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Comparing deliantra/server/common/item.C (file contents):
Revision 1.32 by root, Fri May 11 08:08:02 2007 UTC vs.
Revision 1.83 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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" , "You can use it as your range weapon" , "It is used as a range weapon"},
53 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"}, 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"}, 58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"}, 59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head" , "You can wear it on your head" , "It goes on a human's head"}, 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"}, 61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"},
60 {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} , 62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
61 {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"}, 63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
62 {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"}, 64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
63 {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"}, 65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
64 {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"}, 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
65 {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"}, 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
67};
68
69static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72 "eighteen", "nineteen", "twenty"
73}; 69};
74 70
75static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety" 73 "eighty", "ninety"
78}; 74};
79 75
80static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
84 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
85}; 81};
86 82
87static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
90}; 86};
91 87
92/* The following is a large table of item types, the fields are: 88/* The following is a large table of item types, the fields are:
155 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
156 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
160 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
206 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209}; 205};
210 206
211const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
212
213materialtype_t *materialt;
214
215/*
216materialtype material[NROFMATERIALS] = {
217 * P M F E C C A D W G P S P T F C D D C C G H B I *
218 * H A I L O O C R E H O L A U E A E E H O O O L N *
219 * Y G R E L N I A A O I O R R A N P A A U D L I T *
220 * S I E C D F D I P S S W A N R C L T O N Y N R *
221 * I C T U N O T O L E E H S T P D N *
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}}
235};
236*/
237 208
238/* 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
239 * 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
240 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
252}; 223};
253 224
254int 225int
255get_power_from_ench (int ench) 226get_power_from_ench (int ench)
256{ 227{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
261} 229}
262 230
263/* 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
264 * 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
265 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
272{ 240{
273 int i, tmp, enc; 241 int i, tmp, enc;
274 242
275 enc = 0; 243 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
278 246
279 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 250 * armour shouldn't be counted against
299 if (op->type == WEAPON) 267 if (op->type == WEAPON)
300 { 268 {
301 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
303 enc++; 271 enc++;
272
304 if (op->slaying) 273 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
306 } 275 }
276
307 /* Items the player can equip */ 277 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (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))
314 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
318 } 288 }
289
319 enc += op->stats.luck; 290 enc += op->stats.luck;
320 291
321 /* Do spell paths now */ 292 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
325 enc++; 295 enc++;
326 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
327 enc -= 2; 297 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
329 enc--; 299 enc--;
330 }
331 300
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346 308
347 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
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 */
352const typedata * 314const typedata *
353get_typedata (int itemtype) 315get_typedata (int itemtype)
354{ 316{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
359 return &item_types[i]; 319 return &item_types[i];
320
360 return NULL; 321 return NULL;
361} 322}
362 323
363/* 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
364 * 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
365 * one return NULL */ 326 * one return NULL */
366const typedata * 327const typedata *
367get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
368{ 329{
369 int i;
370
371 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
373 return &item_types[i]; 332 return &item_types[i];
333
374 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
376 { 336 {
377 LOG (llevInfo, 337 LOG (llevInfo,
378 "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);
379 return &item_types[i]; 339 return &item_types[i];
380 } 340 }
341
381 return NULL; 342 return 0;
382} 343}
383 344
384/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
386 * a big buffer. 347 * a big buffer.
388 * 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
389 */ 350 */
390const char * 351const char *
391describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
392{ 353{
393 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
394 char buf1[VERY_BIG_BUF];
395 int tmpvar;
396 355
397 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
398 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
399 {
400 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))
401 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
402 if (!newline)
403 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
404 else
405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406 359
407 strcat (buf, buf1);
408 }
409 }
410 return buf; 360 return buf;
411} 361}
412
413 362
414/* 363/*
415 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
417 * 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().
367 *
368 * Seems to be used only by unimportant stuff. Remove?
418 */ 369 */
419const char * 370const char *
420query_weight (const object *op) 371query_weight (const object *op)
421{ 372{
422 static char buf[10]; 373 static char buf[10];
423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
424 375
425 if (op->weight < 0) 376 if (op->weight < 0)
426 return " "; 377 return " ";
427 378
428 if (i % 1000) 379 if (i % 1000)
436/* 387/*
437 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
438 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
439 */ 390 */
440const char * 391const char *
441get_levelnumber (int i) 392ordinal (int i)
442{ 393{
443 static char buf[MAX_BUF]; 394 if (i < 0)
444 395 return format ("minus %s", ordinal (-i));
445 if (i > 99)
446 {
447 sprintf (buf, "%d.", i);
448 return buf;
449 }
450 396
451 if (i < 21) 397 if (i < 21)
452 return levelnumbers[i];
453 if (!(i % 10))
454 return levelnumbers_10[i / 10];
455
456 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]);
458 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 */
467const char *
468get_number (int i)
469{
470 if (i <= 20)
471 return numbers[i]; 398 return ordnumbers[i];
399
400 int digit = i % 10;
401
402 if (i >= 100)
403 return format (
404 digit == 1 ? "%dst"
405 : digit == 2 ? "%dnd"
406 : digit == 3 ? "%drd"
407 : "%dth",
408 i
409 );
410
411 if (digit == 0)
412 return ordnumbers_10[i / 10];
472 else 413 else
473 { 414 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
474 static char buf[MAX_BUF];
475
476 sprintf (buf, "%d", i);
477 return buf;
478 }
479} 415}
480 416
481/* 417/*
482 * Returns pointer to static buffer containing ring's or amulet's 418 * Returns pointer to static buffer containing ring's or amulet's
483 * abilities 419 * abilities
489 */ 425 */
490 426
491/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 427/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
492 * from stats.sp - b.t. 428 * from stats.sp - b.t.
493 */ 429 */
494const char * 430static const char *
495ring_desc (const object *op) 431ring_desc (const object *op)
496{ 432{
497 static char buf[VERY_BIG_BUF]; 433 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 434 int attr, val, len;
499 435
500 buf[0] = 0; 436 if (op->flag [FLAG_IDENTIFIED])
501 437 {
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf;
504
505 for (attr = 0; attr < NUM_STATS; attr++) 438 for (attr = 0; attr < NUM_STATS; attr++)
506 { 439 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); 440 buf.printf ("(%s%+d)", short_stat_name[attr], val);
510 }
511 }
512 441
513 if (op->stats.exp) 442 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 443 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
515 if (op->stats.wc) 444 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 445 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521 446
522 strcat (buf, describe_resistance (op, 0)); 447 buf << describe_resistance (op, 0);
523 448
524 if (op->stats.food != 0) 449 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 450 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
526 /* else if (op->stats.food < 0) 451 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 452 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
528 if (op->stats.grace) 453 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544 454
545 /* Shorten some of the names, so they appear better in the windows */ 455 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
546 len = strlen (buf); 456 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 457 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 458 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550 459
551 /* if(op->item_power) 460 buf.add_paths ("Attuned" , op->path_attuned);
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 461 buf.add_paths ("Repelled", op->path_repelled);
553 */ 462 buf.add_paths ("Denied" , op->path_denied);
554 if (buf[0] == 0 && op->type != SKILL)
555 strcpy (buf, "of adornment");
556 463
464 if (buf.empty ())
465 buf << "of adornment";
466 }
557 467
558 return buf; 468 return buf;
559} 469}
560 470
561/* 471/*
562 * query_short_name(object) is similar to query_name, but doesn't 472 * query_short_name(object) is similar to query_name, but doesn't
563 * contain any information about object status (worn/cursed/etc.) 473 * contain any information about object status (worn/cursed/etc.)
