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Comparing deliantra/server/common/item.C (file contents):
Revision 1.28 by root, Wed May 2 05:59:06 2007 UTC vs.
Revision 1.68 by root, Sun Nov 29 09:41:27 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
211materialtype_t *materialt;
212
213/*
214materialtype material[NROFMATERIALS] = {
215 * P M F E C C A D W G P S P T F C D D C C G H B I *
216 * H A I L O O C R E H O L A U E A E E H O O O L N *
217 * Y G R E L N I A A O I O R R A N P A A U D L I T *
218 * S I E C D F D I P S S W A N R C L T O N Y N R *
219 * I C T U N O T O L E E H S T P D N *
220 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
221 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
222 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
223 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
224 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
225 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
226 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
227 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
228 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
230 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
231 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
232 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
233};
234*/
235 207
236/* This curve may be too steep. But the point is that there should 208/* This curve may be too steep. But the point is that there should
237 * be tough choices - there is no real point to this if everyone can 209 * be tough choices - there is no real point to this if everyone can
238 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
239 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
250}; 222};
251 223
252int 224int
253get_power_from_ench (int ench) 225get_power_from_ench (int ench)
254{ 226{
255 if (ench < 0) ench = 0;
256 if (ench > 20) ench = 20;
257
258 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
259} 228}
260 229
261/* This takes an object 'op' and figures out what its item_power 230/* 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 231 * rating should be. This should only really be used by the treasure
263 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
270{ 239{
271 int i, tmp, enc; 240 int i, tmp, enc;
272 241
273 enc = 0; 242 enc = 0;
274 for (i = 0; i < NUM_STATS; i++) 243 for (i = 0; i < NUM_STATS; i++)
275 enc += get_attr_value (&op->stats, i); 244 enc += op->stats.stat (i);
276 245
277 /* This protection logic is pretty flawed. 20% fire resistance 246 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or 247 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal 248 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against 249 * armour shouldn't be counted against
297 if (op->type == WEAPON) 266 if (op->type == WEAPON)
298 { 267 {
299 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
300 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
301 enc++; 270 enc++;
271
302 if (op->slaying) 272 if (op->slaying)
303 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
304 } 274 }
275
305 /* Items the player can equip */ 276 /* Items the player can equip */
306 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
308 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
309 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 280 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
313 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
314 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
315 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
316 } 287 }
288
317 enc += op->stats.luck; 289 enc += op->stats.luck;
318 290
319 /* Do spell paths now */ 291 /* Do spell paths now */
320 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
321 {
322 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
323 enc++; 294 enc++;
324 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
325 enc -= 2; 296 enc -= 2;
326 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
327 enc--; 298 enc--;
328 }
329 299
330 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
331 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
332 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
333 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
334 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
335 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
336 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 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;
344 307
345 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
346} 309}
347 310
348/* returns the typedata that has a number equal to itemtype, if there 311/* returns the typedata that has a number equal to itemtype, if there
349 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
350const typedata * 313const typedata *
351get_typedata (int itemtype) 314get_typedata (int itemtype)
352{ 315{
353 int i;
354
355 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
356 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
357 return &item_types[i]; 318 return &item_types[i];
319
358 return NULL; 320 return NULL;
359} 321}
360 322
361/* returns the typedata that has a name equal to itemtype, if there 323/* 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 324 * isn't one, return the plural name that matches, if there still isn't
363 * one return NULL */ 325 * one return NULL */
364const typedata * 326const typedata *
365get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
366{ 328{
367 int i;
368
369 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
370 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
371 return &item_types[i]; 331 return &item_types[i];
332
372 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
374 { 335 {
375 LOG (llevInfo, 336 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); 337 "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]; 338 return &item_types[i];
378 } 339 }
340
379 return NULL; 341 return 0;
380} 342}
381 343
382/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
383 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
384 * a big buffer. 346 * a big buffer.
386 * but do put a newline at the end. Useful when dumping to files 348 * but do put a newline at the end. Useful when dumping to files
387 */ 349 */
388const char * 350const char *
389describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
390{ 352{
391 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
392 char buf1[VERY_BIG_BUF];
393 int tmpvar;
394 354
395 buf[0] = 0; 355 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)) 356 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
399 { 357 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]);
404 358
405 strcat (buf, buf1);
406 }
407 }
408 return buf; 359 return buf;
409} 360}
410
411 361
412/* 362/*
413 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
414 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
415 * The buffer will be overwritten by the next call to query_weight(). 365 * The buffer will be overwritten by the next call to query_weight().
366 *
367 * Seems to be used only by unimportant stuff. Remove?
416 */ 368 */
417const char * 369const char *
418query_weight (const object *op) 370query_weight (const object *op)
419{ 371{
420 static char buf[10]; 372 static char buf[10];
421 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
422 374
423 if (op->weight < 0) 375 if (op->weight < 0)
424 return " "; 376 return " ";
425 377
426 if (i % 1000) 378 if (i % 1000)
446 return buf; 398 return buf;
447 } 399 }
448 400
449 if (i < 21) 401 if (i < 21)
450 return levelnumbers[i]; 402 return levelnumbers[i];
403
451 if (!(i % 10)) 404 if (!(i % 10))
452 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
453 406
454 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
455 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
456 return buf; 409 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} 410}
478 411
479/* 412/*
480 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
481 * abilities 414 * abilities
487 */ 420 */
488 421
489/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 422/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
490 * from stats.sp - b.t. 423 * from stats.sp - b.t.
