl);
609 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
610 515
611 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 516 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
612 { 517 buf << ' ' << op->title;
613 safe_strcat (buf, " ", &len, HUGE_BUF);
614 safe_strcat (buf, op->title, &len, HUGE_BUF);
615 }
616 518
617 switch (op->type) 519 switch (op->type)
618 { 520 {
619 case SPELLBOOK: 521 case SPELLBOOK:
620 case SCROLL: 522 case SCROLL:
621 case WAND: 523 case WAND:
622 case ROD: 524 case ROD:
623 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 525 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
624 { 526 {
625 if (!op->title) 527 if (!op->title)
626 { 528 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
627 safe_strcat (buf, " of ", &len, HUGE_BUF); 529
628 if (op->inv)
629 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
630 else
631 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
632 }
633 if (op->type != SPELLBOOK) 530 if (op->type != SPELLBOOK)
634 {
635 sprintf (buf2, " (lvl %d)", op->level); 531 buf.printf (" (lvl %d)", op->level);
636 safe_strcat (buf, buf2, &len, HUGE_BUF);
637 }
638 } 532 }
639 break; 533 break;
640 534
535 case ALTAR:
536 case TRIGGER_ALTAR:
537 case IDENTIFY_ALTAR:
538 case CONVERTER:
539 if (op->slaying == shstr_money)
540 {
541 bool wrap = !!buf.size ();
542
543 if (wrap) buf << " [";
544
545 archetype *coin = 0;
546
547 for (char const *const *c = coins; *coins; ++c)
548 if ((coin = archetype::find (*c)))
549 if (op->stats.food % coin->value == 0)
550 break;
551
552 sint32 coins = op->stats.food / coin->value;
553
554 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
555
556 if (wrap) buf << ']';
557 }
558 break;
559
641 case SKILL: 560 case SKILL:
642 case AMULET: 561 case AMULET:
643 case RING: 562 case RING:
644 if (!op->title) 563 if (!op->title)
645 { 564 {
646 /* If ring has a title, full description isn't so useful */ 565 /* If ring has a title, full description isn't so useful */
647 char *s = ring_desc (op); 566 const char *s = ring_desc (op);
648 567
649 if (s[0]) 568 if (s && *s)
650 { 569 buf << " " << s;
651 safe_strcat (buf, " ", &len, HUGE_BUF);
652 safe_strcat (buf, s, &len, HUGE_BUF);
653 }
654 } 570 }
655 break; 571 break;
572
656 default: 573 default:
657 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 574 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
658 {
659 sprintf (buf2, " %+d", op->magic); 575 buf.printf (" %+d", op->magic);
660 safe_strcat (buf, buf2, &len, HUGE_BUF);
661 }
662 } 576 }
577
663 return buf; 578 return buf;
664} 579}
665 580
666/* 581/*
667 * query_name(object) returns a character pointer pointing to a static 582 * query_name(object) returns a character pointer pointing to a static
671 * you can make several calls to query_name before the bufs start getting 586 * you can make several calls to query_name before the bufs start getting
672 * overwritten. This may be a bad thing (it may be easier to assume the value 587 * overwritten. This may be a bad thing (it may be easier to assume the value
673 * returned is good forever.) However, it makes printing statements that 588 * returned is good forever.) However, it makes printing statements that
674 * use several names much easier (don't need to store them to temp variables.) 589 * use several names much easier (don't need to store them to temp variables.)
675 * 590 *
591 * It is used extensively within messages, so should return only a prose
592 * and short description of the item.
676 */ 593 */
677char * 594const char *
678query_name (const object *op) 595query_name (const object *op)
679{ 596{
680 static char buf[5][HUGE_BUF]; 597 int len = 0;
598 static dynbuf_text bufs[5];
681 static int use_buf = 0; 599 static int use_buf = 0;
682 int len = 0;
683
684#ifdef NEW_MATERIAL_CODE
685 materialtype_t *mt;
686#endif
687 600
688 use_buf++; 601 use_buf++;
689 use_buf %= 5; 602 use_buf %= 5;
690 603
691#ifdef NEW_MATERIAL_CODE 604 dynbuf_text &buf = bufs [use_buf];
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 605 buf.clear ();
693 { 606
607 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
694 mt = name_to_material (op->materialname); 608 if (materialtype_t *mt = name_to_material (op->materialname))
695 if (mt) 609 buf << mt->description << ' ';
696 {
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
698 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
699 }
700 }
701#endif
702 610
703 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 611 buf << query_short_name (op);
704 612
705 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 613 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
706 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 614 buf << " *";
707 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 615 if (op->is_open_container ())
708 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 616 buf << " (open)";
709 617
710 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 618 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
711 { 619 {
712 if (QUERY_FLAG (op, FLAG_DAMNED)) 620 if (QUERY_FLAG (op, FLAG_DAMNED))
713 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 621 buf << " (damned)";
714 else if (QUERY_FLAG (op, FLAG_CURSED)) 622 else if (QUERY_FLAG (op, FLAG_CURSED))
715 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 623 buf << " (cursed)";
716 } 624 }
625
717 /* Basically, if the object is known magical (detect magic spell on it), 626 /* Basically, if the object is known magical (detect magic spell on it),
718 * and it isn't identified, print out the fact that 627 * and it isn't identified, print out the fact that
719 * it is magical. Assume that the detect magical spell will only set 628 * it is magical. Assume that the detect magical spell will only set
720 * KNOWN_MAGICAL if the item actually is magical. 629 * KNOWN_MAGICAL if the item actually is magical.
