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Comparing deliantra/server/common/item.C (file contents):
Revision 1.27 by root, Mon Apr 23 18:21:54 2007 UTC vs.
Revision 1.90 by root, Mon Oct 11 18:40:43 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
28#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29 30
30/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
46 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 51 */
52// see include/object.h
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 54# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
53 {"body_arm", "on your arm", "on a human's arm"}, 55# include "slotinc.h"
54 {"body_torso", "on your body", "on a human's torso"}, 56# undef def
55 {"body_head", "on your head", "on a human's head"},
56 {"body_neck", "around your neck", "around a humans neck"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"},
58 {"body_finger", "on your finger", "on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"},
61 {"body_hand", "on your hands", "on a human's hands"},
62 {"body_wrist", "around your wrists", "around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */
65};
66
67static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
69 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
70 "eighteen", "nineteen", "twenty"
71}; 57};
72 58
73static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
74 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
75 "eighty", "ninety" 61 "eighty", "ninety"
76}; 62};
77 63
78static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
79 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
80 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
81 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
82 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
83}; 69};
84 70
85static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
86 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
87 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
88}; 74};
89 75
90/* The following is a large table of item types, the fields are: 76/* The following is a large table of item types, the fields are:
153 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
154 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
155 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
156 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
157 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
158 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
163 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 153 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 154 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
169 {SPINNER, "spinner", "spinners", 0, 0}, 155 {SPINNER, "spinner", "spinners", 0, 0},
170 {GATE, "gate", "gates", 0, 0}, 156 {GATE, "gate", "gates", 0, 0},
171 {BUTTON, "button", "buttons", 0, 0}, 157 {BUTTON, "button", "buttons", 0, 0},
172 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 158 {T_HANDLE, "cf handle", "cf handles", 0, 0},
173 {HOLE, "hole", "holes", 0, 0}, 159 {HOLE, "hole", "holes", 0, 0},
174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 160 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
175 {SIGN, "sign", "signs", 0, 0}, 161 {SIGN, "sign", "signs", 0, 0},
176 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 162 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 163 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
204 {BUILDER, "item builder", "item builders", 0, 0}, 190 {BUILDER, "item builder", "item builders", 0, 0},
205 {MATERIAL, "building material", "building materials", 0, 0}, 191 {MATERIAL, "building material", "building materials", 0, 0},
206 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 192 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
207}; 193};
208 194
209const int item_types_size = sizeof (item_types) / sizeof (*item_types); 195static const int item_types_size = array_length (item_types);
210
211materialtype_t *materialt;
212
213/*
214materialtype material[NROFMATERIALS] = {
215 * P M F E C C A D W G P S P T F C D D C C G H B I *
216 * H A I L O O C R E H O L A U E A E E H O O O L N *
217 * Y G R E L N I A A O I O R R A N P A A U D L I T *
218 * S I E C D F D I P S S W A N R C L T O N Y N R *
219 * I C T U N O T O L E E H S T P D N *
220 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
221 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
222 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
223 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
224 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
225 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
226 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
227 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
228 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
230 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
231 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
232 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
233};
234*/
235 196
236/* This curve may be too steep. But the point is that there should 197/* This curve may be too steep. But the point is that there should
237 * be tough choices - there is no real point to this if everyone can 198 * be tough choices - there is no real point to this if everyone can
238 * wear whatever they want with no worries. Perhaps having the steep 199 * wear whatever they want with no worries. Perhaps having the steep
239 * curve is good (maybe even steeper), but allowing players to 200 * curve is good (maybe even steeper), but allowing players to
241 * able to use 2-3 of the most powerful items. 202 * able to use 2-3 of the most powerful items.
242 * note that this table is only really used for program generated items - 203 * note that this table is only really used for program generated items -
243 * custom objects can use whatever they want. 204 * custom objects can use whatever they want.
244 */ 205 */
245static int enc_to_item_power[21] = { 206static int enc_to_item_power[21] = {
207 0,
246 0, 0, 1, 2, 3, 4, /* 5 */ 208 0, 1, 2, 3, 4, // 5
247 5, 7, 9, 11, 13, /* 10 */ 209 5, 7, 9, 11, 13, // 10
248 15, 18, 21, 24, 27, /* 15 */ 210 15, 18, 21, 24, 27, // 15
249 30, 35, 40, 45, 50 /* 20 */ 211 30, 35, 40, 45, 50 // 20
250}; 212};
251 213
252int 214int
253get_power_from_ench (int ench) 215get_power_from_ench (int ench)
254{ 216{
255 if (ench < 0) ench = 0;
256 if (ench > 20) ench = 20;
257
258 return enc_to_item_power[ench]; 217 return enc_to_item_power [clamp (ench, 0, 20)];
218}
219
220static const struct need_identify_types : typeset
