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Comparing deliantra/server/common/item.C (file contents):
Revision 1.15 by elmex, Wed Dec 20 14:38:50 2006 UTC vs.
Revision 1.71 by root, Wed Mar 24 17:23:43 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
46 * may be better. 48 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 51 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 52Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
64};
65
66static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69 "eighteen", "nineteen", "twenty"
70}; 68};
71 69
72static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 72 "eighty", "ninety"
166 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
167 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
168 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
169 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
170 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
171 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
172 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
173 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
174 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
175 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
176 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
203 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
204 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
205 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
206}; 204};
207 205
208const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
209
210materialtype_t *materialt;
211
212/*
213materialtype material[NROFMATERIALS] = {
214 * P M F E C C A D W G P S P T F C D D C C G H B I *
215 * H A I L O O C R E H O L A U E A E E H O O O L N *
216 * Y G R E L N I A A O I O R R A N P A A U D L I T *
217 * S I E C D F D I P S S W A N R C L T O N Y N R *
218 * I C T U N O T O L E E H S T P D N *
219 {"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}},
220 {"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}},
221 {"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}},
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}}
232};
233*/
234 207
235/* 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
236 * 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
237 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
238 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
249}; 222};
250 223
251int 224int
252get_power_from_ench (int ench) 225get_power_from_ench (int ench)
253{ 226{
254 if (ench < 0)
255 ench = 0;
256 if (ench > 20)
257 ench = 20;
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
347} 309}
348 310
349/* 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
350 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
351
352const typedata * 313const typedata *
353get_typedata (int itemtype) 314get_typedata (int itemtype)
354{ 315{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
359 return &item_types[i]; 318 return &item_types[i];
319
360 return NULL; 320 return NULL;
361} 321}
362 322
363/* 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
364 * 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
365 * one return NULL */ 325 * one return NULL */
366
367const typedata * 326const typedata *
368get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
369{ 328{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 331 return &item_types[i];
332
375 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
377 { 335 {
378 LOG (llevInfo, 336 LOG (llevInfo,
379 "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);
380 return &item_types[i]; 338 return &item_types[i];
381 } 339 }
340
382 return NULL; 341 return 0;
383} 342}
384 343
385/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
387 * a big buffer. 346 * a big buffer.
388 * if newline is true, we don't put parens around the description 347 * if newline is true, we don't put parens around the description
389 * 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
390 */ 349 */
391char * 350const char *
392describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
393{ 352{
394 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
395 char buf1[VERY_BIG_BUF];
396 int tmpvar;
397 354
398 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
399 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400 {
401 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))
402 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
403 if (!newline)
404 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
405 else
406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 358
408 strcat (buf, buf1);
409 }
410 }
411 return buf; 359 return buf;
412} 360}
413
414 361
415/* 362/*
416 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
418 * 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().
419 */ 366 *
420 367 * Seems to be used only by unimportant stuff. Remove?
421char * 368 */
369const char *
422query_weight (const object *op) 370query_weight (const object *op)
423{ 371{
424 static char buf[10]; 372 static char buf[10];
425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
426 374
427 if (op->weight < 0) 375 if (op->weight < 0)
428 return " "; 376 return " ";
377
429 if (i % 1000) 378 if (i % 1000)
430 sprintf (buf, "%6.1f", i / 1000.0); 379 sprintf (buf, "%6.1f", i / 1000.0);
431 else 380 else
432 sprintf (buf, "%4d ", i / 1000); 381 sprintf (buf, "%4d ", i / 1000);
382
433 return buf; 383 return buf;
434} 384}
435 385
436/* 386/*
437 * Returns the pointer to a static buffer containing 387 * Returns the pointer to a static buffer containing
438 * the number requested (of the form first, second, third...) 388 * the number requested (of the form first, second, third...)
439 */ 389 */
440 390const char *
441char *
442get_levelnumber (int i) 391get_levelnumber (int i)
443{ 392{
444 static char buf[MAX_BUF]; 393 static char buf[MAX_BUF];
445 394
446 if (i > 99) 395 if (i > 99)
447 { 396 {
448 sprintf (buf, "%d.", i); 397 sprintf (buf, "%d.", i);
449 return buf; 398 return buf;
450 } 399 }
400
451 if (i < 21) 401 if (i < 21)
452 return levelnumbers[i]; 402 return levelnumbers[i];
403
453 if (!(i % 10)) 404 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
406
455 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
457 return buf; 409 return buf;
458}
459
460
461/*
462 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number().
465 * It is currently only used by the query_name() function.
466 */
467
468char *
469get_number (int i)
470{
471 if (i <= 20)
472 return numbers[i];
473 else
474 {
475 static char buf[MAX_BUF];
476
477 sprintf (buf, "%d", i);
478 return buf;
479 }
480} 410}
481 411
482/* 412/*
483 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
484 * abilities 414 * abilities
490 */ 420 */
491 421
492/* 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
493 * from stats.sp - b.t. 423 * from stats.sp - b.t.
494 */ 424 */
495char * 425static const char *
496ring_desc (const object *op) 426ring_desc (const object *op)
497{ 427{
498 static char buf[VERY_BIG_BUF]; 428 static dynbuf_text buf; buf.clear ();
499 int attr, val, len; 429 int attr, val, len;
500 430
501 buf[0] = 0;
502
503 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
504 return buf; 432 {
505
506 for (attr = 0; attr < NUM_STATS; attr++) 433 for (attr = 0; attr < NUM_STATS; attr++)
507 { 434 if ((val = op->stats.stat (attr)))
508 if ((val = get_attr_value (&(op->stats), attr)) != 0)
509 {
510 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 435 buf.printf ("(%s%+d)", short_stat_name[attr], val);
511 }
512 }
513 if (op->stats.exp)
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515 if (op->stats.wc)
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521 436
437 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
438 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
439 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
440 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
441
522 strcat (buf, describe_resistance (op, 0)); 442 buf << describe_resistance (op, 0);
523 443
524 if (op->stats.food != 0) 444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
526 /* else if (op->stats.food < 0) 446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
528 if (op->stats.grace) 448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544 /* Shorten some of the names, so they appear better in the windows */
545 len = strlen (buf);
546 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
547 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
549 449
550 /* if(op->item_power) 450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
551 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
552 */ 452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
553 if (buf[0] == 0 && op->type != SKILL) 453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
554 strcpy (buf, "of adornment");
555 454
455 buf.add_paths ("Attuned" , op->path_attuned);
456 buf.add_paths ("Repelled", op->path_repelled);
457 buf.add_paths ("Denied" , op->path_denied);
458
459 if (buf.empty ())
460 buf << "of adornment";
461 }
556 462
557 return buf; 463 return buf;
558} 464}
559 465
560/* 466/*
561 * 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
562 * 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.