721 * 630 *
722 * Changed in V 0.91.4 - still print that the object is magical even 631 * Changed in V 0.91.4 - still print that the object is magical even
723 * if it has been applied. Equipping an item does not tell full 632 * if it has been applied. Equipping an item does not tell full
724 * abilities, especially for artifact items. 633 * abilities, especially for artifact items.
725 */ 634 */
726 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 635 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
727 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 636 buf << " (magic)";
728 637
729#if 0 638#if 0
730 /* item_power will be returned in desribe_item - it shouldn't really 639 /* item_power will be returned in describe_item - it shouldn't really
731 * be returned in the name. 640 * be returned in the name.
732 */ 641 */
733 if (op->item_power) 642 if (op->item_power)
734 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 643 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
735 644
737 646
738 if (QUERY_FLAG (op, FLAG_APPLIED)) 647 if (QUERY_FLAG (op, FLAG_APPLIED))
739 { 648 {
740 switch (op->type) 649 switch (op->type)
741 { 650 {
742 case BOW: 651 case BOW:
743 case WAND: 652 case WAND:
744 case ROD: 653 case ROD:
745 case HORN: 654 case HORN:
746 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 655 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
747 break; 656 break;
748 case WEAPON: 657 case WEAPON:
749 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 658 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
750 break; 659 break;
751 case ARMOUR: 660 case ARMOUR:
752 case HELMET: 661 case HELMET:
753 case SHIELD: 662 case SHIELD:
754 case RING: 663 case RING:
755 case BOOTS: 664 case BOOTS:
756 case GLOVES: 665 case GLOVES:
757 case AMULET: 666 case AMULET:
758 case GIRDLE: 667 case GIRDLE:
759 case BRACERS: 668 case BRACERS:
760 case CLOAK: 669 case CLOAK:
761 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 670 buf << " (worn)";
762 break; 671 break;
763 case CONTAINER: 672 case CONTAINER:
764 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 673 buf << " (active)";
765 break; 674 break;
766 case SKILL: 675 case SKILL:
767 default: 676 default:
768 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 677 buf << " (applied)";
769 } 678 }
770 } 679 }
680
681 switch (op->type)
682 {
683 case LAMP:
684 if (op->glow_radius)
685 buf << " (on)";
686 else if (op->stats.food <= 0)
687 buf << " (empty)";
688 else
689 buf << " (off)";
690 break;
691
692 case TORCH:
693 if (op->glow_radius)
694 buf << " (burning)";
695 else if (op->stats.food <= 0)
696 buf << " (burned out)";
697 break;
698 }
699
771 if (QUERY_FLAG (op, FLAG_UNPAID)) 700 if (QUERY_FLAG (op, FLAG_UNPAID))
772 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 701 buf << " (unpaid)";
773 702
774 return buf[use_buf]; 703 return buf;
775} 704}
776 705
777/* 706/*
778 * query_base_name(object) returns a character pointer pointing to a static 707 * query_base_name(object) returns a character pointer pointing to a static
779 * buffer which contains a verbose textual representation of the name 708 * buffer which contains a verbose textual representation of the name
780 * of the given object. The buffer will be overwritten at the next 709 * of the given object. The buffer will be overwritten at the next
781 * call to query_base_name(). This is a lot like query_name, but we 710 * call to query_base_name(). This is a lot like query_name, but we
782 * don't include the item count or item status. Used for inventory sorting 711 * don't include the item count or item status. Used for inventory sorting
783 * and sending to client. 712 * and sending to client.
784 * If plural is set, we generate the plural name of this. 713 * If plural is set, we generate the plural name of this.
714 *
715 * It is sometimes used to display messages, and usually only used to match stuff,
716 * so maybe this function should be removed.
785 */ 717 */
786const char * 718const char *
787query_base_name (const object *op, int plural) 719query_base_name (const object *op, int plural)
788{ 720{
789 static char buf[MAX_BUF], buf2[MAX_BUF];
790 int len;
791 materialtype_t *mt;
792
793 if ((!plural && !op->name) || (plural && !op->name_pl)) 721 if ((!plural && !op->name) || (plural && !op->name_pl))
794 return "(null)"; 722 return "(null)";
795 723
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 724 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797 return op->name; /* To speed things up (or make things slower?) */ 725 return op->name; /* To speed things up (or make things slower?) */
798 726
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 727 static dynbuf_text buf; buf.clear ();
728
729 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
800 mt = name_to_material (op->materialname); 730 if (materialtype_t *mt = name_to_material (op->materialname))
731 if (op->arch->materialname != mt->name)
732 buf << mt->description << ' ';
801 733
802#ifdef NEW_MATERIAL_CODE 734 buf << (plural ? op->name_pl : op->name);
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805 {
806 strcpy (buf, mt->description);
807 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF);
809 if (!plural)
810 safe_strcat (buf, op->name, &len, MAX_BUF);
811 else
812 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
813 }
814 else
815 {
816#endif
817 if (!plural)
818 strcpy (buf, op->name);
819 else
820 strcpy (buf, op->name_pl);
821 len = strlen (buf);
822#ifdef NEW_MATERIAL_CODE
823 }
824#endif
825 735
826 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 736 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