221{
222 need_identify_types ()
223 {
224 set (RING);
225 set (WAND);
226 set (ROD);
227 set (HORN);
228 set (SCROLL);
229 set (SKILL);
230 set (SKILLSCROLL);
231 set (SPELLBOOK);
232 set (FOOD);
233 set (POTION);
234 set (BOW);
235 set (ARROW);
236 set (WEAPON);
237 set (ARMOUR);
238 set (SHIELD);
239 set (HELMET);
240 set (AMULET);
241 set (BOOTS);
242 set (GLOVES);
243 set (BRACERS);
244 set (GIRDLE);
245 set (CONTAINER);
246 set (DRINK);
247 set (FLESH);
248 set (INORGANIC);
249 set (CLOSE_CON);
250 set (CLOAK);
251 set (GEM);
252 set (POWER_CRYSTAL);
253 set (POISON);
254 set (BOOK);
255 set (SKILL_TOOL);
256 }
257} need_identify_types;
258
259bool
260object::need_identify () const
261{
262 return need_identify_types [type];
259} 263}
260 264
261/* This takes an object 'op' and figures out what its item_power 265/* This takes an object 'op' and figures out what its item_power
262 * rating should be. This should only really be used by the treasure 266 * rating should be. This should only really be used by the treasure
263 * generation code, and when loading legacy objects. It returns 267 * generation code, and when loading legacy objects. It returns
270{ 274{
271 int i, tmp, enc; 275 int i, tmp, enc;
272 276
273 enc = 0; 277 enc = 0;
274 for (i = 0; i < NUM_STATS; i++) 278 for (i = 0; i < NUM_STATS; i++)
275 enc += get_attr_value (&op->stats, i); 279 enc += op->stats.stat (i);
276 280
277 /* This protection logic is pretty flawed. 20% fire resistance 281 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or 282 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal 283 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against 284 * armour shouldn't be counted against
297 if (op->type == WEAPON) 301 if (op->type == WEAPON)
298 { 302 {
299 for (i = 1; i < NROFATTACKS; i++) 303 for (i = 1; i < NROFATTACKS; i++)
300 if (op->attacktype & (1 << i)) 304 if (op->attacktype & (1 << i))
301 enc++; 305 enc++;
306
302 if (op->slaying) 307 if (op->slaying)
303 enc += 2; /* What it slays is probably more relevent */ 308 enc += 2; /* What it slays is probably more relevent */
304 } 309 }
310
305 /* Items the player can equip */ 311 /* Items the player can equip */
306 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 312 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307 (op->type == SHIELD) || (op->type == RING) || 313 (op->type == SHIELD) || (op->type == RING) ||
308 (op->type == BOOTS) || (op->type == GLOVES) || 314 (op->type == BOOTS) || (op->type == GLOVES) ||
309 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 315 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312 enc += op->stats.hp; /* hp regen */ 318 enc += op->stats.hp; /* hp regen */
313 enc += op->stats.sp; /* mana regen */ 319 enc += op->stats.sp; /* mana regen */
314 enc += op->stats.grace; /* grace regen */ 320 enc += op->stats.grace; /* grace regen */
315 enc += op->stats.exp; /* speed bonus */ 321 enc += op->stats.exp; /* speed bonus */
316 } 322 }
323
317 enc += op->stats.luck; 324 enc += op->stats.luck;
318 325
319 /* Do spell paths now */ 326 /* Do spell paths now */
320 for (i = 1; i < NRSPELLPATHS; i++) 327 for (i = 1; i < NRSPELLPATHS; i++)
321 {
322 if (op->path_attuned & (1 << i)) 328 if (op->path_attuned & (1 << i))
323 enc++; 329 enc++;
324 else if (op->path_denied & (1 << i)) 330 else if (op->path_denied & (1 << i))
325 enc -= 2; 331 enc -= 2;
326 else if (op->path_repelled & (1 << i)) 332 else if (op->path_repelled & (1 << i))
327 enc--; 333 enc--;
328 }
329 334
330 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 335 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
331 enc += 5; 336 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
332 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 337 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
333 enc += 3; 338 if (op->flag [FLAG_XRAYS ]) enc += 2;
334 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 339 if (op->flag [FLAG_STEALTH ]) enc += 1;
335 enc += 2; 340 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
336 if (QUERY_FLAG (op, FLAG_STEALTH)) 341 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
337 enc += 1;
338 if (QUERY_FLAG (op, FLAG_XRAYS))
339 enc += 2;
340 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
341 enc += 1;
342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343 enc += 1;
344 342
345 return get_power_from_ench (enc); 343 return get_power_from_ench (enc);
346} 344}
345
346static const struct get_typedata
347{
348 const typedata *data [NUM_TYPES];
349
350 get_typedata ()
351 {
352 for (int i = 0; i < item_types_size; i++)
353 data [item_types[i].number] = &item_types [i];
354 }
355
356 const typedata *operator ()(int itemtype) const
357 {
358 return data [itemtype];
359 }
360} get_typedata_;
347 361
348/* returns the typedata that has a number equal to itemtype, if there 362/* returns the typedata that has a number equal to itemtype, if there
349 * isn't one, returns NULL */ 363 * isn't one, returns NULL */
350const typedata * 364const typedata *
351get_typedata (int itemtype) 365get_typedata (int itemtype)
352{ 366{
353 int i; 367 return get_typedata_ (itemtype);
354
355 for (i = 0; i < item_types_size; i++)
356 if (item_types[i].number == itemtype)
357 return &item_types[i];
358 return NULL;
359} 368}
360 369
361/* 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
362 * 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
363 * one return NULL */ 372 * one return NULL */
364const typedata * 373const typedata *
365get_typedata_by_name (const char *name) 374get_typedata_by_name (const char *name)
366{ 375{
367 int i;
368
369 for (i = 0; i < item_types_size; i++) 376 for (int i = 0; i < item_types_size; i++)
370 if (!strcmp (item_types[i].name, name)) 377 if (!strcmp (item_types[i].name, name))
371 return &item_types[i]; 378 return &item_types[i];
379
372 for (i = 0; i < item_types_size; i++) 380 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name_pl, name)) 381 if (!strcmp (item_types[i].name_pl, name))
374 { 382 {
375 LOG (llevInfo, 383 LOG (llevInfo,
376 "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);
377 return &item_types[i]; 385 return &item_types[i];
378 } 386 }
387
379 return NULL; 388 return 0;
380} 389}
381 390
382/* describe_resistance generates the visible naming for resistances. 391/* describe_resistance generates the visible naming for resistances.
383 * returns a static array of the description. This can return 392 * returns a static array of the description. This can return
384 * a big buffer. 393 * a big buffer.
