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Comparing deliantra/server/common/item.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.89 by root, Sat May 15 23:41:05 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 1.4 2006/09/10 16:00:23 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 = array_length (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
269 * able to use 2-3 of the most powerful items. 214 * able to use 2-3 of the most powerful items.
270 * 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 -
271 * custom objects can use whatever they want. 216 * custom objects can use whatever they want.
272 */ 217 */
273static int enc_to_item_power[21] = { 218static int enc_to_item_power[21] = {
219 0,
274 0, 0, 1, 2, 3, 4, /* 5 */ 220 0, 1, 2, 3, 4, // 5
275 5, 7, 9, 11, 13, /* 10 */ 221 5, 7, 9, 11, 13, // 10
276 15, 18, 21, 24, 27, /* 15 */ 222 15, 18, 21, 24, 27, // 15
277 30, 35, 40, 45, 50 /* 20 */ 223 30, 35, 40, 45, 50 // 20
278}; 224};
279 225
280int 226int
281get_power_from_ench (int ench) 227get_power_from_ench (int ench)
282{ 228{
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 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];
288} 275}
289 276
290/* 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
291 * 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
292 * generation code, and when loading legacy objects. It returns 279 * generation code, and when loading legacy objects. It returns
299{ 286{
300 int i, tmp, enc; 287 int i, tmp, enc;
301 288
302 enc = 0; 289 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 290 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 291 enc += op->stats.stat (i);
305 292
306 /* This protection logic is pretty flawed. 20% fire resistance 293 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 294 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 295 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 296 * armour shouldn't be counted against
326 if (op->type == WEAPON) 313 if (op->type == WEAPON)
327 { 314 {
328 for (i = 1; i < NROFATTACKS; i++) 315 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i)) 316 if (op->attacktype & (1 << i))
330 enc++; 317 enc++;
318
331 if (op->slaying) 319 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */ 320 enc += 2; /* What it slays is probably more relevent */
333 } 321 }
322
334 /* Items the player can equip */ 323 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 324 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) || 325 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) || 326 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (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))
341 enc += op->stats.hp; /* hp regen */ 330 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */ 331 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */ 332 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */ 333 enc += op->stats.exp; /* speed bonus */
345 } 334 }
335
346 enc += op->stats.luck; 336 enc += op->stats.luck;
347 337
348 /* Do spell paths now */ 338 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++) 339 for (i = 1; i < NRSPELLPATHS; i++)
350 {
351 if (op->path_attuned & (1 << i)) 340 if (op->path_attuned & (1 << i))
352 enc++; 341 enc++;
353 else if (op->path_denied & (1 << i)) 342 else if (op->path_denied & (1 << i))
354 enc -= 2; 343 enc -= 2;
355 else if (op->path_repelled & (1 << i)) 344 else if (op->path_repelled & (1 << i))
356 enc--; 345 enc--;
357 }
358 346
359 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 347 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
360 enc += 5; 348 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 349 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
362 enc += 3; 350 if (op->flag [FLAG_XRAYS ]) enc += 2;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 351 if (op->flag [FLAG_STEALTH ]) enc += 1;
364 enc += 2; 352 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
365 if (QUERY_FLAG (op, FLAG_STEALTH)) 353 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;
373 354
374 return get_power_from_ench (enc); 355 return get_power_from_ench (enc);
375
376} 356}
357
358static const struct get_typedata
359{
360 const typedata *data [NUM_TYPES];
361
362 get_typedata ()
363 {
364 for (int i = 0; i < item_types_size; i++)
365 data [item_types[i].number] = &item_types [i];
366 }
367
368 const typedata *operator ()(int itemtype) const
369 {
370 return data [itemtype];
371 }
372} get_typedata_;
377 373
378/* returns the typedata that has a number equal to itemtype, if there 374/* returns the typedata that has a number equal to itemtype, if there
379 * isn't one, returns NULL */ 375 * isn't one, returns NULL */
380
381const typedata * 376const typedata *
382get_typedata (int itemtype) 377get_typedata (int itemtype)
383{ 378{
384 int i; 379 return get_typedata_ (itemtype);
385
386 for (i = 0; i < item_types_size; i++)
387 if (item_types[i].number == itemtype)
388 return &item_types[i];
389 return NULL;
390} 380}
391 381
392/* returns the typedata that has a name equal to itemtype, if there 382/* 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 383 * isn't one, return the plural name that matches, if there still isn't
394 * one return NULL */ 384 * one return NULL */
395
396const typedata * 385const typedata *
397get_typedata_by_name (const char *name) 386get_typedata_by_name (const char *name)
398{ 387{
399 int i;
400
401 for (i = 0; i < item_types_size; i++) 388 for (int i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name)) 389 if (!strcmp (item_types[i].name, name))
403 return &item_types[i]; 390 return &item_types[i];
391
404 for (i = 0; i < item_types_size; i++) 392 for (int i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name)) 393 if (!strcmp (item_types[i].name_pl, name))
406 { 394 {
407 LOG (llevInfo, 395 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); 396 "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]; 397 return &item_types[i];
410 } 398 }
399
411 return NULL; 400 return 0;
412} 401}
413 402
414/* describe_resistance generates the visible naming for resistances. 403/* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return 404 * returns a static array of the description. This can return
416 * a big buffer. 405 * a big buffer.
417 * if newline is true, we don't put parens around the description 406 * 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 407 * but do put a newline at the end. Useful when dumping to files
419 */ 408 */
420char * 409const char *
421describe_resistance (const object *op, int newline) 410describe_resistance (const object *op, int newline)
422{ 411{
423 static char buf[VERY_BIG_BUF]; 412 static dynbuf_text buf; buf.clear ();
424 char buf1[VERY_BIG_BUF];
425 int tmpvar;
426 413
427 buf[0] = 0; 414 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)) 415 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
431 { 416 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]);
436 417
437 strcat (buf, buf1);
438 }
439 }
440 return buf; 418 return buf;
441} 419}
442
443 420
444/* 421/*
445 * query_weight(object) returns a character pointer to a static buffer 422 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 423 * containing the text-representation of the weight of the given object.
447 * The buffer will be overwritten by the next call to query_weight(). 424 * The buffer will be overwritten by the next call to query_weight().
448 */ 425 *
449 426 * Seems to be used only by unimportant stuff. Remove?
450char * 427 */
428const char *
451query_weight (const object *op) 429query_weight (const object *op)
452{ 430{
453 static char buf[10]; 431 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 432 sint32 i = op->total_weight ();
455 433
456 if (op->weight < 0) 434 if (op->weight < 0)
457 return " "; 435 return " ";
436
458 if (i % 1000) 437 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 438 sprintf (buf, "%6.1f", i / 1000.0);
460 else 439 else
461 sprintf (buf, "%4d ", i / 1000); 440 sprintf (buf, "%4d ", i / 1000);
441
462 return buf; 442 return buf;
463} 443}
464 444
465/* 445/*
466 * Returns the pointer to a static buffer containing 446 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 447 * the number requested (of the form first, second, third...)
468 */ 448 */
469 449const char *
470char * 450ordinal (int i)
471get_levelnumber (int i)
472{ 451{
473 static char buf[MAX_BUF]; 452 if (i < 0)
453 return format ("minus %s", ordinal (-i));
474 454
475 if (i > 99)
476 {
477 sprintf (buf, "%d.", i);
478 return buf;
479 }
480 if (i < 21) 455 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]; 456 return ordnumbers[i];
457
458 int digit = i % 10;
459
460 if (i >= 100)
461 return format (
462 digit == 1 ? "%dst"
463 : digit == 2 ? "%dnd"
464 : digit == 3 ? "%drd"
465 : "%dth",
466 i
467 );
468
469 if (digit == 0)
470 return ordnumbers_10[i / 10];
502 else 471 else
503 { 472 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} 473}
510 474
511/* 475/*
512 * Returns pointer to static buffer containing ring's or amulet's 476 * Returns pointer to static buffer containing ring's or amulet's
513 * abilities 477 * abilities
519 */ 483 */
520 484
521/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 485/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
522 * from stats.sp - b.t. 486 * from stats.sp - b.t.