474 *
475 * It is sometimes used when printing messages, so should fit well into a sentence.
564 */ 476 */
565const char * 477const char *
566query_short_name (const object *op) 478query_short_name (const object *op)
567{ 479{
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL) 480 if (!op->name)
573 return "(null)"; 481 return "(null)";
574 482
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 483 if (!op->nrof
484 && !op->weight
485 && !op->title
486 && !is_magical (op)
487 && op->slaying != shstr_money)
576 return op->name; /* To speed things up (or make things slower?) */ 488 return op->name; /* To speed things up (or make things slower?) */
577 489
578 if (op->nrof <= 1) 490 static dynbuf_text buf; buf.clear ();
579 safe_strcat (buf, op->name, &len, HUGE_BUF);
580 else
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582 491
492 buf << (op->nrof <= 1 ? op->name : op->name_pl);
493
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 494 if (op->title && op->flag [FLAG_IDENTIFIED])
584 { 495 buf << ' ' << op->title;
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588 496
589 switch (op->type) 497 switch (op->type)
590 { 498 {
591 case SPELLBOOK: 499 case SPELLBOOK:
592 case SCROLL: 500 case SCROLL:
593 case WAND: 501 case WAND:
594 case ROD: 502 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 503 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
596 { 504 {
597 if (!op->title) 505 if (!op->title)
598 { 506 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
599 safe_strcat (buf, " of ", &len, HUGE_BUF); 507
600 if (op->inv)
601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
602 else
603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
604 }
605 if (op->type != SPELLBOOK) 508 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level); 509 buf.printf (" (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 } 510 }
611 break; 511 break;
612 512
513 case ALTAR:
514 case TRIGGER_ALTAR:
515 case IDENTIFY_ALTAR:
516 case CONVERTER:
517 if (op->slaying == shstr_money)
518 {
519 bool wrap = !!buf.size ();
520
521 if (wrap) buf << " [";
522
523 archetype *coin = 0;
524
525 for (char const *const *c = coins; *coins; ++c)
526 if ((coin = archetype::find (*c)))
527 if (op->stats.food % coin->value == 0)
528 break;
529
530 sint32 coins = op->stats.food / coin->value;
531
532 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
533
534 if (wrap) buf << ']';
535 }
536 break;
537
613 case SKILL: 538 case SKILL:
614 case AMULET: 539 case AMULET:
615 case RING: 540 case RING:
616 if (!op->title) 541 if (!op->title)
617 { 542 {
618 /* If ring has a title, full description isn't so useful */ 543 /* If ring has a title, full description isn't so useful */
619 const char *s = ring_desc (op); 544 const char *s = ring_desc (op);
620 545
621 if (s[0]) 546 if (s && *s)
622 { 547 buf << " " << s;
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 } 548 }
627 break; 549 break;
550
628 default: 551 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 552 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
630 {
631 sprintf (buf2, " %+d", op->magic); 553 buf.printf (" %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 } 554 }
555
635 return buf; 556 return buf;
636} 557}
637 558
638/* 559/*
639 * query_name(object) returns a character pointer pointing to a static 560 * query_name(object) returns a character pointer pointing to a static
643 * you can make several calls to query_name before the bufs start getting 564 * you can make several calls to query_name before the bufs start getting
644 * overwritten. This may be a bad thing (it may be easier to assume the value 565 * overwritten. This may be a bad thing (it may be easier to assume the value
645 * returned is good forever.) However, it makes printing statements that 566 * returned is good forever.) However, it makes printing statements that
646 * use several names much easier (don't need to store them to temp variables.) 567 * use several names much easier (don't need to store them to temp variables.)
647 * 568 *
569 * It is used extensively within messages, so should return only a prose
570 * and short description of the item.
571 * It is also used by examine/ex and similar functions.
648 */ 572 */
649const char * 573const char *
650query_name (const object *op) 574query_name (const object *op)
651{ 575{
652 static char buf[5][HUGE_BUF]; // OMFG 576 int len = 0;
577 static dynbuf_text bufs[5];
653 static int use_buf = 0; 578 static int use_buf = 0;
654 int len = 0;
655
656#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658#endif
659 579
660 use_buf++; 580 use_buf++;
661 use_buf %= 5; 581 use_buf %= 5;
662 582
663#ifdef NEW_MATERIAL_CODE 583 dynbuf_text &buf = bufs [use_buf];
584 buf.clear ();
585
586#if 0
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 587 if ((op->is_armor () || op->is_weapon ()) && op->material)
665 { 588 buf << op->material->description << ' ';
666 mt = name_to_material (op->materialname);
667 if (mt)
668 {
669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 }
672 }
673#endif 589#endif
674 590
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 591 buf << query_short_name (op);
676 592
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 593 if (op->flag [FLAG_INV_LOCKED])
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 594 buf << " *";
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 595 if (op->is_open_container ())
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 596 buf << " (open)";
681 597
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 598 if (op->flag [FLAG_KNOWN_CURSED])
683 { 599 {
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 600 if (op->flag [FLAG_DAMNED])
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 601 buf << " (damned)";
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 602 else if (op->flag [FLAG_CURSED])
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 603 buf << " (cursed)";
688 } 604 }
689 605
690 /* Basically, if the object is known magical (detect magic spell on it), 606 /* Basically, if the object is known magical (detect magic spell on it),
691 * and it isn't identified, print out the fact that 607 * and it isn't identified, print out the fact that
692 * it is magical. Assume that the detect magical spell will only set 608 * it is magical. Assume that the detect magical spell will only set
694 * 610 *
695 * Changed in V 0.91.4 - still print that the object is magical even 611 * Changed in V 0.91.4 - still print that the object is magical even
696 * if it has been applied. Equipping an item does not tell full 612 * if it has been applied. Equipping an item does not tell full
697 * abilities, especially for artifact items. 613 * abilities, especially for artifact items.
698 */ 614 */
699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 615 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 616 buf << " (magic)";
701 617
702#if 0 618#if 0
703 /* item_power will be returned in desribe_item - it shouldn't really 619 /* item_power will be returned in describe_item - it shouldn't really
704 * be returned in the name. 620 * be returned in the name.
