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Comparing deliantra/server/common/item.C (file contents):
Revision 1.23 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.78 by root, Sat Apr 3 03:13:47 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
28#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 30
30/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
31 * 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
32 * 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
33 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
46 * 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
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
49 * "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
50 */ 51 */
52// see include/object.h
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"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"},
53 {"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"},
54 {"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"},
55 {"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"},
56 {"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"},
57 {"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"},
58 {"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"} ,
59 {"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"},
60 {"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"},
61 {"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"},
62 {"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"},
63 {"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"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
65};
66
67static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
69 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
70 "eighteen", "nineteen", "twenty"
71}; 69};
72 70
73static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
74 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
75 "eighty", "ninety" 73 "eighty", "ninety"
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
169 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
170 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
171 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
172 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
173 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
175 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
176 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
204 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
205 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
206 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
207}; 205};
208 206
209const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
210
211materialtype_t *materialt;
212
213/*
214materialtype material[NROFMATERIALS] = {
215 * P M F E C C A D W G P S P T F C D D C C G H B I *
216 * H A I L O O C R E H O L A U E A E E H O O O L N *
217 * Y G R E L N I A A O I O R R A N P A A U D L I T *
218 * S I E C D F D I P S S W A N R C L T O N Y N R *
219 * I C T U N O T O L E E H S T P D N *
220 {"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}},
221 {"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}},
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}}
233};
234*/
235 208
236/* 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
237 * 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
238 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
239 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
250}; 223};
251 224
252int 225int
253get_power_from_ench (int ench) 226get_power_from_ench (int ench)
254{ 227{
255 if (ench < 0)
256 ench = 0;
257 if (ench > 20)
258 ench = 20;
259 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
260} 229}
261 230
262/* 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
263 * 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
264 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
271{ 240{
272 int i, tmp, enc; 241 int i, tmp, enc;
273 242
274 enc = 0; 243 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
277 246
278 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 250 * armour shouldn't be counted against
298 if (op->type == WEAPON) 267 if (op->type == WEAPON)
299 { 268 {
300 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
302 enc++; 271 enc++;
272
303 if (op->slaying) 273 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
305 } 275 }
276
306 /* Items the player can equip */ 277 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (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))
313 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
317 } 288 }
289
318 enc += op->stats.luck; 290 enc += op->stats.luck;
319 291
320 /* Do spell paths now */ 292 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
322 {
323 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
324 enc++; 295 enc++;
325 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
326 enc -= 2; 297 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
328 enc--; 299 enc--;
329 }
330 300
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
338 enc += 1;
339 if (QUERY_FLAG (op, FLAG_XRAYS))
340 enc += 2;
341 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1;
345 308
346 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
347
348} 310}
349 311
350/* 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
351 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
352
353const typedata * 314const typedata *
354get_typedata (int itemtype) 315get_typedata (int itemtype)
355{ 316{
356 int i;
357
358 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
360 return &item_types[i]; 319 return &item_types[i];
320
361 return NULL; 321 return NULL;
362} 322}
363 323
364/* 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
365 * 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
366 * one return NULL */ 326 * one return NULL */
367
368const typedata * 327const typedata *
369get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
370{ 329{
371 int i;
372
373 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
375 return &item_types[i]; 332 return &item_types[i];
333
376 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
378 { 336 {
379 LOG (llevInfo, 337 LOG (llevInfo,
380 "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);
381 return &item_types[i]; 339 return &item_types[i];
382 } 340 }
341
383 return NULL; 342 return 0;
384} 343}
385 344
386/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
387 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
388 * a big buffer. 347 * a big buffer.
389 * 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
390 * 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
391 */ 350 */
392char * 351const char *
393describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
394{ 353{
395 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
396 char buf1[VERY_BIG_BUF];
397 int tmpvar;
398 355
399 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
400 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
401 {
402 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))
403 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
404 if (!newline)
405 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
406 else
407 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
408 359
409 strcat (buf, buf1);
410 }
411 }
412 return buf; 360 return buf;
413} 361}
414
415 362
416/* 363/*
417 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
419 * 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().
420 */ 367 *
421 368 * Seems to be used only by unimportant stuff. Remove?
422char * 369 */
370const char *
423query_weight (const object *op) 371query_weight (const object *op)
424{ 372{
425 static char buf[10]; 373 static char buf[10];
426 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
427 375
428 if (op->weight < 0) 376 if (op->weight < 0)
429 return " "; 377 return " ";
378
430 if (i % 1000) 379 if (i % 1000)
431 sprintf (buf, "%6.1f", i / 1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
432 else 381 else
433 sprintf (buf, "%4d ", i / 1000); 382 sprintf (buf, "%4d ", i / 1000);
383
434 return buf; 384 return buf;
435} 385}
436 386
437/* 387/*
438 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
440 */ 390 */
441 391const char *
442char *
443get_levelnumber (int i) 392get_levelnumber (int i)
444{ 393{
445 static char buf[MAX_BUF]; 394 static char buf[MAX_BUF];
446 395
447 if (i > 99) 396 if (i > 99)
448 { 397 {
449 sprintf (buf, "%d.", i); 398 sprintf (buf, "%d.", i);
450 return buf; 399 return buf;
451 } 400 }
401
452 if (i < 21) 402 if (i < 21)
453 return levelnumbers[i]; 403 return levelnumbers[i];
404
454 if (!(i % 10)) 405 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
407
456 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
458 return buf; 410 return buf;
459}
460
461/*
462 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number().
465 * It is currently only used by the query_name() function.
