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Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.74 by root, Fri Mar 26 01:04:44 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 , 54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_arm", "on your arm", "on a human's arm"} 55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 , 56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_torso", "on your body", "on a human's torso"} 57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 , 58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head", "on your head", "on a human's head"} 59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 , 60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_neck", "around your neck", "around a humans neck"} 61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
60 ,
61 {"body_skill", "in your skill slot", "in a human's skill slot"}
62 ,
63 {"body_finger", "on your finger", "on a human's finger"}
64 ,
65 {"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"},
66 , 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
67 {"body_foot", "on your feet", "on a human's feet"} 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
68 , 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
69 {"body_hand", "on your hands", "on a human's hands"} 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
70 ,
71 {"body_wrist", "around your wrists", "around a human's wrist"}
72 ,
73 {"body_waist", "around your waist", "around a human's waist"}
74 ,
75
76/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
77};
78
79static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
81 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
82 "eighteen", "nineteen", "twenty"
83}; 68};
84 69
85static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
86 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
87 "eighty", "ninety" 72 "eighty", "ninety"
112 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 97 {POTION, "potion", "potions", SK_ALCHEMY, 0},
113 {FOOD, "food", "food", SK_WOODSMAN, 0}, 98 {FOOD, "food", "food", SK_WOODSMAN, 0},
114 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 99 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115 {BOOK, "book", "books", SK_LITERACY, 0}, 100 {BOOK, "book", "books", SK_LITERACY, 0},
116 {CLOCK, "clock", "clocks", 0, 0}, 101 {CLOCK, "clock", "clocks", 0, 0},
117 {LIGHTNING, "lightning", "lightning", 0, 0},
118 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 102 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119 {BOW, "bow", "bows", SK_BOWYER, 0}, 103 {BOW, "bow", "bows", SK_BOWYER, 0},
120 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 104 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 105 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 106 {PEDESTAL, "pedestal", "pedestals", 0, 0},
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 126 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 127 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 128 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 129 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 130 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 131 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 132 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 133 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 134 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 135 {GOD, "god", "gods", 0, 0},
172 {FLOOR, "floor", "floors", 0, 0}, 155 {FLOOR, "floor", "floors", 0, 0},
173 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176 {LIGHTER, "lighter", "lighters", 0, 0}, 159 {LIGHTER, "lighter", "lighters", 0, 0},
177 {TRAP_PART, "trap part", "trap parts", 0, 0}, 160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
178 {WALL, "wall", "walls", 0, 0},
179 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
180 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 161 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
181 {MONSTER, "monster", "monsters", 0, 0},
182 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
183 {LAMP, "lamp", "lamps", 0, 0}, 162 {LAMP, "lamp", "lamps", 0, 0},
184 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 163 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185 {TOOL, "tool", "tools", 0, 0},
186 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187 {BUILDFAC, "building facility", "building facilities", 0, 0},
188 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
190 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
191 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
192 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
193 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
194 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
195 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
196 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
197 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
199 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 176 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200 {CONVERTER, "converter", "converters", 0, 0}, 177 {CONVERTER, "converter", "converters", 0, 0},
201 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 178 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202 {POISONING, "poisoning", "poisonings", 0, 0}, 179 {POISONING, "poisoning", "poisonings", 0, 0},
203 {SAVEBED, "savebed", "savebeds", 0, 0}, 180 {SAVEBED, "savebed", "savebeds", 0, 0},
204 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
205 {FIREHOLES, "fireholes", "fireholes", 0, 0},
206 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 181 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 182 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208 {DIRECTOR, "director", "directors", 0, 0}, 183 {DIRECTOR, "director", "directors", 0, 0},
209 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 184 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210 {FORCE, "force", "forces", 0, 0}, 185 {FORCE, "force", "forces", 0, 0},
226 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
227 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
228 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
229}; 204};
230 205
231const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
232
233materialtype_t *materialt;
234
235/*
236materialtype material[NROFMATERIALS] = {
237 * P M F E C C A D W G P S P T F C D D C C G H B I *
238 * H A I L O O C R E H O L A U E A E E H O O O L N *
239 * Y G R E L N I A A O I O R R A N P A A U D L I T *
240 * S I E C D F D I P S S W A N R C L T O N Y N R *
241 * I C T U N O T O L E E H S T P D N *
242 {"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}},
243 {"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}},
244 {"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}},
245 {"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}},
246 {"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}},
247 {"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}},
248 {"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}},
249 {"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}},
250 {"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}},
251 {"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}},
252 {"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}},
253 {"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}},
254 {"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}}
255};
256*/
257 207
258/* 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
259 * 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
260 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
261 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
272}; 222};
273 223
274int 224int
275get_power_from_ench (int ench) 225get_power_from_ench (int ench)
276{ 226{
277 if (ench < 0)
278 ench = 0;
279 if (ench > 20)
280 ench = 20;
281 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
282} 228}
283 229
284/* 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
285 * 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
286 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
293{ 239{
294 int i, tmp, enc; 240 int i, tmp, enc;
295 241
296 enc = 0; 242 enc = 0;
297 for (i = 0; i < NUM_STATS; i++) 243 for (i = 0; i < NUM_STATS; i++)
298 enc += get_attr_value (&op->stats, i); 244 enc += op->stats.stat (i);
299 245
300 /* This protection logic is pretty flawed. 20% fire resistance 246 /* This protection logic is pretty flawed. 20% fire resistance
301 * is much more valuable than 20% confusion, or 20% slow, or 247 * is much more valuable than 20% confusion, or 20% slow, or
302 * several others. Start at 1 - ignore physical - all that normal 248 * several others. Start at 1 - ignore physical - all that normal
303 * armour shouldn't be counted against 249 * armour shouldn't be counted against
320 if (op->type == WEAPON) 266 if (op->type == WEAPON)
321 { 267 {
322 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
323 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
324 enc++; 270 enc++;
271
325 if (op->slaying) 272 if (op->slaying)
326 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
327 } 274 }
275
328 /* Items the player can equip */ 276 /* Items the player can equip */
329 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
330 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
331 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
332 (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))
335 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
336 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
337 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
338 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
339 } 287 }
288
340 enc += op->stats.luck; 289 enc += op->stats.luck;
341 290
342 /* Do spell paths now */ 291 /* Do spell paths now */
343 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
344 {
345 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
346 enc++; 294 enc++;
347 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
348 enc -= 2; 296 enc -= 2;
349 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
350 enc--; 298 enc--;
351 }
352 299
353 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
354 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
355 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
356 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
357 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
358 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
359 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
360 enc += 1;
361 if (QUERY_FLAG (op, FLAG_XRAYS))
362 enc += 2;
363 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
364 enc += 1;
365 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
366 enc += 1;
367 307
368 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
369
370} 309}
371 310
372/* 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
373 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
374
375const typedata * 313const typedata *
376get_typedata (int itemtype) 314get_typedata (int itemtype)
377{ 315{
378 int i;
379
380 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
381 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
382 return &item_types[i]; 318 return &item_types[i];
319
383 return NULL; 320 return NULL;
384} 321}
385 322
386/* 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
387 * 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
388 * one return NULL */ 325 * one return NULL */
389
390const typedata * 326const typedata *
391get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
392{ 328{
393 int i;
394
395 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
396 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
397 return &item_types[i]; 331 return &item_types[i];
332
398 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
399 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
400 { 335 {
401 LOG (llevInfo, 336 LOG (llevInfo,
402 "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);
403 return &item_types[i]; 338 return &item_types[i];
404 } 339 }
340
405 return NULL; 341 return 0;
406} 342}
407 343
408/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
409 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
410 * a big buffer. 346 * a big buffer.
