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Comparing deliantra/server/common/item.C (file contents):
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.97 by root, Mon Dec 17 02:02:29 2012 UTC

1
2/* 1/*
3 * static char *rcsid_item_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: item.C,v 1.5 2006/09/12 18:15:34 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
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# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
58 , 55# include "slotinc.h"
59 {"body_arm", "on your arm", "on a human's arm"} 56# undef def
60 ,
61 {"body_torso", "on your body", "on a human's torso"}
62 ,
63 {"body_head", "on your head", "on a human's head"}
64 ,
65 {"body_neck", "around your neck", "around a humans neck"}
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"}
72 ,
73 {"body_foot", "on your feet", "on a human's feet"}
74 ,
75 {"body_hand", "on your hands", "on a human's hands"}
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"} */
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}; 57};
90 58
91static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
92 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
93 "eighty", "ninety" 61 "eighty", "ninety"
94}; 62};
95 63
96static char levelnumbers[21][20] = { 64static char ordnumbers[21][20] = {
97 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
98 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
99 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
100 "nineteen", "twentieth" 68 "nineteenth", "twentieth"
101}; 69};
102 70
103static char levelnumbers_10[11][20] = { 71static char ordnumbers_10[11][20] = {
104 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
105 "seventieth", "eightieth", "ninetieth" 73 "seventieth", "eightieth", "ninetieth"
106}; 74};
107 75
108/* 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:
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 86 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 87 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 88 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 89 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 90 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 91 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 92 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 93 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 94 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 95 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 115 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 116 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 117 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 118 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 119 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 120 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 121 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 122 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 123 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 124 {GOD, "god", "gods", 0, 0},
173 {EXIT, "exit", "exits", 0, 0}, 139 {EXIT, "exit", "exits", 0, 0},
174 {ENCOUNTER, "encounter", "encounters", 0, 0}, 140 {ENCOUNTER, "encounter", "encounters", 0, 0},
175 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
176 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
177 {RING, "ring", "rings", SK_JEWELER, 0}, 143 {RING, "ring", "rings", SK_JEWELER, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 144// {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 149 {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}, 150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0}, 151 {TORCH, "torch", "torches", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 157 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 158 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 159 {T_HANDLE, "cf handle", "cf handles", 0, 0},
199 {HOLE, "hole", "holes", 0, 0}, 160 {HOLE, "hole", "holes", 0, 0},
200 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 161 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
201 {SIGN, "sign", "signs", 0, 0}, 162 {SIGN, "sign", "signs", 0, 0},
202 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 163 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
203 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 164 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 166 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 167 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 168 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 169 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 170 {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}, 171 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 172 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 173 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 174 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 175 {FORCE, "force", "forces", 0, 0},
232 {BUILDER, "item builder", "item builders", 0, 0}, 191 {BUILDER, "item builder", "item builders", 0, 0},
233 {MATERIAL, "building material", "building materials", 0, 0}, 192 {MATERIAL, "building material", "building materials", 0, 0},
234 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 193 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
235}; 194};
236 195
237const int item_types_size = sizeof (item_types) / sizeof (*item_types); 196static 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*/
263 197
264/* This curve may be too steep. But the point is that there should 198/* 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 199 * 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 200 * wear whatever they want with no worries. Perhaps having the steep
267 * curve is good (maybe even steeper), but allowing players to 201 * curve is good (maybe even steeper), but allowing players to
269 * able to use 2-3 of the most powerful items. 203 * able to use 2-3 of the most powerful items.
270 * note that this table is only really used for program generated items - 204 * note that this table is only really used for program generated items -
271 * custom objects can use whatever they want. 205 * custom objects can use whatever they want.
272 */ 206 */
273static int enc_to_item_power[21] = { 207static int enc_to_item_power[21] = {
208 0,
274 0, 0, 1, 2, 3, 4, /* 5 */ 209 0, 1, 2, 3, 4, // 5
275 5, 7, 9, 11, 13, /* 10 */ 210 5, 7, 9, 11, 13, // 10
276 15, 18, 21, 24, 27, /* 15 */ 211 15, 18, 21, 24, 27, // 15
277 30, 35, 40, 45, 50 /* 20 */ 212 30, 35, 40, 45, 50 // 20
278}; 213};
279 214
280int 215int
281get_power_from_ench (int ench) 216get_power_from_ench (int ench)
282{ 217{
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 return enc_to_item_power[ench]; 218 return enc_to_item_power [clamp (ench, 0, 20)];
219}
220
221static const struct need_identify_types : typeset
222{
223 need_identify_types ()
224 {
225 set (RING);
226 set (WAND);
227 set (ROD);
228 set (HORN);
229 set (SCROLL);
230 set (SKILL);
231 set (SKILLSCROLL);
232 set (SPELLBOOK);
233 set (FOOD);
234 set (POTION);
235 set (BOW);
236 set (ARROW);
237 set (WEAPON);
238 set (ARMOUR);
239 set (SHIELD);
240 set (HELMET);
241 set (AMULET);
242 set (BOOTS);
243 set (GLOVES);
244 set (BRACERS);
245 set (GIRDLE);
246 set (CONTAINER);
247 set (DRINK);
248 set (FLESH);
249 set (INORGANIC);
250 set (CLOSE_CON);
251 set (CLOAK);
252 set (GEM);
253 set (POWER_CRYSTAL);
254 set (POISON);
255 set (BOOK);
256 set (SKILL_TOOL);
257 }
258} need_identify_types;
259
260bool
261object::need_identify () const
262{
263 return need_identify_types [type];
288} 264}
289 265
290/* This takes an object 'op' and figures out what its item_power 266/* 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 267 * rating should be. This should only really be used by the treasure
292 * generation code, and when loading legacy objects. It returns 268 * generation code, and when loading legacy objects. It returns
299{ 275{
300 int i, tmp, enc; 276 int i, tmp, enc;
301 277
302 enc = 0; 278 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 279 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 280 enc += op->stats.stat (i);
305 281
306 /* This protection logic is pretty flawed. 20% fire resistance 282 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 283 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 284 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 285 * armour shouldn't be counted against
326 if (op->type == WEAPON) 302 if (op->type == WEAPON)
327 { 303 {
328 for (i = 1; i < NROFATTACKS; i++) 304 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i)) 305 if (op->attacktype & (1 << i))
330 enc++; 306 enc++;
307
331 if (op->slaying) 308 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */ 309 enc += 2; /* What it slays is probably more relevent */
333 } 310 }
311
334 /* Items the player can equip */ 312 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) || 314 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) || 315 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
341 enc += op->stats.hp; /* hp regen */ 319 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */ 320 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */ 321 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */ 322 enc += op->stats.exp; /* speed bonus */
345 } 323 }
324
346 enc += op->stats.luck; 325 enc += op->stats.luck;
347 326
348 /* Do spell paths now */ 327 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++) 328 for (i = 1; i < NRSPELLPATHS; i++)
350 {
351 if (op->path_attuned & (1 << i)) 329 if (op->path_attuned & (1 << i))
352 enc++; 330 enc++;
353 else if (op->path_denied & (1 << i)) 331 else if (op->path_denied & (1 << i))
354 enc -= 2; 332 enc -= 2;
355 else if (op->path_repelled & (1 << i)) 333 else if (op->path_repelled & (1 << i))
356 enc--; 334 enc--;
357 }
358 335
359 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 336 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
360 enc += 5; 337 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 338 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
362 enc += 3; 339 if (op->flag [FLAG_XRAYS ]) enc += 2;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 340 if (op->flag [FLAG_STEALTH ]) enc += 1;
364 enc += 2; 341 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
365 if (QUERY_FLAG (op, FLAG_STEALTH)) 342 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;
373 343
374 return get_power_from_ench (enc); 344 return get_power_from_ench (enc);
375
376} 345}
346
347static const struct get_typedata
348{
349 const typedata *data [NUM_TYPES];
350
351 get_typedata ()
352 {
353 for (int i = 0; i < item_types_size; i++)
354 data [item_types[i].number] = &item_types [i];
355 }
356
357 const typedata *operator ()(int itemtype) const
358 {
359 return data [itemtype];
360 }
361} get_typedata_;
377 362
378/* returns the typedata that has a number equal to itemtype, if there 363/* returns the typedata that has a number equal to itemtype, if there
379 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
380
381const typedata * 365const typedata *
382get_typedata (int itemtype) 366get_typedata (int itemtype)
383{ 367{
384 int i; 368 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} 369}
391 370
392/* returns the typedata that has a name equal to itemtype, if there 371/* 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 372 * isn't one, return the plural name that matches, if there still isn't
394 * one return NULL */ 373 * one return NULL */
395
396const typedata * 374const typedata *
397get_typedata_by_name (const char *name) 375get_typedata_by_name (const char *name)
398{ 376{
399 int i;
400
401 for (i = 0; i < item_types_size; i++) 377 for (int i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name)) 378 if (!strcmp (item_types[i].name, name))
403 return &item_types[i]; 379 return &item_types[i];
380
404 for (i = 0; i < item_types_size; i++) 381 for (int i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name)) 382 if (!strcmp (item_types[i].name_pl, name))
406 { 383 {
407 LOG (llevInfo, 384 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); 385 "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]; 386 return &item_types[i];
410 } 387 }
388
411 return NULL; 389 return 0;
412} 390}
413 391
414/* describe_resistance generates the visible naming for resistances. 392/* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return 393 * returns a static array of the description. This can return
416 * a big buffer. 394 * a big buffer.
