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Comparing deliantra/server/common/item.C (file contents):
Revision 1.34 by root, Mon May 14 21:32:26 2007 UTC vs.
Revision 1.86 by root, Fri Apr 30 20:43:17 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_skill" , "You can use it as your skill" , "It is used as a skill"}, 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"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"},
54 {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"}, 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"}, 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"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"},
57 {"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"},
58 {"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"},
59 {"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"},
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 it on your foot" , "It goes on a human's foot"}, 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 hand" , "It goes on a human's hand"}, 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 wrist" , "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 = array_length (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
243 * able to use 2-3 of the most powerful items. 214 * able to use 2-3 of the most powerful items.
244 * note that this table is only really used for program generated items - 215 * note that this table is only really used for program generated items -
245 * custom objects can use whatever they want. 216 * custom objects can use whatever they want.
246 */ 217 */
247static int enc_to_item_power[21] = { 218static int enc_to_item_power[21] = {
219 0,
248 0, 0, 1, 2, 3, 4, /* 5 */ 220 0, 1, 2, 3, 4, // 5
249 5, 7, 9, 11, 13, /* 10 */ 221 5, 7, 9, 11, 13, // 10
250 15, 18, 21, 24, 27, /* 15 */ 222 15, 18, 21, 24, 27, // 15
251 30, 35, 40, 45, 50 /* 20 */ 223 30, 35, 40, 45, 50 // 20
252}; 224};
253 225
254int 226int
255get_power_from_ench (int ench) 227get_power_from_ench (int ench)
256{ 228{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 229 return enc_to_item_power [clamp (ench, 0, 20)];
230}
231
232static const struct need_identify_types : typeset
233{
234 need_identify_types ()
235 {
236 set (RING);
237 set (WAND);
238 set (ROD);
239 set (HORN);
240 set (SCROLL);
241 set (SKILL);
242 set (SKILLSCROLL);
243 set (SPELLBOOK);
244 set (FOOD);
245 set (POTION);
246 set (BOW);
247 set (ARROW);
248 set (WEAPON);
249 set (ARMOUR);
250 set (SHIELD);
251 set (HELMET);
252 set (AMULET);
253 set (BOOTS);
254 set (GLOVES);
255 set (BRACERS);
256 set (GIRDLE);
257 set (CONTAINER);
258 set (DRINK);
259 set (FLESH);
260 set (INORGANIC);
261 set (CLOSE_CON);
262 set (CLOAK);
263 set (GEM);
264 set (POWER_CRYSTAL);
265 set (POISON);
266 set (BOOK);
267 set (SKILL_TOOL);
268 }
269} need_identify_types;
270
271bool
272object::need_identify () const
273{
274 return need_identify_types [type];
261} 275}
262 276
263/* This takes an object 'op' and figures out what its item_power 277/* 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 278 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns 279 * generation code, and when loading legacy objects. It returns
299 if (op->type == WEAPON) 313 if (op->type == WEAPON)
300 { 314 {
301 for (i = 1; i < NROFATTACKS; i++) 315 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 316 if (op->attacktype & (1 << i))
303 enc++; 317 enc++;
318
304 if (op->slaying) 319 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 320 enc += 2; /* What it slays is probably more relevent */
306 } 321 }
322
307 /* Items the player can equip */ 323 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 324 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 325 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 326 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 327 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314 enc += op->stats.hp; /* hp regen */ 330 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 331 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 332 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 333 enc += op->stats.exp; /* speed bonus */
318 } 334 }
335
319 enc += op->stats.luck; 336 enc += op->stats.luck;
320 337
321 /* Do spell paths now */ 338 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 339 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 340 if (op->path_attuned & (1 << i))
325 enc++; 341 enc++;
326 else if (op->path_denied & (1 << i)) 342 else if (op->path_denied & (1 << i))
327 enc -= 2; 343 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 344 else if (op->path_repelled & (1 << i))
329 enc--; 345 enc--;
330 }
331 346
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 347 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 348 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 349 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 350 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 351 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 352 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 353 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;
346 354
347 return get_power_from_ench (enc); 355 return get_power_from_ench (enc);
348} 356}
349 357
350/* returns the typedata that has a number equal to itemtype, if there 358/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 359 * isn't one, returns NULL */
352const typedata * 360const typedata *
353get_typedata (int itemtype) 361get_typedata (int itemtype)
354{ 362{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 363 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 364 if (item_types[i].number == itemtype)
359 return &item_types[i]; 365 return &item_types[i];
366
360 return NULL; 367 return NULL;
361} 368}
362 369
363/* returns the typedata that has a name equal to itemtype, if there 370/* 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 371 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */ 372 * one return NULL */
366const typedata * 373const typedata *
367get_typedata_by_name (const char *name) 374get_typedata_by_name (const char *name)
368{ 375{
369 int i;
370
371 for (i = 0; i < item_types_size; i++) 376 for (int i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name)) 377 if (!strcmp (item_types[i].name, name))
373 return &item_types[i]; 378 return &item_types[i];
379
374 for (i = 0; i < item_types_size; i++) 380 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name)) 381 if (!strcmp (item_types[i].name_pl, name))
376 { 382 {
377 LOG (llevInfo, 383 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); 384 "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]; 385 return &item_types[i];
380 } 386 }
387
381 return NULL; 388 return 0;
382} 389}
383 390
384/* describe_resistance generates the visible naming for resistances. 391/* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return 392 * returns a static array of the description. This can return
386 * a big buffer. 393 * a big buffer.
388 * but do put a newline at the end. Useful when dumping to files 395 * but do put a newline at the end. Useful when dumping to files
389 */ 396 */
390const char * 397const char *
391describe_resistance (const object *op, int newline) 398describe_resistance (const object *op, int newline)
392{ 399{
393 static char buf[VERY_BIG_BUF]; 400 static dynbuf_text buf; buf.clear ();
394 char buf1[VERY_BIG_BUF];
395 int tmpvar;
396 401
397 buf[0] = 0; 402 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)) 403 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
401 { 404 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]);
406 405
407 strcat (buf, buf1);
408 }
409 }
410 return buf; 406 return buf;
411} 407}
412
413 408
414/* 409/*
415 * query_weight(object) returns a character pointer to a static buffer 410 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object. 411 * containing the text-representation of the weight of the given object.
417 * The buffer will be overwritten by the next call to query_weight(). 412 * The buffer will be overwritten by the next call to query_weight().
413 *
414 * Seems to be used only by unimportant stuff. Remove?
418 */ 415 */
419const char * 416const char *
420query_weight (const object *op) 417query_weight (const object *op)
421{ 418{
422 static char buf[10]; 419 static char buf[10];
423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 420 sint32 i = op->total_weight ();
424 421
425 if (op->weight < 0) 422 if (op->weight < 0)
426 return " "; 423 return " ";
427 424
428 if (i % 1000) 425 if (i % 1000)
436/* 433/*
437 * Returns the pointer to a static buffer containing 434 * Returns the pointer to a static buffer containing
438 * the number requested (of the form first, second, third...) 435 * the number requested (of the form first, second, third...)
