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Comparing deliantra/server/common/item.C (file contents):
Revision 1.13 by elmex, Wed Dec 20 13:07:12 2006 UTC vs.
Revision 1.77 by root, Sat Apr 3 02:27:24 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.
45 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
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 */
52// see include/object.h
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 54 {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"}, 55 {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"}, 56 {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"}, 57 {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"}, 58 {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"}, 59 {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"} , 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {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"}, 63 {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"}, 64 {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"}, 65 {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"}, 66 {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"}, 67 {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"} */ 68/*{"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}; 69};
71 70
72static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety" 73 "eighty", "ninety"
161 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
164 {LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
165 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
166 {TOOL, "tool", "tools", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {BUILDFAC, "building facility", "building facilities", 0, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
174 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
177 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
181 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
183 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
184 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
185 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
186 {FIREHOLES, "fireholes", "fireholes", 0, 0},
187 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
207 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 205};
211 206
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}}
236};
237*/
238 208
239/* This curve may be too steep. But the point is that there should 209/* This curve may be too steep. But the point is that there should
240 * be tough choices - there is no real point to this if everyone can 210 * be tough choices - there is no real point to this if everyone can
241 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
253}; 223};
254 224
255int 225int
256get_power_from_ench (int ench) 226get_power_from_ench (int ench)
257{ 227{
258 if (ench < 0)
259 ench = 0;
260 if (ench > 20)
261 ench = 20;
262 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
263} 229}
264 230
265/* This takes an object 'op' and figures out what its item_power 231/* This takes an object 'op' and figures out what its item_power
266 * rating should be. This should only really be used by the treasure 232 * rating should be. This should only really be used by the treasure
267 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
274{ 240{
275 int i, tmp, enc; 241 int i, tmp, enc;
276 242
277 enc = 0; 243 enc = 0;
278 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
279 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
280 246
281 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
282 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
283 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
284 * armour shouldn't be counted against 250 * armour shouldn't be counted against
301 if (op->type == WEAPON) 267 if (op->type == WEAPON)
302 { 268 {
303 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
304 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
305 enc++; 271 enc++;
272
306 if (op->slaying) 273 if (op->slaying)
307 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
308 } 275 }
276
309 /* Items the player can equip */ 277 /* Items the player can equip */
310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
311 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
312 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
313 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 281 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
316 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
317 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
318 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
319 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
320 } 288 }
289
321 enc += op->stats.luck; 290 enc += op->stats.luck;
322 291
323 /* Do spell paths now */ 292 /* Do spell paths now */
324 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
325 {
326 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
327 enc++; 295 enc++;
328 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
329 enc -= 2; 297 enc -= 2;
330 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
331 enc--; 299 enc--;
332 }
333 300
334 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
335 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
336 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
337 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
338 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
339 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
340 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
341 enc += 1;
342 if (QUERY_FLAG (op, FLAG_XRAYS))
343 enc += 2;
344 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
345 enc += 1;
346 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
347 enc += 1;
348 308
349 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
350
351} 310}
352 311
353/* returns the typedata that has a number equal to itemtype, if there 312/* returns the typedata that has a number equal to itemtype, if there
354 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
355
356const typedata * 314const typedata *
357get_typedata (int itemtype) 315get_typedata (int itemtype)
358{ 316{
359 int i;
360
361 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
362 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
363 return &item_types[i]; 319 return &item_types[i];
320
364 return NULL; 321 return NULL;
365} 322}
366 323
367/* returns the typedata that has a name equal to itemtype, if there 324/* returns the typedata that has a name equal to itemtype, if there
368 * isn't one, return the plural name that matches, if there still isn't 325 * isn't one, return the plural name that matches, if there still isn't
369 * one return NULL */ 326 * one return NULL */
370
371const typedata * 327const typedata *
372get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
373{ 329{
374 int i;
375
376 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
378 return &item_types[i]; 332 return &item_types[i];
333
379 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
381 { 336 {
382 LOG (llevInfo, 337 LOG (llevInfo,
383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 338 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
384 return &item_types[i]; 339 return &item_types[i];
385 } 340 }
341
386 return NULL; 342 return 0;
387} 343}
388 344
389/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
390 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
391 * a big buffer. 347 * a big buffer.
392 * if newline is true, we don't put parens around the description 348 * if newline is true, we don't put parens around the description
393 * but do put a newline at the end. Useful when dumping to files 349 * but do put a newline at the end. Useful when dumping to files
394 */ 350 */
395char * 351const char *
396describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
397{ 353{
398 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
399 char buf1[VERY_BIG_BUF];
400 int tmpvar;
401 355
402 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
403 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
404 {
405 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
406 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
407 if (!newline)
408 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
409 else
410 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
411 359
412 strcat (buf, buf1);
413 }
414 }
415 return buf; 360 return buf;
416} 361}
417
418 362
419/* 363/*
420 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
421 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
422 * The buffer will be overwritten by the next call to query_weight(). 366 * The buffer will be overwritten by the next call to query_weight().
423 */ 367 *
424 368 * Seems to be used only by unimportant stuff. Remove?
425char * 369 */
370const char *
426query_weight (const object *op) 371query_weight (const object *op)
427{ 372{
428 static char buf[10]; 373 static char buf[10];
429 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
430 375
431 if (op->weight < 0) 376 if (op->weight < 0)
432 return " "; 377 return " ";
378
433 if (i % 1000) 379 if (i % 1000)
434 sprintf (buf, "%6.1f", i / 1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
435 else 381 else
436 sprintf (buf, "%4d ", i / 1000); 382 sprintf (buf, "%4d ", i / 1000);
383
437 return buf; 384 return buf;
438} 385}
439 386
440/* 387/*
441 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
442 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
443 */ 390 */
444 391const char *
445char *
446get_levelnumber (int i) 392get_levelnumber (int i)
447{ 393{
448 static char buf[MAX_BUF]; 394 static char buf[MAX_BUF];
449 395
450 if (i > 99) 396 if (i > 99)
451 { 397 {
452 sprintf (buf, "%d.", i); 398 sprintf (buf, "%d.", i);
453 return buf; 399 return buf;
454 } 400 }
401
455 if (i < 21) 402 if (i < 21)
456 return levelnumbers[i]; 403 return levelnumbers[i];
404
457 if (!(i % 10)) 405 if (!(i % 10))
458 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
407
459 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
461 return buf; 410 return buf;
462}
463
464
465/*
466 * get_number(integer) returns the text-representation of the given number
467 * in a static buffer. The buffer might be overwritten at the next
468 * call to get_number().