411 * 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
412 * 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
413 */ 349 */
414char * 350const char *
415describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
416{ 352{
417 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
418 char buf1[VERY_BIG_BUF];
419 int tmpvar;
420 354
421 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
422 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
423 {
424 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))
425 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
426 if (!newline)
427 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
428 else
429 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
430 358
431 strcat (buf, buf1);
432 }
433 }
434 return buf; 359 return buf;
435} 360}
436
437 361
438/* 362/*
439 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
440 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
441 * 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().
442 */ 366 *
443 367 * Seems to be used only by unimportant stuff. Remove?
444char * 368 */
369const char *
445query_weight (const object *op) 370query_weight (const object *op)
446{ 371{
447 static char buf[10]; 372 static char buf[10];
448 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
449 374
450 if (op->weight < 0) 375 if (op->weight < 0)
451 return " "; 376 return " ";
377
452 if (i % 1000) 378 if (i % 1000)
453 sprintf (buf, "%6.1f", i / 1000.0); 379 sprintf (buf, "%6.1f", i / 1000.0);
454 else 380 else
455 sprintf (buf, "%4d ", i / 1000); 381 sprintf (buf, "%4d ", i / 1000);
382
456 return buf; 383 return buf;
457} 384}
458 385
459/* 386/*
460 * Returns the pointer to a static buffer containing 387 * Returns the pointer to a static buffer containing
461 * the number requested (of the form first, second, third...) 388 * the number requested (of the form first, second, third...)
462 */ 389 */
463 390const char *
464char *
465get_levelnumber (int i) 391get_levelnumber (int i)
466{ 392{
467 static char buf[MAX_BUF]; 393 static char buf[MAX_BUF];
468 394
469 if (i > 99) 395 if (i > 99)
470 { 396 {
471 sprintf (buf, "%d.", i); 397 sprintf (buf, "%d.", i);
472 return buf; 398 return buf;
473 } 399 }
400
474 if (i < 21) 401 if (i < 21)
475 return levelnumbers[i]; 402 return levelnumbers[i];
403
476 if (!(i % 10)) 404 if (!(i % 10))
477 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
406
478 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
479 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
480 return buf; 409 return buf;
481}
482
483
484/*
485 * get_number(integer) returns the text-representation of the given number
486 * in a static buffer. The buffer might be overwritten at the next
487 * call to get_number().
488 * It is currently only used by the query_name() function.
489 */
490
491char *
492get_number (int i)
493{
494 if (i <= 20)
495 return numbers[i];
496 else
497 {
498 static char buf[MAX_BUF];
499
500 sprintf (buf, "%d", i);
501 return buf;
502 }
503} 410}
504 411
505/* 412/*
506 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
507 * abilities 414 * abilities
513 */ 420 */
514 421
515/* 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
516 * from stats.sp - b.t. 423 * from stats.sp - b.t.
517 */ 424 */
518char * 425static const char *
519ring_desc (const object *op) 426ring_desc (const object *op)
520{ 427{
521 static char buf[VERY_BIG_BUF]; 428 static dynbuf_text buf; buf.clear ();
522 int attr, val, len; 429 int attr, val, len;
523 430
524 buf[0] = 0;
525
526 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
527 return buf; 432 {
528
529 for (attr = 0; attr < NUM_STATS; attr++) 433 for (attr = 0; attr < NUM_STATS; attr++)
530 { 434 if ((val = op->stats.stat (attr)))
531 if ((val = get_attr_value (&(op->stats), attr)) != 0)
532 {
533 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 435 buf.printf ("(%s%+d)", short_stat_name[attr], val);
534 }
535 }
536 if (op->stats.exp)
537 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
538 if (op->stats.wc)
539 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
540 if (op->stats.dam)
541 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
542 if (op->stats.ac)
543 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
544 436
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
545 strcat (buf, describe_resistance (op, 0)); 442 buf << describe_resistance (op, 0);
546 443
547 if (op->stats.food != 0) 444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
548 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
549 /* else if (op->stats.food < 0) 446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
550 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
551 if (op->stats.grace) 448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
552 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
553 if (op->stats.sp && op->type != SKILL)
554 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
555 if (op->stats.hp)
556 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
557 if (op->stats.luck)
558 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
559 if (QUERY_FLAG (op, FLAG_LIFESAVE))
560 strcat (buf, "(lifesaving)");
561 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
562 strcat (buf, "(reflect spells)");
563 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
564 strcat (buf, "(reflect missiles)");
565 if (QUERY_FLAG (op, FLAG_STEALTH))
566 strcat (buf, "(stealth)");
567 /* Shorten some of the names, so they appear better in the windows */
568 len = strlen (buf);
569 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
570 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
571 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
572 449
573 /* if(op->item_power) 450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
574 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
575 */ 452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
576 if (buf[0] == 0 && op->type != SKILL) 453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
577 strcpy (buf, "of adornment");
578 454
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 }
579 462
580 return buf; 463 return buf;
581} 464}
582 465
583/* 466/*
584 * 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
585 * 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.