466 */
467char *
468get_number (int i)
469{
470 if (i <= 20)
471 return numbers[i];
472 else
473 {
474 static char buf[MAX_BUF];
475
476 sprintf (buf, "%d", i);
477 return buf;
478 }
479} 411}
480 412
481/* 413/*
482 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
483 * abilities 415 * abilities
489 */ 421 */
490 422
491/* 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
492 * from stats.sp - b.t. 424 * from stats.sp - b.t.
493 */ 425 */
494char * 426static const char *
495ring_desc (const object *op) 427ring_desc (const object *op)
496{ 428{
497 static char buf[VERY_BIG_BUF]; 429 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 430 int attr, val, len;
499 431
500 buf[0] = 0;
501
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 432 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf; 433 {
504
505 for (attr = 0; attr < NUM_STATS; attr++) 434 for (attr = 0; attr < NUM_STATS; attr++)
506 { 435 if ((val = op->stats.stat (attr)))
507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
508 {
509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 436 buf.printf ("(%s%+d)", short_stat_name[attr], val);
510 }
511 }
512 if (op->stats.exp)
513 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
514 if (op->stats.wc)
515 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
516 if (op->stats.dam)
517 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
518 if (op->stats.ac)
519 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
520 437
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
521 strcat (buf, describe_resistance (op, 0)); 443 buf << describe_resistance (op, 0);
522 444
523 if (op->stats.food != 0) 445 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
524 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 446 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
525 /* else if (op->stats.food < 0) 447 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
526 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 448 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
527 if (op->stats.grace) 449 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
528 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
529 if (op->stats.sp && op->type != SKILL)
530 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
531 if (op->stats.hp)
532 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
533 if (op->stats.luck)
534 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
535 if (QUERY_FLAG (op, FLAG_LIFESAVE))
536 strcat (buf, "(lifesaving)");
537 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
538 strcat (buf, "(reflect spells)");
539 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
540 strcat (buf, "(reflect missiles)");
541 if (QUERY_FLAG (op, FLAG_STEALTH))
542 strcat (buf, "(stealth)");
543 /* Shorten some of the names, so they appear better in the windows */
544 len = strlen (buf);
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548 450
549 /* if(op->item_power) 451 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
550 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 452 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
551 */ 453 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
552 if (buf[0] == 0 && op->type != SKILL) 454 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
553 strcpy (buf, "of adornment");
554 455
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 }
555 463
556 return buf; 464 return buf;
557} 465}
558 466
559/* 467/*
560 * 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
561 * 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.
562 */ 472 */
563const char * 473const char *
564query_short_name (const object *op) 474query_short_name (const object *op)
565{ 475{
566 static char buf[HUGE_BUF];
567 char buf2[HUGE_BUF];
568 int len = 0;
569
570 if (op->name == NULL) 476 if (!op->name)
571 return "(null)"; 477 return "(null)";
572 478
573 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)
574 return op->name; /* To speed things up (or make things slower?) */ 484 return op->name; /* To speed things up (or make things slower?) */
575 485
576 if (op->nrof <= 1) 486 static dynbuf_text buf; buf.clear ();
577 safe_strcat (buf, op->name, &len, HUGE_BUF); 487
578 else 488 buf << (op->nrof <= 1 ? op->name : op->name_pl);
579 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
580 489
581 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 490 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
582 { 491 buf << ' ' << op->title;
583 safe_strcat (buf, " ", &len, HUGE_BUF);
584 safe_strcat (buf, op->title, &len, HUGE_BUF);
585 }
586 492
587 switch (op->type) 493 switch (op->type)
588 { 494 {
589 case SPELLBOOK: 495 case SPELLBOOK:
590 case SCROLL: 496 case SCROLL:
591 case WAND: 497 case WAND:
592 case ROD: 498 case ROD:
593 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))
594 { 500 {
595 if (!op->title) 501 if (!op->title)
596 { 502 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
597 safe_strcat (buf, " of ", &len, HUGE_BUF); 503
598 if (op->inv)
599 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
600 else
601 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
602 }
603 if (op->type != SPELLBOOK) 504 if (op->type != SPELLBOOK)
604 {
605 sprintf (buf2, " (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
606 safe_strcat (buf, buf2, &len, HUGE_BUF);
607 }
608 } 506 }
609 break; 507 break;
610 508
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
611 case SKILL: 534 case SKILL:
612 case AMULET: 535 case AMULET:
613 case RING: 536 case RING:
614 if (!op->title) 537 if (!op->title)
615 { 538 {
616 /* If ring has a title, full description isn't so useful */ 539 /* If ring has a title, full description isn't so useful */
617 char *s = ring_desc (op); 540 const char *s = ring_desc (op);
618 541
619 if (s[0]) 542 if (s && *s)
620 { 543 buf << " " << s;
621 safe_strcat (buf, " ", &len, HUGE_BUF);
622 safe_strcat (buf, s, &len, HUGE_BUF);
623 }
624 } 544 }
625 break; 545 break;
546
626 default: 547 default:
627 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)))
628 {
629 sprintf (buf2, " %+d", op->magic); 549 buf.printf (" %+d", op->magic);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 550 }
551
633 return buf; 552 return buf;
634} 553}
635 554
636/* 555/*
637 * query_name(object) returns a character pointer pointing to a static 556 * query_name(object) returns a character pointer pointing to a static
641 * 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
642 * 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
643 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
644 * 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.)
645 * 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.
