ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.9 by root, Wed Dec 20 09:14:21 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"
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 98 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 99 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 100 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 101 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 102 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 103 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 104 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 105 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 106 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 107 {PEDESTAL, "pedestal", "pedestals", 0, 0},
129 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 127 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 128 {PLAYERMOVER, "player mover", "player movers", 0, 0},
131 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 129 {TELEPORTER, "teleporter", "teleporters", 0, 0},
132 {CREATOR, "creator", "creators", 0, 0}, 130 {CREATOR, "creator", "creators", 0, 0},
133 {SKILL, "skill", "skills", 0, 0}, 131 {SKILL, "skill", "skills", 0, 0},
134 {EXPERIENCE, "experience", "experience", 0, 0},
135 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 132 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
136 {GOLEM, "golem", "golems", 0, 0}, 133 {GOLEM, "golem", "golems", 0, 0},
137 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 134 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
138 {BLINDNESS, "blindness", "blindness", 0, 0}, 135 {BLINDNESS, "blindness", "blindness", 0, 0},
139 {GOD, "god", "gods", 0, 0}, 136 {GOD, "god", "gods", 0, 0},
159 {FLOOR, "floor", "floors", 0, 0}, 156 {FLOOR, "floor", "floors", 0, 0},
160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
164 {TRAP_PART, "trap part", "trap parts", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
165 {WALL, "wall", "walls", 0, 0},
166 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168 {MONSTER, "monster", "monsters", 0, 0},
169 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
170 {LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
171 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
172 {TOOL, "tool", "tools", 0, 0},
173 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
174 {BUILDFAC, "building facility", "building facilities", 0, 0},
175 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
176 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
177 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
178 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
179 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
180 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
181 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
182 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
183 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
184 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
186 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
187 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
188 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
189 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
190 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
191 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
192 {FIREHOLES, "fireholes", "fireholes", 0, 0},
193 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
194 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
195 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
196 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
197 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
213 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
214 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
215 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
216}; 205};
217 206
218const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
219
220materialtype_t *materialt;
221
222/*
223materialtype material[NROFMATERIALS] = {
224 * P M F E C C A D W G P S P T F C D D C C G H B I *
225 * H A I L O O C R E H O L A U E A E E H O O O L N *
226 * Y G R E L N I A A O I O R R A N P A A U D L I T *
227 * S I E C D F D I P S S W A N R C L T O N Y N R *
228 * I C T U N O T O L E E H S T P D N *
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}},
239 {"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}},
240 {"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}},
241 {"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}}
242};
243*/
244 208
245/* 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
246 * 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
247 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
248 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
259}; 223};
260 224
261int 225int
262get_power_from_ench (int ench) 226get_power_from_ench (int ench)
263{ 227{
264 if (ench < 0)
265 ench = 0;
266 if (ench > 20)
267 ench = 20;
268 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
269} 229}
270 230
271/* 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
272 * 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
273 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
280{ 240{
281 int i, tmp, enc; 241 int i, tmp, enc;
282 242
283 enc = 0; 243 enc = 0;
284 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
285 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
286 246
287 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
288 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
289 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
290 * armour shouldn't be counted against 250 * armour shouldn't be counted against
307 if (op->type == WEAPON) 267 if (op->type == WEAPON)
308 { 268 {
309 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
310 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
311 enc++; 271 enc++;
272
312 if (op->slaying) 273 if (op->slaying)
313 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
314 } 275 }
276
315 /* Items the player can equip */ 277 /* Items the player can equip */
316 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
317 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
318 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
319 (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))
322 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
323 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
324 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
325 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
326 } 288 }
289
327 enc += op->stats.luck; 290 enc += op->stats.luck;
328 291
329 /* Do spell paths now */ 292 /* Do spell paths now */
330 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
331 {
332 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
333 enc++; 295 enc++;
334 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
335 enc -= 2; 297 enc -= 2;
336 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
337 enc--; 299 enc--;
338 }
339 300
340 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
341 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
342 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
343 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
344 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
345 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
346 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
347 enc += 1;
348 if (QUERY_FLAG (op, FLAG_XRAYS))
349 enc += 2;
350 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
351 enc += 1;
352 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
353 enc += 1;
354 308
355 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
356
357} 310}
358 311
359/* 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
360 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
361
362const typedata * 314const typedata *
363get_typedata (int itemtype) 315get_typedata (int itemtype)
364{ 316{
365 int i;
366
367 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
368 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
369 return &item_types[i]; 319 return &item_types[i];
320
370 return NULL; 321 return NULL;
371} 322}
372 323
373/* 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
374 * 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
375 * one return NULL */ 326 * one return NULL */
376
377const typedata * 327const typedata *
378get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
379{ 329{
380 int i;
381
382 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
383 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
384 return &item_types[i]; 332 return &item_types[i];
333
385 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
386 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
387 { 336 {
388 LOG (llevInfo, 337 LOG (llevInfo,
389 "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);
390 return &item_types[i]; 339 return &item_types[i];
391 } 340 }
341
392 return NULL; 342 return 0;
393} 343}
394 344
395/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
396 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
397 * a big buffer. 347 * a big buffer.
398 * 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
399 * 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
400 */ 350 */
401char * 351const char *
402describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
403{ 353{
404 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
405 char buf1[VERY_BIG_BUF];
406 int tmpvar;
407 355
408 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
409 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
410 {
411 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))
412 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
413 if (!newline)
414 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
415 else
416 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
417 359
418 strcat (buf, buf1);
419 }
420 }
421 return buf; 360 return buf;
422} 361}
423
424 362
425/* 363/*
426 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
427 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
428 * 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().
429 */ 367 *
430 368 * Seems to be used only by unimportant stuff. Remove?
