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Comparing deliantra/server/common/item.C (file contents):
Revision 1.12 by elmex, Wed Dec 20 12:13:48 2006 UTC vs.
Revision 1.72 by root, Wed Mar 24 17:41:47 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"
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 159 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 161 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
165 {MONSTER, "monster", "monsters", 0, 0},
166 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
167 {LAMP, "lamp", "lamps", 0, 0}, 162 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 163 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {TOOL, "tool", "tools", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {BUILDFAC, "building facility", "building facilities", 0, 0},
172 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
173 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
174 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
175 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
176 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
177 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
178 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
179 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
180 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
181 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
183 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 176 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
184 {CONVERTER, "converter", "converters", 0, 0}, 177 {CONVERTER, "converter", "converters", 0, 0},
185 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 178 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
186 {POISONING, "poisoning", "poisonings", 0, 0}, 179 {POISONING, "poisoning", "poisonings", 0, 0},
187 {SAVEBED, "savebed", "savebeds", 0, 0}, 180 {SAVEBED, "savebed", "savebeds", 0, 0},
188 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
189 {FIREHOLES, "fireholes", "fireholes", 0, 0},
190 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 181 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
191 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 182 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
192 {DIRECTOR, "director", "directors", 0, 0}, 183 {DIRECTOR, "director", "directors", 0, 0},
193 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 184 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
194 {FORCE, "force", "forces", 0, 0}, 185 {FORCE, "force", "forces", 0, 0},
210 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
211 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
212 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
213}; 204};
214 205
215const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
216
217materialtype_t *materialt;
218
219/*
220materialtype material[NROFMATERIALS] = {
221 * P M F E C C A D W G P S P T F C D D C C G H B I *
222 * H A I L O O C R E H O L A U E A E E H O O O L N *
223 * Y G R E L N I A A O I O R R A N P A A U D L I T *
224 * S I E C D F D I P S S W A N R C L T O N Y N R *
225 * I C T U N O T O L E E H S T P D N *
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}}
239};
240*/
241 207
242/* 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
243 * 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
244 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
245 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
256}; 222};
257 223
258int 224int
259get_power_from_ench (int ench) 225get_power_from_ench (int ench)
260{ 226{
261 if (ench < 0)
262 ench = 0;
263 if (ench > 20)
264 ench = 20;
265 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
266} 228}
267 229
268/* 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
269 * 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
270 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
277{ 239{
278 int i, tmp, enc; 240 int i, tmp, enc;
279 241
280 enc = 0; 242 enc = 0;
281 for (i = 0; i < NUM_STATS; i++) 243 for (i = 0; i < NUM_STATS; i++)
282 enc += get_attr_value (&op->stats, i); 244 enc += op->stats.stat (i);
283 245
284 /* This protection logic is pretty flawed. 20% fire resistance 246 /* This protection logic is pretty flawed. 20% fire resistance
285 * is much more valuable than 20% confusion, or 20% slow, or 247 * is much more valuable than 20% confusion, or 20% slow, or
286 * several others. Start at 1 - ignore physical - all that normal 248 * several others. Start at 1 - ignore physical - all that normal
287 * armour shouldn't be counted against 249 * armour shouldn't be counted against
304 if (op->type == WEAPON) 266 if (op->type == WEAPON)
305 { 267 {
306 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
307 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
308 enc++; 270 enc++;
271
309 if (op->slaying) 272 if (op->slaying)
310 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
311 } 274 }
275
312 /* Items the player can equip */ 276 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (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))
319 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
323 } 287 }
288
324 enc += op->stats.luck; 289 enc += op->stats.luck;
325 290
326 /* Do spell paths now */ 291 /* Do spell paths now */
327 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
328 {
329 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
330 enc++; 294 enc++;
331 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
332 enc -= 2; 296 enc -= 2;
333 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
334 enc--; 298 enc--;
335 }
336 299
337 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
338 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
339 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
340 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
342 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
343 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_XRAYS))
346 enc += 2;
347 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
348 enc += 1;
349 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
350 enc += 1;
351 307
352 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
353
354} 309}
355 310
356/* 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
357 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
358
359const typedata * 313const typedata *
360get_typedata (int itemtype) 314get_typedata (int itemtype)
361{ 315{
362 int i;
363
364 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
365 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
366 return &item_types[i]; 318 return &item_types[i];
319
367 return NULL; 320 return NULL;
368} 321}
369 322
370/* 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
371 * 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
372 * one return NULL */ 325 * one return NULL */
373
374const typedata * 326const typedata *
375get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
376{ 328{
377 int i;
378
379 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
381 return &item_types[i]; 331 return &item_types[i];
332
382 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
383 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
384 { 335 {
385 LOG (llevInfo, 336 LOG (llevInfo,
386 "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);
387 return &item_types[i]; 338 return &item_types[i];
388 } 339 }
340
389 return NULL; 341 return 0;
390} 342}
391 343
392/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
393 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
394 * a big buffer. 346 * a big buffer.
395 * 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
396 * 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
397 */ 349 */
398char * 350const char *
399describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
400{ 352{
401 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
402 char buf1[VERY_BIG_BUF];
403 int tmpvar;
404 354
405 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
406 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
407 {
408 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))
409 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
410 if (!newline)
411 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
412 else
413 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
414 358
415 strcat (buf, buf1);
416 }
417 }
418 return buf; 359 return buf;
419} 360}
420
421 361
422/* 362/*
423 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
424 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
425 * 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().
426 */ 366 *
427 367 * Seems to be used only by unimportant stuff. Remove?
428char * 368 */
369const char *
429query_weight (const object *op) 370query_weight (const object *op)
430{ 371{
431 static char buf[10]; 372 static char buf[10];
432 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
433 374
434 if (op->weight < 0) 375 if (op->weight < 0)
435 return " "; 376 return " ";
377
436 if (i % 1000) 378 if (i % 1000)
437 sprintf (buf, "%6.1f", i / 1000.0); 379 sprintf (buf, "%6.1f", i / 1000.0);
438 else 380 else
439 sprintf (buf, "%4d ", i / 1000); 381 sprintf (buf, "%4d ", i / 1000);
382
440 return buf; 383 return buf;
441} 384}
442 385
443/* 386/*
444 * Returns the pointer to a static buffer containing 387 * Returns the pointer to a static buffer containing
445 * the number requested (of the form first, second, third...) 388 * the number requested (of the form first, second, third...)