586 */ 471 */
587const char * 472const char *
588query_short_name (const object *op) 473query_short_name (const object *op)
589{ 474{
590 static char buf[HUGE_BUF];
591 char buf2[HUGE_BUF];
592 int len = 0;
593
594 if (op->name == NULL) 475 if (!op->name)
595 return "(null)"; 476 return "(null)";
596 477
597 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)
598 return op->name; /* To speed things up (or make things slower?) */ 483 return op->name; /* To speed things up (or make things slower?) */
599 484
600 if (op->nrof <= 1) 485 static dynbuf_text buf; buf.clear ();
601 safe_strcat (buf, op->name, &len, HUGE_BUF); 486
602 else 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
603 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
604 488
605 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
606 { 490 buf << ' ' << op->title;
607 safe_strcat (buf, " ", &len, HUGE_BUF);
608 safe_strcat (buf, op->title, &len, HUGE_BUF);
609 }
610 491
611 switch (op->type) 492 switch (op->type)
612 { 493 {
613 case SPELLBOOK: 494 case SPELLBOOK:
614 case SCROLL: 495 case SCROLL:
615 case WAND: 496 case WAND:
616 case ROD: 497 case ROD:
617 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))
618 { 499 {
619 if (!op->title) 500 if (!op->title)
620 { 501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
621 safe_strcat (buf, " of ", &len, HUGE_BUF); 502
622 if (op->inv)
623 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
624 else
625 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
626 }
627 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
628 {
629 sprintf (buf2, " (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 505 }
633 break; 506 break;
634 507
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
635 case SKILL: 533 case SKILL:
636 case AMULET: 534 case AMULET:
637 case RING: 535 case RING:
638 if (!op->title) 536 if (!op->title)
639 { 537 {
640 /* If ring has a title, full description isn't so useful */ 538 /* If ring has a title, full description isn't so useful */
641 char *s = ring_desc (op); 539 const char *s = ring_desc (op);
642 540
643 if (s[0]) 541 if (s && *s)
644 { 542 buf << " " << s;
645 safe_strcat (buf, " ", &len, HUGE_BUF);
646 safe_strcat (buf, s, &len, HUGE_BUF);
647 }
648 } 543 }
649 break; 544 break;
545
650 default: 546 default:
651 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)))
652 {
653 sprintf (buf2, " %+d", op->magic); 548 buf.printf (" %+d", op->magic);
654 safe_strcat (buf, buf2, &len, HUGE_BUF);
655 }
656 } 549 }
550
657 return buf; 551 return buf;
658} 552}
659 553
660/* 554/*
661 * query_name(object) returns a character pointer pointing to a static 555 * query_name(object) returns a character pointer pointing to a static
665 * 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
666 * 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
667 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
668 * 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.)
669 * 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.
670 */ 567 */
671char * 568const char *
672query_name (const object *op) 569query_name (const object *op)
673{ 570{
674 static char buf[5][HUGE_BUF]; 571 int len = 0;
572 static dynbuf_text bufs[5];
675 static int use_buf = 0; 573 static int use_buf = 0;
676 int len = 0;
677
678#ifdef NEW_MATERIAL_CODE
679 materialtype_t *mt;
680#endif
681 574
682 use_buf++; 575 use_buf++;
683 use_buf %= 5; 576 use_buf %= 5;
684 577
685#ifdef NEW_MATERIAL_CODE 578 dynbuf_text &buf = bufs [use_buf];
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 579 buf.clear ();
687 { 580
688 mt = name_to_material (op->materialname); 581#if 0
689 if (mt) 582 if ((op->is_armor () || op->is_weapon ()) && op->material)
690 { 583 buf << op->material->description << ' ';
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
692 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
693 }
694 }
695#endif 584#endif
696 585
697 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 586 buf << query_short_name (op);
698 587
699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 588 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
700 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 589 buf << " *";
701 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 590 if (op->is_open_container ())
702 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 591 buf << " (open)";
703 592
704 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 593 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
705 { 594 {
706 if (QUERY_FLAG (op, FLAG_DAMNED)) 595 if (QUERY_FLAG (op, FLAG_DAMNED))
707 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 596 buf << " (damned)";
708 else if (QUERY_FLAG (op, FLAG_CURSED)) 597 else if (QUERY_FLAG (op, FLAG_CURSED))
709 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 598 buf << " (cursed)";
710 } 599 }
600
711 /* 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),
712 * and it isn't identified, print out the fact that 602 * and it isn't identified, print out the fact that
713 * 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
714 * KNOWN_MAGICAL if the item actually is magical. 604 * KNOWN_MAGICAL if the item actually is magical.
715 * 605 *
716 * 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
717 * 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
718 * abilities, especially for artifact items. 608 * abilities, especially for artifact items.
719 */ 609 */
720 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))
721 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 611 buf << " (magic)";
722 612
723#if 0 613#if 0
724 /* 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
725 * be returned in the name. 615 * be returned in the name.
726 */ 616 */
727 if (op->item_power) 617 if (op->item_power)
728 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);
729 619
731 621
732 if (QUERY_FLAG (op, FLAG_APPLIED)) 622 if (QUERY_FLAG (op, FLAG_APPLIED))
733 { 623 {
734 switch (op->type) 624 switch (op->type)
735 { 625 {
736 case BOW: 626 case BOW:
737 case WAND: 627 case WAND:
738 case ROD: 628 case ROD:
739 case HORN: 629 case HORN:
740 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 630 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
741 break; 631 break;
742 case WEAPON: 632 case WEAPON:
743 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 633 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
744 break; 634 break;
745 case ARMOUR: 635 case ARMOUR:
746 case HELMET: 636 case HELMET:
747 case SHIELD: 637 case SHIELD:
748 case RING: 638 case RING:
749 case BOOTS: 639 case BOOTS:
750 case GLOVES: 640 case GLOVES:
751 case AMULET: 641 case AMULET:
752 case GIRDLE: 642 case GIRDLE:
753 case BRACERS: 643 case BRACERS:
754 case CLOAK: 644 case CLOAK:
755 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 645 buf << " (worn)";
756 break; 646 break;
757 case CONTAINER: 647 case CONTAINER:
758 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 648 buf << " (active)";
759 break; 649 break;
760 case SKILL: 650 case SKILL:
761 default: 651 default:
762 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 652 buf << " (applied)";
763 } 653 }
764 } 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
765 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (QUERY_FLAG (op, FLAG_UNPAID))
766 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 676 buf << " (unpaid)";
767 677
768 return buf[use_buf]; 678 return buf;
769} 679}
770 680
771/* 681/*
772 * 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
773 * buffer which contains a verbose textual representation of the name 683 * buffer which contains a verbose textual representation of the name
774 * 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
775 * 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
776 * 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
777 * and sending to client. 687 * and sending to client.