439 */ 436 */
440const char * 437const char *
441get_levelnumber (int i) 438ordinal (int i)
442{ 439{
443 static char buf[MAX_BUF]; 440 if (i < 0)
444 441 return format ("minus %s", ordinal (-i));
445 if (i > 99)
446 {
447 sprintf (buf, "%d.", i);
448 return buf;
449 }
450 442
451 if (i < 21) 443 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]; 444 return ordnumbers[i];
445
446 int digit = i % 10;
447
448 if (i >= 100)
449 return format (
450 digit == 1 ? "%dst"
451 : digit == 2 ? "%dnd"
452 : digit == 3 ? "%drd"
453 : "%dth",
454 i
455 );
456
457 if (digit == 0)
458 return ordnumbers_10[i / 10];
472 else 459 else
473 { 460 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} 461}
480 462
481/* 463/*
482 * Returns pointer to static buffer containing ring's or amulet's 464 * Returns pointer to static buffer containing ring's or amulet's
483 * abilities 465 * abilities
489 */ 471 */
490 472
491/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 473/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
492 * from stats.sp - b.t. 474 * from stats.sp - b.t.
493 */ 475 */
494const char * 476static const char *
495ring_desc (const object *op) 477ring_desc (const object *op)
496{ 478{
497 static char buf[VERY_BIG_BUF]; 479 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 480 int attr, val, len;
499 481
500 buf[0] = 0; 482 if (op->flag [FLAG_IDENTIFIED])
501 483 {
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf;
504
505 for (attr = 0; attr < NUM_STATS; attr++) 484 for (attr = 0; attr < NUM_STATS; attr++)
506 {
507 if ((val = op->stats.stat (attr))) 485 if ((val = op->stats.stat (attr)))
508 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
509 }
510 487
511 if (op->stats.exp) 488 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 489 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
513 if (op->stats.wc) 490 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 491 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
515 if (op->stats.dam)
516 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
517 if (op->stats.ac)
518 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
519 492
520 strcat (buf, describe_resistance (op, 0)); 493 buf << describe_resistance (op, 0);
521 494
522 if (op->stats.food != 0) 495 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
523 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 496 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
524 /* else if (op->stats.food < 0) 497 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
525 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 498 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
526 if (op->stats.grace) 499 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
527 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
528 if (op->stats.sp && op->type != SKILL)
529 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
530 if (op->stats.hp)
531 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
532 if (op->stats.luck)
533 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
534 if (QUERY_FLAG (op, FLAG_LIFESAVE))
535 strcat (buf, "(lifesaving)");
536 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
537 strcat (buf, "(reflect spells)");
538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
539 strcat (buf, "(reflect missiles)");
540 if (QUERY_FLAG (op, FLAG_STEALTH))
541 strcat (buf, "(stealth)");
542 500
543 /* Shorten some of the names, so they appear better in the windows */ 501 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
544 len = strlen (buf); 502 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 503 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 504 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548 505
549 /* if(op->item_power) 506 buf.add_paths ("Attuned" , op->path_attuned);
550 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 507 buf.add_paths ("Repelled", op->path_repelled);
551 */ 508 buf.add_paths ("Denied" , op->path_denied);
552 if (buf[0] == 0 && op->type != SKILL)
553 strcpy (buf, "of adornment");
554 509
510 if (buf.empty ())
511 buf << "of adornment";
512 }
555 513
556 return buf; 514 return buf;
557} 515}
558 516
559/* 517/*
560 * query_short_name(object) is similar to query_name, but doesn't 518 * query_short_name(object) is similar to query_name, but doesn't
561 * contain any information about object status (worn/cursed/etc.) 519 * contain any information about object status (worn/cursed/etc.)
520 *
521 * It is sometimes used when printing messages, so should fit well into a sentence.
562 */ 522 */
563const char * 523const char *
564query_short_name (const object *op) 524query_short_name (const object *op)
565{ 525{
566 static char buf[HUGE_BUF];
567 char buf2[HUGE_BUF];
568 int len = 0;
569
570 if (op->name == NULL) 526 if (!op->name)
571 return "(null)"; 527 return "(null)";
572 528
573 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 529 if (!op->nrof
530 && !op->weight
531 && !op->title
532 && !is_magical (op)
533 && op->slaying != shstr_money)
574 return op->name; /* To speed things up (or make things slower?) */ 534 return op->name; /* To speed things up (or make things slower?) */
575 535
576 if (op->nrof <= 1) 536 static dynbuf_text buf; buf.clear ();
577 safe_strcat (buf, op->name, &len, HUGE_BUF);
578 else
579 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
580 537
538 buf << (op->nrof <= 1 ? op->name : op->name_pl);
539
581 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 540 if (op->title && op->flag [FLAG_IDENTIFIED])
582 { 541 buf << ' ' << op->title;
583 safe_strcat (buf, " ", &len, HUGE_BUF);
584 safe_strcat (buf, op->title, &len, HUGE_BUF);
585 }
586 542
587 switch (op->type) 543 switch (op->type)
588 { 544 {
589 case SPELLBOOK: 545 case SPELLBOOK:
590 case SCROLL: 546 case SCROLL:
591 case WAND: 547 case WAND:
592 case ROD: 548 case ROD:
593 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 549 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
594 { 550 {
595 if (!op->title) 551 if (!op->title)
596 { 552 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
597 safe_strcat (buf, " of ", &len, HUGE_BUF); 553
598 if (op->inv)
599 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
600 else
601 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
602 }
603 if (op->type != SPELLBOOK) 554 if (op->type != SPELLBOOK)
604 {
605 sprintf (buf2, " (lvl %d)", op->level); 555 buf.printf (" (lvl %d)", op->level);
606 safe_strcat (buf, buf2, &len, HUGE_BUF);
607 }
608 } 556 }
609 break; 557 break;
610 558
559 case ALTAR:
560 case TRIGGER_ALTAR:
561 case IDENTIFY_ALTAR:
562 case CONVERTER:
563 if (op->slaying == shstr_money)
564 {
565 bool wrap = !!buf.size ();
566
567 if (wrap) buf << " [";
568
569 archetype *coin = 0;
570
571 for (char const *const *c = coins; *coins; ++c)
572 if ((coin = archetype::find (*c)))
573 if (op->stats.food % coin->value == 0)
574 break;
575
576 sint32 coins = op->stats.food / coin->value;
577
578 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
579
580 if (wrap) buf << ']';
581 }
582 break;
583
611 case SKILL: 584 case SKILL:
612 case AMULET: 585 case AMULET:
613 case RING: 586 case RING:
614 if (!op->title) 587 if (!op->title)
615 { 588 {
616 /* If ring has a title, full description isn't so useful */ 589 /* If ring has a title, full description isn't so useful */
617 const char *s = ring_desc (op); 590 const char *s = ring_desc (op);
618 591
619 if (s[0]) 592 if (s && *s)
620 { 593 buf << " " << s;
621 safe_strcat (buf, " ", &len, HUGE_BUF);
622 safe_strcat (buf, s, &len, HUGE_BUF);
623 }
624 } 594 }
625 break; 595 break;
596
626 default: 597 default:
627 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 598 if (op->magic
628 { 599 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
600 || op->flag [FLAG_IDENTIFIED]))
629 sprintf (buf2, " %+d", op->magic); 601 buf.printf (" %+d", op->magic);
630 safe_strcat (buf, buf2, &len, HUGE_BUF);
631 }
632 } 602 }
603
633 return buf; 604 return buf;
634} 605}
635 606
636/* 607/*
637 * query_name(object) returns a character pointer pointing to a static 608 * query_name(object) returns a character pointer pointing to a static
641 * you can make several calls to query_name before the bufs start getting 612 * you can make several calls to query_name before the bufs start getting
642 * overwritten. This may be a bad thing (it may be easier to assume the value 613 * overwritten. This may be a bad thing (it may be easier to assume the value
643 * returned is good forever.) However, it makes printing statements that 614 * returned is good forever.) However, it makes printing statements that
644 * use several names much easier (don't need to store them to temp variables.) 615 * use several names much easier (don't need to store them to temp variables.)