469 * It is currently only used by the query_name() function.
470 */
471
472char *
473get_number (int i)
474{
475 if (i <= 20)
476 return numbers[i];
477 else
478 {
479 static char buf[MAX_BUF];
480
481 sprintf (buf, "%d", i);
482 return buf;
483 }
484} 411}
485 412
486/* 413/*
487 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
488 * abilities 415 * abilities
494 */ 421 */
495 422
496/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 423/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
497 * from stats.sp - b.t. 424 * from stats.sp - b.t.
498 */ 425 */
499char * 426static const char *
500ring_desc (const object *op) 427ring_desc (const object *op)
501{ 428{
502 static char buf[VERY_BIG_BUF]; 429 static dynbuf_text buf; buf.clear ();
503 int attr, val, len; 430 int attr, val, len;
504 431
505 buf[0] = 0;
506
507 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 432 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
508 return buf; 433 {
509
510 for (attr = 0; attr < NUM_STATS; attr++) 434 for (attr = 0; attr < NUM_STATS; attr++)
511 { 435 if ((val = op->stats.stat (attr)))
512 if ((val = get_attr_value (&(op->stats), attr)) != 0)
513 {
514 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 436 buf.printf ("(%s%+d)", short_stat_name[attr], val);
515 }
516 }
517 if (op->stats.exp)
518 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
519 if (op->stats.wc)
520 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
521 if (op->stats.dam)
522 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
523 if (op->stats.ac)
524 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
525 437
438 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
439 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
440 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
441 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
442
526 strcat (buf, describe_resistance (op, 0)); 443 buf << describe_resistance (op, 0);
527 444
528 if (op->stats.food != 0) 445 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
529 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
530 /* else if (op->stats.food < 0) 447 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
531 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
532 if (op->stats.grace) 449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
533 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
534 if (op->stats.sp && op->type != SKILL)
535 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
536 if (op->stats.hp)
537 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
538 if (op->stats.luck)
539 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
540 if (QUERY_FLAG (op, FLAG_LIFESAVE))
541 strcat (buf, "(lifesaving)");
542 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
543 strcat (buf, "(reflect spells)");
544 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
545 strcat (buf, "(reflect missiles)");
546 if (QUERY_FLAG (op, FLAG_STEALTH))
547 strcat (buf, "(stealth)");
548 /* Shorten some of the names, so they appear better in the windows */
549 len = strlen (buf);
550 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
551 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
552 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
553 450
554 /* if(op->item_power) 451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
555 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
556 */ 453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
557 if (buf[0] == 0 && op->type != SKILL) 454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
558 strcpy (buf, "of adornment");
559 455
456 buf.add_paths ("Attuned" , op->path_attuned);
457 buf.add_paths ("Repelled", op->path_repelled);
458 buf.add_paths ("Denied" , op->path_denied);
459
460 if (buf.empty ())
461 buf << "of adornment";
462 }
560 463
561 return buf; 464 return buf;
562} 465}
563 466
564/* 467/*
565 * query_short_name(object) is similar to query_name, but doesn't 468 * query_short_name(object) is similar to query_name, but doesn't
566 * contain any information about object status (worn/cursed/etc.) 469 * contain any information about object status (worn/cursed/etc.)
470 *
471 * It is sometimes used when printing messages, so should fit well into a sentence.
567 */ 472 */
568const char * 473const char *
569query_short_name (const object *op) 474query_short_name (const object *op)
570{ 475{
571 static char buf[HUGE_BUF];
572 char buf2[HUGE_BUF];
573 int len = 0;
574
575 if (op->name == NULL) 476 if (!op->name)
576 return "(null)"; 477 return "(null)";
577 478
578 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 479 if (!op->nrof
480 && !op->weight
481 && !op->title
482 && !is_magical (op)
483 && op->slaying != shstr_money)
579 return op->name; /* To speed things up (or make things slower?) */ 484 return op->name; /* To speed things up (or make things slower?) */
580 485
581 if (op->nrof <= 1) 486 static dynbuf_text buf; buf.clear ();
582 safe_strcat (buf, op->name, &len, HUGE_BUF); 487
583 else 488 buf << (op->nrof <= 1 ? op->name : op->name_pl);
584 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
585 489
586 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
587 { 491 buf << ' ' << op->title;
588 safe_strcat (buf, " ", &len, HUGE_BUF);
589 safe_strcat (buf, op->title, &len, HUGE_BUF);
590 }
591 492
592 switch (op->type) 493 switch (op->type)
593 { 494 {
594 case SPELLBOOK: 495 case SPELLBOOK:
595 case SCROLL: 496 case SCROLL:
596 case WAND: 497 case WAND:
597 case ROD: 498 case ROD:
598 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 499 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
599 { 500 {
600 if (!op->title) 501 if (!op->title)
601 { 502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
602 safe_strcat (buf, " of ", &len, HUGE_BUF); 503
603 if (op->inv)
604 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
605 else
606 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
607 }
608 if (op->type != SPELLBOOK) 504 if (op->type != SPELLBOOK)
609 {
610 sprintf (buf2, " (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
611 safe_strcat (buf, buf2, &len, HUGE_BUF);
612 }
613 } 506 }
614 break; 507 break;
615 508
509 case ALTAR:
510 case TRIGGER_ALTAR:
511 case IDENTIFY_ALTAR:
512 case CONVERTER:
513 if (op->slaying == shstr_money)
514 {
515 bool wrap = !!buf.size ();
516
517 if (wrap) buf << " [";
518
519 archetype *coin = 0;
520
521 for (char const *const *c = coins; *coins; ++c)
522 if ((coin = archetype::find (*c)))
523 if (op->stats.food % coin->value == 0)
524 break;
525
526 sint32 coins = op->stats.food / coin->value;
527
528 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
529
530 if (wrap) buf << ']';
531 }
532 break;
533
616 case SKILL: 534 case SKILL:
617 case AMULET: 535 case AMULET:
618 case RING: 536 case RING:
619 if (!op->title) 537 if (!op->title)
620 { 538 {
621 /* If ring has a title, full description isn't so useful */ 539 /* If ring has a title, full description isn't so useful */
622 char *s = ring_desc (op); 540 const char *s = ring_desc (op);
623 541
624 if (s[0]) 542 if (s && *s)
625 { 543 buf << " " << s;
626 safe_strcat (buf, " ", &len, HUGE_BUF);
627 safe_strcat (buf, s, &len, HUGE_BUF);
628 }
629 } 544 }
630 break; 545 break;
546
631 default: 547 default:
632 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 548 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
633 {
634 sprintf (buf2, " %+d", op->magic); 549 buf.printf (" %+d", op->magic);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 } 550 }
551
638 return buf; 552 return buf;
639} 553}
640 554
641/* 555/*
642 * query_name(object) returns a character pointer pointing to a static 556 * query_name(object) returns a character pointer pointing to a static
646 * you can make several calls to query_name before the bufs start getting 560 * you can make several calls to query_name before the bufs start getting
647 * overwritten. This may be a bad thing (it may be easier to assume the value 561 * overwritten. This may be a bad thing (it may be easier to assume the value
648 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
649 * use several names much easier (don't need to store them to temp variables.) 563 * use several names much easier (don't need to store them to temp variables.)