491 */ 424 */
492const char * 425static const char *
493ring_desc (const object *op) 426ring_desc (const object *op)
494{ 427{
495 static char buf[VERY_BIG_BUF]; 428 static dynbuf_text buf; buf.clear ();
496 int attr, val, len; 429 int attr, val, len;
497 430
498 buf[0] = 0;
499
500 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
501 return buf; 432 {
502
503 for (attr = 0; attr < NUM_STATS; attr++) 433 for (attr = 0; attr < NUM_STATS; attr++)
504 { 434 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); 435 buf.printf ("(%s%+d)", short_stat_name[attr], val);
508 }
509 }
510 436
511 if (op->stats.exp) 437 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); 438 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
513 if (op->stats.wc) 439 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 440 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);
519 441
520 strcat (buf, describe_resistance (op, 0)); 442 buf << describe_resistance (op, 0);
521 443
522 if (op->stats.food != 0) 444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
523 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
524 /* else if (op->stats.food < 0) 446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
525 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
526 if (op->stats.grace) 448 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)");
542 449
543 /* Shorten some of the names, so they appear better in the windows */ 450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
544 len = strlen (buf); 451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548 454
549 /* if(op->item_power) 455 buf.add_paths ("Attuned" , op->path_attuned);
550 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 456 buf.add_paths ("Repelled", op->path_repelled);
551 */ 457 buf.add_paths ("Denied" , op->path_denied);
552 if (buf[0] == 0 && op->type != SKILL)
553 strcpy (buf, "of adornment");
554 458
459 if (buf.empty ())
460 buf << "of adornment";
461 }
555 462
556 return buf; 463 return buf;
557} 464}
558 465
559/* 466/*
560 * query_short_name(object) is similar to query_name, but doesn't 467 * query_short_name(object) is similar to query_name, but doesn't
561 * contain any information about object status (worn/cursed/etc.) 468 * contain any information about object status (worn/cursed/etc.)
469 *
470 * It is sometimes used when printing messages, so should fit well into a sentence.
562 */ 471 */
563const char * 472const char *
564query_short_name (const object *op) 473query_short_name (const object *op)
565{ 474{
566 static char buf[HUGE_BUF];
567 char buf2[HUGE_BUF];
568 int len = 0;
569
570 if (op->name == NULL) 475 if (!op->name)
571 return "(null)"; 476 return "(null)";
572 477
573 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 478 if (!op->nrof
479 && !op->weight
480 && !op->title
481 && !is_magical (op)
482 && op->slaying != shstr_money)
574 return op->name; /* To speed things up (or make things slower?) */ 483 return op->name; /* To speed things up (or make things slower?) */
575 484
576 if (op->nrof <= 1) 485 static dynbuf_text buf; buf.clear ();
577 safe_strcat (buf, op->name, &len, HUGE_BUF); 486
578 else 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
579 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
580 488
581 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
582 { 490 buf << ' ' << op->title;
583 safe_strcat (buf, " ", &len, HUGE_BUF);
584 safe_strcat (buf, op->title, &len, HUGE_BUF);
585 }
586 491
587 switch (op->type) 492 switch (op->type)
588 { 493 {
589 case SPELLBOOK: 494 case SPELLBOOK:
590 case SCROLL: 495 case SCROLL:
591 case WAND: 496 case WAND:
592 case ROD: 497 case ROD:
593 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 498 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
594 { 499 {
595 if (!op->title) 500 if (!op->title)
596 { 501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
597 safe_strcat (buf, " of ", &len, HUGE_BUF); 502
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) 503 if (op->type != SPELLBOOK)
604 {
605 sprintf (buf2, " (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
606 safe_strcat (buf, buf2, &len, HUGE_BUF);
607 }
608 } 505 }
609 break; 506 break;
610 507
508 case ALTAR:
509 case TRIGGER_ALTAR:
510 case IDENTIFY_ALTAR:
511 case CONVERTER:
512 if (op->slaying == shstr_money)
513 {
514 bool wrap = !!buf.size ();
515
516 if (wrap) buf << " [";
517
518 archetype *coin = 0;
519
520 for (char const *const *c = coins; *coins; ++c)
521 if ((coin = archetype::find (*c)))
522 if (op->stats.food % coin->value == 0)
523 break;
524
525 sint32 coins = op->stats.food / coin->value;
526
527 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
528
529 if (wrap) buf << ']';
530 }
531 break;
532
611 case SKILL: 533 case SKILL:
612 case AMULET: 534 case AMULET:
613 case RING: 535 case RING:
614 if (!op->title) 536 if (!op->title)
615 { 537 {
616 /* If ring has a title, full description isn't so useful */ 538 /* If ring has a title, full description isn't so useful */
617 const char *s = ring_desc (op); 539 const char *s = ring_desc (op);
618 540
619 if (s[0]) 541 if (s && *s)
620 { 542 buf << " " << s;
621 safe_strcat (buf, " ", &len, HUGE_BUF);
622 safe_strcat (buf, s, &len, HUGE_BUF);
623 }
624 } 543 }
625 break; 544 break;
545
626 default: 546 default:
627 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 547 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
628 {
629 sprintf (buf2, " %+d", op->magic); 548 buf.printf (" %+d", op->magic);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 549 }
550
633 return buf; 551 return buf;
634} 552}
635 553
636/* 554/*
637 * query_name(object) returns a character pointer pointing to a static 555 * 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 559 * 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 560 * 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 561 * 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.) 562 * use several names much easier (don't need to store them to temp variables.)