523 */ 487 */
524char * 488static const char *
525ring_desc (const object *op) 489ring_desc (const object *op)
526{ 490{
527 static char buf[VERY_BIG_BUF]; 491 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 492 int attr, val, len;
529 493
530 buf[0] = 0; 494 if (op->flag [FLAG_IDENTIFIED])
531 495 {
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf;
534
535 for (attr = 0; attr < NUM_STATS; attr++) 496 for (attr = 0; attr < NUM_STATS; attr++)
536 { 497 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); 498 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);
550 499
500 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
501 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
502 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
503 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
504
551 strcat (buf, describe_resistance (op, 0)); 505 buf << describe_resistance (op, 0);
552 506
553 if (op->stats.food != 0) 507 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 508 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 509 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 510 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 511 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);
578 512
579 /* if(op->item_power) 513 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 514 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
581 */ 515 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 516 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 517
518 buf.add_paths ("Attuned" , op->path_attuned);
519 buf.add_paths ("Repelled", op->path_repelled);
520 buf.add_paths ("Denied" , op->path_denied);
521
522 if (buf.empty ())
523 buf << "of adornment";
524 }
585 525
586 return buf; 526 return buf;
587} 527}
588 528
589/* 529/*
590 * query_short_name(object) is similar to query_name, but doesn't 530 * query_short_name(object) is similar to query_name, but doesn't
591 * contain any information about object status (worn/cursed/etc.) 531 * contain any information about object status (worn/cursed/etc.)
532 *
533 * It is sometimes used when printing messages, so should fit well into a sentence.
592 */ 534 */
593const char * 535const char *
594query_short_name (const object *op) 536query_short_name (const object *op)
595{ 537{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 538 if (!op->name)
601 return "(null)"; 539 return "(null)";
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 540
541 if (!op->nrof
542 && !op->weight
543 && !op->title
544 && !is_magical (op)
545 && op->slaying != shstr_money)
603 return op->name; /* To speed things up (or make things slower?) */ 546 return op->name; /* To speed things up (or make things slower?) */
604 547
605 if (op->nrof <= 1) 548 static dynbuf_text buf; buf.clear ();
606 safe_strcat (buf, op->name, &len, HUGE_BUF);
607 else
608 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
609 549
550 buf << (op->nrof <= 1 ? op->name : op->name_pl);
551
610 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 552 if (op->title && op->flag [FLAG_IDENTIFIED])
611 { 553 buf << ' ' << op->title;
612 safe_strcat (buf, " ", &len, HUGE_BUF);
613 safe_strcat (buf, op->title, &len, HUGE_BUF);
614 }
615 554
616 switch (op->type) 555 switch (op->type)
617 { 556 {
618 case SPELLBOOK: 557 case SPELLBOOK:
619 case SCROLL: 558 case SCROLL:
620 case WAND: 559 case WAND:
621 case ROD: 560 case ROD:
622 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 561 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
623 { 562 {
624 if (!op->title) 563 if (!op->title)
625 { 564 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
626 safe_strcat (buf, " of ", &len, HUGE_BUF); 565
627 if (op->inv)
628 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
629 else
630 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
631 }
632 if (op->type != SPELLBOOK) 566 if (op->type != SPELLBOOK)
633 {
634 sprintf (buf2, " (lvl %d)", op->level); 567 buf.printf (" (lvl %d)", op->level);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 } 568 }
638 break; 569 break;
639 570
571 case ALTAR:
572 case TRIGGER_ALTAR:
573 case IDENTIFY_ALTAR:
574 case CONVERTER:
575 if (op->slaying == shstr_money)
576 {
577 bool wrap = !!buf.size ();
578
579 if (wrap) buf << " [";
580
581 archetype *coin = 0;
582
583 for (char const *const *c = coins; *coins; ++c)
584 if ((coin = archetype::find (*c)))
585 if (op->stats.food % coin->value == 0)
586 break;
587
588 sint32 coins = op->stats.food / coin->value;
589
590 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
591
592 if (wrap) buf << ']';
593 }
594 break;
595
640 case SKILL: 596 case SKILL:
641 case AMULET: 597 case AMULET:
642 case RING: 598 case RING:
643 if (!op->title) 599 if (!op->title)
644 { 600 {
645 /* If ring has a title, full description isn't so useful */ 601 /* If ring has a title, full description isn't so useful */
646 char *s = ring_desc (op); 602 const char *s = ring_desc (op);
647 603
648 if (s[0]) 604 if (s && *s)
649 { 605 buf << " " << s;
650 safe_strcat (buf, " ", &len, HUGE_BUF);
651 safe_strcat (buf, s, &len, HUGE_BUF);
652 }
653 } 606 }
654 break; 607 break;
608
655 default: 609 default:
656 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 610 if (op->magic
657 { 611 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
612 || op->flag [FLAG_IDENTIFIED]))
658 sprintf (buf2, " %+d", op->magic); 613 buf.printf (" %+d", op->magic);
659 safe_strcat (buf, buf2, &len, HUGE_BUF);
660 }
661 } 614 }
615
662 return buf; 616 return buf;
663} 617}
664 618
665/* 619/*
666 * query_name(object) returns a character pointer pointing to a static 620 * query_name(object) returns a character pointer pointing to a static
670 * you can make several calls to query_name before the bufs start getting 624 * you can make several calls to query_name before the bufs start getting
671 * overwritten. This may be a bad thing (it may be easier to assume the value 625 * overwritten. This may be a bad thing (it may be easier to assume the value
672 * returned is good forever.) However, it makes printing statements that 626 * returned is good forever.) However, it makes printing statements that
673 * use several names much easier (don't need to store them to temp variables.) 627 * use several names much easier (don't need to store them to temp variables.)
674 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
631 * It is also used by examine/ex and similar functions.
675 */ 632 */
676char * 633const char *
677query_name (const object *op) 634query_name (const object *op)
678{ 635{
679 static char buf[5][HUGE_BUF]; 636 int len = 0;
637 static dynbuf_text bufs[5];
680 static int use_buf = 0; 638 static int use_buf = 0;
681 int len = 0;
682
683#ifdef NEW_MATERIAL_CODE
684 materialtype_t *mt;
685#endif
686 639
687 use_buf++; 640 use_buf++;
688 use_buf %= 5; 641 use_buf %= 5;
689 642
690#ifdef NEW_MATERIAL_CODE 643 dynbuf_text &buf = bufs [use_buf];
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 644 buf.clear ();
692 { 645
693 mt = name_to_material (op->materialname); 646#if 0
694 if (mt) 647 if ((op->is_armor () || op->is_weapon ()) && op->material)
695 { 648 buf << op->material->description << ' ';
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
697 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
698 }
699 }
700#endif 649#endif
701 650
702 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 651 buf << query_short_name (op);
703 652
704 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 653 if (op->flag [FLAG_INV_LOCKED])
705 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 654 buf << " *";
706 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 655 if (op->is_open_container ())
707 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 656 buf << " (open)";
708 657
709 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 658 if (op->flag [FLAG_KNOWN_CURSED])
710 {
711 if (QUERY_FLAG (op, FLAG_DAMNED))
712 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
713 else if (QUERY_FLAG (op, FLAG_CURSED))
714 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
715 } 659 {
660 if (op->flag [FLAG_DAMNED])
661 buf << " (damned)";
662 else if (op->flag [FLAG_CURSED])
663 buf << " (cursed)";
664 }
665
716 /* Basically, if the object is known magical (detect magic spell on it), 666 /* Basically, if the object is known magical (detect magic spell on it),
717 * and it isn't identified, print out the fact that 667 * and it isn't identified, print out the fact that
718 * it is magical. Assume that the detect magical spell will only set 668 * it is magical. Assume that the detect magical spell will only set
719 * KNOWN_MAGICAL if the item actually is magical. 669 * KNOWN_MAGICAL if the item actually is magical.
720 * 670 *
721 * Changed in V 0.91.4 - still print that the object is magical even 671 * Changed in V 0.91.4 - still print that the object is magical even
722 * if it has been applied. Equipping an item does not tell full 672 * if it has been applied. Equipping an item does not tell full
723 * abilities, especially for artifact items. 673 * abilities, especially for artifact items.
724 */ 674 */
725 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 675 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
726 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 676 buf << " (magic)";
727 677
728#if 0 678#if 0
729 /* item_power will be returned in desribe_item - it shouldn't really 679 /* item_power will be returned in describe_item - it shouldn't really
730 * be returned in the name. 680 * be returned in the name.
731 */ 681 */
732 if (op->item_power) 682 if (op->item_power)
733 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 683 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
734 684
735#endif 685#endif
736 686
737 if (QUERY_FLAG (op, FLAG_APPLIED)) 687 if (op->flag [FLAG_APPLIED])
738 { 688 {
739 switch (op->type) 689 switch (op->type)
740 { 690 {
691 case RANGED:
741 case BOW: 692 case BOW:
742 case WAND: 693 case WAND:
743 case ROD: 694 case ROD:
744 case HORN: 695 case HORN:
745 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
746 break;
747 case WEAPON: 696 case WEAPON:
748 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 697 buf << " (applied)";
749 break; 698 break;
750 case ARMOUR: 699 case ARMOUR:
751 case HELMET: 700 case HELMET:
752 case SHIELD: 701 case SHIELD:
753 case RING: 702 case RING:
754 case BOOTS: 703 case BOOTS:
755 case GLOVES: 704 case GLOVES:
756 case AMULET: 705 case AMULET:
757 case GIRDLE: 706 case GIRDLE:
758 case BRACERS: 707 case BRACERS:
759 case CLOAK: 708 case CLOAK:
760 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 709 buf << " (worn)";
761 break; 710 break;
762 case CONTAINER: 711 case CONTAINER:
763 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 712 buf << " (active)";
764 break; 713 break;
765 case SKILL: 714 case SKILL:
766 default: 715 default:
767 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 716 buf << " (applied)";
768 } 717 }
769 } 718 }
770 if (QUERY_FLAG (op, FLAG_UNPAID))
771 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
772 719
773 return buf[use_buf]; 720 switch (op->type)
721 {
722 case LAMP:
723 if (op->glow_radius)
724 buf << " (on)";
725 else if (op->stats.food <= 0)
726 buf << " (empty)";
727 else
728 buf << " (off)";
729 break;
730
731 case TORCH:
732 if (op->glow_radius)
733 buf << " (burning)";
734 else if (op->stats.food <= 0)
735 buf << " (burned out)";
736 break;
737 }
738
739 if (op->flag [FLAG_UNPAID])
740 buf << " (unpaid)";
741
742 return buf;
774} 743}
775 744
776/* 745/*
777 * query_base_name(object) returns a character pointer pointing to a static 746 * query_base_name(object) returns a character pointer pointing to a static
778 * buffer which contains a verbose textual representation of the name 747 * buffer which contains a verbose textual representation of the name
779 * of the given object. The buffer will be overwritten at the next 748 * of the given object. The buffer will be overwritten at the next
780 * call to query_base_name(). This is a lot like query_name, but we 749 * call to query_base_name(). This is a lot like query_name, but we
781 * don't include the item count or item status. Used for inventory sorting 750 * don't include the item count or item status. Used for inventory sorting
782 * and sending to client. 751 * and sending to client.
783 * If plural is set, we generate the plural name of this. 752 * If plural is set, we generate the plural name of this.
753 *
754 * It is sometimes used to display messages, and usually only used to match stuff,
755 * so maybe this function should be removed.
756 * It is also used for client-side inventory/item descriptions.
784 */ 757 */
785const char * 758const char *
786query_base_name (const object *op, int plural) 759query_base_name (const object *op, int plural)
787{ 760{
788 static char buf[MAX_BUF], buf2[MAX_BUF];
789 int len;
790 materialtype_t *mt;
791
792 if ((!plural && !op->name) || (plural && !op->name_pl)) 761 if ((!plural && !op->name) || (plural && !op->name_pl))
793 return "(null)"; 762 return "(null)";
794 763
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 764 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
765 && op->type != EXIT)
796 return op->name; /* To speed things up (or make things slower?) */ 766 return op->name; /* To speed things up (or make things slower?) */
797 767
798 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 768 static dynbuf_text buf; buf.clear ();
799 mt = name_to_material (op->materialname);
800 769
801#ifdef NEW_MATERIAL_CODE 770#if 0
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 771 if ((op->is_armor () || op->is_weapon ()) && op->material)
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 772 if (op->arch->material != op->material)
804 { 773 buf << op->material->description << ' ';
805 strcpy (buf, mt->description);
806 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF);
808 if (!plural)
809 safe_strcat (buf, op->name, &len, MAX_BUF);
810 else
811 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
812 }
813 else
814 {
815#endif 774#endif
816 if (!plural)
817 strcpy (buf, op->name);
818 else
819 strcpy (buf, op->name_pl);
820 len = strlen (buf);
821#ifdef NEW_MATERIAL_CODE
822 }
823#endif
824 775
776 buf << (plural ? op->name_pl : op->name);
777
825 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 778 if (op->title && op->flag [FLAG_IDENTIFIED])
826 { 779 buf << ' ' << op->title;
827 safe_strcat (buf, " ", &len, MAX_BUF);
828 safe_strcat (buf, op->title, &len, MAX_BUF);
829 }
830 780
831 switch (op->type) 781 switch (op->type)
832 { 782 {
833 case SPELLBOOK: 783 case SPELLBOOK:
834 case SCROLL: 784 case SCROLL:
835 case WAND: 785 case WAND:
836 case ROD: 786 case ROD:
837 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 787 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
838 { 788 {
839 if (!op->title) 789 if (!op->title)
840 { 790 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
841 safe_strcat (buf, " of ", &len, MAX_BUF); 791
842 if (op->inv)
843 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
844 else
845 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
846 }
847 if (op->type != SPELLBOOK) 792 if (op->type != SPELLBOOK)
848 {
849 sprintf (buf2, " (lvl %d)", op->level); 793 buf.printf (" (lvl %d)", op->level);
850 safe_strcat (buf, buf2, &len, MAX_BUF);
851 }
852 } 794 }
853 break; 795 break;
854 796
855 797
856 case SKILL: 798 case SKILL:
857 case AMULET: 799 case AMULET:
858 case RING: 800 case RING:
859 if (!op->title) 801 if (!op->title)
860 { 802 {
861 /* If ring has a title, full description isn't so useful */ 803 /* If ring has a title, full description isn't so useful */
862 char *s = ring_desc (op); 804 const char *s = ring_desc (op);
863 805
864 if (s[0]) 806 if (s && *s)
865 { 807 buf << ' ' << s;
866 safe_strcat (buf, " ", &len, MAX_BUF);
867 safe_strcat (buf, s, &len, MAX_BUF);
868 }
869 } 808 }
870 break; 809 break;
810
811 case EXIT:
812 // random map exits "unfortunately" get patched, so this only works before entering
813 if (EXIT_PATH (op) == shstr_random_map_exit)
814 buf << " (random map)";
815 else if (!EXIT_PATH (op))
816 buf << " (closed)";
817 break;
818
871 default: 819 default:
872 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 820 if (op->magic
873 { 821 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
874 sprintf (buf + strlen (buf), " %+d", op->magic); 822 || op->flag [FLAG_IDENTIFIED]))
875 } 823 buf.printf (" %+d", op->magic);
876 } 824 }
825
877 return buf; 826 return buf;
878} 827}
879 828
880/* Break this off from describe_item - that function was way 829/* Break this off from describe_item - that function was way
881 * too long, making it difficult to read. This function deals 830 * too long, making it difficult to read. This function deals
882 * with describing the monsters & players abilities. It should only 831 * with describing the monsters & players abilities. It should only
883 * be called with monster & player objects. Returns a description 832 * be called with monster & player objects. Returns a description
884 * in a static buffer. 833 * in a static buffer.
885 */ 834 */
886
887static char * 835static const char *
888describe_monster (const object *op) 836describe_monster (const object *op)
889{ 837{
890 char buf[MAX_BUF]; 838 static dynbuf_text buf; buf.clear ();
891 static char retbuf[VERY_BIG_BUF];
892 int i;
893
894 retbuf[0] = '\0';
895 839
896 /* Note that the resolution this provides for players really isn't 840 /* Note that the resolution this provides for players really isn't
897 * very good. Any player with a speed greater than .67 will 841 * very good. Any player with a speed greater than .67 will
898 * fall into the 'lightning fast movement' category. 842 * fall into the 'lightning fast movement' category.
899 */ 843 */
900 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 844 if (op->has_active_speed ())
901 { 845 switch ((int)(op->speed * 15.))
902 switch ((int) ((FABS (op->speed)) * 15))
903 { 846 {
904 case 0: 847 case 0:
905 strcat (retbuf, "(very slow movement)"); 848 buf << "(very slow movement)";
906 break; 849 break;
907 case 1: 850 case 1:
908 strcat (retbuf, "(slow movement)"); 851 buf << "(slow movement)";
909 break; 852 break;
910 case 2: 853 case 2:
911 strcat (retbuf, "(normal movement)"); 854 buf << "(normal movement)";
912 break; 855 break;
913 case 3: 856 case 3:
914 case 4: 857 case 4:
915 strcat (retbuf, "(fast movement)"); 858 buf << "(fast movement)";
916 break; 859 break;
917 case 5: 860 case 5:
918 case 6: 861 case 6:
919 strcat (retbuf, "(very fast movement)"); 862 buf << "(very fast movement)";
920 break; 863 break;
921 case 7: 864 case 7:
922 case 8: 865 case 8:
923 case 9: 866 case 9:
924 case 10: 867 case 10:
925 strcat (retbuf, "(extremely fast movement)"); 868 buf << "(extremely fast movement)";
926 break; 869 break;
927 default: 870 default:
928 strcat (retbuf, "(lightning fast movement)"); 871 buf << "(lightning fast movement)";
929 break; 872 break;
930 } 873 }
931 } 874
932 if (QUERY_FLAG (op, FLAG_UNDEAD)) 875 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
933 strcat (retbuf, "(undead)"); 876 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
934 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 877 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
935 strcat (retbuf, "(see invisible)"); 878 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
936 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 879 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
937 strcat (retbuf, "(wield weapon)"); 880 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
938 if (QUERY_FLAG (op, FLAG_USE_BOW)) 881 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
939 strcat (retbuf, "(archer)"); 882 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
940 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 883 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
941 strcat (retbuf, "(wear armour)"); 884 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
942 if (QUERY_FLAG (op, FLAG_USE_RING)) 885 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
943 strcat (retbuf, "(wear ring)"); 886 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
944 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 887 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
945 strcat (retbuf, "(read scroll)"); 888 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
946 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 889
947 strcat (retbuf, "(fires wand/rod/horn)");
948 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
949 strcat (retbuf, "(skill user)");
950 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
951 strcat (retbuf, "(spellcaster)");
952 if (QUERY_FLAG (op, FLAG_FRIENDLY))
953 strcat (retbuf, "(friendly)");
954 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
955 strcat (retbuf, "(unaggressive)");
956 if (QUERY_FLAG (op, FLAG_HITBACK))
957 strcat (retbuf, "(hitback)");
958 if (QUERY_FLAG (op, FLAG_STEALTH))
959 strcat (retbuf, "(stealthy)");
960 if (op->randomitems != NULL) 890 if (op->randomitems)
961 { 891 {
962 treasure *t;
963 int first = 1; 892 bool first = 1;
964 893
965 for (t = op->randomitems->items; t != NULL; t = t->next) 894 for (treasure *t = op->randomitems->items; t; t = t->next)
966 if (t->item && (t->item->clone.type == SPELL)) 895 if (t->item && t->item->type == SPELL)
967 { 896 {
968 if (first) 897 if (first)
969 { 898 buf << "(Spell abilities:)";
899
970 first = 0; 900 first = 0;
971 strcat (retbuf, "(Spell abilities:)"); 901
972 } 902 buf << '(' << t->item->object::name << ')';
973 strcat (retbuf, "(");
974 strcat (retbuf, t->item->clone.name);
975 strcat (retbuf, ")");
976 } 903 }
977 } 904 }
905
978 if (op->type == PLAYER) 906 if (op->type == PLAYER)
979 { 907 {
980 if (op->contr->digestion) 908 if (op->contr->digestion)
981 {
982 if (op->contr->digestion != 0)
983 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 909 buf.printf ("(sustenance%+d)", op->contr->digestion);
984 strcat (retbuf, buf); 910
985 }
986 if (op->contr->gen_grace) 911 if (op->contr->gen_grace)
987 {
988 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 912 buf.printf ("(grace%+d)", op->contr->gen_grace);
989 strcat (retbuf, buf); 913
990 }
991 if (op->contr->gen_sp) 914 if (op->contr->gen_sp)
992 {
993 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 915 buf.printf ("(magic%+d)", op->contr->gen_sp);
994 strcat (retbuf, buf); 916
995 }
996 if (op->contr->gen_hp) 917 if (op->contr->gen_hp)
997 {
998 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 918 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
999 strcat (retbuf, buf); 919
1000 }
1001 if (op->stats.luck) 920 if (op->stats.luck)
1002 {
1003 sprintf (buf, "(luck%+d)", op->stats.luck); 921 buf.printf ("(luck%+d)", op->stats.luck);
1004 strcat (retbuf, buf);
1005 }
1006 } 922 }
1007 923
1008 /* describe attacktypes */ 924 /* describe attacktypes */
1009 if (is_dragon_pl (op)) 925 if (op->is_dragon ())
1010 { 926 {
1011 /* for dragon players display the attacktypes from clawing skill 927 /* for dragon players display the attacktypes from clawing skill
1012 * Break apart the for loop - move the comparison checking down - 928 * Break apart the for loop - move the comparison checking down -
1013 * this makes it more readable. 929 * this makes it more readable.
1014 */ 930 */
1015 object *tmp; 931 object *tmp;
1016 932
1017 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 933 for (tmp = op->inv; tmp; tmp = tmp->below)
1018 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 934 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1019 break; 935 break;
1020 936
1021 if (tmp && tmp->attacktype != 0) 937 if (tmp && tmp->attacktype)
1022 { 938 buf.add_abilities ("Claws", tmp->attacktype);
1023 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1024 }
1025 else 939 else
1026 { 940 buf.add_abilities ("Attacks", op->attacktype);
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1028 }
1029 } 941 }
1030 else 942 else
1031 { 943 buf.add_abilities ("Attacks", op->attacktype);
1032 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 944
1033 } 945 buf.add_paths ("Attuned" , op->path_attuned);
1034 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 946 buf.add_paths ("Repelled", op->path_repelled);
1035 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 947 buf.add_paths ("Denied" , op->path_denied);
1036 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 948
1037 for (i = 0; i < NROFATTACKS; i++) 949 for (int i = 0; i < NROFATTACKS; i++)
1038 {
1039 if (op->resist[i]) 950 if (op->resist[i])
1040 {
1041 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 951 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1042 strcat (retbuf, buf); 952
1043 }
1044 }
1045 return retbuf; 953 return buf;
1046} 954}
1047
1048 955
1049/* 956/*
1050 * Returns a pointer to a static buffer which contains a 957 * Returns a pointer to a static buffer which contains a
1051 * description of the given object. 958 * description of the given object.
1052 * If it is a monster, lots of information about its abilities 959 * If it is a monster, lots of information about its abilities
1061 * wouldn't need to use the SEE_INVISIBLE flag to know it is 968 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1062 * a dragon player examining food. Could have things like 969 * a dragon player examining food. Could have things like
1063 * a dwarven axe, in which the full abilities are only known to 970 * a dwarven axe, in which the full abilities are only known to
1064 * dwarves, etc. 971 * dwarves, etc.
1065 * 972 *
1066 * This function is really much more complicated than it should
1067 * be, because different objects have different meanings
1068 * for the same field (eg, wands use 'food' for charges). This
1069 * means these special cases need to be worked out.
1070 *
1071 * Add 'owner' who is the person examining this object. 973 * Add 'owner' who is the person examining this object.
1072 * owner can be null if no one is being associated with this 974 * owner can be null if no one is being associated with this
1073 * item (eg, debug dump or the like) 975 * item (eg, debug dump or the like)
1074 */ 976 */
1075 977const char *
1076char *
1077describe_item (const object *op, object *owner) 978describe_item (const object *op, object *owner)
1078{ 979{
1079 char buf[MAX_BUF]; 980 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1080 static char retbuf[VERY_BIG_BUF]; 981 return describe_monster (op);
982
983 static dynbuf_text buf; buf.clear ();
1081 int identified, i; 984 int identified, i;
1082 985
1083 retbuf[0] = '\0';
1084 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1085 {
1086 return describe_monster (op);
1087 }
1088 /* figure this out once, instead of making multiple calls to need_identify. 986 /* figure this out once, instead of making multiple calls to need_identify.
1089 * also makes the code easier to read. 987 * also makes the code easier to read.
1090 */ 988 */
1091 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 989 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
1092 identified = 1; 990 if (!identified)
1093 else 991 buf << "(unidentified)";
1094 { 992
1095 strcpy (retbuf, "(unidentified)");
1096 identified = 0;
1097 }
1098 switch (op->type) 993 switch (op->type)
1099 { 994 {
995 case RANGED:
1100 case BOW: 996 case BOW:
1101 case ARROW: 997 case ARROW:
1102 case WAND: 998 case WAND:
1103 case ROD: 999 case ROD:
1104 case HORN: 1000 case HORN:
1105 case WEAPON: 1001 case WEAPON:
1106 case ARMOUR: 1002 case ARMOUR:
1107 case HELMET: 1003 case HELMET:
1108 case SHIELD: 1004 case SHIELD:
1109 case BOOTS: 1005 case BOOTS:
1110 case GLOVES: 1006 case GLOVES:
1111 case GIRDLE: 1007 case GIRDLE:
1112 case BRACERS: 1008 case BRACERS:
1113 case CLOAK: 1009 case CLOAK:
1114 case SKILL_TOOL: 1010 case SKILL_TOOL:
1115 break; /* We have more information to do below this switch */ 1011 break; /* We have more information to do below this switch */
1116 1012
1117 case POWER_CRYSTAL: 1013 case POWER_CRYSTAL:
1118 if (op->stats.maxsp > 1000) 1014 if (op->stats.maxsp > 1000)
1119 { /*higher capacity crystals */ 1015 { /*higher capacity crystals */
1120 i = (op->stats.maxsp % 100) / 10; 1016 i = (op->stats.maxsp % 1000) / 100;
1017
1121 if (i) 1018 if (i)
1122 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1019 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1123 else 1020 else
1124 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1021 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1125 } 1022 }
1126 else 1023 else
1127 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1024 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1128 strcat (retbuf, buf); 1025
1129 i = (op->stats.sp * 10) / op->stats.maxsp; 1026 i = (op->stats.sp * 10) / op->stats.maxsp;
1130 if (op->stats.sp == 0) 1027 if (op->stats.sp == 0)
1131 strcat (retbuf, "empty."); 1028 buf << "empty";
1132 else if (i == 0) 1029 else if (i == 0)
1133 strcat (retbuf, "almost empty."); 1030 buf << "almost empty";
1134 else if (i < 3) 1031 else if (i < 3)
1135 strcat (retbuf, "partially filled."); 1032 buf << "partially filled";
1136 else if (i < 6) 1033 else if (i < 6)
1137 strcat (retbuf, "half full."); 1034 buf << "half full";
1138 else if (i < 9) 1035 else if (i < 9)
1139 strcat (retbuf, "well charged."); 1036 buf << "well charged";
1140 else if (op->stats.sp == op->stats.maxsp) 1037 else if (op->stats.sp == op->stats.maxsp)
1141 strcat (retbuf, "fully charged."); 1038 buf << "fully charged";
1142 else 1039 else
1143 strcat (retbuf, "almost full."); 1040 buf << "almost full";
1041
1042 buf << ')';
1144 break; 1043 break;
1044
1045 case LAMP:
1046 {
1047 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1048 buf << "(fuel: ";
1049 if (percent == 0)
1050 buf << "empty";
1051 else if (percent < 10)
1052 buf << "very low";
1053 else if (percent < 25)
1054 buf << "low";
1055 else if (percent < 50)
1056 buf << "half empty";
1057 else if (percent < 75)
1058 buf << "half full";
1059 else if (percent < 95)
1060 buf << "well filled";
1061 else if (percent <= 100)
1062 buf << "full";
1063 buf << ")";
1064 }
1065 break;
1066
1145 case FOOD: 1067 case FOOD:
1146 case FLESH: 1068 case FLESH:
1147 case DRINK: 1069 case DRINK:
1148 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1070 if (identified || op->flag [FLAG_BEEN_APPLIED])
1149 { 1071 {
1150 sprintf (buf, "(food+%d)", op->stats.food); 1072 buf.printf ("(food+%d)", op->stats.food);
1151 strcat (retbuf, buf);
1152 1073
1153 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1074 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1075 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1076
1077 if (!op->flag [FLAG_CURSED])
1154 { 1078 {
1155 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1079 if (op->stats.hp) buf << "(heals)";
1156 strcat (retbuf, buf); 1080 if (op->stats.sp) buf << "(spellpoint regen)";
1157 } 1081 }
1158
1159 if (!QUERY_FLAG (op, FLAG_CURSED))
1160 {
1161 if (op->stats.hp)
1162 strcat (retbuf, "(heals)");
1163 if (op->stats.sp)
1164 strcat (retbuf, "(spellpoint regen)");
1165 }
1166 else 1082 else
1167 { 1083 {
1168 if (op->stats.hp) 1084 if (op->stats.hp) buf << "(damages)";
1169 strcat (retbuf, "(damages)");
1170 if (op->stats.sp)
1171 strcat (retbuf, "(spellpoint depletion)"); 1085 if (op->stats.sp) buf << "(spellpoint depletion)";
1172 } 1086 }
1173 } 1087 }
1174 break; 1088 break;
1175 1089
1176
1177 case SKILL: 1090 case SKILL:
1178 case RING: 1091 case RING:
1179 case AMULET: 1092 case AMULET:
1180 if (op->item_power) 1093 if (op->item_power)
1181 {
1182 sprintf (buf, "(item_power %+d)", op->item_power); 1094 buf.printf ("(item_power %+d)", op->item_power);
1183 strcat (retbuf, buf); 1095
1184 }
1185 if (op->title) 1096 if (op->title)
1186 strcat (retbuf, ring_desc (op)); 1097 buf << ring_desc (op);
1098
1187 return retbuf; 1099 return buf;
1188 1100
1189 default: 1101 default:
1190 return retbuf; 1102 return buf;
1191 } 1103 }
1192 1104
1193 /* Down here, we more further describe equipment type items. 1105 /* Down here, we more further describe equipment type items.
1194 * only describe them if they have been identified or the like. 1106 * only describe them if they have been identified or the like.
1195 */ 1107 */
1196 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1108 if (identified || op->flag [FLAG_BEEN_APPLIED])
1197 { 1109 {
1198 int attr, val;
1199
1200 for (attr = 0; attr < NUM_STATS; attr++) 1110 for (int attr = 0; attr < NUM_STATS; attr++)
1201 { 1111 if (int val = op->stats.stat (attr))
1202 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1203 {
1204 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1112 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1205 strcat (retbuf, buf);
1206 }
1207 }
1208 1113
1209 if (op->stats.exp) 1114 if (op->stats.exp)
1210 {
1211 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1115 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1212 strcat (retbuf, buf);
1213 }
1214
1215 1116
1216 switch (op->type) 1117 switch (op->type)
1217 { 1118 {
1119 case RANGED:
1218 case BOW: 1120 case BOW:
1219 case ARROW: 1121 case ARROW:
1220 case GIRDLE: 1122 case GIRDLE:
1221 case HELMET: 1123 case HELMET:
1222 case SHIELD: 1124 case SHIELD:
1223 case BOOTS: 1125 case BOOTS:
1224 case GLOVES: 1126 case GLOVES:
1225 case WEAPON: 1127 case WEAPON:
1226 case SKILL: 1128 case SKILL:
1227 case RING: 1129 case RING:
1228 case AMULET: 1130 case AMULET:
1229 case ARMOUR: 1131 case ARMOUR:
1230 case BRACERS: 1132 case BRACERS:
1231 case FORCE: 1133 case FORCE:
1232 case CLOAK: 1134 case CLOAK:
1233 if (op->stats.wc) 1135 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1234 { 1136 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1235 sprintf (buf, "(wc%+d)", op->stats.wc); 1137 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1236 strcat (retbuf, buf); 1138
1237 }
1238 if (op->stats.dam)
1239 {
1240 sprintf (buf, "(dam%+d)", op->stats.dam);
1241 strcat (retbuf, buf);
1242 }
1243 if (op->stats.ac)
1244 {
1245 sprintf (buf, "(ac%+d)", op->stats.ac);
1246 strcat (retbuf, buf);
1247 }
1248 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1139 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1249 {
1250 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1140 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1251 strcat (retbuf, buf); 1141
1252 }
1253 break; 1142 break;
1254 1143
1255 default: 1144 default:
1256 break; 1145 break;
1257 } 1146 }
1258 if (QUERY_FLAG (op, FLAG_XRAYS)) 1147
1259 strcat (retbuf, "(xray-vision)"); 1148 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1260 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1149 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1261 strcat (retbuf, "(infravision)");
1262 1150
1263 /* levitate was what is was before, so we'll keep it */ 1151 /* levitate was what is was before, so we'll keep it */
1264 if (op->move_type & MOVE_FLY_LOW) 1152 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1265 strcat (retbuf, "(levitate)");
1266
1267 if (op->move_type & MOVE_FLY_HIGH) 1153 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1268 strcat (retbuf, "(fly)");
1269
1270 if (op->move_type & MOVE_SWIM) 1154 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1271 strcat (retbuf, "(swim)");
1272 1155
1273 /* walking is presumed as 'normal', so doesn't need mentioning */ 1156 /* walking is presumed as 'normal', so doesn't need mentioning */
1274 1157
1275 if (op->item_power) 1158 if (op->item_power)
1276 {
1277 sprintf (buf, "(item_power %+d)", op->item_power); 1159 buf.printf ("(item_power %+d)", op->item_power);
1278 strcat (retbuf, buf);
1279 }
1280 } /* End if identified or applied */ 1160 } /* End if identified or applied */
1281 1161
1282 /* This blocks only deals with fully identified object. 1162 /* This blocks only deals with fully identified object.
1283 * it is intentional that this is not an 'else' from a above - 1163 * it is intentional that this is not an 'else' from a above -
1284 * in this way, information is added. 1164 * in this way, information is added.
1287 { 1167 {
1288 int more_info = 0; 1168 int more_info = 0;
1289 1169
1290 switch (op->type) 1170 switch (op->type)
1291 { 1171 {
1172 case RANGED:
1292 case ROD: /* These use stats.sp for spell selection and stats.food */ 1173 case ROD: /* These use stats.sp for spell selection and stats.food */
1293 case HORN: /* and stats.hp for spell-point regeneration... */ 1174 case HORN: /* and stats.hp for spell-point regeneration... */
1294 case BOW: 1175 case BOW:
1295 case ARROW: 1176 case ARROW:
1296 case WAND: 1177 case WAND:
1297 case FOOD: 1178 case FOOD:
1298 case FLESH: 1179 case FLESH:
1299 case DRINK: 1180 case DRINK:
1300 more_info = 0; 1181 more_info = 0;
1301 break; 1182 break;
1302 1183
1303 /* Armor type objects */ 1184 /* Armor type objects */
1304 case ARMOUR: 1185 case ARMOUR:
1305 case HELMET: 1186 case HELMET:
1306 case SHIELD: 1187 case SHIELD:
1307 case BOOTS: 1188 case BOOTS:
1308 case GLOVES: 1189 case GLOVES:
1309 case GIRDLE: 1190 case GIRDLE:
1310 case BRACERS: 1191 case BRACERS:
1311 case CLOAK: 1192 case CLOAK:
1312 if (ARMOUR_SPEED (op)) 1193 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1313 { 1194 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1314 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1315 strcat (retbuf, buf);
1316 }
1317 if (ARMOUR_SPELLS (op))
1318 {
1319 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1320 strcat (retbuf, buf);
1321 }
1322 more_info = 1; 1195 more_info = 1;
1323 break; 1196 break;
1324 1197
1325 case WEAPON: 1198 case WEAPON:
1326 /* Calculate it the same way fix_player does so the results 1199 /* Calculate it the same way fix_player does so the results
1327 * make sense. 1200 * make sense.