646 */ 568 */
647char * 569const char *
648query_name (const object *op) 570query_name (const object *op)
649{ 571{
650 static char buf[5][HUGE_BUF]; // OMFG 572 int len = 0;
573 static dynbuf_text bufs[5];
651 static int use_buf = 0; 574 static int use_buf = 0;
652 int len = 0;
653
654#ifdef NEW_MATERIAL_CODE
655 materialtype_t *mt;
656#endif
657 575
658 use_buf++; 576 use_buf++;
659 use_buf %= 5; 577 use_buf %= 5;
660 578
661#ifdef NEW_MATERIAL_CODE 579 dynbuf_text &buf = bufs [use_buf];
580 buf.clear ();
581
582#if 0
662 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
663 { 584 buf << op->material->description << ' ';
664 mt = name_to_material (op->materialname);
665 if (mt)
666 {
667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
668 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
669 }
670 }
671#endif 585#endif
672 586
673 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 587 buf << query_short_name (op);
674 588
675 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
676 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 590 buf << " *";
677 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
678 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 592 buf << " (open)";
679 593
680 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
681 { 595 {
682 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 597 buf << " (damned)";
684 else if (QUERY_FLAG (op, FLAG_CURSED)) 598 else if (QUERY_FLAG (op, FLAG_CURSED))
685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 599 buf << " (cursed)";
686 } 600 }
687 601
688 /* 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),
689 * and it isn't identified, print out the fact that 603 * and it isn't identified, print out the fact that
690 * 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
693 * 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
694 * 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
695 * abilities, especially for artifact items. 609 * abilities, especially for artifact items.
696 */ 610 */
697 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))
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 612 buf << " (magic)";
699 613
700#if 0 614#if 0
701 /* 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
702 * be returned in the name. 616 * be returned in the name.
703 */ 617 */
704 if (op->item_power) 618 if (op->item_power)
705 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);
706 620
712 { 626 {
713 case BOW: 627 case BOW:
714 case WAND: 628 case WAND:
715 case ROD: 629 case ROD:
716 case HORN: 630 case HORN:
717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 631 buf << " (applied)";
718 break; 632 break;
719 case WEAPON: 633 case WEAPON:
720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 634 buf << " (applied)";
721 break; 635 break;
722 case ARMOUR: 636 case ARMOUR:
723 case HELMET: 637 case HELMET:
724 case SHIELD: 638 case SHIELD:
725 case RING: 639 case RING:
727 case GLOVES: 641 case GLOVES:
728 case AMULET: 642 case AMULET:
729 case GIRDLE: 643 case GIRDLE:
730 case BRACERS: 644 case BRACERS:
731 case CLOAK: 645 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 646 buf << " (worn)";
733 break; 647 break;
734 case CONTAINER: 648 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 649 buf << " (active)";
736 break; 650 break;
737 case SKILL: 651 case SKILL:
738 default: 652 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 653 buf << " (applied)";
740 } 654 }
741 } 655 }
742 656
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
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 677 buf << " (unpaid)";
745 678
746 return buf [use_buf]; 679 return buf;
747} 680}
748 681
749/* 682/*
750 * 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
751 * buffer which contains a verbose textual representation of the name 684 * buffer which contains a verbose textual representation of the name
752 * 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
753 * 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
754 * 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
755 * and sending to client. 688 * and sending to client.
756 * 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.
757 */ 694 */
758const char * 695const char *
759query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
760{ 697{
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 699 return "(null)";
767 700
768 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)
769 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
770 704
705 static dynbuf_text buf; buf.clear ();
706
707#if 0
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
772 mt = name_to_material (op->materialname); 709 if (op->arch->material != op->material)
773 710 buf << op->material->description << ' ';
774#ifdef NEW_MATERIAL_CODE
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788#endif 711#endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793 712
794 len = strlen (buf); 713 buf << (plural ? op->name_pl : op->name);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 714
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 { 716 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 717
805 switch (op->type) 718 switch (op->type)
806 { 719 {
807 case SPELLBOOK: 720 case SPELLBOOK:
808 case SCROLL: 721 case SCROLL:
809 case WAND: 722 case WAND:
810 case ROD: 723 case ROD:
811 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))
812 { 725 {
813 if (!op->title) 726 if (!op->title)
814 { 727 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 728
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 729 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 730 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 731 }
827 break; 732 break;
828 733
829 734
830 case SKILL: 735 case SKILL:
831 case AMULET: 736 case AMULET:
832 case RING: 737 case RING:
833 if (!op->title) 738 if (!op->title)
834 { 739 {
835 /* If ring has a title, full description isn't so useful */ 740 /* If ring has a title, full description isn't so useful */
836 char *s = ring_desc (op); 741 const char *s = ring_desc (op);
837 742
838 if (s[0]) 743 if (s && *s)
839 { 744 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 745 }
844 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
845 default: 756 default:
846 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)))
847 { 758 buf.printf (" %+d", op->magic);
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 759 }
851 760
852 return buf; 761 return buf;
853} 762}
854 763
856 * too long, making it difficult to read. This function deals 765 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only 766 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description 767 * be called with monster & player objects. Returns a description
859 * in a static buffer. 768 * in a static buffer.
860 */ 769 */
861static char * 770static const char *
862describe_monster (const object *op) 771describe_monster (const object *op)
863{ 772{
864 char buf[MAX_BUF]; 773 static dynbuf_text buf; buf.clear ();
865 static char retbuf[VERY_BIG_BUF];
866 int i;
867
868 retbuf[0] = '\0';
869 774
870 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
873 */ 778 */
874 if (op->has_active_speed ()) 779 if (op->has_active_speed ())
875 { 780 switch ((int)(op->speed * 15.))