431char * 369 */
370const char *
432query_weight (const object *op) 371query_weight (const object *op)
433{ 372{
434 static char buf[10]; 373 static char buf[10];
435 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
436 375
437 if (op->weight < 0) 376 if (op->weight < 0)
438 return " "; 377 return " ";
378
439 if (i % 1000) 379 if (i % 1000)
440 sprintf (buf, "%6.1f", i / 1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
441 else 381 else
442 sprintf (buf, "%4d ", i / 1000); 382 sprintf (buf, "%4d ", i / 1000);
383
443 return buf; 384 return buf;
444} 385}
445 386
446/* 387/*
447 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
448 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
449 */ 390 */
450 391const char *
451char *
452get_levelnumber (int i) 392get_levelnumber (int i)
453{ 393{
454 static char buf[MAX_BUF]; 394 static char buf[MAX_BUF];
455 395
456 if (i > 99) 396 if (i > 99)
457 { 397 {
458 sprintf (buf, "%d.", i); 398 sprintf (buf, "%d.", i);
459 return buf; 399 return buf;
460 } 400 }
401
461 if (i < 21) 402 if (i < 21)
462 return levelnumbers[i]; 403 return levelnumbers[i];
404
463 if (!(i % 10)) 405 if (!(i % 10))
464 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
407
465 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
466 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
467 return buf; 410 return buf;
468}
469
470
471/*
472 * get_number(integer) returns the text-representation of the given number
473 * in a static buffer. The buffer might be overwritten at the next
474 * call to get_number().
475 * It is currently only used by the query_name() function.
476 */
477
478char *
479get_number (int i)
480{
481 if (i <= 20)
482 return numbers[i];
483 else
484 {
485 static char buf[MAX_BUF];
486
487 sprintf (buf, "%d", i);
488 return buf;
489 }
490} 411}
491 412
492/* 413/*
493 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
494 * abilities 415 * abilities
500 */ 421 */
501 422
502/* 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
503 * from stats.sp - b.t. 424 * from stats.sp - b.t.
504 */ 425 */
505char * 426static const char *
506ring_desc (const object *op) 427ring_desc (const object *op)
507{ 428{
508 static char buf[VERY_BIG_BUF]; 429 static dynbuf_text buf; buf.clear ();
509 int attr, val, len; 430 int attr, val, len;
510 431
511 buf[0] = 0;
512
513 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 432 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
514 return buf; 433 {
515
516 for (attr = 0; attr < NUM_STATS; attr++) 434 for (attr = 0; attr < NUM_STATS; attr++)
517 { 435 if ((val = op->stats.stat (attr)))
518 if ((val = get_attr_value (&(op->stats), attr)) != 0)
519 {
520 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 436 buf.printf ("(%s%+d)", short_stat_name[attr], val);
521 }
522 }
523 if (op->stats.exp)
524 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
525 if (op->stats.wc)
526 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
527 if (op->stats.dam)
528 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
529 if (op->stats.ac)
530 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
531 437
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
532 strcat (buf, describe_resistance (op, 0)); 443 buf << describe_resistance (op, 0);
533 444
534 if (op->stats.food != 0) 445 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
535 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
536 /* else if (op->stats.food < 0) 447 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
537 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
538 if (op->stats.grace) 449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
539 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
540 if (op->stats.sp && op->type != SKILL)
541 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
542 if (op->stats.hp)
543 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
544 if (op->stats.luck)
545 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
546 if (QUERY_FLAG (op, FLAG_LIFESAVE))
547 strcat (buf, "(lifesaving)");
548 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
549 strcat (buf, "(reflect spells)");
550 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
551 strcat (buf, "(reflect missiles)");
552 if (QUERY_FLAG (op, FLAG_STEALTH))
553 strcat (buf, "(stealth)");
554 /* Shorten some of the names, so they appear better in the windows */
555 len = strlen (buf);
556 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
557 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
558 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
559 450
560 /* if(op->item_power) 451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
561 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
562 */ 453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
563 if (buf[0] == 0 && op->type != SKILL) 454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
564 strcpy (buf, "of adornment");
565 455
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 }
566 463
567 return buf; 464 return buf;
568} 465}
569 466
570/* 467/*
571 * 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
572 * 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.
573 */ 472 */
574const char * 473const char *
575query_short_name (const object *op) 474query_short_name (const object *op)
576{ 475{
577 static char buf[HUGE_BUF];
578 char buf2[HUGE_BUF];
579 int len = 0;
580
581 if (op->name == NULL) 476 if (!op->name)
582 return "(null)"; 477 return "(null)";
583 478
584 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)
585 return op->name; /* To speed things up (or make things slower?) */ 484 return op->name; /* To speed things up (or make things slower?) */
586 485
587 if (op->nrof <= 1) 486 static dynbuf_text buf; buf.clear ();
588 safe_strcat (buf, op->name, &len, HUGE_BUF); 487
589 else 488 buf << (op->nrof <= 1 ? op->name : op->name_pl);
590 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
591 489
592 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
593 { 491 buf << ' ' << op->title;
594 safe_strcat (buf, " ", &len, HUGE_BUF);
595 safe_strcat (buf, op->title, &len, HUGE_BUF);
596 }
597 492
598 switch (op->type) 493 switch (op->type)
599 { 494 {
600 case SPELLBOOK: 495 case SPELLBOOK:
601 case SCROLL: 496 case SCROLL:
602 case WAND: 497 case WAND:
603 case ROD: 498 case ROD:
604 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))
605 { 500 {
606 if (!op->title) 501 if (!op->title)
607 { 502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
608 safe_strcat (buf, " of ", &len, HUGE_BUF); 503
609 if (op->inv)
610 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
611 else
612 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
613 }
614 if (op->type != SPELLBOOK) 504 if (op->type != SPELLBOOK)
615 {
616 sprintf (buf2, " (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
617 safe_strcat (buf, buf2, &len, HUGE_BUF);
618 }
619 } 506 }
620 break; 507 break;
621 508
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
622 case SKILL: 534 case SKILL:
623 case AMULET: 535 case AMULET:
624 case RING: 536 case RING:
625 if (!op->title) 537 if (!op->title)
626 { 538 {
627 /* If ring has a title, full description isn't so useful */ 539 /* If ring has a title, full description isn't so useful */
628 char *s = ring_desc (op); 540 const char *s = ring_desc (op);
629 541
630 if (s[0]) 542 if (s && *s)
631 { 543 buf << " " << s;
632 safe_strcat (buf, " ", &len, HUGE_BUF);
633 safe_strcat (buf, s, &len, HUGE_BUF);
634 }
635 } 544 }
636 break; 545 break;
546
637 default: 547 default:
638 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)))
639 {
640 sprintf (buf2, " %+d", op->magic); 549 buf.printf (" %+d", op->magic);
641 safe_strcat (buf, buf2, &len, HUGE_BUF);
642 }
643 } 550 }
551
644 return buf; 552 return buf;
645} 553}
646 554
647/* 555/*
648 * query_name(object) returns a character pointer pointing to a static 556 * query_name(object) returns a character pointer pointing to a static
652 * 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
653 * 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
654 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
655 * 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.)