417 * if newline is true, we don't put parens around the description 395 * 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 396 * but do put a newline at the end. Useful when dumping to files
419 */ 397 */
420char * 398const char *
421describe_resistance (const object *op, int newline) 399describe_resistance (const object *op, int newline)
422{ 400{
423 static char buf[VERY_BIG_BUF]; 401 static dynbuf_text buf; buf.clear ();
424 char buf1[VERY_BIG_BUF];
425 int tmpvar;
426 402
427 buf[0] = 0; 403 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)) 404 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
431 { 405 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]);
436 406
437 strcat (buf, buf1);
438 }
439 }
440 return buf; 407 return buf;
441} 408}
442
443 409
444/* 410/*
445 * query_weight(object) returns a character pointer to a static buffer 411 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 412 * containing the text-representation of the weight of the given object.
447 * The buffer will be overwritten by the next call to query_weight(). 413 * The buffer will be overwritten by the next call to query_weight().
448 */ 414 *
449 415 * Seems to be used only by unimportant stuff. Remove?
450char * 416 */
417const char *
451query_weight (const object *op) 418query_weight (const object *op)
452{ 419{
453 static char buf[10]; 420 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 421 sint32 i = op->total_weight ();
455 422
456 if (op->weight < 0) 423 if (op->weight < 0)
457 return " "; 424 return " ";
425
458 if (i % 1000) 426 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 427 sprintf (buf, "%6.1f", i / 1000.0);
460 else 428 else
461 sprintf (buf, "%4d ", i / 1000); 429 sprintf (buf, "%4d ", i / 1000);
430
462 return buf; 431 return buf;
463} 432}
464 433
465/* 434/*
466 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
468 */ 437 */
469 438const char *
470char * 439ordinal (int i)
471get_levelnumber (int i)
472{ 440{
473 static char buf[MAX_BUF]; 441 if (i < 0)
442 return format ("minus %s", ordinal (-i));
474 443
475 if (i > 99)
476 {
477 sprintf (buf, "%d.", i);
478 return buf;
479 }
480 if (i < 21) 444 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]; 445 return ordnumbers[i];
446
447 int digit = i % 10;
448
449 if (i >= 100)
450 return format (
451 digit == 1 ? "%dst"
452 : digit == 2 ? "%dnd"
453 : digit == 3 ? "%drd"
454 : "%dth",
455 i
456 );
457
458 if (digit == 0)
459 return ordnumbers_10[i / 10];
502 else 460 else
503 { 461 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} 462}
510 463
511/* 464/*
512 * Returns pointer to static buffer containing ring's or amulet's 465 * Returns pointer to static buffer containing ring's or amulet's
513 * abilities 466 * abilities
519 */ 472 */
520 473
521/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 474/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
522 * from stats.sp - b.t. 475 * from stats.sp - b.t.
523 */ 476 */
524char * 477static const char *
525ring_desc (const object *op) 478ring_desc (const object *op)
526{ 479{
527 static char buf[VERY_BIG_BUF]; 480 static dynbuf_text buf; buf.clear ();
528 int attr, val, len; 481 int attr, val;
529 482
530 buf[0] = 0; 483 if (op->flag [FLAG_IDENTIFIED])
531 484 {
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf;
534
535 for (attr = 0; attr < NUM_STATS; attr++) 485 for (attr = 0; attr < NUM_STATS; attr++)
536 { 486 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); 487 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);
550 488
489 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
490 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
491 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
492 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
493
551 strcat (buf, describe_resistance (op, 0)); 494 buf << describe_resistance (op, 0);
552 495
553 if (op->stats.food != 0) 496 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); 497 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
555 /* else if (op->stats.food < 0) 498 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ 499 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
557 if (op->stats.grace) 500 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);
578 501
579 /* if(op->item_power) 502 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); 503 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
581 */ 504 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
582 if (buf[0] == 0 && op->type != SKILL) 505 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
583 strcpy (buf, "of adornment");
584 506
507 buf.add_paths ("Attuned" , op->path_attuned);
508 buf.add_paths ("Repelled", op->path_repelled);
509 buf.add_paths ("Denied" , op->path_denied);
510
511 if (buf.empty ())
512 buf << "of adornment";
513 }
585 514
586 return buf; 515 return buf;
587} 516}
588 517
589/* 518/*
590 * query_short_name(object) is similar to query_name, but doesn't 519 * query_short_name(object) is similar to query_name, but doesn't
591 * contain any information about object status (worn/cursed/etc.) 520 * contain any information about object status (worn/cursed/etc.)
521 *
522 * It is sometimes used when printing messages, so should fit well into a sentence.