645 * 616 *
617 * It is used extensively within messages, so should return only a prose
618 * and short description of the item.
619 * It is also used by examine/ex and similar functions.
646 */ 620 */
647const char * 621const char *
648query_name (const object *op) 622query_name (const object *op)
649{ 623{
650 static char buf[5][HUGE_BUF]; // OMFG 624 int len = 0;
625 static dynbuf_text bufs[5];
651 static int use_buf = 0; 626 static int use_buf = 0;
652 int len = 0;
653
654#ifdef NEW_MATERIAL_CODE
655 materialtype_t *mt;
656#endif
657 627
658 use_buf++; 628 use_buf++;
659 use_buf %= 5; 629 use_buf %= 5;
660 630
661#ifdef NEW_MATERIAL_CODE 631 dynbuf_text &buf = bufs [use_buf];
632 buf.clear ();
633
634#if 0
662 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 635 if ((op->is_armor () || op->is_weapon ()) && op->material)
663 { 636 buf << op->material->description << ' ';
664 mt = name_to_material (op->materialname);
665 if (mt)
666 {
667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
668 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
669 }
670 }
671#endif 637#endif
672 638
673 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 639 buf << query_short_name (op);
674 640
675 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 641 if (op->flag [FLAG_INV_LOCKED])
676 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 642 buf << " *";
677 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 643 if (op->is_open_container ())
678 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 644 buf << " (open)";
679 645
680 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 646 if (op->flag [FLAG_KNOWN_CURSED])
681 { 647 {
682 if (QUERY_FLAG (op, FLAG_DAMNED)) 648 if (op->flag [FLAG_DAMNED])
683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 649 buf << " (damned)";
684 else if (QUERY_FLAG (op, FLAG_CURSED)) 650 else if (op->flag [FLAG_CURSED])
685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 651 buf << " (cursed)";
686 } 652 }
687 653
688 /* Basically, if the object is known magical (detect magic spell on it), 654 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 655 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 656 * it is magical. Assume that the detect magical spell will only set
692 * 658 *
693 * Changed in V 0.91.4 - still print that the object is magical even 659 * Changed in V 0.91.4 - still print that the object is magical even
694 * if it has been applied. Equipping an item does not tell full 660 * if it has been applied. Equipping an item does not tell full
695 * abilities, especially for artifact items. 661 * abilities, especially for artifact items.
696 */ 662 */
697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 664 buf << " (magic)";
699 665
700#if 0 666#if 0
701 /* item_power will be returned in desribe_item - it shouldn't really 667 /* item_power will be returned in describe_item - it shouldn't really
702 * be returned in the name. 668 * be returned in the name.
703 */ 669 */
704 if (op->item_power) 670 if (op->item_power)
705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 671 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 672
707#endif 673#endif
708 674
709 if (QUERY_FLAG (op, FLAG_APPLIED)) 675 if (op->flag [FLAG_APPLIED])
710 { 676 {
711 switch (op->type) 677 switch (op->type)
712 { 678 {
713 case BOW: 679 case BOW:
714 case WAND: 680 case WAND:
715 case ROD: 681 case ROD:
716 case HORN: 682 case HORN:
717 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF); 683 buf << " (applied)";
718 break; 684 break;
719 case WEAPON: 685 case WEAPON:
720 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF); 686 buf << " (applied)";
721 break; 687 break;
722 case ARMOUR: 688 case ARMOUR:
723 case HELMET: 689 case HELMET:
724 case SHIELD: 690 case SHIELD:
725 case RING: 691 case RING:
727 case GLOVES: 693 case GLOVES:
728 case AMULET: 694 case AMULET:
729 case GIRDLE: 695 case GIRDLE:
730 case BRACERS: 696 case BRACERS:
731 case CLOAK: 697 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 698 buf << " (worn)";
733 break; 699 break;
734 case CONTAINER: 700 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 701 buf << " (active)";
736 break; 702 break;
737 case SKILL: 703 case SKILL:
738 default: 704 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 705 buf << " (applied)";
740 } 706 }
741 } 707 }
742 708
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 709 switch (op->type)
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 710 {
711 case LAMP:
712 if (op->glow_radius)
713 buf << " (on)";
714 else if (op->stats.food <= 0)
715 buf << " (empty)";
716 else
717 buf << " (off)";
718 break;
745 719
746 return buf [use_buf]; 720 case TORCH:
721 if (op->glow_radius)
722 buf << " (burning)";
723 else if (op->stats.food <= 0)
724 buf << " (burned out)";
725 break;
726 }
727
728 if (op->flag [FLAG_UNPAID])
729 buf << " (unpaid)";
730
731 return buf;
747} 732}
748 733
749/* 734/*
750 * query_base_name(object) returns a character pointer pointing to a static 735 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 736 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next 737 * of the given object. The buffer will be overwritten at the next
753 * call to query_base_name(). This is a lot like query_name, but we 738 * call to query_base_name(). This is a lot like query_name, but we
754 * don't include the item count or item status. Used for inventory sorting 739 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client. 740 * and sending to client.
756 * If plural is set, we generate the plural name of this. 741 * If plural is set, we generate the plural name of this.
742 *
743 * It is sometimes used to display messages, and usually only used to match stuff,
744 * so maybe this function should be removed.
745 * It is also used for client-side inventory/item descriptions.
757 */ 746 */
758const char * 747const char *
759query_base_name (const object *op, int plural) 748query_base_name (const object *op, int plural)
760{ 749{
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl)) 750 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 751 return "(null)";
767 752
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 753 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
754 && op->type != EXIT)
769 return op->name; /* To speed things up (or make things slower?) */ 755 return op->name; /* To speed things up (or make things slower?) */
770 756
757 static dynbuf_text buf; buf.clear ();
758
759#if 0
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 760 if ((op->is_armor () || op->is_weapon ()) && op->material)
772 mt = name_to_material (op->materialname); 761 if (op->arch->material != op->material)
773 762 buf << op->material->description << ' ';
774#ifdef NEW_MATERIAL_CODE
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788#endif 763#endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793 764
794 len = strlen (buf); 765 buf << (plural ? op->name_pl : op->name);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 766
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 767 if (op->title && op->flag [FLAG_IDENTIFIED])
800 { 768 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 769
805 switch (op->type) 770 switch (op->type)
806 { 771 {
807 case SPELLBOOK: 772 case SPELLBOOK:
808 case SCROLL: 773 case SCROLL:
809 case WAND: 774 case WAND:
810 case ROD: 775 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 776 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
812 { 777 {
813 if (!op->title) 778 if (!op->title)
814 { 779 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 780
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK) 781 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 782 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 783 }
827 break; 784 break;
828 785
829 786
830 case SKILL: 787 case SKILL:
833 if (!op->title) 790 if (!op->title)
834 { 791 {
835 /* If ring has a title, full description isn't so useful */ 792 /* If ring has a title, full description isn't so useful */
836 const char *s = ring_desc (op); 793 const char *s = ring_desc (op);
837 794
838 if (s[0]) 795 if (s && *s)
839 { 796 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 797 }
844 break; 798 break;
845 799
800 case EXIT:
801 // random map exits "unfortunately" get patched, so this only works before entering
802 if (EXIT_PATH (op) == shstr_random_map_exit)
803 buf << " (random map)";
804 else if (!EXIT_PATH (op))
805 buf << " (closed)";
806 break;
807
846 default: 808 default:
847 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 809 if (op->magic
848 sprintf (buf + strlen (buf), " %+d", op->magic); 810 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
811 || op->flag [FLAG_IDENTIFIED]))
812 buf.printf (" %+d", op->magic);
849 } 813 }
850 814
851 return buf; 815 return buf;
852} 816}
853 817
855 * too long, making it difficult to read. This function deals 819 * too long, making it difficult to read. This function deals
856 * with describing the monsters & players abilities. It should only 820 * with describing the monsters & players abilities. It should only
857 * be called with monster & player objects. Returns a description 821 * be called with monster & player objects. Returns a description
858 * in a static buffer. 822 * in a static buffer.