656 * 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.
657 */ 568 */
658char * 569const char *
659query_name (const object *op) 570query_name (const object *op)
660{ 571{
661 static char buf[5][HUGE_BUF]; 572 int len = 0;
573 static dynbuf_text bufs[5];
662 static int use_buf = 0; 574 static int use_buf = 0;
663 int len = 0;
664
665#ifdef NEW_MATERIAL_CODE
666 materialtype_t *mt;
667#endif
668 575
669 use_buf++; 576 use_buf++;
670 use_buf %= 5; 577 use_buf %= 5;
671 578
672#ifdef NEW_MATERIAL_CODE 579 dynbuf_text &buf = bufs [use_buf];
580 buf.clear ();
581
582#if 0
673 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
674 { 584 buf << op->material->description << ' ';
675 mt = name_to_material (op->materialname);
676 if (mt)
677 {
678 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
679 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
680 }
681 }
682#endif 585#endif
683 586
684 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 587 buf << query_short_name (op);
685 588
686 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
687 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 590 buf << " *";
688 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
689 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 592 buf << " (open)";
690 593
691 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
692 { 595 {
693 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
694 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 597 buf << " (damned)";
695 else if (QUERY_FLAG (op, FLAG_CURSED)) 598 else if (QUERY_FLAG (op, FLAG_CURSED))
696 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 599 buf << " (cursed)";
697 } 600 }
601
698 /* 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),
699 * and it isn't identified, print out the fact that 603 * and it isn't identified, print out the fact that
700 * 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
701 * KNOWN_MAGICAL if the item actually is magical. 605 * KNOWN_MAGICAL if the item actually is magical.
702 * 606 *
703 * 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
704 * 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
705 * abilities, especially for artifact items. 609 * abilities, especially for artifact items.
706 */ 610 */
707 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))
708 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 612 buf << " (magic)";
709 613
710#if 0 614#if 0
711 /* 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
712 * be returned in the name. 616 * be returned in the name.
713 */ 617 */
714 if (op->item_power) 618 if (op->item_power)
715 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);
716 620
718 622
719 if (QUERY_FLAG (op, FLAG_APPLIED)) 623 if (QUERY_FLAG (op, FLAG_APPLIED))
720 { 624 {
721 switch (op->type) 625 switch (op->type)
722 { 626 {
723 case BOW: 627 case BOW:
724 case WAND: 628 case WAND:
725 case ROD: 629 case ROD:
726 case HORN: 630 case HORN:
727 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 631 buf << " (applied)";
728 break; 632 break;
729 case WEAPON: 633 case WEAPON:
730 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 634 buf << " (applied)";
731 break; 635 break;
732 case ARMOUR: 636 case ARMOUR:
733 case HELMET: 637 case HELMET:
734 case SHIELD: 638 case SHIELD:
735 case RING: 639 case RING:
736 case BOOTS: 640 case BOOTS:
737 case GLOVES: 641 case GLOVES:
738 case AMULET: 642 case AMULET:
739 case GIRDLE: 643 case GIRDLE:
740 case BRACERS: 644 case BRACERS:
741 case CLOAK: 645 case CLOAK:
742 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 646 buf << " (worn)";
743 break; 647 break;
744 case CONTAINER: 648 case CONTAINER:
745 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 649 buf << " (active)";
746 break; 650 break;
747 case SKILL: 651 case SKILL:
748 default: 652 default:
749 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 653 buf << " (applied)";
750 } 654 }
751 } 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
752 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
753 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 677 buf << " (unpaid)";
754 678
755 return buf[use_buf]; 679 return buf;
756} 680}
757 681
758/* 682/*
759 * 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
760 * buffer which contains a verbose textual representation of the name 684 * buffer which contains a verbose textual representation of the name
761 * 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
762 * 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
763 * 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
764 * and sending to client. 688 * and sending to client.
765 * 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.