645 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
646 */ 566 */
647const char * 567const char *
648query_name (const object *op) 568query_name (const object *op)
649{ 569{
650 static char buf[5][HUGE_BUF]; // OMFG 570 int len = 0;
571 static dynbuf_text bufs[5];
651 static int use_buf = 0; 572 static int use_buf = 0;
652 int len = 0;
653
654#ifdef NEW_MATERIAL_CODE
655 materialtype_t *mt;
656#endif
657 573
658 use_buf++; 574 use_buf++;
659 use_buf %= 5; 575 use_buf %= 5;
660 576
661#ifdef NEW_MATERIAL_CODE 577 dynbuf_text &buf = bufs [use_buf];
578 buf.clear ();
579
580#if 0
662 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 581 if ((op->is_armor () || op->is_weapon ()) && op->material)
663 { 582 buf << op->material->description << ' ';
664 mt = name_to_material (op->materialname);
665 if (mt)
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 583#endif
672 584
673 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 585 buf << query_short_name (op);
674 586
675 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 587 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
676 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 588 buf << " *";
677 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 589 if (op->is_open_container ())
678 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 590 buf << " (open)";
679 591
680 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 592 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
681 { 593 {
682 if (QUERY_FLAG (op, FLAG_DAMNED)) 594 if (QUERY_FLAG (op, FLAG_DAMNED))
683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 595 buf << " (damned)";
684 else if (QUERY_FLAG (op, FLAG_CURSED)) 596 else if (QUERY_FLAG (op, FLAG_CURSED))
685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 597 buf << " (cursed)";
686 } 598 }
687 599
688 /* Basically, if the object is known magical (detect magic spell on it), 600 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 601 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 602 * 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 605 * 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 606 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 607 * abilities, especially for artifact items.
696 */ 608 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 609 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 610 buf << " (magic)";
699 611
700#if 0 612#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 613 /* item_power will be returned in describe_item - it shouldn't really
702 * be returned in the name. 614 * be returned in the name.
703 */ 615 */
704 if (op->item_power) 616 if (op->item_power)
705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 617 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 618
712 { 624 {
713 case BOW: 625 case BOW:
714 case WAND: 626 case WAND:
715 case ROD: 627 case ROD:
716 case HORN: 628 case HORN:
717 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 629 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
718 break; 630 break;
719 case WEAPON: 631 case WEAPON:
720 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 632 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
721 break; 633 break;
722 case ARMOUR: 634 case ARMOUR:
723 case HELMET: 635 case HELMET:
724 case SHIELD: 636 case SHIELD:
725 case RING: 637 case RING:
727 case GLOVES: 639 case GLOVES:
728 case AMULET: 640 case AMULET:
729 case GIRDLE: 641 case GIRDLE:
730 case BRACERS: 642 case BRACERS:
731 case CLOAK: 643 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 644 buf << " (worn)";
733 break; 645 break;
734 case CONTAINER: 646 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 647 buf << " (active)";
736 break; 648 break;
737 case SKILL: 649 case SKILL:
738 default: 650 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 651 buf << " (applied)";
740 } 652 }
741 } 653 }
742 654
655 switch (op->type)
656 {
657 case LAMP:
658 if (op->glow_radius)
659 buf << " (on)";
660 else if (op->stats.food <= 0)
661 buf << " (empty)";
662 else
663 buf << " (off)";
664 break;
665
666 case TORCH:
667 if (op->glow_radius)
668 buf << " (burning)";
669 else if (op->stats.food <= 0)
670 buf << " (burned out)";
671 break;
672 }
673
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 674 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 675 buf << " (unpaid)";
745 676
746 return buf [use_buf]; 677 return buf;
747} 678}
748 679
749/* 680/*
750 * query_base_name(object) returns a character pointer pointing to a static 681 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 682 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next 683 * 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 684 * 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 685 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client. 686 * and sending to client.
756 * If plural is set, we generate the plural name of this. 687 * If plural is set, we generate the plural name of this.
688 *
689 * It is sometimes used to display messages, and usually only used to match stuff,
690 * so maybe this function should be removed.
757 */ 691 */
758const char * 692const char *
759query_base_name (const object *op, int plural) 693query_base_name (const object *op, int plural)
760{ 694{
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)) 695 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 696 return "(null)";
767 697
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 698 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */ 699 return op->name; /* To speed things up (or make things slower?) */
770 700
701 static dynbuf_text buf; buf.clear ();
702
703#if 0
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 704 if ((op->is_armor () || op->is_weapon ()) && op->material)
772 mt = name_to_material (op->materialname); 705 if (op->arch->material != op->material)
773 706 buf << op->material->description << ' ';
774#ifdef NEW_MATERIAL_CODE
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 707#endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793 708
794 len = strlen (buf); 709 buf << (plural ? op->name_pl : op->name);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 710
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 712 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 713
805 switch (op->type) 714 switch (op->type)
806 { 715 {
807 case SPELLBOOK: 716 case SPELLBOOK:
808 case SCROLL: 717 case SCROLL:
809 case WAND: 718 case WAND:
810 case ROD: 719 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 720 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 721 {
813 if (!op->title) 722 if (!op->title)
814 { 723 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 724
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) 725 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 726 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 727 }
827 break; 728 break;
828 729
829 730
830 case SKILL: 731 case SKILL:
833 if (!op->title) 734 if (!op->title)
834 { 735 {
835 /* If ring has a title, full description isn't so useful */ 736 /* If ring has a title, full description isn't so useful */
836 const char *s = ring_desc (op); 737 const char *s = ring_desc (op);
837 738
838 if (s[0]) 739 if (s && *s)
839 { 740 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 741 }
844 break; 742 break;
743
845 default: 744 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 745 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 { 746 buf.printf (" %+d", op->magic);
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 747 }
851 748
852 return buf; 749 return buf;
853} 750}
854 751
856 * too long, making it difficult to read. This function deals 753 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only 754 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description 755 * be called with monster & player objects. Returns a description
859 * in a static buffer. 756 * in a static buffer.
860 */ 757 */
861static char * 758static const char *
862describe_monster (const object *op) 759describe_monster (const object *op)
863{ 760{
864 char buf[MAX_BUF]; 761 static dynbuf_text buf; buf.clear ();
865 static char retbuf[VERY_BIG_BUF];
866 int i;
867
868 retbuf[0] = '\0';
869 762
870 /* Note that the resolution this provides for players really isn't 763 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 764 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 765 * fall into the 'lightning fast movement' category.
873 */ 766 */
874 if (op->has_active_speed ()) 767 if (op->has_active_speed ())
875 { 768 switch ((int)(op->speed * 15.))
