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Comparing deliantra/server/common/item.C (file contents):
Revision 1.29 by root, Thu May 3 04:50:26 2007 UTC vs.
Revision 1.66 by root, Sun Nov 8 20:55:39 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
28#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 30
30/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
31 * 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
32 * 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
33 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
49 * "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
50 */ 51 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"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"},
53 {"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"},
54 {"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"},
55 {"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"},
56 {"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"},
57 {"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"},
58 {"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"} ,
59 {"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"},
60 {"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"},
61 {"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"},
62 {"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"},
63 {"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"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
65};
66
67static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
69 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
70 "eighteen", "nineteen", "twenty"
71}; 68};
72 69
73static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
74 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
75 "eighty", "ninety" 72 "eighty", "ninety"
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
169 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
170 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
171 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
172 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
173 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
175 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
176 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
204 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
205 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
206 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
207}; 204};
208 205
209const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
210 207
211materialtype_t *materialt; 208materialtype_t *materialt;
212 209
213/* 210/*
214materialtype material[NROFMATERIALS] = { 211materialtype material[NROFMATERIALS] = {
250}; 247};
251 248
252int 249int
253get_power_from_ench (int ench) 250get_power_from_ench (int ench)
254{ 251{
255 if (ench < 0) ench = 0;
256 if (ench > 20) ench = 20;
257
258 return enc_to_item_power[ench]; 252 return enc_to_item_power [clamp (ench, 0, 20)];
259} 253}
260 254
261/* 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
262 * 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
263 * generation code, and when loading legacy objects. It returns 257 * generation code, and when loading legacy objects. It returns
270{ 264{
271 int i, tmp, enc; 265 int i, tmp, enc;
272 266
273 enc = 0; 267 enc = 0;
274 for (i = 0; i < NUM_STATS; i++) 268 for (i = 0; i < NUM_STATS; i++)
275 enc += get_attr_value (&op->stats, i); 269 enc += op->stats.stat (i);
276 270
277 /* This protection logic is pretty flawed. 20% fire resistance 271 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or 272 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal 273 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against 274 * armour shouldn't be counted against
297 if (op->type == WEAPON) 291 if (op->type == WEAPON)
298 { 292 {
299 for (i = 1; i < NROFATTACKS; i++) 293 for (i = 1; i < NROFATTACKS; i++)
300 if (op->attacktype & (1 << i)) 294 if (op->attacktype & (1 << i))
301 enc++; 295 enc++;
296
302 if (op->slaying) 297 if (op->slaying)
303 enc += 2; /* What it slays is probably more relevent */ 298 enc += 2; /* What it slays is probably more relevent */
304 } 299 }
300
305 /* Items the player can equip */ 301 /* Items the player can equip */
306 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 302 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307 (op->type == SHIELD) || (op->type == RING) || 303 (op->type == SHIELD) || (op->type == RING) ||
308 (op->type == BOOTS) || (op->type == GLOVES) || 304 (op->type == BOOTS) || (op->type == GLOVES) ||
309 (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))
312 enc += op->stats.hp; /* hp regen */ 308 enc += op->stats.hp; /* hp regen */
313 enc += op->stats.sp; /* mana regen */ 309 enc += op->stats.sp; /* mana regen */
314 enc += op->stats.grace; /* grace regen */ 310 enc += op->stats.grace; /* grace regen */
315 enc += op->stats.exp; /* speed bonus */ 311 enc += op->stats.exp; /* speed bonus */
316 } 312 }
313
317 enc += op->stats.luck; 314 enc += op->stats.luck;
318 315
319 /* Do spell paths now */ 316 /* Do spell paths now */
320 for (i = 1; i < NRSPELLPATHS; i++) 317 for (i = 1; i < NRSPELLPATHS; i++)
321 {
322 if (op->path_attuned & (1 << i)) 318 if (op->path_attuned & (1 << i))
323 enc++; 319 enc++;
324 else if (op->path_denied & (1 << i)) 320 else if (op->path_denied & (1 << i))
325 enc -= 2; 321 enc -= 2;
326 else if (op->path_repelled & (1 << i)) 322 else if (op->path_repelled & (1 << i))
327 enc--; 323 enc--;
328 }
329 324
330 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 325 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
331 enc += 5; 326 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
332 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 327 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
333 enc += 3; 328 if (op->flag [FLAG_XRAYS ]) enc += 2;
334 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 329 if (op->flag [FLAG_STEALTH ]) enc += 1;
335 enc += 2; 330 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
336 if (QUERY_FLAG (op, FLAG_STEALTH)) 331 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
337 enc += 1;
338 if (QUERY_FLAG (op, FLAG_XRAYS))
339 enc += 2;
340 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
341 enc += 1;
342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343 enc += 1;
344 332
345 return get_power_from_ench (enc); 333 return get_power_from_ench (enc);
346} 334}
347 335
348/* returns the typedata that has a number equal to itemtype, if there 336/* returns the typedata that has a number equal to itemtype, if there
349 * isn't one, returns NULL */ 337 * isn't one, returns NULL */
350const typedata * 338const typedata *
351get_typedata (int itemtype) 339get_typedata (int itemtype)
352{ 340{
353 int i;
354
355 for (i = 0; i < item_types_size; i++) 341 for (int i = 0; i < item_types_size; i++)
356 if (item_types[i].number == itemtype) 342 if (item_types[i].number == itemtype)
357 return &item_types[i]; 343 return &item_types[i];
344
358 return NULL; 345 return NULL;
359} 346}
360 347
361/* returns the typedata that has a name equal to itemtype, if there 348/* returns the typedata that has a name equal to itemtype, if there
362 * isn't one, return the plural name that matches, if there still isn't 349 * isn't one, return the plural name that matches, if there still isn't
363 * one return NULL */ 350 * one return NULL */
364const typedata * 351const typedata *
365get_typedata_by_name (const char *name) 352get_typedata_by_name (const char *name)
366{ 353{
367 int i;
368
369 for (i = 0; i < item_types_size; i++) 354 for (int i = 0; i < item_types_size; i++)
370 if (!strcmp (item_types[i].name, name)) 355 if (!strcmp (item_types[i].name, name))
371 return &item_types[i]; 356 return &item_types[i];
357
372 for (i = 0; i < item_types_size; i++) 358 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name_pl, name)) 359 if (!strcmp (item_types[i].name_pl, name))
374 { 360 {
375 LOG (llevInfo, 361 LOG (llevInfo,
376 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 362 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
377 return &item_types[i]; 363 return &item_types[i];
378 } 364 }
365
379 return NULL; 366 return 0;
380} 367}
381 368
382/* describe_resistance generates the visible naming for resistances. 369/* describe_resistance generates the visible naming for resistances.