766 */ 694 */
767const char * 695const char *
768query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
769{ 697{
770 static char buf[MAX_BUF], buf2[MAX_BUF];
771 int len;
772 materialtype_t *mt;
773
774 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
775 return "(null)"; 699 return "(null)";
776 700
777 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)
778 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
779 704
705 static dynbuf_text buf; buf.clear ();
706
707#if 0
780 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
781 mt = name_to_material (op->materialname); 709 if (op->arch->material != op->material)
782 710 buf << op->material->description << ' ';
783#ifdef NEW_MATERIAL_CODE
784 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
785 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
786 {
787 strcpy (buf, mt->description);
788 len = strlen (buf);
789 safe_strcat (buf, " ", &len, MAX_BUF);
790 if (!plural)
791 safe_strcat (buf, op->name, &len, MAX_BUF);
792 else
793 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
794 }
795 else
796 {
797#endif 711#endif
798 if (!plural) 712
799 strcpy (buf, op->name); 713 buf << (plural ? op->name_pl : op->name);
800 else
801 strcpy (buf, op->name_pl);
802 len = strlen (buf);
803#ifdef NEW_MATERIAL_CODE
804 }
805#endif
806 714
807 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
808 { 716 buf << ' ' << op->title;
809 safe_strcat (buf, " ", &len, MAX_BUF);
810 safe_strcat (buf, op->title, &len, MAX_BUF);
811 }
812 717
813 switch (op->type) 718 switch (op->type)
814 { 719 {
815 case SPELLBOOK: 720 case SPELLBOOK:
816 case SCROLL: 721 case SCROLL:
817 case WAND: 722 case WAND:
818 case ROD: 723 case ROD:
819 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))
820 { 725 {
821 if (!op->title) 726 if (!op->title)
822 { 727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
823 safe_strcat (buf, " of ", &len, MAX_BUF); 728
824 if (op->inv)
825 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
826 else
827 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
828 }
829 if (op->type != SPELLBOOK) 729 if (op->type != SPELLBOOK)
830 {
831 sprintf (buf2, " (lvl %d)", op->level); 730 buf.printf (" (lvl %d)", op->level);
832 safe_strcat (buf, buf2, &len, MAX_BUF);
833 }
834 } 731 }
835 break; 732 break;
836 733
837 734
838 case SKILL: 735 case SKILL:
839 case AMULET: 736 case AMULET:
840 case RING: 737 case RING:
841 if (!op->title) 738 if (!op->title)
842 { 739 {
843 /* If ring has a title, full description isn't so useful */ 740 /* If ring has a title, full description isn't so useful */
844 char *s = ring_desc (op); 741 const char *s = ring_desc (op);
845 742
846 if (s[0]) 743 if (s && *s)
847 { 744 buf << ' ' << s;
848 safe_strcat (buf, " ", &len, MAX_BUF);
849 safe_strcat (buf, s, &len, MAX_BUF);
850 }
851 } 745 }
852 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
853 default: 756 default:
854 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)))
855 { 758 buf.printf (" %+d", op->magic);
856 sprintf (buf + strlen (buf), " %+d", op->magic);
857 }
858 } 759 }
760
859 return buf; 761 return buf;
860} 762}
861 763
862/* Break this off from describe_item - that function was way 764/* Break this off from describe_item - that function was way
863 * too long, making it difficult to read. This function deals 765 * too long, making it difficult to read. This function deals
864 * with describing the monsters & players abilities. It should only 766 * with describing the monsters & players abilities. It should only
865 * be called with monster & player objects. Returns a description 767 * be called with monster & player objects. Returns a description
866 * in a static buffer. 768 * in a static buffer.
867 */ 769 */
868
869static char * 770static const char *
870describe_monster (const object *op) 771describe_monster (const object *op)
871{ 772{
872 char buf[MAX_BUF]; 773 static dynbuf_text buf; buf.clear ();
873 static char retbuf[VERY_BIG_BUF];
874 int i;
875
876 retbuf[0] = '\0';
877 774
878 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
879 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
880 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
881 */ 778 */
882 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 779 if (op->has_active_speed ())
883 { 780 switch ((int)(op->speed * 15.))
884 switch ((int) ((FABS (op->speed)) * 15))
885 { 781 {
886 case 0: 782 case 0:
887 strcat (retbuf, "(very slow movement)"); 783 buf << "(very slow movement)";
888 break; 784 break;
889 case 1: 785 case 1:
890 strcat (retbuf, "(slow movement)"); 786 buf << "(slow movement)";
891 break; 787 break;
892 case 2: 788 case 2:
893 strcat (retbuf, "(normal movement)"); 789 buf << "(normal movement)";
894 break; 790 break;
895 case 3: 791 case 3:
896 case 4: 792 case 4:
897 strcat (retbuf, "(fast movement)"); 793 buf << "(fast movement)";
898 break; 794 break;
899 case 5: 795 case 5:
900 case 6: 796 case 6:
901 strcat (retbuf, "(very fast movement)"); 797 buf << "(very fast movement)";
902 break; 798 break;
903 case 7: 799 case 7:
904 case 8: 800 case 8:
905 case 9: 801 case 9:
906 case 10: 802 case 10:
907 strcat (retbuf, "(extremely fast movement)"); 803 buf << "(extremely fast movement)";
908 break; 804 break;
909 default: 805 default:
910 strcat (retbuf, "(lightning fast movement)"); 806 buf << "(lightning fast movement)";
911 break; 807 break;
912 } 808 }
913 } 809
914 if (QUERY_FLAG (op, FLAG_UNDEAD)) 810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
915 strcat (retbuf, "(undead)");
916 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
917 strcat (retbuf, "(see invisible)"); 812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
918 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
919 strcat (retbuf, "(wield weapon)"); 814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
920 if (QUERY_FLAG (op, FLAG_USE_BOW)) 815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
921 strcat (retbuf, "(archer)"); 816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
922 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
923 strcat (retbuf, "(wear armour)");
924 if (QUERY_FLAG (op, FLAG_USE_RING))
925 strcat (retbuf, "(wear ring)");