827 { 737 buf << ' ' << op->title;
828 safe_strcat (buf, " ", &len, MAX_BUF);
829 safe_strcat (buf, op->title, &len, MAX_BUF);
830 }
831 738
832 switch (op->type) 739 switch (op->type)
833 { 740 {
834 case SPELLBOOK: 741 case SPELLBOOK:
835 case SCROLL: 742 case SCROLL:
836 case WAND: 743 case WAND:
837 case ROD: 744 case ROD:
838 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 745 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
839 { 746 {
840 if (!op->title) 747 if (!op->title)
841 { 748 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
842 safe_strcat (buf, " of ", &len, MAX_BUF); 749
843 if (op->inv)
844 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
845 else
846 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
847 }
848 if (op->type != SPELLBOOK) 750 if (op->type != SPELLBOOK)
849 {
850 sprintf (buf2, " (lvl %d)", op->level); 751 buf.printf (" (lvl %d)", op->level);
851 safe_strcat (buf, buf2, &len, MAX_BUF);
852 }
853 } 752 }
854 break; 753 break;
855 754
856 755
857 case SKILL: 756 case SKILL:
858 case AMULET: 757 case AMULET:
859 case RING: 758 case RING:
860 if (!op->title) 759 if (!op->title)
861 { 760 {
862 /* If ring has a title, full description isn't so useful */ 761 /* If ring has a title, full description isn't so useful */
863 char *s = ring_desc (op); 762 const char *s = ring_desc (op);
864 763
865 if (s[0]) 764 if (s && *s)
866 { 765 buf << ' ' << s;
867 safe_strcat (buf, " ", &len, MAX_BUF);
868 safe_strcat (buf, s, &len, MAX_BUF);
869 }
870 } 766 }
871 break; 767 break;
768
872 default: 769 default:
873 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 770 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
874 { 771 buf.printf (" %+d", op->magic);
875 sprintf (buf + strlen (buf), " %+d", op->magic);
876 }
877 } 772 }
773
878 return buf; 774 return buf;
879} 775}
880 776
881/* Break this off from describe_item - that function was way 777/* Break this off from describe_item - that function was way
882 * too long, making it difficult to read. This function deals 778 * too long, making it difficult to read. This function deals
883 * with describing the monsters & players abilities. It should only 779 * with describing the monsters & players abilities. It should only
884 * be called with monster & player objects. Returns a description 780 * be called with monster & player objects. Returns a description
885 * in a static buffer. 781 * in a static buffer.
886 */ 782 */
887
888static char * 783static const char *
889describe_monster (const object *op) 784describe_monster (const object *op)
890{ 785{
891 char buf[MAX_BUF]; 786 static dynbuf_text buf; buf.clear ();
892 static char retbuf[VERY_BIG_BUF];
893 int i;
894
895 retbuf[0] = '\0';
896 787
897 /* Note that the resolution this provides for players really isn't 788 /* Note that the resolution this provides for players really isn't
898 * very good. Any player with a speed greater than .67 will 789 * very good. Any player with a speed greater than .67 will
899 * fall into the 'lightning fast movement' category. 790 * fall into the 'lightning fast movement' category.
900 */ 791 */
901 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 792 if (op->has_active_speed ())
902 {
903 switch ((int) ((FABS (op->speed)) * 15)) 793 switch ((int)((fabs (op->speed)) * 15.))
904 { 794 {
905 case 0: 795 case 0:
906 strcat (retbuf, "(very slow movement)"); 796 buf << "(very slow movement)";
907 break; 797 break;
908 case 1: 798 case 1:
909 strcat (retbuf, "(slow movement)"); 799 buf << "(slow movement)";
910 break; 800 break;
911 case 2: 801 case 2:
912 strcat (retbuf, "(normal movement)"); 802 buf << "(normal movement)";
913 break; 803 break;
914 case 3: 804 case 3:
915 case 4: 805 case 4:
916 strcat (retbuf, "(fast movement)"); 806 buf << "(fast movement)";
917 break; 807 break;
918 case 5: 808 case 5:
919 case 6: 809 case 6:
920 strcat (retbuf, "(very fast movement)"); 810 buf << "(very fast movement)";
921 break; 811 break;
922 case 7: 812 case 7:
923 case 8: 813 case 8:
924 case 9: 814 case 9:
925 case 10: 815 case 10:
926 strcat (retbuf, "(extremely fast movement)"); 816 buf << "(extremely fast movement)";
927 break; 817 break;
928 default: 818 default:
929 strcat (retbuf, "(lightning fast movement)"); 819 buf << "(lightning fast movement)";
930 break; 820 break;
931 } 821 }
932 } 822
933 if (QUERY_FLAG (op, FLAG_UNDEAD)) 823 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
934 strcat (retbuf, "(undead)");
935 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 824 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
936 strcat (retbuf, "(see invisible)"); 825 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
937 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 826 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
938 strcat (retbuf, "(wield weapon)"); 827 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
939 if (QUERY_FLAG (op, FLAG_USE_BOW)) 828 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
940 strcat (retbuf, "(archer)"); 829 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
941 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 830 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
942 strcat (retbuf, "(wear armour)");
943 if (QUERY_FLAG (op, FLAG_USE_RING))
944 strcat (retbuf, "(wear ring)");
945 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
946 strcat (retbuf, "(read scroll)");
947 if (QUERY_FLAG (op, FLAG_USE_RANGE))
948 strcat (retbuf, "(fires wand/rod/horn)");
949 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 831 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