446 */ 389 */
447 390const char *
448char *
449get_levelnumber (int i) 391get_levelnumber (int i)
450{ 392{
451 static char buf[MAX_BUF]; 393 static char buf[MAX_BUF];
452 394
453 if (i > 99) 395 if (i > 99)
454 { 396 {
455 sprintf (buf, "%d.", i); 397 sprintf (buf, "%d.", i);
456 return buf; 398 return buf;
457 } 399 }
400
458 if (i < 21) 401 if (i < 21)
459 return levelnumbers[i]; 402 return levelnumbers[i];
403
460 if (!(i % 10)) 404 if (!(i % 10))
461 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
406
462 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
464 return buf; 409 return buf;
465}
466
467
468/*
469 * get_number(integer) returns the text-representation of the given number
470 * in a static buffer. The buffer might be overwritten at the next
471 * call to get_number().
472 * It is currently only used by the query_name() function.
473 */
474
475char *
476get_number (int i)
477{
478 if (i <= 20)
479 return numbers[i];
480 else
481 {
482 static char buf[MAX_BUF];
483
484 sprintf (buf, "%d", i);
485 return buf;
486 }
487} 410}
488 411
489/* 412/*
490 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
491 * abilities 414 * abilities
497 */ 420 */
498 421
499/* 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
500 * from stats.sp - b.t. 423 * from stats.sp - b.t.
501 */ 424 */
502char * 425static const char *
503ring_desc (const object *op) 426ring_desc (const object *op)
504{ 427{
505 static char buf[VERY_BIG_BUF]; 428 static dynbuf_text buf; buf.clear ();
506 int attr, val, len; 429 int attr, val, len;
507 430
508 buf[0] = 0;
509
510 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
511 return buf; 432 {
512
513 for (attr = 0; attr < NUM_STATS; attr++) 433 for (attr = 0; attr < NUM_STATS; attr++)
514 { 434 if ((val = op->stats.stat (attr)))
515 if ((val = get_attr_value (&(op->stats), attr)) != 0)
516 {
517 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 435 buf.printf ("(%s%+d)", short_stat_name[attr], val);
518 }
519 }
520 if (op->stats.exp)
521 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
522 if (op->stats.wc)
523 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
524 if (op->stats.dam)
525 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
526 if (op->stats.ac)
527 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
528 436
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
529 strcat (buf, describe_resistance (op, 0)); 442 buf << describe_resistance (op, 0);
530 443
531 if (op->stats.food != 0) 444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
532 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
533 /* else if (op->stats.food < 0) 446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
534 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
535 if (op->stats.grace) 448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
536 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
537 if (op->stats.sp && op->type != SKILL)
538 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
539 if (op->stats.hp)
540 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
541 if (op->stats.luck)
542 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
543 if (QUERY_FLAG (op, FLAG_LIFESAVE))
544 strcat (buf, "(lifesaving)");
545 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
546 strcat (buf, "(reflect spells)");
547 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
548 strcat (buf, "(reflect missiles)");
549 if (QUERY_FLAG (op, FLAG_STEALTH))
550 strcat (buf, "(stealth)");
551 /* Shorten some of the names, so they appear better in the windows */
552 len = strlen (buf);
553 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
554 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
556 449
557 /* if(op->item_power) 450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
558 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
559 */ 452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
560 if (buf[0] == 0 && op->type != SKILL) 453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
561 strcpy (buf, "of adornment");
562 454
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 }
563 462
564 return buf; 463 return buf;
565} 464}
566 465
567/* 466/*
568 * 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
569 * 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.
570 */ 471 */
571const char * 472const char *
572query_short_name (const object *op) 473query_short_name (const object *op)
573{ 474{
574 static char buf[HUGE_BUF];
575 char buf2[HUGE_BUF];
576 int len = 0;
577
578 if (op->name == NULL) 475 if (!op->name)
579 return "(null)"; 476 return "(null)";
580 477
581 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)
582 return op->name; /* To speed things up (or make things slower?) */ 483 return op->name; /* To speed things up (or make things slower?) */
583 484
584 if (op->nrof <= 1) 485 static dynbuf_text buf; buf.clear ();
585 safe_strcat (buf, op->name, &len, HUGE_BUF); 486
586 else 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
587 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
588 488
589 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
590 { 490 buf << ' ' << op->title;
591 safe_strcat (buf, " ", &len, HUGE_BUF);
592 safe_strcat (buf, op->title, &len, HUGE_BUF);
593 }
594 491
595 switch (op->type) 492 switch (op->type)
596 { 493 {
597 case SPELLBOOK: 494 case SPELLBOOK:
598 case SCROLL: 495 case SCROLL:
599 case WAND: 496 case WAND:
600 case ROD: 497 case ROD:
601 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))
602 { 499 {
603 if (!op->title) 500 if (!op->title)
604 { 501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
605 safe_strcat (buf, " of ", &len, HUGE_BUF); 502
606 if (op->inv)
607 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
608 else
609 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
610 }
611 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
612 {
613 sprintf (buf2, " (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
614 safe_strcat (buf, buf2, &len, HUGE_BUF);
615 }
616 } 505 }
617 break; 506 break;
618 507
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
619 case SKILL: 533 case SKILL:
620 case AMULET: 534 case AMULET:
621 case RING: 535 case RING:
622 if (!op->title) 536 if (!op->title)
623 { 537 {
624 /* If ring has a title, full description isn't so useful */ 538 /* If ring has a title, full description isn't so useful */
625 char *s = ring_desc (op); 539 const char *s = ring_desc (op);
626 540
627 if (s[0]) 541 if (s && *s)
628 { 542 buf << " " << s;
629 safe_strcat (buf, " ", &len, HUGE_BUF);
630 safe_strcat (buf, s, &len, HUGE_BUF);
631 }
632 } 543 }
633 break; 544 break;
545
634 default: 546 default:
635 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)))
636 {
637 sprintf (buf2, " %+d", op->magic); 548 buf.printf (" %+d", op->magic);
638 safe_strcat (buf, buf2, &len, HUGE_BUF);
639 }
640 } 549 }
550
641 return buf; 551 return buf;
642} 552}
643 553
644/* 554/*
645 * query_name(object) returns a character pointer pointing to a static 555 * query_name(object) returns a character pointer pointing to a static
649 * 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
650 * 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
651 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
652 * 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.)
653 * 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.