383 * returns a static array of the description. This can return 370 * returns a static array of the description. This can return
384 * a big buffer. 371 * a big buffer.
386 * but do put a newline at the end. Useful when dumping to files 373 * but do put a newline at the end. Useful when dumping to files
387 */ 374 */
388const char * 375const char *
389describe_resistance (const object *op, int newline) 376describe_resistance (const object *op, int newline)
390{ 377{
391 static char buf[VERY_BIG_BUF]; 378 static dynbuf_text buf; buf.clear ();
392 char buf1[VERY_BIG_BUF];
393 int tmpvar;
394 379
395 buf[0] = 0; 380 for (int i = 0; i < NROFATTACKS; i++)
396 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
397 {
398 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 381 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
399 { 382 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
400 if (!newline)
401 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
402 else
403 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
404 383
405 strcat (buf, buf1);
406 }
407 }
408 return buf; 384 return buf;
409} 385}
410
411 386
412/* 387/*
413 * query_weight(object) returns a character pointer to a static buffer 388 * query_weight(object) returns a character pointer to a static buffer
414 * containing the text-representation of the weight of the given object. 389 * containing the text-representation of the weight of the given object.
415 * The buffer will be overwritten by the next call to query_weight(). 390 * The buffer will be overwritten by the next call to query_weight().
391 *
392 * Seems to be used only by unimportant stuff. Remove?
416 */ 393 */
417const char * 394const char *
418query_weight (const object *op) 395query_weight (const object *op)
419{ 396{
420 static char buf[10]; 397 static char buf[10];
421 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 398 sint32 i = op->total_weight ();
422 399
423 if (op->weight < 0) 400 if (op->weight < 0)
424 return " "; 401 return " ";
425 402
426 if (i % 1000) 403 if (i % 1000)
446 return buf; 423 return buf;
447 } 424 }
448 425
449 if (i < 21) 426 if (i < 21)
450 return levelnumbers[i]; 427 return levelnumbers[i];
428
451 if (!(i % 10)) 429 if (!(i % 10))
452 return levelnumbers_10[i / 10]; 430 return levelnumbers_10[i / 10];
453 431
454 strcpy (buf, numbers_10[i / 10]); 432 strcpy (buf, numbers_10[i / 10]);
455 strcat (buf, levelnumbers[i % 10]); 433 strcat (buf, levelnumbers[i % 10]);
456 return buf; 434 return buf;
457}
458
459/*
460 * get_number(integer) returns the text-representation of the given number
461 * in a static buffer. The buffer might be overwritten at the next
462 * call to get_number().
463 * It is currently only used by the query_name() function.
464 */
465const char *
466get_number (int i)
467{
468 if (i <= 20)
469 return numbers[i];
470 else
471 {
472 static char buf[MAX_BUF];
473
474 sprintf (buf, "%d", i);
475 return buf;
476 }
477} 435}
478 436
479/* 437/*
480 * Returns pointer to static buffer containing ring's or amulet's 438 * Returns pointer to static buffer containing ring's or amulet's
481 * abilities 439 * abilities
487 */ 445 */
488 446
489/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 447/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
490 * from stats.sp - b.t. 448 * from stats.sp - b.t.
491 */ 449 */
492const char * 450static const char *
493ring_desc (const object *op) 451ring_desc (const object *op)
494{ 452{
495 static char buf[VERY_BIG_BUF]; 453 static dynbuf_text buf; buf.clear ();
496 int attr, val, len; 454 int attr, val, len;
497 455
498 buf[0] = 0;
499
500 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 456 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
501 return buf; 457 {
502
503 for (attr = 0; attr < NUM_STATS; attr++) 458 for (attr = 0; attr < NUM_STATS; attr++)
504 { 459 if ((val = op->stats.stat (attr)))
505 if ((val = get_attr_value (&(op->stats), attr)) != 0)
506 {
507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 460 buf.printf ("(%s%+d)", short_stat_name[attr], val);
508 }
509 }
510 461
511 if (op->stats.exp) 462 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 463 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
513 if (op->stats.wc) 464 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 465 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
515 if (op->stats.dam)
516 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
517 if (op->stats.ac)
518 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
519 466
520 strcat (buf, describe_resistance (op, 0)); 467 buf << describe_resistance (op, 0);
521 468
522 if (op->stats.food != 0) 469 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
523 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 470 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
524 /* else if (op->stats.food < 0) 471 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
525 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 472 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
526 if (op->stats.grace) 473 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
527 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
528 if (op->stats.sp && op->type != SKILL)
529 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
530 if (op->stats.hp)
531 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
532 if (op->stats.luck)
533 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
534 if (QUERY_FLAG (op, FLAG_LIFESAVE))
535 strcat (buf, "(lifesaving)");
536 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
537 strcat (buf, "(reflect spells)");
538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
539 strcat (buf, "(reflect missiles)");
540 if (QUERY_FLAG (op, FLAG_STEALTH))
541 strcat (buf, "(stealth)");
542 474
543 /* Shorten some of the names, so they appear better in the windows */ 475 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
544 len = strlen (buf); 476 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 477 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 478 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548 479
549 /* if(op->item_power) 480 buf.add_paths ("Attuned" , op->path_attuned);
550 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 481 buf.add_paths ("Repelled", op->path_repelled);
551 */ 482 buf.add_paths ("Denied" , op->path_denied);
552 if (buf[0] == 0 && op->type != SKILL)
553 strcpy (buf, "of adornment");
554 483
484 if (buf.empty ())
485 buf << "of adornment";
486 }
555 487
556 return buf; 488 return buf;
557} 489}
558 490
559/* 491/*
560 * query_short_name(object) is similar to query_name, but doesn't 492 * query_short_name(object) is similar to query_name, but doesn't
561 * contain any information about object status (worn/cursed/etc.) 493 * contain any information about object status (worn/cursed/etc.)
494 *
495 * It is sometimes used when printing messages, so should fit well into a sentence.