650 * 564 *
565 * It is used extensively within messages, so should return only a prose
566 * and short description of the item.
567 * It is also used by examine/ex and similar functions.
651 */ 568 */
652char * 569const char *
653query_name (const object *op) 570query_name (const object *op)
654{ 571{
655 static char buf[5][HUGE_BUF]; 572 int len = 0;
573 static dynbuf_text bufs[5];
656 static int use_buf = 0; 574 static int use_buf = 0;
657 int len = 0;
658
659#ifdef NEW_MATERIAL_CODE
660 materialtype_t *mt;
661#endif
662 575
663 use_buf++; 576 use_buf++;
664 use_buf %= 5; 577 use_buf %= 5;
665 578
666#ifdef NEW_MATERIAL_CODE 579 dynbuf_text &buf = bufs [use_buf];
580 buf.clear ();
581
582#if 0
667 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
668 { 584 buf << op->material->description << ' ';
669 mt = name_to_material (op->materialname);
670 if (mt)
671 {
672 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
673 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
674 }
675 }
676#endif 585#endif
677 586
678 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 587 buf << query_short_name (op);
679 588
680 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
681 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 590 buf << " *";
682 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
683 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 592 buf << " (open)";
684 593
685 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
686 { 595 {
687 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
688 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 597 buf << " (damned)";
689 else if (QUERY_FLAG (op, FLAG_CURSED)) 598 else if (QUERY_FLAG (op, FLAG_CURSED))
690 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 599 buf << " (cursed)";
691 } 600 }
601
692 /* Basically, if the object is known magical (detect magic spell on it), 602 /* Basically, if the object is known magical (detect magic spell on it),
693 * and it isn't identified, print out the fact that 603 * and it isn't identified, print out the fact that
694 * it is magical. Assume that the detect magical spell will only set 604 * it is magical. Assume that the detect magical spell will only set
695 * KNOWN_MAGICAL if the item actually is magical. 605 * KNOWN_MAGICAL if the item actually is magical.
696 * 606 *
697 * Changed in V 0.91.4 - still print that the object is magical even 607 * Changed in V 0.91.4 - still print that the object is magical even
698 * if it has been applied. Equipping an item does not tell full 608 * if it has been applied. Equipping an item does not tell full
699 * abilities, especially for artifact items. 609 * abilities, especially for artifact items.
700 */ 610 */
701 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
702 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 612 buf << " (magic)";
703 613
704#if 0 614#if 0
705 /* item_power will be returned in desribe_item - it shouldn't really 615 /* item_power will be returned in describe_item - it shouldn't really
706 * be returned in the name. 616 * be returned in the name.
707 */ 617 */
708 if (op->item_power) 618 if (op->item_power)
709 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 619 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
710 620
712 622
713 if (QUERY_FLAG (op, FLAG_APPLIED)) 623 if (QUERY_FLAG (op, FLAG_APPLIED))
714 { 624 {
715 switch (op->type) 625 switch (op->type)
716 { 626 {
717 case BOW: 627 case BOW:
718 case WAND: 628 case WAND:
719 case ROD: 629 case ROD:
720 case HORN: 630 case HORN:
721 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 631 buf << " (applied)";
722 break; 632 break;
723 case WEAPON: 633 case WEAPON:
724 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 634 buf << " (applied)";
725 break; 635 break;
726 case ARMOUR: 636 case ARMOUR:
727 case HELMET: 637 case HELMET:
728 case SHIELD: 638 case SHIELD:
729 case RING: 639 case RING:
730 case BOOTS: 640 case BOOTS:
731 case GLOVES: 641 case GLOVES:
732 case AMULET: 642 case AMULET:
733 case GIRDLE: 643 case GIRDLE:
734 case BRACERS: 644 case BRACERS:
735 case CLOAK: 645 case CLOAK:
736 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 646 buf << " (worn)";
737 break; 647 break;
738 case CONTAINER: 648 case CONTAINER:
739 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 649 buf << " (active)";
740 break; 650 break;
741 case SKILL: 651 case SKILL:
742 default: 652 default:
743 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 653 buf << " (applied)";
744 } 654 }
745 } 655 }
656
657 switch (op->type)
658 {
659 case LAMP:
660 if (op->glow_radius)
661 buf << " (on)";
662 else if (op->stats.food <= 0)
663 buf << " (empty)";
664 else
665 buf << " (off)";
666 break;
667
668 case TORCH:
669 if (op->glow_radius)
670 buf << " (burning)";
671 else if (op->stats.food <= 0)
672 buf << " (burned out)";
673 break;
674 }
675
746 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
747 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 677 buf << " (unpaid)";
748 678
749 return buf[use_buf]; 679 return buf;
750} 680}
751 681
752/* 682/*
753 * query_base_name(object) returns a character pointer pointing to a static 683 * query_base_name(object) returns a character pointer pointing to a static
754 * buffer which contains a verbose textual representation of the name 684 * buffer which contains a verbose textual representation of the name
755 * of the given object. The buffer will be overwritten at the next 685 * of the given object. The buffer will be overwritten at the next
756 * call to query_base_name(). This is a lot like query_name, but we 686 * call to query_base_name(). This is a lot like query_name, but we
757 * don't include the item count or item status. Used for inventory sorting 687 * don't include the item count or item status. Used for inventory sorting
758 * and sending to client. 688 * and sending to client.