386 * 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
387 */ 396 */
388const char * 397const char *
389describe_resistance (const object *op, int newline) 398describe_resistance (const object *op, int newline)
390{ 399{
391 static char buf[VERY_BIG_BUF]; 400 static dynbuf_text buf; buf.clear ();
392 char buf1[VERY_BIG_BUF];
393 int tmpvar;
394 401
395 buf[0] = 0; 402 for (int i = 0; i < NROFATTACKS; i++)
396 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
397 {
398 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))
399 { 404 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
400 if (!newline)
401 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
402 else
403 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
404 405
405 strcat (buf, buf1);
406 }
407 }
408 return buf; 406 return buf;
409} 407}
410
411 408
412/* 409/*
413 * query_weight(object) returns a character pointer to a static buffer 410 * query_weight(object) returns a character pointer to a static buffer
414 * containing the text-representation of the weight of the given object. 411 * containing the text-representation of the weight of the given object.
415 * 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?
416 */ 415 */
417const char * 416const char *
418query_weight (const object *op) 417query_weight (const object *op)
419{ 418{
420 static char buf[10]; 419 static char buf[10];
421 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 420 sint32 i = op->total_weight ();
422 421
423 if (op->weight < 0) 422 if (op->weight < 0)
424 return " "; 423 return " ";
425 424
426 if (i % 1000) 425 if (i % 1000)
434/* 433/*
435 * Returns the pointer to a static buffer containing 434 * Returns the pointer to a static buffer containing
436 * the number requested (of the form first, second, third...) 435 * the number requested (of the form first, second, third...)
437 */ 436 */
438const char * 437const char *
439get_levelnumber (int i) 438ordinal (int i)
440{ 439{
441 static char buf[MAX_BUF]; 440 if (i < 0)
442 441 return format ("minus %s", ordinal (-i));
443 if (i > 99)
444 {
445 sprintf (buf, "%d.", i);
446 return buf;
447 }
448 442
449 if (i < 21) 443 if (i < 21)
450 return levelnumbers[i];
451 if (!(i % 10))
452 return levelnumbers_10[i / 10];
453
454 strcpy (buf, numbers_10[i / 10]);
455 strcat (buf, levelnumbers[i % 10]);
456 return buf;
457}
458
459/*
460 * get_number(integer) returns the text-representation of the given number
461 * in a static buffer. The buffer might be overwritten at the next
462 * call to get_number().
463 * It is currently only used by the query_name() function.
464 */
465const char *
466get_number (int i)
467{
468 if (i <= 20)
469 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];
470 else 459 else
471 { 460 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
472 static char buf[MAX_BUF];
473
474 sprintf (buf, "%d", i);
475 return buf;
476 }
477} 461}
478 462
479/* 463/*
480 * Returns pointer to static buffer containing ring's or amulet's 464 * Returns pointer to static buffer containing ring's or amulet's
481 * abilities 465 * abilities
487 */ 471 */
488 472
489/* 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
490 * from stats.sp - b.t. 474 * from stats.sp - b.t.
491 */ 475 */
492const char * 476static const char *
493ring_desc (const object *op) 477ring_desc (const object *op)
494{ 478{
495 static char buf[VERY_BIG_BUF]; 479 static dynbuf_text buf; buf.clear ();
496 int attr, val, len; 480 int attr, val, len;
497 481
498 buf[0] = 0; 482 if (op->flag [FLAG_IDENTIFIED])
499 483 {
500 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
501 return buf;
502
503 for (attr = 0; attr < NUM_STATS; attr++) 484 for (attr = 0; attr < NUM_STATS; attr++)
504 { 485 if ((val = op->stats.stat (attr)))
505 if ((val = get_attr_value (&(op->stats), attr)) != 0)
506 {
507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
508 }
509 }
510 487
511 if (op->stats.exp) 488 if (op->stats.exp) buf.printf ("(speed %+d)", (int)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 {
679 case RANGED:
713 case BOW: 680 case BOW:
714 case WAND: 681 case WAND:
715 case ROD: 682 case ROD:
716 case HORN: 683 case HORN:
717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
718 break;
719 case WEAPON: 684 case WEAPON:
720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 685 buf << " (applied)";
721 break; 686 break;
722 case ARMOUR: 687 case ARMOUR:
723 case HELMET: 688 case HELMET:
724 case SHIELD: 689 case SHIELD:
725 case RING: 690 case RING:
727 case GLOVES: 692 case GLOVES:
728 case AMULET: 693 case AMULET:
729 case GIRDLE: 694 case GIRDLE:
730 case BRACERS: 695 case BRACERS:
731 case CLOAK: 696 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 697 buf << " (worn)";
733 break; 698 break;
734 case CONTAINER: 699 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 700 buf << " (active)";
736 break; 701 break;
737 case SKILL: 702 case SKILL:
738 default: 703 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 704 buf << " (applied)";
740 } 705 }
741 } 706 }
742 707
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 708 switch (op->type)
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 709 {
710 case LAMP:
711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
745 718
746 return buf [use_buf]; 719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
727 if (op->flag [FLAG_UNPAID])
728 buf << " (unpaid)";
729
730 return buf;
747} 731}
748 732
749/* 733/*
750 * query_base_name(object) returns a character pointer pointing to a static 734 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 735 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next 736 * 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 737 * 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 738 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client. 739 * and sending to client.
756 * If plural is set, we generate the plural name of this. 740 * If plural is set, we generate the plural name of this.