562 */ 496 */
563const char * 497const char *
564query_short_name (const object *op) 498query_short_name (const object *op)
565{ 499{
566 static char buf[HUGE_BUF];
567 char buf2[HUGE_BUF];
568 int len = 0;
569
570 if (op->name == NULL) 500 if (!op->name)
571 return "(null)"; 501 return "(null)";
572 502
573 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 503 if (!op->nrof
504 && !op->weight
505 && !op->title
506 && !is_magical (op)
507 && op->slaying != shstr_money)
574 return op->name; /* To speed things up (or make things slower?) */ 508 return op->name; /* To speed things up (or make things slower?) */
575 509
576 if (op->nrof <= 1) 510 static dynbuf_text buf; buf.clear ();
577 safe_strcat (buf, op->name, &len, HUGE_BUF); 511
578 else 512 buf << (op->nrof <= 1 ? op->name : op->name_pl);
579 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
580 513
581 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 514 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
582 { 515 buf << ' ' << op->title;
583 safe_strcat (buf, " ", &len, HUGE_BUF);
584 safe_strcat (buf, op->title, &len, HUGE_BUF);
585 }
586 516
587 switch (op->type) 517 switch (op->type)
588 { 518 {
589 case SPELLBOOK: 519 case SPELLBOOK:
590 case SCROLL: 520 case SCROLL:
591 case WAND: 521 case WAND:
592 case ROD: 522 case ROD:
593 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 523 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
594 { 524 {
595 if (!op->title) 525 if (!op->title)
596 { 526 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
597 safe_strcat (buf, " of ", &len, HUGE_BUF); 527
598 if (op->inv)
599 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
600 else
601 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
602 }
603 if (op->type != SPELLBOOK) 528 if (op->type != SPELLBOOK)
604 {
605 sprintf (buf2, " (lvl %d)", op->level); 529 buf.printf (" (lvl %d)", op->level);
606 safe_strcat (buf, buf2, &len, HUGE_BUF);
607 }
608 } 530 }
609 break; 531 break;
610 532
533 case ALTAR:
534 case TRIGGER_ALTAR:
535 case IDENTIFY_ALTAR:
536 case CONVERTER:
537 if (op->slaying == shstr_money)
538 {
539 bool wrap = !!buf.size ();
540
541 if (wrap) buf << " [";
542
543 archetype *coin = 0;
544
545 for (char const *const *c = coins; *coins; ++c)
546 if ((coin = archetype::find (*c)))
547 if (op->stats.food % coin->value == 0)
548 break;
549
550 sint32 coins = op->stats.food / coin->value;
551
552 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
553
554 if (wrap) buf << ']';
555 }
556 break;
557
611 case SKILL: 558 case SKILL:
612 case AMULET: 559 case AMULET:
613 case RING: 560 case RING:
614 if (!op->title) 561 if (!op->title)
615 { 562 {
616 /* If ring has a title, full description isn't so useful */ 563 /* If ring has a title, full description isn't so useful */
617 const char *s = ring_desc (op); 564 const char *s = ring_desc (op);
618 565
619 if (s[0]) 566 if (s && *s)
620 { 567 buf << " " << s;
621 safe_strcat (buf, " ", &len, HUGE_BUF);
622 safe_strcat (buf, s, &len, HUGE_BUF);
623 }
624 } 568 }
625 break; 569 break;
570
626 default: 571 default:
627 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 572 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
628 {
629 sprintf (buf2, " %+d", op->magic); 573 buf.printf (" %+d", op->magic);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 574 }
575
633 return buf; 576 return buf;
634} 577}
635 578
636/* 579/*
637 * query_name(object) returns a character pointer pointing to a static 580 * query_name(object) returns a character pointer pointing to a static
641 * you can make several calls to query_name before the bufs start getting 584 * you can make several calls to query_name before the bufs start getting
642 * overwritten. This may be a bad thing (it may be easier to assume the value 585 * overwritten. This may be a bad thing (it may be easier to assume the value
643 * returned is good forever.) However, it makes printing statements that 586 * returned is good forever.) However, it makes printing statements that
644 * use several names much easier (don't need to store them to temp variables.) 587 * use several names much easier (don't need to store them to temp variables.)
645 * 588 *
589 * It is used extensively within messages, so should return only a prose
590 * and short description of the item.
646 */ 591 */
647const char * 592const char *
648query_name (const object *op) 593query_name (const object *op)
649{ 594{
650 static char buf[5][HUGE_BUF]; // OMFG 595 int len = 0;
596 static dynbuf_text bufs[5];
651 static int use_buf = 0; 597 static int use_buf = 0;
652 int len = 0;
653
654#ifdef NEW_MATERIAL_CODE
655 materialtype_t *mt;
656#endif
657 598
658 use_buf++; 599 use_buf++;
659 use_buf %= 5; 600 use_buf %= 5;
660 601
661#ifdef NEW_MATERIAL_CODE 602 dynbuf_text &buf = bufs [use_buf];
603 buf.clear ();
604
662 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 605 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
663 {
664 mt = name_to_material (op->materialname); 606 if (materialtype_t *mt = name_to_material (op->materialname))
665 if (mt) 607 buf << mt->description << ' ';
666 {
667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
668 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
669 }
670 }
671#endif
672 608
673 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 609 buf << query_short_name (op);
674 610
675 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 611 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
676 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 612 buf << " *";
677 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 613 if (op->is_open_container ())
678 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 614 buf << " (open)";
679 615
680 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 616 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
681 { 617 {
682 if (QUERY_FLAG (op, FLAG_DAMNED)) 618 if (QUERY_FLAG (op, FLAG_DAMNED))
683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 619 buf << " (damned)";
684 else if (QUERY_FLAG (op, FLAG_CURSED)) 620 else if (QUERY_FLAG (op, FLAG_CURSED))
685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 621 buf << " (cursed)";
686 } 622 }
687 623
688 /* Basically, if the object is known magical (detect magic spell on it), 624 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 625 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 626 * it is magical. Assume that the detect magical spell will only set
693 * Changed in V 0.91.4 - still print that the object is magical even 629 * Changed in V 0.91.4 - still print that the object is magical even
694 * if it has been applied. Equipping an item does not tell full 630 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 631 * abilities, especially for artifact items.
696 */ 632 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 633 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 634 buf << " (magic)";
699 635
700#if 0 636#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 637 /* item_power will be returned in describe_item - it shouldn't really
702 * be returned in the name. 638 * be returned in the name.
703 */ 639 */
704 if (op->item_power) 640 if (op->item_power)
705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 641 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 642
712 { 648 {
713 case BOW: 649 case BOW:
714 case WAND: 650 case WAND:
715 case ROD: 651 case ROD:
716 case HORN: 652 case HORN:
717 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 653 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
718 break; 654 break;
719 case WEAPON: 655 case WEAPON:
720 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 656 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
721 break; 657 break;
722 case ARMOUR: 658 case ARMOUR:
723 case HELMET: 659 case HELMET:
724 case SHIELD: 660 case SHIELD:
725 case RING: 661 case RING:
727 case GLOVES: 663 case GLOVES:
728 case AMULET: 664 case AMULET:
729 case GIRDLE: 665 case GIRDLE:
730 case BRACERS: 666 case BRACERS:
731 case CLOAK: 667 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 668 buf << " (worn)";
733 break; 669 break;
734 case CONTAINER: 670 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 671 buf << " (active)";
736 break; 672 break;
737 case SKILL: 673 case SKILL:
738 default: 674 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 675 buf << " (applied)";
740 } 676 }
741 } 677 }
742 678
679 switch (op->type)
680 {
681 case LAMP:
682 if (op->glow_radius)
683 buf << " (on)";
684 else if (op->stats.food <= 0)
685 buf << " (empty)";
686 else
687 buf << " (off)";
688 break;
689
690 case TORCH:
691 if (op->glow_radius)
692 buf << " (burning)";
693 else if (op->stats.food <= 0)
694 buf << " (burned out)";
695 break;
696 }
697
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 698 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 699 buf << " (unpaid)";
745 700
746 return buf [use_buf]; 701 return buf;
747} 702}
748 703
749/* 704/*
750 * query_base_name(object) returns a character pointer pointing to a static 705 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 706 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next 707 * of the given object. The buffer will be overwritten at the next
753 * call to query_base_name(). This is a lot like query_name, but we 708 * call to query_base_name(). This is a lot like query_name, but we
754 * don't include the item count or item status. Used for inventory sorting 709 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client. 710 * and sending to client.