859 */ 823 */
860static char * 824static const char *
861describe_monster (const object *op) 825describe_monster (const object *op)
862{ 826{
863 char buf[MAX_BUF]; 827 static dynbuf_text buf; buf.clear ();
864 static char retbuf[VERY_BIG_BUF];
865 int i;
866
867 retbuf[0] = '\0';
868 828
869 /* Note that the resolution this provides for players really isn't 829 /* Note that the resolution this provides for players really isn't
870 * very good. Any player with a speed greater than .67 will 830 * very good. Any player with a speed greater than .67 will
871 * fall into the 'lightning fast movement' category. 831 * fall into the 'lightning fast movement' category.
872 */ 832 */
873 if (op->has_active_speed ()) 833 if (op->has_active_speed ())
874 { 834 switch ((int)(op->speed * 15.))
875 switch ((int) ((FABS (op->speed)) * 15))
876 { 835 {
877 case 0: 836 case 0:
878 strcat (retbuf, "(very slow movement)"); 837 buf << "(very slow movement)";
879 break; 838 break;
880 case 1: 839 case 1:
881 strcat (retbuf, "(slow movement)"); 840 buf << "(slow movement)";
882 break; 841 break;
883 case 2: 842 case 2:
884 strcat (retbuf, "(normal movement)"); 843 buf << "(normal movement)";
885 break; 844 break;
886 case 3: 845 case 3:
887 case 4: 846 case 4:
888 strcat (retbuf, "(fast movement)"); 847 buf << "(fast movement)";
889 break; 848 break;
890 case 5: 849 case 5:
891 case 6: 850 case 6:
892 strcat (retbuf, "(very fast movement)"); 851 buf << "(very fast movement)";
893 break; 852 break;
894 case 7: 853 case 7:
895 case 8: 854 case 8:
896 case 9: 855 case 9:
897 case 10: 856 case 10:
898 strcat (retbuf, "(extremely fast movement)"); 857 buf << "(extremely fast movement)";
899 break; 858 break;
900 default: 859 default:
901 strcat (retbuf, "(lightning fast movement)"); 860 buf << "(lightning fast movement)";
902 break; 861 break;
903 } 862 }
904 } 863
905 if (QUERY_FLAG (op, FLAG_UNDEAD)) 864 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
906 strcat (retbuf, "(undead)"); 865 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
907 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 866 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
908 strcat (retbuf, "(see invisible)"); 867 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
909 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 868 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
910 strcat (retbuf, "(wield weapon)"); 869 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
911 if (QUERY_FLAG (op, FLAG_USE_BOW)) 870 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
912 strcat (retbuf, "(archer)"); 871 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
913 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 872 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
914 strcat (retbuf, "(wear armour)"); 873 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
915 if (QUERY_FLAG (op, FLAG_USE_RING)) 874 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
916 strcat (retbuf, "(wear ring)"); 875 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
917 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 876 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
918 strcat (retbuf, "(read scroll)"); 877 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
919 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 878
920 strcat (retbuf, "(fires wand/rod/horn)");
921 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
922 strcat (retbuf, "(skill user)");
923 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
924 strcat (retbuf, "(spellcaster)");
925 if (QUERY_FLAG (op, FLAG_FRIENDLY))
926 strcat (retbuf, "(friendly)");
927 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
928 strcat (retbuf, "(unaggressive)");
929 if (QUERY_FLAG (op, FLAG_HITBACK))
930 strcat (retbuf, "(hitback)");
931 if (QUERY_FLAG (op, FLAG_STEALTH))
932 strcat (retbuf, "(stealthy)");
933 if (op->randomitems != NULL) 879 if (op->randomitems)
934 { 880 {
935 treasure *t;
936 int first = 1; 881 bool first = 1;
937 882
938 for (t = op->randomitems->items; t != NULL; t = t->next) 883 for (treasure *t = op->randomitems->items; t; t = t->next)
939 if (t->item && t->item->clone.type == SPELL) 884 if (t->item && t->item->type == SPELL)
940 { 885 {
941 if (first) 886 if (first)
942 { 887 buf << "(Spell abilities:)";
888
943 first = 0; 889 first = 0;
944 strcat (retbuf, "(Spell abilities:)"); 890
945 } 891 buf << '(' << t->item->object::name << ')';
946 strcat (retbuf, "(");
947 strcat (retbuf, t->item->clone.name);
948 strcat (retbuf, ")");
949 } 892 }
950 } 893 }
894
951 if (op->type == PLAYER) 895 if (op->type == PLAYER)
952 { 896 {
953 if (op->contr->digestion) 897 if (op->contr->digestion)
954 {
955 if (op->contr->digestion != 0)
956 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 898 buf.printf ("(sustenance%+d)", op->contr->digestion);
957 strcat (retbuf, buf); 899
958 }
959 if (op->contr->gen_grace) 900 if (op->contr->gen_grace)
960 {
961 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 901 buf.printf ("(grace%+d)", op->contr->gen_grace);
962 strcat (retbuf, buf); 902
963 }
964 if (op->contr->gen_sp) 903 if (op->contr->gen_sp)
965 {
966 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 904 buf.printf ("(magic%+d)", op->contr->gen_sp);
967 strcat (retbuf, buf); 905
968 }
969 if (op->contr->gen_hp) 906 if (op->contr->gen_hp)
970 {
971 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 907 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
972 strcat (retbuf, buf); 908
973 }
974 if (op->stats.luck) 909 if (op->stats.luck)
975 {
976 sprintf (buf, "(luck%+d)", op->stats.luck); 910 buf.printf ("(luck%+d)", op->stats.luck);
977 strcat (retbuf, buf);
978 }
979 } 911 }
980 912
981 /* describe attacktypes */ 913 /* describe attacktypes */
982 if (is_dragon_pl (op)) 914 if (op->is_dragon ())
983 { 915 {
984 /* for dragon players display the attacktypes from clawing skill 916 /* for dragon players display the attacktypes from clawing skill
985 * Break apart the for loop - move the comparison checking down - 917 * Break apart the for loop - move the comparison checking down -
986 * this makes it more readable. 918 * this makes it more readable.