563 */ 471 */
564const char * 472const char *
565query_short_name (const object *op) 473query_short_name (const object *op)
566{ 474{
567 static char buf[HUGE_BUF];
568 char buf2[HUGE_BUF];
569 int len = 0;
570
571 if (op->name == NULL) 475 if (!op->name)
572 return "(null)"; 476 return "(null)";
573 477
574 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)
575 return op->name; /* To speed things up (or make things slower?) */ 483 return op->name; /* To speed things up (or make things slower?) */
576 484
577 if (op->nrof <= 1) 485 static dynbuf_text buf; buf.clear ();
578 safe_strcat (buf, op->name, &len, HUGE_BUF); 486
579 else 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
580 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
581 488
582 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
583 { 490 buf << ' ' << op->title;
584 safe_strcat (buf, " ", &len, HUGE_BUF);
585 safe_strcat (buf, op->title, &len, HUGE_BUF);
586 }
587 491
588 switch (op->type) 492 switch (op->type)
589 { 493 {
590 case SPELLBOOK: 494 case SPELLBOOK:
591 case SCROLL: 495 case SCROLL:
592 case WAND: 496 case WAND:
593 case ROD: 497 case ROD:
594 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))
595 { 499 {
596 if (!op->title) 500 if (!op->title)
597 { 501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
598 safe_strcat (buf, " of ", &len, HUGE_BUF); 502
599 if (op->inv)
600 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
601 else
602 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
603 }
604 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
605 {
606 sprintf (buf2, " (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
607 safe_strcat (buf, buf2, &len, HUGE_BUF);
608 }
609 } 505 }
610 break; 506 break;
611 507
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
612 case SKILL: 533 case SKILL:
613 case AMULET: 534 case AMULET:
614 case RING: 535 case RING:
615 if (!op->title) 536 if (!op->title)
616 { 537 {
617 /* If ring has a title, full description isn't so useful */ 538 /* If ring has a title, full description isn't so useful */
618 char *s = ring_desc (op); 539 const char *s = ring_desc (op);
619 540
620 if (s[0]) 541 if (s && *s)
621 { 542 buf << " " << s;
622 safe_strcat (buf, " ", &len, HUGE_BUF);
623 safe_strcat (buf, s, &len, HUGE_BUF);
624 }
625 } 543 }
626 break; 544 break;
545
627 default: 546 default:
628 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)))
629 {
630 sprintf (buf2, " %+d", op->magic); 548 buf.printf (" %+d", op->magic);
631 safe_strcat (buf, buf2, &len, HUGE_BUF);
632 }
633 } 549 }
550
634 return buf; 551 return buf;
635} 552}
636 553
637/* 554/*
638 * query_name(object) returns a character pointer pointing to a static 555 * query_name(object) returns a character pointer pointing to a static
642 * 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
643 * 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
644 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
645 * 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.)
646 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
566 * It is also used by examine/ex and similar functions.
647 */ 567 */
648char * 568const char *
649query_name (const object *op) 569query_name (const object *op)
650{ 570{
651 static char buf[5][HUGE_BUF]; 571 int len = 0;
572 static dynbuf_text bufs[5];
652 static int use_buf = 0; 573 static int use_buf = 0;
653 int len = 0;
654
655#ifdef NEW_MATERIAL_CODE
656 materialtype_t *mt;
657#endif
658 574
659 use_buf++; 575 use_buf++;
660 use_buf %= 5; 576 use_buf %= 5;
661 577
662#ifdef NEW_MATERIAL_CODE 578 dynbuf_text &buf = bufs [use_buf];
579 buf.clear ();
580
581#if 0
663 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 582 if ((op->is_armor () || op->is_weapon ()) && op->material)
664 { 583 buf << op->material->description << ' ';
665 mt = name_to_material (op->materialname);
666 if (mt)
667 {
668 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
669 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
670 }
671 }
672#endif 584#endif
673 585
674 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 586 buf << query_short_name (op);
675 587
676 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 588 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
677 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 589 buf << " *";
678 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 590 if (op->is_open_container ())
679 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 591 buf << " (open)";
680 592
681 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 593 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
682 { 594 {
683 if (QUERY_FLAG (op, FLAG_DAMNED)) 595 if (QUERY_FLAG (op, FLAG_DAMNED))
684 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 596 buf << " (damned)";
685 else if (QUERY_FLAG (op, FLAG_CURSED)) 597 else if (QUERY_FLAG (op, FLAG_CURSED))
686 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 598 buf << " (cursed)";
687 } 599 }
600
688 /* Basically, if the object is known magical (detect magic spell on it), 601 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 602 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 603 * it is magical. Assume that the detect magical spell will only set
691 * KNOWN_MAGICAL if the item actually is magical. 604 * KNOWN_MAGICAL if the item actually is magical.
692 * 605 *
693 * Changed in V 0.91.4 - still print that the object is magical even 606 * 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 607 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 608 * abilities, especially for artifact items.
696 */ 609 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 610 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 611 buf << " (magic)";
699 612
700#if 0 613#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 614 /* item_power will be returned in describe_item - it shouldn't really
702 * be returned in the name. 615 * be returned in the name.