778 * 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.
779 */ 693 */
780const char * 694const char *
781query_base_name (const object *op, int plural) 695query_base_name (const object *op, int plural)
782{ 696{
783 static char buf[MAX_BUF], buf2[MAX_BUF];
784 int len;
785 materialtype_t *mt;
786
787 if ((!plural && !op->name) || (plural && !op->name_pl)) 697 if ((!plural && !op->name) || (plural && !op->name_pl))
788 return "(null)"; 698 return "(null)";
789 699
790 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)
791 return op->name; /* To speed things up (or make things slower?) */ 702 return op->name; /* To speed things up (or make things slower?) */
792 703
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 704 static dynbuf_text buf; buf.clear ();
794 mt = name_to_material (op->materialname);
795 705
796#ifdef NEW_MATERIAL_CODE 706#if 0
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 707 if ((op->is_armor () || op->is_weapon ()) && op->material)
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 708 if (op->arch->material != op->material)
799 { 709 buf << op->material->description << ' ';
800 strcpy (buf, mt->description);
801 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF);
803 if (!plural)
804 safe_strcat (buf, op->name, &len, MAX_BUF);
805 else
806 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
807 }
808 else
809 {
810#endif 710#endif
811 if (!plural) 711
812 strcpy (buf, op->name); 712 buf << (plural ? op->name_pl : op->name);
813 else
814 strcpy (buf, op->name_pl);
815 len = strlen (buf);
816#ifdef NEW_MATERIAL_CODE
817 }
818#endif
819 713
820 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 714 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
821 { 715 buf << ' ' << op->title;
822 safe_strcat (buf, " ", &len, MAX_BUF);
823 safe_strcat (buf, op->title, &len, MAX_BUF);
824 }
825 716
826 switch (op->type) 717 switch (op->type)
827 { 718 {
828 case SPELLBOOK: 719 case SPELLBOOK:
829 case SCROLL: 720 case SCROLL:
830 case WAND: 721 case WAND:
831 case ROD: 722 case ROD:
832 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))
833 { 724 {
834 if (!op->title) 725 if (!op->title)
835 { 726 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
836 safe_strcat (buf, " of ", &len, MAX_BUF); 727
837 if (op->inv)
838 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
839 else
840 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
841 }
842 if (op->type != SPELLBOOK) 728 if (op->type != SPELLBOOK)
843 {
844 sprintf (buf2, " (lvl %d)", op->level); 729 buf.printf (" (lvl %d)", op->level);
845 safe_strcat (buf, buf2, &len, MAX_BUF);
846 }
847 } 730 }
848 break; 731 break;
849 732
850 733
851 case SKILL: 734 case SKILL:
852 case AMULET: 735 case AMULET:
853 case RING: 736 case RING:
854 if (!op->title) 737 if (!op->title)
855 { 738 {
856 /* If ring has a title, full description isn't so useful */ 739 /* If ring has a title, full description isn't so useful */
857 char *s = ring_desc (op); 740 const char *s = ring_desc (op);
858 741
859 if (s[0]) 742 if (s && *s)
860 { 743 buf << ' ' << s;
861 safe_strcat (buf, " ", &len, MAX_BUF);
862 safe_strcat (buf, s, &len, MAX_BUF);
863 }
864 } 744 }
865 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
866 default: 752 default:
867 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)))
868 { 754 buf.printf (" %+d", op->magic);
869 sprintf (buf + strlen (buf), " %+d", op->magic);
870 }
871 } 755 }
756
872 return buf; 757 return buf;
873} 758}
874 759
875/* Break this off from describe_item - that function was way 760/* Break this off from describe_item - that function was way
876 * too long, making it difficult to read. This function deals 761 * too long, making it difficult to read. This function deals
877 * with describing the monsters & players abilities. It should only 762 * with describing the monsters & players abilities. It should only
878 * be called with monster & player objects. Returns a description 763 * be called with monster & player objects. Returns a description
879 * in a static buffer. 764 * in a static buffer.
880 */ 765 */
881
882static char * 766static const char *
883describe_monster (const object *op) 767describe_monster (const object *op)
884{ 768{
885 char buf[MAX_BUF]; 769 static dynbuf_text buf; buf.clear ();
886 static char retbuf[VERY_BIG_BUF];
887 int i;
888
889 retbuf[0] = '\0';
890 770
891 /* Note that the resolution this provides for players really isn't 771 /* Note that the resolution this provides for players really isn't
892 * very good. Any player with a speed greater than .67 will 772 * very good. Any player with a speed greater than .67 will
893 * fall into the 'lightning fast movement' category. 773 * fall into the 'lightning fast movement' category.
894 */ 774 */
895 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 775 if (op->has_active_speed ())
896 { 776 switch ((int)(op->speed * 15.))