759 * If plural is set, we generate the plural name of this. 689 * If plural is set, we generate the plural name of this.
690 *
691 * It is sometimes used to display messages, and usually only used to match stuff,
692 * so maybe this function should be removed.
693 * It is also used for client-side inventory/item descriptions.
760 */ 694 */
761const char * 695const char *
762query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
763{ 697{
764 static char buf[MAX_BUF], buf2[MAX_BUF];
765 int len;
766 materialtype_t *mt;
767
768 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
769 return "(null)"; 699 return "(null)";
770 700
771 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 701 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
702 && op->type != EXIT)
772 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
773 704
705 static dynbuf_text buf; buf.clear ();
706
707#if 0
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
775 mt = name_to_material (op->materialname); 709 if (op->arch->material != op->material)
776 710 buf << op->material->description << ' ';
777#ifdef NEW_MATERIAL_CODE
778 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
779 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
780 {
781 strcpy (buf, mt->description);
782 len = strlen (buf);
783 safe_strcat (buf, " ", &len, MAX_BUF);
784 if (!plural)
785 safe_strcat (buf, op->name, &len, MAX_BUF);
786 else
787 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
788 }
789 else
790 {
791#endif 711#endif
792 if (!plural) 712
793 strcpy (buf, op->name); 713 buf << (plural ? op->name_pl : op->name);
794 else
795 strcpy (buf, op->name_pl);
796 len = strlen (buf);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 714
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 { 716 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 717
807 switch (op->type) 718 switch (op->type)
808 { 719 {
809 case SPELLBOOK: 720 case SPELLBOOK:
810 case SCROLL: 721 case SCROLL:
811 case WAND: 722 case WAND:
812 case ROD: 723 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 724 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 { 725 {
815 if (!op->title) 726 if (!op->title)
816 { 727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 728
818 if (op->inv)
819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820 else
821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822 }
823 if (op->type != SPELLBOOK) 729 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 730 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 731 }
829 break; 732 break;
830 733
831 734
832 case SKILL: 735 case SKILL:
833 case AMULET: 736 case AMULET:
834 case RING: 737 case RING:
835 if (!op->title) 738 if (!op->title)
836 { 739 {
837 /* If ring has a title, full description isn't so useful */ 740 /* If ring has a title, full description isn't so useful */
838 char *s = ring_desc (op); 741 const char *s = ring_desc (op);
839 742
840 if (s[0]) 743 if (s && *s)
841 { 744 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 745 }
846 break; 746 break;
747
748 case EXIT:
749 // random map exits "unfortunately" get patched, so this only works before entering
750 if (EXIT_PATH (op) == shstr_random_map_exit)
751 buf << " (random map)";
752 else if (!EXIT_PATH (op))
753 buf << " (closed)";
754 break;
755
847 default: 756 default:
848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
849 { 758 buf.printf (" %+d", op->magic);
850 sprintf (buf + strlen (buf), " %+d", op->magic);
851 }
852 } 759 }
760
853 return buf; 761 return buf;
854} 762}
855 763
856/* Break this off from describe_item - that function was way 764/* Break this off from describe_item - that function was way
857 * too long, making it difficult to read. This function deals 765 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 766 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 767 * be called with monster & player objects. Returns a description
860 * in a static buffer. 768 * in a static buffer.
861 */ 769 */
862
863static char * 770static const char *
864describe_monster (const object *op) 771describe_monster (const object *op)
865{ 772{
866 char buf[MAX_BUF]; 773 static dynbuf_text buf; buf.clear ();
867 static char retbuf[VERY_BIG_BUF];
868 int i;
869
870 retbuf[0] = '\0';
871 774
872 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
873 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
874 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
875 */ 778 */
876 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 779 if (op->has_active_speed ())
877 { 780 switch ((int)(op->speed * 15.))
878 switch ((int) ((FABS (op->speed)) * 15))
879 { 781 {
880 case 0: 782 case 0:
881 strcat (retbuf, "(very slow movement)"); 783 buf << "(very slow movement)";
882 break; 784 break;
883 case 1: 785 case 1:
884 strcat (retbuf, "(slow movement)"); 786 buf << "(slow movement)";
885 break; 787 break;
886 case 2: 788 case 2:
887 strcat (retbuf, "(normal movement)"); 789 buf << "(normal movement)";
888 break; 790 break;
889 case 3: 791 case 3:
890 case 4: 792 case 4:
891 strcat (retbuf, "(fast movement)"); 793 buf << "(fast movement)";
892 break; 794 break;
893 case 5: 795 case 5:
894 case 6: 796 case 6:
895 strcat (retbuf, "(very fast movement)"); 797 buf << "(very fast movement)";
896 break; 798 break;
897 case 7: 799 case 7:
898 case 8: 800 case 8:
899 case 9: 801 case 9:
900 case 10: 802 case 10:
901 strcat (retbuf, "(extremely fast movement)"); 803 buf << "(extremely fast movement)";
902 break; 804 break;
903 default: 805 default:
904 strcat (retbuf, "(lightning fast movement)"); 806 buf << "(lightning fast movement)";
905 break; 807 break;
906 } 808 }
907 } 809
908 if (QUERY_FLAG (op, FLAG_UNDEAD)) 810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
909 strcat (retbuf, "(undead)");
910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
911 strcat (retbuf, "(see invisible)"); 812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
912 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
913 strcat (retbuf, "(wield weapon)"); 814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
914 if (QUERY_FLAG (op, FLAG_USE_BOW)) 815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
915 strcat (retbuf, "(archer)"); 816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
917 strcat (retbuf, "(wear armour)");
918 if (QUERY_FLAG (op, FLAG_USE_RING))
919 strcat (retbuf, "(wear ring)");
920 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