654 */ 567 */
655char * 568const char *
656query_name (const object *op) 569query_name (const object *op)
657{ 570{
658 static char buf[5][HUGE_BUF]; 571 int len = 0;
572 static dynbuf_text bufs[5];
659 static int use_buf = 0; 573 static int use_buf = 0;
660 int len = 0;
661
662#ifdef NEW_MATERIAL_CODE
663 materialtype_t *mt;
664#endif
665 574
666 use_buf++; 575 use_buf++;
667 use_buf %= 5; 576 use_buf %= 5;
668 577
669#ifdef NEW_MATERIAL_CODE 578 dynbuf_text &buf = bufs [use_buf];
579 buf.clear ();
580
581#if 0
670 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 582 if ((op->is_armor () || op->is_weapon ()) && op->material)
671 { 583 buf << op->material->description << ' ';
672 mt = name_to_material (op->materialname);
673 if (mt)
674 {
675 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
676 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
677 }
678 }
679#endif 584#endif
680 585
681 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 586 buf << query_short_name (op);
682 587
683 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 588 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
684 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 589 buf << " *";
685 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 590 if (op->is_open_container ())
686 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 591 buf << " (open)";
687 592
688 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 593 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
689 { 594 {
690 if (QUERY_FLAG (op, FLAG_DAMNED)) 595 if (QUERY_FLAG (op, FLAG_DAMNED))
691 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 596 buf << " (damned)";
692 else if (QUERY_FLAG (op, FLAG_CURSED)) 597 else if (QUERY_FLAG (op, FLAG_CURSED))
693 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 598 buf << " (cursed)";
694 } 599 }
600
695 /* 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),
696 * and it isn't identified, print out the fact that 602 * and it isn't identified, print out the fact that
697 * 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
698 * KNOWN_MAGICAL if the item actually is magical. 604 * KNOWN_MAGICAL if the item actually is magical.
699 * 605 *
700 * 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
701 * 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
702 * abilities, especially for artifact items. 608 * abilities, especially for artifact items.
703 */ 609 */
704 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))
705 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 611 buf << " (magic)";
706 612
707#if 0 613#if 0
708 /* 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
709 * be returned in the name. 615 * be returned in the name.
710 */ 616 */
711 if (op->item_power) 617 if (op->item_power)
712 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);
713 619
715 621
716 if (QUERY_FLAG (op, FLAG_APPLIED)) 622 if (QUERY_FLAG (op, FLAG_APPLIED))
717 { 623 {
718 switch (op->type) 624 switch (op->type)
719 { 625 {
720 case BOW: 626 case BOW:
721 case WAND: 627 case WAND:
722 case ROD: 628 case ROD:
723 case HORN: 629 case HORN:
724 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 630 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
725 break; 631 break;
726 case WEAPON: 632 case WEAPON:
727 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 633 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
728 break; 634 break;
729 case ARMOUR: 635 case ARMOUR:
730 case HELMET: 636 case HELMET:
731 case SHIELD: 637 case SHIELD:
732 case RING: 638 case RING:
733 case BOOTS: 639 case BOOTS:
734 case GLOVES: 640 case GLOVES:
735 case AMULET: 641 case AMULET:
736 case GIRDLE: 642 case GIRDLE:
737 case BRACERS: 643 case BRACERS:
738 case CLOAK: 644 case CLOAK:
739 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 645 buf << " (worn)";
740 break; 646 break;
741 case CONTAINER: 647 case CONTAINER:
742 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 648 buf << " (active)";
743 break; 649 break;
744 case SKILL: 650 case SKILL:
745 default: 651 default:
746 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 652 buf << " (applied)";
747 } 653 }
748 } 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
749 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (QUERY_FLAG (op, FLAG_UNPAID))
750 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 676 buf << " (unpaid)";
751 677
752 return buf[use_buf]; 678 return buf;
753} 679}
754 680
755/* 681/*
756 * 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
757 * buffer which contains a verbose textual representation of the name 683 * buffer which contains a verbose textual representation of the name
758 * 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
759 * 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
760 * 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
761 * and sending to client. 687 * and sending to client.
762 * 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.
763 */ 693 */
764const char * 694const char *
765query_base_name (const object *op, int plural) 695query_base_name (const object *op, int plural)
766{ 696{
767 static char buf[MAX_BUF], buf2[MAX_BUF];
768 int len;
769 materialtype_t *mt;
770
771 if ((!plural && !op->name) || (plural && !op->name_pl)) 697 if ((!plural && !op->name) || (plural && !op->name_pl))
772 return "(null)"; 698 return "(null)";
773 699
774 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)
775 return op->name; /* To speed things up (or make things slower?) */ 702 return op->name; /* To speed things up (or make things slower?) */
776 703
704 static dynbuf_text buf; buf.clear ();
705
706#if 0
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 707 if ((op->is_armor () || op->is_weapon ()) && op->material)
778 mt = name_to_material (op->materialname); 708 if (op->arch->material != op->material)
779 709 buf << op->material->description << ' ';
780#ifdef NEW_MATERIAL_CODE
781 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
782 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
783 {
784 strcpy (buf, mt->description);
785 len = strlen (buf);
786 safe_strcat (buf, " ", &len, MAX_BUF);
787 if (!plural)
788 safe_strcat (buf, op->name, &len, MAX_BUF);
789 else
790 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
791 }
792 else
793 {
794#endif 710#endif
795 if (!plural) 711
796 strcpy (buf, op->name); 712 buf << (plural ? op->name_pl : op->name);
797 else
798 strcpy (buf, op->name_pl);
799 len = strlen (buf);
800#ifdef NEW_MATERIAL_CODE
801 }
802#endif
803 713
804 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 714 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
805 { 715 buf << ' ' << op->title;
806 safe_strcat (buf, " ", &len, MAX_BUF);
807 safe_strcat (buf, op->title, &len, MAX_BUF);
808 }
809 716
810 switch (op->type) 717 switch (op->type)
811 { 718 {
812 case SPELLBOOK: 719 case SPELLBOOK:
813 case SCROLL: 720 case SCROLL:
814 case WAND: 721 case WAND:
815 case ROD: 722 case ROD:
816 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))
817 { 724 {
818 if (!op->title) 725 if (!op->title)
819 { 726 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
820 safe_strcat (buf, " of ", &len, MAX_BUF); 727
821 if (op->inv)
822 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
823 else
824 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
825 }
826 if (op->type != SPELLBOOK) 728 if (op->type != SPELLBOOK)
827 {
828 sprintf (buf2, " (lvl %d)", op->level); 729 buf.printf (" (lvl %d)", op->level);
829 safe_strcat (buf, buf2, &len, MAX_BUF);
830 }
831 } 730 }
832 break; 731 break;
833 732
834 733
835 case SKILL: 734 case SKILL:
836 case AMULET: 735 case AMULET:
837 case RING: 736 case RING:
838 if (!op->title) 737 if (!op->title)
839 { 738 {
840 /* If ring has a title, full description isn't so useful */ 739 /* If ring has a title, full description isn't so useful */
841 char *s = ring_desc (op); 740 const char *s = ring_desc (op);
842 741
843 if (s[0]) 742 if (s && *s)
844 { 743 buf << ' ' << s;
845 safe_strcat (buf, " ", &len, MAX_BUF);
846 safe_strcat (buf, s, &len, MAX_BUF);
847 }
848 } 744 }
849 break; 745 break;
746
747 case EXIT:
748 // random map exits "unfortunately" get patched, so this only works before entering
749 buf << (EXIT_PATH (op) == shstr_random_map_exit ? " (random map)" : " (exit)");
750 break;
751
850 default: 752 default:
851 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 753 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
852 { 754 buf.printf (" %+d", op->magic);
853 sprintf (buf + strlen (buf), " %+d", op->magic);
854 }
855 } 755 }
756
856 return buf; 757 return buf;
857} 758}
858 759
859/* Break this off from describe_item - that function was way 760/* Break this off from describe_item - that function was way
860 * too long, making it difficult to read. This function deals 761 * too long, making it difficult to read. This function deals
861 * with describing the monsters & players abilities. It should only 762 * with describing the monsters & players abilities. It should only
862 * be called with monster & player objects. Returns a description 763 * be called with monster & player objects. Returns a description
863 * in a static buffer. 764 * in a static buffer.