950 strcat (retbuf, "(skill user)"); 832 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
951 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 833 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
952 strcat (retbuf, "(spellcaster)");
953 if (QUERY_FLAG (op, FLAG_FRIENDLY))
954 strcat (retbuf, "(friendly)");
955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 834 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
956 strcat (retbuf, "(unaggressive)"); 835 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
957 if (QUERY_FLAG (op, FLAG_HITBACK)) 836 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
958 strcat (retbuf, "(hitback)"); 837
959 if (QUERY_FLAG (op, FLAG_STEALTH))
960 strcat (retbuf, "(stealthy)");
961 if (op->randomitems != NULL) 838 if (op->randomitems)
962 { 839 {
963 treasure *t;
964 int first = 1; 840 bool first = 1;
965 841
966 for (t = op->randomitems->items; t != NULL; t = t->next) 842 for (treasure *t = op->randomitems->items; t; t = t->next)
967 if (t->item && (t->item->clone.type == SPELL)) 843 if (t->item && t->item->type == SPELL)
968 { 844 {
969 if (first) 845 if (first)
970 { 846 buf << "(Spell abilities:)";
847
971 first = 0; 848 first = 0;
972 strcat (retbuf, "(Spell abilities:)"); 849
973 } 850 buf << '(' << t->item->object::name << ')';
974 strcat (retbuf, "(");
975 strcat (retbuf, t->item->clone.name);
976 strcat (retbuf, ")");
977 } 851 }
978 } 852 }
853
979 if (op->type == PLAYER) 854 if (op->type == PLAYER)
980 { 855 {
981 if (op->contr->digestion) 856 if (op->contr->digestion)
982 {
983 if (op->contr->digestion != 0)
984 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 857 buf.printf ("(sustenance%+d)", op->contr->digestion);
985 strcat (retbuf, buf); 858
986 }
987 if (op->contr->gen_grace) 859 if (op->contr->gen_grace)
988 {
989 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 860 buf.printf ("(grace%+d)", op->contr->gen_grace);
990 strcat (retbuf, buf); 861
991 }
992 if (op->contr->gen_sp) 862 if (op->contr->gen_sp)
993 {
994 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 863 buf.printf ("(magic%+d)", op->contr->gen_sp);
995 strcat (retbuf, buf); 864
996 }
997 if (op->contr->gen_hp) 865 if (op->contr->gen_hp)
998 {
999 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 866 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
1000 strcat (retbuf, buf); 867
1001 }
1002 if (op->stats.luck) 868 if (op->stats.luck)
1003 {
1004 sprintf (buf, "(luck%+d)", op->stats.luck); 869 buf.printf ("(luck%+d)", op->stats.luck);
1005 strcat (retbuf, buf);
1006 }
1007 } 870 }
1008 871
1009 /* describe attacktypes */ 872 /* describe attacktypes */
1010 if (is_dragon_pl (op)) 873 if (is_dragon_pl (op))
1011 { 874 {
1013 * Break apart the for loop - move the comparison checking down - 876 * Break apart the for loop - move the comparison checking down -
1014 * this makes it more readable. 877 * this makes it more readable.
1015 */ 878 */
1016 object *tmp; 879 object *tmp;
1017 880
1018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 881 for (tmp = op->inv; tmp; tmp = tmp->below)
1019 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 882 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1020 break; 883 break;
1021 884
1022 if (tmp && tmp->attacktype != 0) 885 if (tmp && tmp->attacktype)
1023 { 886 buf.add_abilities ("Claws", tmp->attacktype);
1024 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1025 }
1026 else 887 else
1027 { 888 buf.add_abilities ("Attacks", op->attacktype);
1028 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1029 }
1030 } 889 }
1031 else 890 else
1032 { 891 buf.add_abilities ("Attacks", op->attacktype);
1033 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 892
1034 } 893 buf.add_paths ("Attuned" , op->path_attuned);
1035 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 894 buf.add_paths ("Repelled", op->path_repelled);
1036 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 895 buf.add_paths ("Denied" , op->path_denied);
1037 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 896
1038 for (i = 0; i < NROFATTACKS; i++) 897 for (int i = 0; i < NROFATTACKS; i++)
1039 {
1040 if (op->resist[i]) 898 if (op->resist[i])
1041 {
1042 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 899 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1043 strcat (retbuf, buf); 900
1044 }
1045 }
1046 return retbuf; 901 return buf;
1047} 902}
1048
1049 903
1050/* 904/*
1051 * Returns a pointer to a static buffer which contains a 905 * Returns a pointer to a static buffer which contains a
1052 * description of the given object. 906 * description of the given object.
1053 * If it is a monster, lots of information about its abilities 907 * If it is a monster, lots of information about its abilities
1062 * wouldn't need to use the SEE_INVISIBLE flag to know it is 916 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1063 * a dragon player examining food. Could have things like 917 * a dragon player examining food. Could have things like
1064 * a dwarven axe, in which the full abilities are only known to 918 * a dwarven axe, in which the full abilities are only known to
1065 * dwarves, etc. 919 * dwarves, etc.
1066 * 920 *
1067 * This function is really much more complicated than it should
1068 * be, because different objects have different meanings
1069 * for the same field (eg, wands use 'food' for charges). This
1070 * means these special cases need to be worked out.
1071 *
1072 * Add 'owner' who is the person examining this object. 921 * Add 'owner' who is the person examining this object.