987 */ 919 */
988 object *tmp; 920 object *tmp;
989 921
990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 922 for (tmp = op->inv; tmp; tmp = tmp->below)
991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 923 if (tmp->type == SKILL && tmp->name == shstr_clawing)
992 break; 924 break;
993 925
994 if (tmp && tmp->attacktype != 0) 926 if (tmp && tmp->attacktype)
995 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 927 buf.add_abilities ("Claws", tmp->attacktype);
996 else 928 else
997 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 929 buf.add_abilities ("Attacks", op->attacktype);
998 } 930 }
999 else 931 else
1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 932 buf.add_abilities ("Attacks", op->attacktype);
1001 933
1002 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 934 buf.add_paths ("Attuned" , op->path_attuned);
1003 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 935 buf.add_paths ("Repelled", op->path_repelled);
1004 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 936 buf.add_paths ("Denied" , op->path_denied);
1005 937
1006 for (i = 0; i < NROFATTACKS; i++) 938 for (int i = 0; i < NROFATTACKS; i++)
1007 if (op->resist[i]) 939 if (op->resist[i])
1008 {
1009 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 940 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1010 strcat (retbuf, buf);
1011 }
1012 941
1013 return retbuf; 942 return buf;
1014} 943}
1015
1016 944
1017/* 945/*
1018 * Returns a pointer to a static buffer which contains a 946 * Returns a pointer to a static buffer which contains a
1019 * description of the given object. 947 * description of the given object.
1020 * If it is a monster, lots of information about its abilities 948 * If it is a monster, lots of information about its abilities
1029 * wouldn't need to use the SEE_INVISIBLE flag to know it is 957 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1030 * a dragon player examining food. Could have things like 958 * a dragon player examining food. Could have things like
1031 * a dwarven axe, in which the full abilities are only known to 959 * a dwarven axe, in which the full abilities are only known to
1032 * dwarves, etc. 960 * dwarves, etc.
1033 * 961 *
1034 * This function is really much more complicated than it should
1035 * be, because different objects have different meanings
1036 * for the same field (eg, wands use 'food' for charges). This
1037 * means these special cases need to be worked out.
1038 *
1039 * Add 'owner' who is the person examining this object. 962 * Add 'owner' who is the person examining this object.
1040 * owner can be null if no one is being associated with this 963 * owner can be null if no one is being associated with this
1041 * item (eg, debug dump or the like) 964 * item (eg, debug dump or the like)
1042 */ 965 */
1043const char * 966const char *
1044describe_item (const object *op, object *owner) 967describe_item (const object *op, object *owner)
1045{ 968{
1046 char buf[MAX_BUF]; 969 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1047 static char retbuf[VERY_BIG_BUF]; 970 return describe_monster (op);
971
972 static dynbuf_text buf; buf.clear ();
1048 int identified, i; 973 int identified, i;
1049 974
1050 retbuf[0] = '\0';
1051 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1052 {
1053 return describe_monster (op);
1054 }
1055 /* figure this out once, instead of making multiple calls to need_identify. 975 /* figure this out once, instead of making multiple calls to need_identify.
1056 * also makes the code easier to read. 976 * also makes the code easier to read.
1057 */ 977 */
1058 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 978 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
1059 identified = 1; 979 if (!identified)
1060 else 980 buf << "(unidentified)";
1061 { 981
1062 strcpy (retbuf, "(unidentified)");
1063 identified = 0;
1064 }
1065 switch (op->type) 982 switch (op->type)
1066 { 983 {
1067 case BOW: 984 case BOW:
1068 case ARROW: 985 case ARROW:
1069 case WAND: 986 case WAND:
1070 case ROD: 987 case ROD:
1071 case HORN: 988 case HORN:
1072 case WEAPON: 989 case WEAPON:
1073 case ARMOUR: 990 case ARMOUR:
1074 case HELMET: 991 case HELMET:
1075 case SHIELD: 992 case SHIELD:
1076 case BOOTS: 993 case BOOTS:
1077 case GLOVES: 994 case GLOVES:
1078 case GIRDLE: 995 case GIRDLE:
1079 case BRACERS: 996 case BRACERS:
1080 case CLOAK: 997 case CLOAK:
1081 case SKILL_TOOL: 998 case SKILL_TOOL:
1082 break; /* We have more information to do below this switch */ 999 break; /* We have more information to do below this switch */
1083 1000
1084 case POWER_CRYSTAL: 1001 case POWER_CRYSTAL:
1085 if (op->stats.maxsp > 1000) 1002 if (op->stats.maxsp > 1000)
1086 { /*higher capacity crystals */ 1003 { /*higher capacity crystals */
1087 i = (op->stats.maxsp % 1000) / 100; 1004 i = (op->stats.maxsp % 1000) / 100;
1088 1005
1089 if (i) 1006 if (i)
1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 1007 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1091 else 1008 else
1092 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000); 1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1093 } 1010 }
1094 else 1011 else
1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1096 1013
1097 strcat (retbuf, buf);
1098 i = (op->stats.sp * 10) / op->stats.maxsp; 1014 i = (op->stats.sp * 10) / op->stats.maxsp;
1099 if (op->stats.sp == 0) 1015 if (op->stats.sp == 0)
1100 strcat (retbuf, "empty."); 1016 buf << "empty";
1101 else if (i == 0) 1017 else if (i == 0)
1102 strcat (retbuf, "almost empty."); 1018 buf << "almost empty";
1103 else if (i < 3) 1019 else if (i < 3)
1104 strcat (retbuf, "partially filled."); 1020 buf << "partially filled";
1105 else if (i < 6) 1021 else if (i < 6)
1106 strcat (retbuf, "half full."); 1022 buf << "half full";
1107 else if (i < 9) 1023 else if (i < 9)
1108 strcat (retbuf, "well charged."); 1024 buf << "well charged";
1109 else if (op->stats.sp == op->stats.maxsp) 1025 else if (op->stats.sp == op->stats.maxsp)
1110 strcat (retbuf, "fully charged."); 1026 buf << "fully charged";
1111 else 1027 else
1112 strcat (retbuf, "almost full."); 1028 buf << "almost full";
1029
1030 buf << ')';
1113 break; 1031 break;
1032
1033 case LAMP:
1034 {
1035 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1036 buf << "(fuel: ";
1037 if (percent == 0)
1038 buf << "empty";
1039 else if (percent < 10)
1040 buf << "very low";
1041 else if (percent < 25)
1042 buf << "low";
1043 else if (percent < 50)
1044 buf << "half empty";
1045 else if (percent < 75)
1046 buf << "half full";
1047 else if (percent < 95)
1048 buf << "well filled";
1049 else if (percent <= 100)
1050 buf << "full";
1051 buf << ")";
1052 }
1053 break;
1054
1114 case FOOD: 1055 case FOOD:
1115 case FLESH: 1056 case FLESH:
1116 case DRINK: 1057 case DRINK:
1117 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || op->flag [FLAG_BEEN_APPLIED])
1118 { 1059 {
1119 sprintf (buf, "(food+%d)", op->stats.food); 1060 buf.printf ("(food+%d)", op->stats.food);
1120 strcat (retbuf, buf);
1121 1061