741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
757 */ 745 */
758const char * 746const char *
759query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
760{ 748{
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)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)"; 750 return "(null)";
767 751
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 752 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
753 && op->type != EXIT)
769 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
770 755
756 static dynbuf_text buf; buf.clear ();
757
758#if 0
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 759 if ((op->is_armor () || op->is_weapon ()) && op->material)
772 mt = name_to_material (op->materialname); 760 if (op->arch->material != op->material)
773 761 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 762#endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793 763
794 len = strlen (buf); 764 buf << (plural ? op->name_pl : op->name);
795#ifdef NEW_MATERIAL_CODE
796 }
797#endif
798 765
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
800 { 767 buf << ' ' << op->title;
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804 768
805 switch (op->type) 769 switch (op->type)
806 { 770 {
807 case SPELLBOOK: 771 case SPELLBOOK:
808 case SCROLL: 772 case SCROLL:
809 case WAND: 773 case WAND:
810 case ROD: 774 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
812 { 776 {
813 if (!op->title) 777 if (!op->title)
814 { 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
815 safe_strcat (buf, " of ", &len, MAX_BUF); 779
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) 780 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level); 781 buf.printf (" (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 } 782 }
827 break; 783 break;
828 784
829 785
830 case SKILL: 786 case SKILL:
833 if (!op->title) 789 if (!op->title)
834 { 790 {
835 /* If ring has a title, full description isn't so useful */ 791 /* If ring has a title, full description isn't so useful */
836 const char *s = ring_desc (op); 792 const char *s = ring_desc (op);
837 793
838 if (s[0]) 794 if (s && *s)
839 { 795 buf << ' ' << s;
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 } 796 }
844 break; 797 break;
798
799 case EXIT:
800 // random map exits "unfortunately" get patched, so this only works before entering
801 if (EXIT_PATH (op) == shstr_random_map_exit)
802 buf << " (random map)";
803 else if (!EXIT_PATH (op))
804 buf << " (closed)";
805 break;
806
845 default: 807 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
847 { 809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
848 sprintf (buf + strlen (buf), " %+d", op->magic); 810 || op->flag [FLAG_IDENTIFIED]))
849 } 811 buf.printf (" %+d", op->magic);
850 } 812 }
851 813
852 return buf; 814 return buf;
853} 815}
854 816
856 * too long, making it difficult to read. This function deals 818 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only 819 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description 820 * be called with monster & player objects. Returns a description
859 * in a static buffer. 821 * in a static buffer.
860 */ 822 */
861static char * 823static const char *
862describe_monster (const object *op) 824describe_monster (const object *op)
863{ 825{
864 char buf[MAX_BUF]; 826 static dynbuf_text buf; buf.clear ();
865 static char retbuf[VERY_BIG_BUF];
866 int i;
867
868 retbuf[0] = '\0';
869 827
870 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
873 */ 831 */
874 if (op->has_active_speed ()) 832 if (op->has_active_speed ())
875 { 833 switch ((int)(op->speed * 15.))
876 switch ((int) ((FABS (op->speed)) * 15))
877 { 834 {
878 case 0: 835 case 0:
879 strcat (retbuf, "(very slow movement)"); 836 buf << "(very slow movement)";
880 break; 837 break;
881 case 1: 838 case 1:
882 strcat (retbuf, "(slow movement)"); 839 buf << "(slow movement)";
883 break; 840 break;
884 case 2: 841 case 2:
885 strcat (retbuf, "(normal movement)"); 842 buf << "(normal movement)";
886 break; 843 break;
887 case 3: 844 case 3:
888 case 4: 845 case 4:
889 strcat (retbuf, "(fast movement)"); 846 buf << "(fast movement)";
890 break; 847 break;
891 case 5: 848 case 5:
892 case 6: 849 case 6:
893 strcat (retbuf, "(very fast movement)"); 850 buf << "(very fast movement)";
894 break; 851 break;
895 case 7: 852 case 7:
896 case 8: 853 case 8:
897 case 9: 854 case 9:
898 case 10: 855 case 10:
899 strcat (retbuf, "(extremely fast movement)"); 856 buf << "(extremely fast movement)";
900 break; 857 break;
901 default: 858 default:
902 strcat (retbuf, "(lightning fast movement)"); 859 buf << "(lightning fast movement)";
903 break; 860 break;
904 } 861 }
905 } 862
906 if (QUERY_FLAG (op, FLAG_UNDEAD)) 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
907 strcat (retbuf, "(undead)"); 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
909 strcat (retbuf, "(see invisible)"); 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
910 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
911 strcat (retbuf, "(wield weapon)"); 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
912 if (QUERY_FLAG (op, FLAG_USE_BOW)) 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
913 strcat (retbuf, "(archer)"); 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
915 strcat (retbuf, "(wear armour)"); 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
916 if (QUERY_FLAG (op, FLAG_USE_RING)) 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
917 strcat (retbuf, "(wear ring)"); 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
918 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
919 strcat (retbuf, "(read scroll)"); 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
920 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 877
921 strcat (retbuf, "(fires wand/rod/horn)");
922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
923 strcat (retbuf, "(skill user)");
924 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
925 strcat (retbuf, "(spellcaster)");
926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
927 strcat (retbuf, "(friendly)");
928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
929 strcat (retbuf, "(unaggressive)");
930 if (QUERY_FLAG (op, FLAG_HITBACK))
931 strcat (retbuf, "(hitback)");
932 if (QUERY_FLAG (op, FLAG_STEALTH))
933 strcat (retbuf, "(stealthy)");
934 if (op->randomitems != NULL) 878 if (op->randomitems)
935 { 879 {
936 treasure *t;
937 int first = 1; 880 bool first = 1;
938 881
939 for (t = op->randomitems->items; t != NULL; t = t->next) 882 for (treasure *t = op->randomitems->items; t; t = t->next)
940 if (t->item && t->item->clone.type == SPELL) 883 if (t->item && t->item->type == SPELL)
941 { 884 {
942 if (first) 885 if (first)
943 { 886 buf << "(Spell abilities:)";
887
944 first = 0; 888 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 889
946 } 890 buf << '(' << t->item->object::name << ')';
947 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name);
949 strcat (retbuf, ")");
950 } 891 }
951 } 892 }
893
952 if (op->type == PLAYER) 894 if (op->type == PLAYER)
953 { 895 {
954 if (op->contr->digestion) 896 if (op->contr->digestion)
955 {
956 if (op->contr->digestion != 0)
957 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 897 buf.printf ("(sustenance%+d)", op->contr->digestion);
958 strcat (retbuf, buf); 898
959 }
960 if (op->contr->gen_grace) 899 if (op->contr->gen_grace)
961 {
962 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 900 buf.printf ("(grace%+d)", op->contr->gen_grace);
963 strcat (retbuf, buf); 901
964 }
965 if (op->contr->gen_sp) 902 if (op->contr->gen_sp)
966 {
967 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 903 buf.printf ("(magic%+d)", op->contr->gen_sp);
968 strcat (retbuf, buf); 904
969 }
970 if (op->contr->gen_hp) 905 if (op->contr->gen_hp)
971 {
972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 906 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
973 strcat (retbuf, buf); 907
974 }
975 if (op->stats.luck) 908 if (op->stats.luck)
976 {
977 sprintf (buf, "(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
978 strcat (retbuf, buf);
979 }
980 } 910 }
981 911
982 /* describe attacktypes */ 912 /* describe attacktypes */
983 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
984 { 914 {
985 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
986 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
987 * this makes it more readable. 917 * this makes it more readable.