864 */ 765 */
865
866static char * 766static const char *
867describe_monster (const object *op) 767describe_monster (const object *op)
868{ 768{
869 char buf[MAX_BUF]; 769 static dynbuf_text buf; buf.clear ();
870 static char retbuf[VERY_BIG_BUF];
871 int i;
872
873 retbuf[0] = '\0';
874 770
875 /* Note that the resolution this provides for players really isn't 771 /* Note that the resolution this provides for players really isn't
876 * very good. Any player with a speed greater than .67 will 772 * very good. Any player with a speed greater than .67 will
877 * fall into the 'lightning fast movement' category. 773 * fall into the 'lightning fast movement' category.
878 */ 774 */
879 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 775 if (op->has_active_speed ())
880 { 776 switch ((int)(op->speed * 15.))
881 switch ((int) ((FABS (op->speed)) * 15))
882 { 777 {
883 case 0: 778 case 0:
884 strcat (retbuf, "(very slow movement)"); 779 buf << "(very slow movement)";
885 break; 780 break;
886 case 1: 781 case 1:
887 strcat (retbuf, "(slow movement)"); 782 buf << "(slow movement)";
888 break; 783 break;
889 case 2: 784 case 2:
890 strcat (retbuf, "(normal movement)"); 785 buf << "(normal movement)";
891 break; 786 break;
892 case 3: 787 case 3:
893 case 4: 788 case 4:
894 strcat (retbuf, "(fast movement)"); 789 buf << "(fast movement)";
895 break; 790 break;
896 case 5: 791 case 5:
897 case 6: 792 case 6:
898 strcat (retbuf, "(very fast movement)"); 793 buf << "(very fast movement)";
899 break; 794 break;
900 case 7: 795 case 7:
901 case 8: 796 case 8:
902 case 9: 797 case 9:
903 case 10: 798 case 10:
904 strcat (retbuf, "(extremely fast movement)"); 799 buf << "(extremely fast movement)";
905 break; 800 break;
906 default: 801 default:
907 strcat (retbuf, "(lightning fast movement)"); 802 buf << "(lightning fast movement)";
908 break; 803 break;
909 } 804 }
910 } 805
911 if (QUERY_FLAG (op, FLAG_UNDEAD)) 806 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
912 strcat (retbuf, "(undead)");
913 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 807 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
914 strcat (retbuf, "(see invisible)"); 808 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
915 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 809 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
916 strcat (retbuf, "(wield weapon)"); 810 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
917 if (QUERY_FLAG (op, FLAG_USE_BOW)) 811 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
918 strcat (retbuf, "(archer)"); 812 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
919 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 813 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
920 strcat (retbuf, "(wear armour)");
921 if (QUERY_FLAG (op, FLAG_USE_RING))
922 strcat (retbuf, "(wear ring)");
923 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
924 strcat (retbuf, "(read scroll)");
925 if (QUERY_FLAG (op, FLAG_USE_RANGE))
926 strcat (retbuf, "(fires wand/rod/horn)");
927 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 814 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
928 strcat (retbuf, "(skill user)"); 815 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
929 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 816 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
930 strcat (retbuf, "(spellcaster)");
931 if (QUERY_FLAG (op, FLAG_FRIENDLY))
932 strcat (retbuf, "(friendly)");
933 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 817 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
934 strcat (retbuf, "(unaggressive)"); 818 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
935 if (QUERY_FLAG (op, FLAG_HITBACK)) 819 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
936 strcat (retbuf, "(hitback)"); 820
937 if (QUERY_FLAG (op, FLAG_STEALTH))
938 strcat (retbuf, "(stealthy)");
939 if (op->randomitems != NULL) 821 if (op->randomitems)
940 { 822 {
941 treasure *t;
942 int first = 1; 823 bool first = 1;
943 824
944 for (t = op->randomitems->items; t != NULL; t = t->next) 825 for (treasure *t = op->randomitems->items; t; t = t->next)
945 if (t->item && (t->item->clone.type == SPELL)) 826 if (t->item && t->item->type == SPELL)
946 { 827 {
947 if (first) 828 if (first)
948 { 829 buf << "(Spell abilities:)";
830
949 first = 0; 831 first = 0;
950 strcat (retbuf, "(Spell abilities:)"); 832
951 } 833 buf << '(' << t->item->object::name << ')';
952 strcat (retbuf, "(");
953 strcat (retbuf, t->item->clone.name);
954 strcat (retbuf, ")");
955 } 834 }
956 } 835 }
836
957 if (op->type == PLAYER) 837 if (op->type == PLAYER)
958 { 838 {
959 if (op->contr->digestion) 839 if (op->contr->digestion)
960 {
961 if (op->contr->digestion != 0)
962 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 840 buf.printf ("(sustenance%+d)", op->contr->digestion);
963 strcat (retbuf, buf); 841
964 }
965 if (op->contr->gen_grace) 842 if (op->contr->gen_grace)
966 {
967 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 843 buf.printf ("(grace%+d)", op->contr->gen_grace);
968 strcat (retbuf, buf); 844
969 }
970 if (op->contr->gen_sp) 845 if (op->contr->gen_sp)
971 {
972 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 846 buf.printf ("(magic%+d)", op->contr->gen_sp);
973 strcat (retbuf, buf); 847
974 }
975 if (op->contr->gen_hp) 848 if (op->contr->gen_hp)
976 {
977 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 849 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
978 strcat (retbuf, buf); 850
979 }
980 if (op->stats.luck) 851 if (op->stats.luck)
981 {
982 sprintf (buf, "(luck%+d)", op->stats.luck); 852 buf.printf ("(luck%+d)", op->stats.luck);
983 strcat (retbuf, buf);
984 }
985 } 853 }
986 854
987 /* describe attacktypes */ 855 /* describe attacktypes */
988 if (is_dragon_pl (op)) 856 if (op->is_dragon ())
989 { 857 {
990 /* for dragon players display the attacktypes from clawing skill 858 /* for dragon players display the attacktypes from clawing skill
991 * Break apart the for loop - move the comparison checking down - 859 * Break apart the for loop - move the comparison checking down -
992 * this makes it more readable. 860 * this makes it more readable.