705 */ 621 */
706 if (op->item_power) 622 if (op->item_power)
707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 623 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708 624
709#endif 625#endif
710 626
711 if (QUERY_FLAG (op, FLAG_APPLIED)) 627 if (op->flag [FLAG_APPLIED])
712 { 628 {
713 switch (op->type) 629 switch (op->type)
714 { 630 {
715 case BOW: 631 case BOW:
716 case WAND: 632 case WAND:
717 case ROD: 633 case ROD:
718 case HORN: 634 case HORN:
719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 635 buf << " (applied)";
720 break; 636 break;
721 case WEAPON: 637 case WEAPON:
722 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 638 buf << " (applied)";
723 break; 639 break;
724 case ARMOUR: 640 case ARMOUR:
725 case HELMET: 641 case HELMET:
726 case SHIELD: 642 case SHIELD:
727 case RING: 643 case RING:
729 case GLOVES: 645 case GLOVES:
730 case AMULET: 646 case AMULET:
731 case GIRDLE: 647 case GIRDLE:
732 case BRACERS: 648 case BRACERS:
733 case CLOAK: 649 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 650 buf << " (worn)";
735 break; 651 break;
736 case CONTAINER: 652 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 653 buf << " (active)";
738 break; 654 break;
739 case SKILL: 655 case SKILL:
740 default: 656 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 657 buf << " (applied)";
742 } 658 }
743 } 659 }
744 660
745 if (QUERY_FLAG (op, FLAG_UNPAID)) 661 switch (op->type)
746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 662 {
663 case LAMP:
664 if (op->glow_radius)
665 buf << " (on)";
666 else if (op->stats.food <= 0)
667 buf << " (empty)";
668 else
669 buf << " (off)";
670 break;
747 671
748 return buf [use_buf]; 672 case TORCH:
673 if (op->glow_radius)
674 buf << " (burning)";
675 else if (op->stats.food <= 0)
676 buf << " (burned out)";
677 break;
678 }
679
680 if (op->flag [FLAG_UNPAID])
681 buf << " (unpaid)";
682
683 return buf;
749} 684}
750 685
751/* 686/*
752 * query_base_name(object) returns a character pointer pointing to a static 687 * query_base_name(object) returns a character pointer pointing to a static
753 * buffer which contains a verbose textual representation of the name 688 * buffer which contains a verbose textual representation of the name
754 * of the given object. The buffer will be overwritten at the next 689 * of the given object. The buffer will be overwritten at the next
755 * call to query_base_name(). This is a lot like query_name, but we 690 * call to query_base_name(). This is a lot like query_name, but we
756 * don't include the item count or item status. Used for inventory sorting 691 * don't include the item count or item status. Used for inventory sorting
757 * and sending to client. 692 * and sending to client.
758 * If plural is set, we generate the plural name of this. 693 * If plural is set, we generate the plural name of this.
694 *
695 * It is sometimes used to display messages, and usually only used to match stuff,
696 * so maybe this function should be removed.
697 * It is also used for client-side inventory/item descriptions.
759 */ 698 */
760const char * 699const char *
761query_base_name (const object *op, int plural) 700query_base_name (const object *op, int plural)
762{ 701{
763 static char buf[MAX_BUF], buf2[MAX_BUF];
764 int len;
765 materialtype_t *mt;
766
767 if ((!plural && !op->name) || (plural && !op->name_pl)) 702 if ((!plural && !op->name) || (plural && !op->name_pl))
768 return "(null)"; 703 return "(null)";
769 704
770 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 705 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
706 && op->type != EXIT)
771 return op->name; /* To speed things up (or make things slower?) */ 707 return op->name; /* To speed things up (or make things slower?) */
772 708
709 static dynbuf_text buf; buf.clear ();
710
711#if 0
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 712 if ((op->is_armor () || op->is_weapon ()) && op->material)
774 mt = name_to_material (op->materialname); 713 if (op->arch->material != op->material)
775 714 buf << op->material->description << ' ';
776#ifdef NEW_MATERIAL_CODE
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
779 {
780 strcpy (buf, mt->description);
781 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural)
784 safe_strcat (buf, op->name, &len, MAX_BUF);
785 else
786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
787 }
788 else
789 {
790#endif 715#endif
791 if (!plural)
792 assign (buf, op->name);
793 else
794 assign (buf, op->name_pl);
795 716
796 len = strlen (buf); 717 buf << (plural ? op->name_pl : op->name);
797#ifdef NEW_MATERIAL_CODE
798 }
799#endif
800 718
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 719 if (op->title && op->flag [FLAG_IDENTIFIED])
802 { 720 buf << ' ' << op->title;
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806 721
807 switch (op->type) 722 switch (op->type)
808 { 723 {
809 case SPELLBOOK: 724 case SPELLBOOK:
810 case SCROLL: 725 case SCROLL:
811 case WAND: 726 case WAND:
812 case ROD: 727 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 728 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
814 { 729 {
815 if (!op->title) 730 if (!op->title)
816 { 731 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
817 safe_strcat (buf, " of ", &len, MAX_BUF); 732
818 if (op->inv)
819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820 else
821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822 }
823 if (op->type != SPELLBOOK) 733 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level); 734 buf.printf (" (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 } 735 }
829 break; 736 break;
830 737
831 738
832 case SKILL: 739 case SKILL:
835 if (!op->title) 742 if (!op->title)
836 { 743 {
837 /* If ring has a title, full description isn't so useful */ 744 /* If ring has a title, full description isn't so useful */
838 const char *s = ring_desc (op); 745 const char *s = ring_desc (op);
839 746
840 if (s[0]) 747 if (s && *s)
841 { 748 buf << ' ' << s;
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 } 749 }
846 break; 750 break;
847 751
752 case EXIT:
753 // random map exits "unfortunately" get patched, so this only works before entering
754 if (EXIT_PATH (op) == shstr_random_map_exit)
755 buf << " (random map)";
756 else if (!EXIT_PATH (op))
757 buf << " (closed)";
758 break;
759
848 default: 760 default:
849 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 761 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED]))
850 sprintf (buf + strlen (buf), " %+d", op->magic); 762 buf.printf (" %+d", op->magic);
851 } 763 }
852 764
853 return buf; 765 return buf;
854} 766}
855 767
857 * too long, making it difficult to read. This function deals 769 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only 770 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description 771 * be called with monster & player objects. Returns a description
860 * in a static buffer. 772 * in a static buffer.
861 */ 773 */
862static char * 774static const char *
863describe_monster (const object *op) 775describe_monster (const object *op)
864{ 776{
865 char buf[MAX_BUF]; 777 static dynbuf_text buf; buf.clear ();
866 static char retbuf[VERY_BIG_BUF];
867 int i;
868
869 retbuf[0] = '\0';
870 778
871 /* Note that the resolution this provides for players really isn't 779 /* Note that the resolution this provides for players really isn't
872 * very good. Any player with a speed greater than .67 will 780 * very good. Any player with a speed greater than .67 will
873 * fall into the 'lightning fast movement' category. 781 * fall into the 'lightning fast movement' category.
874 */ 782 */
875 if (op->has_active_speed ()) 783 if (op->has_active_speed ())
876 { 784 switch ((int)(op->speed * 15.))