876 switch ((int) ((FABS (op->speed)) * 15))
877 { 781 {
878 case 0: 782 case 0:
879 strcat (retbuf, "(very slow movement)"); 783 buf << "(very slow movement)";
880 break; 784 break;
881 case 1: 785 case 1:
882 strcat (retbuf, "(slow movement)"); 786 buf << "(slow movement)";
883 break; 787 break;
884 case 2: 788 case 2:
885 strcat (retbuf, "(normal movement)"); 789 buf << "(normal movement)";
886 break; 790 break;
887 case 3: 791 case 3:
888 case 4: 792 case 4:
889 strcat (retbuf, "(fast movement)"); 793 buf << "(fast movement)";
890 break; 794 break;
891 case 5: 795 case 5:
892 case 6: 796 case 6:
893 strcat (retbuf, "(very fast movement)"); 797 buf << "(very fast movement)";
894 break; 798 break;
895 case 7: 799 case 7:
896 case 8: 800 case 8:
897 case 9: 801 case 9:
898 case 10: 802 case 10:
899 strcat (retbuf, "(extremely fast movement)"); 803 buf << "(extremely fast movement)";
900 break; 804 break;
901 default: 805 default:
902 strcat (retbuf, "(lightning fast movement)"); 806 buf << "(lightning fast movement)";
903 break; 807 break;
904 } 808 }
905 } 809
906 if (QUERY_FLAG (op, FLAG_UNDEAD)) 810 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
907 strcat (retbuf, "(undead)");
908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 811 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
909 strcat (retbuf, "(see invisible)"); 812 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
910 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 813 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
911 strcat (retbuf, "(wield weapon)"); 814 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
912 if (QUERY_FLAG (op, FLAG_USE_BOW)) 815 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
913 strcat (retbuf, "(archer)"); 816 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 817 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
915 strcat (retbuf, "(wear armour)");
916 if (QUERY_FLAG (op, FLAG_USE_RING))
917 strcat (retbuf, "(wear ring)");
918 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
919 strcat (retbuf, "(read scroll)");
920 if (QUERY_FLAG (op, FLAG_USE_RANGE))
921 strcat (retbuf, "(fires wand/rod/horn)");
922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) 818 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
923 strcat (retbuf, "(skill user)"); 819 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
924 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) 820 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
925 strcat (retbuf, "(spellcaster)");
926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
927 strcat (retbuf, "(friendly)");
928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) 821 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
929 strcat (retbuf, "(unaggressive)"); 822 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
930 if (QUERY_FLAG (op, FLAG_HITBACK)) 823 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
931 strcat (retbuf, "(hitback)"); 824
932 if (QUERY_FLAG (op, FLAG_STEALTH))
933 strcat (retbuf, "(stealthy)");
934 if (op->randomitems != NULL) 825 if (op->randomitems)
935 { 826 {
936 treasure *t;
937 int first = 1; 827 bool first = 1;
938 828
939 for (t = op->randomitems->items; t != NULL; t = t->next) 829 for (treasure *t = op->randomitems->items; t; t = t->next)
940 if (t->item && t->item->clone.type == SPELL) 830 if (t->item && t->item->type == SPELL)
941 { 831 {
942 if (first) 832 if (first)
943 { 833 buf << "(Spell abilities:)";
834
944 first = 0; 835 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 836
946 } 837 buf << '(' << t->item->object::name << ')';
947 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name);
949 strcat (retbuf, ")");
950 } 838 }
951 } 839 }
840
952 if (op->type == PLAYER) 841 if (op->type == PLAYER)
953 { 842 {
954 if (op->contr->digestion) 843 if (op->contr->digestion)
955 {
956 if (op->contr->digestion != 0)
957 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 844 buf.printf ("(sustenance%+d)", op->contr->digestion);
958 strcat (retbuf, buf); 845
959 }
960 if (op->contr->gen_grace) 846 if (op->contr->gen_grace)
961 {
962 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 847 buf.printf ("(grace%+d)", op->contr->gen_grace);
963 strcat (retbuf, buf); 848
964 }
965 if (op->contr->gen_sp) 849 if (op->contr->gen_sp)
966 {
967 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 850 buf.printf ("(magic%+d)", op->contr->gen_sp);
968 strcat (retbuf, buf); 851
969 }
970 if (op->contr->gen_hp) 852 if (op->contr->gen_hp)
971 {
972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 853 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
973 strcat (retbuf, buf); 854
974 }
975 if (op->stats.luck) 855 if (op->stats.luck)
976 {
977 sprintf (buf, "(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
978 strcat (retbuf, buf);
979 }
980 } 857 }
981 858
982 /* describe attacktypes */ 859 /* describe attacktypes */
983 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
984 { 861 {
985 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
986 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
987 * this makes it more readable. 864 * this makes it more readable.
988 */ 865 */
989 object *tmp; 866 object *tmp;
990 867
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 868 for (tmp = op->inv; tmp; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 869 if (tmp->type == SKILL && tmp->name == shstr_clawing)
993 break; 870 break;
994 871
995 if (tmp && tmp->attacktype != 0) 872 if (tmp && tmp->attacktype)
996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 873 buf.add_abilities ("Claws", tmp->attacktype);
997 else 874 else
998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 875 buf.add_abilities ("Attacks", op->attacktype);
999 } 876 }
1000 else 877 else
1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 878 buf.add_abilities ("Attacks", op->attacktype);
1002 879
1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 880 buf.add_paths ("Attuned" , op->path_attuned);
1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 881 buf.add_paths ("Repelled", op->path_repelled);
1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 882 buf.add_paths ("Denied" , op->path_denied);
1006 883
1007 for (i = 0; i < NROFATTACKS; i++) 884 for (int i = 0; i < NROFATTACKS; i++)
1008 if (op->resist[i]) 885 if (op->resist[i])
1009 {
1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 886 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1011 strcat (retbuf, buf);
1012 }
1013 887
1014 return retbuf; 888 return buf;
1015} 889}
1016
1017 890
1018/* 891/*
1019 * Returns a pointer to a static buffer which contains a 892 * Returns a pointer to a static buffer which contains a
1020 * description of the given object. 893 * description of the given object.