988 */ 918 */
989 object *tmp; 919 object *tmp;
990 920
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 921 for (tmp = op->inv; tmp; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 922 if (tmp->type == SKILL && tmp->name == shstr_clawing)
993 break; 923 break;
994 924
995 if (tmp && tmp->attacktype != 0) 925 if (tmp && tmp->attacktype)
996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") } 926 buf.add_abilities ("Claws", tmp->attacktype);
997 else 927 else
998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 928 buf.add_abilities ("Attacks", op->attacktype);
999 } 929 }
1000 else 930 else
1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") } 931 buf.add_abilities ("Attacks", op->attacktype);
1002 932
1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 933 buf.add_paths ("Attuned" , op->path_attuned);
1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 934 buf.add_paths ("Repelled", op->path_repelled);
1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 935 buf.add_paths ("Denied" , op->path_denied);
1006 936
1007 for (i = 0; i < NROFATTACKS; i++) 937 for (int i = 0; i < NROFATTACKS; i++)
1008 if (op->resist[i]) 938 if (op->resist[i])
1009 {
1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 939 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1011 strcat (retbuf, buf);
1012 }
1013 940
1014 return retbuf; 941 return buf;
1015} 942}
1016
1017 943
1018/* 944/*
1019 * Returns a pointer to a static buffer which contains a 945 * Returns a pointer to a static buffer which contains a
1020 * description of the given object. 946 * description of the given object.
1021 * If it is a monster, lots of information about its abilities 947 * If it is a monster, lots of information about its abilities
1030 * wouldn't need to use the SEE_INVISIBLE flag to know it is 956 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1031 * a dragon player examining food. Could have things like 957 * a dragon player examining food. Could have things like
1032 * a dwarven axe, in which the full abilities are only known to 958 * a dwarven axe, in which the full abilities are only known to
1033 * dwarves, etc. 959 * dwarves, etc.
1034 * 960 *
1035 * This function is really much more complicated than it should
1036 * be, because different objects have different meanings
1037 * for the same field (eg, wands use 'food' for charges). This
1038 * means these special cases need to be worked out.
1039 *
1040 * Add 'owner' who is the person examining this object. 961 * Add 'owner' who is the person examining this object.
1041 * owner can be null if no one is being associated with this 962 * owner can be null if no one is being associated with this
1042 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
1043 */ 964 */
1044const char * 965const char *
1045describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
1046{ 967{
1047 char buf[MAX_BUF]; 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1048 static char retbuf[VERY_BIG_BUF]; 969 return describe_monster (op);
970
971 static dynbuf_text buf; buf.clear ();
1049 int identified, i; 972 int identified, i;
1050 973
1051 retbuf[0] = '\0';
1052 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1053 {
1054 return describe_monster (op);
1055 }
1056 /* figure this out once, instead of making multiple calls to need_identify. 974 /* figure this out once, instead of making multiple calls to need_identify.
1057 * also makes the code easier to read. 975 * also makes the code easier to read.
1058 */ 976 */
1059 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
1060 identified = 1; 978 if (!identified)
1061 else 979 buf << "(unidentified)";
1062 { 980
1063 strcpy (retbuf, "(unidentified)");
1064 identified = 0;
1065 }
1066 switch (op->type) 981 switch (op->type)
1067 { 982 {
983 case RANGED:
1068 case BOW: 984 case BOW:
1069 case ARROW: 985 case ARROW:
1070 case WAND: 986 case WAND:
1071 case ROD: 987 case ROD:
1072 case HORN: 988 case HORN:
1073 case WEAPON: 989 case WEAPON:
1074 case ARMOUR: 990 case ARMOUR:
1075 case HELMET: 991 case HELMET:
1076 case SHIELD: 992 case SHIELD:
1077 case BOOTS: 993 case BOOTS:
1078 case GLOVES: 994 case GLOVES:
1079 case GIRDLE: 995 case GIRDLE:
1080 case BRACERS: 996 case BRACERS:
1081 case CLOAK: 997 case CLOAK:
1082 case SKILL_TOOL: 998 case SKILL_TOOL:
1083 break; /* We have more information to do below this switch */ 999 break; /* We have more information to do below this switch */
1084 1000
1085 case POWER_CRYSTAL: 1001 case POWER_CRYSTAL:
1086 if (op->stats.maxsp > 1000) 1002 if (op->stats.maxsp > 1000)
1087 { /*higher capacity crystals */ 1003 { /*higher capacity crystals */
1088 i = (op->stats.maxsp % 100) / 10; 1004 i = (op->stats.maxsp % 1000) / 100;
1005
1089 if (i) 1006 if (i)
1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, 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 / 100); 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 strcat (retbuf, buf); 1013
1097 i = (op->stats.sp * 10) / op->stats.maxsp; 1014 i = (op->stats.sp * 10) / op->stats.maxsp;
1098 if (op->stats.sp == 0) 1015 if (op->stats.sp == 0)
1099 strcat (retbuf, "empty."); 1016 buf << "empty";
1100 else if (i == 0) 1017 else if (i == 0)
1101 strcat (retbuf, "almost empty."); 1018 buf << "almost empty";
1102 else if (i < 3) 1019 else if (i < 3)
1103 strcat (retbuf, "partially filled."); 1020 buf << "partially filled";
1104 else if (i < 6) 1021 else if (i < 6)
1105 strcat (retbuf, "half full."); 1022 buf << "half full";
1106 else if (i < 9) 1023 else if (i < 9)
1107 strcat (retbuf, "well charged."); 1024 buf << "well charged";