756 * If plural is set, we generate the plural name of this. 711 * If plural is set, we generate the plural name of this.
712 *
713 * It is sometimes used to display messages, and usually only used to match stuff,
714 * so maybe this function should be removed.
757 */ 715 */
758const char * 716const char *
759query_base_name (const object *op, int plural) 717query_base_name (const object *op, int plural)
760{ 718{
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl)) 719 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 720 return "(null)";
767 721
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 722 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 723 return op->name; /* To speed things up (or make things slower?) */
770 724
725 static dynbuf_text buf; buf.clear ();
726
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 727 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 728 if (materialtype_t *mt = name_to_material (op->materialname))
729 if (op->arch->materialname != mt->name)
730 buf << mt->description << ' ';
773 731
774#ifdef NEW_MATERIAL_CODE 732 buf << (plural ? op->name_pl : op->name);
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788#endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793
794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 733
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 734 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 735 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 736
805 switch (op->type) 737 switch (op->type)
806 { 738 {
807 case SPELLBOOK: 739 case SPELLBOOK:
808 case SCROLL: 740 case SCROLL:
809 case WAND: 741 case WAND:
810 case ROD: 742 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 743 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 744 {
813 if (!op->title) 745 if (!op->title)
814 { 746 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 747
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) 748 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 749 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 750 }
827 break; 751 break;
828 752
829 753
830 case SKILL: 754 case SKILL:
833 if (!op->title) 757 if (!op->title)
834 { 758 {
835 /* If ring has a title, full description isn't so useful */ 759 /* If ring has a title, full description isn't so useful */
836 const char *s = ring_desc (op); 760 const char *s = ring_desc (op);
837 761
838 if (s[0]) 762 if (s && *s)
839 { 763 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 764 }
844 break; 765 break;
845 766
846 default: 767 default:
847 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 768 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
848 sprintf (buf + strlen (buf), " %+d", op->magic); 769 buf.printf (" %+d", op->magic);
849 } 770 }
850 771
851 return buf; 772 return buf;
852} 773}
853 774
855 * too long, making it difficult to read. This function deals 776 * too long, making it difficult to read. This function deals
856 * with describing the monsters & players abilities. It should only 777 * with describing the monsters & players abilities. It should only
857 * be called with monster & player objects. Returns a description 778 * be called with monster & player objects. Returns a description
858 * in a static buffer. 779 * in a static buffer.
859 */ 780 */
860static char * 781static const char *
861describe_monster (const object *op) 782describe_monster (const object *op)
862{ 783{
863 char buf[MAX_BUF]; 784 static dynbuf_text buf; buf.clear ();
864 static char retbuf[VERY_BIG_BUF];
865 int i;
866
867 retbuf[0] = '\0';
868 785
869 /* Note that the resolution this provides for players really isn't 786 /* Note that the resolution this provides for players really isn't
870 * very good. Any player with a speed greater than .67 will 787 * very good. Any player with a speed greater than .67 will
871 * fall into the 'lightning fast movement' category. 788 * fall into the 'lightning fast movement' category.
872 */ 789 */
873 if (op->has_active_speed ()) 790 if (op->has_active_speed ())
874 {
875 switch ((int) ((FABS (op->speed)) * 15)) 791 switch ((int)((fabs (op->speed)) * 15.))
876 { 792 {
877 case 0: 793 case 0:
878 strcat (retbuf, "(very slow movement)"); 794 buf << "(very slow movement)";
879 break; 795 break;
880 case 1: 796 case 1:
881 strcat (retbuf, "(slow movement)"); 797 buf << "(slow movement)";
882 break; 798 break;
883 case 2: 799 case 2:
884 strcat (retbuf, "(normal movement)"); 800 buf << "(normal movement)";
885 break; 801 break;
886 case 3: 802 case 3:
887 case 4: 803 case 4:
888 strcat (retbuf, "(fast movement)"); 804 buf << "(fast movement)";
889 break; 805 break;
890 case 5: 806 case 5:
891 case 6: 807 case 6:
892 strcat (retbuf, "(very fast movement)"); 808 buf << "(very fast movement)";
893 break; 809 break;
894 case 7: 810 case 7:
895 case 8: 811 case 8:
896 case 9: 812 case 9:
897 case 10: 813 case 10:
898 strcat (retbuf, "(extremely fast movement)"); 814 buf << "(extremely fast movement)";
899 break; 815 break;
900 default: 816 default:
901 strcat (retbuf, "(lightning fast movement)"); 817 buf << "(lightning fast movement)";
902 break; 818 break;
903 } 819 }
904 } 820
905 if (QUERY_FLAG (op, FLAG_UNDEAD)) 821 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
906 strcat (retbuf, "(undead)");
907 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 822 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
908 strcat (retbuf, "(see invisible)"); 823 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
909 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 824 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
910 strcat (retbuf, "(wield weapon)"); 825 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
911 if (QUERY_FLAG (op, FLAG_USE_BOW)) 826 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
912 strcat (retbuf, "(archer)"); 827 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
913 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 828 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
914 strcat (retbuf, "(wear armour)");
915 if (QUERY_FLAG (op, FLAG_USE_RING))
916 strcat (retbuf, "(wear ring)");
917 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
918 strcat (retbuf, "(read scroll)");
919 if (QUERY_FLAG (op, FLAG_USE_RANGE))
920 strcat (retbuf, "(fires wand/rod/horn)");
921 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 829 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