592 */ 523 */
593const char * 524const char *
594query_short_name (const object *op) 525query_short_name (const object *op)
595{ 526{
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL) 527 if (!op->name)
601 return "(null)"; 528 return "(null)";
602 529
603 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 530 if (!op->nrof
531 && !op->weight
532 && !op->title
533 && !is_magical (op)
534 && op->slaying != shstr_money)
604 return op->name; /* To speed things up (or make things slower?) */ 535 return op->name; /* To speed things up (or make things slower?) */
605 536
606 if (op->nrof <= 1) 537 static dynbuf_text buf; buf.clear ();
607 safe_strcat (buf, op->name, &len, HUGE_BUF);
608 else
609 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
610 538
539 buf << (op->nrof <= 1 ? op->name : op->name_pl);
540
611 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 541 if (op->title && op->flag [FLAG_IDENTIFIED])
612 { 542 buf << ' ' << op->title;
613 safe_strcat (buf, " ", &len, HUGE_BUF);
614 safe_strcat (buf, op->title, &len, HUGE_BUF);
615 }
616 543
617 switch (op->type) 544 switch (op->type)
618 { 545 {
619 case SPELLBOOK: 546 case SPELLBOOK:
620 case SCROLL: 547 case SCROLL:
621 case WAND: 548 case WAND:
622 case ROD: 549 case ROD:
623 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 550 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
624 { 551 {
625 if (!op->title) 552 if (!op->title)
626 { 553 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
627 safe_strcat (buf, " of ", &len, HUGE_BUF); 554
628 if (op->inv)
629 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
630 else
631 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
632 }
633 if (op->type != SPELLBOOK) 555 if (op->type != SPELLBOOK)
634 {
635 sprintf (buf2, " (lvl %d)", op->level); 556 buf.printf (" (lvl %d)", op->level);
636 safe_strcat (buf, buf2, &len, HUGE_BUF);
637 }
638 } 557 }
639 break; 558 break;
640 559
560 case ALTAR:
561 case TRIGGER_ALTAR:
562 case IDENTIFY_ALTAR:
563 case CONVERTER:
564 if (op->slaying == shstr_money)
565 {
566 bool wrap = !!buf.size ();
567
568 if (wrap) buf << " [";
569
570 archetype *coin = 0;
571
572 for (char const *const *c = coins; *coins; ++c)
573 if ((coin = archetype::find (*c)))
574 if (op->stats.food % coin->value == 0)
575 break;
576
577 sint32 coins = op->stats.food / coin->value;
578
579 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
580
581 if (wrap) buf << ']';
582 }
583 break;
584
641 case SKILL: 585 case SKILL:
642 case AMULET: 586 case AMULET:
643 case RING: 587 case RING:
644 if (!op->title) 588 if (!op->title)
645 { 589 {
646 /* If ring has a title, full description isn't so useful */ 590 /* If ring has a title, full description isn't so useful */
647 char *s = ring_desc (op); 591 const char *s = ring_desc (op);
648 592
649 if (s[0]) 593 if (s && *s)
650 { 594 buf << " " << s;
651 safe_strcat (buf, " ", &len, HUGE_BUF);
652 safe_strcat (buf, s, &len, HUGE_BUF);
653 }
654 } 595 }
655 break; 596 break;
597
656 default: 598 default:
657 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 599 if (op->magic
658 { 600 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
601 || op->flag [FLAG_IDENTIFIED]))
659 sprintf (buf2, " %+d", op->magic); 602 buf.printf (" %+d", op->magic);
660 safe_strcat (buf, buf2, &len, HUGE_BUF);
661 }
662 } 603 }
604
663 return buf; 605 return buf;
664} 606}
665 607
666/* 608/*
667 * query_name(object) returns a character pointer pointing to a static 609 * query_name(object) returns a character pointer pointing to a static
671 * you can make several calls to query_name before the bufs start getting 613 * you can make several calls to query_name before the bufs start getting
672 * overwritten. This may be a bad thing (it may be easier to assume the value 614 * overwritten. This may be a bad thing (it may be easier to assume the value
673 * returned is good forever.) However, it makes printing statements that 615 * returned is good forever.) However, it makes printing statements that
674 * use several names much easier (don't need to store them to temp variables.) 616 * use several names much easier (don't need to store them to temp variables.)
675 * 617 *
618 * It is used extensively within messages, so should return only a prose
619 * and short description of the item.
620 * It is also used by examine/ex and similar functions.
676 */ 621 */
677char * 622const char *
678query_name (const object *op) 623query_name (const object *op)
679{ 624{
680 static char buf[5][HUGE_BUF]; 625 static dynbuf_text bufs[5];
681 static int use_buf = 0; 626 static int use_buf = 0;
682 int len = 0;
683
684#ifdef NEW_MATERIAL_CODE
685 materialtype_t *mt;
686#endif
687 627
688 use_buf++; 628 use_buf++;
689 use_buf %= 5; 629 use_buf %= 5;
690 630
691#ifdef NEW_MATERIAL_CODE 631 dynbuf_text &buf = bufs [use_buf];
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 632 buf.clear ();
693 { 633
694 mt = name_to_material (op->materialname); 634#if 0
695 if (mt) 635 if ((op->is_armor () || op->is_weapon ()) && op->material)
696 { 636 buf << op->material->description << ' ';
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
698 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
699 }
700 }
701#endif 637#endif
702 638
703 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); 639 buf << query_short_name (op);
704 640
705 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 641 if (op->flag [FLAG_INV_LOCKED])
706 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); 642 buf << " *";
707 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 643 if (op->is_open_container ())
708 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); 644 buf << " (open)";
709 645
710 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 646 if (op->flag [FLAG_KNOWN_CURSED])
711 {
712 if (QUERY_FLAG (op, FLAG_DAMNED))
713 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
714 else if (QUERY_FLAG (op, FLAG_CURSED))
715 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
716 } 647 {
648 if (op->flag [FLAG_DAMNED])
649 buf << " (damned)";
650 else if (op->flag [FLAG_CURSED])
651 buf << " (cursed)";
652 }
653
717 /* 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),
718 * and it isn't identified, print out the fact that 655 * and it isn't identified, print out the fact that
719 * 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
720 * KNOWN_MAGICAL if the item actually is magical. 657 * KNOWN_MAGICAL if the item actually is magical.
721 * 658 *
722 * 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
723 * 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
724 * abilities, especially for artifact items. 661 * abilities, especially for artifact items.
725 */ 662 */
726 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
727 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); 664 buf << " (magic)";
728 665
729#if 0 666#if 0
730 /* 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
731 * be returned in the name. 668 * be returned in the name.
732 */ 669 */
733 if (op->item_power) 670 if (op->item_power)
734 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);
735 672
736#endif 673#endif
737 674
738 if (QUERY_FLAG (op, FLAG_APPLIED)) 675 if (op->flag [FLAG_APPLIED])
739 { 676 {
740 switch (op->type) 677 switch (op->type)
741 { 678 {
679 case RANGED:
742 case BOW: 680 case BOW:
743 case WAND: 681 case WAND:
744 case ROD: 682 case ROD:
745 case HORN: 683 case HORN:
746 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
747 break;
748 case WEAPON: 684 case WEAPON:
749 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 685 buf << " (applied)";
750 break; 686 break;
751 case ARMOUR: 687 case ARMOUR:
752 case HELMET: 688 case HELMET:
753 case SHIELD: 689 case SHIELD:
754 case RING: 690 case RING:
755 case BOOTS: 691 case BOOTS:
756 case GLOVES: 692 case GLOVES:
757 case AMULET: 693 case AMULET:
758 case GIRDLE: 694 case GIRDLE:
759 case BRACERS: 695 case BRACERS:
760 case CLOAK: 696 case CLOAK:
761 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 697 buf << " (worn)";
762 break; 698 break;
763 case CONTAINER: 699 case CONTAINER:
764 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 700 buf << " (active)";
765 break; 701 break;
766 case SKILL: 702 case SKILL:
767 default: 703 default:
768 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 704 buf << " (applied)";
769 } 705 }
770 } 706 }
771 if (QUERY_FLAG (op, FLAG_UNPAID))
772 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
773 707
774 return buf[use_buf]; 708 switch (op->type)
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;
718
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;
775} 731}
776 732
777/* 733/*
778 * 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
779 * buffer which contains a verbose textual representation of the name 735 * buffer which contains a verbose textual representation of the name
780 * 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
781 * 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
782 * 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
783 * and sending to client. 739 * and sending to client.
784 * 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.