1122 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1062 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1063 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1064
1065 if (!op->flag [FLAG_CURSED])
1123 { 1066 {
1124 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1067 if (op->stats.hp) buf << "(heals)";
1125 strcat (retbuf, buf); 1068 if (op->stats.sp) buf << "(spellpoint regen)";
1126 } 1069 }
1127
1128 if (!QUERY_FLAG (op, FLAG_CURSED))
1129 {
1130 if (op->stats.hp)
1131 strcat (retbuf, "(heals)");
1132 if (op->stats.sp)
1133 strcat (retbuf, "(spellpoint regen)");
1134 }
1135 else 1070 else
1136 { 1071 {
1137 if (op->stats.hp) 1072 if (op->stats.hp) buf << "(damages)";
1138 strcat (retbuf, "(damages)");
1139 if (op->stats.sp)
1140 strcat (retbuf, "(spellpoint depletion)"); 1073 if (op->stats.sp) buf << "(spellpoint depletion)";
1141 } 1074 }
1142 } 1075 }
1143 break; 1076 break;
1144 1077
1145
1146 case SKILL: 1078 case SKILL:
1147 case RING: 1079 case RING:
1148 case AMULET: 1080 case AMULET:
1149 if (op->item_power) 1081 if (op->item_power)
1150 {
1151 sprintf (buf, "(item_power %+d)", op->item_power); 1082 buf.printf ("(item_power %+d)", op->item_power);
1152 strcat (retbuf, buf); 1083
1153 }
1154 if (op->title) 1084 if (op->title)
1155 strcat (retbuf, ring_desc (op)); 1085 buf << ring_desc (op);
1086
1156 return retbuf; 1087 return buf;
1157 1088
1158 default: 1089 default:
1159 return retbuf; 1090 return buf;
1160 } 1091 }
1161 1092
1162 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1163 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1164 */ 1095 */
1165 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1166 { 1097 {
1167 int attr, val; 1098 int attr, val;
1168 1099
1169 for (attr = 0; attr < NUM_STATS; attr++) 1100 for (attr = 0; attr < NUM_STATS; attr++)
1170 {
1171 if ((val = op->stats.stat (attr))) 1101 if ((val = op->stats.stat (attr)))
1172 {
1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1102 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1174 strcat (retbuf, buf);
1175 }
1176 }
1177 1103
1178 if (op->stats.exp) 1104 if (op->stats.exp)
1179 {
1180 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1105 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1181 strcat (retbuf, buf);
1182 }
1183
1184 1106
1185 switch (op->type) 1107 switch (op->type)
1186 { 1108 {
1187 case BOW: 1109 case BOW:
1188 case ARROW: 1110 case ARROW:
1189 case GIRDLE: 1111 case GIRDLE:
1190 case HELMET: 1112 case HELMET:
1191 case SHIELD: 1113 case SHIELD:
1192 case BOOTS: 1114 case BOOTS:
1193 case GLOVES: 1115 case GLOVES:
1194 case WEAPON: 1116 case WEAPON:
1195 case SKILL: 1117 case SKILL:
1196 case RING: 1118 case RING:
1197 case AMULET: 1119 case AMULET:
1198 case ARMOUR: 1120 case ARMOUR:
1199 case BRACERS: 1121 case BRACERS:
1200 case FORCE: 1122 case FORCE:
1201 case CLOAK: 1123 case CLOAK:
1202 if (op->stats.wc) 1124 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1203 { 1125 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1204 sprintf (buf, "(wc%+d)", op->stats.wc); 1126 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1205 strcat (retbuf, buf); 1127
1206 }
1207 if (op->stats.dam)
1208 {
1209 sprintf (buf, "(dam%+d)", op->stats.dam);
1210 strcat (retbuf, buf);
1211 }
1212 if (op->stats.ac)
1213 {
1214 sprintf (buf, "(ac%+d)", op->stats.ac);
1215 strcat (retbuf, buf);
1216 }
1217 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1128 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1218 {
1219 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1129 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1220 strcat (retbuf, buf); 1130
1221 }
1222 break; 1131 break;
1223 1132
1224 default: 1133 default:
1225 break; 1134 break;
1226 } 1135 }
1227 if (QUERY_FLAG (op, FLAG_XRAYS)) 1136
1228 strcat (retbuf, "(xray-vision)"); 1137 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1229 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1138 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1230 strcat (retbuf, "(infravision)");
1231 1139
1232 /* levitate was what is was before, so we'll keep it */ 1140 /* levitate was what is was before, so we'll keep it */
1233 if (op->move_type & MOVE_FLY_LOW) 1141 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1234 strcat (retbuf, "(levitate)");
1235
1236 if (op->move_type & MOVE_FLY_HIGH) 1142 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1237 strcat (retbuf, "(fly)");
1238
1239 if (op->move_type & MOVE_SWIM) 1143 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1240 strcat (retbuf, "(swim)");
1241 1144
1242 /* walking is presumed as 'normal', so doesn't need mentioning */ 1145 /* walking is presumed as 'normal', so doesn't need mentioning */
1243 1146
1244 if (op->item_power) 1147 if (op->item_power)
1245 {
1246 sprintf (buf, "(item_power %+d)", op->item_power); 1148 buf.printf ("(item_power %+d)", op->item_power);
1247 strcat (retbuf, buf);
1248 }
1249 } /* End if identified or applied */ 1149 } /* End if identified or applied */
1250 1150
1251 /* This blocks only deals with fully identified object. 1151 /* This blocks only deals with fully identified object.
1252 * it is intentional that this is not an 'else' from a above - 1152 * it is intentional that this is not an 'else' from a above -
1253 * in this way, information is added. 1153 * in this way, information is added.
1256 { 1156 {
1257 int more_info = 0; 1157 int more_info = 0;
1258 1158
1259 switch (op->type) 1159 switch (op->type)
1260 { 1160 {
1261 case ROD: /* These use stats.sp for spell selection and stats.food */ 1161 case ROD: /* These use stats.sp for spell selection and stats.food */
1262 case HORN: /* and stats.hp for spell-point regeneration... */ 1162 case HORN: /* and stats.hp for spell-point regeneration... */
1263 case BOW: 1163 case BOW:
1264 case ARROW: 1164 case ARROW:
1265 case WAND: 1165 case WAND:
1266 case FOOD: 1166 case FOOD:
1267 case FLESH: 1167 case FLESH:
1268 case DRINK: 1168 case DRINK:
1269 more_info = 0; 1169 more_info = 0;
1270 break; 1170 break;
1271 1171
1272 /* Armor type objects */ 1172 /* Armor type objects */
1273 case ARMOUR: 1173 case ARMOUR:
1274 case HELMET: 1174 case HELMET:
1275 case SHIELD: 1175 case SHIELD:
1276 case BOOTS: 1176 case BOOTS:
1277 case GLOVES: 1177 case GLOVES:
1278 case GIRDLE: 1178 case GIRDLE:
1279 case BRACERS: 1179 case BRACERS:
1280 case CLOAK: 1180 case CLOAK:
1281 if (ARMOUR_SPEED (op)) 1181 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1282 { 1182 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1283 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284 strcat (retbuf, buf);
1285 }
1286 if (ARMOUR_SPELLS (op))
1287 {
1288 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1289 strcat (retbuf, buf);
1290 }
1291 more_info = 1; 1183 more_info = 1;
1292 break; 1184 break;
1293 1185
1294 case WEAPON: 1186 case WEAPON:
1295 /* Calculate it the same way fix_player does so the results 1187 /* Calculate it the same way fix_player does so the results
1296 * make sense. 1188 * make sense.