921 strcat (retbuf, "(read scroll)");
922 if (QUERY_FLAG (op, FLAG_USE_RANGE))
923 strcat (retbuf, "(fires wand/rod/horn)");
924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
925 strcat (retbuf, "(skill user)"); 819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
926 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
927 strcat (retbuf, "(spellcaster)");
928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
929 strcat (retbuf, "(friendly)");
930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
931 strcat (retbuf, "(unaggressive)"); 822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
932 if (QUERY_FLAG (op, FLAG_HITBACK)) 823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
933 strcat (retbuf, "(hitback)"); 824
934 if (QUERY_FLAG (op, FLAG_STEALTH))
935 strcat (retbuf, "(stealthy)");
936 if (op->randomitems != NULL) 825 if (op->randomitems)
937 { 826 {
938 treasure *t;
939 int first = 1; 827 bool first = 1;
940 828
941 for (t = op->randomitems->items; t != NULL; t = t->next) 829 for (treasure *t = op->randomitems->items; t; t = t->next)
942 if (t->item && (t->item->clone.type == SPELL)) 830 if (t->item && t->item->type == SPELL)
943 { 831 {
944 if (first) 832 if (first)
945 { 833 buf << "(Spell abilities:)";
834
946 first = 0; 835 first = 0;
947 strcat (retbuf, "(Spell abilities:)"); 836
948 } 837 buf << '(' << t->item->object::name << ')';
949 strcat (retbuf, "(");
950 strcat (retbuf, t->item->clone.name);
951 strcat (retbuf, ")");
952 } 838 }
953 } 839 }
840
954 if (op->type == PLAYER) 841 if (op->type == PLAYER)
955 { 842 {
956 if (op->contr->digestion) 843 if (op->contr->digestion)
957 {
958 if (op->contr->digestion != 0)
959 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 844 buf.printf ("(sustenance%+d)", op->contr->digestion);
960 strcat (retbuf, buf); 845
961 }
962 if (op->contr->gen_grace) 846 if (op->contr->gen_grace)
963 {
964 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 847 buf.printf ("(grace%+d)", op->contr->gen_grace);
965 strcat (retbuf, buf); 848
966 }
967 if (op->contr->gen_sp) 849 if (op->contr->gen_sp)
968 {
969 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 850 buf.printf ("(magic%+d)", op->contr->gen_sp);
970 strcat (retbuf, buf); 851
971 }
972 if (op->contr->gen_hp) 852 if (op->contr->gen_hp)
973 {
974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 853 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
975 strcat (retbuf, buf); 854
976 }
977 if (op->stats.luck) 855 if (op->stats.luck)
978 {
979 sprintf (buf, "(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
980 strcat (retbuf, buf);
981 }
982 } 857 }
983 858
984 /* describe attacktypes */ 859 /* describe attacktypes */
985 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
986 { 861 {
987 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
988 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
989 * this makes it more readable. 864 * this makes it more readable.
990 */ 865 */
991 object *tmp; 866 object *tmp;
992 867
993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 868 for (tmp = op->inv; tmp; tmp = tmp->below)
994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 869 if (tmp->type == SKILL && tmp->name == shstr_clawing)
995 break; 870 break;
996 871
997 if (tmp && tmp->attacktype != 0) 872 if (tmp && tmp->attacktype)
998 { 873 buf.add_abilities ("Claws", tmp->attacktype);
999 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1000 }
1001 else 874 else
1002 { 875 buf.add_abilities ("Attacks", op->attacktype);
1003 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1004 }
1005 } 876 }
1006 else 877 else
1007 { 878 buf.add_abilities ("Attacks", op->attacktype);
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 879
1009 } 880 buf.add_paths ("Attuned" , op->path_attuned);
1010 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 881 buf.add_paths ("Repelled", op->path_repelled);
1011 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 882 buf.add_paths ("Denied" , op->path_denied);
1012 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 883
1013 for (i = 0; i < NROFATTACKS; i++) 884 for (int i = 0; i < NROFATTACKS; i++)
1014 {
1015 if (op->resist[i]) 885 if (op->resist[i])
1016 {
1017 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 886 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1018 strcat (retbuf, buf); 887
1019 }
1020 }
1021 return retbuf; 888 return buf;
1022} 889}
1023
1024 890
1025/* 891/*
1026 * Returns a pointer to a static buffer which contains a 892 * Returns a pointer to a static buffer which contains a
1027 * description of the given object. 893 * description of the given object.
1028 * If it is a monster, lots of information about its abilities 894 * If it is a monster, lots of information about its abilities
1037 * wouldn't need to use the SEE_INVISIBLE flag to know it is 903 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1038 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
1039 * a dwarven axe, in which the full abilities are only known to 905 * a dwarven axe, in which the full abilities are only known to
1040 * dwarves, etc. 906 * dwarves, etc.
1041 * 907 *
1042 * This function is really much more complicated than it should
1043 * be, because different objects have different meanings
1044 * for the same field (eg, wands use 'food' for charges). This
1045 * means these special cases need to be worked out.
1046 *
1047 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
1048 * owner can be null if no one is being associated with this 909 * owner can be null if no one is being associated with this
1049 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
1050 */ 911 */
1051 912const char *
1052char *
1053describe_item (const object *op, object *owner) 913describe_item (const object *op, object *owner)
1054{ 914{
1055 char buf[MAX_BUF]; 915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1056 static char retbuf[VERY_BIG_BUF]; 916 return describe_monster (op);
917
918 static dynbuf_text buf; buf.clear ();
1057 int identified, i; 919 int identified, i;
1058 920
1059 retbuf[0] = '\0';
1060 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1061 {
1062 return describe_monster (op);
1063 }
1064 /* figure this out once, instead of making multiple calls to need_identify. 921 /* figure this out once, instead of making multiple calls to need_identify.
1065 * also makes the code easier to read. 922 * also makes the code easier to read.