1073 * owner can be null if no one is being associated with this 922 * owner can be null if no one is being associated with this
1074 * item (eg, debug dump or the like) 923 * item (eg, debug dump or the like)
1075 */ 924 */
1076 925const char *
1077char *
1078describe_item (const object *op, object *owner) 926describe_item (const object *op, object *owner)
1079{ 927{
1080 char buf[MAX_BUF]; 928 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1081 static char retbuf[VERY_BIG_BUF]; 929 return describe_monster (op);
930
931 static dynbuf_text buf; buf.clear ();
1082 int identified, i; 932 int identified, i;
1083 933
1084 retbuf[0] = '\0';
1085 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1086 {
1087 return describe_monster (op);
1088 }
1089 /* figure this out once, instead of making multiple calls to need_identify. 934 /* figure this out once, instead of making multiple calls to need_identify.
1090 * also makes the code easier to read. 935 * also makes the code easier to read.
1091 */ 936 */
1092 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 937 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1093 identified = 1; 938 if (!identified)
1094 else 939 buf << "(unidentified)";
1095 { 940
1096 strcpy (retbuf, "(unidentified)");
1097 identified = 0;
1098 }
1099 switch (op->type) 941 switch (op->type)
1100 { 942 {
1101 case BOW: 943 case BOW:
1102 case ARROW: 944 case ARROW:
1103 case WAND: 945 case WAND:
1104 case ROD: 946 case ROD:
1105 case HORN: 947 case HORN:
1106 case WEAPON: 948 case WEAPON:
1107 case ARMOUR: 949 case ARMOUR:
1108 case HELMET: 950 case HELMET:
1109 case SHIELD: 951 case SHIELD:
1110 case BOOTS: 952 case BOOTS:
1111 case GLOVES: 953 case GLOVES:
1112 case GIRDLE: 954 case GIRDLE:
1113 case BRACERS: 955 case BRACERS:
1114 case CLOAK: 956 case CLOAK:
1115 case SKILL_TOOL: 957 case SKILL_TOOL:
1116 break; /* We have more information to do below this switch */ 958 break; /* We have more information to do below this switch */
1117 959
1118 case POWER_CRYSTAL: 960 case POWER_CRYSTAL:
1119 if (op->stats.maxsp > 1000) 961 if (op->stats.maxsp > 1000)
1120 { /*higher capacity crystals */ 962 { /*higher capacity crystals */
1121 i = (op->stats.maxsp % 100) / 10; 963 i = (op->stats.maxsp % 1000) / 100;
964
1122 if (i) 965 if (i)
1123 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 966 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1124 else 967 else
1125 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 968 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1126 } 969 }
1127 else 970 else
1128 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 971 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1129 strcat (retbuf, buf); 972
1130 i = (op->stats.sp * 10) / op->stats.maxsp; 973 i = (op->stats.sp * 10) / op->stats.maxsp;
1131 if (op->stats.sp == 0) 974 if (op->stats.sp == 0)
1132 strcat (retbuf, "empty."); 975 buf << "empty.";
1133 else if (i == 0) 976 else if (i == 0)
1134 strcat (retbuf, "almost empty."); 977 buf << "almost empty.";
1135 else if (i < 3) 978 else if (i < 3)
1136 strcat (retbuf, "partially filled."); 979 buf << "partially filled.";
1137 else if (i < 6) 980 else if (i < 6)
1138 strcat (retbuf, "half full."); 981 buf << "half full.";
1139 else if (i < 9) 982 else if (i < 9)
1140 strcat (retbuf, "well charged."); 983 buf << "well charged.";
1141 else if (op->stats.sp == op->stats.maxsp) 984 else if (op->stats.sp == op->stats.maxsp)
1142 strcat (retbuf, "fully charged."); 985 buf << "fully charged.";
1143 else 986 else
1144 strcat (retbuf, "almost full."); 987 buf << "almost full.";
1145 break; 988 break;
989
990 case LAMP:
991 {
992 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
993 buf << "(fuel: ";
994 if (percent == 0)
995 buf << "empty";
996 else if (percent < 10)
997 buf << "very low";
998 else if (percent < 25)
999 buf << "low";
1000 else if (percent < 50)
1001 buf << "half empty";
1002 else if (percent < 75)
1003 buf << "half full";
1004 else if (percent < 95)
1005 buf << "well filled";
1006 else if (percent <= 100)
1007 buf << "full";
1008 buf << ")";
1009 }
1010 break;
1011
1146 case FOOD: 1012 case FOOD:
1147 case FLESH: 1013 case FLESH:
1148 case DRINK: 1014 case DRINK:
1149 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1150 { 1016 {
1151 sprintf (buf, "(food+%d)", op->stats.food); 1017 buf.printf ("(food+%d)", op->stats.food);
1152 strcat (retbuf, buf);
1153 1018
1154 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1155 {
1156 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1157 strcat (retbuf, buf);
1158 }
1159 1021
1160 if (!QUERY_FLAG (op, FLAG_CURSED)) 1022 if (!QUERY_FLAG (op, FLAG_CURSED))
1161 { 1023 {
1162 if (op->stats.hp) 1024 if (op->stats.hp) buf << "(heals)";
1163 strcat (retbuf, "(heals)");
1164 if (op->stats.sp)
1165 strcat (retbuf, "(spellpoint regen)"); 1025 if (op->stats.sp) buf << "(spellpoint regen)";
1166 } 1026 }
1167 else 1027 else
1168 { 1028 {
1169 if (op->stats.hp) 1029 if (op->stats.hp) buf << "(damages)";
1170 strcat (retbuf, "(damages)");
1171 if (op->stats.sp)
1172 strcat (retbuf, "(spellpoint depletion)"); 1030 if (op->stats.sp) buf << "(spellpoint depletion)";
1173 } 1031 }
1174 } 1032 }
1175 break; 1033 break;
1176 1034
1177
1178 case SKILL: 1035 case SKILL:
1179 case RING: 1036 case RING:
1180 case AMULET: 1037 case AMULET:
1181 if (op->item_power) 1038 if (op->item_power)
1182 {
1183 sprintf (buf, "(item_power %+d)", op->item_power); 1039 buf.printf ("(item_power %+d)", op->item_power);
1184 strcat (retbuf, buf); 1040
1185 }
1186 if (op->title) 1041 if (op->title)
1187 strcat (retbuf, ring_desc (op)); 1042 buf << ring_desc (op);
1043
1188 return retbuf; 1044 return buf;
1189 1045
1190 default: 1046 default:
1191 return retbuf; 1047 return buf;
1192 } 1048 }
1193 1049
1194 /* Down here, we more further describe equipment type items. 1050 /* Down here, we more further describe equipment type items.