897 switch ((int) ((FABS (op->speed)) * 15))
898 { 777 {
899 case 0: 778 case 0:
900 strcat (retbuf, "(very slow movement)"); 779 buf << "(very slow movement)";
901 break; 780 break;
902 case 1: 781 case 1:
903 strcat (retbuf, "(slow movement)"); 782 buf << "(slow movement)";
904 break; 783 break;
905 case 2: 784 case 2:
906 strcat (retbuf, "(normal movement)"); 785 buf << "(normal movement)";
907 break; 786 break;
908 case 3: 787 case 3:
909 case 4: 788 case 4:
910 strcat (retbuf, "(fast movement)"); 789 buf << "(fast movement)";
911 break; 790 break;
912 case 5: 791 case 5:
913 case 6: 792 case 6:
914 strcat (retbuf, "(very fast movement)"); 793 buf << "(very fast movement)";
915 break; 794 break;
916 case 7: 795 case 7:
917 case 8: 796 case 8:
918 case 9: 797 case 9:
919 case 10: 798 case 10:
920 strcat (retbuf, "(extremely fast movement)"); 799 buf << "(extremely fast movement)";
921 break; 800 break;
922 default: 801 default:
923 strcat (retbuf, "(lightning fast movement)"); 802 buf << "(lightning fast movement)";
924 break; 803 break;
925 } 804 }
926 } 805
927 if (QUERY_FLAG (op, FLAG_UNDEAD)) 806 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
928 strcat (retbuf, "(undead)");
929 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 807 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
930 strcat (retbuf, "(see invisible)"); 808 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
931 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 809 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
932 strcat (retbuf, "(wield weapon)"); 810 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
933 if (QUERY_FLAG (op, FLAG_USE_BOW)) 811 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
934 strcat (retbuf, "(archer)"); 812 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
935 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 813 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
936 strcat (retbuf, "(wear armour)");
937 if (QUERY_FLAG (op, FLAG_USE_RING))
938 strcat (retbuf, "(wear ring)");
939 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
940 strcat (retbuf, "(read scroll)");
941 if (QUERY_FLAG (op, FLAG_USE_RANGE))
942 strcat (retbuf, "(fires wand/rod/horn)");
943 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 814 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
944 strcat (retbuf, "(skill user)"); 815 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
945 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 816 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
946 strcat (retbuf, "(spellcaster)");
947 if (QUERY_FLAG (op, FLAG_FRIENDLY))
948 strcat (retbuf, "(friendly)");
949 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 817 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
950 strcat (retbuf, "(unaggressive)"); 818 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
951 if (QUERY_FLAG (op, FLAG_HITBACK)) 819 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
952 strcat (retbuf, "(hitback)"); 820
953 if (QUERY_FLAG (op, FLAG_STEALTH))
954 strcat (retbuf, "(stealthy)");
955 if (op->randomitems != NULL) 821 if (op->randomitems)
956 { 822 {
957 treasure *t;
958 int first = 1; 823 bool first = 1;
959 824
960 for (t = op->randomitems->items; t != NULL; t = t->next) 825 for (treasure *t = op->randomitems->items; t; t = t->next)
961 if (t->item && (t->item->clone.type == SPELL)) 826 if (t->item && t->item->type == SPELL)
962 { 827 {
963 if (first) 828 if (first)
964 { 829 buf << "(Spell abilities:)";
830
965 first = 0; 831 first = 0;
966 strcat (retbuf, "(Spell abilities:)"); 832
967 } 833 buf << '(' << t->item->object::name << ')';
968 strcat (retbuf, "(");
969 strcat (retbuf, t->item->clone.name);
970 strcat (retbuf, ")");
971 } 834 }
972 } 835 }
836
973 if (op->type == PLAYER) 837 if (op->type == PLAYER)
974 { 838 {
975 if (op->contr->digestion) 839 if (op->contr->digestion)
976 {
977 if (op->contr->digestion != 0)
978 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 840 buf.printf ("(sustenance%+d)", op->contr->digestion);
979 strcat (retbuf, buf); 841
980 }
981 if (op->contr->gen_grace) 842 if (op->contr->gen_grace)
982 {
983 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 843 buf.printf ("(grace%+d)", op->contr->gen_grace);
984 strcat (retbuf, buf); 844
985 }
986 if (op->contr->gen_sp) 845 if (op->contr->gen_sp)
987 {
988 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 846 buf.printf ("(magic%+d)", op->contr->gen_sp);
989 strcat (retbuf, buf); 847
990 }
991 if (op->contr->gen_hp) 848 if (op->contr->gen_hp)
992 {
993 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 849 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
994 strcat (retbuf, buf); 850
995 }
996 if (op->stats.luck) 851 if (op->stats.luck)
997 {
998 sprintf (buf, "(luck%+d)", op->stats.luck); 852 buf.printf ("(luck%+d)", op->stats.luck);
999 strcat (retbuf, buf);
1000 }
1001 } 853 }
1002 854
1003 /* describe attacktypes */ 855 /* describe attacktypes */
1004 if (is_dragon_pl (op)) 856 if (op->is_dragon ())
1005 { 857 {
1006 /* for dragon players display the attacktypes from clawing skill 858 /* for dragon players display the attacktypes from clawing skill
1007 * Break apart the for loop - move the comparison checking down - 859 * Break apart the for loop - move the comparison checking down -
1008 * this makes it more readable. 860 * this makes it more readable.
1009 */ 861 */
1010 object *tmp; 862 object *tmp;
1011 863
1012 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
1013 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 865 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1014 break; 866 break;
1015 867
1016 if (tmp && tmp->attacktype != 0) 868 if (tmp && tmp->attacktype)
1017 { 869 buf.add_abilities ("Claws", tmp->attacktype);
1018 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1019 }
1020 else 870 else
1021 { 871 buf.add_abilities ("Attacks", op->attacktype);
1022 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1023 }
1024 } 872 }
1025 else 873 else
1026 { 874 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 875
1028 } 876 buf.add_paths ("Attuned" , op->path_attuned);
1029 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 877 buf.add_paths ("Repelled", op->path_repelled);
1030 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 878 buf.add_paths ("Denied" , op->path_denied);
1031 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 879
1032 for (i = 0; i < NROFATTACKS; i++) 880 for (int i = 0; i < NROFATTACKS; i++)
1033 {
1034 if (op->resist[i]) 881 if (op->resist[i])
1035 {
1036 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 882 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1037 strcat (retbuf, buf); 883
1038 }
1039 }
1040 return retbuf; 884 return buf;
1041} 885}
1042
1043 886
1044/* 887/*
1045 * Returns a pointer to a static buffer which contains a 888 * Returns a pointer to a static buffer which contains a
1046 * description of the given object. 889 * description of the given object.
1047 * If it is a monster, lots of information about its abilities 890 * If it is a monster, lots of information about its abilities
1056 * 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
1057 * a dragon player examining food. Could have things like 900 * a dragon player examining food. Could have things like
1058 * 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
1059 * dwarves, etc. 902 * dwarves, etc.
1060 * 903 *
1061 * This function is really much more complicated than it should
1062 * be, because different objects have different meanings
1063 * for the same field (eg, wands use 'food' for charges). This
1064 * means these special cases need to be worked out.
1065 *
1066 * Add 'owner' who is the person examining this object. 904 * Add 'owner' who is the person examining this object.
1067 * 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
1068 * item (eg, debug dump or the like) 906 * item (eg, debug dump or the like)
1069 */ 907 */
1070 908const char *
1071char *
1072describe_item (const object *op, object *owner) 909describe_item (const object *op, object *owner)
1073{ 910{
1074 char buf[MAX_BUF]; 911 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1075 static char retbuf[VERY_BIG_BUF]; 912 return describe_monster (op);
913
914 static dynbuf_text buf; buf.clear ();
1076 int identified, i; 915 int identified, i;
1077 916
1078 retbuf[0] = '\0';
1079 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1080 {
1081 return describe_monster (op);
1082 }
1083 /* 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.