993 */ 861 */
994 object *tmp; 862 object *tmp;
995 863
996 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
997 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 865 if (tmp->type == SKILL && tmp->name == shstr_clawing)
998 break; 866 break;
999 867
1000 if (tmp && tmp->attacktype != 0) 868 if (tmp && tmp->attacktype)
1001 { 869 buf.add_abilities ("Claws", tmp->attacktype);
1002 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1003 }
1004 else 870 else
1005 { 871 buf.add_abilities ("Attacks", op->attacktype);
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1007 }
1008 } 872 }
1009 else 873 else
1010 { 874 buf.add_abilities ("Attacks", op->attacktype);
1011 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 875
1012 } 876 buf.add_paths ("Attuned" , op->path_attuned);
1013 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 877 buf.add_paths ("Repelled", op->path_repelled);
1014 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 878 buf.add_paths ("Denied" , op->path_denied);
1015 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 879
1016 for (i = 0; i < NROFATTACKS; i++) 880 for (int i = 0; i < NROFATTACKS; i++)
1017 {
1018 if (op->resist[i]) 881 if (op->resist[i])
1019 {
1020 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 882 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1021 strcat (retbuf, buf); 883
1022 }
1023 }
1024 return retbuf; 884 return buf;
1025} 885}
1026
1027 886
1028/* 887/*
1029 * Returns a pointer to a static buffer which contains a 888 * Returns a pointer to a static buffer which contains a
1030 * description of the given object. 889 * description of the given object.
1031 * If it is a monster, lots of information about its abilities 890 * If it is a monster, lots of information about its abilities
1040 * wouldn't need to use the SEE_INVISIBLE flag to know it is 899 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1041 * a dragon player examining food. Could have things like 900 * a dragon player examining food. Could have things like
1042 * a dwarven axe, in which the full abilities are only known to 901 * a dwarven axe, in which the full abilities are only known to
1043 * dwarves, etc. 902 * dwarves, etc.
1044 * 903 *
1045 * This function is really much more complicated than it should
1046 * be, because different objects have different meanings
1047 * for the same field (eg, wands use 'food' for charges). This
1048 * means these special cases need to be worked out.
1049 *
1050 * Add 'owner' who is the person examining this object. 904 * Add 'owner' who is the person examining this object.
1051 * owner can be null if no one is being associated with this 905 * owner can be null if no one is being associated with this
1052 * item (eg, debug dump or the like) 906 * item (eg, debug dump or the like)
1053 */ 907 */
1054 908const char *
1055char *
1056describe_item (const object *op, object *owner) 909describe_item (const object *op, object *owner)
1057{ 910{
1058 char buf[MAX_BUF]; 911 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1059 static char retbuf[VERY_BIG_BUF]; 912 return describe_monster (op);
913
914 static dynbuf_text buf; buf.clear ();
1060 int identified, i; 915 int identified, i;
1061 916
1062 retbuf[0] = '\0';
1063 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1064 {
1065 return describe_monster (op);
1066 }
1067 /* figure this out once, instead of making multiple calls to need_identify. 917 /* figure this out once, instead of making multiple calls to need_identify.
1068 * also makes the code easier to read. 918 * also makes the code easier to read.