703 */ 616 */
704 if (op->item_power) 617 if (op->item_power)
705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 618 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 619
708 621
709 if (QUERY_FLAG (op, FLAG_APPLIED)) 622 if (QUERY_FLAG (op, FLAG_APPLIED))
710 { 623 {
711 switch (op->type) 624 switch (op->type)
712 { 625 {
713 case BOW: 626 case BOW:
714 case WAND: 627 case WAND:
715 case ROD: 628 case ROD:
716 case HORN: 629 case HORN:
717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 630 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
718 break; 631 break;
719 case WEAPON: 632 case WEAPON:
720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 633 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
721 break; 634 break;
722 case ARMOUR: 635 case ARMOUR:
723 case HELMET: 636 case HELMET:
724 case SHIELD: 637 case SHIELD:
725 case RING: 638 case RING:
726 case BOOTS: 639 case BOOTS:
727 case GLOVES: 640 case GLOVES:
728 case AMULET: 641 case AMULET:
729 case GIRDLE: 642 case GIRDLE:
730 case BRACERS: 643 case BRACERS:
731 case CLOAK: 644 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 645 buf << " (worn)";
733 break; 646 break;
734 case CONTAINER: 647 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 648 buf << " (active)";
736 break; 649 break;
737 case SKILL: 650 case SKILL:
738 default: 651 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 652 buf << " (applied)";
740 } 653 }
741 } 654 }
655
656 switch (op->type)
657 {
658 case LAMP:
659 if (op->glow_radius)
660 buf << " (on)";
661 else if (op->stats.food <= 0)
662 buf << " (empty)";
663 else
664 buf << " (off)";
665 break;
666
667 case TORCH:
668 if (op->glow_radius)
669 buf << " (burning)";
670 else if (op->stats.food <= 0)
671 buf << " (burned out)";
672 break;
673 }
674
742 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (QUERY_FLAG (op, FLAG_UNPAID))
743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 676 buf << " (unpaid)";
744 677
745 return buf[use_buf]; 678 return buf;
746} 679}
747 680
748/* 681/*
749 * query_base_name(object) returns a character pointer pointing to a static 682 * query_base_name(object) returns a character pointer pointing to a static
750 * buffer which contains a verbose textual representation of the name 683 * buffer which contains a verbose textual representation of the name
751 * of the given object. The buffer will be overwritten at the next 684 * of the given object. The buffer will be overwritten at the next
752 * call to query_base_name(). This is a lot like query_name, but we 685 * call to query_base_name(). This is a lot like query_name, but we
753 * don't include the item count or item status. Used for inventory sorting 686 * don't include the item count or item status. Used for inventory sorting
754 * and sending to client. 687 * and sending to client.
755 * If plural is set, we generate the plural name of this. 688 * If plural is set, we generate the plural name of this.
689 *
690 * It is sometimes used to display messages, and usually only used to match stuff,
691 * so maybe this function should be removed.
692 * It is also used for client-side inventory/item descriptions.
756 */ 693 */
757const char * 694const char *
758query_base_name (const object *op, int plural) 695query_base_name (const object *op, int plural)
759{ 696{
760 static char buf[MAX_BUF], buf2[MAX_BUF];
761 int len;
762 materialtype_t *mt;
763
764 if ((!plural && !op->name) || (plural && !op->name_pl)) 697 if ((!plural && !op->name) || (plural && !op->name_pl))
765 return "(null)"; 698 return "(null)";
766 699
767 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 700 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
701 && op->type != EXIT)
768 return op->name; /* To speed things up (or make things slower?) */ 702 return op->name; /* To speed things up (or make things slower?) */
769 703
704 static dynbuf_text buf; buf.clear ();
705
706#if 0
770 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 707 if ((op->is_armor () || op->is_weapon ()) && op->material)
771 mt = name_to_material (op->materialname); 708 if (op->arch->material != op->material)
772 709 buf << op->material->description << ' ';
773#ifdef NEW_MATERIAL_CODE
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
775 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
776 {
777 strcpy (buf, mt->description);
778 len = strlen (buf);
779 safe_strcat (buf, " ", &len, MAX_BUF);
780 if (!plural)
781 safe_strcat (buf, op->name, &len, MAX_BUF);
782 else
783 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
784 }
785 else
786 {
787#endif 710#endif
788 if (!plural) 711
789 strcpy (buf, op->name); 712 buf << (plural ? op->name_pl : op->name);
790 else
791 strcpy (buf, op->name_pl);
792 len = strlen (buf);
793#ifdef NEW_MATERIAL_CODE
794 }
795#endif
796 713
797 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 714 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
798 { 715 buf << ' ' << op->title;
799 safe_strcat (buf, " ", &len, MAX_BUF);
800 safe_strcat (buf, op->title, &len, MAX_BUF);
801 }
802 716
803 switch (op->type) 717 switch (op->type)
804 { 718 {
805 case SPELLBOOK: 719 case SPELLBOOK:
806 case SCROLL: 720 case SCROLL:
807 case WAND: 721 case WAND:
808 case ROD: 722 case ROD:
809 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 723 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
810 { 724 {
811 if (!op->title) 725 if (!op->title)
812 { 726 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
813 safe_strcat (buf, " of ", &len, MAX_BUF); 727
814 if (op->inv)
815 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
816 else
817 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
818 }
819 if (op->type != SPELLBOOK) 728 if (op->type != SPELLBOOK)
820 {
821 sprintf (buf2, " (lvl %d)", op->level); 729 buf.printf (" (lvl %d)", op->level);
822 safe_strcat (buf, buf2, &len, MAX_BUF);
823 }
824 } 730 }
825 break; 731 break;
826 732
827 733
828 case SKILL: 734 case SKILL:
829 case AMULET: 735 case AMULET:
830 case RING: 736 case RING:
831 if (!op->title) 737 if (!op->title)
832 { 738 {
833 /* If ring has a title, full description isn't so useful */ 739 /* If ring has a title, full description isn't so useful */
834 char *s = ring_desc (op); 740 const char *s = ring_desc (op);
835 741
836 if (s[0]) 742 if (s && *s)
837 { 743 buf << ' ' << s;
838 safe_strcat (buf, " ", &len, MAX_BUF);
839 safe_strcat (buf, s, &len, MAX_BUF);
840 }
841 } 744 }
842 break; 745 break;
746
843 default: 747 default:
844 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 748 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
845 { 749 buf.printf (" %+d", op->magic);
846 sprintf (buf + strlen (buf), " %+d", op->magic);
847 }
848 } 750 }
751
849 return buf; 752 return buf;
850} 753}
851 754
852/* Break this off from describe_item - that function was way 755/* Break this off from describe_item - that function was way
853 * too long, making it difficult to read. This function deals 756 * too long, making it difficult to read. This function deals
854 * with describing the monsters & players abilities. It should only 757 * with describing the monsters & players abilities. It should only
855 * be called with monster & player objects. Returns a description 758 * be called with monster & player objects. Returns a description
856 * in a static buffer. 759 * in a static buffer.