1084 * also makes the code easier to read. 918 * also makes the code easier to read.
1085 */ 919 */
1086 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 920 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1087 identified = 1; 921 if (!identified)
1088 else 922 buf << "(unidentified)";
1089 { 923
1090 strcpy (retbuf, "(unidentified)");
1091 identified = 0;
1092 }
1093 switch (op->type) 924 switch (op->type)
1094 { 925 {
1095 case BOW: 926 case BOW:
1096 case ARROW: 927 case ARROW:
1097 case WAND: 928 case WAND:
1098 case ROD: 929 case ROD:
1099 case HORN: 930 case HORN:
1100 case WEAPON: 931 case WEAPON:
1101 case ARMOUR: 932 case ARMOUR:
1102 case HELMET: 933 case HELMET:
1103 case SHIELD: 934 case SHIELD:
1104 case BOOTS: 935 case BOOTS:
1105 case GLOVES: 936 case GLOVES:
1106 case GIRDLE: 937 case GIRDLE:
1107 case BRACERS: 938 case BRACERS:
1108 case CLOAK: 939 case CLOAK:
1109 case SKILL_TOOL: 940 case SKILL_TOOL:
1110 break; /* We have more information to do below this switch */ 941 break; /* We have more information to do below this switch */
1111 942
1112 case POWER_CRYSTAL: 943 case POWER_CRYSTAL:
1113 if (op->stats.maxsp > 1000) 944 if (op->stats.maxsp > 1000)
1114 { /*higher capacity crystals */ 945 { /*higher capacity crystals */
1115 i = (op->stats.maxsp % 100) / 10; 946 i = (op->stats.maxsp % 1000) / 100;
947
1116 if (i) 948 if (i)
1117 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);
1118 else 950 else
1119 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 951 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1120 } 952 }
1121 else 953 else
1122 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 954 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1123 strcat (retbuf, buf); 955
1124 i = (op->stats.sp * 10) / op->stats.maxsp; 956 i = (op->stats.sp * 10) / op->stats.maxsp;
1125 if (op->stats.sp == 0) 957 if (op->stats.sp == 0)
1126 strcat (retbuf, "empty."); 958 buf << "empty.";
1127 else if (i == 0) 959 else if (i == 0)
1128 strcat (retbuf, "almost empty."); 960 buf << "almost empty.";
1129 else if (i < 3) 961 else if (i < 3)
1130 strcat (retbuf, "partially filled."); 962 buf << "partially filled.";
1131 else if (i < 6) 963 else if (i < 6)
1132 strcat (retbuf, "half full."); 964 buf << "half full.";
1133 else if (i < 9) 965 else if (i < 9)
1134 strcat (retbuf, "well charged."); 966 buf << "well charged.";
1135 else if (op->stats.sp == op->stats.maxsp) 967 else if (op->stats.sp == op->stats.maxsp)
1136 strcat (retbuf, "fully charged."); 968 buf << "fully charged.";
1137 else 969 else
1138 strcat (retbuf, "almost full."); 970 buf << "almost full.";
1139 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
1140 case FOOD: 995 case FOOD:
1141 case FLESH: 996 case FLESH:
1142 case DRINK: 997 case DRINK:
1143 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 998 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1144 { 999 {
1145 sprintf (buf, "(food+%d)", op->stats.food); 1000 buf.printf ("(food+%d)", op->stats.food);
1146 strcat (retbuf, buf);
1147 1001
1148 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))
1149 {
1150 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1003 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1151 strcat (retbuf, buf);
1152 }
1153 1004
1154 if (!QUERY_FLAG (op, FLAG_CURSED)) 1005 if (!QUERY_FLAG (op, FLAG_CURSED))
1155 { 1006 {
1156 if (op->stats.hp) 1007 if (op->stats.hp) buf << "(heals)";
1157 strcat (retbuf, "(heals)");
1158 if (op->stats.sp)
1159 strcat (retbuf, "(spellpoint regen)"); 1008 if (op->stats.sp) buf << "(spellpoint regen)";
1160 } 1009 }
1161 else 1010 else
1162 { 1011 {
1163 if (op->stats.hp) 1012 if (op->stats.hp) buf << "(damages)";
1164 strcat (retbuf, "(damages)");
1165 if (op->stats.sp)
1166 strcat (retbuf, "(spellpoint depletion)"); 1013 if (op->stats.sp) buf << "(spellpoint depletion)";
1167 } 1014 }
1168 } 1015 }
1169 break; 1016 break;
1170 1017
1171
1172 case SKILL: 1018 case SKILL:
1173 case RING: 1019 case RING:
1174 case AMULET: 1020 case AMULET:
1175 if (op->item_power) 1021 if (op->item_power)
1176 {
1177 sprintf (buf, "(item_power %+d)", op->item_power); 1022 buf.printf ("(item_power %+d)", op->item_power);
1178 strcat (retbuf, buf); 1023
1179 }
1180 if (op->title) 1024 if (op->title)
1181 strcat (retbuf, ring_desc (op)); 1025 buf << ring_desc (op);
1026
1182 return retbuf; 1027 return buf;
1183 1028
1184 default: 1029 default:
1185 return retbuf; 1030 return buf;
1186 } 1031 }
1187 1032
1188 /* Down here, we more further describe equipment type items. 1033 /* Down here, we more further describe equipment type items.
1189 * only describe them if they have been identified or the like. 1034 * only describe them if they have been identified or the like.