1108 else if (op->stats.sp == op->stats.maxsp) 1025 else if (op->stats.sp == op->stats.maxsp)
1109 strcat (retbuf, "fully charged."); 1026 buf << "fully charged";
1110 else 1027 else
1111 strcat (retbuf, "almost full."); 1028 buf << "almost full";
1029
1030 buf << ')';
1112 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
1113 case FOOD: 1055 case FOOD:
1114 case FLESH: 1056 case FLESH:
1115 case DRINK: 1057 case DRINK:
1116 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1058 if (identified || op->flag [FLAG_BEEN_APPLIED])
1117 { 1059 {
1118 sprintf (buf, "(food+%d)", op->stats.food); 1060 buf.printf ("(food+%d)", op->stats.food);
1119 strcat (retbuf, buf);
1120 1061
1121 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])
1122 { 1066 {
1123 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1067 if (op->stats.hp) buf << "(heals)";
1124 strcat (retbuf, buf); 1068 if (op->stats.sp) buf << "(spellpoint regen)";
1125 } 1069 }
1126
1127 if (!QUERY_FLAG (op, FLAG_CURSED))
1128 {
1129 if (op->stats.hp)
1130 strcat (retbuf, "(heals)");
1131 if (op->stats.sp)
1132 strcat (retbuf, "(spellpoint regen)");
1133 }
1134 else 1070 else
1135 { 1071 {
1136 if (op->stats.hp) 1072 if (op->stats.hp) buf << "(damages)";
1137 strcat (retbuf, "(damages)");
1138 if (op->stats.sp)
1139 strcat (retbuf, "(spellpoint depletion)"); 1073 if (op->stats.sp) buf << "(spellpoint depletion)";
1140 } 1074 }
1141 } 1075 }
1142 break; 1076 break;
1143 1077
1144
1145 case SKILL: 1078 case SKILL:
1146 case RING: 1079 case RING:
1147 case AMULET: 1080 case AMULET:
1148 if (op->item_power) 1081 if (op->item_power)
1149 {
1150 sprintf (buf, "(item_power %+d)", op->item_power); 1082 buf.printf ("(item_power %+d)", op->item_power);
1151 strcat (retbuf, buf); 1083
1152 }
1153 if (op->title) 1084 if (op->title)
1154 strcat (retbuf, ring_desc (op)); 1085 buf << ring_desc (op);
1086
1155 return retbuf; 1087 return buf;
1156 1088
1157 default: 1089 default:
1158 return retbuf; 1090 return buf;
1159 } 1091 }
1160 1092
1161 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1162 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1163 */ 1095 */
1164 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1165 { 1097 {
1166 int attr, val;
1167
1168 for (attr = 0; attr < NUM_STATS; attr++) 1098 for (int attr = 0; attr < NUM_STATS; attr++)
1169 { 1099 if (int val = op->stats.stat (attr))
1170 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1171 {
1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1100 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1173 strcat (retbuf, buf);
1174 }
1175 }
1176 1101
1177 if (op->stats.exp) 1102 if (op->stats.exp)
1178 {
1179 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1103 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1180 strcat (retbuf, buf);
1181 }
1182
1183 1104
1184 switch (op->type) 1105 switch (op->type)
1185 { 1106 {
1107 case RANGED:
1186 case BOW: 1108 case BOW:
1187 case ARROW: 1109 case ARROW:
1188 case GIRDLE: 1110 case GIRDLE:
1189 case HELMET: 1111 case HELMET:
1190 case SHIELD: 1112 case SHIELD:
1191 case BOOTS: 1113 case BOOTS:
1192 case GLOVES: 1114 case GLOVES:
1193 case WEAPON: 1115 case WEAPON:
1194 case SKILL: 1116 case SKILL:
1195 case RING: 1117 case RING:
1196 case AMULET: 1118 case AMULET:
1197 case ARMOUR: 1119 case ARMOUR:
1198 case BRACERS: 1120 case BRACERS:
1199 case FORCE: 1121 case FORCE:
1200 case CLOAK: 1122 case CLOAK:
1201 if (op->stats.wc) 1123 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1202 { 1124 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1203 sprintf (buf, "(wc%+d)", op->stats.wc); 1125 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1204 strcat (retbuf, buf); 1126
1205 }
1206 if (op->stats.dam)
1207 {
1208 sprintf (buf, "(dam%+d)", op->stats.dam);
1209 strcat (retbuf, buf);
1210 }
1211 if (op->stats.ac)
1212 {
1213 sprintf (buf, "(ac%+d)", op->stats.ac);
1214 strcat (retbuf, buf);
1215 }
1216 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1127 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1217 {
1218 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1128 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1219 strcat (retbuf, buf); 1129
1220 }
1221 break; 1130 break;
1222 1131
1223 default: 1132 default:
1224 break; 1133 break;
1225 } 1134 }
1226 if (QUERY_FLAG (op, FLAG_XRAYS)) 1135
1227 strcat (retbuf, "(xray-vision)"); 1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1228 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1229 strcat (retbuf, "(infravision)");
1230 1138
1231 /* levitate was what is was before, so we'll keep it */ 1139 /* levitate was what is was before, so we'll keep it */
1232 if (op->move_type & MOVE_FLY_LOW) 1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1233 strcat (retbuf, "(levitate)");
1234
1235 if (op->move_type & MOVE_FLY_HIGH) 1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1236 strcat (retbuf, "(fly)");
1237
1238 if (op->move_type & MOVE_SWIM) 1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1239 strcat (retbuf, "(swim)");
1240 1143
1241 /* walking is presumed as 'normal', so doesn't need mentioning */ 1144 /* walking is presumed as 'normal', so doesn't need mentioning */
1242 1145
1243 if (op->item_power) 1146 if (op->item_power)
1244 {
1245 sprintf (buf, "(item_power %+d)", op->item_power); 1147 buf.printf ("(item_power %+d)", op->item_power);
1246 strcat (retbuf, buf);
1247 }
1248 } /* End if identified or applied */ 1148 } /* End if identified or applied */
1249 1149
1250 /* This blocks only deals with fully identified object. 1150 /* This blocks only deals with fully identified object.