922 strcat (retbuf, "(skill user)"); 830 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
923 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 831 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
924 strcat (retbuf, "(spellcaster)");
925 if (QUERY_FLAG (op, FLAG_FRIENDLY))
926 strcat (retbuf, "(friendly)");
927 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 832 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
928 strcat (retbuf, "(unaggressive)"); 833 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
929 if (QUERY_FLAG (op, FLAG_HITBACK)) 834 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
930 strcat (retbuf, "(hitback)"); 835
931 if (QUERY_FLAG (op, FLAG_STEALTH))
932 strcat (retbuf, "(stealthy)");
933 if (op->randomitems != NULL) 836 if (op->randomitems)
934 { 837 {
935 treasure *t;
936 int first = 1; 838 bool first = 1;
937 839
938 for (t = op->randomitems->items; t != NULL; t = t->next) 840 for (treasure *t = op->randomitems->items; t; t = t->next)
939 if (t->item && t->item->clone.type == SPELL) 841 if (t->item && t->item->type == SPELL)
940 { 842 {
941 if (first) 843 if (first)
942 { 844 buf << "(Spell abilities:)";
845
943 first = 0; 846 first = 0;
944 strcat (retbuf, "(Spell abilities:)"); 847
945 } 848 buf << '(' << t->item->object::name << ')';
946 strcat (retbuf, "(");
947 strcat (retbuf, t->item->clone.name);
948 strcat (retbuf, ")");
949 } 849 }
950 } 850 }
851
951 if (op->type == PLAYER) 852 if (op->type == PLAYER)
952 { 853 {
953 if (op->contr->digestion) 854 if (op->contr->digestion)
954 {
955 if (op->contr->digestion != 0)
956 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 855 buf.printf ("(sustenance%+d)", op->contr->digestion);
957 strcat (retbuf, buf); 856
958 }
959 if (op->contr->gen_grace) 857 if (op->contr->gen_grace)
960 {
961 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 858 buf.printf ("(grace%+d)", op->contr->gen_grace);
962 strcat (retbuf, buf); 859
963 }
964 if (op->contr->gen_sp) 860 if (op->contr->gen_sp)
965 {
966 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 861 buf.printf ("(magic%+d)", op->contr->gen_sp);
967 strcat (retbuf, buf); 862
968 }
969 if (op->contr->gen_hp) 863 if (op->contr->gen_hp)
970 {
971 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 864 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
972 strcat (retbuf, buf); 865
973 }
974 if (op->stats.luck) 866 if (op->stats.luck)
975 {
976 sprintf (buf, "(luck%+d)", op->stats.luck); 867 buf.printf ("(luck%+d)", op->stats.luck);
977 strcat (retbuf, buf);
978 }
979 } 868 }
980 869
981 /* describe attacktypes */ 870 /* describe attacktypes */
982 if (is_dragon_pl (op)) 871 if (is_dragon_pl (op))
983 { 872 {
985 * Break apart the for loop - move the comparison checking down - 874 * Break apart the for loop - move the comparison checking down -
986 * this makes it more readable. 875 * this makes it more readable.
987 */ 876 */
988 object *tmp; 877 object *tmp;
989 878
990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 879 for (tmp = op->inv; tmp; tmp = tmp->below)
991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 880 if (tmp->type == SKILL && tmp->name == shstr_clawing)
992 break; 881 break;
993 882
994 if (tmp && tmp->attacktype != 0) 883 if (tmp && tmp->attacktype)
995 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 884 buf.add_abilities ("Claws", tmp->attacktype);
996 else 885 else
997 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 886 buf.add_abilities ("Attacks", op->attacktype);
998 } 887 }
999 else 888 else
1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 889 buf.add_abilities ("Attacks", op->attacktype);
1001 890
1002 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 891 buf.add_paths ("Attuned" , op->path_attuned);
1003 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 892 buf.add_paths ("Repelled", op->path_repelled);
1004 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 893 buf.add_paths ("Denied" , op->path_denied);
1005 894
1006 for (i = 0; i < NROFATTACKS; i++) 895 for (int i = 0; i < NROFATTACKS; i++)
1007 if (op->resist[i]) 896 if (op->resist[i])
1008 {
1009 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 897 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1010 strcat (retbuf, buf);
1011 }
1012 898
1013 return retbuf; 899 return buf;
1014} 900}
1015
1016 901
1017/* 902/*
1018 * Returns a pointer to a static buffer which contains a 903 * Returns a pointer to a static buffer which contains a
1019 * description of the given object. 904 * description of the given object.
1020 * If it is a monster, lots of information about its abilities 905 * If it is a monster, lots of information about its abilities
1029 * wouldn't need to use the SEE_INVISIBLE flag to know it is 914 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1030 * a dragon player examining food. Could have things like 915 * a dragon player examining food. Could have things like
1031 * a dwarven axe, in which the full abilities are only known to 916 * a dwarven axe, in which the full abilities are only known to
1032 * dwarves, etc. 917 * dwarves, etc.
1033 * 918 *
1034 * This function is really much more complicated than it should
1035 * be, because different objects have different meanings
1036 * for the same field (eg, wands use 'food' for charges). This
1037 * means these special cases need to be worked out.
1038 *
1039 * Add 'owner' who is the person examining this object. 919 * Add 'owner' who is the person examining this object.
1040 * owner can be null if no one is being associated with this 920 * owner can be null if no one is being associated with this
1041 * item (eg, debug dump or the like) 921 * item (eg, debug dump or the like)
1042 */ 922 */
1043const char * 923const char *
1044describe_item (const object *op, object *owner) 924describe_item (const object *op, object *owner)
1045{ 925{
1046 char buf[MAX_BUF]; 926 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1047 static char retbuf[VERY_BIG_BUF]; 927 return describe_monster (op);
928
929 static dynbuf_text buf; buf.clear ();
1048 int identified, i; 930 int identified, i;
1049 931
1050 retbuf[0] = '\0';
1051 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1052 {
1053 return describe_monster (op);
1054 }
1055 /* figure this out once, instead of making multiple calls to need_identify. 932 /* figure this out once, instead of making multiple calls to need_identify.
1056 * also makes the code easier to read. 933 * also makes the code easier to read.