1190 */ 1035 */
1191 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1036 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1192 { 1037 {
1193 int attr, val; 1038 int attr, val;
1194 1039
1195 for (attr = 0; attr < NUM_STATS; attr++) 1040 for (attr = 0; attr < NUM_STATS; attr++)
1196 { 1041 if ((val = op->stats.stat (attr)))
1197 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1198 {
1199 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1042 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1200 strcat (retbuf, buf);
1201 }
1202 }
1203 1043
1204 if (op->stats.exp) 1044 if (op->stats.exp)
1205 {
1206 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1045 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1207 strcat (retbuf, buf);
1208 }
1209
1210 1046
1211 switch (op->type) 1047 switch (op->type)
1212 { 1048 {
1213 case BOW: 1049 case BOW:
1214 case ARROW: 1050 case ARROW:
1215 case GIRDLE: 1051 case GIRDLE:
1216 case HELMET: 1052 case HELMET:
1217 case SHIELD: 1053 case SHIELD:
1218 case BOOTS: 1054 case BOOTS:
1219 case GLOVES: 1055 case GLOVES:
1220 case WEAPON: 1056 case WEAPON:
1221 case SKILL: 1057 case SKILL:
1222 case RING: 1058 case RING:
1223 case AMULET: 1059 case AMULET:
1224 case ARMOUR: 1060 case ARMOUR:
1225 case BRACERS: 1061 case BRACERS:
1226 case FORCE: 1062 case FORCE:
1227 case CLOAK: 1063 case CLOAK:
1228 if (op->stats.wc) 1064 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1229 { 1065 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1230 sprintf (buf, "(wc%+d)", op->stats.wc); 1066 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1231 strcat (retbuf, buf); 1067
1232 }
1233 if (op->stats.dam)
1234 {
1235 sprintf (buf, "(dam%+d)", op->stats.dam);
1236 strcat (retbuf, buf);
1237 }
1238 if (op->stats.ac)
1239 {
1240 sprintf (buf, "(ac%+d)", op->stats.ac);
1241 strcat (retbuf, buf);
1242 }
1243 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1068 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1244 {
1245 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1069 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1246 strcat (retbuf, buf); 1070
1247 }
1248 break; 1071 break;
1249 1072
1250 default: 1073 default:
1251 break; 1074 break;
1252 } 1075 }
1253 if (QUERY_FLAG (op, FLAG_XRAYS)) 1076
1254 strcat (retbuf, "(xray-vision)"); 1077 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1255 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1078 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1256 strcat (retbuf, "(infravision)");
1257 1079
1258 /* levitate was what is was before, so we'll keep it */ 1080 /* levitate was what is was before, so we'll keep it */
1259 if (op->move_type & MOVE_FLY_LOW) 1081 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1260 strcat (retbuf, "(levitate)");
1261
1262 if (op->move_type & MOVE_FLY_HIGH) 1082 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1263 strcat (retbuf, "(fly)");
1264
1265 if (op->move_type & MOVE_SWIM) 1083 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1266 strcat (retbuf, "(swim)");
1267 1084
1268 /* walking is presumed as 'normal', so doesn't need mentioning */ 1085 /* walking is presumed as 'normal', so doesn't need mentioning */
1269 1086
1270 if (op->item_power) 1087 if (op->item_power)
1271 {
1272 sprintf (buf, "(item_power %+d)", op->item_power); 1088 buf.printf ("(item_power %+d)", op->item_power);
1273 strcat (retbuf, buf);
1274 }
1275 } /* End if identified or applied */ 1089 } /* End if identified or applied */
1276 1090
1277 /* This blocks only deals with fully identified object. 1091 /* This blocks only deals with fully identified object.
1278 * 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 -
1279 * in this way, information is added. 1093 * in this way, information is added.
1282 { 1096 {
1283 int more_info = 0; 1097 int more_info = 0;
1284 1098
1285 switch (op->type) 1099 switch (op->type)
1286 { 1100 {
1287 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 */
1288 case HORN: /* and stats.hp for spell-point regeneration... */ 1102 case HORN: /* and stats.hp for spell-point regeneration... */
1289 case BOW: 1103 case BOW:
1290 case ARROW: 1104 case ARROW:
1291 case WAND: 1105 case WAND:
1292 case FOOD: 1106 case FOOD:
1293 case FLESH: 1107 case FLESH:
1294 case DRINK: 1108 case DRINK:
1295 more_info = 0; 1109 more_info = 0;
1296 break; 1110 break;
1297 1111
1298 /* Armor type objects */ 1112 /* Armor type objects */
1299 case ARMOUR: 1113 case ARMOUR:
1300 case HELMET: 1114 case HELMET:
1301 case SHIELD: 1115 case SHIELD:
1302 case BOOTS: 1116 case BOOTS:
1303 case GLOVES: 1117 case GLOVES:
1304 case GIRDLE: 1118 case GIRDLE:
1305 case BRACERS: 1119 case BRACERS:
1306 case CLOAK: 1120 case CLOAK:
1307 if (ARMOUR_SPEED (op)) 1121 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1308 { 1122 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1309 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1310 strcat (retbuf, buf);
1311 }
1312 if (ARMOUR_SPELLS (op))
1313 {
1314 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315 strcat (retbuf, buf);
1316 }
1317 more_info = 1; 1123 more_info = 1;
1318 break; 1124 break;
1319 1125
1320 case WEAPON: 1126 case WEAPON:
1321 /* Calculate it the same way fix_player does so the results 1127 /* Calculate it the same way fix_player does so the results
1322 * make sense. 1128 * make sense.