1297 */ 1189 */
1298 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1190 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1299 if (i < 0) 1191 if (i < 0)
1300 i = 0; 1192 i = 0;
1301 1193
1302 sprintf (buf, "(weapon speed %d)", i); 1194 buf.printf ("(weapon speed %d)", i);
1303 strcat (retbuf, buf);
1304 more_info = 1; 1195 more_info = 1;
1305 break; 1196 break;
1306
1307 } 1197 }
1198
1308 if (more_info) 1199 if (more_info)
1309 { 1200 {
1310 if (op->stats.food)
1311 {
1312 if (op->stats.food != 0)
1313 sprintf (buf, "(sustenance%+d)", op->stats.food); 1201 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1314 strcat (retbuf, buf);
1315 }
1316 if (op->stats.grace)
1317 {
1318 sprintf (buf, "(grace%+d)", op->stats.grace); 1202 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1319 strcat (retbuf, buf); 1203 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1320 }
1321 if (op->stats.sp)
1322 {
1323 sprintf (buf, "(magic%+d)", op->stats.sp);
1324 strcat (retbuf, buf);
1325 }
1326 if (op->stats.hp)
1327 {
1328 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1204 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1329 strcat (retbuf, buf);
1330 }
1331 } 1205 }
1332 1206
1333 if (op->stats.luck) 1207 if (op->stats.luck)
1334 {
1335 sprintf (buf, "(luck%+d)", op->stats.luck); 1208 buf.printf ("(luck%+d)", op->stats.luck);
1336 strcat (retbuf, buf); 1209
1337 } 1210 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1338 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1211 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1339 strcat (retbuf, "(lifesaving)"); 1212 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1340 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1213 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1341 strcat (retbuf, "(reflect spells)"); 1214
1342 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1343 strcat (retbuf, "(reflect missiles)");
1344 if (QUERY_FLAG (op, FLAG_STEALTH))
1345 strcat (retbuf, "(stealth)");
1346 if (op->slaying != NULL && op->type != FOOD) 1215 if (op->slaying && op->type != FOOD)
1347 {
1348 sprintf (buf, "(slay %s)", &op->slaying); 1216 buf.printf ("(slay %s)", &op->slaying);
1349 strcat (retbuf, buf); 1217
1350 } 1218 if (op->type == SKILL_TOOL && op->skill)
1351 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1219 buf.printf ("(%s)", &op->skill);
1220
1221 buf.add_abilities ("Attacks", op->attacktype);
1352 /* resistance on flesh is only visible for quetzals. If 1222 /* resistance on flesh is only visible for quetzals. If
1353 * non flesh, everyone can see its resistances 1223 * non flesh, everyone can see its resistances
1354 */ 1224 */
1355 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1225 if (op->type != FLESH || (owner && owner->is_dragon ()))
1356 strcat (retbuf, describe_resistance (op, 0)); 1226 buf << describe_resistance (op, 0);
1357 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1358 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1359 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1360 }
1361 1227
1228 buf.add_paths ("Attuned", op->path_attuned);
1229 buf.add_paths ("Repelled", op->path_repelled);
1230 buf.add_paths ("Denied", op->path_denied);
1231 }
1232
1362 return retbuf; 1233 return buf;
1363} 1234}
1364 1235
1365std::string 1236std::string
1366object::describe_item (object *who) 1237object::describe_item (object *who)
1367{ 1238{
1368 return std::string (::describe_item (this, who)); 1239 return std::string (::describe_item (this, who));
1240}
1241
1242static void
1243describe_dump_object (dynbuf &buf, object *ob)
1244{
1245 char *txt = dump_object (ob);
1246 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1247 buf << "\n" << txt << "\n";
1248
1249 if (!ob->is_arch ())
1250 describe_dump_object (buf, ob->arch);
1251}
1252
1253std::string
1254object::describe (object *who)
1255{
1256 dynbuf_text buf (1024, 1024);
1257
1258 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1259
1260 if (custom_name)
1261 buf.printf ("You call it %s.\r", &custom_name);
1262
1263 switch (type)
1264 {
1265 case SPELLBOOK:
1266 if (flag [FLAG_IDENTIFIED] && inv)
1267 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1268 break;
1269
1270 case BOOK:
1271 if (msg)
1272 buf << "Something is written in it.\r";
1273 break;
1274
1275 case CONTAINER:
1276 if (race)
1277 {
1278 if (weight_limit && stats.Str < 100)
1279 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1280 &race, weight_limit / (10.0 * (100 - stats.Str)));
1281 else
1282 buf.printf ("It can hold only %s.\r", &race);
1283 }
1284 else if (weight_limit && stats.Str < 100)
1285 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1286 break;
1287
1288 case WAND:
1289 if (flag [FLAG_IDENTIFIED])
1290 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1291 break;
1292 }
1293
1294 if (material != MATERIAL_NULL && !msg)
1295 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1296 << material->description
1297 << ".\r";
1298
1299 if (who)
1300 /* Where to wear this item */
1301 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1302 if (slot[i].info)
1303 {
1304 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1305
1306 if (slot[i].info < -1 && who->slot[i].info)
1307 buf.printf ("(%d)", -slot[i].info);
1308
1309 buf << ".\r";
1310 }
1311
1312 if (weight)
1313 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1314
1315 if (flag [FLAG_STARTEQUIP])
1316 buf << (nrof > 1 ? "They were" : "It was")
1317 << " given by a god and will vanish when dropped.\r";
1318
1319 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1320 {
1321 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1322
1323 if (who->is_in_shop ())
1324 {
1325 if (flag [FLAG_UNPAID])
1326 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1327 else
1328 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1329 }
1330 }
1331
1332 if (flag [FLAG_MONSTER])
1333 buf << describe_monster (who);
1334
1335 /* Is this item buildable? */
1336 if (flag [FLAG_IS_BUILDABLE])
1337 buf << "This is a buildable item.\r";
1338
1339 /* Does the object have a message? Don't show message for all object
1340 * types - especially if the first entry is a match
1341 */
1342 if (msg)
1343 {
1344 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1345 {
1346 if (!need_identify ())
1347 buf << '\r' << msg << '\n';
1348 else if (flag [FLAG_IDENTIFIED])
1349 buf << '\r' << "The object has a story:\r" << msg;
1350 }
1351 }
1352 else if (inv
1353 && inv->msg
1354 && inv->type == SPELL
1355 && flag [FLAG_IDENTIFIED]
1356 && (type == SPELLBOOK || type == ROD || type == WAND
1357 || type == ROD || type == POTION || type == SCROLL))
1358 // for spellbooks and other stuff that contains spells, print the spell message,
1359 // unless the object has a custom message handled above.
1360 buf << '\r' << inv->msg << '\n';
1361
1362 // try to display the duration for some potions and scrolls
1363 // this includes change ability potions and group spells,
1364 // but does not handle protection potions
1365 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1366 && (type == POTION || type == SCROLL))
1367 {
1368 object *spell = inv;
1369
1370 if (spell->subtype == SP_PARTY_SPELL)
1371 spell = spell->other_arch;
1372
1373 if (spell->subtype == SP_CHANGE_ABILITY)
1374 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1375 TICK2TIME (change_ability_duration (spell, this)));
1376 }
1377
1378 // some help text for skill tools
1379 if (type == SKILL_TOOL)
1380 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1381 "you can use the " << &skill << " skill as if you had learned it.>";
1382
1383 // Display a hint about inscribable items [empty books]
1384 // This includes the amount of text they can hold.