1057 */ 934 */
1058 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 935 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1059 identified = 1; 936 if (!identified)
1060 else 937 buf << "(unidentified)";
1061 { 938
1062 strcpy (retbuf, "(unidentified)");
1063 identified = 0;
1064 }
1065 switch (op->type) 939 switch (op->type)
1066 { 940 {
1067 case BOW: 941 case BOW:
1068 case ARROW: 942 case ARROW:
1069 case WAND: 943 case WAND:
1070 case ROD: 944 case ROD:
1071 case HORN: 945 case HORN:
1072 case WEAPON: 946 case WEAPON:
1073 case ARMOUR: 947 case ARMOUR:
1074 case HELMET: 948 case HELMET:
1075 case SHIELD: 949 case SHIELD:
1076 case BOOTS: 950 case BOOTS:
1077 case GLOVES: 951 case GLOVES:
1078 case GIRDLE: 952 case GIRDLE:
1079 case BRACERS: 953 case BRACERS:
1080 case CLOAK: 954 case CLOAK:
1081 case SKILL_TOOL: 955 case SKILL_TOOL:
1082 break; /* We have more information to do below this switch */ 956 break; /* We have more information to do below this switch */
1083 957
1084 case POWER_CRYSTAL: 958 case POWER_CRYSTAL:
1085 if (op->stats.maxsp > 1000) 959 if (op->stats.maxsp > 1000)
1086 { /*higher capacity crystals */ 960 { /*higher capacity crystals */
1087 i = (op->stats.maxsp % 100) / 10; 961 i = (op->stats.maxsp % 1000) / 100;
962
1088 if (i) 963 if (i)
1089 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 964 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1090 else 965 else
1091 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 966 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1092 } 967 }
1093 else 968 else
1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 969 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1095 strcat (retbuf, buf); 970
1096 i = (op->stats.sp * 10) / op->stats.maxsp; 971 i = (op->stats.sp * 10) / op->stats.maxsp;
1097 if (op->stats.sp == 0) 972 if (op->stats.sp == 0)
1098 strcat (retbuf, "empty."); 973 buf << "empty.";
1099 else if (i == 0) 974 else if (i == 0)
1100 strcat (retbuf, "almost empty."); 975 buf << "almost empty.";
1101 else if (i < 3) 976 else if (i < 3)
1102 strcat (retbuf, "partially filled."); 977 buf << "partially filled.";
1103 else if (i < 6) 978 else if (i < 6)
1104 strcat (retbuf, "half full."); 979 buf << "half full.";
1105 else if (i < 9) 980 else if (i < 9)
1106 strcat (retbuf, "well charged."); 981 buf << "well charged.";
1107 else if (op->stats.sp == op->stats.maxsp) 982 else if (op->stats.sp == op->stats.maxsp)
1108 strcat (retbuf, "fully charged."); 983 buf << "fully charged.";
1109 else 984 else
1110 strcat (retbuf, "almost full."); 985 buf << "almost full.";
1111 break; 986 break;
987
988 case LAMP:
989 {
990 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
991 buf << "(fuel: ";
992 if (percent == 0)
993 buf << "empty";
994 else if (percent < 10)
995 buf << "very low";
996 else if (percent < 25)
997 buf << "low";
998 else if (percent < 50)
999 buf << "half empty";
1000 else if (percent < 75)
1001 buf << "half full";
1002 else if (percent < 95)
1003 buf << "well filled";
1004 else if (percent <= 100)
1005 buf << "full";
1006 buf << ")";
1007 }
1008 break;
1009
1112 case FOOD: 1010 case FOOD:
1113 case FLESH: 1011 case FLESH:
1114 case DRINK: 1012 case DRINK:
1115 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1013 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1116 { 1014 {
1117 sprintf (buf, "(food+%d)", op->stats.food); 1015 buf.printf ("(food+%d)", op->stats.food);
1118 strcat (retbuf, buf);
1119 1016
1120 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1017 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1121 {
1122 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1018 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1123 strcat (retbuf, buf);
1124 }
1125 1019
1126 if (!QUERY_FLAG (op, FLAG_CURSED)) 1020 if (!QUERY_FLAG (op, FLAG_CURSED))
1127 { 1021 {
1128 if (op->stats.hp) 1022 if (op->stats.hp) buf << "(heals)";
1129 strcat (retbuf, "(heals)");
1130 if (op->stats.sp)
1131 strcat (retbuf, "(spellpoint regen)"); 1023 if (op->stats.sp) buf << "(spellpoint regen)";
1132 } 1024 }
1133 else 1025 else
1134 { 1026 {
1135 if (op->stats.hp) 1027 if (op->stats.hp) buf << "(damages)";
1136 strcat (retbuf, "(damages)");
1137 if (op->stats.sp)
1138 strcat (retbuf, "(spellpoint depletion)"); 1028 if (op->stats.sp) buf << "(spellpoint depletion)";
1139 } 1029 }
1140 } 1030 }
1141 break; 1031 break;
1142 1032
1143
1144 case SKILL: 1033 case SKILL:
1145 case RING: 1034 case RING:
1146 case AMULET: 1035 case AMULET:
1147 if (op->item_power) 1036 if (op->item_power)
1148 {
1149 sprintf (buf, "(item_power %+d)", op->item_power); 1037 buf.printf ("(item_power %+d)", op->item_power);
1150 strcat (retbuf, buf); 1038
1151 }
1152 if (op->title) 1039 if (op->title)
1153 strcat (retbuf, ring_desc (op)); 1040 buf << ring_desc (op);
1041
1154 return retbuf; 1042 return buf;
1155 1043
1156 default: 1044 default:
1157 return retbuf; 1045 return buf;
1158 } 1046 }
1159 1047
1160 /* Down here, we more further describe equipment type items. 1048 /* Down here, we more further describe equipment type items.
1161 * only describe them if they have been identified or the like. 1049 * only describe them if they have been identified or the like.