877 switch ((int) ((FABS (op->speed)) * 15))
878 { 785 {
879 case 0: 786 case 0:
880 strcat (retbuf, "(very slow movement)"); 787 buf << "(very slow movement)";
881 break; 788 break;
882 case 1: 789 case 1:
883 strcat (retbuf, "(slow movement)"); 790 buf << "(slow movement)";
884 break; 791 break;
885 case 2: 792 case 2:
886 strcat (retbuf, "(normal movement)"); 793 buf << "(normal movement)";
887 break; 794 break;
888 case 3: 795 case 3:
889 case 4: 796 case 4:
890 strcat (retbuf, "(fast movement)"); 797 buf << "(fast movement)";
891 break; 798 break;
892 case 5: 799 case 5:
893 case 6: 800 case 6:
894 strcat (retbuf, "(very fast movement)"); 801 buf << "(very fast movement)";
895 break; 802 break;
896 case 7: 803 case 7:
897 case 8: 804 case 8:
898 case 9: 805 case 9:
899 case 10: 806 case 10:
900 strcat (retbuf, "(extremely fast movement)"); 807 buf << "(extremely fast movement)";
901 break; 808 break;
902 default: 809 default:
903 strcat (retbuf, "(lightning fast movement)"); 810 buf << "(lightning fast movement)";
904 break; 811 break;
905 } 812 }
906 } 813
907 if (QUERY_FLAG (op, FLAG_UNDEAD)) 814 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
908 strcat (retbuf, "(undead)"); 815 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
909 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 816 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
910 strcat (retbuf, "(see invisible)"); 817 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
911 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 818 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
912 strcat (retbuf, "(wield weapon)"); 819 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
913 if (QUERY_FLAG (op, FLAG_USE_BOW)) 820 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
914 strcat (retbuf, "(archer)"); 821 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
915 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 822 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
916 strcat (retbuf, "(wear armour)"); 823 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
917 if (QUERY_FLAG (op, FLAG_USE_RING)) 824 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
918 strcat (retbuf, "(wear ring)"); 825 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
919 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 826 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
920 strcat (retbuf, "(read scroll)"); 827 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
921 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 828
922 strcat (retbuf, "(fires wand/rod/horn)");
923 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
924 strcat (retbuf, "(skill user)");
925 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
926 strcat (retbuf, "(spellcaster)");
927 if (QUERY_FLAG (op, FLAG_FRIENDLY))
928 strcat (retbuf, "(friendly)");
929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
930 strcat (retbuf, "(unaggressive)");
931 if (QUERY_FLAG (op, FLAG_HITBACK))
932 strcat (retbuf, "(hitback)");
933 if (QUERY_FLAG (op, FLAG_STEALTH))
934 strcat (retbuf, "(stealthy)");
935 if (op->randomitems != NULL) 829 if (op->randomitems)
936 { 830 {
937 treasure *t;
938 int first = 1; 831 bool first = 1;
939 832
940 for (t = op->randomitems->items; t != NULL; t = t->next) 833 for (treasure *t = op->randomitems->items; t; t = t->next)
941 if (t->item && t->item->clone.type == SPELL) 834 if (t->item && t->item->type == SPELL)
942 { 835 {
943 if (first) 836 if (first)
944 { 837 buf << "(Spell abilities:)";
838
945 first = 0; 839 first = 0;
946 strcat (retbuf, "(Spell abilities:)"); 840
947 } 841 buf << '(' << t->item->object::name << ')';
948 strcat (retbuf, "(");
949 strcat (retbuf, t->item->clone.name);
950 strcat (retbuf, ")");
951 } 842 }
952 } 843 }
844
953 if (op->type == PLAYER) 845 if (op->type == PLAYER)
954 { 846 {
955 if (op->contr->digestion) 847 if (op->contr->digestion)
956 {
957 if (op->contr->digestion != 0)
958 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 848 buf.printf ("(sustenance%+d)", op->contr->digestion);
959 strcat (retbuf, buf); 849
960 }
961 if (op->contr->gen_grace) 850 if (op->contr->gen_grace)
962 {
963 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 851 buf.printf ("(grace%+d)", op->contr->gen_grace);
964 strcat (retbuf, buf); 852
965 }
966 if (op->contr->gen_sp) 853 if (op->contr->gen_sp)
967 {
968 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 854 buf.printf ("(magic%+d)", op->contr->gen_sp);
969 strcat (retbuf, buf); 855
970 }
971 if (op->contr->gen_hp) 856 if (op->contr->gen_hp)
972 {
973 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 857 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
974 strcat (retbuf, buf); 858
975 }
976 if (op->stats.luck) 859 if (op->stats.luck)
977 {
978 sprintf (buf, "(luck%+d)", op->stats.luck); 860 buf.printf ("(luck%+d)", op->stats.luck);
979 strcat (retbuf, buf);
980 }
981 } 861 }
982 862
983 /* describe attacktypes */ 863 /* describe attacktypes */
984 if (is_dragon_pl (op)) 864 if (op->is_dragon ())
985 { 865 {
986 /* for dragon players display the attacktypes from clawing skill 866 /* for dragon players display the attacktypes from clawing skill
987 * Break apart the for loop - move the comparison checking down - 867 * Break apart the for loop - move the comparison checking down -
988 * this makes it more readable. 868 * this makes it more readable.
989 */ 869 */
990 object *tmp; 870 object *tmp;
991 871
992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 872 for (tmp = op->inv; tmp; tmp = tmp->below)
993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 873 if (tmp->type == SKILL && tmp->name == shstr_clawing)
994 break; 874 break;
995 875
996 if (tmp && tmp->attacktype != 0) 876 if (tmp && tmp->attacktype)
997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 877 buf.add_abilities ("Claws", tmp->attacktype);
998 else 878 else
999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 879 buf.add_abilities ("Attacks", op->attacktype);
1000 } 880 }
1001 else 881 else
1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 882 buf.add_abilities ("Attacks", op->attacktype);
1003 883
1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 884 buf.add_paths ("Attuned" , op->path_attuned);
1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 885 buf.add_paths ("Repelled", op->path_repelled);
1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 886 buf.add_paths ("Denied" , op->path_denied);
1007 887
1008 for (i = 0; i < NROFATTACKS; i++) 888 for (int i = 0; i < NROFATTACKS; i++)
1009 if (op->resist[i]) 889 if (op->resist[i])
1010 {
1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 890 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1012 strcat (retbuf, buf);
1013 }
1014 891
1015 return retbuf; 892 return buf;
1016} 893}
1017
1018 894
1019/* 895/*
1020 * Returns a pointer to a static buffer which contains a 896 * Returns a pointer to a static buffer which contains a
1021 * description of the given object. 897 * description of the given object.
1022 * If it is a monster, lots of information about its abilities 898 * If it is a monster, lots of information about its abilities
1031 * wouldn't need to use the SEE_INVISIBLE flag to know it is 907 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1032 * a dragon player examining food. Could have things like 908 * a dragon player examining food. Could have things like
1033 * a dwarven axe, in which the full abilities are only known to 909 * a dwarven axe, in which the full abilities are only known to
1034 * dwarves, etc. 910 * dwarves, etc.
1035 * 911 *
1036 * This function is really much more complicated than it should
1037 * be, because different objects have different meanings
1038 * for the same field (eg, wands use 'food' for charges). This
1039 * means these special cases need to be worked out.
1040 *
1041 * Add 'owner' who is the person examining this object. 912 * Add 'owner' who is the person examining this object.