785 */ 745 */
786const char * 746const char *
787query_base_name (const object *op, int plural) 747query_base_name (const object *op, int plural)
788{ 748{
789 static char buf[MAX_BUF], buf2[MAX_BUF];
790 int len;
791 materialtype_t *mt;
792
793 if ((!plural && !op->name) || (plural && !op->name_pl)) 749 if ((!plural && !op->name) || (plural && !op->name_pl))
794 return "(null)"; 750 return "(null)";
795 751
796 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)
797 return op->name; /* To speed things up (or make things slower?) */ 754 return op->name; /* To speed things up (or make things slower?) */
798 755
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 756 static dynbuf_text buf; buf.clear ();
800 mt = name_to_material (op->materialname);
801 757
802#ifdef NEW_MATERIAL_CODE 758#if 0
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 759 if ((op->is_armor () || op->is_weapon ()) && op->material)
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 760 if (op->arch->material != op->material)
805 { 761 buf << op->material->description << ' ';
806 strcpy (buf, mt->description);
807 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF);
809 if (!plural)
810 safe_strcat (buf, op->name, &len, MAX_BUF);
811 else
812 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
813 }
814 else
815 {
816#endif 762#endif
817 if (!plural)
818 strcpy (buf, op->name);
819 else
820 strcpy (buf, op->name_pl);
821 len = strlen (buf);
822#ifdef NEW_MATERIAL_CODE
823 }
824#endif
825 763
764 buf << (plural ? op->name_pl : op->name);
765
826 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 766 if (op->title && op->flag [FLAG_IDENTIFIED])
827 { 767 buf << ' ' << op->title;
828 safe_strcat (buf, " ", &len, MAX_BUF);
829 safe_strcat (buf, op->title, &len, MAX_BUF);
830 }
831 768
832 switch (op->type) 769 switch (op->type)
833 { 770 {
834 case SPELLBOOK: 771 case SPELLBOOK:
835 case SCROLL: 772 case SCROLL:
836 case WAND: 773 case WAND:
837 case ROD: 774 case ROD:
838 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
839 { 776 {
840 if (!op->title) 777 if (!op->title)
841 { 778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
842 safe_strcat (buf, " of ", &len, MAX_BUF); 779
843 if (op->inv)
844 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
845 else
846 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
847 }
848 if (op->type != SPELLBOOK) 780 if (op->type != SPELLBOOK)
849 {
850 sprintf (buf2, " (lvl %d)", op->level); 781 buf.printf (" (lvl %d)", op->level);
851 safe_strcat (buf, buf2, &len, MAX_BUF);
852 }
853 } 782 }
854 break; 783 break;
855 784
856 785
857 case SKILL: 786 case SKILL:
858 case AMULET: 787 case AMULET:
859 case RING: 788 case RING:
860 if (!op->title) 789 if (!op->title)
861 { 790 {
862 /* If ring has a title, full description isn't so useful */ 791 /* If ring has a title, full description isn't so useful */
863 char *s = ring_desc (op); 792 const char *s = ring_desc (op);
864 793
865 if (s[0]) 794 if (s && *s)
866 { 795 buf << ' ' << s;
867 safe_strcat (buf, " ", &len, MAX_BUF);
868 safe_strcat (buf, s, &len, MAX_BUF);
869 }
870 } 796 }
871 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
872 default: 807 default:
873 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 808 if (op->magic
874 { 809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
875 sprintf (buf + strlen (buf), " %+d", op->magic); 810 || op->flag [FLAG_IDENTIFIED]))
876 } 811 buf.printf (" %+d", op->magic);
877 } 812 }
813
878 return buf; 814 return buf;
879} 815}
880 816
881/* Break this off from describe_item - that function was way 817/* Break this off from describe_item - that function was way
882 * too long, making it difficult to read. This function deals 818 * too long, making it difficult to read. This function deals
883 * with describing the monsters & players abilities. It should only 819 * with describing the monsters & players abilities. It should only
884 * be called with monster & player objects. Returns a description 820 * be called with monster & player objects. Returns a description
885 * in a static buffer. 821 * in a static buffer.
886 */ 822 */
887
888static char * 823static const char *
889describe_monster (const object *op) 824describe_monster (const object *op)
890{ 825{
891 char buf[MAX_BUF]; 826 static dynbuf_text buf; buf.clear ();
892 static char retbuf[VERY_BIG_BUF];
893 int i;
894
895 retbuf[0] = '\0';
896 827
897 /* Note that the resolution this provides for players really isn't 828 /* Note that the resolution this provides for players really isn't
898 * very good. Any player with a speed greater than .67 will 829 * very good. Any player with a speed greater than .67 will
899 * fall into the 'lightning fast movement' category. 830 * fall into the 'lightning fast movement' category.
900 */ 831 */
901 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 832 if (op->has_active_speed ())
902 { 833 switch ((int)(op->speed * 15.))
903 switch ((int) ((FABS (op->speed)) * 15))
904 { 834 {
905 case 0: 835 case 0:
906 strcat (retbuf, "(very slow movement)"); 836 buf << "(very slow movement)";
907 break; 837 break;
908 case 1: 838 case 1:
909 strcat (retbuf, "(slow movement)"); 839 buf << "(slow movement)";
910 break; 840 break;
911 case 2: 841 case 2:
912 strcat (retbuf, "(normal movement)"); 842 buf << "(normal movement)";
913 break; 843 break;
914 case 3: 844 case 3:
915 case 4: 845 case 4:
916 strcat (retbuf, "(fast movement)"); 846 buf << "(fast movement)";
917 break; 847 break;
918 case 5: 848 case 5:
919 case 6: 849 case 6:
920 strcat (retbuf, "(very fast movement)"); 850 buf << "(very fast movement)";
921 break; 851 break;
922 case 7: 852 case 7:
923 case 8: 853 case 8:
924 case 9: 854 case 9:
925 case 10: 855 case 10:
926 strcat (retbuf, "(extremely fast movement)"); 856 buf << "(extremely fast movement)";
927 break; 857 break;
928 default: 858 default:
929 strcat (retbuf, "(lightning fast movement)"); 859 buf << "(lightning fast movement)";
930 break; 860 break;
931 } 861 }
932 } 862
933 if (QUERY_FLAG (op, FLAG_UNDEAD)) 863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
934 strcat (retbuf, "(undead)"); 864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
935 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) 865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
936 strcat (retbuf, "(see invisible)"); 866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
937 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) 867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
938 strcat (retbuf, "(wield weapon)"); 868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
939 if (QUERY_FLAG (op, FLAG_USE_BOW)) 869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
940 strcat (retbuf, "(archer)"); 870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
941 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) 871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
942 strcat (retbuf, "(wear armour)"); 872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
943 if (QUERY_FLAG (op, FLAG_USE_RING)) 873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
944 strcat (retbuf, "(wear ring)"); 874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
945 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) 875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
946 strcat (retbuf, "(read scroll)"); 876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
947 if (QUERY_FLAG (op, FLAG_USE_RANGE)) 877
948 strcat (retbuf, "(fires wand/rod/horn)");
949 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
950 strcat (retbuf, "(skill user)");
951 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
952 strcat (retbuf, "(spellcaster)");
953 if (QUERY_FLAG (op, FLAG_FRIENDLY))
954 strcat (retbuf, "(friendly)");
955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
956 strcat (retbuf, "(unaggressive)");
957 if (QUERY_FLAG (op, FLAG_HITBACK))
958 strcat (retbuf, "(hitback)");
959 if (QUERY_FLAG (op, FLAG_STEALTH))
960 strcat (retbuf, "(stealthy)");
961 if (op->randomitems != NULL) 878 if (op->randomitems)
962 { 879 {
963 treasure *t;
964 int first = 1; 880 bool first = 1;
965 881
966 for (t = op->randomitems->items; t != NULL; t = t->next) 882 for (treasure *t = op->randomitems->items; t; t = t->next)
967 if (t->item && (t->item->clone.type == SPELL)) 883 if (t->item && t->item->type == SPELL)
968 { 884 {
969 if (first) 885 if (first)
970 { 886 buf << "(Spell abilities:)";
887
971 first = 0; 888 first = 0;
972 strcat (retbuf, "(Spell abilities:)"); 889
973 } 890 buf << '(' << t->item->object::name << ')';
974 strcat (retbuf, "(");
975 strcat (retbuf, t->item->clone.name);
976 strcat (retbuf, ")");
977 } 891 }
978 } 892 }
893
979 if (op->type == PLAYER) 894 if (op->type == PLAYER)
980 { 895 {
981 if (op->contr->digestion) 896 if (op->contr->digestion)
982 {
983 if (op->contr->digestion != 0)
984 sprintf (buf, "(sustenance%+d)", op->contr->digestion); 897 buf.printf ("(sustenance%+d)", op->contr->digestion);
985 strcat (retbuf, buf); 898
986 }
987 if (op->contr->gen_grace) 899 if (op->contr->gen_grace)
988 {
989 sprintf (buf, "(grace%+d)", op->contr->gen_grace); 900 buf.printf ("(grace%+d)", op->contr->gen_grace);
990 strcat (retbuf, buf); 901
991 }
992 if (op->contr->gen_sp) 902 if (op->contr->gen_sp)
993 {
994 sprintf (buf, "(magic%+d)", op->contr->gen_sp); 903 buf.printf ("(magic%+d)", op->contr->gen_sp);
995 strcat (retbuf, buf); 904
996 }
997 if (op->contr->gen_hp) 905 if (op->contr->gen_hp)
998 {
999 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); 906 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
1000 strcat (retbuf, buf); 907
1001 }
1002 if (op->stats.luck) 908 if (op->stats.luck)
1003 {
1004 sprintf (buf, "(luck%+d)", op->stats.luck); 909 buf.printf ("(luck%+d)", op->stats.luck);
1005 strcat (retbuf, buf);
1006 }
1007 } 910 }
1008 911
1009 /* describe attacktypes */ 912 /* describe attacktypes */
1010 if (is_dragon_pl (op)) 913 if (op->is_dragon ())
1011 { 914 {
1012 /* for dragon players display the attacktypes from clawing skill 915 /* for dragon players display the attacktypes from clawing skill
1013 * Break apart the for loop - move the comparison checking down - 916 * Break apart the for loop - move the comparison checking down -
1014 * this makes it more readable. 917 * this makes it more readable.