1328 */ 1201 */
1329 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1202 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1330 if (i < 0) 1203 if (i < 0)
1331 i = 0; 1204 i = 0;
1332 1205
1333 sprintf (buf, "(weapon speed %d)", i); 1206 buf.printf ("(weapon speed %d)", i);
1334 strcat (retbuf, buf);
1335 more_info = 1; 1207 more_info = 1;
1336 break; 1208 break;
1337
1338 } 1209 }
1210
1339 if (more_info) 1211 if (more_info)
1340 { 1212 {
1341 if (op->stats.food)
1342 {
1343 if (op->stats.food != 0)
1344 sprintf (buf, "(sustenance%+d)", op->stats.food); 1213 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1345 strcat (retbuf, buf);
1346 }
1347 if (op->stats.grace)
1348 {
1349 sprintf (buf, "(grace%+d)", op->stats.grace); 1214 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1350 strcat (retbuf, buf); 1215 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1351 }
1352 if (op->stats.sp)
1353 {
1354 sprintf (buf, "(magic%+d)", op->stats.sp);
1355 strcat (retbuf, buf);
1356 }
1357 if (op->stats.hp)
1358 {
1359 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1216 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1360 strcat (retbuf, buf);
1361 }
1362 } 1217 }
1363 1218
1364 if (op->stats.luck) 1219 if (op->stats.luck)
1365 {
1366 sprintf (buf, "(luck%+d)", op->stats.luck); 1220 buf.printf ("(luck%+d)", op->stats.luck);
1367 strcat (retbuf, buf); 1221
1368 } 1222 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1369 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1223 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1370 strcat (retbuf, "(lifesaving)"); 1224 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1371 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1225 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1372 strcat (retbuf, "(reflect spells)"); 1226
1373 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1374 strcat (retbuf, "(reflect missiles)");
1375 if (QUERY_FLAG (op, FLAG_STEALTH))
1376 strcat (retbuf, "(stealth)");
1377 if (op->slaying != NULL && op->type != FOOD) 1227 if (op->slaying && op->type != FOOD)
1378 {
1379 sprintf (buf, "(slay %s)", &op->slaying); 1228 buf.printf ("(slay %s)", &op->slaying);
1380 strcat (retbuf, buf); 1229
1381 } 1230 if (op->type == SKILL_TOOL && op->skill)
1382 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1231 buf.printf ("(%s)", &op->skill);
1232
1233 buf.add_abilities ("Attacks", op->attacktype);
1383 /* resistance on flesh is only visible for quetzals. If 1234 /* resistance on flesh is only visible for quetzals. If
1384 * non flesh, everyone can see its resistances 1235 * non flesh, everyone can see its resistances
1385 */ 1236 */
1386 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1237 if (op->type != FLESH || (owner && owner->is_dragon ()))
1387 strcat (retbuf, describe_resistance (op, 0)); 1238 buf << describe_resistance (op, 0);
1388 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1389 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1390 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1391 }
1392 1239
1240 buf.add_paths ("Attuned", op->path_attuned);
1241 buf.add_paths ("Repelled", op->path_repelled);
1242 buf.add_paths ("Denied", op->path_denied);
1243 }
1244
1393 return retbuf; 1245 return buf;
1246}
1247
1248std::string
1249object::describe_item (object *who)
1250{
1251 return std::string (::describe_item (this, who));
1252}
1253
1254static void
1255describe_dump_object (dynbuf &buf, object *ob)
1256{
1257 char *txt = dump_object (ob);
1258 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1259 buf << "\n" << txt << "\n";
1260
1261 if (!ob->is_arch ())
1262 describe_dump_object (buf, ob->arch);
1263}
1264
1265std::string
1266object::describe (object *who)
1267{
1268 dynbuf_text buf (1024, 1024);
1269
1270 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1271
1272 if (custom_name)
1273 buf.printf ("You call it %s.\r", &custom_name);
1274
1275 switch (type)
1276 {
1277 case SPELLBOOK:
1278 if (flag [FLAG_IDENTIFIED] && inv)
1279 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1280 break;
1281
1282 case BOOK:
1283 if (msg)
1284 buf << "Something is written in it.\r";
1285 break;
1286
1287 case CONTAINER:
1288 if (race)
1289 {
1290 if (weight_limit && stats.Str < 100)
1291 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1292 &race, weight_limit / (10.0 * (100 - stats.Str)));
1293 else
1294 buf.printf ("It can hold only %s.\r", &race);
1295 }
1296 else if (weight_limit && stats.Str < 100)
1297 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1298 break;
1299
1300 case WAND:
1301 if (flag [FLAG_IDENTIFIED])
1302 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1303 break;
1304 }
1305
1306 if (material != MATERIAL_NULL && !msg)
1307 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1308 << material->description
1309 << ".\r";
1310
1311 if (who)
1312 /* Where to wear this item */
1313 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1314 if (slot[i].info)
1315 {
1316 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1317
1318 if (slot[i].info < -1 && who->slot[i].info)
1319 buf.printf ("(%d)", -slot[i].info);
1320
1321 buf << ".\r";
1322 }
1323
1324 if (weight)
1325 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1326
1327 if (flag [FLAG_STARTEQUIP])
1328 buf << (nrof > 1 ? "They were" : "It was")
1329 << " given by a god and will vanish when dropped.\r";
1330
1331 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1332 {
1333 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1334
1335 if (who->is_in_shop ())
1336 {
1337 if (flag [FLAG_UNPAID])
1338 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1339 else
1340 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1341 }
1342 }
1343
1344 if (flag [FLAG_MONSTER])
1345 buf << describe_monster (who);
1346
1347 /* Is this item buildable? */
1348 if (flag [FLAG_IS_BUILDABLE])
1349 buf << "This is a buildable item.\r";
1350
1351 /* Does the object have a message? Don't show message for all object
1352 * types - especially if the first entry is a match
1353 */
1354 if (msg)
1355 {
1356 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1357 {
1358 if (!need_identify ())
1359 buf << '\r' << msg << '\n';
1360 else if (flag [FLAG_IDENTIFIED])
1361 buf << '\r' << "The object has a story:\r" << msg;
1362 }
1363 }
1364 else if (inv
1365 && inv->msg
1366 && inv->type == SPELL
1367 && flag [FLAG_IDENTIFIED]
1368 && (type == SPELLBOOK || type == ROD || type == WAND
1369 || type == ROD || type == POTION || type == SCROLL))
1370 // for spellbooks and other stuff that contains spells, print the spell message,
1371 // unless the object has a custom message handled above.
1372 buf << '\r' << inv->msg << '\n';
1373
1374 // try to display the duration for some potions and scrolls
1375 // this includes change ability potions and group spells,
1376 // but does not handle protection potions
1377 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1378 && (type == POTION || type == SCROLL))
1379 {
1380 object *spell = inv;
1381
1382 if (spell->subtype == SP_PARTY_SPELL)
1383 spell = spell->other_arch;
1384
1385 if (spell->subtype == SP_CHANGE_ABILITY)
1386 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1387 TICK2TIME (change_ability_duration (spell, this)));
1388 }
1389
1390 // some help text for skill tools
1391 if (type == SKILL_TOOL)
1392 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1393 "you can use the " << &skill << " skill as if you had learned it.>";
1394
1395 // Display a hint about inscribable items [empty books]
1396 // This includes the amount of text they can hold.