1042 * owner can be null if no one is being associated with this 913 * owner can be null if no one is being associated with this
1043 * item (eg, debug dump or the like) 914 * item (eg, debug dump or the like)
1044 */ 915 */
1045const char * 916const char *
1046describe_item (const object *op, object *owner) 917describe_item (const object *op, object *owner)
1047{ 918{
1048 char buf[MAX_BUF]; 919 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1049 static char retbuf[VERY_BIG_BUF]; 920 return describe_monster (op);
921
922 static dynbuf_text buf; buf.clear ();
1050 int identified, i; 923 int identified, i;
1051 924
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. 925 /* figure this out once, instead of making multiple calls to need_identify.
1058 * also makes the code easier to read. 926 * also makes the code easier to read.
1059 */ 927 */
1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 928 identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED];
1061 identified = 1; 929 if (!identified)
1062 else 930 buf << "(unidentified)";
1063 { 931
1064 strcpy (retbuf, "(unidentified)");
1065 identified = 0;
1066 }
1067 switch (op->type) 932 switch (op->type)
1068 { 933 {
1069 case BOW: 934 case BOW:
1070 case ARROW: 935 case ARROW:
1071 case WAND: 936 case WAND:
1072 case ROD: 937 case ROD:
1073 case HORN: 938 case HORN:
1074 case WEAPON: 939 case WEAPON:
1075 case ARMOUR: 940 case ARMOUR:
1076 case HELMET: 941 case HELMET:
1077 case SHIELD: 942 case SHIELD:
1078 case BOOTS: 943 case BOOTS:
1079 case GLOVES: 944 case GLOVES:
1080 case GIRDLE: 945 case GIRDLE:
1081 case BRACERS: 946 case BRACERS:
1082 case CLOAK: 947 case CLOAK:
1083 case SKILL_TOOL: 948 case SKILL_TOOL:
1084 break; /* We have more information to do below this switch */ 949 break; /* We have more information to do below this switch */
1085 950
1086 case POWER_CRYSTAL: 951 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 952 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 953 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 1000) / 100; 954 i = (op->stats.maxsp % 1000) / 100;
1090 955
1091 if (i) 956 if (i)
1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 957 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1093 else 958 else
1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000); 959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1095 } 960 }
1096 else 961 else
1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 962 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1098 963
1099 strcat (retbuf, buf);
1100 i = (op->stats.sp * 10) / op->stats.maxsp; 964 i = (op->stats.sp * 10) / op->stats.maxsp;
1101 if (op->stats.sp == 0) 965 if (op->stats.sp == 0)
1102 strcat (retbuf, "empty."); 966 buf << "empty";
1103 else if (i == 0) 967 else if (i == 0)
1104 strcat (retbuf, "almost empty."); 968 buf << "almost empty";
1105 else if (i < 3) 969 else if (i < 3)
1106 strcat (retbuf, "partially filled."); 970 buf << "partially filled";
1107 else if (i < 6) 971 else if (i < 6)
1108 strcat (retbuf, "half full."); 972 buf << "half full";
1109 else if (i < 9) 973 else if (i < 9)
1110 strcat (retbuf, "well charged."); 974 buf << "well charged";
1111 else if (op->stats.sp == op->stats.maxsp) 975 else if (op->stats.sp == op->stats.maxsp)
1112 strcat (retbuf, "fully charged."); 976 buf << "fully charged";
1113 else 977 else
1114 strcat (retbuf, "almost full."); 978 buf << "almost full";
979
980 buf << ')';
1115 break; 981 break;
982
983 case LAMP:
984 {
985 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
986 buf << "(fuel: ";
987 if (percent == 0)
988 buf << "empty";
989 else if (percent < 10)
990 buf << "very low";
991 else if (percent < 25)
992 buf << "low";
993 else if (percent < 50)
994 buf << "half empty";
995 else if (percent < 75)
996 buf << "half full";
997 else if (percent < 95)
998 buf << "well filled";
999 else if (percent <= 100)
1000 buf << "full";
1001 buf << ")";
1002 }
1003 break;
1004
1116 case FOOD: 1005 case FOOD:
1117 case FLESH: 1006 case FLESH:
1118 case DRINK: 1007 case DRINK:
1119 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1008 if (identified || op->flag [FLAG_BEEN_APPLIED])
1120 { 1009 {
1121 sprintf (buf, "(food+%d)", op->stats.food); 1010 buf.printf ("(food+%d)", op->stats.food);
1122 strcat (retbuf, buf);
1123 1011
1124 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1012 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1013 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1014
1015 if (!op->flag [FLAG_CURSED])
1125 { 1016 {
1126 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1017 if (op->stats.hp) buf << "(heals)";
1127 strcat (retbuf, buf); 1018 if (op->stats.sp) buf << "(spellpoint regen)";
1128 } 1019 }
1129
1130 if (!QUERY_FLAG (op, FLAG_CURSED))
1131 {
1132 if (op->stats.hp)
1133 strcat (retbuf, "(heals)");
1134 if (op->stats.sp)
1135 strcat (retbuf, "(spellpoint regen)");
1136 }
1137 else 1020 else
1138 { 1021 {
1139 if (op->stats.hp) 1022 if (op->stats.hp) buf << "(damages)";
1140 strcat (retbuf, "(damages)");
1141 if (op->stats.sp)
1142 strcat (retbuf, "(spellpoint depletion)"); 1023 if (op->stats.sp) buf << "(spellpoint depletion)";
1143 } 1024 }
1144 } 1025 }
1145 break; 1026 break;
1146 1027
1147
1148 case SKILL: 1028 case SKILL:
1149 case RING: 1029 case RING:
1150 case AMULET: 1030 case AMULET:
1151 if (op->item_power) 1031 if (op->item_power)
1152 {
1153 sprintf (buf, "(item_power %+d)", op->item_power); 1032 buf.printf ("(item_power %+d)", op->item_power);
1154 strcat (retbuf, buf); 1033
1155 }
1156 if (op->title) 1034 if (op->title)
1157 strcat (retbuf, ring_desc (op)); 1035 buf << ring_desc (op);
1036
1158 return retbuf; 1037 return buf;
1159 1038
1160 default: 1039 default:
1161 return retbuf; 1040 return buf;
1162 } 1041 }
1163 1042
1164 /* Down here, we more further describe equipment type items. 1043 /* Down here, we more further describe equipment type items.
1165 * only describe them if they have been identified or the like. 1044 * only describe them if they have been identified or the like.