1015 */ 918 */
1016 object *tmp; 919 object *tmp;
1017 920
1018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 921 for (tmp = op->inv; tmp; tmp = tmp->below)
1019 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 922 if (tmp->type == SKILL && tmp->name == shstr_clawing)
1020 break; 923 break;
1021 924
1022 if (tmp && tmp->attacktype != 0) 925 if (tmp && tmp->attacktype)
1023 { 926 buf.add_abilities ("Claws", tmp->attacktype);
1024 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1025 }
1026 else 927 else
1027 { 928 buf.add_abilities ("Attacks", op->attacktype);
1028 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1029 }
1030 } 929 }
1031 else 930 else
1032 { 931 buf.add_abilities ("Attacks", op->attacktype);
1033 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 932
1034 } 933 buf.add_paths ("Attuned" , op->path_attuned);
1035 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 934 buf.add_paths ("Repelled", op->path_repelled);
1036 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 935 buf.add_paths ("Denied" , op->path_denied);
1037 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 936
1038 for (i = 0; i < NROFATTACKS; i++) 937 for (int i = 0; i < NROFATTACKS; i++)
1039 {
1040 if (op->resist[i]) 938 if (op->resist[i])
1041 {
1042 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 939 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
1043 strcat (retbuf, buf); 940
1044 }
1045 }
1046 return retbuf; 941 return buf;
1047} 942}
1048
1049 943
1050/* 944/*
1051 * Returns a pointer to a static buffer which contains a 945 * Returns a pointer to a static buffer which contains a
1052 * description of the given object. 946 * description of the given object.
1053 * If it is a monster, lots of information about its abilities 947 * If it is a monster, lots of information about its abilities
1062 * wouldn't need to use the SEE_INVISIBLE flag to know it is 956 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1063 * a dragon player examining food. Could have things like 957 * a dragon player examining food. Could have things like
1064 * 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
1065 * dwarves, etc. 959 * dwarves, etc.
1066 * 960 *
1067 * This function is really much more complicated than it should
1068 * be, because different objects have different meanings
1069 * for the same field (eg, wands use 'food' for charges). This
1070 * means these special cases need to be worked out.
1071 *
1072 * Add 'owner' who is the person examining this object. 961 * Add 'owner' who is the person examining this object.
1073 * 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
1074 * item (eg, debug dump or the like) 963 * item (eg, debug dump or the like)
1075 */ 964 */
1076 965const char *
1077char *
1078describe_item (const object *op, object *owner) 966describe_item (const object *op, object *owner)
1079{ 967{
1080 char buf[MAX_BUF]; 968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1081 static char retbuf[VERY_BIG_BUF]; 969 return describe_monster (op);
970
971 static dynbuf_text buf; buf.clear ();
1082 int identified, i; 972 int identified, i;
1083 973
1084 retbuf[0] = '\0';
1085 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1086 {
1087 return describe_monster (op);
1088 }
1089 /* figure this out once, instead of making multiple calls to need_identify. 974 /* figure this out once, instead of making multiple calls to need_identify.
1090 * also makes the code easier to read. 975 * also makes the code easier to read.
1091 */ 976 */
1092 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
1093 identified = 1; 978 if (!identified)
1094 else 979 buf << "(unidentified)";
1095 { 980
1096 strcpy (retbuf, "(unidentified)");
1097 identified = 0;
1098 }
1099 switch (op->type) 981 switch (op->type)
1100 { 982 {
983 case RANGED:
1101 case BOW: 984 case BOW:
1102 case ARROW: 985 case ARROW:
1103 case WAND: 986 case WAND:
1104 case ROD: 987 case ROD:
1105 case HORN: 988 case HORN:
1106 case WEAPON: 989 case WEAPON:
1107 case ARMOUR: 990 case ARMOUR:
1108 case HELMET: 991 case HELMET:
1109 case SHIELD: 992 case SHIELD:
1110 case BOOTS: 993 case BOOTS:
1111 case GLOVES: 994 case GLOVES:
1112 case GIRDLE: 995 case GIRDLE:
1113 case BRACERS: 996 case BRACERS:
1114 case CLOAK: 997 case CLOAK:
1115 case SKILL_TOOL: 998 case SKILL_TOOL:
1116 break; /* We have more information to do below this switch */ 999 break; /* We have more information to do below this switch */
1117 1000
1118 case POWER_CRYSTAL: 1001 case POWER_CRYSTAL:
1119 if (op->stats.maxsp > 1000) 1002 if (op->stats.maxsp > 1000)
1120 { /*higher capacity crystals */ 1003 { /*higher capacity crystals */
1121 i = (op->stats.maxsp % 100) / 10; 1004 i = (op->stats.maxsp % 1000) / 100;
1005
1122 if (i) 1006 if (i)
1123 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);
1124 else 1008 else
1125 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1126 } 1010 }
1127 else 1011 else
1128 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1129 strcat (retbuf, buf); 1013
1130 i = (op->stats.sp * 10) / op->stats.maxsp; 1014 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
1131 if (op->stats.sp == 0) 1015
1132 strcat (retbuf, "empty."); 1016 if (op->stats.sp == 0) buf << "empty";
1133 else if (i == 0) 1017 else if (i <= 0) buf << "almost empty";
1134 strcat (retbuf, "almost empty."); 1018 else if (i <= 2) buf << "partially filled";
1135 else if (i < 3) 1019 else if (i <= 5) buf << "half full";
1136 strcat (retbuf, "partially filled."); 1020 else if (i <= 8) buf << "well charged";
1137 else if (i < 6)
1138 strcat (retbuf, "half full.");
1139 else if (i < 9)
1140 strcat (retbuf, "well charged.");
1141 else if (op->stats.sp == op->stats.maxsp) 1021 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
1142 strcat (retbuf, "fully charged."); 1022 else buf << "fully charged";
1143 else 1023
1144 strcat (retbuf, "almost full."); 1024 buf << ')';
1145 break; 1025 break;
1026
1027 case LAMP:
1028 {
1029 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1030 buf << "(fuel: ";
1031 if (percent == 0)
1032 buf << "empty";
1033 else if (percent < 10)
1034 buf << "very low";
1035 else if (percent < 25)
1036 buf << "low";
1037 else if (percent < 50)
1038 buf << "half empty";
1039 else if (percent < 75)
1040 buf << "half full";
1041 else if (percent < 95)
1042 buf << "well filled";
1043 else if (percent <= 100)
1044 buf << "full";
1045 buf << ")";
1046 }
1047 break;
1048
1146 case FOOD: 1049 case FOOD:
1147 case FLESH: 1050 case FLESH:
1148 case DRINK: 1051 case DRINK:
1149 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1052 if (identified || op->flag [FLAG_BEEN_APPLIED])
1150 { 1053 {
1151 sprintf (buf, "(food+%d)", op->stats.food); 1054 buf.printf ("(food+%d)", op->stats.food);
1152 strcat (retbuf, buf);
1153 1055
1154 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) 1056 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1057 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1058
1059 if (!op->flag [FLAG_CURSED])
1155 { 1060 {