1021 * If it is a monster, lots of information about its abilities 894 * If it is a monster, lots of information about its abilities
1030 * 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
1031 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
1032 * 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
1033 * dwarves, etc. 906 * dwarves, etc.
1034 * 907 *
1035 * This function is really much more complicated than it should
1036 * be, because different objects have different meanings
1037 * for the same field (eg, wands use 'food' for charges). This
1038 * means these special cases need to be worked out.
1039 *
1040 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
1041 * 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
1042 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
1043 */ 911 */
1044 912const char *
1045char *
1046describe_item (const object *op, object *owner) 913describe_item (const object *op, object *owner)
1047{ 914{
1048 char buf[MAX_BUF]; 915 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1049 static char retbuf[VERY_BIG_BUF]; 916 return describe_monster (op);
917
918 static dynbuf_text buf; buf.clear ();
1050 int identified, i; 919 int identified, i;
1051 920
1052 retbuf[0] = '\0';
1053 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 {
1055 return describe_monster (op);
1056 }
1057 /* 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.
1058 * also makes the code easier to read. 922 * also makes the code easier to read.
1059 */ 923 */
1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 924 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
1061 identified = 1; 925 if (!identified)
1062 else 926 buf << "(unidentified)";
1063 { 927
1064 strcpy (retbuf, "(unidentified)");
1065 identified = 0;
1066 }
1067 switch (op->type) 928 switch (op->type)
1068 { 929 {
1069 case BOW: 930 case BOW:
1070 case ARROW: 931 case ARROW:
1071 case WAND: 932 case WAND:
1072 case ROD: 933 case ROD:
1073 case HORN: 934 case HORN:
1074 case WEAPON: 935 case WEAPON:
1075 case ARMOUR: 936 case ARMOUR:
1076 case HELMET: 937 case HELMET:
1077 case SHIELD: 938 case SHIELD:
1078 case BOOTS: 939 case BOOTS:
1079 case GLOVES: 940 case GLOVES:
1080 case GIRDLE: 941 case GIRDLE:
1081 case BRACERS: 942 case BRACERS:
1082 case CLOAK: 943 case CLOAK:
1083 case SKILL_TOOL: 944 case SKILL_TOOL:
1084 break; /* We have more information to do below this switch */ 945 break; /* We have more information to do below this switch */
1085 946
1086 case POWER_CRYSTAL: 947 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 948 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 949 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 100) / 10; 950 i = (op->stats.maxsp % 1000) / 100;
951
1090 if (i) 952 if (i)
1091 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);
1092 else 954 else
1093 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 955 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1094 } 956 }
1095 else 957 else
1096 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 958 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1097 strcat (retbuf, buf); 959
1098 i = (op->stats.sp * 10) / op->stats.maxsp; 960 i = (op->stats.sp * 10) / op->stats.maxsp;
1099 if (op->stats.sp == 0) 961 if (op->stats.sp == 0)
1100 strcat (retbuf, "empty."); 962 buf << "empty";
1101 else if (i == 0) 963 else if (i == 0)
1102 strcat (retbuf, "almost empty."); 964 buf << "almost empty";
1103 else if (i < 3) 965 else if (i < 3)
1104 strcat (retbuf, "partially filled."); 966 buf << "partially filled";
1105 else if (i < 6) 967 else if (i < 6)
1106 strcat (retbuf, "half full."); 968 buf << "half full";
1107 else if (i < 9) 969 else if (i < 9)
1108 strcat (retbuf, "well charged."); 970 buf << "well charged";
1109 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1110 strcat (retbuf, "fully charged."); 972 buf << "fully charged";
1111 else 973 else
1112 strcat (retbuf, "almost full."); 974 buf << "almost full";
975
976 buf << ')';
1113 break; 977 break;
978
979 case LAMP:
980 {
981 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
982 buf << "(fuel: ";
983 if (percent == 0)
984 buf << "empty";
985 else if (percent < 10)
986 buf << "very low";
987 else if (percent < 25)
988 buf << "low";
989 else if (percent < 50)
990 buf << "half empty";
991 else if (percent < 75)
992 buf << "half full";
993 else if (percent < 95)
994 buf << "well filled";
995 else if (percent <= 100)
996 buf << "full";
997 buf << ")";
998 }
999 break;
1000
1114 case FOOD: 1001 case FOOD:
1115 case FLESH: 1002 case FLESH:
1116 case DRINK: 1003 case DRINK:
1117 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1004 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1118 { 1005 {
1119 sprintf (buf, "(food+%d)", op->stats.food); 1006 buf.printf ("(food+%d)", op->stats.food);
1120 strcat (retbuf, buf);
1121 1007
1122 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1008 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1123 {
1124 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1009 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1125 strcat (retbuf, buf);
1126 }
1127 1010
1128 if (!QUERY_FLAG (op, FLAG_CURSED)) 1011 if (!QUERY_FLAG (op, FLAG_CURSED))
1129 { 1012 {
1130 if (op->stats.hp) 1013 if (op->stats.hp) buf << "(heals)";
1131 strcat (retbuf, "(heals)");
1132 if (op->stats.sp)
1133 strcat (retbuf, "(spellpoint regen)"); 1014 if (op->stats.sp) buf << "(spellpoint regen)";
1134 } 1015 }
1135 else 1016 else
1136 { 1017 {
1137 if (op->stats.hp) 1018 if (op->stats.hp) buf << "(damages)";
1138 strcat (retbuf, "(damages)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint depletion)"); 1019 if (op->stats.sp) buf << "(spellpoint depletion)";
1141 } 1020 }
1142 } 1021 }
1143 break; 1022 break;
1144 1023
1145
1146 case SKILL: 1024 case SKILL:
1147 case RING: 1025 case RING:
1148 case AMULET: 1026 case AMULET:
1149 if (op->item_power) 1027 if (op->item_power)
1150 {
1151 sprintf (buf, "(item_power %+d)", op->item_power); 1028 buf.printf ("(item_power %+d)", op->item_power);
1152 strcat (retbuf, buf); 1029
1153 }
1154 if (op->title) 1030 if (op->title)
1155 strcat (retbuf, ring_desc (op)); 1031 buf << ring_desc (op);
1032
1156 return retbuf; 1033 return buf;
1157 1034
1158 default: 1035 default:
1159 return retbuf; 1036 return buf;
1160 } 1037 }
1161 1038
1162 /* Down here, we more further describe equipment type items. 1039 /* Down here, we more further describe equipment type items.