876 switch ((int) ((FABS (op->speed)) * 15))
877 { 769 {
878 case 0: 770 case 0:
879 strcat (retbuf, "(very slow movement)"); 771 buf << "(very slow movement)";
880 break; 772 break;
881 case 1: 773 case 1:
882 strcat (retbuf, "(slow movement)"); 774 buf << "(slow movement)";
883 break; 775 break;
884 case 2: 776 case 2:
885 strcat (retbuf, "(normal movement)"); 777 buf << "(normal movement)";
886 break; 778 break;
887 case 3: 779 case 3:
888 case 4: 780 case 4:
889 strcat (retbuf, "(fast movement)"); 781 buf << "(fast movement)";
890 break; 782 break;
891 case 5: 783 case 5:
892 case 6: 784 case 6:
893 strcat (retbuf, "(very fast movement)"); 785 buf << "(very fast movement)";
894 break; 786 break;
895 case 7: 787 case 7:
896 case 8: 788 case 8:
897 case 9: 789 case 9:
898 case 10: 790 case 10:
899 strcat (retbuf, "(extremely fast movement)"); 791 buf << "(extremely fast movement)";
900 break; 792 break;
901 default: 793 default:
902 strcat (retbuf, "(lightning fast movement)"); 794 buf << "(lightning fast movement)";
903 break; 795 break;
904 } 796 }
905 } 797
906 if (QUERY_FLAG (op, FLAG_UNDEAD)) 798 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
907 strcat (retbuf, "(undead)");
908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 799 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
909 strcat (retbuf, "(see invisible)"); 800 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
910 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 801 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
911 strcat (retbuf, "(wield weapon)"); 802 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
912 if (QUERY_FLAG (op, FLAG_USE_BOW)) 803 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
913 strcat (retbuf, "(archer)"); 804 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 805 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
915 strcat (retbuf, "(wear armour)");
916 if (QUERY_FLAG (op, FLAG_USE_RING))
917 strcat (retbuf, "(wear ring)");
918 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
919 strcat (retbuf, "(read scroll)");
920 if (QUERY_FLAG (op, FLAG_USE_RANGE))
921 strcat (retbuf, "(fires wand/rod/horn)");
922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 806 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
923 strcat (retbuf, "(skill user)"); 807 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
924 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 808 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
925 strcat (retbuf, "(spellcaster)");
926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
927 strcat (retbuf, "(friendly)");
928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 809 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
929 strcat (retbuf, "(unaggressive)"); 810 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
930 if (QUERY_FLAG (op, FLAG_HITBACK)) 811 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
931 strcat (retbuf, "(hitback)"); 812
932 if (QUERY_FLAG (op, FLAG_STEALTH))
933 strcat (retbuf, "(stealthy)");
934 if (op->randomitems != NULL) 813 if (op->randomitems)
935 { 814 {
936 treasure *t;
937 int first = 1; 815 bool first = 1;
938 816
939 for (t = op->randomitems->items; t != NULL; t = t->next) 817 for (treasure *t = op->randomitems->items; t; t = t->next)
940 if (t->item && t->item->clone.type == SPELL) 818 if (t->item && t->item->type == SPELL)
941 { 819 {
942 if (first) 820 if (first)
943 { 821 buf << "(Spell abilities:)";
822
944 first = 0; 823 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 824
946 } 825 buf << '(' << t->item->object::name << ')';
947 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name);
949 strcat (retbuf, ")");
950 } 826 }
951 } 827 }
828
952 if (op->type == PLAYER) 829 if (op->type == PLAYER)
953 { 830 {
954 if (op->contr->digestion) 831 if (op->contr->digestion)
955 {
956 if (op->contr->digestion != 0)
957 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 832 buf.printf ("(sustenance%+d)", op->contr->digestion);
958 strcat (retbuf, buf); 833
959 }
960 if (op->contr->gen_grace) 834 if (op->contr->gen_grace)
961 {
962 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 835 buf.printf ("(grace%+d)", op->contr->gen_grace);
963 strcat (retbuf, buf); 836
964 }
965 if (op->contr->gen_sp) 837 if (op->contr->gen_sp)
966 {
967 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 838 buf.printf ("(magic%+d)", op->contr->gen_sp);
968 strcat (retbuf, buf); 839
969 }
970 if (op->contr->gen_hp) 840 if (op->contr->gen_hp)
971 {
972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 841 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
973 strcat (retbuf, buf); 842
974 }
975 if (op->stats.luck) 843 if (op->stats.luck)
976 {
977 sprintf (buf, "(luck%+d)", op->stats.luck); 844 buf.printf ("(luck%+d)", op->stats.luck);
978 strcat (retbuf, buf);
979 }
980 } 845 }
981 846
982 /* describe attacktypes */ 847 /* describe attacktypes */
983 if (is_dragon_pl (op)) 848 if (is_dragon_pl (op))
984 { 849 {
986 * Break apart the for loop - move the comparison checking down - 851 * Break apart the for loop - move the comparison checking down -
987 * this makes it more readable. 852 * this makes it more readable.
988 */ 853 */
989 object *tmp; 854 object *tmp;
990 855
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = op->inv; tmp; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 857 if (tmp->type == SKILL && tmp->name == shstr_clawing)
993 break; 858 break;
994 859
995 if (tmp && tmp->attacktype != 0) 860 if (tmp && tmp->attacktype)
996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 861 buf.add_abilities ("Claws", tmp->attacktype);
997 else 862 else
998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 863 buf.add_abilities ("Attacks", op->attacktype);
999 } 864 }
1000 else 865 else
1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 866 buf.add_abilities ("Attacks", op->attacktype);
1002 867
1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 868 buf.add_paths ("Attuned" , op->path_attuned);
1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 869 buf.add_paths ("Repelled", op->path_repelled);
1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 870 buf.add_paths ("Denied" , op->path_denied);
1006 871
1007 for (i = 0; i < NROFATTACKS; i++) 872 for (int i = 0; i < NROFATTACKS; i++)
1008 if (op->resist[i]) 873 if (op->resist[i])
1009 {
1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 874 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1011 strcat (retbuf, buf);
1012 }
1013 875
1014 return retbuf; 876 return buf;
1015} 877}
1016
1017 878
1018/* 879/*
1019 * Returns a pointer to a static buffer which contains a 880 * Returns a pointer to a static buffer which contains a
1020 * description of the given object. 881 * description of the given object.