857 */ 760 */
858
859static char * 761static const char *
860describe_monster (const object *op) 762describe_monster (const object *op)
861{ 763{
862 char buf[MAX_BUF]; 764 static dynbuf_text buf; buf.clear ();
863 static char retbuf[VERY_BIG_BUF];
864 int i;
865
866 retbuf[0] = '\0';
867 765
868 /* Note that the resolution this provides for players really isn't 766 /* Note that the resolution this provides for players really isn't
869 * very good. Any player with a speed greater than .67 will 767 * very good. Any player with a speed greater than .67 will
870 * fall into the 'lightning fast movement' category. 768 * fall into the 'lightning fast movement' category.
871 */ 769 */
872 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 770 if (op->has_active_speed ())
873 { 771 switch ((int)(op->speed * 15.))
874 switch ((int) ((FABS (op->speed)) * 15))
875 { 772 {
876 case 0: 773 case 0:
877 strcat (retbuf, "(very slow movement)"); 774 buf << "(very slow movement)";
878 break; 775 break;
879 case 1: 776 case 1:
880 strcat (retbuf, "(slow movement)"); 777 buf << "(slow movement)";
881 break; 778 break;
882 case 2: 779 case 2:
883 strcat (retbuf, "(normal movement)"); 780 buf << "(normal movement)";
884 break; 781 break;
885 case 3: 782 case 3:
886 case 4: 783 case 4:
887 strcat (retbuf, "(fast movement)"); 784 buf << "(fast movement)";
888 break; 785 break;
889 case 5: 786 case 5:
890 case 6: 787 case 6:
891 strcat (retbuf, "(very fast movement)"); 788 buf << "(very fast movement)";
892 break; 789 break;
893 case 7: 790 case 7:
894 case 8: 791 case 8:
895 case 9: 792 case 9:
896 case 10: 793 case 10:
897 strcat (retbuf, "(extremely fast movement)"); 794 buf << "(extremely fast movement)";
898 break; 795 break;
899 default: 796 default:
900 strcat (retbuf, "(lightning fast movement)"); 797 buf << "(lightning fast movement)";
901 break; 798 break;
902 } 799 }
903 } 800
904 if (QUERY_FLAG (op, FLAG_UNDEAD)) 801 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
905 strcat (retbuf, "(undead)");
906 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 802 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
907 strcat (retbuf, "(see invisible)"); 803 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
908 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 804 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
909 strcat (retbuf, "(wield weapon)"); 805 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
910 if (QUERY_FLAG (op, FLAG_USE_BOW)) 806 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
911 strcat (retbuf, "(archer)"); 807 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
912 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 808 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
913 strcat (retbuf, "(wear armour)");
914 if (QUERY_FLAG (op, FLAG_USE_RING))
915 strcat (retbuf, "(wear ring)");
916 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
917 strcat (retbuf, "(read scroll)");
918 if (QUERY_FLAG (op, FLAG_USE_RANGE))
919 strcat (retbuf, "(fires wand/rod/horn)");
920 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 809 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
921 strcat (retbuf, "(skill user)"); 810 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
922 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 811 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
923 strcat (retbuf, "(spellcaster)");
924 if (QUERY_FLAG (op, FLAG_FRIENDLY))
925 strcat (retbuf, "(friendly)");
926 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 812 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
927 strcat (retbuf, "(unaggressive)"); 813 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
928 if (QUERY_FLAG (op, FLAG_HITBACK)) 814 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
929 strcat (retbuf, "(hitback)"); 815
930 if (QUERY_FLAG (op, FLAG_STEALTH))
931 strcat (retbuf, "(stealthy)");
932 if (op->randomitems != NULL) 816 if (op->randomitems)
933 { 817 {
934 treasure *t;
935 int first = 1; 818 bool first = 1;
936 819
937 for (t = op->randomitems->items; t != NULL; t = t->next) 820 for (treasure *t = op->randomitems->items; t; t = t->next)
938 if (t->item && (t->item->clone.type == SPELL)) 821 if (t->item && t->item->type == SPELL)
939 { 822 {
940 if (first) 823 if (first)
941 { 824 buf << "(Spell abilities:)";
825
942 first = 0; 826 first = 0;
943 strcat (retbuf, "(Spell abilities:)"); 827
944 } 828 buf << '(' << t->item->object::name << ')';
945 strcat (retbuf, "(");
946 strcat (retbuf, t->item->clone.name);
947 strcat (retbuf, ")");
948 } 829 }
949 } 830 }
831
950 if (op->type == PLAYER) 832 if (op->type == PLAYER)
951 { 833 {
952 if (op->contr->digestion) 834 if (op->contr->digestion)
953 {
954 if (op->contr->digestion != 0)
955 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 835 buf.printf ("(sustenance%+d)", op->contr->digestion);
956 strcat (retbuf, buf); 836
957 }
958 if (op->contr->gen_grace) 837 if (op->contr->gen_grace)
959 {
960 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 838 buf.printf ("(grace%+d)", op->contr->gen_grace);
961 strcat (retbuf, buf); 839
962 }
963 if (op->contr->gen_sp) 840 if (op->contr->gen_sp)
964 {
965 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 841 buf.printf ("(magic%+d)", op->contr->gen_sp);
966 strcat (retbuf, buf); 842
967 }
968 if (op->contr->gen_hp) 843 if (op->contr->gen_hp)
969 {
970 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 844 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
971 strcat (retbuf, buf); 845
972 }
973 if (op->stats.luck) 846 if (op->stats.luck)
974 {
975 sprintf (buf, "(luck%+d)", op->stats.luck); 847 buf.printf ("(luck%+d)", op->stats.luck);
976 strcat (retbuf, buf);
977 }
978 } 848 }
979 849
980 /* describe attacktypes */ 850 /* describe attacktypes */
981 if (is_dragon_pl (op)) 851 if (op->is_dragon ())
982 { 852 {
983 /* for dragon players display the attacktypes from clawing skill 853 /* for dragon players display the attacktypes from clawing skill
984 * Break apart the for loop - move the comparison checking down - 854 * Break apart the for loop - move the comparison checking down -
985 * this makes it more readable. 855 * this makes it more readable.