1163 * only describe them if they have been identified or the like. 1040 * only describe them if they have been identified or the like.
1164 */ 1041 */
1165 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1042 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1166 { 1043 {
1167 int attr, val; 1044 int attr, val;
1168 1045
1169 for (attr = 0; attr < NUM_STATS; attr++) 1046 for (attr = 0; attr < NUM_STATS; attr++)
1170 { 1047 if ((val = op->stats.stat (attr)))
1171 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1172 {
1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1048 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1174 strcat (retbuf, buf);
1175 }
1176 }
1177 1049
1178 if (op->stats.exp) 1050 if (op->stats.exp)
1179 {
1180 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1051 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1181 strcat (retbuf, buf);
1182 }
1183
1184 1052
1185 switch (op->type) 1053 switch (op->type)
1186 { 1054 {
1187 case BOW: 1055 case BOW:
1188 case ARROW: 1056 case ARROW:
1189 case GIRDLE: 1057 case GIRDLE:
1190 case HELMET: 1058 case HELMET:
1191 case SHIELD: 1059 case SHIELD:
1192 case BOOTS: 1060 case BOOTS:
1193 case GLOVES: 1061 case GLOVES:
1194 case WEAPON: 1062 case WEAPON:
1195 case SKILL: 1063 case SKILL:
1196 case RING: 1064 case RING:
1197 case AMULET: 1065 case AMULET:
1198 case ARMOUR: 1066 case ARMOUR:
1199 case BRACERS: 1067 case BRACERS:
1200 case FORCE: 1068 case FORCE:
1201 case CLOAK: 1069 case CLOAK:
1202 if (op->stats.wc) 1070 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1203 { 1071 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1204 sprintf (buf, "(wc%+d)", op->stats.wc); 1072 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1205 strcat (retbuf, buf); 1073
1206 }
1207 if (op->stats.dam)
1208 {
1209 sprintf (buf, "(dam%+d)", op->stats.dam);
1210 strcat (retbuf, buf);
1211 }
1212 if (op->stats.ac)
1213 {
1214 sprintf (buf, "(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf);
1216 }
1217 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1074 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1218 {
1219 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1075 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1220 strcat (retbuf, buf); 1076
1221 }
1222 break; 1077 break;
1223 1078
1224 default: 1079 default:
1225 break; 1080 break;
1226 } 1081 }
1227 if (QUERY_FLAG (op, FLAG_XRAYS)) 1082
1228 strcat (retbuf, "(xray-vision)"); 1083 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1229 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1084 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1230 strcat (retbuf, "(infravision)");
1231 1085
1232 /* levitate was what is was before, so we'll keep it */ 1086 /* levitate was what is was before, so we'll keep it */
1233 if (op->move_type & MOVE_FLY_LOW) 1087 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1234 strcat (retbuf, "(levitate)");
1235
1236 if (op->move_type & MOVE_FLY_HIGH) 1088 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1237 strcat (retbuf, "(fly)");
1238
1239 if (op->move_type & MOVE_SWIM) 1089 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1240 strcat (retbuf, "(swim)");
1241 1090
1242 /* walking is presumed as 'normal', so doesn't need mentioning */ 1091 /* walking is presumed as 'normal', so doesn't need mentioning */
1243 1092
1244 if (op->item_power) 1093 if (op->item_power)
1245 {
1246 sprintf (buf, "(item_power %+d)", op->item_power); 1094 buf.printf ("(item_power %+d)", op->item_power);
1247 strcat (retbuf, buf);
1248 }
1249 } /* End if identified or applied */ 1095 } /* End if identified or applied */
1250 1096
1251 /* This blocks only deals with fully identified object. 1097 /* This blocks only deals with fully identified object.
1252 * it is intentional that this is not an 'else' from a above - 1098 * it is intentional that this is not an 'else' from a above -
1253 * in this way, information is added. 1099 * in this way, information is added.