1021 * If it is a monster, lots of information about its abilities 882 * If it is a monster, lots of information about its abilities
1030 * wouldn't need to use the SEE_INVISIBLE flag to know it is 891 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1031 * a dragon player examining food. Could have things like 892 * a dragon player examining food. Could have things like
1032 * a dwarven axe, in which the full abilities are only known to 893 * a dwarven axe, in which the full abilities are only known to
1033 * dwarves, etc. 894 * dwarves, etc.
1034 * 895 *
1035 * This function is really much more complicated than it should
1036 * be, because different objects have different meanings
1037 * for the same field (eg, wands use 'food' for charges). This
1038 * means these special cases need to be worked out.
1039 *
1040 * Add 'owner' who is the person examining this object. 896 * Add 'owner' who is the person examining this object.
1041 * owner can be null if no one is being associated with this 897 * owner can be null if no one is being associated with this
1042 * item (eg, debug dump or the like) 898 * item (eg, debug dump or the like)
1043 */ 899 */
1044const char * 900const char *
1045describe_item (const object *op, object *owner) 901describe_item (const object *op, object *owner)
1046{ 902{
1047 char buf[MAX_BUF]; 903 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1048 static char retbuf[VERY_BIG_BUF]; 904 return describe_monster (op);
905
906 static dynbuf_text buf; buf.clear ();
1049 int identified, i; 907 int identified, i;
1050 908
1051 retbuf[0] = '\0';
1052 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1053 {
1054 return describe_monster (op);
1055 }
1056 /* figure this out once, instead of making multiple calls to need_identify. 909 /* figure this out once, instead of making multiple calls to need_identify.
1057 * also makes the code easier to read. 910 * also makes the code easier to read.
1058 */ 911 */
1059 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 912 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1060 identified = 1; 913 if (!identified)
1061 else 914 buf << "(unidentified)";
1062 { 915
1063 strcpy (retbuf, "(unidentified)");
1064 identified = 0;
1065 }
1066 switch (op->type) 916 switch (op->type)
1067 { 917 {
1068 case BOW: 918 case BOW:
1069 case ARROW: 919 case ARROW:
1070 case WAND: 920 case WAND:
1071 case ROD: 921 case ROD:
1072 case HORN: 922 case HORN:
1073 case WEAPON: 923 case WEAPON:
1074 case ARMOUR: 924 case ARMOUR:
1075 case HELMET: 925 case HELMET:
1076 case SHIELD: 926 case SHIELD:
1077 case BOOTS: 927 case BOOTS:
1078 case GLOVES: 928 case GLOVES:
1079 case GIRDLE: 929 case GIRDLE:
1080 case BRACERS: 930 case BRACERS:
1081 case CLOAK: 931 case CLOAK:
1082 case SKILL_TOOL: 932 case SKILL_TOOL:
1083 break; /* We have more information to do below this switch */ 933 break; /* We have more information to do below this switch */
1084 934
1085 case POWER_CRYSTAL: 935 case POWER_CRYSTAL:
1086 if (op->stats.maxsp > 1000) 936 if (op->stats.maxsp > 1000)
1087 { /*higher capacity crystals */ 937 { /*higher capacity crystals */
1088 i = (op->stats.maxsp % 100) / 10; 938 i = (op->stats.maxsp % 1000) / 100;
939
1089 if (i) 940 if (i)
1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 941 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1091 else 942 else
1092 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 943 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1093 } 944 }
1094 else 945 else
1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 946 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1096 strcat (retbuf, buf); 947
1097 i = (op->stats.sp * 10) / op->stats.maxsp; 948 i = (op->stats.sp * 10) / op->stats.maxsp;
1098 if (op->stats.sp == 0) 949 if (op->stats.sp == 0)
1099 strcat (retbuf, "empty."); 950 buf << "empty.";
1100 else if (i == 0) 951 else if (i == 0)
1101 strcat (retbuf, "almost empty."); 952 buf << "almost empty.";
1102 else if (i < 3) 953 else if (i < 3)
1103 strcat (retbuf, "partially filled."); 954 buf << "partially filled.";
1104 else if (i < 6) 955 else if (i < 6)
1105 strcat (retbuf, "half full."); 956 buf << "half full.";
1106 else if (i < 9) 957 else if (i < 9)
1107 strcat (retbuf, "well charged."); 958 buf << "well charged.";
1108 else if (op->stats.sp == op->stats.maxsp) 959 else if (op->stats.sp == op->stats.maxsp)
1109 strcat (retbuf, "fully charged."); 960 buf << "fully charged.";
1110 else 961 else
1111 strcat (retbuf, "almost full."); 962 buf << "almost full.";
1112 break; 963 break;
964
965 case LAMP:
966 {
967 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
968 buf << "(fuel: ";
969 if (percent == 0)
970 buf << "empty";
971 else if (percent < 10)
972 buf << "very low";
973 else if (percent < 25)
974 buf << "low";
975 else if (percent < 50)
976 buf << "half empty";
977 else if (percent < 75)
978 buf << "half full";
979 else if (percent < 95)
980 buf << "well filled";
981 else if (percent <= 100)
982 buf << "full";
983 buf << ")";
984 }
985 break;
986
1113 case FOOD: 987 case FOOD:
1114 case FLESH: 988 case FLESH:
1115 case DRINK: 989 case DRINK:
1116 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 990 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1117 { 991 {
1118 sprintf (buf, "(food+%d)", op->stats.food); 992 buf.printf ("(food+%d)", op->stats.food);
1119 strcat (retbuf, buf);
1120 993