1156 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1061 if (op->stats.hp) buf << "(heals)";
1157 strcat (retbuf, buf); 1062 if (op->stats.sp) buf << "(spellpoint regen)";
1158 } 1063 }
1159
1160 if (!QUERY_FLAG (op, FLAG_CURSED))
1161 {
1162 if (op->stats.hp)
1163 strcat (retbuf, "(heals)");
1164 if (op->stats.sp)
1165 strcat (retbuf, "(spellpoint regen)");
1166 }
1167 else 1064 else
1168 { 1065 {
1169 if (op->stats.hp) 1066 if (op->stats.hp) buf << "(damages)";
1170 strcat (retbuf, "(damages)");
1171 if (op->stats.sp)
1172 strcat (retbuf, "(spellpoint depletion)"); 1067 if (op->stats.sp) buf << "(spellpoint depletion)";
1173 } 1068 }
1174 } 1069 }
1175 break; 1070 break;
1176 1071
1177
1178 case SKILL: 1072 case SKILL:
1179 case RING: 1073 case RING:
1180 case AMULET: 1074 case AMULET:
1181 if (op->item_power) 1075 if (op->item_power)
1182 {
1183 sprintf (buf, "(item_power %+d)", op->item_power); 1076 buf.printf ("(item_power %+d)", op->item_power);
1184 strcat (retbuf, buf); 1077
1185 }
1186 if (op->title) 1078 if (op->title)
1187 strcat (retbuf, ring_desc (op)); 1079 buf << ring_desc (op);
1080
1188 return retbuf; 1081 return buf;
1189 1082
1190 default: 1083 default:
1191 return retbuf; 1084 return buf;
1192 } 1085 }
1193 1086
1194 /* Down here, we more further describe equipment type items. 1087 /* Down here, we more further describe equipment type items.
1195 * only describe them if they have been identified or the like. 1088 * only describe them if they have been identified or the like.
1196 */ 1089 */
1197 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 1090 if (identified || op->flag [FLAG_BEEN_APPLIED])
1198 { 1091 {
1199 int attr, val;
1200
1201 for (attr = 0; attr < NUM_STATS; attr++) 1092 for (int attr = 0; attr < NUM_STATS; attr++)
1202 { 1093 if (int val = op->stats.stat (attr))
1203 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1204 {
1205 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1094 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1206 strcat (retbuf, buf);
1207 }
1208 }
1209 1095
1210 if (op->stats.exp) 1096 if (op->stats.exp)
1211 {
1212 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); 1097 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1213 strcat (retbuf, buf);
1214 }
1215
1216 1098
1217 switch (op->type) 1099 switch (op->type)
1218 { 1100 {
1101 case RANGED:
1219 case BOW: 1102 case BOW:
1220 case ARROW: 1103 case ARROW:
1221 case GIRDLE: 1104 case GIRDLE:
1222 case HELMET: 1105 case HELMET:
1223 case SHIELD: 1106 case SHIELD:
1224 case BOOTS: 1107 case BOOTS:
1225 case GLOVES: 1108 case GLOVES:
1226 case WEAPON: 1109 case WEAPON:
1227 case SKILL: 1110 case SKILL:
1228 case RING: 1111 case RING:
1229 case AMULET: 1112 case AMULET:
1230 case ARMOUR: 1113 case ARMOUR:
1231 case BRACERS: 1114 case BRACERS:
1232 case FORCE: 1115 case FORCE:
1233 case CLOAK: 1116 case CLOAK:
1234 if (op->stats.wc) 1117 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1235 { 1118 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1236 sprintf (buf, "(wc%+d)", op->stats.wc); 1119 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1237 strcat (retbuf, buf); 1120
1238 }
1239 if (op->stats.dam)
1240 {
1241 sprintf (buf, "(dam%+d)", op->stats.dam);
1242 strcat (retbuf, buf);
1243 }
1244 if (op->stats.ac)
1245 {
1246 sprintf (buf, "(ac%+d)", op->stats.ac);
1247 strcat (retbuf, buf);
1248 }
1249 if ((op->type == WEAPON || op->type == BOW) && op->level > 0) 1121 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1250 {
1251 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); 1122 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1252 strcat (retbuf, buf); 1123
1253 }
1254 break; 1124 break;
1255 1125
1256 default: 1126 default:
1257 break; 1127 break;
1258 } 1128 }
1259 if (QUERY_FLAG (op, FLAG_XRAYS)) 1129
1260 strcat (retbuf, "(xray-vision)"); 1130 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1261 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 1131 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1262 strcat (retbuf, "(infravision)");
1263 1132
1264 /* levitate was what is was before, so we'll keep it */ 1133 /* levitate was what is was before, so we'll keep it */
1265 if (op->move_type & MOVE_FLY_LOW) 1134 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1266 strcat (retbuf, "(levitate)");
1267
1268 if (op->move_type & MOVE_FLY_HIGH) 1135 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1269 strcat (retbuf, "(fly)");
1270
1271 if (op->move_type & MOVE_SWIM) 1136 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1272 strcat (retbuf, "(swim)");
1273 1137
1274 /* walking is presumed as 'normal', so doesn't need mentioning */ 1138 /* walking is presumed as 'normal', so doesn't need mentioning */
1275 1139
1276 if (op->item_power) 1140 if (op->item_power)
1277 {
1278 sprintf (buf, "(item_power %+d)", op->item_power); 1141 buf.printf ("(item_power %+d)", op->item_power);
1279 strcat (retbuf, buf);
1280 }
1281 } /* End if identified or applied */ 1142 } /* End if identified or applied */
1282 1143
1283 /* This blocks only deals with fully identified object. 1144 /* This blocks only deals with fully identified object.
1284 * it is intentional that this is not an 'else' from a above - 1145 * it is intentional that this is not an 'else' from a above -
1285 * in this way, information is added. 1146 * in this way, information is added.
1288 { 1149 {
1289 int more_info = 0; 1150 int more_info = 0;
1290 1151
1291 switch (op->type) 1152 switch (op->type)
1292 { 1153 {
1154 case RANGED:
1293 case ROD: /* These use stats.sp for spell selection and stats.food */ 1155 case ROD: /* These use stats.sp for spell selection and stats.food */
1294 case HORN: /* and stats.hp for spell-point regeneration... */ 1156 case HORN: /* and stats.hp for spell-point regeneration... */
1295 case BOW: 1157 case BOW:
1296 case ARROW: 1158 case ARROW:
1297 case WAND: 1159 case WAND:
1298 case FOOD: 1160 case FOOD:
1299 case FLESH: 1161 case FLESH:
1300 case DRINK: 1162 case DRINK:
1301 more_info = 0; 1163 more_info = 0;
1302 break; 1164 break;
1303 1165
1304 /* Armor type objects */ 1166 /* Armor type objects */
1305 case ARMOUR: 1167 case ARMOUR:
1306 case HELMET: 1168 case HELMET:
1307 case SHIELD: 1169 case SHIELD:
1308 case BOOTS: 1170 case BOOTS:
1309 case GLOVES: 1171 case GLOVES:
1310 case GIRDLE: 1172 case GIRDLE:
1311 case BRACERS: 1173 case BRACERS:
1312 case CLOAK: 1174 case CLOAK:
1313 if (ARMOUR_SPEED (op)) 1175 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1314 { 1176 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1316 strcat (retbuf, buf);
1317 }
1318 if (ARMOUR_SPELLS (op))
1319 {
1320 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1321 strcat (retbuf, buf);
1322 }
1323 more_info = 1; 1177 more_info = 1;
1324 break; 1178 break;
1325 1179
1326 case WEAPON: 1180 case WEAPON:
1327 /* Calculate it the same way fix_player does so the results 1181 /* Calculate it the same way fix_player does so the results
1328 * make sense. 1182 * make sense.