1195 * only describe them if they have been identified or the like. 1051 * only describe them if they have been identified or the like.
1196 */ 1052 */
1197 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1198 { 1054 {
1199 int attr, val; 1055 int attr, val;
1200 1056
1201 for (attr = 0; attr < NUM_STATS; attr++) 1057 for (attr = 0; attr < NUM_STATS; attr++)
1202 { 1058 if ((val = op->stats.stat (attr)))
1203 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1204 {
1205 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1059 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1206 strcat (retbuf, buf);
1207 }
1208 }
1209 1060
1210 if (op->stats.exp) 1061 if (op->stats.exp)
1211 {
1212 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1213 strcat (retbuf, buf);
1214 }
1215
1216 1063
1217 switch (op->type) 1064 switch (op->type)
1218 { 1065 {
1219 case BOW: 1066 case BOW:
1220 case ARROW: 1067 case ARROW:
1221 case GIRDLE: 1068 case GIRDLE:
1222 case HELMET: 1069 case HELMET:
1223 case SHIELD: 1070 case SHIELD:
1224 case BOOTS: 1071 case BOOTS:
1225 case GLOVES: 1072 case GLOVES:
1226 case WEAPON: 1073 case WEAPON:
1227 case SKILL: 1074 case SKILL:
1228 case RING: 1075 case RING:
1229 case AMULET: 1076 case AMULET:
1230 case ARMOUR: 1077 case ARMOUR:
1231 case BRACERS: 1078 case BRACERS:
1232 case FORCE: 1079 case FORCE:
1233 case CLOAK: 1080 case CLOAK:
1234 if (op->stats.wc) 1081 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1235 { 1082 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1236 sprintf (buf, "(wc%+d)", op->stats.wc); 1083 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1237 strcat (retbuf, buf); 1084
1238 }
1239 if (op->stats.dam)
1240 {
1241 sprintf (buf, "(dam%+d)", op->stats.dam);
1242 strcat (retbuf, buf);
1243 }
1244 if (op->stats.ac)
1245 {
1246 sprintf (buf, "(ac%+d)", op->stats.ac);
1247 strcat (retbuf, buf);
1248 }
1249 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1085 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1250 {
1251 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1086 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1252 strcat (retbuf, buf); 1087
1253 }
1254 break; 1088 break;
1255 1089
1256 default: 1090 default:
1257 break; 1091 break;
1258 } 1092 }
1259 if (QUERY_FLAG (op, FLAG_XRAYS)) 1093
1260 strcat (retbuf, "(xray-vision)"); 1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1261 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1262 strcat (retbuf, "(infravision)");
1263 1096
1264 /* levitate was what is was before, so we'll keep it */ 1097 /* levitate was what is was before, so we'll keep it */
1265 if (op->move_type & MOVE_FLY_LOW) 1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1266 strcat (retbuf, "(levitate)");
1267
1268 if (op->move_type & MOVE_FLY_HIGH) 1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1269 strcat (retbuf, "(fly)");
1270
1271 if (op->move_type & MOVE_SWIM) 1100 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1272 strcat (retbuf, "(swim)");
1273 1101
1274 /* walking is presumed as 'normal', so doesn't need mentioning */ 1102 /* walking is presumed as 'normal', so doesn't need mentioning */
1275 1103
1276 if (op->item_power) 1104 if (op->item_power)
1277 {
1278 sprintf (buf, "(item_power %+d)", op->item_power); 1105 buf.printf ("(item_power %+d)", op->item_power);
1279 strcat (retbuf, buf);
1280 }
1281 } /* End if identified or applied */ 1106 } /* End if identified or applied */
1282 1107
1283 /* This blocks only deals with fully identified object. 1108 /* This blocks only deals with fully identified object.
1284 * it is intentional that this is not an 'else' from a above - 1109 * it is intentional that this is not an 'else' from a above -
1285 * in this way, information is added. 1110 * in this way, information is added.