1066 */ 923 */
1067 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1068 identified = 1; 925 if (!identified)
1069 else 926 buf << "(unidentified)";
1070 { 927
1071 strcpy (retbuf, "(unidentified)");
1072 identified = 0;
1073 }
1074 switch (op->type) 928 switch (op->type)
1075 { 929 {
1076 case BOW: 930 case BOW:
1077 case ARROW: 931 case ARROW:
1078 case WAND: 932 case WAND:
1079 case ROD: 933 case ROD:
1080 case HORN: 934 case HORN:
1081 case WEAPON: 935 case WEAPON:
1082 case ARMOUR: 936 case ARMOUR:
1083 case HELMET: 937 case HELMET:
1084 case SHIELD: 938 case SHIELD:
1085 case BOOTS: 939 case BOOTS:
1086 case GLOVES: 940 case GLOVES:
1087 case GIRDLE: 941 case GIRDLE:
1088 case BRACERS: 942 case BRACERS:
1089 case CLOAK: 943 case CLOAK:
1090 case SKILL_TOOL: 944 case SKILL_TOOL:
1091 break; /* We have more information to do below this switch */ 945 break; /* We have more information to do below this switch */
1092 946
1093 case POWER_CRYSTAL: 947 case POWER_CRYSTAL:
1094 if (op->stats.maxsp > 1000) 948 if (op->stats.maxsp > 1000)
1095 { /*higher capacity crystals */ 949 { /*higher capacity crystals */
1096 i = (op->stats.maxsp % 100) / 10; 950 i = (op->stats.maxsp % 1000) / 100;
951
1097 if (i) 952 if (i)
1098 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 953 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1099 else 954 else
1100 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 955 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1101 } 956 }
1102 else 957 else
1103 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 958 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1104 strcat (retbuf, buf); 959
1105 i = (op->stats.sp * 10) / op->stats.maxsp; 960 i = (op->stats.sp * 10) / op->stats.maxsp;
1106 if (op->stats.sp == 0) 961 if (op->stats.sp == 0)
1107 strcat (retbuf, "empty."); 962 buf << "empty.";
1108 else if (i == 0) 963 else if (i == 0)
1109 strcat (retbuf, "almost empty."); 964 buf << "almost empty.";
1110 else if (i < 3) 965 else if (i < 3)
1111 strcat (retbuf, "partially filled."); 966 buf << "partially filled.";
1112 else if (i < 6) 967 else if (i < 6)
1113 strcat (retbuf, "half full."); 968 buf << "half full.";
1114 else if (i < 9) 969 else if (i < 9)
1115 strcat (retbuf, "well charged."); 970 buf << "well charged.";
1116 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1117 strcat (retbuf, "fully charged."); 972 buf << "fully charged.";
1118 else 973 else
1119 strcat (retbuf, "almost full."); 974 buf << "almost full.";
1120 break; 975 break;
976
977 case LAMP:
978 {
979 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
980 buf << "(fuel: ";
981 if (percent == 0)
982 buf << "empty";
983 else if (percent < 10)
984 buf << "very low";
985 else if (percent < 25)
986 buf << "low";
987 else if (percent < 50)
988 buf << "half empty";
989 else if (percent < 75)
990 buf << "half full";
991 else if (percent < 95)
992 buf << "well filled";
993 else if (percent <= 100)
994 buf << "full";
995 buf << ")";
996 }
997 break;
998
1121 case FOOD: 999 case FOOD:
1122 case FLESH: 1000 case FLESH:
1123 case DRINK: 1001 case DRINK:
1124 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1002 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1125 { 1003 {
1126 sprintf (buf, "(food+%d)", op->stats.food); 1004 buf.printf ("(food+%d)", op->stats.food);
1127 strcat (retbuf, buf);
1128 1005
1129 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1006 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1130 {
1131 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1007 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1132 strcat (retbuf, buf);
1133 }
1134 1008
1135 if (!QUERY_FLAG (op, FLAG_CURSED)) 1009 if (!QUERY_FLAG (op, FLAG_CURSED))
1136 { 1010 {
1137 if (op->stats.hp) 1011 if (op->stats.hp) buf << "(heals)";
1138 strcat (retbuf, "(heals)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint regen)"); 1012 if (op->stats.sp) buf << "(spellpoint regen)";
1141 } 1013 }
1142 else 1014 else
1143 { 1015 {
1144 if (op->stats.hp) 1016 if (op->stats.hp) buf << "(damages)";
1145 strcat (retbuf, "(damages)");
1146 if (op->stats.sp)
1147 strcat (retbuf, "(spellpoint depletion)"); 1017 if (op->stats.sp) buf << "(spellpoint depletion)";
1148 } 1018 }
1149 } 1019 }
1150 break; 1020 break;
1151 1021
1152
1153 case SKILL: 1022 case SKILL:
1154 case RING: 1023 case RING:
1155 case AMULET: 1024 case AMULET:
1156 if (op->item_power) 1025 if (op->item_power)
1157 {
1158 sprintf (buf, "(item_power %+d)", op->item_power); 1026 buf.printf ("(item_power %+d)", op->item_power);
1159 strcat (retbuf, buf); 1027
1160 }
1161 if (op->title) 1028 if (op->title)
1162 strcat (retbuf, ring_desc (op)); 1029 buf << ring_desc (op);
1030
1163 return retbuf; 1031 return buf;
1164 1032
1165 default: 1033 default:
1166 return retbuf; 1034 return buf;
1167 } 1035 }
1168 1036
1169 /* Down here, we more further describe equipment type items. 1037 /* Down here, we more further describe equipment type items.
1170 * only describe them if they have been identified or the like. 1038 * only describe them if they have been identified or the like.
1171 */ 1039 */
1172 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1040 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1173 { 1041 {
1174 int attr, val; 1042 int attr, val;
1175 1043
1176 for (attr = 0; attr < NUM_STATS; attr++) 1044 for (attr = 0; attr < NUM_STATS; attr++)
1177 { 1045 if ((val = op->stats.stat (attr)))
1178 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1179 {
1180 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1046 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1181 strcat (retbuf, buf);
1182 }
1183 }
1184 1047
1185 if (op->stats.exp) 1048 if (op->stats.exp)
1186 {
1187 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1049 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1188 strcat (retbuf, buf);
1189 }
1190
1191 1050
1192 switch (op->type) 1051 switch (op->type)
1193 { 1052 {
1194 case BOW: 1053 case BOW:
1195 case ARROW: 1054 case ARROW:
1196 case GIRDLE: 1055 case GIRDLE:
1197 case HELMET: 1056 case HELMET:
1198 case SHIELD: 1057 case SHIELD:
1199 case BOOTS: 1058 case BOOTS:
1200 case GLOVES: 1059 case GLOVES:
1201 case WEAPON: 1060 case WEAPON:
1202 case SKILL: 1061 case SKILL:
1203 case RING: 1062 case RING:
1204 case AMULET: 1063 case AMULET:
1205 case ARMOUR: 1064 case ARMOUR:
1206 case BRACERS: 1065 case BRACERS:
1207 case FORCE: 1066 case FORCE:
1208 case CLOAK: 1067 case CLOAK:
1209 if (op->stats.wc) 1068 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1210 { 1069 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1211 sprintf (buf, "(wc%+d)", op->stats.wc); 1070 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1212 strcat (retbuf, buf); 1071
1213 }
1214 if (op->stats.dam)
1215 {
1216 sprintf (buf, "(dam%+d)", op->stats.dam);
1217 strcat (retbuf, buf);
1218 }
1219 if (op->stats.ac)
1220 {
1221 sprintf (buf, "(ac%+d)", op->stats.ac);
1222 strcat (retbuf, buf);
1223 }
1224 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1072 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1225 {
1226 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1073 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1227 strcat (retbuf, buf); 1074
1228 }
1229 break; 1075 break;
1230 1076
1231 default: 1077 default:
1232 break; 1078 break;
1233 } 1079 }
1234 if (QUERY_FLAG (op, FLAG_XRAYS)) 1080
1235 strcat (retbuf, "(xray-vision)"); 1081 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1236 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1082 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1237 strcat (retbuf, "(infravision)");
1238 1083
1239 /* levitate was what is was before, so we'll keep it */ 1084 /* levitate was what is was before, so we'll keep it */
1240 if (op->move_type & MOVE_FLY_LOW) 1085 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1241 strcat (retbuf, "(levitate)");
1242
1243 if (op->move_type & MOVE_FLY_HIGH) 1086 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1244 strcat (retbuf, "(fly)");
1245
1246 if (op->move_type & MOVE_SWIM) 1087 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1247 strcat (retbuf, "(swim)");
1248 1088
1249 /* walking is presumed as 'normal', so doesn't need mentioning */ 1089 /* walking is presumed as 'normal', so doesn't need mentioning */
1250 1090
1251 if (op->item_power) 1091 if (op->item_power)
1252 {
1253 sprintf (buf, "(item_power %+d)", op->item_power); 1092 buf.printf ("(item_power %+d)", op->item_power);
1254 strcat (retbuf, buf);
1255 }
1256 } /* End if identified or applied */ 1093 } /* End if identified or applied */
1257 1094
1258 /* This blocks only deals with fully identified object. 1095 /* This blocks only deals with fully identified object.