1397 if (type == INSCRIBABLE)
1398 {
1399 if (other_arch && other_arch->type == SCROLL)
1400 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1401 else
1402 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1403 weight_limit);
1404 }
1405
1406 buf << '\n';
1407
1408 // the dungeon master additionally gets a complete dump
1409 if (who && who->flag [FLAG_WIZLOOK])
1410 {
1411 buf << "\nT<Object>\n";
1412 describe_dump_object (buf, this);
1413
1414 if (inv)
1415 {
1416 buf << "\nT<Top Inventory>\n";
1417 describe_dump_object (buf, inv);
1418 }
1419 }
1420
1421 return std::string (buf.linearise (), buf.size ());
1422}
1423
1424void
1425examine (object *op, object *tmp)
1426{
1427 std::string info = tmp->describe (op);
1428
1429 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1430}
1431
1432/*
1433 * inventory prints object's inventory. If inv==NULL then print player's
1434 * inventory.
1435 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1436 */
1437const char *
1438object::query_inventory (object *who, const char *indent)
1439{
1440 static dynbuf_text buf; buf.clear ();
1441
1442 for (object *tmp = inv; tmp; tmp = tmp->below)
1443 if (who && who->flag [FLAG_WIZ])
1444 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1445 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1446 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1447
1448 if (buf.size ())
1449 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1450 else
1451 buf.printf ("%s(empty)\n", indent);
1452
1453 return buf;
1394} 1454}
1395 1455
1396/* Return true if the item is magical. A magical item is one that 1456/* Return true if the item is magical. A magical item is one that
1397 * increases/decreases any abilities, provides a resistance, 1457 * increases/decreases any abilities, provides a resistance,
1398 * has a generic magical bonus, or is an artifact. 1458 * has a generic magical bonus, or is an artifact.
1399 * This function is used by detect_magic to determine if an item 1459 * This function is used by detect_magic to determine if an item
1400 * should be marked as magical. 1460 * should be marked as magical.
1401 */ 1461 */
1402
1403int 1462int
1404is_magical (const object *op) 1463is_magical (const object *op)
1405{ 1464{
1406 int i; 1465 int i;
1407 1466
1408 /* living creatures are considered non magical */ 1467 /* living creatures are considered non magical */
1409 if (QUERY_FLAG (op, FLAG_ALIVE)) 1468 if (op->flag [FLAG_ALIVE])
1410 return 0; 1469 return 0;
1411 1470
1412 /* This is a test for it being an artifact, as artifacts have titles */ 1471 /* This is a test for it being an artifact, as artifacts have titles */
1413 if (op->title != NULL) 1472 if (op->title != NULL)
1414 return 1; 1473 return 1;
1420 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1479 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1421 return 1; 1480 return 1;
1422 1481
1423 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1482 /* Check for stealty, speed, flying, or just plain magic in the boots */
1424 /* Presume any boots that hvae a move_type are special. */ 1483 /* Presume any boots that hvae a move_type are special. */
1425 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1484 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1426 return 1; 1485 return 1;
1427 1486
1428 /* Take care of amulet/shield that reflects spells/missiles */ 1487 /* Take care of amulet/shield that reflects spells/missiles */
1429 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1488 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1430 return 1; 1489 return 1;
1431 1490
1432 /* Take care of helmet of xrays */ 1491 /* Take care of helmet of xrays */
1433 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1492 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1434 return 1; 1493 return 1;
1435 1494
1436 /* Potions & rods are always magical. Wands/staves are also magical, 1495 /* Potions & rods are always magical. Wands/staves are also magical,
1437 * assuming they still have any charges left. 1496 * assuming they still have any charges left.
1438 */ 1497 */
1458 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1517 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1459 return 1; 1518 return 1;
1460 1519
1461 /* Check to see if it increases/decreases any stats */ 1520 /* Check to see if it increases/decreases any stats */
1462 for (i = 0; i < NUM_STATS; i++) 1521 for (i = 0; i < NUM_STATS; i++)
1463 if (get_attr_value (&(op->stats), i) != 0) 1522 if (op->stats.stat (i))
1464 return 1; 1523 return 1;
1465 1524
1466 /* If it doesn't fall into any of the above categories, must 1525 /* If it doesn't fall into any of the above categories, must
1467 * be non magical. 1526 * be non magical.
1468 */ 1527 */
1469 return 0; 1528 return 0;
1470} 1529}
1471 1530
1472/* need_identify returns true if the item should be identified. This
1473 * function really should not exist - by default, any item not identified
1474 * should need it.
1475 */
1476
1477int
1478need_identify (const object *op)
1479{
1480 switch (op->type)
1481 {
1482 case RING:
1483 case WAND:
1484 case ROD:
1485 case HORN:
1486 case SCROLL:
1487 case SKILL:
1488 case SKILLSCROLL:
1489 case SPELLBOOK:
1490 case FOOD:
1491 case POTION:
1492 case BOW:
1493 case ARROW:
1494 case WEAPON:
1495 case ARMOUR:
1496 case SHIELD:
1497 case HELMET:
1498 case AMULET:
1499 case BOOTS:
1500 case GLOVES:
1501 case BRACERS:
1502 case GIRDLE:
1503 case CONTAINER:
1504 case DRINK:
1505 case FLESH:
1506 case INORGANIC:
1507 case CLOSE_CON:
1508 case CLOAK:
1509 case GEM:
1510 case POWER_CRYSTAL:
1511 case POISON:
1512 case BOOK:
1513 case SKILL_TOOL:
1514 return 1;
1515 }
1516 /* Try to track down some stuff that may show up here. Thus, the
1517 * archetype file can be updated, and this function removed.
1518 */
1519#if 0
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif
1522 return 0;
1523}
1524
1525
1526/* 1531/*
1527 * Supposed to fix face-values as well here, but later. 1532 * Supposed to fix face-values as well here, but later.
1528 */ 1533 */
1529
1530void 1534void
1531identify (object *op) 1535identify (object *op)
1532{ 1536{
1533 object *pl; 1537 op->set_flag (FLAG_IDENTIFIED);
1534 1538 op->clr_flag (FLAG_KNOWN_MAGICAL);
1535 SET_FLAG (op, FLAG_IDENTIFIED); 1539 op->clr_flag (FLAG_NO_SKILL_IDENT);
1536 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1537 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1538 1540
1539 /* 1541 /*
1540 * We want autojoining of equal objects: 1542 * We want autojoining of equal objects:
1541 */ 1543 */
1542 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1544 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1543 SET_FLAG (op, FLAG_KNOWN_CURSED); 1545 op->set_flag (FLAG_KNOWN_CURSED);
1544 1546
1545 if (op->type == POTION) 1547 if (op->type == POTION)
1546 { 1548 {
1547 if (op->inv && op->randomitems) 1549 if (op->inv && op->randomitems)
1548 op->title = op->inv->name; 1550 op->title = op->inv->name;
1549 else if (op->arch) 1551 else if (op->arch)
1550 { 1552 {
1551 op->name = op->arch->clone.name; 1553 op->name = op->arch->object::name;
1552 op->name_pl = op->arch->clone.name_pl; 1554 op->name_pl = op->arch->object::name_pl;
1553 } 1555 }
1554 } 1556 }
1555 1557
1556 /* If the object is on a map, make sure we update its face */ 1558 /* If the object is on a map, make sure we update its face */
1557 if (op->map) 1559 if (op->map)
1558 update_object (op, UP_OBJ_FACE); 1560 update_object (op, UP_OBJ_CHANGE);
1559 else 1561
1560 { 1562 if (object *pl = op->visible_to ())
1561 pl = is_player_inv (op->env);
1562 if (pl)
1563 /* A lot of the values can change from an update - might as well send 1563 /* A lot of the values can change from an update - might as well send
1564 * it all. 1564 * it all.
1565 */ 1565 */
1566 esrv_send_item (pl, op); 1566 esrv_send_item (pl, op);
1567 }
1568} 1567}
1568

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