1166 */ 1045 */
1167 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1046 if (identified || op->flag [FLAG_BEEN_APPLIED])
1168 { 1047 {
1169 int attr, val; 1048 int attr, val;
1170 1049
1171 for (attr = 0; attr < NUM_STATS; attr++) 1050 for (attr = 0; attr < NUM_STATS; attr++)
1172 { 1051 if ((val = op->stats.stat (attr)))
1173 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1174 {
1175 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1052 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1176 strcat (retbuf, buf);
1177 }
1178 }
1179 1053
1180 if (op->stats.exp) 1054 if (op->stats.exp)
1181 {
1182 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1055 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1183 strcat (retbuf, buf);
1184 }
1185
1186 1056
1187 switch (op->type) 1057 switch (op->type)
1188 { 1058 {
1189 case BOW: 1059 case BOW:
1190 case ARROW: 1060 case ARROW:
1191 case GIRDLE: 1061 case GIRDLE:
1192 case HELMET: 1062 case HELMET:
1193 case SHIELD: 1063 case SHIELD:
1194 case BOOTS: 1064 case BOOTS:
1195 case GLOVES: 1065 case GLOVES:
1196 case WEAPON: 1066 case WEAPON:
1197 case SKILL: 1067 case SKILL:
1198 case RING: 1068 case RING:
1199 case AMULET: 1069 case AMULET:
1200 case ARMOUR: 1070 case ARMOUR:
1201 case BRACERS: 1071 case BRACERS:
1202 case FORCE: 1072 case FORCE:
1203 case CLOAK: 1073 case CLOAK:
1204 if (op->stats.wc) 1074 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1205 { 1075 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1206 sprintf (buf, "(wc%+d)", op->stats.wc); 1076 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1207 strcat (retbuf, buf); 1077
1208 }
1209 if (op->stats.dam)
1210 {
1211 sprintf (buf, "(dam%+d)", op->stats.dam);
1212 strcat (retbuf, buf);
1213 }
1214 if (op->stats.ac)
1215 {
1216 sprintf (buf, "(ac%+d)", op->stats.ac);
1217 strcat (retbuf, buf);
1218 }
1219 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1078 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1220 {
1221 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1079 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1222 strcat (retbuf, buf); 1080
1223 }
1224 break; 1081 break;
1225 1082
1226 default: 1083 default:
1227 break; 1084 break;
1228 } 1085 }
1229 if (QUERY_FLAG (op, FLAG_XRAYS)) 1086
1230 strcat (retbuf, "(xray-vision)"); 1087 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1231 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1088 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1232 strcat (retbuf, "(infravision)");
1233 1089
1234 /* levitate was what is was before, so we'll keep it */ 1090 /* levitate was what is was before, so we'll keep it */
1235 if (op->move_type & MOVE_FLY_LOW) 1091 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1236 strcat (retbuf, "(levitate)");
1237
1238 if (op->move_type & MOVE_FLY_HIGH) 1092 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1239 strcat (retbuf, "(fly)");
1240
1241 if (op->move_type & MOVE_SWIM) 1093 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1242 strcat (retbuf, "(swim)");
1243 1094
1244 /* walking is presumed as 'normal', so doesn't need mentioning */ 1095 /* walking is presumed as 'normal', so doesn't need mentioning */
1245 1096
1246 if (op->item_power) 1097 if (op->item_power)
1247 {
1248 sprintf (buf, "(item_power %+d)", op->item_power); 1098 buf.printf ("(item_power %+d)", op->item_power);
1249 strcat (retbuf, buf);
1250 }
1251 } /* End if identified or applied */ 1099 } /* End if identified or applied */
1252 1100
1253 /* This blocks only deals with fully identified object. 1101 /* This blocks only deals with fully identified object.
1254 * it is intentional that this is not an 'else' from a above - 1102 * it is intentional that this is not an 'else' from a above -
1255 * in this way, information is added. 1103 * in this way, information is added.
1258 { 1106 {
1259 int more_info = 0; 1107 int more_info = 0;
1260 1108
1261 switch (op->type) 1109 switch (op->type)
1262 { 1110 {
1263 case ROD: /* These use stats.sp for spell selection and stats.food */ 1111 case ROD: /* These use stats.sp for spell selection and stats.food */
1264 case HORN: /* and stats.hp for spell-point regeneration... */ 1112 case HORN: /* and stats.hp for spell-point regeneration... */
1265 case BOW: 1113 case BOW:
1266 case ARROW: 1114 case ARROW:
1267 case WAND: 1115 case WAND:
1268 case FOOD: 1116 case FOOD:
1269 case FLESH: 1117 case FLESH:
1270 case DRINK: 1118 case DRINK:
1271 more_info = 0; 1119 more_info = 0;
1272 break; 1120 break;
1273 1121
1274 /* Armor type objects */ 1122 /* Armor type objects */
1275 case ARMOUR: 1123 case ARMOUR:
1276 case HELMET: 1124 case HELMET:
1277 case SHIELD: 1125 case SHIELD:
1278 case BOOTS: 1126 case BOOTS:
1279 case GLOVES: 1127 case GLOVES:
1280 case GIRDLE: 1128 case GIRDLE:
1281 case BRACERS: 1129 case BRACERS:
1282 case CLOAK: 1130 case CLOAK:
1283 if (ARMOUR_SPEED (op)) 1131 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284 { 1132 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1285 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1286 strcat (retbuf, buf);
1287 }
1288 if (ARMOUR_SPELLS (op))
1289 {
1290 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1291 strcat (retbuf, buf);
1292 }
1293 more_info = 1; 1133 more_info = 1;
1294 break; 1134 break;
1295 1135
1296 case WEAPON: 1136 case WEAPON:
1297 /* Calculate it the same way fix_player does so the results 1137 /* Calculate it the same way fix_player does so the results
1298 * make sense. 1138 * make sense.
1299 */ 1139 */
1300 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1140 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1301 if (i < 0) 1141 if (i < 0)
1302 i = 0; 1142 i = 0;
1303 1143
1304 sprintf (buf, "(weapon speed %d)", i); 1144 buf.printf ("(weapon speed %d)", i);
1305 strcat (retbuf, buf);
1306 more_info = 1; 1145 more_info = 1;
1307 break; 1146 break;
1308
1309 } 1147 }
1148
1310 if (more_info) 1149 if (more_info)
1311 { 1150 {
1312 if (op->stats.food)
1313 {
1314 if (op->stats.food != 0)
1315 sprintf (buf, "(sustenance%+d)", op->stats.food); 1151 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1316 strcat (retbuf, buf);
1317 }
1318 if (op->stats.grace)
1319 {
1320 sprintf (buf, "(grace%+d)", op->stats.grace); 1152 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1321 strcat (retbuf, buf); 1153 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1322 }
1323 if (op->stats.sp)
1324 {
1325 sprintf (buf, "(magic%+d)", op->stats.sp);
1326 strcat (retbuf, buf);
1327 }
1328 if (op->stats.hp)
1329 {
1330 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1154 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1331 strcat (retbuf, buf);
1332 }
1333 } 1155 }
1334 1156
1335 if (op->stats.luck) 1157 if (op->stats.luck)
1336 {
1337 sprintf (buf, "(luck%+d)", op->stats.luck); 1158 buf.printf ("(luck%+d)", op->stats.luck);
1338 strcat (retbuf, buf); 1159
1339 } 1160 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1340 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1161 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1341 strcat (retbuf, "(lifesaving)"); 1162 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1342 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1163 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1343 strcat (retbuf, "(reflect spells)"); 1164
1344 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1345 strcat (retbuf, "(reflect missiles)");
1346 if (QUERY_FLAG (op, FLAG_STEALTH))
1347 strcat (retbuf, "(stealth)");
1348 if (op->slaying != NULL && op->type != FOOD) 1165 if (op->slaying && op->type != FOOD)
1349 {
1350 sprintf (buf, "(slay %s)", &op->slaying); 1166 buf.printf ("(slay %s)", &op->slaying);
1351 strcat (retbuf, buf); 1167
1352 } 1168 if (op->type == SKILL_TOOL && op->skill)
1353 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1169 buf.printf ("(%s)", &op->skill);
1170
1171 buf.add_abilities ("Attacks", op->attacktype);
1354 /* resistance on flesh is only visible for quetzals. If 1172 /* resistance on flesh is only visible for quetzals. If
1355 * non flesh, everyone can see its resistances 1173 * non flesh, everyone can see its resistances
1356 */ 1174 */
1357 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1175 if (op->type != FLESH || (owner && owner->is_dragon ()))
1358 strcat (retbuf, describe_resistance (op, 0)); 1176 buf << describe_resistance (op, 0);
1359 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1360 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1361 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1362 }
1363 1177
1178 buf.add_paths ("Attuned", op->path_attuned);
1179 buf.add_paths ("Repelled", op->path_repelled);
1180 buf.add_paths ("Denied", op->path_denied);
1181 }
1182
1364 return retbuf; 1183 return buf;
1365} 1184}
1366 1185
1367std::string 1186std::string
1368object::describe_item (object *who) 1187object::describe_item (object *who)
1369{ 1188{
1370 return std::string (::describe_item (this, who)); 1189 return std::string (::describe_item (this, who));
1190}
1191
1192static void
1193describe_dump_object (dynbuf &buf, object *ob)
1194{
1195 char *txt = dump_object (ob);
1196 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1197 buf << "\n" << txt << "\n";
1198
1199 if (!ob->is_arch ())
1200 describe_dump_object (buf, ob->arch);
1201}
1202
1203std::string
1204object::describe (object *who)
1205{
1206 dynbuf_text buf (1024, 1024);
1207
1208 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1209
1210 if (custom_name)
1211 buf.printf ("You call it %s.\r", &custom_name);
1212
1213 switch (type)
1214 {
1215 case SPELLBOOK:
1216 if (flag [FLAG_IDENTIFIED] && inv)
1217 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1218 break;
1219
1220 case BOOK:
1221 if (msg)
1222 buf << "Something is written in it.\r";
1223 break;
1224
1225 case CONTAINER:
1226 if (race)
1227 {
1228 if (weight_limit && stats.Str < 100)
1229 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1230 &race, weight_limit / (10.0 * (100 - stats.Str)));
1231 else
1232 buf.printf ("It can hold only %s.\r", &race);
1233 }
1234 else if (weight_limit && stats.Str < 100)
1235 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1236 break;
1237
1238 case WAND:
1239 if (flag [FLAG_IDENTIFIED])
1240 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1241 break;
1242 }
1243
1244 if (material != MATERIAL_NULL && !msg)
1245 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1246 << material->description
1247 << ".\r";
1248
1249 if (who)
1250 /* Where to wear this item */
1251 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1252 if (slot[i].info)
1253 {
1254 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1255
1256 if (slot[i].info < -1 && who->slot[i].info)
1257 buf.printf ("(%d)", -slot[i].info);
1258
1259 buf << ".\r";
1260 }
1261
1262 if (weight)
1263 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1264
1265 if (flag [FLAG_STARTEQUIP])
1266 buf << (nrof > 1 ? "They were" : "It was")
1267 << " given by a god and will vanish when dropped.\r";
1268
1269 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1270 {
1271 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1272
1273 if (who->is_in_shop ())
1274 {
1275 if (flag [FLAG_UNPAID])
1276 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1277 else
1278 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1279 }
1280 }
1281
1282 if (flag [FLAG_MONSTER])
1283 buf << describe_monster (who);
1284
1285 /* Is this item buildable? */
1286 if (flag [FLAG_IS_BUILDABLE])
1287 buf << "This is a buildable item.\r";
1288
1289 /* Does the object have a message? Don't show message for all object
1290 * types - especially if the first entry is a match
1291 */
1292 if (msg)
1293 {
1294 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1295 {
1296 buf << '\r';
1297
1298 /* This is just a hack so when identifying the items, we print
1299 * out the extra message
1300 */
1301 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1302 buf << "The object has a story:\r";
1303
1304 buf << msg << '\n';
1305 }
1306 }
1307 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1308 && (type == SPELLBOOK || type == ROD || type == WAND
1309 || type == ROD || type == POTION || type == SCROLL))
1310 // for spellbooks and other stuff that contains spells, print the spell message,
1311 // unless the object has a custom message handled above.
1312 buf << '\r' << inv->msg << '\n';
1313
1314 // try to display the duration for some potions and scrolls
1315 // this includes change ability potions and group spells,
1316 // but does not handle protection potions
1317 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1318 && (type == POTION || type == SCROLL))
1319 {
1320 object *spell = inv;
1321
1322 if (spell->subtype == SP_PARTY_SPELL)
1323 spell = spell->other_arch;
1324
1325 if (spell->subtype == SP_CHANGE_ABILITY)
1326 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1327 TICK2TIME (change_ability_duration (spell, this)));
1328 }
1329
1330 // some help text for skill tools
1331 if (type == SKILL_TOOL)
1332 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1333 "you can use the " << &skill << " skill as if you had learned it.>";
1334
1335 // Display a hint about inscribable items [empty books]
1336 // This includes the amount of text they can hold.
1337 if (type == INSCRIBABLE)
1338 {
1339 if (other_arch && other_arch->type == SCROLL)
1340 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1341 else
1342 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1343 weight_limit);
1344 }
1345
1346 buf << '\n';
1347
1348 // the dungeon master additionally gets a complete dump
1349 if (who && who->flag [FLAG_WIZLOOK])
1350 {
1351 buf << "\nT<Object>\n";
1352 describe_dump_object (buf, this);
1353
1354 if (inv)
1355 {
1356 buf << "\nT<Top Inventory>\n";
1357 describe_dump_object (buf, inv);
1358 }
1359 }
1360
1361 return std::string (buf.linearise (), buf.size ());
1362}
1363
1364void
1365examine (object *op, object *tmp)
1366{
1367 std::string info = tmp->describe (op);
1368
1369 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1370}
1371
1372/*
1373 * inventory prints object's inventory. If inv==NULL then print player's
1374 * inventory.
1375 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1376 */
1377const char *
1378object::query_inventory (object *who, const char *indent)
1379{
1380 static dynbuf_text buf; buf.clear ();
1381
1382 for (object *tmp = inv; tmp; tmp = tmp->below)
1383 if (who && who->flag [FLAG_WIZ])
1384 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1385 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1386 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1387
1388 if (buf.size ())
1389 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1390 else
1391 buf.printf ("%s(empty)\n", indent);
1392
1393 return buf;
1371} 1394}
1372 1395
1373/* Return true if the item is magical. A magical item is one that 1396/* Return true if the item is magical. A magical item is one that
1374 * increases/decreases any abilities, provides a resistance, 1397 * increases/decreases any abilities, provides a resistance,
1375 * has a generic magical bonus, or is an artifact. 1398 * has a generic magical bonus, or is an artifact.