1385 if (type == INSCRIBABLE)
1386 {
1387 if (other_arch && other_arch->type == SCROLL)
1388 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1389 else
1390 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1391 weight_limit);
1392 }
1393
1394 buf << '\n';
1395
1396 // the dungeon master additionally gets a complete dump
1397 if (who && who->flag [FLAG_WIZLOOK])
1398 {
1399 buf << "\nT<Object>\n";
1400 describe_dump_object (buf, this);
1401
1402 if (inv)
1403 {
1404 buf << "\nT<Top Inventory>\n";
1405 describe_dump_object (buf, inv);
1406 }
1407 }
1408
1409 return std::string (buf.linearise (), buf.size ());
1410}
1411
1412void
1413examine (object *op, object *tmp)
1414{
1415 std::string info = tmp->describe (op);
1416
1417 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1418}
1419
1420/*
1421 * inventory prints object's inventory. If inv==NULL then print player's
1422 * inventory.
1423 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1424 */
1425const char *
1426object::query_inventory (object *who, const char *indent)
1427{
1428 static dynbuf_text buf; buf.clear ();
1429
1430 for (object *tmp = inv; tmp; tmp = tmp->below)
1431 if (who && who->flag [FLAG_WIZ])
1432 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1433 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1434 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1435
1436 if (buf.size ())
1437 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1438 else
1439 buf.printf ("%s(empty)\n", indent);
1440
1441 return buf;
1369} 1442}
1370 1443
1371/* Return true if the item is magical. A magical item is one that 1444/* Return true if the item is magical. A magical item is one that
1372 * increases/decreases any abilities, provides a resistance, 1445 * increases/decreases any abilities, provides a resistance,
1373 * has a generic magical bonus, or is an artifact. 1446 * has a generic magical bonus, or is an artifact.
1374 * This function is used by detect_magic to determine if an item 1447 * This function is used by detect_magic to determine if an item
1375 * should be marked as magical. 1448 * should be marked as magical.
1376 */ 1449 */
1377
1378int 1450int
1379is_magical (const object *op) 1451is_magical (const object *op)
1380{ 1452{
1381 int i; 1453 int i;
1382 1454
1383 /* living creatures are considered non magical */ 1455 /* living creatures are considered non magical */
1384 if (QUERY_FLAG (op, FLAG_ALIVE)) 1456 if (op->flag [FLAG_ALIVE])
1385 return 0; 1457 return 0;
1386 1458
1387 /* This is a test for it being an artifact, as artifacts have titles */ 1459 /* This is a test for it being an artifact, as artifacts have titles */
1388 if (op->title != NULL) 1460 if (op->title != NULL)
1389 return 1; 1461 return 1;
1395 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1467 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1396 return 1; 1468 return 1;
1397 1469
1398 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1470 /* Check for stealty, speed, flying, or just plain magic in the boots */
1399 /* Presume any boots that hvae a move_type are special. */ 1471 /* Presume any boots that hvae a move_type are special. */
1400 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1472 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1401 return 1; 1473 return 1;
1402 1474
1403 /* Take care of amulet/shield that reflects spells/missiles */ 1475 /* Take care of amulet/shield that reflects spells/missiles */
1404 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1476 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1405 return 1; 1477 return 1;
1406 1478
1407 /* Take care of helmet of xrays */ 1479 /* Take care of helmet of xrays */
1408 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1480 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1409 return 1; 1481 return 1;
1410 1482
1411 /* Potions & rods are always magical. Wands/staves are also magical, 1483 /* Potions & rods are always magical. Wands/staves are also magical,
1412 * assuming they still have any charges left. 1484 * assuming they still have any charges left.
1413 */ 1485 */
1442 * be non magical. 1514 * be non magical.
1443 */ 1515 */
1444 return 0; 1516 return 0;
1445} 1517}
1446 1518
1447/* need_identify returns true if the item should be identified. This
1448 * function really should not exist - by default, any item not identified
1449 * should need it.
1450 */
1451
1452int
1453need_identify (const object *op)
1454{
1455 switch (op->type)
1456 {
1457 case RING:
1458 case WAND:
1459 case ROD:
1460 case HORN:
1461 case SCROLL:
1462 case SKILL:
1463 case SKILLSCROLL:
1464 case SPELLBOOK:
1465 case FOOD:
1466 case POTION:
1467 case BOW:
1468 case ARROW:
1469 case WEAPON:
1470 case ARMOUR:
1471 case SHIELD:
1472 case HELMET:
1473 case AMULET:
1474 case BOOTS:
1475 case GLOVES:
1476 case BRACERS:
1477 case GIRDLE:
1478 case CONTAINER:
1479 case DRINK:
1480 case FLESH:
1481 case INORGANIC:
1482 case CLOSE_CON:
1483 case CLOAK:
1484 case GEM:
1485 case POWER_CRYSTAL:
1486 case POISON:
1487 case BOOK:
1488 case SKILL_TOOL:
1489 return 1;
1490 }
1491
1492 /* Try to track down some stuff that may show up here. Thus, the
1493 * archetype file can be updated, and this function removed.
1494 */
1495#if 0
1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1497#endif
1498 return 0;
1499}
1500
1501/* 1519/*
1502 * Supposed to fix face-values as well here, but later. 1520 * Supposed to fix face-values as well here, but later.
1503 */ 1521 */
1504void 1522void
1505identify (object *op) 1523identify (object *op)
1506{ 1524{
1507 object *pl; 1525 op->set_flag (FLAG_IDENTIFIED);
1508 1526 op->clr_flag (FLAG_KNOWN_MAGICAL);
1509 SET_FLAG (op, FLAG_IDENTIFIED); 1527 op->clr_flag (FLAG_NO_SKILL_IDENT);
1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512 1528
1513 /* 1529 /*
1514 * We want autojoining of equal objects: 1530 * We want autojoining of equal objects:
1515 */ 1531 */
1516 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1532 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1517 SET_FLAG (op, FLAG_KNOWN_CURSED); 1533 op->set_flag (FLAG_KNOWN_CURSED);
1518 1534
1519 if (op->type == POTION) 1535 if (op->type == POTION)
1520 { 1536 {
1521 if (op->inv && op->randomitems) 1537 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1538 op->title = op->inv->name;
1523 else if (op->arch) 1539 else if (op->arch)
1524 { 1540 {
1525 op->name = op->arch->clone.name; 1541 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1542 op->name_pl = op->arch->object::name_pl;
1527 } 1543 }
1528 } 1544 }
1529 1545
1530 /* If the object is on a map, make sure we update its face */ 1546 /* If the object is on a map, make sure we update its face */
1531 if (op->map) 1547 if (op->map)
1532 update_object (op, UP_OBJ_CHANGE); 1548 update_object (op, UP_OBJ_CHANGE);
1533 else 1549
1534 { 1550 if (object *pl = op->visible_to ())
1535 pl = op->in_player ();
1536 if (pl)
1537 /* A lot of the values can change from an update - might as well send 1551 /* A lot of the values can change from an update - might as well send
1538 * it all. 1552 * it all.
1539 */ 1553 */
1540 esrv_send_item (pl, op); 1554 esrv_send_item (pl, op);
1541 }
1542} 1555}
1543 1556

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