926 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
927 strcat (retbuf, "(read scroll)");
928 if (QUERY_FLAG (op, FLAG_USE_RANGE))
929 strcat (retbuf, "(fires wand/rod/horn)");
930 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
931 strcat (retbuf, "(skill user)"); 819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
932 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
933 strcat (retbuf, "(spellcaster)");
934 if (QUERY_FLAG (op, FLAG_FRIENDLY))
935 strcat (retbuf, "(friendly)");
936 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
937 strcat (retbuf, "(unaggressive)"); 822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
938 if (QUERY_FLAG (op, FLAG_HITBACK)) 823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
939 strcat (retbuf, "(hitback)"); 824
940 if (QUERY_FLAG (op, FLAG_STEALTH))
941 strcat (retbuf, "(stealthy)");
942 if (op->randomitems != NULL) 825 if (op->randomitems)
943 { 826 {
944 treasure *t;
945 int first = 1; 827 bool first = 1;
946 828
947 for (t = op->randomitems->items; t != NULL; t = t->next) 829 for (treasure *t = op->randomitems->items; t; t = t->next)
948 if (t->item && (t->item->clone.type == SPELL)) 830 if (t->item && t->item->type == SPELL)
949 { 831 {
950 if (first) 832 if (first)
951 { 833 buf << "(Spell abilities:)";
834
952 first = 0; 835 first = 0;
953 strcat (retbuf, "(Spell abilities:)"); 836
954 } 837 buf << '(' << t->item->object::name << ')';
955 strcat (retbuf, "(");
956 strcat (retbuf, t->item->clone.name);
957 strcat (retbuf, ")");
958 } 838 }
959 } 839 }
840
960 if (op->type == PLAYER) 841 if (op->type == PLAYER)
961 { 842 {
962 if (op->contr->digestion) 843 if (op->contr->digestion)
963 {
964 if (op->contr->digestion != 0)
965 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 844 buf.printf ("(sustenance%+d)", op->contr->digestion);
966 strcat (retbuf, buf); 845
967 }
968 if (op->contr->gen_grace) 846 if (op->contr->gen_grace)
969 {
970 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 847 buf.printf ("(grace%+d)", op->contr->gen_grace);
971 strcat (retbuf, buf); 848
972 }
973 if (op->contr->gen_sp) 849 if (op->contr->gen_sp)
974 {
975 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 850 buf.printf ("(magic%+d)", op->contr->gen_sp);
976 strcat (retbuf, buf); 851
977 }
978 if (op->contr->gen_hp) 852 if (op->contr->gen_hp)
979 {
980 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 853 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
981 strcat (retbuf, buf); 854
982 }
983 if (op->stats.luck) 855 if (op->stats.luck)
984 {
985 sprintf (buf, "(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
986 strcat (retbuf, buf);
987 }
988 } 857 }
989 858
990 /* describe attacktypes */ 859 /* describe attacktypes */
991 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
992 { 861 {
993 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
994 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
995 * this makes it more readable. 864 * this makes it more readable.
996 */ 865 */
997 object *tmp; 866 object *tmp;
998 867
999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 868 for (tmp = op->inv; tmp; tmp = tmp->below)
1000 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 869 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1001 break; 870 break;
1002 871
1003 if (tmp && tmp->attacktype != 0) 872 if (tmp && tmp->attacktype)
1004 { 873 buf.add_abilities ("Claws", tmp->attacktype);
1005 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1006 }
1007 else 874 else
1008 { 875 buf.add_abilities ("Attacks", op->attacktype);
1009 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1010 }
1011 } 876 }
1012 else 877 else
1013 { 878 buf.add_abilities ("Attacks", op->attacktype);
1014 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 879
1015 } 880 buf.add_paths ("Attuned" , op->path_attuned);
1016 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 881 buf.add_paths ("Repelled", op->path_repelled);
1017 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 882 buf.add_paths ("Denied" , op->path_denied);
1018 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 883
1019 for (i = 0; i < NROFATTACKS; i++) 884 for (int i = 0; i < NROFATTACKS; i++)
1020 {
1021 if (op->resist[i]) 885 if (op->resist[i])
1022 {
1023 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 886 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1024 strcat (retbuf, buf); 887
1025 }
1026 }
1027 return retbuf; 888 return buf;
1028} 889}
1029
1030 890
1031/* 891/*
1032 * Returns a pointer to a static buffer which contains a 892 * Returns a pointer to a static buffer which contains a
1033 * description of the given object. 893 * description of the given object.
1034 * If it is a monster, lots of information about its abilities 894 * If it is a monster, lots of information about its abilities
1043 * 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
1044 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
1045 * 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
1046 * dwarves, etc. 906 * dwarves, etc.
1047 * 907 *
1048 * This function is really much more complicated than it should
1049 * be, because different objects have different meanings
1050 * for the same field (eg, wands use 'food' for charges). This
1051 * means these special cases need to be worked out.
1052 *
1053 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
1054 * 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
1055 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
1056 */ 911 */
1057 912const char *
1058char *
1059describe_item (const object *op, object *owner) 913describe_item (const object *op, object *owner)
1060{ 914{
1061 char buf[MAX_BUF]; 915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1062 static char retbuf[VERY_BIG_BUF]; 916 return describe_monster (op);
917
918 static dynbuf_text buf; buf.clear ();
1063 int identified, i; 919 int identified, i;
1064 920
1065 retbuf[0] = '\0';
1066 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1067 {
1068 return describe_monster (op);
1069 }
1070 /* 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.
1071 * also makes the code easier to read. 922 * also makes the code easier to read.