1288 { 1113 {
1289 int more_info = 0; 1114 int more_info = 0;
1290 1115
1291 switch (op->type) 1116 switch (op->type)
1292 { 1117 {
1293 case ROD: /* These use stats.sp for spell selection and stats.food */ 1118 case ROD: /* These use stats.sp for spell selection and stats.food */
1294 case HORN: /* and stats.hp for spell-point regeneration... */ 1119 case HORN: /* and stats.hp for spell-point regeneration... */
1295 case BOW: 1120 case BOW:
1296 case ARROW: 1121 case ARROW:
1297 case WAND: 1122 case WAND:
1298 case FOOD: 1123 case FOOD:
1299 case FLESH: 1124 case FLESH:
1300 case DRINK: 1125 case DRINK:
1301 more_info = 0; 1126 more_info = 0;
1302 break; 1127 break;
1303 1128
1304 /* Armor type objects */ 1129 /* Armor type objects */
1305 case ARMOUR: 1130 case ARMOUR:
1306 case HELMET: 1131 case HELMET:
1307 case SHIELD: 1132 case SHIELD:
1308 case BOOTS: 1133 case BOOTS:
1309 case GLOVES: 1134 case GLOVES:
1310 case GIRDLE: 1135 case GIRDLE:
1311 case BRACERS: 1136 case BRACERS:
1312 case CLOAK: 1137 case CLOAK:
1313 if (ARMOUR_SPEED (op)) 1138 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1314 { 1139 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1316 strcat (retbuf, buf);
1317 }
1318 if (ARMOUR_SPELLS (op))
1319 {
1320 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1321 strcat (retbuf, buf);
1322 }
1323 more_info = 1; 1140 more_info = 1;
1324 break; 1141 break;
1325 1142
1326 case WEAPON: 1143 case WEAPON:
1327 /* Calculate it the same way fix_player does so the results 1144 /* Calculate it the same way fix_player does so the results
1328 * make sense. 1145 * make sense.
1329 */ 1146 */
1330 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1147 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1331 if (i < 0) 1148 if (i < 0)
1332 i = 0; 1149 i = 0;
1333 1150
1334 sprintf (buf, "(weapon speed %d)", i); 1151 buf.printf ("(weapon speed %d)", i);
1335 strcat (retbuf, buf);
1336 more_info = 1; 1152 more_info = 1;
1337 break; 1153 break;
1338
1339 } 1154 }
1155
1340 if (more_info) 1156 if (more_info)
1341 { 1157 {
1342 if (op->stats.food)
1343 {
1344 if (op->stats.food != 0)
1345 sprintf (buf, "(sustenance%+d)", op->stats.food); 1158 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1346 strcat (retbuf, buf);
1347 }
1348 if (op->stats.grace)
1349 {
1350 sprintf (buf, "(grace%+d)", op->stats.grace); 1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1351 strcat (retbuf, buf); 1160 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1352 }
1353 if (op->stats.sp)
1354 {
1355 sprintf (buf, "(magic%+d)", op->stats.sp);
1356 strcat (retbuf, buf);
1357 }
1358 if (op->stats.hp)
1359 {
1360 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1361 strcat (retbuf, buf);
1362 }
1363 } 1162 }
1364 1163
1365 if (op->stats.luck) 1164 if (op->stats.luck)
1366 {
1367 sprintf (buf, "(luck%+d)", op->stats.luck); 1165 buf.printf ("(luck%+d)", op->stats.luck);
1368 strcat (retbuf, buf); 1166
1369 }
1370 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1371 strcat (retbuf, "(lifesaving)"); 1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1372 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1373 strcat (retbuf, "(reflect spells)");
1374 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1375 strcat (retbuf, "(reflect missiles)");
1376 if (QUERY_FLAG (op, FLAG_STEALTH)) 1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1377 strcat (retbuf, "(stealth)"); 1171
1378 if (op->slaying != NULL && op->type != FOOD) 1172 if (op->slaying && op->type != FOOD)
1379 {
1380 sprintf (buf, "(slay %s)", &op->slaying); 1173 buf.printf ("(slay %s)", &op->slaying);
1381 strcat (retbuf, buf); 1174
1382 } 1175 if (op->type == SKILL_TOOL && op->skill)
1383 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1176 buf.printf ("(%s)", &op->skill);
1177
1178 buf.add_abilities ("Attacks", op->attacktype);
1384 /* resistance on flesh is only visible for quetzals. If 1179 /* resistance on flesh is only visible for quetzals. If
1385 * non flesh, everyone can see its resistances 1180 * non flesh, everyone can see its resistances
1386 */ 1181 */
1387 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1182 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1388 strcat (retbuf, describe_resistance (op, 0)); 1183 buf << describe_resistance (op, 0);
1389 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1390 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1391 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1392 }
1393 1184
1185 buf.add_paths ("Attuned", op->path_attuned);
1186 buf.add_paths ("Repelled", op->path_repelled);
1187 buf.add_paths ("Denied", op->path_denied);
1188 }
1189
1394 return retbuf; 1190 return buf;
1191}
1192
1193std::string
1194object::describe_item (object *who)
1195{
1196 return std::string (::describe_item (this, who));
1197}
1198
1199void
1200examine (object *op, object *tmp)
1201{
1202 std::string info = tmp->describe (op);
1203
1204 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1205}
1206
1207/*
1208 * inventory prints object's inventory. If inv==NULL then print player's
1209 * inventory.
1210 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1211 */
1212const char *
1213object::query_inventory (object *who, const char *indent)
1214{
1215 static dynbuf_text buf; buf.clear ();
1216
1217 for (object *tmp = inv; tmp; tmp = tmp->below)
1218 if (who && QUERY_FLAG (who, FLAG_WIZ))
1219 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1220 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1221 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1222
1223 if (buf.size ())
1224 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1225 else
1226 buf.printf ("%s(empty)\n", indent);
1227
1228 return buf;
1395} 1229}
1396 1230
1397/* Return true if the item is magical. A magical item is one that 1231/* Return true if the item is magical. A magical item is one that
1398 * increases/decreases any abilities, provides a resistance, 1232 * increases/decreases any abilities, provides a resistance,
1399 * has a generic magical bonus, or is an artifact. 1233 * has a generic magical bonus, or is an artifact.
1400 * This function is used by detect_magic to determine if an item 1234 * This function is used by detect_magic to determine if an item
1401 * should be marked as magical. 1235 * should be marked as magical.
1402 */ 1236 */
1403
1404int 1237int
1405is_magical (const object *op) 1238is_magical (const object *op)
1406{ 1239{
1407 int i; 1240 int i;
1408 1241
1459 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1292 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1460 return 1; 1293 return 1;
1461 1294
1462 /* Check to see if it increases/decreases any stats */ 1295 /* Check to see if it increases/decreases any stats */
1463 for (i = 0; i < NUM_STATS; i++) 1296 for (i = 0; i < NUM_STATS; i++)
1464 if (get_attr_value (&(op->stats), i) != 0) 1297 if (op->stats.stat (i))
1465 return 1; 1298 return 1;
1466 1299
1467 /* If it doesn't fall into any of the above categories, must 1300 /* If it doesn't fall into any of the above categories, must
1468 * be non magical. 1301 * be non magical.
1469 */ 1302 */
1478int 1311int
1479need_identify (const object *op) 1312need_identify (const object *op)
1480{ 1313{
1481 switch (op->type) 1314 switch (op->type)
1482 { 1315 {
1483 case RING: 1316 case RING:
1484 case WAND: 1317 case WAND:
1485 case ROD: 1318 case ROD:
1486 case HORN: 1319 case HORN:
1487 case SCROLL: 1320 case SCROLL:
1488 case SKILL: 1321 case SKILL:
1489 case SKILLSCROLL: 1322 case SKILLSCROLL:
1490 case SPELLBOOK: 1323 case SPELLBOOK:
1491 case FOOD: 1324 case FOOD:
1492 case POTION: 1325 case POTION:
1493 case BOW: 1326 case BOW:
1494 case ARROW: 1327 case ARROW:
1495 case WEAPON: 1328 case WEAPON:
1496 case ARMOUR: 1329 case ARMOUR:
1497 case SHIELD: 1330 case SHIELD:
1498 case HELMET: 1331 case HELMET:
1499 case AMULET: 1332 case AMULET:
1500 case BOOTS: 1333 case BOOTS:
1501 case GLOVES: 1334 case GLOVES:
1502 case BRACERS: 1335 case BRACERS:
1503 case GIRDLE: 1336 case GIRDLE:
1504 case CONTAINER: 1337 case CONTAINER:
1505 case DRINK: 1338 case DRINK:
1506 case FLESH: 1339 case FLESH:
1507 case INORGANIC: 1340 case INORGANIC:
1508 case CLOSE_CON: 1341 case CLOSE_CON:
1509 case CLOAK: 1342 case CLOAK:
1510 case GEM: 1343 case GEM:
1511 case POWER_CRYSTAL: 1344 case POWER_CRYSTAL:
1512 case POISON: 1345 case POISON:
1513 case BOOK: 1346 case BOOK:
1514 case SKILL_TOOL: 1347 case SKILL_TOOL:
1515 return 1; 1348 return 1;
1516 } 1349 }
1350
1517 /* Try to track down some stuff that may show up here. Thus, the 1351 /* Try to track down some stuff that may show up here. Thus, the
1518 * archetype file can be updated, and this function removed. 1352 * archetype file can be updated, and this function removed.
1519 */ 1353 */
1520#if 0 1354#if 0
1521 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1355 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1522#endif 1356#endif
1523 return 0; 1357 return 0;
1524} 1358}
1525 1359
1526
1527/* 1360/*
1528 * Supposed to fix face-values as well here, but later. 1361 * Supposed to fix face-values as well here, but later.
1529 */ 1362 */
1530
1531void 1363void
1532identify (object *op) 1364identify (object *op)
1533{ 1365{
1534 object *pl;
1535
1536 SET_FLAG (op, FLAG_IDENTIFIED); 1366 SET_FLAG (op, FLAG_IDENTIFIED);
1537 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1367 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1538 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1368 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1539 1369
1540 /* 1370 /*
1547 { 1377 {
1548 if (op->inv && op->randomitems) 1378 if (op->inv && op->randomitems)
1549 op->title = op->inv->name; 1379 op->title = op->inv->name;
1550 else if (op->arch) 1380 else if (op->arch)
1551 { 1381 {
1552 op->name = op->arch->clone.name; 1382 op->name = op->arch->object::name;
1553 op->name_pl = op->arch->clone.name_pl; 1383 op->name_pl = op->arch->object::name_pl;
1554 } 1384 }
1555 } 1385 }
1556 1386
1557 /* If the object is on a map, make sure we update its face */ 1387 /* If the object is on a map, make sure we update its face */
1558 if (op->map) 1388 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1389 update_object (op, UP_OBJ_CHANGE);
1560 else 1390
1561 { 1391 if (object *pl = op->visible_to ())
1562 pl = is_player_inv (op->env);
1563 if (pl)
1564 /* A lot of the values can change from an update - might as well send 1392 /* A lot of the values can change from an update - might as well send
1565 * it all. 1393 * it all.
1566 */ 1394 */
1567 esrv_send_item (pl, op); 1395 esrv_send_item (pl, op);
1568 }
1569} 1396}
1397

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