1329 */ 1183 */
1330 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; 1184 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1331 if (i < 0) 1185 if (i < 0)
1332 i = 0; 1186 i = 0;
1333 1187
1334 sprintf (buf, "(weapon speed %d)", i); 1188 buf.printf ("(weapon speed %d)", i);
1335 strcat (retbuf, buf);
1336 more_info = 1; 1189 more_info = 1;
1337 break; 1190 break;
1338
1339 } 1191 }
1192
1340 if (more_info) 1193 if (more_info)
1341 { 1194 {
1342 if (op->stats.food)
1343 {
1344 if (op->stats.food != 0)
1345 sprintf (buf, "(sustenance%+d)", op->stats.food); 1195 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1346 strcat (retbuf, buf);
1347 }
1348 if (op->stats.grace)
1349 {
1350 sprintf (buf, "(grace%+d)", op->stats.grace); 1196 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1351 strcat (retbuf, buf); 1197 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1352 }
1353 if (op->stats.sp)
1354 {
1355 sprintf (buf, "(magic%+d)", op->stats.sp);
1356 strcat (retbuf, buf);
1357 }
1358 if (op->stats.hp)
1359 {
1360 sprintf (buf, "(regeneration%+d)", op->stats.hp); 1198 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1361 strcat (retbuf, buf);
1362 }
1363 } 1199 }
1364 1200
1365 if (op->stats.luck) 1201 if (op->stats.luck)
1366 {
1367 sprintf (buf, "(luck%+d)", op->stats.luck); 1202 buf.printf ("(luck%+d)", op->stats.luck);
1368 strcat (retbuf, buf); 1203
1369 } 1204 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1370 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 1205 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1371 strcat (retbuf, "(lifesaving)"); 1206 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1372 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 1207 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1373 strcat (retbuf, "(reflect spells)"); 1208
1374 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1375 strcat (retbuf, "(reflect missiles)");
1376 if (QUERY_FLAG (op, FLAG_STEALTH))
1377 strcat (retbuf, "(stealth)");
1378 if (op->slaying != NULL && op->type != FOOD) 1209 if (op->slaying && op->type != FOOD)
1379 {
1380 sprintf (buf, "(slay %s)", &op->slaying); 1210 buf.printf ("(slay %s)", &op->slaying);
1381 strcat (retbuf, buf); 1211
1382 } 1212 if (op->type == SKILL_TOOL && op->skill)
1383 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1213 buf.printf ("(%s)", &op->skill);
1214
1215 buf.add_abilities ("Attacks", op->attacktype);
1384 /* resistance on flesh is only visible for quetzals. If 1216 /* resistance on flesh is only visible for quetzals. If
1385 * non flesh, everyone can see its resistances 1217 * non flesh, everyone can see its resistances
1386 */ 1218 */
1387 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1219 if (op->type != FLESH || (owner && owner->is_dragon ()))
1388 strcat (retbuf, describe_resistance (op, 0)); 1220 buf << describe_resistance (op, 0);
1389 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1390 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1391 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1392 }
1393 1221
1222 buf.add_paths ("Attuned", op->path_attuned);
1223 buf.add_paths ("Repelled", op->path_repelled);
1224 buf.add_paths ("Denied", op->path_denied);
1225 }
1226
1394 return retbuf; 1227 return buf;
1228}
1229
1230std::string
1231object::describe_item (object *who)
1232{
1233 return std::string (::describe_item (this, who));
1234}
1235
1236static void
1237describe_dump_object (dynbuf &buf, object *ob)
1238{
1239 char *txt = dump_object (ob);
1240 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1241 buf << "\n" << txt << "\n";
1242
1243 if (!ob->is_arch ())
1244 describe_dump_object (buf, ob->arch);
1245}
1246
1247std::string
1248object::describe (object *who)
1249{
1250 dynbuf_text buf (1024, 1024);
1251
1252 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1253
1254 if (custom_name)
1255 buf.printf ("You call it %s.\r", &custom_name);
1256
1257 switch (type)
1258 {
1259 case SPELLBOOK:
1260 if (flag [FLAG_IDENTIFIED] && inv)
1261 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1262 break;
1263
1264 case BOOK:
1265 if (msg)
1266 buf << "Something is written in it.\r";
1267 break;
1268
1269 case CONTAINER:
1270 if (race)
1271 {
1272 if (weight_limit && stats.Str < 100)
1273 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1274 &race, weight_limit / (10.0 * (100 - stats.Str)));
1275 else
1276 buf.printf ("It can hold only %s.\r", &race);
1277 }
1278 else if (weight_limit && stats.Str < 100)
1279 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1280 break;
1281
1282 case WAND:
1283 if (flag [FLAG_IDENTIFIED])
1284 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1285 break;
1286 }
1287
1288 if (material != MATERIAL_NULL && !msg)
1289 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1290 << material->description
1291 << ".\r";
1292
1293 if (who)
1294 /* Where to wear this item */
1295 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1296 if (slot[i].info)
1297 {
1298 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1299
1300 if (slot[i].info < -1 && who->slot[i].info)
1301 buf.printf ("(%d)", -slot[i].info);
1302
1303 buf << ".\r";
1304 }
1305
1306 if (weight)
1307 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1308
1309 if (flag [FLAG_STARTEQUIP])
1310 buf << (nrof > 1 ? "They were" : "It was")
1311 << " given by a god and will vanish when dropped.\r";
1312
1313 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1314 {
1315 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1316
1317 if (who->is_in_shop ())
1318 {
1319 if (flag [FLAG_UNPAID])
1320 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1321 else
1322 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1323 }
1324 }
1325
1326 if (flag [FLAG_MONSTER])
1327 buf << describe_monster (who);
1328
1329 /* Is this item buildable? */
1330 if (flag [FLAG_IS_BUILDABLE])
1331 buf << "This is a buildable item.\r";
1332
1333 /* Does the object have a message? Don't show message for all object
1334 * types - especially if the first entry is a match
1335 */
1336 if (msg)
1337 {
1338 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1339 {
1340 if (!need_identify ())
1341 buf << '\r' << msg << '\n';
1342 else if (flag [FLAG_IDENTIFIED])
1343 buf << '\r' << "The object has a story:\r" << msg;
1344 }
1345 }
1346 else if (inv
1347 && inv->msg
1348 && inv->type == SPELL
1349 && flag [FLAG_IDENTIFIED]
1350 && (type == SPELLBOOK || type == ROD || type == WAND
1351 || type == POTION || type == SCROLL))
1352 // for spellbooks and other stuff that contains spells, print the spell message,
1353 // unless the object has a custom message handled above.
1354 buf << '\r' << inv->msg << '\n';
1355
1356 // try to display the duration for some potions and scrolls
1357 // this includes change ability potions and group spells,
1358 // but does not handle protection potions
1359 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1360 && (type == POTION || type == SCROLL))
1361 {
1362 object *spell = inv;
1363
1364 if (spell->subtype == SP_PARTY_SPELL)
1365 spell = spell->other_arch;
1366
1367 if (spell->subtype == SP_CHANGE_ABILITY)
1368 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1369 TICK2TIME (change_ability_duration (spell, this)));
1370 }
1371
1372 // some help text for skill tools
1373 if (type == SKILL_TOOL)
1374 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1375 "you can use the " << &skill << " skill as if you had learned it.>";
1376
1377 // Display a hint about inscribable items [empty books]
1378 // This includes the amount of text they can hold.