1072 */ 923 */
1073 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1074 identified = 1; 925 if (!identified)
1075 else 926 buf << "(unidentified)";
1076 { 927
1077 strcpy (retbuf, "(unidentified)");
1078 identified = 0;
1079 }
1080 switch (op->type) 928 switch (op->type)
1081 { 929 {
1082 case BOW: 930 case BOW:
1083 case ARROW: 931 case ARROW:
1084 case WAND: 932 case WAND:
1085 case ROD: 933 case ROD:
1086 case HORN: 934 case HORN:
1087 case WEAPON: 935 case WEAPON:
1088 case ARMOUR: 936 case ARMOUR:
1089 case HELMET: 937 case HELMET:
1090 case SHIELD: 938 case SHIELD:
1091 case BOOTS: 939 case BOOTS:
1092 case GLOVES: 940 case GLOVES:
1093 case GIRDLE: 941 case GIRDLE:
1094 case BRACERS: 942 case BRACERS:
1095 case CLOAK: 943 case CLOAK:
1096 case SKILL_TOOL: 944 case SKILL_TOOL:
1097 break; /* We have more information to do below this switch */ 945 break; /* We have more information to do below this switch */
1098 946
1099 case POWER_CRYSTAL: 947 case POWER_CRYSTAL:
1100 if (op->stats.maxsp > 1000) 948 if (op->stats.maxsp > 1000)
1101 { /*higher capacity crystals */ 949 { /*higher capacity crystals */
1102 i = (op->stats.maxsp % 100) / 10; 950 i = (op->stats.maxsp % 1000) / 100;
951
1103 if (i) 952 if (i)
1104 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);
1105 else 954 else
1106 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 955 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1107 } 956 }
1108 else 957 else
1109 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 958 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1110 strcat (retbuf, buf); 959
1111 i = (op->stats.sp * 10) / op->stats.maxsp; 960 i = (op->stats.sp * 10) / op->stats.maxsp;
1112 if (op->stats.sp == 0) 961 if (op->stats.sp == 0)
1113 strcat (retbuf, "empty."); 962 buf << "empty.";
1114 else if (i == 0) 963 else if (i == 0)
1115 strcat (retbuf, "almost empty."); 964 buf << "almost empty.";
1116 else if (i < 3) 965 else if (i < 3)
1117 strcat (retbuf, "partially filled."); 966 buf << "partially filled.";
1118 else if (i < 6) 967 else if (i < 6)
1119 strcat (retbuf, "half full."); 968 buf << "half full.";
1120 else if (i < 9) 969 else if (i < 9)
1121 strcat (retbuf, "well charged."); 970 buf << "well charged.";
1122 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1123 strcat (retbuf, "fully charged."); 972 buf << "fully charged.";
1124 else 973 else
1125 strcat (retbuf, "almost full."); 974 buf << "almost full.";
1126 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
1127 case FOOD: 999 case FOOD:
1128 case FLESH: 1000 case FLESH:
1129 case DRINK: 1001 case DRINK:
1130 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1002 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1131 { 1003 {
1132 sprintf (buf, "(food+%d)", op->stats.food); 1004 buf.printf ("(food+%d)", op->stats.food);
1133 strcat (retbuf, buf);
1134 1005
1135 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))
1136 {
1137 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1007 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1138 strcat (retbuf, buf);
1139 }
1140 1008
1141 if (!QUERY_FLAG (op, FLAG_CURSED)) 1009 if (!QUERY_FLAG (op, FLAG_CURSED))
1142 { 1010 {
1143 if (op->stats.hp) 1011 if (op->stats.hp) buf << "(heals)";
1144 strcat (retbuf, "(heals)");
1145 if (op->stats.sp)
1146 strcat (retbuf, "(spellpoint regen)"); 1012 if (op->stats.sp) buf << "(spellpoint regen)";
1147 } 1013 }
1148 else 1014 else
1149 { 1015 {
1150 if (op->stats.hp) 1016 if (op->stats.hp) buf << "(damages)";
1151 strcat (retbuf, "(damages)");
1152 if (op->stats.sp)
1153 strcat (retbuf, "(spellpoint depletion)"); 1017 if (op->stats.sp) buf << "(spellpoint depletion)";
1154 } 1018 }
1155 } 1019 }
1156 break; 1020 break;
1157 1021
1158
1159 case SKILL: 1022 case SKILL:
1160 case RING: 1023 case RING:
1161 case AMULET: 1024 case AMULET:
1162 if (op->item_power) 1025 if (op->item_power)
1163 {
1164 sprintf (buf, "(item_power %+d)", op->item_power); 1026 buf.printf ("(item_power %+d)", op->item_power);
1165 strcat (retbuf, buf); 1027
1166 }
1167 if (op->title) 1028 if (op->title)
1168 strcat (retbuf, ring_desc (op)); 1029 buf << ring_desc (op);
1030
1169 return retbuf; 1031 return buf;
1170 1032
1171 default: 1033 default:
1172 return retbuf; 1034 return buf;
1173 } 1035 }
1174 1036
1175 /* Down here, we more further describe equipment type items. 1037 /* Down here, we more further describe equipment type items.
1176 * only describe them if they have been identified or the like. 1038 * only describe them if they have been identified or the like.