1069 */ 919 */
1070 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 920 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1071 identified = 1; 921 if (!identified)
1072 else 922 buf << "(unidentified)";
1073 { 923
1074 strcpy (retbuf, "(unidentified)");
1075 identified = 0;
1076 }
1077 switch (op->type) 924 switch (op->type)
1078 { 925 {
1079 case BOW: 926 case BOW:
1080 case ARROW: 927 case ARROW:
1081 case WAND: 928 case WAND:
1082 case ROD: 929 case ROD:
1083 case HORN: 930 case HORN:
1084 case WEAPON: 931 case WEAPON:
1085 case ARMOUR: 932 case ARMOUR:
1086 case HELMET: 933 case HELMET:
1087 case SHIELD: 934 case SHIELD:
1088 case BOOTS: 935 case BOOTS:
1089 case GLOVES: 936 case GLOVES:
1090 case GIRDLE: 937 case GIRDLE:
1091 case BRACERS: 938 case BRACERS:
1092 case CLOAK: 939 case CLOAK:
1093 case SKILL_TOOL: 940 case SKILL_TOOL:
1094 break; /* We have more information to do below this switch */ 941 break; /* We have more information to do below this switch */
1095 942
1096 case POWER_CRYSTAL: 943 case POWER_CRYSTAL:
1097 if (op->stats.maxsp > 1000) 944 if (op->stats.maxsp > 1000)
1098 { /*higher capacity crystals */ 945 { /*higher capacity crystals */
1099 i = (op->stats.maxsp % 100) / 10; 946 i = (op->stats.maxsp % 1000) / 100;
947
1100 if (i) 948 if (i)
1101 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 949 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1102 else 950 else
1103 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 951 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1104 } 952 }
1105 else 953 else
1106 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 954 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1107 strcat (retbuf, buf); 955
1108 i = (op->stats.sp * 10) / op->stats.maxsp; 956 i = (op->stats.sp * 10) / op->stats.maxsp;
1109 if (op->stats.sp == 0) 957 if (op->stats.sp == 0)
1110 strcat (retbuf, "empty."); 958 buf << "empty.";
1111 else if (i == 0) 959 else if (i == 0)
1112 strcat (retbuf, "almost empty."); 960 buf << "almost empty.";
1113 else if (i < 3) 961 else if (i < 3)
1114 strcat (retbuf, "partially filled."); 962 buf << "partially filled.";
1115 else if (i < 6) 963 else if (i < 6)
1116 strcat (retbuf, "half full."); 964 buf << "half full.";
1117 else if (i < 9) 965 else if (i < 9)
1118 strcat (retbuf, "well charged."); 966 buf << "well charged.";
1119 else if (op->stats.sp == op->stats.maxsp) 967 else if (op->stats.sp == op->stats.maxsp)
1120 strcat (retbuf, "fully charged."); 968 buf << "fully charged.";
1121 else 969 else
1122 strcat (retbuf, "almost full."); 970 buf << "almost full.";
1123 break; 971 break;
972
973 case LAMP:
974 {
975 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
976 buf << "(fuel: ";
977 if (percent == 0)
978 buf << "empty";
979 else if (percent < 10)
980 buf << "very low";
981 else if (percent < 25)
982 buf << "low";
983 else if (percent < 50)
984 buf << "half empty";
985 else if (percent < 75)
986 buf << "half full";
987 else if (percent < 95)
988 buf << "well filled";
989 else if (percent <= 100)
990 buf << "full";
991 buf << ")";
992 }
993 break;
994
1124 case FOOD: 995 case FOOD:
1125 case FLESH: 996 case FLESH:
1126 case DRINK: 997 case DRINK:
1127 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 998 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1128 { 999 {
1129 sprintf (buf, "(food+%d)", op->stats.food); 1000 buf.printf ("(food+%d)", op->stats.food);
1130 strcat (retbuf, buf);
1131 1001
1132 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1002 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1133 {
1134 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1003 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1135 strcat (retbuf, buf);
1136 }
1137 1004
1138 if (!QUERY_FLAG (op, FLAG_CURSED)) 1005 if (!QUERY_FLAG (op, FLAG_CURSED))
1139 { 1006 {
1140 if (op->stats.hp) 1007 if (op->stats.hp) buf << "(heals)";
1141 strcat (retbuf, "(heals)");
1142 if (op->stats.sp)
1143 strcat (retbuf, "(spellpoint regen)"); 1008 if (op->stats.sp) buf << "(spellpoint regen)";
1144 } 1009 }
1145 else 1010 else
1146 { 1011 {
1147 if (op->stats.hp) 1012 if (op->stats.hp) buf << "(damages)";
1148 strcat (retbuf, "(damages)");
1149 if (op->stats.sp)
1150 strcat (retbuf, "(spellpoint depletion)"); 1013 if (op->stats.sp) buf << "(spellpoint depletion)";
1151 } 1014 }
1152 } 1015 }
1153 break; 1016 break;
1154 1017
1155
1156 case SKILL: 1018 case SKILL:
1157 case RING: 1019 case RING:
1158 case AMULET: 1020 case AMULET:
1159 if (op->item_power) 1021 if (op->item_power)
1160 {
1161 sprintf (buf, "(item_power %+d)", op->item_power); 1022 buf.printf ("(item_power %+d)", op->item_power);
1162 strcat (retbuf, buf); 1023
1163 }
1164 if (op->title) 1024 if (op->title)
1165 strcat (retbuf, ring_desc (op)); 1025 buf << ring_desc (op);
1026
1166 return retbuf; 1027 return buf;
1167 1028
1168 default: 1029 default:
1169 return retbuf; 1030 return buf;
1170 } 1031 }
1171 1032
1172 /* Down here, we more further describe equipment type items. 1033 /* Down here, we more further describe equipment type items.
1173 * only describe them if they have been identified or the like. 1034 * only describe them if they have been identified or the like.
1174 */ 1035 */
1175 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1036 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1176 { 1037 {
1177 int attr, val; 1038 int attr, val;
1178 1039
1179 for (attr = 0; attr < NUM_STATS; attr++) 1040 for (attr = 0; attr < NUM_STATS; attr++)
1180 { 1041 if ((val = op->stats.stat (attr)))
1181 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1182 {
1183 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1042 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1184 strcat (retbuf, buf);
1185 }
1186 }
1187 1043
1188 if (op->stats.exp) 1044 if (op->stats.exp)
1189 {
1190 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1045 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1191 strcat (retbuf, buf);
1192 }
1193
1194 1046
1195 switch (op->type) 1047 switch (op->type)
1196 { 1048 {
1197 case BOW: 1049 case BOW:
1198 case ARROW: 1050 case ARROW:
1199 case GIRDLE: 1051 case GIRDLE:
1200 case HELMET: 1052 case HELMET:
1201 case SHIELD: 1053 case SHIELD:
1202 case BOOTS: 1054 case BOOTS:
1203 case GLOVES: 1055 case GLOVES:
1204 case WEAPON: 1056 case WEAPON:
1205 case SKILL: 1057 case SKILL:
1206 case RING: 1058 case RING:
1207 case AMULET: 1059 case AMULET:
1208 case ARMOUR: 1060 case ARMOUR:
1209 case BRACERS: 1061 case BRACERS:
1210 case FORCE: 1062 case FORCE:
1211 case CLOAK: 1063 case CLOAK:
1212 if (op->stats.wc) 1064 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1213 { 1065 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1214 sprintf (buf, "(wc%+d)", op->stats.wc); 1066 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf); 1067
1216 }
1217 if (op->stats.dam)
1218 {
1219 sprintf (buf, "(dam%+d)", op->stats.dam);
1220 strcat (retbuf, buf);
1221 }
1222 if (op->stats.ac)
1223 {
1224 sprintf (buf, "(ac%+d)", op->stats.ac);
1225 strcat (retbuf, buf);
1226 }
1227 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1068 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1228 {
1229 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1069 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1230 strcat (retbuf, buf); 1070
1231 }
1232 break; 1071 break;
1233 1072
1234 default: 1073 default:
1235 break; 1074 break;
1236 } 1075 }
1237 if (QUERY_FLAG (op, FLAG_XRAYS)) 1076
1238 strcat (retbuf, "(xray-vision)"); 1077 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1239 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1078 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1240 strcat (retbuf, "(infravision)");
1241 1079
1242 /* levitate was what is was before, so we'll keep it */ 1080 /* levitate was what is was before, so we'll keep it */
1243 if (op->move_type & MOVE_FLY_LOW) 1081 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1244 strcat (retbuf, "(levitate)");
1245
1246 if (op->move_type & MOVE_FLY_HIGH) 1082 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1247 strcat (retbuf, "(fly)");
1248
1249 if (op->move_type & MOVE_SWIM) 1083 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1250 strcat (retbuf, "(swim)");
1251 1084
1252 /* walking is presumed as 'normal', so doesn't need mentioning */ 1085 /* walking is presumed as 'normal', so doesn't need mentioning */
1253 1086
1254 if (op->item_power) 1087 if (op->item_power)
1255 {
1256 sprintf (buf, "(item_power %+d)", op->item_power); 1088 buf.printf ("(item_power %+d)", op->item_power);
1257 strcat (retbuf, buf);
1258 }
1259 } /* End if identified or applied */ 1089 } /* End if identified or applied */
1260 1090
1261 /* This blocks only deals with fully identified object. 1091 /* This blocks only deals with fully identified object.