1256 { 1102 {
1257 int more_info = 0; 1103 int more_info = 0;
1258 1104
1259 switch (op->type) 1105 switch (op->type)
1260 { 1106 {
1261 case ROD: /* These use stats.sp for spell selection and stats.food */ 1107 case ROD: /* These use stats.sp for spell selection and stats.food */
1262 case HORN: /* and stats.hp for spell-point regeneration... */ 1108 case HORN: /* and stats.hp for spell-point regeneration... */
1263 case BOW: 1109 case BOW:
1264 case ARROW: 1110 case ARROW:
1265 case WAND: 1111 case WAND:
1266 case FOOD: 1112 case FOOD:
1267 case FLESH: 1113 case FLESH:
1268 case DRINK: 1114 case DRINK:
1269 more_info = 0; 1115 more_info = 0;
1270 break; 1116 break;
1271 1117
1272 /* Armor type objects */ 1118 /* Armor type objects */
1273 case ARMOUR: 1119 case ARMOUR:
1274 case HELMET: 1120 case HELMET:
1275 case SHIELD: 1121 case SHIELD:
1276 case BOOTS: 1122 case BOOTS:
1277 case GLOVES: 1123 case GLOVES:
1278 case GIRDLE: 1124 case GIRDLE:
1279 case BRACERS: 1125 case BRACERS:
1280 case CLOAK: 1126 case CLOAK:
1281 if (ARMOUR_SPEED (op)) 1127 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1282 { 1128 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1283 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284 strcat (retbuf, buf);
1285 }
1286 if (ARMOUR_SPELLS (op))
1287 {
1288 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1289 strcat (retbuf, buf);
1290 }
1291 more_info = 1; 1129 more_info = 1;
1292 break; 1130 break;
1293 1131
1294 case WEAPON: 1132 case WEAPON:
1295 /* Calculate it the same way fix_player does so the results 1133 /* Calculate it the same way fix_player does so the results
1296 * make sense. 1134 * make sense.
1297 */ 1135 */
1298 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1136 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1299 if (i < 0) 1137 if (i < 0)
1300 i = 0; 1138 i = 0;
1301 1139
1302 sprintf (buf, "(weapon speed %d)", i); 1140 buf.printf ("(weapon speed %d)", i);
1303 strcat (retbuf, buf);
1304 more_info = 1; 1141 more_info = 1;
1305 break; 1142 break;
1306
1307 } 1143 }
1144
1308 if (more_info) 1145 if (more_info)
1309 { 1146 {
1310 if (op->stats.food)
1311 {
1312 if (op->stats.food != 0)
1313 sprintf (buf, "(sustenance%+d)", op->stats.food); 1147 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1314 strcat (retbuf, buf);
1315 }
1316 if (op->stats.grace)
1317 {
1318 sprintf (buf, "(grace%+d)", op->stats.grace); 1148 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1319 strcat (retbuf, buf); 1149 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1320 }
1321 if (op->stats.sp)
1322 {
1323 sprintf (buf, "(magic%+d)", op->stats.sp);
1324 strcat (retbuf, buf);
1325 }
1326 if (op->stats.hp)
1327 {
1328 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1150 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1329 strcat (retbuf, buf);
1330 }
1331 } 1151 }
1332 1152
1333 if (op->stats.luck) 1153 if (op->stats.luck)
1334 {
1335 sprintf (buf, "(luck%+d)", op->stats.luck); 1154 buf.printf ("(luck%+d)", op->stats.luck);
1336 strcat (retbuf, buf); 1155
1337 }
1338 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1156 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1339 strcat (retbuf, "(lifesaving)"); 1157 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1340 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1341 strcat (retbuf, "(reflect spells)");
1342 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 1158 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1343 strcat (retbuf, "(reflect missiles)");
1344 if (QUERY_FLAG (op, FLAG_STEALTH)) 1159 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1345 strcat (retbuf, "(stealth)"); 1160
1346 if (op->slaying != NULL && op->type != FOOD) 1161 if (op->slaying && op->type != FOOD)
1347 {
1348 sprintf (buf, "(slay %s)", &op->slaying); 1162 buf.printf ("(slay %s)", &op->slaying);
1349 strcat (retbuf, buf); 1163
1350 } 1164 if (op->type == SKILL_TOOL && op->skill)
1351 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1165 buf.printf ("(%s)", &op->skill);
1166
1167 buf.add_abilities ("Attacks", op->attacktype);
1352 /* resistance on flesh is only visible for quetzals. If 1168 /* resistance on flesh is only visible for quetzals. If
1353 * non flesh, everyone can see its resistances 1169 * non flesh, everyone can see its resistances
1354 */ 1170 */
1355 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1171 if (op->type != FLESH || (owner && owner->is_dragon ()))
1356 strcat (retbuf, describe_resistance (op, 0)); 1172 buf << describe_resistance (op, 0);
1357 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1358 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1359 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1360 }
1361 1173
1174 buf.add_paths ("Attuned", op->path_attuned);
1175 buf.add_paths ("Repelled", op->path_repelled);
1176 buf.add_paths ("Denied", op->path_denied);
1177 }
1178
1362 return retbuf; 1179 return buf;
1180}
1181
1182std::string
1183object::describe_item (object *who)
1184{
1185 return std::string (::describe_item (this, who));
1186}
1187
1188void
1189examine (object *op, object *tmp)
1190{
1191 std::string info = tmp->describe (op);
1192
1193 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1194}
1195
1196/*
1197 * inventory prints object's inventory. If inv==NULL then print player's
1198 * inventory.
1199 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1200 */
1201const char *
1202object::query_inventory (object *who, const char *indent)
1203{
1204 static dynbuf_text buf; buf.clear ();
1205
1206 for (object *tmp = inv; tmp; tmp = tmp->below)
1207 if (who && QUERY_FLAG (who, FLAG_WIZ))
1208 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1209 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1210 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1211
1212 if (buf.size ())
1213 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1214 else
1215 buf.printf ("%s(empty)\n", indent);
1216
1217 return buf;
1363} 1218}
1364 1219
1365/* Return true if the item is magical. A magical item is one that 1220/* Return true if the item is magical. A magical item is one that
1366 * increases/decreases any abilities, provides a resistance, 1221 * increases/decreases any abilities, provides a resistance,
1367 * has a generic magical bonus, or is an artifact. 1222 * has a generic magical bonus, or is an artifact.
1368 * This function is used by detect_magic to determine if an item 1223 * This function is used by detect_magic to determine if an item
1369 * should be marked as magical. 1224 * should be marked as magical.
1370 */ 1225 */
1371
1372int 1226int
1373is_magical (const object *op) 1227is_magical (const object *op)
1374{ 1228{
1375 int i; 1229 int i;
1376 1230
1427 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1281 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1428 return 1; 1282 return 1;
1429 1283
1430 /* Check to see if it increases/decreases any stats */ 1284 /* Check to see if it increases/decreases any stats */
1431 for (i = 0; i < NUM_STATS; i++) 1285 for (i = 0; i < NUM_STATS; i++)
1432 if (get_attr_value (&(op->stats), i) != 0) 1286 if (op->stats.stat (i))
1433 return 1; 1287 return 1;
1434 1288
1435 /* If it doesn't fall into any of the above categories, must 1289 /* If it doesn't fall into any of the above categories, must
1436 * be non magical. 1290 * be non magical.
1437 */ 1291 */
1446int 1300int
1447need_identify (const object *op) 1301need_identify (const object *op)
1448{ 1302{
1449 switch (op->type) 1303 switch (op->type)
1450 { 1304 {
1451 case RING: 1305 case RING:
1452 case WAND: 1306 case WAND:
1453 case ROD: 1307 case ROD:
1454 case HORN: 1308 case HORN:
1455 case SCROLL: 1309 case SCROLL:
1456 case SKILL: 1310 case SKILL:
1457 case SKILLSCROLL: 1311 case SKILLSCROLL:
1458 case SPELLBOOK: 1312 case SPELLBOOK:
1459 case FOOD: 1313 case FOOD:
1460 case POTION: 1314 case POTION:
1461 case BOW: 1315 case BOW:
1462 case ARROW: 1316 case ARROW:
1463 case WEAPON: 1317 case WEAPON:
1464 case ARMOUR: 1318 case ARMOUR:
1465 case SHIELD: 1319 case SHIELD:
1466 case HELMET: 1320 case HELMET:
1467 case AMULET: 1321 case AMULET:
1468 case BOOTS: 1322 case BOOTS:
1469 case GLOVES: 1323 case GLOVES:
1470 case BRACERS: 1324 case BRACERS:
1471 case GIRDLE: 1325 case GIRDLE:
1472 case CONTAINER: 1326 case CONTAINER:
1473 case DRINK: 1327 case DRINK:
1474 case FLESH: 1328 case FLESH:
1475 case INORGANIC: 1329 case INORGANIC:
1476 case CLOSE_CON: 1330 case CLOSE_CON:
1477 case CLOAK: 1331 case CLOAK:
1478 case GEM: 1332 case GEM:
1479 case POWER_CRYSTAL: 1333 case POWER_CRYSTAL:
1480 case POISON: 1334 case POISON:
1481 case BOOK: 1335 case BOOK:
1482 case SKILL_TOOL: 1336 case SKILL_TOOL:
1483 return 1; 1337 return 1;
1484 } 1338 }
1339
1485 /* Try to track down some stuff that may show up here. Thus, the 1340 /* Try to track down some stuff that may show up here. Thus, the
1486 * archetype file can be updated, and this function removed. 1341 * archetype file can be updated, and this function removed.
1487 */ 1342 */
1488#if 0 1343#if 0
1489 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1344 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1495 * Supposed to fix face-values as well here, but later. 1350 * Supposed to fix face-values as well here, but later.
1496 */ 1351 */
1497void 1352void
1498identify (object *op) 1353identify (object *op)
1499{ 1354{
1500 object *pl;
1501
1502 SET_FLAG (op, FLAG_IDENTIFIED); 1355 SET_FLAG (op, FLAG_IDENTIFIED);
1503 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1356 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1504 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1357 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1505 1358
1506 /* 1359 /*
1513 { 1366 {
1514 if (op->inv && op->randomitems) 1367 if (op->inv && op->randomitems)
1515 op->title = op->inv->name; 1368 op->title = op->inv->name;
1516 else if (op->arch) 1369 else if (op->arch)
1517 { 1370 {
1518 op->name = op->arch->clone.name; 1371 op->name = op->arch->object::name;
1519 op->name_pl = op->arch->clone.name_pl; 1372 op->name_pl = op->arch->object::name_pl;
1520 } 1373 }
1521 } 1374 }
1522 1375
1523 /* If the object is on a map, make sure we update its face */ 1376 /* If the object is on a map, make sure we update its face */
1524 if (op->map) 1377 if (op->map)
1525 update_object (op, UP_OBJ_FACE); 1378 update_object (op, UP_OBJ_CHANGE);
1526 else 1379
1527 { 1380 if (object *pl = op->visible_to ())
1528 pl = op->in_player ();
1529 if (pl)
1530 /* A lot of the values can change from an update - might as well send 1381 /* A lot of the values can change from an update - might as well send
1531 * it all. 1382 * it all.
1532 */ 1383 */
1533 esrv_send_item (pl, op); 1384 esrv_send_item (pl, op);
1534 }
1535} 1385}
1536 1386

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