1177 */ 1039 */
1178 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1040 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1179 { 1041 {
1180 int attr, val; 1042 int attr, val;
1181 1043
1182 for (attr = 0; attr < NUM_STATS; attr++) 1044 for (attr = 0; attr < NUM_STATS; attr++)
1183 { 1045 if ((val = op->stats.stat (attr)))
1184 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1185 {
1186 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1046 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1187 strcat (retbuf, buf);
1188 }
1189 }
1190 1047
1191 if (op->stats.exp) 1048 if (op->stats.exp)
1192 {
1193 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1049 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1194 strcat (retbuf, buf);
1195 }
1196
1197 1050
1198 switch (op->type) 1051 switch (op->type)
1199 { 1052 {
1200 case BOW: 1053 case BOW:
1201 case ARROW: 1054 case ARROW:
1202 case GIRDLE: 1055 case GIRDLE:
1203 case HELMET: 1056 case HELMET:
1204 case SHIELD: 1057 case SHIELD:
1205 case BOOTS: 1058 case BOOTS:
1206 case GLOVES: 1059 case GLOVES:
1207 case WEAPON: 1060 case WEAPON:
1208 case SKILL: 1061 case SKILL:
1209 case RING: 1062 case RING:
1210 case AMULET: 1063 case AMULET:
1211 case ARMOUR: 1064 case ARMOUR:
1212 case BRACERS: 1065 case BRACERS:
1213 case FORCE: 1066 case FORCE:
1214 case CLOAK: 1067 case CLOAK:
1215 if (op->stats.wc) 1068 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1216 { 1069 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1217 sprintf (buf, "(wc%+d)", op->stats.wc); 1070 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1218 strcat (retbuf, buf); 1071
1219 }
1220 if (op->stats.dam)
1221 {
1222 sprintf (buf, "(dam%+d)", op->stats.dam);
1223 strcat (retbuf, buf);
1224 }
1225 if (op->stats.ac)
1226 {
1227 sprintf (buf, "(ac%+d)", op->stats.ac);
1228 strcat (retbuf, buf);
1229 }
1230 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1072 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1231 {
1232 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1073 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1233 strcat (retbuf, buf); 1074
1234 }
1235 break; 1075 break;
1236 1076
1237 default: 1077 default:
1238 break; 1078 break;
1239 } 1079 }
1240 if (QUERY_FLAG (op, FLAG_XRAYS)) 1080
1241 strcat (retbuf, "(xray-vision)"); 1081 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1242 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1082 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1243 strcat (retbuf, "(infravision)");
1244 1083
1245 /* levitate was what is was before, so we'll keep it */ 1084 /* levitate was what is was before, so we'll keep it */
1246 if (op->move_type & MOVE_FLY_LOW) 1085 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1247 strcat (retbuf, "(levitate)");
1248
1249 if (op->move_type & MOVE_FLY_HIGH) 1086 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1250 strcat (retbuf, "(fly)");
1251
1252 if (op->move_type & MOVE_SWIM) 1087 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1253 strcat (retbuf, "(swim)");
1254 1088
1255 /* walking is presumed as 'normal', so doesn't need mentioning */ 1089 /* walking is presumed as 'normal', so doesn't need mentioning */
1256 1090
1257 if (op->item_power) 1091 if (op->item_power)
1258 {
1259 sprintf (buf, "(item_power %+d)", op->item_power); 1092 buf.printf ("(item_power %+d)", op->item_power);
1260 strcat (retbuf, buf);
1261 }
1262 } /* End if identified or applied */ 1093 } /* End if identified or applied */
1263 1094
1264 /* This blocks only deals with fully identified object. 1095 /* This blocks only deals with fully identified object.
1265 * 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 -
1266 * in this way, information is added. 1097 * in this way, information is added.
1269 { 1100 {
1270 int more_info = 0; 1101 int more_info = 0;
1271 1102
1272 switch (op->type) 1103 switch (op->type)
1273 { 1104 {
1274 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 */
1275 case HORN: /* and stats.hp for spell-point regeneration... */ 1106 case HORN: /* and stats.hp for spell-point regeneration... */
1276 case BOW: 1107 case BOW:
1277 case ARROW: 1108 case ARROW:
1278 case WAND: 1109 case WAND:
1279 case FOOD: 1110 case FOOD:
1280 case FLESH: 1111 case FLESH:
1281 case DRINK: 1112 case DRINK:
1282 more_info = 0; 1113 more_info = 0;
1283 break; 1114 break;
1284 1115
1285 /* Armor type objects */ 1116 /* Armor type objects */
1286 case ARMOUR: 1117 case ARMOUR:
1287 case HELMET: 1118 case HELMET:
1288 case SHIELD: 1119 case SHIELD:
1289 case BOOTS: 1120 case BOOTS:
1290 case GLOVES: 1121 case GLOVES:
1291 case GIRDLE: 1122 case GIRDLE:
1292 case BRACERS: 1123 case BRACERS:
1293 case CLOAK: 1124 case CLOAK:
1294 if (ARMOUR_SPEED (op)) 1125 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1295 { 1126 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1296 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1297 strcat (retbuf, buf);
1298 }
1299 if (ARMOUR_SPELLS (op))
1300 {
1301 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1302 strcat (retbuf, buf);
1303 }
1304 more_info = 1; 1127 more_info = 1;
1305 break; 1128 break;
1306 1129
1307 case WEAPON: 1130 case WEAPON:
1308 /* Calculate it the same way fix_player does so the results 1131 /* Calculate it the same way fix_player does so the results
1309 * make sense. 1132 * make sense.
1310 */ 1133 */
1311 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1134 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1312 if (i < 0) 1135 if (i < 0)
1313 i = 0; 1136 i = 0;
1314 1137
1315 sprintf (buf, "(weapon speed %d)", i); 1138 buf.printf ("(weapon speed %d)", i);
1316 strcat (retbuf, buf);
1317 more_info = 1; 1139 more_info = 1;
1318 break; 1140 break;
1319
1320 } 1141 }
1142
1321 if (more_info) 1143 if (more_info)
1322 { 1144 {
1323 if (op->stats.food)
1324 {
1325 if (op->stats.food != 0)
1326 sprintf (buf, "(sustenance%+d)", op->stats.food); 1145 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1327 strcat (retbuf, buf);
1328 }
1329 if (op->stats.grace)
1330 {
1331 sprintf (buf, "(grace%+d)", op->stats.grace); 1146 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1332 strcat (retbuf, buf); 1147 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1333 }
1334 if (op->stats.sp)
1335 {
1336 sprintf (buf, "(magic%+d)", op->stats.sp);
1337 strcat (retbuf, buf);
1338 }
1339 if (op->stats.hp)
1340 {
1341 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1148 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1342 strcat (retbuf, buf);
1343 }
1344 } 1149 }
1345 1150
1346 if (op->stats.luck) 1151 if (op->stats.luck)
1347 {
1348 sprintf (buf, "(luck%+d)", op->stats.luck); 1152 buf.printf ("(luck%+d)", op->stats.luck);
1349 strcat (retbuf, buf); 1153
1350 }
1351 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1154 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1352 strcat (retbuf, "(lifesaving)"); 1155 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1353 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1354 strcat (retbuf, "(reflect spells)");
1355 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1156 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1356 strcat (retbuf, "(reflect missiles)");
1357 if (QUERY_FLAG (op, FLAG_STEALTH)) 1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1358 strcat (retbuf, "(stealth)"); 1158
1359 if (op->slaying != NULL && op->type != FOOD) 1159 if (op->slaying && op->type != FOOD)
1360 {
1361 sprintf (buf, "(slay %s)", &op->slaying); 1160 buf.printf ("(slay %s)", &op->slaying);
1362 strcat (retbuf, buf); 1161
1363 } 1162 if (op->type == SKILL_TOOL && op->skill)
1364 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1163 buf.printf ("(%s)", &op->skill);
1164
1165 buf.add_abilities ("Attacks", op->attacktype);
1365 /* resistance on flesh is only visible for quetzals. If 1166 /* resistance on flesh is only visible for quetzals. If
1366 * non flesh, everyone can see its resistances 1167 * non flesh, everyone can see its resistances
1367 */ 1168 */
1368 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1169 if (op->type != FLESH || (owner && owner->is_dragon ()))
1369 strcat (retbuf, describe_resistance (op, 0)); 1170 buf << describe_resistance (op, 0);
1370 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1371 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1372 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1373 }
1374 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
1375 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;
1376} 1216}
1377 1217
1378/* 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
1379 * increases/decreases any abilities, provides a resistance, 1219 * increases/decreases any abilities, provides a resistance,
1380 * has a generic magical bonus, or is an artifact. 1220 * has a generic magical bonus, or is an artifact.