986 */ 856 */
987 object *tmp; 857 object *tmp;
988 858
989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 859 for (tmp = op->inv; tmp; tmp = tmp->below)
990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 860 if (tmp->type == SKILL && tmp->name == shstr_clawing)
991 break; 861 break;
992 862
993 if (tmp && tmp->attacktype != 0) 863 if (tmp && tmp->attacktype)
994 { 864 buf.add_abilities ("Claws", tmp->attacktype);
995 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
996 }
997 else 865 else
998 { 866 buf.add_abilities ("Attacks", op->attacktype);
999 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1000 }
1001 } 867 }
1002 else 868 else
1003 { 869 buf.add_abilities ("Attacks", op->attacktype);
1004 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 870
1005 } 871 buf.add_paths ("Attuned" , op->path_attuned);
1006 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 872 buf.add_paths ("Repelled", op->path_repelled);
1007 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 873 buf.add_paths ("Denied" , op->path_denied);
1008 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 874
1009 for (i = 0; i < NROFATTACKS; i++) 875 for (int i = 0; i < NROFATTACKS; i++)
1010 {
1011 if (op->resist[i]) 876 if (op->resist[i])
1012 {
1013 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 877 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1014 strcat (retbuf, buf); 878
1015 }
1016 }
1017 return retbuf; 879 return buf;
1018} 880}
1019
1020 881
1021/* 882/*
1022 * Returns a pointer to a static buffer which contains a 883 * Returns a pointer to a static buffer which contains a
1023 * description of the given object. 884 * description of the given object.
1024 * If it is a monster, lots of information about its abilities 885 * If it is a monster, lots of information about its abilities
1033 * wouldn't need to use the SEE_INVISIBLE flag to know it is 894 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1034 * a dragon player examining food. Could have things like 895 * a dragon player examining food. Could have things like
1035 * a dwarven axe, in which the full abilities are only known to 896 * a dwarven axe, in which the full abilities are only known to
1036 * dwarves, etc. 897 * dwarves, etc.
1037 * 898 *
1038 * This function is really much more complicated than it should
1039 * be, because different objects have different meanings
1040 * for the same field (eg, wands use 'food' for charges). This
1041 * means these special cases need to be worked out.
1042 *
1043 * Add 'owner' who is the person examining this object. 899 * Add 'owner' who is the person examining this object.
1044 * owner can be null if no one is being associated with this 900 * owner can be null if no one is being associated with this
1045 * item (eg, debug dump or the like) 901 * item (eg, debug dump or the like)
1046 */ 902 */
1047 903const char *
1048char *
1049describe_item (const object *op, object *owner) 904describe_item (const object *op, object *owner)
1050{ 905{
1051 char buf[MAX_BUF]; 906 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1052 static char retbuf[VERY_BIG_BUF]; 907 return describe_monster (op);
908
909 static dynbuf_text buf; buf.clear ();
1053 int identified, i; 910 int identified, i;
1054 911
1055 retbuf[0] = '\0';
1056 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1057 {
1058 return describe_monster (op);
1059 }
1060 /* figure this out once, instead of making multiple calls to need_identify. 912 /* figure this out once, instead of making multiple calls to need_identify.
1061 * also makes the code easier to read. 913 * also makes the code easier to read.
1062 */ 914 */
1063 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 915 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1064 identified = 1; 916 if (!identified)
1065 else 917 buf << "(unidentified)";
1066 { 918
1067 strcpy (retbuf, "(unidentified)");
1068 identified = 0;
1069 }
1070 switch (op->type) 919 switch (op->type)
1071 { 920 {
1072 case BOW: 921 case BOW:
1073 case ARROW: 922 case ARROW:
1074 case WAND: 923 case WAND:
1075 case ROD: 924 case ROD:
1076 case HORN: 925 case HORN:
1077 case WEAPON: 926 case WEAPON:
1078 case ARMOUR: 927 case ARMOUR:
1079 case HELMET: 928 case HELMET:
1080 case SHIELD: 929 case SHIELD:
1081 case BOOTS: 930 case BOOTS:
1082 case GLOVES: 931 case GLOVES:
1083 case GIRDLE: 932 case GIRDLE:
1084 case BRACERS: 933 case BRACERS:
1085 case CLOAK: 934 case CLOAK:
1086 case SKILL_TOOL: 935 case SKILL_TOOL:
1087 break; /* We have more information to do below this switch */ 936 break; /* We have more information to do below this switch */
1088 937
1089 case POWER_CRYSTAL: 938 case POWER_CRYSTAL:
1090 if (op->stats.maxsp > 1000) 939 if (op->stats.maxsp > 1000)
1091 { /*higher capacity crystals */ 940 { /*higher capacity crystals */
1092 i = (op->stats.maxsp % 100) / 10; 941 i = (op->stats.maxsp % 1000) / 100;
942
1093 if (i) 943 if (i)
1094 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 944 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1095 else 945 else
1096 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 946 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1097 } 947 }
1098 else 948 else
1099 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 949 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1100 strcat (retbuf, buf); 950
1101 i = (op->stats.sp * 10) / op->stats.maxsp; 951 i = (op->stats.sp * 10) / op->stats.maxsp;
1102 if (op->stats.sp == 0) 952 if (op->stats.sp == 0)
1103 strcat (retbuf, "empty."); 953 buf << "empty.";
1104 else if (i == 0) 954 else if (i == 0)
1105 strcat (retbuf, "almost empty."); 955 buf << "almost empty.";
1106 else if (i < 3) 956 else if (i < 3)
1107 strcat (retbuf, "partially filled."); 957 buf << "partially filled.";
1108 else if (i < 6) 958 else if (i < 6)
1109 strcat (retbuf, "half full."); 959 buf << "half full.";
1110 else if (i < 9) 960 else if (i < 9)
1111 strcat (retbuf, "well charged."); 961 buf << "well charged.";
1112 else if (op->stats.sp == op->stats.maxsp) 962 else if (op->stats.sp == op->stats.maxsp)
1113 strcat (retbuf, "fully charged."); 963 buf << "fully charged.";
1114 else 964 else
1115 strcat (retbuf, "almost full."); 965 buf << "almost full.";
1116 break; 966 break;
967
968 case LAMP:
969 {
970 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
971 buf << "(fuel: ";
972 if (percent == 0)
973 buf << "empty";
974 else if (percent < 10)
975 buf << "very low";
976 else if (percent < 25)
977 buf << "low";
978 else if (percent < 50)
979 buf << "half empty";
980 else if (percent < 75)
981 buf << "half full";
982 else if (percent < 95)
983 buf << "well filled";
984 else if (percent <= 100)
985 buf << "full";
986 buf << ")";
987 }
988 break;
989
1117 case FOOD: 990 case FOOD:
1118 case FLESH: 991 case FLESH:
1119 case DRINK: 992 case DRINK:
1120 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 993 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1121 { 994 {
1122 sprintf (buf, "(food+%d)", op->stats.food); 995 buf.printf ("(food+%d)", op->stats.food);
1123 strcat (retbuf, buf);
1124 996
1125 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 997 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1126 {
1127 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 998 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1128 strcat (retbuf, buf);
1129 }
1130 999
1131 if (!QUERY_FLAG (op, FLAG_CURSED)) 1000 if (!QUERY_FLAG (op, FLAG_CURSED))
1132 { 1001 {
1133 if (op->stats.hp) 1002 if (op->stats.hp) buf << "(heals)";
1134 strcat (retbuf, "(heals)");
1135 if (op->stats.sp)
1136 strcat (retbuf, "(spellpoint regen)"); 1003 if (op->stats.sp) buf << "(spellpoint regen)";
1137 } 1004 }
1138 else 1005 else
1139 { 1006 {
1140 if (op->stats.hp) 1007 if (op->stats.hp) buf << "(damages)";
1141 strcat (retbuf, "(damages)");
1142 if (op->stats.sp)
1143 strcat (retbuf, "(spellpoint depletion)"); 1008 if (op->stats.sp) buf << "(spellpoint depletion)";
1144 } 1009 }
1145 } 1010 }
1146 break; 1011 break;
1147 1012
1148
1149 case SKILL: 1013 case SKILL:
1150 case RING: 1014 case RING:
1151 case AMULET: 1015 case AMULET:
1152 if (op->item_power) 1016 if (op->item_power)
1153 {
1154 sprintf (buf, "(item_power %+d)", op->item_power); 1017 buf.printf ("(item_power %+d)", op->item_power);
1155 strcat (retbuf, buf); 1018
1156 }
1157 if (op->title) 1019 if (op->title)
1158 strcat (retbuf, ring_desc (op)); 1020 buf << ring_desc (op);
1021
1159 return retbuf; 1022 return buf;
1160 1023
1161 default: 1024 default:
1162 return retbuf; 1025 return buf;
1163 } 1026 }
1164 1027
1165 /* Down here, we more further describe equipment type items. 1028 /* Down here, we more further describe equipment type items.
1166 * only describe them if they have been identified or the like. 1029 * only describe them if they have been identified or the like.
1167 */ 1030 */
1168 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1031 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1169 { 1032 {
1170 int attr, val; 1033 int attr, val;
1171 1034
1172 for (attr = 0; attr < NUM_STATS; attr++) 1035 for (attr = 0; attr < NUM_STATS; attr++)
1173 { 1036 if ((val = op->stats.stat (attr)))
1174 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1175 {
1176 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1037 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1177 strcat (retbuf, buf);
1178 }
1179 }
1180 1038
1181 if (op->stats.exp) 1039 if (op->stats.exp)
1182 {
1183 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1040 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1184 strcat (retbuf, buf);
1185 }
1186
1187 1041
1188 switch (op->type) 1042 switch (op->type)
1189 { 1043 {
1190 case BOW: 1044 case BOW:
1191 case ARROW: 1045 case ARROW:
1192 case GIRDLE: 1046 case GIRDLE:
1193 case HELMET: 1047 case HELMET:
1194 case SHIELD: 1048 case SHIELD:
1195 case BOOTS: 1049 case BOOTS:
1196 case GLOVES: 1050 case GLOVES:
1197 case WEAPON: 1051 case WEAPON:
1198 case SKILL: 1052 case SKILL:
1199 case RING: 1053 case RING:
1200 case AMULET: 1054 case AMULET:
1201 case ARMOUR: 1055 case ARMOUR:
1202 case BRACERS: 1056 case BRACERS:
1203 case FORCE: 1057 case FORCE:
1204 case CLOAK: 1058 case CLOAK:
1205 if (op->stats.wc) 1059 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1206 { 1060 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1207 sprintf (buf, "(wc%+d)", op->stats.wc); 1061 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1208 strcat (retbuf, buf); 1062
1209 }
1210 if (op->stats.dam)
1211 {
1212 sprintf (buf, "(dam%+d)", op->stats.dam);
1213 strcat (retbuf, buf);
1214 }
1215 if (op->stats.ac)
1216 {
1217 sprintf (buf, "(ac%+d)", op->stats.ac);
1218 strcat (retbuf, buf);
1219 }
1220 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1063 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1221 {
1222 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1064 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1223 strcat (retbuf, buf); 1065
1224 }
1225 break; 1066 break;
1226 1067
1227 default: 1068 default:
1228 break; 1069 break;
1229 } 1070 }
1230 if (QUERY_FLAG (op, FLAG_XRAYS)) 1071
1231 strcat (retbuf, "(xray-vision)"); 1072 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1232 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1073 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1233 strcat (retbuf, "(infravision)");
1234 1074
1235 /* levitate was what is was before, so we'll keep it */ 1075 /* levitate was what is was before, so we'll keep it */
1236 if (op->move_type & MOVE_FLY_LOW) 1076 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1237 strcat (retbuf, "(levitate)");
1238
1239 if (op->move_type & MOVE_FLY_HIGH) 1077 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1240 strcat (retbuf, "(fly)");
1241
1242 if (op->move_type & MOVE_SWIM) 1078 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1243 strcat (retbuf, "(swim)");
1244 1079
1245 /* walking is presumed as 'normal', so doesn't need mentioning */ 1080 /* walking is presumed as 'normal', so doesn't need mentioning */
1246 1081
1247 if (op->item_power) 1082 if (op->item_power)
1248 {
1249 sprintf (buf, "(item_power %+d)", op->item_power); 1083 buf.printf ("(item_power %+d)", op->item_power);
1250 strcat (retbuf, buf);
1251 }
1252 } /* End if identified or applied */ 1084 } /* End if identified or applied */
1253 1085
1254 /* This blocks only deals with fully identified object. 1086 /* This blocks only deals with fully identified object.
1255 * it is intentional that this is not an 'else' from a above - 1087 * it is intentional that this is not an 'else' from a above -
1256 * in this way, information is added. 1088 * in this way, information is added.
1259 { 1091 {
1260 int more_info = 0; 1092 int more_info = 0;
1261 1093
1262 switch (op->type) 1094 switch (op->type)
1263 { 1095 {
1264 case ROD: /* These use stats.sp for spell selection and stats.food */ 1096 case ROD: /* These use stats.sp for spell selection and stats.food */
1265 case HORN: /* and stats.hp for spell-point regeneration... */ 1097 case HORN: /* and stats.hp for spell-point regeneration... */
1266 case BOW: 1098 case BOW:
1267 case ARROW: 1099 case ARROW:
1268 case WAND: 1100 case WAND:
1269 case FOOD: 1101 case FOOD:
1270 case FLESH: 1102 case FLESH:
1271 case DRINK: 1103 case DRINK:
1272 more_info = 0; 1104 more_info = 0;
1273 break; 1105 break;
1274 1106
1275 /* Armor type objects */ 1107 /* Armor type objects */
1276 case ARMOUR: 1108 case ARMOUR:
1277 case HELMET: 1109 case HELMET:
1278 case SHIELD: 1110 case SHIELD:
1279 case BOOTS: 1111 case BOOTS:
1280 case GLOVES: 1112 case GLOVES:
1281 case GIRDLE: 1113 case GIRDLE:
1282 case BRACERS: 1114 case BRACERS:
1283 case CLOAK: 1115 case CLOAK:
1284 if (ARMOUR_SPEED (op)) 1116 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1285 { 1117 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1286 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1287 strcat (retbuf, buf);
1288 }
1289 if (ARMOUR_SPELLS (op))
1290 {
1291 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1292 strcat (retbuf, buf);
1293 }
1294 more_info = 1; 1118 more_info = 1;
1295 break; 1119 break;
1296 1120
1297 case WEAPON: 1121 case WEAPON:
1298 /* Calculate it the same way fix_player does so the results 1122 /* Calculate it the same way fix_player does so the results
1299 * make sense. 1123 * make sense.
1300 */ 1124 */
1301 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1125 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1302 if (i < 0) 1126 if (i < 0)
1303 i = 0; 1127 i = 0;
1304 1128
1305 sprintf (buf, "(weapon speed %d)", i); 1129 buf.printf ("(weapon speed %d)", i);
1306 strcat (retbuf, buf);
1307 more_info = 1; 1130 more_info = 1;
1308 break; 1131 break;
1309
1310 } 1132 }
1133
1311 if (more_info) 1134 if (more_info)
1312 { 1135 {
1313 if (op->stats.food)
1314 {
1315 if (op->stats.food != 0)
1316 sprintf (buf, "(sustenance%+d)", op->stats.food); 1136 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1317 strcat (retbuf, buf);
1318 }
1319 if (op->stats.grace)
1320 {
1321 sprintf (buf, "(grace%+d)", op->stats.grace); 1137 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1322 strcat (retbuf, buf); 1138 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1323 }
1324 if (op->stats.sp)
1325 {
1326 sprintf (buf, "(magic%+d)", op->stats.sp);
1327 strcat (retbuf, buf);
1328 }
1329 if (op->stats.hp)
1330 {
1331 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1139 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1332 strcat (retbuf, buf);
1333 }
1334 } 1140 }
1335 1141
1336 if (op->stats.luck) 1142 if (op->stats.luck)
1337 {
1338 sprintf (buf, "(luck%+d)", op->stats.luck); 1143 buf.printf ("(luck%+d)", op->stats.luck);
1339 strcat (retbuf, buf); 1144
1340 }
1341 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1145 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1342 strcat (retbuf, "(lifesaving)"); 1146 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1343 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1344 strcat (retbuf, "(reflect spells)");
1345 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1147 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1346 strcat (retbuf, "(reflect missiles)");
1347 if (QUERY_FLAG (op, FLAG_STEALTH)) 1148 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1348 strcat (retbuf, "(stealth)"); 1149
1349 if (op->slaying != NULL && op->type != FOOD) 1150 if (op->slaying && op->type != FOOD)
1350 {
1351 sprintf (buf, "(slay %s)", &op->slaying); 1151 buf.printf ("(slay %s)", &op->slaying);
1352 strcat (retbuf, buf); 1152
1353 } 1153 if (op->type == SKILL_TOOL && op->skill)
1354 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1154 buf.printf ("(%s)", &op->skill);
1155
1156 buf.add_abilities ("Attacks", op->attacktype);
1355 /* resistance on flesh is only visible for quetzals. If 1157 /* resistance on flesh is only visible for quetzals. If
1356 * non flesh, everyone can see its resistances 1158 * non flesh, everyone can see its resistances
1357 */ 1159 */
1358 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1160 if (op->type != FLESH || (owner && owner->is_dragon ()))
1359 strcat (retbuf, describe_resistance (op, 0)); 1161 buf << describe_resistance (op, 0);
1360 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1361 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1362 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1363 }
1364 1162
1163 buf.add_paths ("Attuned", op->path_attuned);
1164 buf.add_paths ("Repelled", op->path_repelled);
1165 buf.add_paths ("Denied", op->path_denied);
1166 }
1167
1365 return retbuf; 1168 return buf;
1169}
1170
1171std::string
1172object::describe_item (object *who)
1173{
1174 return std::string (::describe_item (this, who));
1175}
1176
1177void
1178examine (object *op, object *tmp)
1179{
1180 std::string info = tmp->describe (op);
1181
1182 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1183}
1184
1185/*
1186 * inventory prints object's inventory. If inv==NULL then print player's
1187 * inventory.