1121 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 994 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1122 {
1123 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 995 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1124 strcat (retbuf, buf);
1125 }
1126 996
1127 if (!QUERY_FLAG (op, FLAG_CURSED)) 997 if (!QUERY_FLAG (op, FLAG_CURSED))
1128 { 998 {
1129 if (op->stats.hp) 999 if (op->stats.hp) buf << "(heals)";
1130 strcat (retbuf, "(heals)");
1131 if (op->stats.sp)
1132 strcat (retbuf, "(spellpoint regen)"); 1000 if (op->stats.sp) buf << "(spellpoint regen)";
1133 } 1001 }
1134 else 1002 else
1135 { 1003 {
1136 if (op->stats.hp) 1004 if (op->stats.hp) buf << "(damages)";
1137 strcat (retbuf, "(damages)");
1138 if (op->stats.sp)
1139 strcat (retbuf, "(spellpoint depletion)"); 1005 if (op->stats.sp) buf << "(spellpoint depletion)";
1140 } 1006 }
1141 } 1007 }
1142 break; 1008 break;
1143 1009
1144
1145 case SKILL: 1010 case SKILL:
1146 case RING: 1011 case RING:
1147 case AMULET: 1012 case AMULET:
1148 if (op->item_power) 1013 if (op->item_power)
1149 {
1150 sprintf (buf, "(item_power %+d)", op->item_power); 1014 buf.printf ("(item_power %+d)", op->item_power);
1151 strcat (retbuf, buf); 1015
1152 }
1153 if (op->title) 1016 if (op->title)
1154 strcat (retbuf, ring_desc (op)); 1017 buf << ring_desc (op);
1018
1155 return retbuf; 1019 return buf;
1156 1020
1157 default: 1021 default:
1158 return retbuf; 1022 return buf;
1159 } 1023 }
1160 1024
1161 /* Down here, we more further describe equipment type items. 1025 /* Down here, we more further describe equipment type items.
1162 * only describe them if they have been identified or the like. 1026 * only describe them if they have been identified or the like.
1163 */ 1027 */
1164 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1028 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1165 { 1029 {
1166 int attr, val; 1030 int attr, val;
1167 1031
1168 for (attr = 0; attr < NUM_STATS; attr++) 1032 for (attr = 0; attr < NUM_STATS; attr++)
1169 { 1033 if ((val = op->stats.stat (attr)))
1170 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1171 {
1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1034 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1173 strcat (retbuf, buf);
1174 }
1175 }
1176 1035
1177 if (op->stats.exp) 1036 if (op->stats.exp)
1178 {
1179 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1037 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1180 strcat (retbuf, buf);
1181 }
1182
1183 1038
1184 switch (op->type) 1039 switch (op->type)
1185 { 1040 {
1186 case BOW: 1041 case BOW:
1187 case ARROW: 1042 case ARROW:
1188 case GIRDLE: 1043 case GIRDLE:
1189 case HELMET: 1044 case HELMET:
1190 case SHIELD: 1045 case SHIELD:
1191 case BOOTS: 1046 case BOOTS:
1192 case GLOVES: 1047 case GLOVES:
1193 case WEAPON: 1048 case WEAPON:
1194 case SKILL: 1049 case SKILL:
1195 case RING: 1050 case RING:
1196 case AMULET: 1051 case AMULET:
1197 case ARMOUR: 1052 case ARMOUR:
1198 case BRACERS: 1053 case BRACERS:
1199 case FORCE: 1054 case FORCE:
1200 case CLOAK: 1055 case CLOAK:
1201 if (op->stats.wc) 1056 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1202 { 1057 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1203 sprintf (buf, "(wc%+d)", op->stats.wc); 1058 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1204 strcat (retbuf, buf); 1059
1205 }
1206 if (op->stats.dam)
1207 {
1208 sprintf (buf, "(dam%+d)", op->stats.dam);
1209 strcat (retbuf, buf);
1210 }
1211 if (op->stats.ac)
1212 {
1213 sprintf (buf, "(ac%+d)", op->stats.ac);
1214 strcat (retbuf, buf);
1215 }
1216 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1060 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1217 {
1218 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1061 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1219 strcat (retbuf, buf); 1062
1220 }
1221 break; 1063 break;
1222 1064
1223 default: 1065 default:
1224 break; 1066 break;
1225 } 1067 }
1226 if (QUERY_FLAG (op, FLAG_XRAYS)) 1068
1227 strcat (retbuf, "(xray-vision)"); 1069 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1228 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1070 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1229 strcat (retbuf, "(infravision)");
1230 1071
1231 /* levitate was what is was before, so we'll keep it */ 1072 /* levitate was what is was before, so we'll keep it */
1232 if (op->move_type & MOVE_FLY_LOW) 1073 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1233 strcat (retbuf, "(levitate)");
1234
1235 if (op->move_type & MOVE_FLY_HIGH) 1074 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1236 strcat (retbuf, "(fly)");
1237
1238 if (op->move_type & MOVE_SWIM) 1075 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1239 strcat (retbuf, "(swim)");
1240 1076
1241 /* walking is presumed as 'normal', so doesn't need mentioning */ 1077 /* walking is presumed as 'normal', so doesn't need mentioning */
1242 1078
1243 if (op->item_power) 1079 if (op->item_power)
1244 {
1245 sprintf (buf, "(item_power %+d)", op->item_power); 1080 buf.printf ("(item_power %+d)", op->item_power);
1246 strcat (retbuf, buf);
1247 }
1248 } /* End if identified or applied */ 1081 } /* End if identified or applied */
1249 1082
1250 /* This blocks only deals with fully identified object. 1083 /* This blocks only deals with fully identified object.
1251 * it is intentional that this is not an 'else' from a above - 1084 * it is intentional that this is not an 'else' from a above -
1252 * in this way, information is added. 1085 * in this way, information is added.
1255 { 1088 {
1256 int more_info = 0; 1089 int more_info = 0;
1257 1090
1258 switch (op->type) 1091 switch (op->type)
1259 { 1092 {
1260 case ROD: /* These use stats.sp for spell selection and stats.food */ 1093 case ROD: /* These use stats.sp for spell selection and stats.food */
1261 case HORN: /* and stats.hp for spell-point regeneration... */ 1094 case HORN: /* and stats.hp for spell-point regeneration... */
1262 case BOW: 1095 case BOW:
1263 case ARROW: 1096 case ARROW:
1264 case WAND: 1097 case WAND:
1265 case FOOD: 1098 case FOOD:
1266 case FLESH: 1099 case FLESH:
1267 case DRINK: 1100 case DRINK:
1268 more_info = 0; 1101 more_info = 0;
1269 break; 1102 break;
1270 1103
1271 /* Armor type objects */ 1104 /* Armor type objects */
1272 case ARMOUR: 1105 case ARMOUR:
1273 case HELMET: 1106 case HELMET:
1274 case SHIELD: 1107 case SHIELD:
1275 case BOOTS: 1108 case BOOTS:
1276 case GLOVES: 1109 case GLOVES:
1277 case GIRDLE: 1110 case GIRDLE:
1278 case BRACERS: 1111 case BRACERS:
1279 case CLOAK: 1112 case CLOAK:
1280 if (ARMOUR_SPEED (op)) 1113 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1281 { 1114 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1282 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1283 strcat (retbuf, buf);
1284 }
1285 if (ARMOUR_SPELLS (op))
1286 {
1287 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1288 strcat (retbuf, buf);
1289 }
1290 more_info = 1; 1115 more_info = 1;
1291 break; 1116 break;
1292 1117
1293 case WEAPON: 1118 case WEAPON:
1294 /* Calculate it the same way fix_player does so the results 1119 /* Calculate it the same way fix_player does so the results
1295 * make sense. 1120 * make sense.
1296 */ 1121 */
1297 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1122 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1298 if (i < 0) 1123 if (i < 0)
1299 i = 0; 1124 i = 0;
1300 1125
1301 sprintf (buf, "(weapon speed %d)", i); 1126 buf.printf ("(weapon speed %d)", i);
1302 strcat (retbuf, buf);
1303 more_info = 1; 1127 more_info = 1;
1304 break; 1128 break;
1305
1306 } 1129 }
1130
1307 if (more_info) 1131 if (more_info)
1308 { 1132 {
1309 if (op->stats.food)
1310 {
1311 if (op->stats.food != 0)
1312 sprintf (buf, "(sustenance%+d)", op->stats.food); 1133 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1313 strcat (retbuf, buf);
1314 }
1315 if (op->stats.grace)
1316 {
1317 sprintf (buf, "(grace%+d)", op->stats.grace); 1134 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1318 strcat (retbuf, buf); 1135 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1319 }
1320 if (op->stats.sp)
1321 {
1322 sprintf (buf, "(magic%+d)", op->stats.sp);
1323 strcat (retbuf, buf);
1324 }
1325 if (op->stats.hp)
1326 {
1327 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1136 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1328 strcat (retbuf, buf);
1329 }
1330 } 1137 }
1331 1138
1332 if (op->stats.luck) 1139 if (op->stats.luck)
1333 {
1334 sprintf (buf, "(luck%+d)", op->stats.luck); 1140 buf.printf ("(luck%+d)", op->stats.luck);
1335 strcat (retbuf, buf); 1141
1336 }
1337 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1142 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1338 strcat (retbuf, "(lifesaving)"); 1143 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1339 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1340 strcat (retbuf, "(reflect spells)");
1341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1144 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1342 strcat (retbuf, "(reflect missiles)");
1343 if (QUERY_FLAG (op, FLAG_STEALTH)) 1145 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1344 strcat (retbuf, "(stealth)"); 1146
1345 if (op->slaying != NULL && op->type != FOOD) 1147 if (op->slaying && op->type != FOOD)
1346 {
1347 sprintf (buf, "(slay %s)", &op->slaying); 1148 buf.printf ("(slay %s)", &op->slaying);
1348 strcat (retbuf, buf); 1149
1349 } 1150 if (op->type == SKILL_TOOL && op->skill)
1350 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1151 buf.printf ("(%s)", &op->skill);
1152
1153 buf.add_abilities ("Attacks", op->attacktype);
1351 /* resistance on flesh is only visible for quetzals. If 1154 /* resistance on flesh is only visible for quetzals. If
1352 * non flesh, everyone can see its resistances 1155 * non flesh, everyone can see its resistances
1353 */ 1156 */
1354 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1157 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1355 strcat (retbuf, describe_resistance (op, 0)); 1158 buf << describe_resistance (op, 0);
1356 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1357 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1358 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1359 }
1360 1159
1160 buf.add_paths ("Attuned", op->path_attuned);
1161 buf.add_paths ("Repelled", op->path_repelled);
1162 buf.add_paths ("Denied", op->path_denied);
1163 }
1164
1361 return retbuf; 1165 return buf;
1362} 1166}
1363 1167
1364std::string 1168std::string
1365object::describe_item (object *who) 1169object::describe_item (object *who)
1366{ 1170{
1367 return std::string (::describe_item (this, who)); 1171 return std::string (::describe_item (this, who));
1172}
1173
1174void
1175examine (object *op, object *tmp)
1176{
1177 std::string info = tmp->describe (op);
1178
1179 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1180}
1181
1182/*
1183 * inventory prints object's inventory. If inv==NULL then print player's
1184 * inventory.