1162 */ 1050 */
1163 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1051 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1164 { 1052 {
1165 int attr, val; 1053 int attr, val;
1166 1054
1167 for (attr = 0; attr < NUM_STATS; attr++) 1055 for (attr = 0; attr < NUM_STATS; attr++)
1168 { 1056 if ((val = op->stats.stat (attr)))
1169 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1170 {
1171 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1057 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1172 strcat (retbuf, buf);
1173 }
1174 }
1175 1058
1176 if (op->stats.exp) 1059 if (op->stats.exp)
1177 {
1178 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1060 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1179 strcat (retbuf, buf);
1180 }
1181
1182 1061
1183 switch (op->type) 1062 switch (op->type)
1184 { 1063 {
1185 case BOW: 1064 case BOW:
1186 case ARROW: 1065 case ARROW:
1187 case GIRDLE: 1066 case GIRDLE:
1188 case HELMET: 1067 case HELMET:
1189 case SHIELD: 1068 case SHIELD:
1190 case BOOTS: 1069 case BOOTS:
1191 case GLOVES: 1070 case GLOVES:
1192 case WEAPON: 1071 case WEAPON:
1193 case SKILL: 1072 case SKILL:
1194 case RING: 1073 case RING:
1195 case AMULET: 1074 case AMULET:
1196 case ARMOUR: 1075 case ARMOUR:
1197 case BRACERS: 1076 case BRACERS:
1198 case FORCE: 1077 case FORCE:
1199 case CLOAK: 1078 case CLOAK:
1200 if (op->stats.wc) 1079 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1201 { 1080 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1202 sprintf (buf, "(wc%+d)", op->stats.wc); 1081 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1203 strcat (retbuf, buf); 1082
1204 }
1205 if (op->stats.dam)
1206 {
1207 sprintf (buf, "(dam%+d)", op->stats.dam);
1208 strcat (retbuf, buf);
1209 }
1210 if (op->stats.ac)
1211 {
1212 sprintf (buf, "(ac%+d)", op->stats.ac);
1213 strcat (retbuf, buf);
1214 }
1215 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1083 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1216 {
1217 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1084 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1218 strcat (retbuf, buf); 1085
1219 }
1220 break; 1086 break;
1221 1087
1222 default: 1088 default:
1223 break; 1089 break;
1224 } 1090 }
1225 if (QUERY_FLAG (op, FLAG_XRAYS)) 1091
1226 strcat (retbuf, "(xray-vision)"); 1092 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1227 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1093 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1228 strcat (retbuf, "(infravision)");
1229 1094
1230 /* levitate was what is was before, so we'll keep it */ 1095 /* levitate was what is was before, so we'll keep it */
1231 if (op->move_type & MOVE_FLY_LOW) 1096 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1232 strcat (retbuf, "(levitate)");
1233
1234 if (op->move_type & MOVE_FLY_HIGH) 1097 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1235 strcat (retbuf, "(fly)");
1236
1237 if (op->move_type & MOVE_SWIM) 1098 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1238 strcat (retbuf, "(swim)");
1239 1099
1240 /* walking is presumed as 'normal', so doesn't need mentioning */ 1100 /* walking is presumed as 'normal', so doesn't need mentioning */
1241 1101
1242 if (op->item_power) 1102 if (op->item_power)
1243 {
1244 sprintf (buf, "(item_power %+d)", op->item_power); 1103 buf.printf ("(item_power %+d)", op->item_power);
1245 strcat (retbuf, buf);
1246 }
1247 } /* End if identified or applied */ 1104 } /* End if identified or applied */
1248 1105
1249 /* This blocks only deals with fully identified object. 1106 /* This blocks only deals with fully identified object.
1250 * it is intentional that this is not an 'else' from a above - 1107 * it is intentional that this is not an 'else' from a above -
1251 * in this way, information is added. 1108 * in this way, information is added.
1254 { 1111 {
1255 int more_info = 0; 1112 int more_info = 0;
1256 1113
1257 switch (op->type) 1114 switch (op->type)
1258 { 1115 {
1259 case ROD: /* These use stats.sp for spell selection and stats.food */ 1116 case ROD: /* These use stats.sp for spell selection and stats.food */
1260 case HORN: /* and stats.hp for spell-point regeneration... */ 1117 case HORN: /* and stats.hp for spell-point regeneration... */
1261 case BOW: 1118 case BOW:
1262 case ARROW: 1119 case ARROW:
1263 case WAND: 1120 case WAND:
1264 case FOOD: 1121 case FOOD:
1265 case FLESH: 1122 case FLESH:
1266 case DRINK: 1123 case DRINK:
1267 more_info = 0; 1124 more_info = 0;
1268 break; 1125 break;
1269 1126
1270 /* Armor type objects */ 1127 /* Armor type objects */
1271 case ARMOUR: 1128 case ARMOUR:
1272 case HELMET: 1129 case HELMET:
1273 case SHIELD: 1130 case SHIELD:
1274 case BOOTS: 1131 case BOOTS:
1275 case GLOVES: 1132 case GLOVES:
1276 case GIRDLE: 1133 case GIRDLE:
1277 case BRACERS: 1134 case BRACERS:
1278 case CLOAK: 1135 case CLOAK:
1279 if (ARMOUR_SPEED (op)) 1136 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1280 { 1137 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1281 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1282 strcat (retbuf, buf);
1283 }
1284 if (ARMOUR_SPELLS (op))
1285 {
1286 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1287 strcat (retbuf, buf);
1288 }
1289 more_info = 1; 1138 more_info = 1;
1290 break; 1139 break;
1291 1140
1292 case WEAPON: 1141 case WEAPON:
1293 /* Calculate it the same way fix_player does so the results 1142 /* Calculate it the same way fix_player does so the results
1294 * make sense. 1143 * make sense.
1295 */ 1144 */
1296 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1145 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1297 if (i < 0) 1146 if (i < 0)
1298 i = 0; 1147 i = 0;
1299 1148
1300 sprintf (buf, "(weapon speed %d)", i); 1149 buf.printf ("(weapon speed %d)", i);
1301 strcat (retbuf, buf);
1302 more_info = 1; 1150 more_info = 1;
1303 break; 1151 break;
1304
1305 } 1152 }
1153
1306 if (more_info) 1154 if (more_info)
1307 { 1155 {
1308 if (op->stats.food)
1309 {
1310 if (op->stats.food != 0)
1311 sprintf (buf, "(sustenance%+d)", op->stats.food); 1156 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1312 strcat (retbuf, buf);
1313 }
1314 if (op->stats.grace)
1315 {
1316 sprintf (buf, "(grace%+d)", op->stats.grace); 1157 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1317 strcat (retbuf, buf); 1158 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1318 }
1319 if (op->stats.sp)
1320 {
1321 sprintf (buf, "(magic%+d)", op->stats.sp);
1322 strcat (retbuf, buf);
1323 }
1324 if (op->stats.hp)
1325 {
1326 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1159 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1327 strcat (retbuf, buf);
1328 }
1329 } 1160 }
1330 1161
1331 if (op->stats.luck) 1162 if (op->stats.luck)
1332 {
1333 sprintf (buf, "(luck%+d)", op->stats.luck); 1163 buf.printf ("(luck%+d)", op->stats.luck);
1334 strcat (retbuf, buf); 1164
1335 }
1336 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1165 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1337 strcat (retbuf, "(lifesaving)"); 1166 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1338 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1339 strcat (retbuf, "(reflect spells)");
1340 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1167 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1341 strcat (retbuf, "(reflect missiles)");
1342 if (QUERY_FLAG (op, FLAG_STEALTH)) 1168 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1343 strcat (retbuf, "(stealth)"); 1169
1344 if (op->slaying != NULL && op->type != FOOD) 1170 if (op->slaying && op->type != FOOD)
1345 {
1346 sprintf (buf, "(slay %s)", &op->slaying); 1171 buf.printf ("(slay %s)", &op->slaying);
1347 strcat (retbuf, buf); 1172
1348 } 1173 if (op->type == SKILL_TOOL && op->skill)
1349 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1174 buf.printf ("(%s)", &op->skill);
1175
1176 buf.add_abilities ("Attacks", op->attacktype);
1350 /* resistance on flesh is only visible for quetzals. If 1177 /* resistance on flesh is only visible for quetzals. If
1351 * non flesh, everyone can see its resistances 1178 * non flesh, everyone can see its resistances
1352 */ 1179 */
1353 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1180 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1354 strcat (retbuf, describe_resistance (op, 0)); 1181 buf << describe_resistance (op, 0);
1355 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1356 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1357 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1358 }
1359 1182
1183 buf.add_paths ("Attuned", op->path_attuned);
1184 buf.add_paths ("Repelled", op->path_repelled);
1185 buf.add_paths ("Denied", op->path_denied);
1186 }
1187
1360 return retbuf; 1188 return buf;
1361} 1189}
1362 1190
1363std::string 1191std::string
1364object::describe_item (object *who) 1192object::describe_item (object *who)
1365{ 1193{
1366 return std::string (::describe_item (this, who)); 1194 return std::string (::describe_item (this, who));
1195}
1196
1197void
1198examine (object *op, object *tmp)
1199{
1200 std::string info = tmp->describe (op);
1201
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203}
1204
1205/*
1206 * inventory prints object's inventory. If inv==NULL then print player's
1207 * inventory.