1323 */ 1129 */
1324 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1130 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1325 if (i < 0) 1131 if (i < 0)
1326 i = 0; 1132 i = 0;
1327 1133
1328 sprintf (buf, "(weapon speed %d)", i); 1134 buf.printf ("(weapon speed %d)", i);
1329 strcat (retbuf, buf);
1330 more_info = 1; 1135 more_info = 1;
1331 break; 1136 break;
1332
1333 } 1137 }
1138
1334 if (more_info) 1139 if (more_info)
1335 { 1140 {
1336 if (op->stats.food)
1337 {
1338 if (op->stats.food != 0)
1339 sprintf (buf, "(sustenance%+d)", op->stats.food); 1141 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1340 strcat (retbuf, buf);
1341 }
1342 if (op->stats.grace)
1343 {
1344 sprintf (buf, "(grace%+d)", op->stats.grace); 1142 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1345 strcat (retbuf, buf); 1143 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1346 }
1347 if (op->stats.sp)
1348 {
1349 sprintf (buf, "(magic%+d)", op->stats.sp);
1350 strcat (retbuf, buf);
1351 }
1352 if (op->stats.hp)
1353 {
1354 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1144 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1355 strcat (retbuf, buf);
1356 }
1357 } 1145 }
1358 1146
1359 if (op->stats.luck) 1147 if (op->stats.luck)
1360 {
1361 sprintf (buf, "(luck%+d)", op->stats.luck); 1148 buf.printf ("(luck%+d)", op->stats.luck);
1362 strcat (retbuf, buf); 1149
1363 }
1364 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1150 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1365 strcat (retbuf, "(lifesaving)"); 1151 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1366 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1367 strcat (retbuf, "(reflect spells)");
1368 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1152 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1369 strcat (retbuf, "(reflect missiles)");
1370 if (QUERY_FLAG (op, FLAG_STEALTH)) 1153 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1371 strcat (retbuf, "(stealth)"); 1154
1372 if (op->slaying != NULL && op->type != FOOD) 1155 if (op->slaying && op->type != FOOD)
1373 {
1374 sprintf (buf, "(slay %s)", &op->slaying); 1156 buf.printf ("(slay %s)", &op->slaying);
1375 strcat (retbuf, buf); 1157
1376 } 1158 if (op->type == SKILL_TOOL && op->skill)
1377 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1159 buf.printf ("(%s)", &op->skill);
1160
1161 buf.add_abilities ("Attacks", op->attacktype);
1378 /* resistance on flesh is only visible for quetzals. If 1162 /* resistance on flesh is only visible for quetzals. If
1379 * non flesh, everyone can see its resistances 1163 * non flesh, everyone can see its resistances
1380 */ 1164 */
1381 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1165 if (op->type != FLESH || (owner && owner->is_dragon ()))
1382 strcat (retbuf, describe_resistance (op, 0)); 1166 buf << describe_resistance (op, 0);
1383 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1384 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1385 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1386 }
1387 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
1388 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;
1389} 1212}
1390 1213
1391/* 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
1392 * increases/decreases any abilities, provides a resistance, 1215 * increases/decreases any abilities, provides a resistance,
1393 * has a generic magical bonus, or is an artifact. 1216 * has a generic magical bonus, or is an artifact.
1394 * 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
1395 * should be marked as magical. 1218 * should be marked as magical.
1396 */ 1219 */
1397
1398int 1220int
1399is_magical (const object *op) 1221is_magical (const object *op)
1400{ 1222{
1401 int i; 1223 int i;
1402 1224
1453 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)
1454 return 1; 1276 return 1;
1455 1277
1456 /* Check to see if it increases/decreases any stats */ 1278 /* Check to see if it increases/decreases any stats */
1457 for (i = 0; i < NUM_STATS; i++) 1279 for (i = 0; i < NUM_STATS; i++)
1458 if (get_attr_value (&(op->stats), i) != 0) 1280 if (op->stats.stat (i))
1459 return 1; 1281 return 1;
1460 1282
1461 /* 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
1462 * be non magical. 1284 * be non magical.
1463 */ 1285 */
1472int 1294int
1473need_identify (const object *op) 1295need_identify (const object *op)
1474{ 1296{
1475 switch (op->type) 1297 switch (op->type)
1476 { 1298 {
1477 case RING: 1299 case RING:
1478 case WAND: 1300 case WAND:
1479 case ROD: 1301 case ROD:
1480 case HORN: 1302 case HORN:
1481 case SCROLL: 1303 case SCROLL:
1482 case SKILL: 1304 case SKILL:
1483 case SKILLSCROLL: 1305 case SKILLSCROLL:
1484 case SPELLBOOK: 1306 case SPELLBOOK:
1485 case FOOD: 1307 case FOOD:
1486 case POTION: 1308 case POTION:
1487 case BOW: 1309 case BOW:
1488 case ARROW: 1310 case ARROW:
1489 case WEAPON: 1311 case WEAPON:
1490 case ARMOUR: 1312 case ARMOUR:
1491 case SHIELD: 1313 case SHIELD:
1492 case HELMET: 1314 case HELMET:
1493 case AMULET: 1315 case AMULET:
1494 case BOOTS: 1316 case BOOTS:
1495 case GLOVES: 1317 case GLOVES:
1496 case BRACERS: 1318 case BRACERS:
1497 case GIRDLE: 1319 case GIRDLE:
1498 case CONTAINER: 1320 case CONTAINER:
1499 case DRINK: 1321 case DRINK:
1500 case FLESH: 1322 case FLESH:
1501 case INORGANIC: 1323 case INORGANIC:
1502 case CLOSE_CON: 1324 case CLOSE_CON:
1503 case CLOAK: 1325 case CLOAK:
1504 case GEM: 1326 case GEM:
1505 case POWER_CRYSTAL: 1327 case POWER_CRYSTAL:
1506 case POISON: 1328 case POISON:
1507 case BOOK: 1329 case BOOK:
1508 case SKILL_TOOL: 1330 case SKILL_TOOL:
1509 return 1; 1331 return 1;
1510 } 1332 }
1333
1511 /* 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
1512 * archetype file can be updated, and this function removed. 1335 * archetype file can be updated, and this function removed.
1513 */ 1336 */
1514#if 0 1337#if 0
1515 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);
1516#endif 1339#endif
1517 return 0; 1340 return 0;
1518} 1341}
1519 1342
1520
1521/* 1343/*
1522 * Supposed to fix face-values as well here, but later. 1344 * Supposed to fix face-values as well here, but later.
1523 */ 1345 */
1524
1525void 1346void
1526identify (object *op) 1347identify (object *op)
1527{ 1348{
1528 object *pl;
1529
1530 SET_FLAG (op, FLAG_IDENTIFIED); 1349 SET_FLAG (op, FLAG_IDENTIFIED);
1531 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1350 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1532 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1351 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1533 1352
1534 /* 1353 /*
1541 { 1360 {
1542 if (op->inv && op->randomitems) 1361 if (op->inv && op->randomitems)
1543 op->title = op->inv->name; 1362 op->title = op->inv->name;
1544 else if (op->arch) 1363 else if (op->arch)
1545 { 1364 {
1546 op->name = op->arch->clone.name; 1365 op->name = op->arch->object::name;
1547 op->name_pl = op->arch->clone.name_pl; 1366 op->name_pl = op->arch->object::name_pl;
1548 } 1367 }
1549 } 1368 }
1550 1369
1551 /* 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 */
1552 if (op->map) 1371 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1372 update_object (op, UP_OBJ_CHANGE);
1554 else 1373
1555 { 1374 if (object *pl = op->visible_to ())
1556 pl = is_player_inv (op->env);
1557 if (pl)
1558 /* 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
1559 * it all. 1376 * it all.
1560 */ 1377 */
1561 esrv_send_item (pl, op); 1378 esrv_send_item (pl, op);
1562 }
1563} 1379}
1380

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