1381 * 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
1382 * should be marked as magical. 1222 * should be marked as magical.
1383 */ 1223 */
1384
1385int 1224int
1386is_magical (const object *op) 1225is_magical (const object *op)
1387{ 1226{
1388 int i; 1227 int i;
1389 1228
1440 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)
1441 return 1; 1280 return 1;
1442 1281
1443 /* Check to see if it increases/decreases any stats */ 1282 /* Check to see if it increases/decreases any stats */
1444 for (i = 0; i < NUM_STATS; i++) 1283 for (i = 0; i < NUM_STATS; i++)
1445 if (get_attr_value (&(op->stats), i) != 0) 1284 if (op->stats.stat (i))
1446 return 1; 1285 return 1;
1447 1286
1448 /* 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
1449 * be non magical. 1288 * be non magical.
1450 */ 1289 */
1459int 1298int
1460need_identify (const object *op) 1299need_identify (const object *op)
1461{ 1300{
1462 switch (op->type) 1301 switch (op->type)
1463 { 1302 {
1464 case RING: 1303 case RING:
1465 case WAND: 1304 case WAND:
1466 case ROD: 1305 case ROD:
1467 case HORN: 1306 case HORN:
1468 case SCROLL: 1307 case SCROLL:
1469 case SKILL: 1308 case SKILL:
1470 case SKILLSCROLL: 1309 case SKILLSCROLL:
1471 case SPELLBOOK: 1310 case SPELLBOOK:
1472 case FOOD: 1311 case FOOD:
1473 case POTION: 1312 case POTION:
1474 case BOW: 1313 case BOW:
1475 case ARROW: 1314 case ARROW:
1476 case WEAPON: 1315 case WEAPON:
1477 case ARMOUR: 1316 case ARMOUR:
1478 case SHIELD: 1317 case SHIELD:
1479 case HELMET: 1318 case HELMET:
1480 case AMULET: 1319 case AMULET:
1481 case BOOTS: 1320 case BOOTS:
1482 case GLOVES: 1321 case GLOVES:
1483 case BRACERS: 1322 case BRACERS:
1484 case GIRDLE: 1323 case GIRDLE:
1485 case CONTAINER: 1324 case CONTAINER:
1486 case DRINK: 1325 case DRINK:
1487 case FLESH: 1326 case FLESH:
1488 case INORGANIC: 1327 case INORGANIC:
1489 case CLOSE_CON: 1328 case CLOSE_CON:
1490 case CLOAK: 1329 case CLOAK:
1491 case GEM: 1330 case GEM:
1492 case POWER_CRYSTAL: 1331 case POWER_CRYSTAL:
1493 case POISON: 1332 case POISON:
1494 case BOOK: 1333 case BOOK:
1495 case SKILL_TOOL: 1334 case SKILL_TOOL:
1496 return 1; 1335 return 1;
1497 } 1336 }
1337
1498 /* 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
1499 * archetype file can be updated, and this function removed. 1339 * archetype file can be updated, and this function removed.
1500 */ 1340 */
1501#if 0 1341#if 0
1502 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);
1508 * Supposed to fix face-values as well here, but later. 1348 * Supposed to fix face-values as well here, but later.
1509 */ 1349 */
1510void 1350void
1511identify (object *op) 1351identify (object *op)
1512{ 1352{
1513 object *pl;
1514
1515 SET_FLAG (op, FLAG_IDENTIFIED); 1353 SET_FLAG (op, FLAG_IDENTIFIED);
1516 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1354 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1517 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1355 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1518 1356
1519 /* 1357 /*
1526 { 1364 {
1527 if (op->inv && op->randomitems) 1365 if (op->inv && op->randomitems)
1528 op->title = op->inv->name; 1366 op->title = op->inv->name;
1529 else if (op->arch) 1367 else if (op->arch)
1530 { 1368 {
1531 op->name = op->arch->clone.name; 1369 op->name = op->arch->object::name;
1532 op->name_pl = op->arch->clone.name_pl; 1370 op->name_pl = op->arch->object::name_pl;
1533 } 1371 }
1534 } 1372 }
1535 1373
1536 /* 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 */
1537 if (op->map) 1375 if (op->map)
1538 update_object (op, UP_OBJ_FACE); 1376 update_object (op, UP_OBJ_CHANGE);
1539 else 1377
1540 { 1378 if (object *pl = op->visible_to ())
1541 pl = op->in_player ();
1542 if (pl)
1543 /* 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
1544 * it all. 1380 * it all.
1545 */ 1381 */
1546 esrv_send_item (pl, op); 1382 esrv_send_item (pl, op);
1547 }
1548} 1383}
1549 1384

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines