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Comparing deliantra/server/common/item.C (file contents):
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.83 by root, Sun Apr 11 00:34:05 2010 UTC

1
2/* 1/*
3 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: item.C,v 1.5 2006/09/12 18:15:34 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32#include <living.h> 26#include <living.h>
33#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
34 30
35/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
36 * 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
37 * 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
38 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
51 * 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
52 * may be better. 48 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
54 * "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
55 */ 51 */
52// see include/object.h
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"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"},
58 , 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
59 {"body_arm", "on your arm", "on a human's arm"} 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
60 , 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
61 {"body_torso", "on your body", "on a human's torso"} 58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
62 , 59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
63 {"body_head", "on your head", "on a human's head"} 60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
64 , 61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
65 {"body_neck", "around your neck", "around a humans neck"} 62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
71 {"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"},
72 , 64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
73 {"body_foot", "on your feet", "on a human's feet"} 65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
74 , 66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
75 {"body_hand", "on your hands", "on a human's hands"} 67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"body_dragon_torso", "your body", "a dragon's body"} */
83};
84
85static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
87 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
88 "eighteen", "nineteen", "twenty"
89}; 69};
90 70
91static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
92 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
93 "eighty", "ninety" 73 "eighty", "ninety"
94}; 74};
95 75
96static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
97 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
98 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
99 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
100 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
101}; 81};
102 82
103static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
104 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
105 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
106}; 86};
107 87
108/* 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:
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 98 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 99 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 100 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 101 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 102 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 103 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 104 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 105 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 106 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 107 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 127 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 128 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 129 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 130 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 131 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 132 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 133 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 134 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 135 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 136 {GOD, "god", "gods", 0, 0},
173 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
174 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
175 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
176 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
177 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 163 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 164 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
199 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
200 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
201 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
202 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
203 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 177 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 178 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 179 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 180 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 181 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 182 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 183 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 184 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 185 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 186 {FORCE, "force", "forces", 0, 0},
232 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
233 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
234 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
235}; 205};
236 206
237const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
238
239materialtype_t *materialt;
240
241/*
242materialtype material[NROFMATERIALS] = {
243 * P M F E C C A D W G P S P T F C D D C C G H B I *
244 * H A I L O O C R E H O L A U E A E E H O O O L N *
245 * Y G R E L N I A A O I O R R A N P A A U D L I T *
246 * S I E C D F D I P S S W A N R C L T O N Y N R *
247 * I C T U N O T O L E E H S T P D N *
248 {"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}},
249 {"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}},
250 {"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}},
251 {"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}},
252 {"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}},
253 {"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}},
254 {"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}},
255 {"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}},
256 {"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}},
257 {"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}},
258 {"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}},
259 {"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}},
260 {"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}}
261};
262*/
263 208
264/* 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
265 * 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
266 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
267 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
278}; 223};
279 224
280int 225int
281get_power_from_ench (int ench) 226get_power_from_ench (int ench)
282{ 227{
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
288} 229}
289 230
290/* 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
291 * 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
292 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
299{ 240{
300 int i, tmp, enc; 241 int i, tmp, enc;
301 242
302 enc = 0; 243 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 244 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 245 enc += op->stats.stat (i);
305 246
306 /* This protection logic is pretty flawed. 20% fire resistance 247 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 248 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 249 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 250 * armour shouldn't be counted against
326 if (op->type == WEAPON) 267 if (op->type == WEAPON)
327 { 268 {
328 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
330 enc++; 271 enc++;
272
331 if (op->slaying) 273 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
333 } 275 }
276
334 /* Items the player can equip */ 277 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (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))
341 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
345 } 288 }
289
346 enc += op->stats.luck; 290 enc += op->stats.luck;
347 291
348 /* Do spell paths now */ 292 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
350 {
351 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
352 enc++; 295 enc++;
353 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
354 enc -= 2; 297 enc -= 2;
355 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
356 enc--; 299 enc--;
357 }
358 300
359 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
360 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
362 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
364 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
365 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
366 enc += 1;
367 if (QUERY_FLAG (op, FLAG_XRAYS))
368 enc += 2;
369 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 enc += 1;
371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1;
373 308
374 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
375
376} 310}
377 311
378/* 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
379 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
380
381const typedata * 314const typedata *
382get_typedata (int itemtype) 315get_typedata (int itemtype)
383{ 316{
384 int i;
385
386 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
387 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
388 return &item_types[i]; 319 return &item_types[i];
320
389 return NULL; 321 return NULL;
390} 322}
391 323
392/* 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
393 * 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
394 * one return NULL */ 326 * one return NULL */
395
396const typedata * 327const typedata *
397get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
398{ 329{
399 int i;
400
401 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
403 return &item_types[i]; 332 return &item_types[i];
333
404 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
406 { 336 {
407 LOG (llevInfo, 337 LOG (llevInfo,
408 "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);
409 return &item_types[i]; 339 return &item_types[i];
410 } 340 }
341
411 return NULL; 342 return 0;
412} 343}
413 344
414/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
416 * a big buffer. 347 * a big buffer.
417 * 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
418 * 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
419 */ 350 */
420char * 351const char *
421describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
422{ 353{
423 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
424 char buf1[VERY_BIG_BUF];
425 int tmpvar;
426 355
427 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
428 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
429 {
430 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))
431 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
432 if (!newline)
433 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
434 else
435 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
436 359
437 strcat (buf, buf1);
438 }
439 }
440 return buf; 360 return buf;
441} 361}
442
443 362
444/* 363/*
445 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
447 * 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().
448 */ 367 *
449 368 * Seems to be used only by unimportant stuff. Remove?
450char * 369 */
370const char *
451query_weight (const object *op) 371query_weight (const object *op)
452{ 372{
453 static char buf[10]; 373 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
455 375
456 if (op->weight < 0) 376 if (op->weight < 0)
457 return " "; 377 return " ";
378
458 if (i % 1000) 379 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 380 sprintf (buf, "%6.1f", i / 1000.0);
460 else 381 else
461 sprintf (buf, "%4d ", i / 1000); 382 sprintf (buf, "%4d ", i / 1000);
383
462 return buf; 384 return buf;
463} 385}
464 386
465/* 387/*
466 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
468 */ 390 */
469 391const char *
470char * 392ordinal (int i)
471get_levelnumber (int i)
472{ 393{
473 static char buf[MAX_BUF]; 394 if (i < 0)
395 return format ("minus %s", ordinal (-i));
474 396
475 if (i > 99)
476 {
477 sprintf (buf, "%d.", i);
478 return buf;
479 }
480 if (i < 21) 397 if (i < 21)
481 return levelnumbers[i];
482 if (!(i % 10))
483 return levelnumbers_10[i / 10];
484 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]);
486 return buf;
487}
488
489
490/*
491 * get_number(integer) returns the text-representation of the given number
492 * in a static buffer. The buffer might be overwritten at the next
493 * call to get_number().
494 * It is currently only used by the query_name() function.
495 */
496
497char *
498get_number (int i)
499{
500 if (i <= 20)
501 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];
502 else 413 else
503 { 414 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
504 static char buf[MAX_BUF];
505
506 sprintf (buf, "%d", i);
507 return buf;
508 }
509} 415}
510 416
511/* 417/*
512 * Returns pointer to static buffer containing ring's or amulet's 418 * Returns pointer to static buffer containing ring's or amulet's
513 * abilities 419 * abilities
519 */ 425 */
520 426
521/* 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
522 * from stats.sp - b.t. 428 * from stats.sp - b.t.
523 */ 429 */
524char * 430static const char *
525ring_desc (const object *op) 431ring_desc (const object *op)
526{ 432{
527 static char buf[VERY_BIG_BUF]; 433 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 434 int attr, val, len;
529 435
530 buf[0] = 0; 436 if (op->flag [FLAG_IDENTIFIED])
531 437 {
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf;
534
535 for (attr = 0; attr < NUM_STATS; attr++) 438 for (attr = 0; attr < NUM_STATS; attr++)
536 { 439 if ((val = op->stats.stat (attr)))
537 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 440 buf.printf ("(%s%+d)", short_stat_name[attr], val);
540 }
541 }
542 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam)
547 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548 if (op->stats.ac)
549 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550 441
442 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
443 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
444 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
445 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
446
551 strcat (buf, describe_resistance (op, 0)); 447 buf << describe_resistance (op, 0);
552 448
553 if (op->stats.food != 0) 449 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 450 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 451 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 452 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 453 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
558 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559 if (op->stats.sp && op->type != SKILL)
560 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561 if (op->stats.hp)
562 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563 if (op->stats.luck)
564 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565 if (QUERY_FLAG (op, FLAG_LIFESAVE))
566 strcat (buf, "(lifesaving)");
567 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)");
573 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578 454
579 /* if(op->item_power) 455 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 456 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
581 */ 457 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 458 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 459
460 buf.add_paths ("Attuned" , op->path_attuned);
461 buf.add_paths ("Repelled", op->path_repelled);
462 buf.add_paths ("Denied" , op->path_denied);
463
464 if (buf.empty ())
465 buf << "of adornment";
466 }
585 467
586 return buf; 468 return buf;
587} 469}
588 470
589/* 471/*
590 * 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
591 * 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.
592 */ 476 */
593const char * 477const char *
594query_short_name (const object *op) 478query_short_name (const object *op)
595{ 479{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 480 if (!op->name)
601 return "(null)"; 481 return "(null)";
602 482
603 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)
604 return op->name; /* To speed things up (or make things slower?) */ 488 return op->name; /* To speed things up (or make things slower?) */
605 489
606 if (op->nrof <= 1) 490 static dynbuf_text buf; buf.clear ();
607 safe_strcat (buf, op->name, &len, HUGE_BUF);
608 else
609 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
610 491
492 buf << (op->nrof <= 1 ? op->name : op->name_pl);
493
611 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 494 if (op->title && op->flag [FLAG_IDENTIFIED])
612 { 495 buf << ' ' << op->title;
613 safe_strcat (buf, " ", &len, HUGE_BUF);
614 safe_strcat (buf, op->title, &len, HUGE_BUF);
615 }
616 496
617 switch (op->type) 497 switch (op->type)
618 { 498 {
619 case SPELLBOOK: 499 case SPELLBOOK:
620 case SCROLL: 500 case SCROLL:
621 case WAND: 501 case WAND:
622 case ROD: 502 case ROD:
623 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 503 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
624 { 504 {
625 if (!op->title) 505 if (!op->title)
626 { 506 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
627 safe_strcat (buf, " of ", &len, HUGE_BUF); 507
628 if (op->inv)
629 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
630 else
631 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
632 }
633 if (op->type != SPELLBOOK) 508 if (op->type != SPELLBOOK)
634 {
635 sprintf (buf2, " (lvl %d)", op->level); 509 buf.printf (" (lvl %d)", op->level);
636 safe_strcat (buf, buf2, &len, HUGE_BUF);
637 }
638 } 510 }
639 break; 511 break;
640 512
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
641 case SKILL: 538 case SKILL:
642 case AMULET: 539 case AMULET:
643 case RING: 540 case RING:
644 if (!op->title) 541 if (!op->title)
645 { 542 {
646 /* If ring has a title, full description isn't so useful */ 543 /* If ring has a title, full description isn't so useful */
647 char *s = ring_desc (op); 544 const char *s = ring_desc (op);
648 545
649 if (s[0]) 546 if (s && *s)
650 { 547 buf << " " << s;
651 safe_strcat (buf, " ", &len, HUGE_BUF);
652 safe_strcat (buf, s, &len, HUGE_BUF);
653 }
654 } 548 }
655 break; 549 break;
550
656 default: 551 default:
657 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]))
658 {
659 sprintf (buf2, " %+d", op->magic); 553 buf.printf (" %+d", op->magic);
660 safe_strcat (buf, buf2, &len, HUGE_BUF);
661 }
662 } 554 }
555
663 return buf; 556 return buf;
664} 557}
665 558
666/* 559/*
667 * query_name(object) returns a character pointer pointing to a static 560 * query_name(object) returns a character pointer pointing to a static
671 * 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
672 * 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
673 * returned is good forever.) However, it makes printing statements that 566 * returned is good forever.) However, it makes printing statements that
674 * 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.)
675 * 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.
676 */ 572 */
677char * 573const char *
678query_name (const object *op) 574query_name (const object *op)
679{ 575{
680 static char buf[5][HUGE_BUF]; 576 int len = 0;
577 static dynbuf_text bufs[5];
681 static int use_buf = 0; 578 static int use_buf = 0;
682 int len = 0;
683
684#ifdef NEW_MATERIAL_CODE
685 materialtype_t *mt;
686#endif
687 579
688 use_buf++; 580 use_buf++;
689 use_buf %= 5; 581 use_buf %= 5;
690 582
691#ifdef NEW_MATERIAL_CODE 583 dynbuf_text &buf = bufs [use_buf];
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 584 buf.clear ();
693 { 585
694 mt = name_to_material (op->materialname); 586#if 0
695 if (mt) 587 if ((op->is_armor () || op->is_weapon ()) && op->material)
696 { 588 buf << op->material->description << ' ';
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
698 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
699 }
700 }
701#endif 589#endif
702 590
703 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 591 buf << query_short_name (op);
704 592
705 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 593 if (op->flag [FLAG_INV_LOCKED])
706 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 594 buf << " *";
707 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 595 if (op->is_open_container ())
708 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 596 buf << " (open)";
709 597
710 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 598 if (op->flag [FLAG_KNOWN_CURSED])
711 {
712 if (QUERY_FLAG (op, FLAG_DAMNED))
713 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
714 else if (QUERY_FLAG (op, FLAG_CURSED))
715 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
716 } 599 {
600 if (op->flag [FLAG_DAMNED])
601 buf << " (damned)";
602 else if (op->flag [FLAG_CURSED])
603 buf << " (cursed)";
604 }
605
717 /* 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),
718 * and it isn't identified, print out the fact that 607 * and it isn't identified, print out the fact that
719 * 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
720 * KNOWN_MAGICAL if the item actually is magical. 609 * KNOWN_MAGICAL if the item actually is magical.
721 * 610 *
722 * 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
723 * 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
724 * abilities, especially for artifact items. 613 * abilities, especially for artifact items.
725 */ 614 */
726 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 615 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
727 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 616 buf << " (magic)";
728 617
729#if 0 618#if 0
730 /* 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
731 * be returned in the name. 620 * be returned in the name.
732 */ 621 */
733 if (op->item_power) 622 if (op->item_power)
734 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);
735 624
736#endif 625#endif
737 626
738 if (QUERY_FLAG (op, FLAG_APPLIED)) 627 if (op->flag [FLAG_APPLIED])
739 { 628 {
740 switch (op->type) 629 switch (op->type)
741 { 630 {
742 case BOW: 631 case BOW:
743 case WAND: 632 case WAND:
744 case ROD: 633 case ROD:
745 case HORN: 634 case HORN:
746 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 635 buf << " (applied)";
747 break; 636 break;
748 case WEAPON: 637 case WEAPON:
749 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 638 buf << " (applied)";
750 break; 639 break;
751 case ARMOUR: 640 case ARMOUR:
752 case HELMET: 641 case HELMET:
753 case SHIELD: 642 case SHIELD:
754 case RING: 643 case RING:
755 case BOOTS: 644 case BOOTS:
756 case GLOVES: 645 case GLOVES:
757 case AMULET: 646 case AMULET:
758 case GIRDLE: 647 case GIRDLE:
759 case BRACERS: 648 case BRACERS:
760 case CLOAK: 649 case CLOAK:
761 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 650 buf << " (worn)";
762 break; 651 break;
763 case CONTAINER: 652 case CONTAINER:
764 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 653 buf << " (active)";
765 break; 654 break;
766 case SKILL: 655 case SKILL:
767 default: 656 default:
768 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 657 buf << " (applied)";
769 } 658 }
770 } 659 }
771 if (QUERY_FLAG (op, FLAG_UNPAID))
772 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
773 660
774 return buf[use_buf]; 661 switch (op->type)
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;
671
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;
775} 684}
776 685
777/* 686/*
778 * 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
779 * buffer which contains a verbose textual representation of the name 688 * buffer which contains a verbose textual representation of the name
780 * 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
781 * 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
782 * 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
783 * and sending to client. 692 * and sending to client.
784 * 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.
785 */ 698 */
786const char * 699const char *
787query_base_name (const object *op, int plural) 700query_base_name (const object *op, int plural)
788{ 701{
789 static char buf[MAX_BUF], buf2[MAX_BUF];
790 int len;
791 materialtype_t *mt;
792
793 if ((!plural && !op->name) || (plural && !op->name_pl)) 702 if ((!plural && !op->name) || (plural && !op->name_pl))
794 return "(null)"; 703 return "(null)";
795 704
796 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)
797 return op->name; /* To speed things up (or make things slower?) */ 707 return op->name; /* To speed things up (or make things slower?) */
798 708
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 709 static dynbuf_text buf; buf.clear ();
800 mt = name_to_material (op->materialname);
801 710
802#ifdef NEW_MATERIAL_CODE 711#if 0
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 712 if ((op->is_armor () || op->is_weapon ()) && op->material)
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 713 if (op->arch->material != op->material)
805 { 714 buf << op->material->description << ' ';
806 strcpy (buf, mt->description);
807 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF);
809 if (!plural)
810 safe_strcat (buf, op->name, &len, MAX_BUF);
811 else
812 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
813 }
814 else
815 {
816#endif 715#endif
817 if (!plural)
818 strcpy (buf, op->name);
819 else
820 strcpy (buf, op->name_pl);
821 len = strlen (buf);
822#ifdef NEW_MATERIAL_CODE
823 }
824#endif
825 716
717 buf << (plural ? op->name_pl : op->name);
718
826 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 719 if (op->title && op->flag [FLAG_IDENTIFIED])
827 { 720 buf << ' ' << op->title;
828 safe_strcat (buf, " ", &len, MAX_BUF);
829 safe_strcat (buf, op->title, &len, MAX_BUF);
830 }
831 721
832 switch (op->type) 722 switch (op->type)
833 { 723 {
834 case SPELLBOOK: 724 case SPELLBOOK:
835 case SCROLL: 725 case SCROLL:
836 case WAND: 726 case WAND:
837 case ROD: 727 case ROD:
838 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 728 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
839 { 729 {
840 if (!op->title) 730 if (!op->title)
841 { 731 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
842 safe_strcat (buf, " of ", &len, MAX_BUF); 732
843 if (op->inv)
844 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
845 else
846 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
847 }
848 if (op->type != SPELLBOOK) 733 if (op->type != SPELLBOOK)
849 {
850 sprintf (buf2, " (lvl %d)", op->level); 734 buf.printf (" (lvl %d)", op->level);
851 safe_strcat (buf, buf2, &len, MAX_BUF);
852 }
853 } 735 }
854 break; 736 break;
855 737
856 738
857 case SKILL: 739 case SKILL:
858 case AMULET: 740 case AMULET:
859 case RING: 741 case RING:
860 if (!op->title) 742 if (!op->title)
861 { 743 {
862 /* If ring has a title, full description isn't so useful */ 744 /* If ring has a title, full description isn't so useful */
863 char *s = ring_desc (op); 745 const char *s = ring_desc (op);
864 746
865 if (s[0]) 747 if (s && *s)
866 { 748 buf << ' ' << s;
867 safe_strcat (buf, " ", &len, MAX_BUF);
868 safe_strcat (buf, s, &len, MAX_BUF);
869 }
870 } 749 }
871 break; 750 break;
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
872 default: 760 default:
873 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]))
874 { 762 buf.printf (" %+d", op->magic);
875 sprintf (buf + strlen (buf), " %+d", op->magic);
876 }
877 } 763 }
764
878 return buf; 765 return buf;
879} 766}
880 767
881/* Break this off from describe_item - that function was way 768/* Break this off from describe_item - that function was way
882 * too long, making it difficult to read. This function deals 769 * too long, making it difficult to read. This function deals
883 * with describing the monsters & players abilities. It should only 770 * with describing the monsters & players abilities. It should only
884 * be called with monster & player objects. Returns a description 771 * be called with monster & player objects. Returns a description
885 * in a static buffer. 772 * in a static buffer.
886 */ 773 */
887
888static char * 774static const char *
889describe_monster (const object *op) 775describe_monster (const object *op)
890{ 776{
891 char buf[MAX_BUF]; 777 static dynbuf_text buf; buf.clear ();
892 static char retbuf[VERY_BIG_BUF];
893 int i;
894
895 retbuf[0] = '\0';
896 778
897 /* Note that the resolution this provides for players really isn't 779 /* Note that the resolution this provides for players really isn't
898 * very good. Any player with a speed greater than .67 will 780 * very good. Any player with a speed greater than .67 will
899 * fall into the 'lightning fast movement' category. 781 * fall into the 'lightning fast movement' category.
900 */ 782 */
901 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 783 if (op->has_active_speed ())
902 { 784 switch ((int)(op->speed * 15.))
903 switch ((int) ((FABS (op->speed)) * 15))
904 { 785 {
905 case 0: 786 case 0:
906 strcat (retbuf, "(very slow movement)"); 787 buf << "(very slow movement)";
907 break; 788 break;
908 case 1: 789 case 1:
909 strcat (retbuf, "(slow movement)"); 790 buf << "(slow movement)";
910 break; 791 break;
911 case 2: 792 case 2:
912 strcat (retbuf, "(normal movement)"); 793 buf << "(normal movement)";
913 break; 794 break;
914 case 3: 795 case 3:
915 case 4: 796 case 4:
916 strcat (retbuf, "(fast movement)"); 797 buf << "(fast movement)";
917 break; 798 break;
918 case 5: 799 case 5:
919 case 6: 800 case 6:
920 strcat (retbuf, "(very fast movement)"); 801 buf << "(very fast movement)";
921 break; 802 break;
922 case 7: 803 case 7:
923 case 8: 804 case 8:
924 case 9: 805 case 9:
925 case 10: 806 case 10:
926 strcat (retbuf, "(extremely fast movement)"); 807 buf << "(extremely fast movement)";
927 break; 808 break;
928 default: 809 default:
929 strcat (retbuf, "(lightning fast movement)"); 810 buf << "(lightning fast movement)";
930 break; 811 break;
931 } 812 }
932 } 813
933 if (QUERY_FLAG (op, FLAG_UNDEAD)) 814 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
934 strcat (retbuf, "(undead)"); 815 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
935 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 816 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
936 strcat (retbuf, "(see invisible)"); 817 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
937 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 818 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
938 strcat (retbuf, "(wield weapon)"); 819 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
939 if (QUERY_FLAG (op, FLAG_USE_BOW)) 820 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
940 strcat (retbuf, "(archer)"); 821 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
941 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 822 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
942 strcat (retbuf, "(wear armour)"); 823 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
943 if (QUERY_FLAG (op, FLAG_USE_RING)) 824 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
944 strcat (retbuf, "(wear ring)"); 825 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
945 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 826 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
946 strcat (retbuf, "(read scroll)"); 827 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
947 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 828
948 strcat (retbuf, "(fires wand/rod/horn)");
949 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
950 strcat (retbuf, "(skill user)");
951 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
952 strcat (retbuf, "(spellcaster)");
953 if (QUERY_FLAG (op, FLAG_FRIENDLY))
954 strcat (retbuf, "(friendly)");
955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
956 strcat (retbuf, "(unaggressive)");
957 if (QUERY_FLAG (op, FLAG_HITBACK))
958 strcat (retbuf, "(hitback)");
959 if (QUERY_FLAG (op, FLAG_STEALTH))
960 strcat (retbuf, "(stealthy)");
961 if (op->randomitems != NULL) 829 if (op->randomitems)
962 { 830 {
963 treasure *t;
964 int first = 1; 831 bool first = 1;
965 832
966 for (t = op->randomitems->items; t != NULL; t = t->next) 833 for (treasure *t = op->randomitems->items; t; t = t->next)
967 if (t->item && (t->item->clone.type == SPELL)) 834 if (t->item && t->item->type == SPELL)
968 { 835 {
969 if (first) 836 if (first)
970 { 837 buf << "(Spell abilities:)";
838
971 first = 0; 839 first = 0;
972 strcat (retbuf, "(Spell abilities:)"); 840
973 } 841 buf << '(' << t->item->object::name << ')';
974 strcat (retbuf, "(");
975 strcat (retbuf, t->item->clone.name);
976 strcat (retbuf, ")");
977 } 842 }
978 } 843 }
844
979 if (op->type == PLAYER) 845 if (op->type == PLAYER)
980 { 846 {
981 if (op->contr->digestion) 847 if (op->contr->digestion)
982 {
983 if (op->contr->digestion != 0)
984 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 848 buf.printf ("(sustenance%+d)", op->contr->digestion);
985 strcat (retbuf, buf); 849
986 }
987 if (op->contr->gen_grace) 850 if (op->contr->gen_grace)
988 {
989 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 851 buf.printf ("(grace%+d)", op->contr->gen_grace);
990 strcat (retbuf, buf); 852
991 }
992 if (op->contr->gen_sp) 853 if (op->contr->gen_sp)
993 {
994 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 854 buf.printf ("(magic%+d)", op->contr->gen_sp);
995 strcat (retbuf, buf); 855
996 }
997 if (op->contr->gen_hp) 856 if (op->contr->gen_hp)
998 {
999 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 857 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
1000 strcat (retbuf, buf); 858
1001 }
1002 if (op->stats.luck) 859 if (op->stats.luck)
1003 {
1004 sprintf (buf, "(luck%+d)", op->stats.luck); 860 buf.printf ("(luck%+d)", op->stats.luck);
1005 strcat (retbuf, buf);
1006 }
1007 } 861 }
1008 862
1009 /* describe attacktypes */ 863 /* describe attacktypes */
1010 if (is_dragon_pl (op)) 864 if (op->is_dragon ())
1011 { 865 {
1012 /* for dragon players display the attacktypes from clawing skill 866 /* for dragon players display the attacktypes from clawing skill
1013 * Break apart the for loop - move the comparison checking down - 867 * Break apart the for loop - move the comparison checking down -
1014 * this makes it more readable. 868 * this makes it more readable.
1015 */ 869 */
1016 object *tmp; 870 object *tmp;
1017 871
1018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 872 for (tmp = op->inv; tmp; tmp = tmp->below)
1019 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 873 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1020 break; 874 break;
1021 875
1022 if (tmp && tmp->attacktype != 0) 876 if (tmp && tmp->attacktype)
1023 { 877 buf.add_abilities ("Claws", tmp->attacktype);
1024 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1025 }
1026 else 878 else
1027 { 879 buf.add_abilities ("Attacks", op->attacktype);
1028 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1029 }
1030 } 880 }
1031 else 881 else
1032 { 882 buf.add_abilities ("Attacks", op->attacktype);
1033 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 883
1034 } 884 buf.add_paths ("Attuned" , op->path_attuned);
1035 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 885 buf.add_paths ("Repelled", op->path_repelled);
1036 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 886 buf.add_paths ("Denied" , op->path_denied);
1037 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 887
1038 for (i = 0; i < NROFATTACKS; i++) 888 for (int i = 0; i < NROFATTACKS; i++)
1039 {
1040 if (op->resist[i]) 889 if (op->resist[i])
1041 {
1042 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 890 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1043 strcat (retbuf, buf); 891
1044 }
1045 }
1046 return retbuf; 892 return buf;
1047} 893}
1048
1049 894
1050/* 895/*
1051 * Returns a pointer to a static buffer which contains a 896 * Returns a pointer to a static buffer which contains a
1052 * description of the given object. 897 * description of the given object.
1053 * If it is a monster, lots of information about its abilities 898 * If it is a monster, lots of information about its abilities
1062 * 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
1063 * a dragon player examining food. Could have things like 908 * a dragon player examining food. Could have things like
1064 * 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
1065 * dwarves, etc. 910 * dwarves, etc.
1066 * 911 *
1067 * This function is really much more complicated than it should
1068 * be, because different objects have different meanings
1069 * for the same field (eg, wands use 'food' for charges). This
1070 * means these special cases need to be worked out.
1071 *
1072 * Add 'owner' who is the person examining this object. 912 * Add 'owner' who is the person examining this object.
1073 * 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
1074 * item (eg, debug dump or the like) 914 * item (eg, debug dump or the like)
1075 */ 915 */
1076 916const char *
1077char *
1078describe_item (const object *op, object *owner) 917describe_item (const object *op, object *owner)
1079{ 918{
1080 char buf[MAX_BUF]; 919 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1081 static char retbuf[VERY_BIG_BUF]; 920 return describe_monster (op);
921
922 static dynbuf_text buf; buf.clear ();
1082 int identified, i; 923 int identified, i;
1083 924
1084 retbuf[0] = '\0';
1085 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1086 {
1087 return describe_monster (op);
1088 }
1089 /* 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.
1090 * also makes the code easier to read. 926 * also makes the code easier to read.
1091 */ 927 */
1092 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 928 identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED];
1093 identified = 1; 929 if (!identified)
1094 else 930 buf << "(unidentified)";
1095 { 931
1096 strcpy (retbuf, "(unidentified)");
1097 identified = 0;
1098 }
1099 switch (op->type) 932 switch (op->type)
1100 { 933 {
1101 case BOW: 934 case BOW:
1102 case ARROW: 935 case ARROW:
1103 case WAND: 936 case WAND:
1104 case ROD: 937 case ROD:
1105 case HORN: 938 case HORN:
1106 case WEAPON: 939 case WEAPON:
1107 case ARMOUR: 940 case ARMOUR:
1108 case HELMET: 941 case HELMET:
1109 case SHIELD: 942 case SHIELD:
1110 case BOOTS: 943 case BOOTS:
1111 case GLOVES: 944 case GLOVES:
1112 case GIRDLE: 945 case GIRDLE:
1113 case BRACERS: 946 case BRACERS:
1114 case CLOAK: 947 case CLOAK:
1115 case SKILL_TOOL: 948 case SKILL_TOOL:
1116 break; /* We have more information to do below this switch */ 949 break; /* We have more information to do below this switch */
1117 950
1118 case POWER_CRYSTAL: 951 case POWER_CRYSTAL:
1119 if (op->stats.maxsp > 1000) 952 if (op->stats.maxsp > 1000)
1120 { /*higher capacity crystals */ 953 { /*higher capacity crystals */
1121 i = (op->stats.maxsp % 100) / 10; 954 i = (op->stats.maxsp % 1000) / 100;
955
1122 if (i) 956 if (i)
1123 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 957 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1124 else 958 else
1125 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1126 } 960 }
1127 else 961 else
1128 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 962 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1129 strcat (retbuf, buf); 963
1130 i = (op->stats.sp * 10) / op->stats.maxsp; 964 i = (op->stats.sp * 10) / op->stats.maxsp;
1131 if (op->stats.sp == 0) 965 if (op->stats.sp == 0)
1132 strcat (retbuf, "empty."); 966 buf << "empty";
1133 else if (i == 0) 967 else if (i == 0)
1134 strcat (retbuf, "almost empty."); 968 buf << "almost empty";
1135 else if (i < 3) 969 else if (i < 3)
1136 strcat (retbuf, "partially filled."); 970 buf << "partially filled";
1137 else if (i < 6) 971 else if (i < 6)
1138 strcat (retbuf, "half full."); 972 buf << "half full";
1139 else if (i < 9) 973 else if (i < 9)
1140 strcat (retbuf, "well charged."); 974 buf << "well charged";
1141 else if (op->stats.sp == op->stats.maxsp) 975 else if (op->stats.sp == op->stats.maxsp)
1142 strcat (retbuf, "fully charged."); 976 buf << "fully charged";
1143 else 977 else
1144 strcat (retbuf, "almost full."); 978 buf << "almost full";
979
980 buf << ')';
1145 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
1146 case FOOD: 1005 case FOOD:
1147 case FLESH: 1006 case FLESH:
1148 case DRINK: 1007 case DRINK:
1149 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1008 if (identified || op->flag [FLAG_BEEN_APPLIED])
1150 { 1009 {
1151 sprintf (buf, "(food+%d)", op->stats.food); 1010 buf.printf ("(food+%d)", op->stats.food);
1152 strcat (retbuf, buf);
1153 1011
1154 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])
1155 { 1016 {
1156 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1017 if (op->stats.hp) buf << "(heals)";
1157 strcat (retbuf, buf); 1018 if (op->stats.sp) buf << "(spellpoint regen)";
1158 } 1019 }
1159
1160 if (!QUERY_FLAG (op, FLAG_CURSED))
1161 {
1162 if (op->stats.hp)
1163 strcat (retbuf, "(heals)");
1164 if (op->stats.sp)
1165 strcat (retbuf, "(spellpoint regen)");
1166 }
1167 else 1020 else
1168 { 1021 {
1169 if (op->stats.hp) 1022 if (op->stats.hp) buf << "(damages)";
1170 strcat (retbuf, "(damages)");
1171 if (op->stats.sp)
1172 strcat (retbuf, "(spellpoint depletion)"); 1023 if (op->stats.sp) buf << "(spellpoint depletion)";
1173 } 1024 }
1174 } 1025 }
1175 break; 1026 break;
1176 1027
1177
1178 case SKILL: 1028 case SKILL:
1179 case RING: 1029 case RING:
1180 case AMULET: 1030 case AMULET:
1181 if (op->item_power) 1031 if (op->item_power)
1182 {
1183 sprintf (buf, "(item_power %+d)", op->item_power); 1032 buf.printf ("(item_power %+d)", op->item_power);
1184 strcat (retbuf, buf); 1033
1185 }
1186 if (op->title) 1034 if (op->title)
1187 strcat (retbuf, ring_desc (op)); 1035 buf << ring_desc (op);
1036
1188 return retbuf; 1037 return buf;
1189 1038
1190 default: 1039 default:
1191 return retbuf; 1040 return buf;
1192 } 1041 }
1193 1042
1194 /* Down here, we more further describe equipment type items. 1043 /* Down here, we more further describe equipment type items.
1195 * only describe them if they have been identified or the like. 1044 * only describe them if they have been identified or the like.
1196 */ 1045 */
1197 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1046 if (identified || op->flag [FLAG_BEEN_APPLIED])
1198 { 1047 {
1199 int attr, val; 1048 int attr, val;
1200 1049
1201 for (attr = 0; attr < NUM_STATS; attr++) 1050 for (attr = 0; attr < NUM_STATS; attr++)
1202 { 1051 if ((val = op->stats.stat (attr)))
1203 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1204 {
1205 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1052 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1206 strcat (retbuf, buf);
1207 }
1208 }
1209 1053
1210 if (op->stats.exp) 1054 if (op->stats.exp)
1211 {
1212 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1055 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1213 strcat (retbuf, buf);
1214 }
1215
1216 1056
1217 switch (op->type) 1057 switch (op->type)
1218 { 1058 {
1219 case BOW: 1059 case BOW:
1220 case ARROW: 1060 case ARROW:
1221 case GIRDLE: 1061 case GIRDLE:
1222 case HELMET: 1062 case HELMET:
1223 case SHIELD: 1063 case SHIELD:
1224 case BOOTS: 1064 case BOOTS:
1225 case GLOVES: 1065 case GLOVES:
1226 case WEAPON: 1066 case WEAPON:
1227 case SKILL: 1067 case SKILL:
1228 case RING: 1068 case RING:
1229 case AMULET: 1069 case AMULET:
1230 case ARMOUR: 1070 case ARMOUR:
1231 case BRACERS: 1071 case BRACERS:
1232 case FORCE: 1072 case FORCE:
1233 case CLOAK: 1073 case CLOAK:
1234 if (op->stats.wc) 1074 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1235 { 1075 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1236 sprintf (buf, "(wc%+d)", op->stats.wc); 1076 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1237 strcat (retbuf, buf); 1077
1238 }
1239 if (op->stats.dam)
1240 {
1241 sprintf (buf, "(dam%+d)", op->stats.dam);
1242 strcat (retbuf, buf);
1243 }
1244 if (op->stats.ac)
1245 {
1246 sprintf (buf, "(ac%+d)", op->stats.ac);
1247 strcat (retbuf, buf);
1248 }
1249 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1078 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1250 {
1251 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1079 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1252 strcat (retbuf, buf); 1080
1253 }
1254 break; 1081 break;
1255 1082
1256 default: 1083 default:
1257 break; 1084 break;
1258 } 1085 }
1259 if (QUERY_FLAG (op, FLAG_XRAYS)) 1086
1260 strcat (retbuf, "(xray-vision)"); 1087 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1261 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1088 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1262 strcat (retbuf, "(infravision)");
1263 1089
1264 /* levitate was what is was before, so we'll keep it */ 1090 /* levitate was what is was before, so we'll keep it */
1265 if (op->move_type & MOVE_FLY_LOW) 1091 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1266 strcat (retbuf, "(levitate)");
1267
1268 if (op->move_type & MOVE_FLY_HIGH) 1092 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1269 strcat (retbuf, "(fly)");
1270
1271 if (op->move_type & MOVE_SWIM) 1093 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1272 strcat (retbuf, "(swim)");
1273 1094
1274 /* walking is presumed as 'normal', so doesn't need mentioning */ 1095 /* walking is presumed as 'normal', so doesn't need mentioning */
1275 1096
1276 if (op->item_power) 1097 if (op->item_power)
1277 {
1278 sprintf (buf, "(item_power %+d)", op->item_power); 1098 buf.printf ("(item_power %+d)", op->item_power);
1279 strcat (retbuf, buf);
1280 }
1281 } /* End if identified or applied */ 1099 } /* End if identified or applied */
1282 1100
1283 /* This blocks only deals with fully identified object. 1101 /* This blocks only deals with fully identified object.
1284 * 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 -
1285 * in this way, information is added. 1103 * in this way, information is added.
1288 { 1106 {
1289 int more_info = 0; 1107 int more_info = 0;
1290 1108
1291 switch (op->type) 1109 switch (op->type)
1292 { 1110 {
1293 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 */
1294 case HORN: /* and stats.hp for spell-point regeneration... */ 1112 case HORN: /* and stats.hp for spell-point regeneration... */
1295 case BOW: 1113 case BOW:
1296 case ARROW: 1114 case ARROW:
1297 case WAND: 1115 case WAND:
1298 case FOOD: 1116 case FOOD:
1299 case FLESH: 1117 case FLESH:
1300 case DRINK: 1118 case DRINK:
1301 more_info = 0; 1119 more_info = 0;
1302 break; 1120 break;
1303 1121
1304 /* Armor type objects */ 1122 /* Armor type objects */
1305 case ARMOUR: 1123 case ARMOUR:
1306 case HELMET: 1124 case HELMET:
1307 case SHIELD: 1125 case SHIELD:
1308 case BOOTS: 1126 case BOOTS:
1309 case GLOVES: 1127 case GLOVES:
1310 case GIRDLE: 1128 case GIRDLE:
1311 case BRACERS: 1129 case BRACERS:
1312 case CLOAK: 1130 case CLOAK:
1313 if (ARMOUR_SPEED (op)) 1131 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1314 { 1132 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1316 strcat (retbuf, buf);
1317 }
1318 if (ARMOUR_SPELLS (op))
1319 {
1320 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1321 strcat (retbuf, buf);
1322 }
1323 more_info = 1; 1133 more_info = 1;
1324 break; 1134 break;
1325 1135
1326 case WEAPON: 1136 case WEAPON:
1327 /* Calculate it the same way fix_player does so the results 1137 /* Calculate it the same way fix_player does so the results
1328 * make sense. 1138 * make sense.
1329 */ 1139 */
1330 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1140 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1331 if (i < 0) 1141 if (i < 0)
1332 i = 0; 1142 i = 0;
1333 1143
1334 sprintf (buf, "(weapon speed %d)", i); 1144 buf.printf ("(weapon speed %d)", i);
1335 strcat (retbuf, buf);
1336 more_info = 1; 1145 more_info = 1;
1337 break; 1146 break;
1338
1339 } 1147 }
1148
1340 if (more_info) 1149 if (more_info)
1341 { 1150 {
1342 if (op->stats.food)
1343 {
1344 if (op->stats.food != 0)
1345 sprintf (buf, "(sustenance%+d)", op->stats.food); 1151 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1346 strcat (retbuf, buf);
1347 }
1348 if (op->stats.grace)
1349 {
1350 sprintf (buf, "(grace%+d)", op->stats.grace); 1152 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1351 strcat (retbuf, buf); 1153 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1352 }
1353 if (op->stats.sp)
1354 {
1355 sprintf (buf, "(magic%+d)", op->stats.sp);
1356 strcat (retbuf, buf);
1357 }
1358 if (op->stats.hp)
1359 {
1360 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1154 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1361 strcat (retbuf, buf);
1362 }
1363 } 1155 }
1364 1156
1365 if (op->stats.luck) 1157 if (op->stats.luck)
1366 {
1367 sprintf (buf, "(luck%+d)", op->stats.luck); 1158 buf.printf ("(luck%+d)", op->stats.luck);
1368 strcat (retbuf, buf); 1159
1369 } 1160 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1370 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1161 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1371 strcat (retbuf, "(lifesaving)"); 1162 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1372 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1163 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1373 strcat (retbuf, "(reflect spells)"); 1164
1374 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1375 strcat (retbuf, "(reflect missiles)");
1376 if (QUERY_FLAG (op, FLAG_STEALTH))
1377 strcat (retbuf, "(stealth)");
1378 if (op->slaying != NULL && op->type != FOOD) 1165 if (op->slaying && op->type != FOOD)
1379 {
1380 sprintf (buf, "(slay %s)", &op->slaying); 1166 buf.printf ("(slay %s)", &op->slaying);
1381 strcat (retbuf, buf); 1167
1382 } 1168 if (op->type == SKILL_TOOL && op->skill)
1383 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1169 buf.printf ("(%s)", &op->skill);
1170
1171 buf.add_abilities ("Attacks", op->attacktype);
1384 /* resistance on flesh is only visible for quetzals. If 1172 /* resistance on flesh is only visible for quetzals. If
1385 * non flesh, everyone can see its resistances 1173 * non flesh, everyone can see its resistances
1386 */ 1174 */
1387 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1175 if (op->type != FLESH || (owner && owner->is_dragon ()))
1388 strcat (retbuf, describe_resistance (op, 0)); 1176 buf << describe_resistance (op, 0);
1389 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1390 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1391 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1392 }
1393 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
1394 return retbuf; 1183 return buf;
1184}
1185
1186std::string
1187object::describe_item (object *who)
1188{
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;
1395} 1394}
1396 1395
1397/* 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
1398 * increases/decreases any abilities, provides a resistance, 1397 * increases/decreases any abilities, provides a resistance,
1399 * has a generic magical bonus, or is an artifact. 1398 * has a generic magical bonus, or is an artifact.
1400 * 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
1401 * should be marked as magical. 1400 * should be marked as magical.
1402 */ 1401 */
1403
1404int 1402int
1405is_magical (const object *op) 1403is_magical (const object *op)
1406{ 1404{
1407 int i; 1405 int i;
1408 1406
1409 /* living creatures are considered non magical */ 1407 /* living creatures are considered non magical */
1410 if (QUERY_FLAG (op, FLAG_ALIVE)) 1408 if (op->flag [FLAG_ALIVE])
1411 return 0; 1409 return 0;
1412 1410
1413 /* 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 */
1414 if (op->title != NULL) 1412 if (op->title != NULL)
1415 return 1; 1413 return 1;
1421 (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))
1422 return 1; 1420 return 1;
1423 1421
1424 /* 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 */
1425 /* Presume any boots that hvae a move_type are special. */ 1423 /* Presume any boots that hvae a move_type are special. */
1426 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)))
1427 return 1; 1425 return 1;
1428 1426
1429 /* Take care of amulet/shield that reflects spells/missiles */ 1427 /* Take care of amulet/shield that reflects spells/missiles */
1430 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]))
1431 return 1; 1429 return 1;
1432 1430
1433 /* Take care of helmet of xrays */ 1431 /* Take care of helmet of xrays */
1434 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1432 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1435 return 1; 1433 return 1;
1436 1434
1437 /* Potions & rods are always magical. Wands/staves are also magical, 1435 /* Potions & rods are always magical. Wands/staves are also magical,
1438 * assuming they still have any charges left. 1436 * assuming they still have any charges left.
1439 */ 1437 */
1459 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)
1460 return 1; 1458 return 1;
1461 1459
1462 /* Check to see if it increases/decreases any stats */ 1460 /* Check to see if it increases/decreases any stats */
1463 for (i = 0; i < NUM_STATS; i++) 1461 for (i = 0; i < NUM_STATS; i++)
1464 if (get_attr_value (&(op->stats), i) != 0) 1462 if (op->stats.stat (i))
1465 return 1; 1463 return 1;
1466 1464
1467 /* 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
1468 * be non magical. 1466 * be non magical.
1469 */ 1467 */
1478int 1476int
1479need_identify (const object *op) 1477need_identify (const object *op)
1480{ 1478{
1481 switch (op->type) 1479 switch (op->type)
1482 { 1480 {
1483 case RING: 1481 case RING:
1484 case WAND: 1482 case WAND:
1485 case ROD: 1483 case ROD:
1486 case HORN: 1484 case HORN:
1487 case SCROLL: 1485 case SCROLL:
1488 case SKILL: 1486 case SKILL:
1489 case SKILLSCROLL: 1487 case SKILLSCROLL:
1490 case SPELLBOOK: 1488 case SPELLBOOK:
1491 case FOOD: 1489 case FOOD:
1492 case POTION: 1490 case POTION:
1493 case BOW: 1491 case BOW:
1494 case ARROW: 1492 case ARROW:
1495 case WEAPON: 1493 case WEAPON:
1496 case ARMOUR: 1494 case ARMOUR:
1497 case SHIELD: 1495 case SHIELD:
1498 case HELMET: 1496 case HELMET:
1499 case AMULET: 1497 case AMULET:
1500 case BOOTS: 1498 case BOOTS:
1501 case GLOVES: 1499 case GLOVES:
1502 case BRACERS: 1500 case BRACERS:
1503 case GIRDLE: 1501 case GIRDLE:
1504 case CONTAINER: 1502 case CONTAINER:
1505 case DRINK: 1503 case DRINK:
1506 case FLESH: 1504 case FLESH:
1507 case INORGANIC: 1505 case INORGANIC:
1508 case CLOSE_CON: 1506 case CLOSE_CON:
1509 case CLOAK: 1507 case CLOAK:
1510 case GEM: 1508 case GEM:
1511 case POWER_CRYSTAL: 1509 case POWER_CRYSTAL:
1512 case POISON: 1510 case POISON:
1513 case BOOK: 1511 case BOOK:
1514 case SKILL_TOOL: 1512 case SKILL_TOOL:
1515 return 1; 1513 return 1;
1516 } 1514 }
1515
1517 /* 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
1518 * archetype file can be updated, and this function removed. 1517 * archetype file can be updated, and this function removed.
1519 */ 1518 */
1520#if 0 1519#if 0
1521 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);
1522#endif 1521#endif
1523 return 0; 1522 return 0;
1524} 1523}
1525 1524
1526
1527/* 1525/*
1528 * Supposed to fix face-values as well here, but later. 1526 * Supposed to fix face-values as well here, but later.
1529 */ 1527 */
1530
1531void 1528void
1532identify (object *op) 1529identify (object *op)
1533{ 1530{
1534 object *pl; 1531 op->set_flag (FLAG_IDENTIFIED);
1535 1532 op->clr_flag (FLAG_KNOWN_MAGICAL);
1536 SET_FLAG (op, FLAG_IDENTIFIED); 1533 op->clr_flag (FLAG_NO_SKILL_IDENT);
1537 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1538 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1539 1534
1540 /* 1535 /*
1541 * We want autojoining of equal objects: 1536 * We want autojoining of equal objects:
1542 */ 1537 */
1543 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1538 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1544 SET_FLAG (op, FLAG_KNOWN_CURSED); 1539 op->set_flag (FLAG_KNOWN_CURSED);
1545 1540
1546 if (op->type == POTION) 1541 if (op->type == POTION)
1547 { 1542 {
1548 if (op->inv && op->randomitems) 1543 if (op->inv && op->randomitems)
1549 op->title = op->inv->name; 1544 op->title = op->inv->name;
1550 else if (op->arch) 1545 else if (op->arch)
1551 { 1546 {
1552 op->name = op->arch->clone.name; 1547 op->name = op->arch->object::name;
1553 op->name_pl = op->arch->clone.name_pl; 1548 op->name_pl = op->arch->object::name_pl;
1554 } 1549 }
1555 } 1550 }
1556 1551
1557 /* 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 */
1558 if (op->map) 1553 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1554 update_object (op, UP_OBJ_CHANGE);
1560 else 1555
1561 { 1556 if (object *pl = op->visible_to ())
1562 pl = is_player_inv (op->env);
1563 if (pl)
1564 /* 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
1565 * it all. 1558 * it all.
1566 */ 1559 */
1567 esrv_send_item (pl, op); 1560 esrv_send_item (pl, op);
1568 }
1569} 1561}
1562

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