1251 * it is intentional that this is not an 'else' from a above - 1151 * it is intentional that this is not an 'else' from a above -
1252 * in this way, information is added. 1152 * in this way, information is added.
1255 { 1155 {
1256 int more_info = 0; 1156 int more_info = 0;
1257 1157
1258 switch (op->type) 1158 switch (op->type)
1259 { 1159 {
1160 case RANGED:
1260 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 */
1261 case HORN: /* and stats.hp for spell-point regeneration... */ 1162 case HORN: /* and stats.hp for spell-point regeneration... */
1262 case BOW: 1163 case BOW:
1263 case ARROW: 1164 case ARROW:
1264 case WAND: 1165 case WAND:
1265 case FOOD: 1166 case FOOD:
1266 case FLESH: 1167 case FLESH:
1267 case DRINK: 1168 case DRINK:
1268 more_info = 0; 1169 more_info = 0;
1269 break; 1170 break;
1270 1171
1271 /* Armor type objects */ 1172 /* Armor type objects */
1272 case ARMOUR: 1173 case ARMOUR:
1273 case HELMET: 1174 case HELMET:
1274 case SHIELD: 1175 case SHIELD:
1275 case BOOTS: 1176 case BOOTS:
1276 case GLOVES: 1177 case GLOVES:
1277 case GIRDLE: 1178 case GIRDLE:
1278 case BRACERS: 1179 case BRACERS:
1279 case CLOAK: 1180 case CLOAK:
1280 if (ARMOUR_SPEED (op)) 1181 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1281 { 1182 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1282 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1283 strcat (retbuf, buf);
1284 }
1285 if (ARMOUR_SPELLS (op))
1286 {
1287 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1288 strcat (retbuf, buf);
1289 }
1290 more_info = 1; 1183 more_info = 1;
1291 break; 1184 break;
1292 1185
1293 case WEAPON: 1186 case WEAPON:
1294 /* Calculate it the same way fix_player does so the results 1187 /* Calculate it the same way fix_player does so the results
1295 * make sense. 1188 * make sense.
1296 */ 1189 */
1297 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1190 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1298 if (i < 0) 1191 if (i < 0)
1299 i = 0; 1192 i = 0;
1300 1193
1301 sprintf (buf, "(weapon speed %d)", i); 1194 buf.printf ("(weapon speed %d)", i);
1302 strcat (retbuf, buf);
1303 more_info = 1; 1195 more_info = 1;
1304 break; 1196 break;
1305
1306 } 1197 }
1198
1307 if (more_info) 1199 if (more_info)
1308 { 1200 {
1309 if (op->stats.food)
1310 {
1311 if (op->stats.food != 0)
1312 sprintf (buf, "(sustenance%+d)", op->stats.food); 1201 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1313 strcat (retbuf, buf);
1314 }
1315 if (op->stats.grace)
1316 {
1317 sprintf (buf, "(grace%+d)", op->stats.grace); 1202 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1318 strcat (retbuf, buf); 1203 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1319 }
1320 if (op->stats.sp)
1321 {
1322 sprintf (buf, "(magic%+d)", op->stats.sp);
1323 strcat (retbuf, buf);
1324 }
1325 if (op->stats.hp)
1326 {
1327 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1204 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1328 strcat (retbuf, buf);
1329 }
1330 } 1205 }
1331 1206
1332 if (op->stats.luck) 1207 if (op->stats.luck)
1333 {
1334 sprintf (buf, "(luck%+d)", op->stats.luck); 1208 buf.printf ("(luck%+d)", op->stats.luck);
1335 strcat (retbuf, buf); 1209
1336 } 1210 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1337 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1211 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1338 strcat (retbuf, "(lifesaving)"); 1212 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1339 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1213 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1340 strcat (retbuf, "(reflect spells)"); 1214
1341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1342 strcat (retbuf, "(reflect missiles)");
1343 if (QUERY_FLAG (op, FLAG_STEALTH))
1344 strcat (retbuf, "(stealth)");
1345 if (op->slaying != NULL && op->type != FOOD) 1215 if (op->slaying && op->type != FOOD)
1346 {
1347 sprintf (buf, "(slay %s)", &op->slaying); 1216 buf.printf ("(slay %s)", &op->slaying);
1348 strcat (retbuf, buf); 1217
1349 } 1218 if (op->type == SKILL_TOOL && op->skill)
1350 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1219 buf.printf ("(%s)", &op->skill);
1220
1221 buf.add_abilities ("Attacks", op->attacktype);
1351 /* resistance on flesh is only visible for quetzals. If 1222 /* resistance on flesh is only visible for quetzals. If
1352 * non flesh, everyone can see its resistances 1223 * non flesh, everyone can see its resistances
1353 */ 1224 */
1354 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1225 if (op->type != FLESH || (owner && owner->is_dragon ()))
1355 strcat (retbuf, describe_resistance (op, 0)); 1226 buf << describe_resistance (op, 0);
1356 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1357 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1358 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1359 }
1360 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
1361 return retbuf; 1233 return buf;
1362} 1234}
1363 1235
1364std::string 1236std::string
1365object::describe_item (object *who) 1237object::describe_item (object *who)
1366{ 1238{
1367 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;
1368} 1442}
1369 1443
1370/* 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
1371 * increases/decreases any abilities, provides a resistance, 1445 * increases/decreases any abilities, provides a resistance,
1372 * has a generic magical bonus, or is an artifact. 1446 * has a generic magical bonus, or is an artifact.