1185 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1186 */
1187const char *
1188object::query_inventory (object *who, const char *indent)
1189{
1190 static dynbuf_text buf; buf.clear ();
1191
1192 for (object *tmp = inv; tmp; tmp = tmp->below)
1193 if (who && QUERY_FLAG (who, FLAG_WIZ))
1194 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1195 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1196 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1197
1198 if (buf.size ())
1199 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1200 else
1201 buf.printf ("%s(empty)\n", indent);
1202
1203 return buf;
1368} 1204}
1369 1205
1370/* Return true if the item is magical. A magical item is one that 1206/* Return true if the item is magical. A magical item is one that
1371 * increases/decreases any abilities, provides a resistance, 1207 * increases/decreases any abilities, provides a resistance,
1372 * has a generic magical bonus, or is an artifact. 1208 * has a generic magical bonus, or is an artifact.
1373 * This function is used by detect_magic to determine if an item 1209 * This function is used by detect_magic to determine if an item
1374 * should be marked as magical. 1210 * should be marked as magical.
1375 */ 1211 */
1376
1377int 1212int
1378is_magical (const object *op) 1213is_magical (const object *op)
1379{ 1214{
1380 int i; 1215 int i;
1381 1216
1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1267 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433 return 1; 1268 return 1;
1434 1269
1435 /* Check to see if it increases/decreases any stats */ 1270 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++) 1271 for (i = 0; i < NUM_STATS; i++)
1437 if (get_attr_value (&(op->stats), i) != 0) 1272 if (op->stats.stat (i))
1438 return 1; 1273 return 1;
1439 1274
1440 /* If it doesn't fall into any of the above categories, must 1275 /* If it doesn't fall into any of the above categories, must
1441 * be non magical. 1276 * be non magical.
1442 */ 1277 */
1451int 1286int
1452need_identify (const object *op) 1287need_identify (const object *op)
1453{ 1288{
1454 switch (op->type) 1289 switch (op->type)
1455 { 1290 {
1456 case RING: 1291 case RING:
1457 case WAND: 1292 case WAND:
1458 case ROD: 1293 case ROD:
1459 case HORN: 1294 case HORN:
1460 case SCROLL: 1295 case SCROLL:
1461 case SKILL: 1296 case SKILL:
1462 case SKILLSCROLL: 1297 case SKILLSCROLL:
1463 case SPELLBOOK: 1298 case SPELLBOOK:
1464 case FOOD: 1299 case FOOD:
1465 case POTION: 1300 case POTION:
1466 case BOW: 1301 case BOW:
1467 case ARROW: 1302 case ARROW:
1468 case WEAPON: 1303 case WEAPON:
1469 case ARMOUR: 1304 case ARMOUR:
1470 case SHIELD: 1305 case SHIELD:
1471 case HELMET: 1306 case HELMET:
1472 case AMULET: 1307 case AMULET:
1473 case BOOTS: 1308 case BOOTS:
1474 case GLOVES: 1309 case GLOVES:
1475 case BRACERS: 1310 case BRACERS:
1476 case GIRDLE: 1311 case GIRDLE:
1477 case CONTAINER: 1312 case CONTAINER:
1478 case DRINK: 1313 case DRINK:
1479 case FLESH: 1314 case FLESH:
1480 case INORGANIC: 1315 case INORGANIC:
1481 case CLOSE_CON: 1316 case CLOSE_CON:
1482 case CLOAK: 1317 case CLOAK:
1483 case GEM: 1318 case GEM:
1484 case POWER_CRYSTAL: 1319 case POWER_CRYSTAL:
1485 case POISON: 1320 case POISON:
1486 case BOOK: 1321 case BOOK:
1487 case SKILL_TOOL: 1322 case SKILL_TOOL:
1488 return 1; 1323 return 1;
1489 } 1324 }
1325
1490 /* Try to track down some stuff that may show up here. Thus, the 1326 /* Try to track down some stuff that may show up here. Thus, the
1491 * archetype file can be updated, and this function removed. 1327 * archetype file can be updated, and this function removed.
1492 */ 1328 */
1493#if 0 1329#if 0
1494 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1330 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1500 * Supposed to fix face-values as well here, but later. 1336 * Supposed to fix face-values as well here, but later.
1501 */ 1337 */
1502void 1338void
1503identify (object *op) 1339identify (object *op)
1504{ 1340{
1505 object *pl;
1506
1507 SET_FLAG (op, FLAG_IDENTIFIED); 1341 SET_FLAG (op, FLAG_IDENTIFIED);
1508 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1342 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1509 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1343 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1510 1344
1511 /* 1345 /*
1518 { 1352 {
1519 if (op->inv && op->randomitems) 1353 if (op->inv && op->randomitems)
1520 op->title = op->inv->name; 1354 op->title = op->inv->name;
1521 else if (op->arch) 1355 else if (op->arch)
1522 { 1356 {
1523 op->name = op->arch->clone.name; 1357 op->name = op->arch->object::name;
1524 op->name_pl = op->arch->clone.name_pl; 1358 op->name_pl = op->arch->object::name_pl;
1525 } 1359 }
1526 } 1360 }
1527 1361
1528 /* If the object is on a map, make sure we update its face */ 1362 /* If the object is on a map, make sure we update its face */
1529 if (op->map) 1363 if (op->map)
1530 update_object (op, UP_OBJ_CHANGE); 1364 update_object (op, UP_OBJ_CHANGE);
1531 else 1365
1532 { 1366 if (object *pl = op->visible_to ())
1533 pl = op->in_player ();
1534 if (pl)
1535 /* A lot of the values can change from an update - might as well send 1367 /* A lot of the values can change from an update - might as well send
1536 * it all. 1368 * it all.
1537 */ 1369 */
1538 esrv_send_item (pl, op); 1370 esrv_send_item (pl, op);
1539 }
1540} 1371}
1541 1372

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