1188 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1189 */
1190const char *
1191object::query_inventory (object *who, const char *indent)
1192{
1193 static dynbuf_text buf; buf.clear ();
1194
1195 for (object *tmp = inv; tmp; tmp = tmp->below)
1196 if (who && QUERY_FLAG (who, FLAG_WIZ))
1197 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1198 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1199 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1200
1201 if (buf.size ())
1202 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1203 else
1204 buf.printf ("%s(empty)\n", indent);
1205
1206 return buf;
1366} 1207}
1367 1208
1368/* Return true if the item is magical. A magical item is one that 1209/* Return true if the item is magical. A magical item is one that
1369 * increases/decreases any abilities, provides a resistance, 1210 * increases/decreases any abilities, provides a resistance,
1370 * has a generic magical bonus, or is an artifact. 1211 * has a generic magical bonus, or is an artifact.
1371 * This function is used by detect_magic to determine if an item 1212 * This function is used by detect_magic to determine if an item
1372 * should be marked as magical. 1213 * should be marked as magical.
1373 */ 1214 */
1374
1375int 1215int
1376is_magical (const object *op) 1216is_magical (const object *op)
1377{ 1217{
1378 int i; 1218 int i;
1379 1219
1430 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1270 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1431 return 1; 1271 return 1;
1432 1272
1433 /* Check to see if it increases/decreases any stats */ 1273 /* Check to see if it increases/decreases any stats */
1434 for (i = 0; i < NUM_STATS; i++) 1274 for (i = 0; i < NUM_STATS; i++)
1435 if (get_attr_value (&(op->stats), i) != 0) 1275 if (op->stats.stat (i))
1436 return 1; 1276 return 1;
1437 1277
1438 /* If it doesn't fall into any of the above categories, must 1278 /* If it doesn't fall into any of the above categories, must
1439 * be non magical. 1279 * be non magical.
1440 */ 1280 */
1449int 1289int
1450need_identify (const object *op) 1290need_identify (const object *op)
1451{ 1291{
1452 switch (op->type) 1292 switch (op->type)
1453 { 1293 {
1454 case RING: 1294 case RING:
1455 case WAND: 1295 case WAND:
1456 case ROD: 1296 case ROD:
1457 case HORN: 1297 case HORN:
1458 case SCROLL: 1298 case SCROLL:
1459 case SKILL: 1299 case SKILL:
1460 case SKILLSCROLL: 1300 case SKILLSCROLL:
1461 case SPELLBOOK: 1301 case SPELLBOOK:
1462 case FOOD: 1302 case FOOD:
1463 case POTION: 1303 case POTION:
1464 case BOW: 1304 case BOW:
1465 case ARROW: 1305 case ARROW:
1466 case WEAPON: 1306 case WEAPON:
1467 case ARMOUR: 1307 case ARMOUR:
1468 case SHIELD: 1308 case SHIELD:
1469 case HELMET: 1309 case HELMET:
1470 case AMULET: 1310 case AMULET:
1471 case BOOTS: 1311 case BOOTS:
1472 case GLOVES: 1312 case GLOVES:
1473 case BRACERS: 1313 case BRACERS:
1474 case GIRDLE: 1314 case GIRDLE:
1475 case CONTAINER: 1315 case CONTAINER:
1476 case DRINK: 1316 case DRINK:
1477 case FLESH: 1317 case FLESH:
1478 case INORGANIC: 1318 case INORGANIC:
1479 case CLOSE_CON: 1319 case CLOSE_CON:
1480 case CLOAK: 1320 case CLOAK:
1481 case GEM: 1321 case GEM:
1482 case POWER_CRYSTAL: 1322 case POWER_CRYSTAL:
1483 case POISON: 1323 case POISON:
1484 case BOOK: 1324 case BOOK:
1485 case SKILL_TOOL: 1325 case SKILL_TOOL:
1486 return 1; 1326 return 1;
1487 } 1327 }
1328
1488 /* Try to track down some stuff that may show up here. Thus, the 1329 /* Try to track down some stuff that may show up here. Thus, the
1489 * archetype file can be updated, and this function removed. 1330 * archetype file can be updated, and this function removed.
1490 */ 1331 */
1491#if 0 1332#if 0
1492 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1333 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1498 * Supposed to fix face-values as well here, but later. 1339 * Supposed to fix face-values as well here, but later.
1499 */ 1340 */
1500void 1341void
1501identify (object *op) 1342identify (object *op)
1502{ 1343{
1503 object *pl;
1504
1505 SET_FLAG (op, FLAG_IDENTIFIED); 1344 SET_FLAG (op, FLAG_IDENTIFIED);
1506 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1345 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1507 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1346 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1508 1347
1509 /* 1348 /*
1516 { 1355 {
1517 if (op->inv && op->randomitems) 1356 if (op->inv && op->randomitems)
1518 op->title = op->inv->name; 1357 op->title = op->inv->name;
1519 else if (op->arch) 1358 else if (op->arch)
1520 { 1359 {
1521 op->name = op->arch->clone.name; 1360 op->name = op->arch->object::name;
1522 op->name_pl = op->arch->clone.name_pl; 1361 op->name_pl = op->arch->object::name_pl;
1523 } 1362 }
1524 } 1363 }
1525 1364
1526 /* If the object is on a map, make sure we update its face */ 1365 /* If the object is on a map, make sure we update its face */
1527 if (op->map) 1366 if (op->map)
1528 update_object (op, UP_OBJ_FACE); 1367 update_object (op, UP_OBJ_CHANGE);
1529 else 1368
1530 { 1369 if (object *pl = op->visible_to ())
1531 pl = op->in_player ();
1532 if (pl)
1533 /* A lot of the values can change from an update - might as well send 1370 /* A lot of the values can change from an update - might as well send
1534 * it all. 1371 * it all.
1535 */ 1372 */
1536 esrv_send_item (pl, op); 1373 esrv_send_item (pl, op);
1537 }
1538} 1374}
1539 1375

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