1373 * 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
1374 * should be marked as magical. 1448 * should be marked as magical.
1375 */ 1449 */
1376
1377int 1450int
1378is_magical (const object *op) 1451is_magical (const object *op)
1379{ 1452{
1380 int i; 1453 int i;
1381 1454
1382 /* living creatures are considered non magical */ 1455 /* living creatures are considered non magical */
1383 if (QUERY_FLAG (op, FLAG_ALIVE)) 1456 if (op->flag [FLAG_ALIVE])
1384 return 0; 1457 return 0;
1385 1458
1386 /* 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 */
1387 if (op->title != NULL) 1460 if (op->title != NULL)
1388 return 1; 1461 return 1;
1394 (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))
1395 return 1; 1468 return 1;
1396 1469
1397 /* 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 */
1398 /* Presume any boots that hvae a move_type are special. */ 1471 /* Presume any boots that hvae a move_type are special. */
1399 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)))
1400 return 1; 1473 return 1;
1401 1474
1402 /* Take care of amulet/shield that reflects spells/missiles */ 1475 /* Take care of amulet/shield that reflects spells/missiles */
1403 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]))
1404 return 1; 1477 return 1;
1405 1478
1406 /* Take care of helmet of xrays */ 1479 /* Take care of helmet of xrays */
1407 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1480 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1408 return 1; 1481 return 1;
1409 1482
1410 /* Potions & rods are always magical. Wands/staves are also magical, 1483 /* Potions & rods are always magical. Wands/staves are also magical,
1411 * assuming they still have any charges left. 1484 * assuming they still have any charges left.
1412 */ 1485 */
1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1505 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433 return 1; 1506 return 1;
1434 1507
1435 /* Check to see if it increases/decreases any stats */ 1508 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++) 1509 for (i = 0; i < NUM_STATS; i++)
1437 if (get_attr_value (&(op->stats), i) != 0) 1510 if (op->stats.stat (i))
1438 return 1; 1511 return 1;
1439 1512
1440 /* If it doesn't fall into any of the above categories, must 1513 /* If it doesn't fall into any of the above categories, must
1441 * be non magical. 1514 * be non magical.
1442 */ 1515 */
1443 return 0; 1516 return 0;
1444} 1517}
1445 1518
1446/* need_identify returns true if the item should be identified. This
1447 * function really should not exist - by default, any item not identified
1448 * should need it.
1449 */
1450
1451int
1452need_identify (const object *op)
1453{
1454 switch (op->type)
1455 {
1456 case RING:
1457 case WAND:
1458 case ROD:
1459 case HORN:
1460 case SCROLL:
1461 case SKILL:
1462 case SKILLSCROLL:
1463 case SPELLBOOK:
1464 case FOOD:
1465 case POTION:
1466 case BOW:
1467 case ARROW:
1468 case WEAPON:
1469 case ARMOUR:
1470 case SHIELD:
1471 case HELMET:
1472 case AMULET:
1473 case BOOTS:
1474 case GLOVES:
1475 case BRACERS:
1476 case GIRDLE:
1477 case CONTAINER:
1478 case DRINK:
1479 case FLESH:
1480 case INORGANIC:
1481 case CLOSE_CON:
1482 case CLOAK:
1483 case GEM:
1484 case POWER_CRYSTAL:
1485 case POISON:
1486 case BOOK:
1487 case SKILL_TOOL:
1488 return 1;
1489 }
1490 /* Try to track down some stuff that may show up here. Thus, the
1491 * archetype file can be updated, and this function removed.
1492 */
1493#if 0
1494 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1495#endif
1496 return 0;
1497}
1498
1499/* 1519/*
1500 * Supposed to fix face-values as well here, but later. 1520 * Supposed to fix face-values as well here, but later.
1501 */ 1521 */
1502void 1522void
1503identify (object *op) 1523identify (object *op)
1504{ 1524{
1505 object *pl; 1525 op->set_flag (FLAG_IDENTIFIED);
1506 1526 op->clr_flag (FLAG_KNOWN_MAGICAL);
1507 SET_FLAG (op, FLAG_IDENTIFIED); 1527 op->clr_flag (FLAG_NO_SKILL_IDENT);
1508 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1509 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1510 1528
1511 /* 1529 /*
1512 * We want autojoining of equal objects: 1530 * We want autojoining of equal objects:
1513 */ 1531 */
1514 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1532 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1515 SET_FLAG (op, FLAG_KNOWN_CURSED); 1533 op->set_flag (FLAG_KNOWN_CURSED);
1516 1534
1517 if (op->type == POTION) 1535 if (op->type == POTION)
1518 { 1536 {
1519 if (op->inv && op->randomitems) 1537 if (op->inv && op->randomitems)
1520 op->title = op->inv->name; 1538 op->title = op->inv->name;
1521 else if (op->arch) 1539 else if (op->arch)
1522 { 1540 {
1523 op->name = op->arch->clone.name; 1541 op->name = op->arch->object::name;
1524 op->name_pl = op->arch->clone.name_pl; 1542 op->name_pl = op->arch->object::name_pl;
1525 } 1543 }
1526 } 1544 }
1527 1545
1528 /* 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 */
1529 if (op->map) 1547 if (op->map)
1530 update_object (op, UP_OBJ_CHANGE); 1548 update_object (op, UP_OBJ_CHANGE);
1531 else 1549
1532 { 1550 if (object *pl = op->visible_to ())
1533 pl = op->in_player ();
1534 if (pl)
1535 /* 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
1536 * it all. 1552 * it all.
1537 */ 1553 */
1538 esrv_send_item (pl, op); 1554 esrv_send_item (pl, op);
1539 }
1540} 1555}
1541 1556

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