1208 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209 */
1210const char *
1211object::query_inventory (object *who, const char *indent)
1212{
1213 static dynbuf_text buf; buf.clear ();
1214
1215 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ))
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220
1221 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else
1224 buf.printf ("%s(empty)\n", indent);
1225
1226 return buf;
1367} 1227}
1368 1228
1369/* Return true if the item is magical. A magical item is one that 1229/* Return true if the item is magical. A magical item is one that
1370 * increases/decreases any abilities, provides a resistance, 1230 * increases/decreases any abilities, provides a resistance,
1371 * has a generic magical bonus, or is an artifact. 1231 * has a generic magical bonus, or is an artifact.
1372 * This function is used by detect_magic to determine if an item 1232 * This function is used by detect_magic to determine if an item
1373 * should be marked as magical. 1233 * should be marked as magical.
1374 */ 1234 */
1375
1376int 1235int
1377is_magical (const object *op) 1236is_magical (const object *op)
1378{ 1237{
1379 int i; 1238 int i;
1380 1239
1431 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1290 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1432 return 1; 1291 return 1;
1433 1292
1434 /* Check to see if it increases/decreases any stats */ 1293 /* Check to see if it increases/decreases any stats */
1435 for (i = 0; i < NUM_STATS; i++) 1294 for (i = 0; i < NUM_STATS; i++)
1436 if (get_attr_value (&(op->stats), i) != 0) 1295 if (op->stats.stat (i))
1437 return 1; 1296 return 1;
1438 1297
1439 /* If it doesn't fall into any of the above categories, must 1298 /* If it doesn't fall into any of the above categories, must
1440 * be non magical. 1299 * be non magical.
1441 */ 1300 */
1450int 1309int
1451need_identify (const object *op) 1310need_identify (const object *op)
1452{ 1311{
1453 switch (op->type) 1312 switch (op->type)
1454 { 1313 {
1455 case RING: 1314 case RING:
1456 case WAND: 1315 case WAND:
1457 case ROD: 1316 case ROD:
1458 case HORN: 1317 case HORN:
1459 case SCROLL: 1318 case SCROLL:
1460 case SKILL: 1319 case SKILL:
1461 case SKILLSCROLL: 1320 case SKILLSCROLL:
1462 case SPELLBOOK: 1321 case SPELLBOOK:
1463 case FOOD: 1322 case FOOD:
1464 case POTION: 1323 case POTION:
1465 case BOW: 1324 case BOW:
1466 case ARROW: 1325 case ARROW:
1467 case WEAPON: 1326 case WEAPON:
1468 case ARMOUR: 1327 case ARMOUR:
1469 case SHIELD: 1328 case SHIELD:
1470 case HELMET: 1329 case HELMET:
1471 case AMULET: 1330 case AMULET:
1472 case BOOTS: 1331 case BOOTS:
1473 case GLOVES: 1332 case GLOVES:
1474 case BRACERS: 1333 case BRACERS:
1475 case GIRDLE: 1334 case GIRDLE:
1476 case CONTAINER: 1335 case CONTAINER:
1477 case DRINK: 1336 case DRINK:
1478 case FLESH: 1337 case FLESH:
1479 case INORGANIC: 1338 case INORGANIC:
1480 case CLOSE_CON: 1339 case CLOSE_CON:
1481 case CLOAK: 1340 case CLOAK:
1482 case GEM: 1341 case GEM:
1483 case POWER_CRYSTAL: 1342 case POWER_CRYSTAL:
1484 case POISON: 1343 case POISON:
1485 case BOOK: 1344 case BOOK:
1486 case SKILL_TOOL: 1345 case SKILL_TOOL:
1487 return 1; 1346 return 1;
1488 } 1347 }
1348
1489 /* Try to track down some stuff that may show up here. Thus, the 1349 /* Try to track down some stuff that may show up here. Thus, the
1490 * archetype file can be updated, and this function removed. 1350 * archetype file can be updated, and this function removed.
1491 */ 1351 */
1492#if 0 1352#if 0
1493 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1353 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1499 * Supposed to fix face-values as well here, but later. 1359 * Supposed to fix face-values as well here, but later.
1500 */ 1360 */
1501void 1361void
1502identify (object *op) 1362identify (object *op)
1503{ 1363{
1504 object *pl;
1505
1506 SET_FLAG (op, FLAG_IDENTIFIED); 1364 SET_FLAG (op, FLAG_IDENTIFIED);
1507 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1508 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1509 1367
1510 /* 1368 /*
1517 { 1375 {
1518 if (op->inv && op->randomitems) 1376 if (op->inv && op->randomitems)
1519 op->title = op->inv->name; 1377 op->title = op->inv->name;
1520 else if (op->arch) 1378 else if (op->arch)
1521 { 1379 {
1522 op->name = op->arch->clone.name; 1380 op->name = op->arch->object::name;
1523 op->name_pl = op->arch->clone.name_pl; 1381 op->name_pl = op->arch->object::name_pl;
1524 } 1382 }
1525 } 1383 }
1526 1384
1527 /* If the object is on a map, make sure we update its face */ 1385 /* If the object is on a map, make sure we update its face */
1528 if (op->map) 1386 if (op->map)
1529 update_object (op, UP_OBJ_CHANGE); 1387 update_object (op, UP_OBJ_CHANGE);
1530 else 1388
1531 { 1389 if (object *pl = op->visible_to ())
1532 pl = op->in_player ();
1533 if (pl)
1534 /* A lot of the values can change from an update - might as well send 1390 /* A lot of the values can change from an update - might as well send
1535 * it all. 1391 * it all.
1536 */ 1392 */
1537 esrv_send_item (pl, op); 1393 esrv_send_item (pl, op);
1538 }
1539} 1394}
1540 1395

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