1376 * This function is used by detect_magic to determine if an item 1399 * This function is used by detect_magic to determine if an item
1377 * should be marked as magical. 1400 * should be marked as magical.
1378 */ 1401 */
1379
1380int 1402int
1381is_magical (const object *op) 1403is_magical (const object *op)
1382{ 1404{
1383 int i; 1405 int i;
1384 1406
1385 /* living creatures are considered non magical */ 1407 /* living creatures are considered non magical */
1386 if (QUERY_FLAG (op, FLAG_ALIVE)) 1408 if (op->flag [FLAG_ALIVE])
1387 return 0; 1409 return 0;
1388 1410
1389 /* This is a test for it being an artifact, as artifacts have titles */ 1411 /* This is a test for it being an artifact, as artifacts have titles */
1390 if (op->title != NULL) 1412 if (op->title != NULL)
1391 return 1; 1413 return 1;
1397 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1419 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1398 return 1; 1420 return 1;
1399 1421
1400 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1422 /* Check for stealty, speed, flying, or just plain magic in the boots */
1401 /* Presume any boots that hvae a move_type are special. */ 1423 /* Presume any boots that hvae a move_type are special. */
1402 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1424 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1403 return 1; 1425 return 1;
1404 1426
1405 /* Take care of amulet/shield that reflects spells/missiles */ 1427 /* Take care of amulet/shield that reflects spells/missiles */
1406 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1428 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1407 return 1; 1429 return 1;
1408 1430
1409 /* Take care of helmet of xrays */ 1431 /* Take care of helmet of xrays */
1410 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1432 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1411 return 1; 1433 return 1;
1412 1434
1413 /* Potions & rods are always magical. Wands/staves are also magical, 1435 /* Potions & rods are always magical. Wands/staves are also magical,
1414 * assuming they still have any charges left. 1436 * assuming they still have any charges left.
1415 */ 1437 */
1435 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1457 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1436 return 1; 1458 return 1;
1437 1459
1438 /* Check to see if it increases/decreases any stats */ 1460 /* Check to see if it increases/decreases any stats */
1439 for (i = 0; i < NUM_STATS; i++) 1461 for (i = 0; i < NUM_STATS; i++)
1440 if (get_attr_value (&(op->stats), i) != 0) 1462 if (op->stats.stat (i))
1441 return 1; 1463 return 1;
1442 1464
1443 /* If it doesn't fall into any of the above categories, must 1465 /* If it doesn't fall into any of the above categories, must
1444 * be non magical. 1466 * be non magical.
1445 */ 1467 */
1454int 1476int
1455need_identify (const object *op) 1477need_identify (const object *op)
1456{ 1478{
1457 switch (op->type) 1479 switch (op->type)
1458 { 1480 {
1459 case RING: 1481 case RING:
1460 case WAND: 1482 case WAND:
1461 case ROD: 1483 case ROD:
1462 case HORN: 1484 case HORN:
1463 case SCROLL: 1485 case SCROLL:
1464 case SKILL: 1486 case SKILL:
1465 case SKILLSCROLL: 1487 case SKILLSCROLL:
1466 case SPELLBOOK: 1488 case SPELLBOOK:
1467 case FOOD: 1489 case FOOD:
1468 case POTION: 1490 case POTION:
1469 case BOW: 1491 case BOW:
1470 case ARROW: 1492 case ARROW:
1471 case WEAPON: 1493 case WEAPON:
1472 case ARMOUR: 1494 case ARMOUR:
1473 case SHIELD: 1495 case SHIELD:
1474 case HELMET: 1496 case HELMET:
1475 case AMULET: 1497 case AMULET:
1476 case BOOTS: 1498 case BOOTS:
1477 case GLOVES: 1499 case GLOVES:
1478 case BRACERS: 1500 case BRACERS:
1479 case GIRDLE: 1501 case GIRDLE:
1480 case CONTAINER: 1502 case CONTAINER:
1481 case DRINK: 1503 case DRINK:
1482 case FLESH: 1504 case FLESH:
1483 case INORGANIC: 1505 case INORGANIC:
1484 case CLOSE_CON: 1506 case CLOSE_CON:
1485 case CLOAK: 1507 case CLOAK:
1486 case GEM: 1508 case GEM:
1487 case POWER_CRYSTAL: 1509 case POWER_CRYSTAL:
1488 case POISON: 1510 case POISON:
1489 case BOOK: 1511 case BOOK:
1490 case SKILL_TOOL: 1512 case SKILL_TOOL:
1491 return 1; 1513 return 1;
1492 } 1514 }
1515
1493 /* Try to track down some stuff that may show up here. Thus, the 1516 /* Try to track down some stuff that may show up here. Thus, the
1494 * archetype file can be updated, and this function removed. 1517 * archetype file can be updated, and this function removed.
1495 */ 1518 */
1496#if 0 1519#if 0
1497 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1503 * Supposed to fix face-values as well here, but later. 1526 * Supposed to fix face-values as well here, but later.
1504 */ 1527 */
1505void 1528void
1506identify (object *op) 1529identify (object *op)
1507{ 1530{
1508 object *pl; 1531 op->set_flag (FLAG_IDENTIFIED);
1509 1532 op->clr_flag (FLAG_KNOWN_MAGICAL);
1510 SET_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_NO_SKILL_IDENT);
1511 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1512 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1513 1534
1514 /* 1535 /*
1515 * We want autojoining of equal objects: 1536 * We want autojoining of equal objects:
1516 */ 1537 */
1517 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1538 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1518 SET_FLAG (op, FLAG_KNOWN_CURSED); 1539 op->set_flag (FLAG_KNOWN_CURSED);
1519 1540
1520 if (op->type == POTION) 1541 if (op->type == POTION)
1521 { 1542 {
1522 if (op->inv && op->randomitems) 1543 if (op->inv && op->randomitems)
1523 op->title = op->inv->name; 1544 op->title = op->inv->name;
1524 else if (op->arch) 1545 else if (op->arch)
1525 { 1546 {
1526 op->name = op->arch->clone.name; 1547 op->name = op->arch->object::name;
1527 op->name_pl = op->arch->clone.name_pl; 1548 op->name_pl = op->arch->object::name_pl;
1528 } 1549 }
1529 } 1550 }
1530 1551
1531 /* If the object is on a map, make sure we update its face */ 1552 /* If the object is on a map, make sure we update its face */
1532 if (op->map) 1553 if (op->map)
1533 update_object (op, UP_OBJ_CHANGE); 1554 update_object (op, UP_OBJ_CHANGE);
1534 else 1555
1535 { 1556 if (object *pl = op->visible_to ())
1536 pl = op->in_player ();
1537 if (pl)
1538 /* A lot of the values can change from an update - might as well send 1557 /* A lot of the values can change from an update - might as well send
1539 * it all. 1558 * it all.
1540 */ 1559 */
1541 esrv_send_item (pl, op); 1560 esrv_send_item (pl, op);
1542 }
1543} 1561}
1544 1562

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