1262 * it is intentional that this is not an 'else' from a above - 1092 * it is intentional that this is not an 'else' from a above -
1263 * in this way, information is added. 1093 * in this way, information is added.
1266 { 1096 {
1267 int more_info = 0; 1097 int more_info = 0;
1268 1098
1269 switch (op->type) 1099 switch (op->type)
1270 { 1100 {
1271 case ROD: /* These use stats.sp for spell selection and stats.food */ 1101 case ROD: /* These use stats.sp for spell selection and stats.food */
1272 case HORN: /* and stats.hp for spell-point regeneration... */ 1102 case HORN: /* and stats.hp for spell-point regeneration... */
1273 case BOW: 1103 case BOW:
1274 case ARROW: 1104 case ARROW:
1275 case WAND: 1105 case WAND:
1276 case FOOD: 1106 case FOOD:
1277 case FLESH: 1107 case FLESH:
1278 case DRINK: 1108 case DRINK:
1279 more_info = 0; 1109 more_info = 0;
1280 break; 1110 break;
1281 1111
1282 /* Armor type objects */ 1112 /* Armor type objects */
1283 case ARMOUR: 1113 case ARMOUR:
1284 case HELMET: 1114 case HELMET:
1285 case SHIELD: 1115 case SHIELD:
1286 case BOOTS: 1116 case BOOTS:
1287 case GLOVES: 1117 case GLOVES:
1288 case GIRDLE: 1118 case GIRDLE:
1289 case BRACERS: 1119 case BRACERS:
1290 case CLOAK: 1120 case CLOAK:
1291 if (ARMOUR_SPEED (op)) 1121 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1292 { 1122 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1293 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1294 strcat (retbuf, buf);
1295 }
1296 if (ARMOUR_SPELLS (op))
1297 {
1298 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1299 strcat (retbuf, buf);
1300 }
1301 more_info = 1; 1123 more_info = 1;
1302 break; 1124 break;
1303 1125
1304 case WEAPON: 1126 case WEAPON:
1305 /* Calculate it the same way fix_player does so the results 1127 /* Calculate it the same way fix_player does so the results
1306 * make sense. 1128 * make sense.
1307 */ 1129 */
1308 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1130 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1309 if (i < 0) 1131 if (i < 0)
1310 i = 0; 1132 i = 0;
1311 1133
1312 sprintf (buf, "(weapon speed %d)", i); 1134 buf.printf ("(weapon speed %d)", i);
1313 strcat (retbuf, buf);
1314 more_info = 1; 1135 more_info = 1;
1315 break; 1136 break;
1316
1317 } 1137 }
1138
1318 if (more_info) 1139 if (more_info)
1319 { 1140 {
1320 if (op->stats.food)
1321 {
1322 if (op->stats.food != 0)
1323 sprintf (buf, "(sustenance%+d)", op->stats.food); 1141 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1324 strcat (retbuf, buf);
1325 }
1326 if (op->stats.grace)
1327 {
1328 sprintf (buf, "(grace%+d)", op->stats.grace); 1142 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1329 strcat (retbuf, buf); 1143 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1330 }
1331 if (op->stats.sp)
1332 {
1333 sprintf (buf, "(magic%+d)", op->stats.sp);
1334 strcat (retbuf, buf);
1335 }
1336 if (op->stats.hp)
1337 {
1338 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1144 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1339 strcat (retbuf, buf);
1340 }
1341 } 1145 }
1342 1146
1343 if (op->stats.luck) 1147 if (op->stats.luck)
1344 {
1345 sprintf (buf, "(luck%+d)", op->stats.luck); 1148 buf.printf ("(luck%+d)", op->stats.luck);
1346 strcat (retbuf, buf); 1149
1347 }
1348 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1150 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1349 strcat (retbuf, "(lifesaving)"); 1151 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1350 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1351 strcat (retbuf, "(reflect spells)");
1352 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1152 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1353 strcat (retbuf, "(reflect missiles)");
1354 if (QUERY_FLAG (op, FLAG_STEALTH)) 1153 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1355 strcat (retbuf, "(stealth)"); 1154
1356 if (op->slaying != NULL && op->type != FOOD) 1155 if (op->slaying && op->type != FOOD)
1357 {
1358 sprintf (buf, "(slay %s)", &op->slaying); 1156 buf.printf ("(slay %s)", &op->slaying);
1359 strcat (retbuf, buf); 1157
1360 } 1158 if (op->type == SKILL_TOOL && op->skill)
1361 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1159 buf.printf ("(%s)", &op->skill);
1160
1161 buf.add_abilities ("Attacks", op->attacktype);
1362 /* resistance on flesh is only visible for quetzals. If 1162 /* resistance on flesh is only visible for quetzals. If
1363 * non flesh, everyone can see its resistances 1163 * non flesh, everyone can see its resistances
1364 */ 1164 */
1365 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1165 if (op->type != FLESH || (owner && owner->is_dragon ()))
1366 strcat (retbuf, describe_resistance (op, 0)); 1166 buf << describe_resistance (op, 0);
1367 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1368 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1369 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1370 }
1371 1167
1168 buf.add_paths ("Attuned", op->path_attuned);
1169 buf.add_paths ("Repelled", op->path_repelled);
1170 buf.add_paths ("Denied", op->path_denied);
1171 }
1172
1372 return retbuf; 1173 return buf;
1174}
1175
1176std::string
1177object::describe_item (object *who)
1178{
1179 return std::string (::describe_item (this, who));
1180}
1181
1182void
1183examine (object *op, object *tmp)
1184{
1185 std::string info = tmp->describe (op);
1186
1187 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1188}
1189
1190/*
1191 * inventory prints object's inventory. If inv==NULL then print player's
1192 * inventory.