1259 * it is intentional that this is not an 'else' from a above - 1096 * it is intentional that this is not an 'else' from a above -
1260 * in this way, information is added. 1097 * in this way, information is added.
1263 { 1100 {
1264 int more_info = 0; 1101 int more_info = 0;
1265 1102
1266 switch (op->type) 1103 switch (op->type)
1267 { 1104 {
1268 case ROD: /* These use stats.sp for spell selection and stats.food */ 1105 case ROD: /* These use stats.sp for spell selection and stats.food */
1269 case HORN: /* and stats.hp for spell-point regeneration... */ 1106 case HORN: /* and stats.hp for spell-point regeneration... */
1270 case BOW: 1107 case BOW:
1271 case ARROW: 1108 case ARROW:
1272 case WAND: 1109 case WAND:
1273 case FOOD: 1110 case FOOD:
1274 case FLESH: 1111 case FLESH:
1275 case DRINK: 1112 case DRINK:
1276 more_info = 0; 1113 more_info = 0;
1277 break; 1114 break;
1278 1115
1279 /* Armor type objects */ 1116 /* Armor type objects */
1280 case ARMOUR: 1117 case ARMOUR:
1281 case HELMET: 1118 case HELMET:
1282 case SHIELD: 1119 case SHIELD:
1283 case BOOTS: 1120 case BOOTS:
1284 case GLOVES: 1121 case GLOVES:
1285 case GIRDLE: 1122 case GIRDLE:
1286 case BRACERS: 1123 case BRACERS:
1287 case CLOAK: 1124 case CLOAK:
1288 if (ARMOUR_SPEED (op)) 1125 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1289 { 1126 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1290 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1291 strcat (retbuf, buf);
1292 }
1293 if (ARMOUR_SPELLS (op))
1294 {
1295 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1296 strcat (retbuf, buf);
1297 }
1298 more_info = 1; 1127 more_info = 1;
1299 break; 1128 break;
1300 1129
1301 case WEAPON: 1130 case WEAPON:
1302 /* Calculate it the same way fix_player does so the results 1131 /* Calculate it the same way fix_player does so the results
1303 * make sense. 1132 * make sense.
1304 */ 1133 */
1305 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1134 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1306 if (i < 0) 1135 if (i < 0)
1307 i = 0; 1136 i = 0;
1308 1137
1309 sprintf (buf, "(weapon speed %d)", i); 1138 buf.printf ("(weapon speed %d)", i);
1310 strcat (retbuf, buf);
1311 more_info = 1; 1139 more_info = 1;
1312 break; 1140 break;
1313
1314 } 1141 }
1142
1315 if (more_info) 1143 if (more_info)
1316 { 1144 {
1317 if (op->stats.food)
1318 {
1319 if (op->stats.food != 0)
1320 sprintf (buf, "(sustenance%+d)", op->stats.food); 1145 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1321 strcat (retbuf, buf);
1322 }
1323 if (op->stats.grace)
1324 {
1325 sprintf (buf, "(grace%+d)", op->stats.grace); 1146 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1326 strcat (retbuf, buf); 1147 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1327 }
1328 if (op->stats.sp)
1329 {
1330 sprintf (buf, "(magic%+d)", op->stats.sp);
1331 strcat (retbuf, buf);
1332 }
1333 if (op->stats.hp)
1334 {
1335 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1148 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1336 strcat (retbuf, buf);
1337 }
1338 } 1149 }
1339 1150
1340 if (op->stats.luck) 1151 if (op->stats.luck)
1341 {
1342 sprintf (buf, "(luck%+d)", op->stats.luck); 1152 buf.printf ("(luck%+d)", op->stats.luck);
1343 strcat (retbuf, buf); 1153
1344 }
1345 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1154 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1346 strcat (retbuf, "(lifesaving)"); 1155 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1347 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1348 strcat (retbuf, "(reflect spells)");
1349 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1156 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1350 strcat (retbuf, "(reflect missiles)");
1351 if (QUERY_FLAG (op, FLAG_STEALTH)) 1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1352 strcat (retbuf, "(stealth)"); 1158
1353 if (op->slaying != NULL && op->type != FOOD) 1159 if (op->slaying && op->type != FOOD)
1354 {
1355 sprintf (buf, "(slay %s)", &op->slaying); 1160 buf.printf ("(slay %s)", &op->slaying);
1356 strcat (retbuf, buf); 1161
1357 } 1162 if (op->type == SKILL_TOOL && op->skill)
1358 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1163 buf.printf ("(%s)", &op->skill);
1164
1165 buf.add_abilities ("Attacks", op->attacktype);
1359 /* resistance on flesh is only visible for quetzals. If 1166 /* resistance on flesh is only visible for quetzals. If
1360 * non flesh, everyone can see its resistances 1167 * non flesh, everyone can see its resistances
1361 */ 1168 */
1362 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1169 if (op->type != FLESH || (owner && owner->is_dragon ()))
1363 strcat (retbuf, describe_resistance (op, 0)); 1170 buf << describe_resistance (op, 0);
1364 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1365 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1366 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1367 }
1368 1171
1172 buf.add_paths ("Attuned", op->path_attuned);
1173 buf.add_paths ("Repelled", op->path_repelled);
1174 buf.add_paths ("Denied", op->path_denied);
1175 }
1176
1369 return retbuf; 1177 return buf;
1178}
1179
1180std::string
1181object::describe_item (object *who)
1182{
1183 return std::string (::describe_item (this, who));
1184}
1185
1186void
1187examine (object *op, object *tmp)
1188{
1189 std::string info = tmp->describe (op);
1190
1191 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1192}
1193
1194/*
1195 * inventory prints object's inventory. If inv==NULL then print player's
1196 * inventory.
1197 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1198 */
1199const char *
1200object::query_inventory (object *who, const char *indent)
1201{
1202 static dynbuf_text buf; buf.clear ();
1203
1204 for (object *tmp = inv; tmp; tmp = tmp->below)
1205 if (who && QUERY_FLAG (who, FLAG_WIZ))
1206 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1208 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1209
1210 if (buf.size ())
1211 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1212 else
1213 buf.printf ("%s(empty)\n", indent);
1214
1215 return buf;
1370} 1216}
1371 1217
1372/* Return true if the item is magical. A magical item is one that 1218/* Return true if the item is magical. A magical item is one that
1373 * increases/decreases any abilities, provides a resistance, 1219 * increases/decreases any abilities, provides a resistance,
1374 * has a generic magical bonus, or is an artifact. 1220 * has a generic magical bonus, or is an artifact.
1375 * This function is used by detect_magic to determine if an item 1221 * This function is used by detect_magic to determine if an item
1376 * should be marked as magical. 1222 * should be marked as magical.
1377 */ 1223 */
1378
1379int 1224int
1380is_magical (const object *op) 1225is_magical (const object *op)
1381{ 1226{
1382 int i; 1227 int i;
1383 1228
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1279 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1; 1280 return 1;
1436 1281
1437 /* Check to see if it increases/decreases any stats */ 1282 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++) 1283 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0) 1284 if (op->stats.stat (i))
1440 return 1; 1285 return 1;
1441 1286
1442 /* If it doesn't fall into any of the above categories, must 1287 /* If it doesn't fall into any of the above categories, must
1443 * be non magical. 1288 * be non magical.
1444 */ 1289 */
1453int 1298int
1454need_identify (const object *op) 1299need_identify (const object *op)
1455{ 1300{
1456 switch (op->type) 1301 switch (op->type)
1457 { 1302 {
1458 case RING: 1303 case RING:
1459 case WAND: 1304 case WAND:
1460 case ROD: 1305 case ROD:
1461 case HORN: 1306 case HORN:
1462 case SCROLL: 1307 case SCROLL:
1463 case SKILL: 1308 case SKILL:
1464 case SKILLSCROLL: 1309 case SKILLSCROLL:
1465 case SPELLBOOK: 1310 case SPELLBOOK:
1466 case FOOD: 1311 case FOOD:
1467 case POTION: 1312 case POTION:
1468 case BOW: 1313 case BOW:
1469 case ARROW: 1314 case ARROW:
1470 case WEAPON: 1315 case WEAPON:
1471 case ARMOUR: 1316 case ARMOUR:
1472 case SHIELD: 1317 case SHIELD:
1473 case HELMET: 1318 case HELMET:
1474 case AMULET: 1319 case AMULET:
1475 case BOOTS: 1320 case BOOTS:
1476 case GLOVES: 1321 case GLOVES:
1477 case BRACERS: 1322 case BRACERS:
1478 case GIRDLE: 1323 case GIRDLE:
1479 case CONTAINER: 1324 case CONTAINER:
1480 case DRINK: 1325 case DRINK:
1481 case FLESH: 1326 case FLESH:
1482 case INORGANIC: 1327 case INORGANIC:
1483 case CLOSE_CON: 1328 case CLOSE_CON:
1484 case CLOAK: 1329 case CLOAK:
1485 case GEM: 1330 case GEM:
1486 case POWER_CRYSTAL: 1331 case POWER_CRYSTAL:
1487 case POISON: 1332 case POISON:
1488 case BOOK: 1333 case BOOK:
1489 case SKILL_TOOL: 1334 case SKILL_TOOL:
1490 return 1; 1335 return 1;
1491 } 1336 }
1337
1492 /* Try to track down some stuff that may show up here. Thus, the 1338 /* Try to track down some stuff that may show up here. Thus, the
1493 * archetype file can be updated, and this function removed. 1339 * archetype file can be updated, and this function removed.
1494 */ 1340 */
1495#if 0 1341#if 0
1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1342 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1502 * Supposed to fix face-values as well here, but later. 1348 * Supposed to fix face-values as well here, but later.
1503 */ 1349 */
1504void 1350void
1505identify (object *op) 1351identify (object *op)
1506{ 1352{
1507 object *pl;
1508
1509 SET_FLAG (op, FLAG_IDENTIFIED); 1353 SET_FLAG (op, FLAG_IDENTIFIED);
1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1354 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1355 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512 1356
1513 /* 1357 /*
1520 { 1364 {
1521 if (op->inv && op->randomitems) 1365 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1366 op->title = op->inv->name;
1523 else if (op->arch) 1367 else if (op->arch)
1524 { 1368 {
1525 op->name = op->arch->clone.name; 1369 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1370 op->name_pl = op->arch->object::name_pl;
1527 } 1371 }
1528 } 1372 }
1529 1373
1530 /* If the object is on a map, make sure we update its face */ 1374 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1375 if (op->map)
1532 update_object (op, UP_OBJ_FACE); 1376 update_object (op, UP_OBJ_CHANGE);
1533 else 1377
1534 { 1378 if (object *pl = op->visible_to ())
1535 pl = op->in_player ();
1536 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1379 /* A lot of the values can change from an update - might as well send
1538 * it all. 1380 * it all.
1539 */ 1381 */
1540 esrv_send_item (pl, op); 1382 esrv_send_item (pl, op);
1541 }
1542} 1383}
1543 1384

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