1193 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1194 */
1195const char *
1196object::query_inventory (object *who, const char *indent)
1197{
1198 static dynbuf_text buf; buf.clear ();
1199
1200 for (object *tmp = inv; tmp; tmp = tmp->below)
1201 if (who && QUERY_FLAG (who, FLAG_WIZ))
1202 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1203 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1204 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1205
1206 if (buf.size ())
1207 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1208 else
1209 buf.printf ("%s(empty)\n", indent);
1210
1211 return buf;
1373} 1212}
1374 1213
1375/* Return true if the item is magical. A magical item is one that 1214/* Return true if the item is magical. A magical item is one that
1376 * increases/decreases any abilities, provides a resistance, 1215 * increases/decreases any abilities, provides a resistance,
1377 * has a generic magical bonus, or is an artifact. 1216 * has a generic magical bonus, or is an artifact.
1378 * This function is used by detect_magic to determine if an item 1217 * This function is used by detect_magic to determine if an item
1379 * should be marked as magical. 1218 * should be marked as magical.
1380 */ 1219 */
1381
1382int 1220int
1383is_magical (const object *op) 1221is_magical (const object *op)
1384{ 1222{
1385 int i; 1223 int i;
1386 1224
1437 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1275 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1438 return 1; 1276 return 1;
1439 1277
1440 /* Check to see if it increases/decreases any stats */ 1278 /* Check to see if it increases/decreases any stats */
1441 for (i = 0; i < NUM_STATS; i++) 1279 for (i = 0; i < NUM_STATS; i++)
1442 if (get_attr_value (&(op->stats), i) != 0) 1280 if (op->stats.stat (i))
1443 return 1; 1281 return 1;
1444 1282
1445 /* If it doesn't fall into any of the above categories, must 1283 /* If it doesn't fall into any of the above categories, must
1446 * be non magical. 1284 * be non magical.
1447 */ 1285 */
1456int 1294int
1457need_identify (const object *op) 1295need_identify (const object *op)
1458{ 1296{
1459 switch (op->type) 1297 switch (op->type)
1460 { 1298 {
1461 case RING: 1299 case RING:
1462 case WAND: 1300 case WAND:
1463 case ROD: 1301 case ROD:
1464 case HORN: 1302 case HORN:
1465 case SCROLL: 1303 case SCROLL:
1466 case SKILL: 1304 case SKILL:
1467 case SKILLSCROLL: 1305 case SKILLSCROLL:
1468 case SPELLBOOK: 1306 case SPELLBOOK:
1469 case FOOD: 1307 case FOOD:
1470 case POTION: 1308 case POTION:
1471 case BOW: 1309 case BOW:
1472 case ARROW: 1310 case ARROW:
1473 case WEAPON: 1311 case WEAPON:
1474 case ARMOUR: 1312 case ARMOUR:
1475 case SHIELD: 1313 case SHIELD:
1476 case HELMET: 1314 case HELMET:
1477 case AMULET: 1315 case AMULET:
1478 case BOOTS: 1316 case BOOTS:
1479 case GLOVES: 1317 case GLOVES:
1480 case BRACERS: 1318 case BRACERS:
1481 case GIRDLE: 1319 case GIRDLE:
1482 case CONTAINER: 1320 case CONTAINER:
1483 case DRINK: 1321 case DRINK:
1484 case FLESH: 1322 case FLESH:
1485 case INORGANIC: 1323 case INORGANIC:
1486 case CLOSE_CON: 1324 case CLOSE_CON:
1487 case CLOAK: 1325 case CLOAK:
1488 case GEM: 1326 case GEM:
1489 case POWER_CRYSTAL: 1327 case POWER_CRYSTAL:
1490 case POISON: 1328 case POISON:
1491 case BOOK: 1329 case BOOK:
1492 case SKILL_TOOL: 1330 case SKILL_TOOL:
1493 return 1; 1331 return 1;
1494 } 1332 }
1333
1495 /* Try to track down some stuff that may show up here. Thus, the 1334 /* Try to track down some stuff that may show up here. Thus, the
1496 * archetype file can be updated, and this function removed. 1335 * archetype file can be updated, and this function removed.
1497 */ 1336 */
1498#if 0 1337#if 0
1499 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1338 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1505 * Supposed to fix face-values as well here, but later. 1344 * Supposed to fix face-values as well here, but later.
1506 */ 1345 */
1507void 1346void
1508identify (object *op) 1347identify (object *op)
1509{ 1348{
1510 object *pl;
1511
1512 SET_FLAG (op, FLAG_IDENTIFIED); 1349 SET_FLAG (op, FLAG_IDENTIFIED);
1513 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1350 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1514 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1351 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1515 1352
1516 /* 1353 /*
1523 { 1360 {
1524 if (op->inv && op->randomitems) 1361 if (op->inv && op->randomitems)
1525 op->title = op->inv->name; 1362 op->title = op->inv->name;
1526 else if (op->arch) 1363 else if (op->arch)
1527 { 1364 {
1528 op->name = op->arch->clone.name; 1365 op->name = op->arch->object::name;
1529 op->name_pl = op->arch->clone.name_pl; 1366 op->name_pl = op->arch->object::name_pl;
1530 } 1367 }
1531 } 1368 }
1532 1369
1533 /* If the object is on a map, make sure we update its face */ 1370 /* If the object is on a map, make sure we update its face */
1534 if (op->map) 1371 if (op->map)
1535 update_object (op, UP_OBJ_FACE); 1372 update_object (op, UP_OBJ_CHANGE);
1536 else 1373
1537 { 1374 if (object *pl = op->visible_to ())
1538 pl = op->in_player ();
1539 if (pl)
1540 /* A lot of the values can change from an update - might as well send 1375 /* A lot of the values can change from an update - might as well send
1541 * it all. 1376 * it all.
1542 */ 1377 */
1543 esrv_send_item (pl, op); 1378 esrv_send_item (pl, op);
1544 }
1545} 1379}
1546 1380

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