1379 if (type == INSCRIBABLE)
1380 {
1381 if (other_arch && other_arch->type == SCROLL)
1382 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1383 else
1384 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1385 weight_limit);
1386 }
1387
1388 buf << '\n';
1389
1390 // the dungeon master additionally gets a complete dump
1391 if (who && who->flag [FLAG_WIZLOOK])
1392 {
1393 buf << "\nT<Object>\n";
1394 describe_dump_object (buf, this);
1395
1396 if (inv)
1397 {
1398 buf << "\nT<Top Inventory>\n";
1399 describe_dump_object (buf, inv);
1400 }
1401 }
1402
1403 return std::string (buf.linearise (), buf.size ());
1404}
1405
1406void
1407examine (object *op, object *tmp)
1408{
1409 std::string info = tmp->describe (op);
1410
1411 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1412}
1413
1414/*
1415 * inventory prints object's inventory. If inv==NULL then print player's
1416 * inventory.
1417 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1418 */
1419const char *
1420object::query_inventory (object *who, const char *indent)
1421{
1422 static dynbuf_text buf; buf.clear ();
1423
1424 for (object *tmp = inv; tmp; tmp = tmp->below)
1425 if (who && who->flag [FLAG_WIZ])
1426 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1427 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1428 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1429
1430 if (buf.size ())
1431 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1432 else
1433 buf.printf ("%s(empty)\n", indent);
1434
1435 return buf;
1395} 1436}
1396 1437
1397/* Return true if the item is magical. A magical item is one that 1438/* Return true if the item is magical. A magical item is one that
1398 * increases/decreases any abilities, provides a resistance, 1439 * increases/decreases any abilities, provides a resistance,
1399 * has a generic magical bonus, or is an artifact. 1440 * has a generic magical bonus, or is an artifact.
1400 * This function is used by detect_magic to determine if an item 1441 * This function is used by detect_magic to determine if an item
1401 * should be marked as magical. 1442 * should be marked as magical.
1402 */ 1443 */
1403
1404int 1444int
1405is_magical (const object *op) 1445is_magical (const object *op)
1406{ 1446{
1407 int i; 1447 int i;
1408 1448
1409 /* living creatures are considered non magical */ 1449 /* living creatures are considered non magical */
1410 if (QUERY_FLAG (op, FLAG_ALIVE)) 1450 if (op->flag [FLAG_ALIVE])
1411 return 0; 1451 return 0;
1412 1452
1413 /* This is a test for it being an artifact, as artifacts have titles */ 1453 /* This is a test for it being an artifact, as artifacts have titles */
1414 if (op->title != NULL) 1454 if (op->title != NULL)
1415 return 1; 1455 return 1;
1421 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) 1461 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1422 return 1; 1462 return 1;
1423 1463
1424 /* Check for stealty, speed, flying, or just plain magic in the boots */ 1464 /* Check for stealty, speed, flying, or just plain magic in the boots */
1425 /* Presume any boots that hvae a move_type are special. */ 1465 /* Presume any boots that hvae a move_type are special. */
1426 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) 1466 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1427 return 1; 1467 return 1;
1428 1468
1429 /* Take care of amulet/shield that reflects spells/missiles */ 1469 /* Take care of amulet/shield that reflects spells/missiles */
1430 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) 1470 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1431 return 1; 1471 return 1;
1432 1472
1433 /* Take care of helmet of xrays */ 1473 /* Take care of helmet of xrays */
1434 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) 1474 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1435 return 1; 1475 return 1;
1436 1476
1437 /* Potions & rods are always magical. Wands/staves are also magical, 1477 /* Potions & rods are always magical. Wands/staves are also magical,
1438 * assuming they still have any charges left. 1478 * assuming they still have any charges left.
1439 */ 1479 */
1459 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1499 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1460 return 1; 1500 return 1;
1461 1501
1462 /* Check to see if it increases/decreases any stats */ 1502 /* Check to see if it increases/decreases any stats */
1463 for (i = 0; i < NUM_STATS; i++) 1503 for (i = 0; i < NUM_STATS; i++)
1464 if (get_attr_value (&(op->stats), i) != 0) 1504 if (op->stats.stat (i))
1465 return 1; 1505 return 1;
1466 1506
1467 /* If it doesn't fall into any of the above categories, must 1507 /* If it doesn't fall into any of the above categories, must
1468 * be non magical. 1508 * be non magical.
1469 */ 1509 */
1470 return 0; 1510 return 0;
1471} 1511}
1472 1512
1473/* need_identify returns true if the item should be identified. This
1474 * function really should not exist - by default, any item not identified
1475 * should need it.
1476 */
1477
1478int
1479need_identify (const object *op)
1480{
1481 switch (op->type)
1482 {
1483 case RING:
1484 case WAND:
1485 case ROD:
1486 case HORN:
1487 case SCROLL:
1488 case SKILL:
1489 case SKILLSCROLL:
1490 case SPELLBOOK:
1491 case FOOD:
1492 case POTION:
1493 case BOW:
1494 case ARROW:
1495 case WEAPON:
1496 case ARMOUR:
1497 case SHIELD:
1498 case HELMET:
1499 case AMULET:
1500 case BOOTS:
1501 case GLOVES:
1502 case BRACERS:
1503 case GIRDLE:
1504 case CONTAINER:
1505 case DRINK:
1506 case FLESH:
1507 case INORGANIC:
1508 case CLOSE_CON:
1509 case CLOAK:
1510 case GEM:
1511 case POWER_CRYSTAL:
1512 case POISON:
1513 case BOOK:
1514 case SKILL_TOOL:
1515 return 1;
1516 }
1517 /* Try to track down some stuff that may show up here. Thus, the
1518 * archetype file can be updated, and this function removed.
1519 */
1520#if 0
1521 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1522#endif
1523 return 0;
1524}
1525
1526
1527/* 1513/*
1528 * Supposed to fix face-values as well here, but later. 1514 * Supposed to fix face-values as well here, but later.
1529 */ 1515 */
1530
1531void 1516void
1532identify (object *op) 1517identify (object *op)
1533{ 1518{
1534 object *pl; 1519 op->set_flag (FLAG_IDENTIFIED);
1535 1520 op->clr_flag (FLAG_KNOWN_MAGICAL);
1536 SET_FLAG (op, FLAG_IDENTIFIED); 1521 op->clr_flag (FLAG_NO_SKILL_IDENT);
1537 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1538 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1539 1522
1540 /* 1523 /*
1541 * We want autojoining of equal objects: 1524 * We want autojoining of equal objects:
1542 */ 1525 */
1543 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1526 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1544 SET_FLAG (op, FLAG_KNOWN_CURSED); 1527 op->set_flag (FLAG_KNOWN_CURSED);
1545 1528
1546 if (op->type == POTION) 1529 if (op->type == POTION)
1547 { 1530 {
1548 if (op->inv && op->randomitems) 1531 if (op->inv && op->randomitems)
1549 op->title = op->inv->name; 1532 op->title = op->inv->name;
1550 else if (op->arch) 1533 else if (op->arch)
1551 { 1534 {
1552 op->name = op->arch->clone.name; 1535 op->name = op->arch->object::name;
1553 op->name_pl = op->arch->clone.name_pl; 1536 op->name_pl = op->arch->object::name_pl;
1554 } 1537 }
1555 } 1538 }
1556 1539
1557 /* If the object is on a map, make sure we update its face */ 1540 /* If the object is on a map, make sure we update its face */
1558 if (op->map) 1541 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1542 update_object (op, UP_OBJ_CHANGE);
1560 else 1543
1561 { 1544 if (object *pl = op->visible_to ())
1562 pl = is_player_inv (op->env);
1563 if (pl)
1564 /* A lot of the values can change from an update - might as well send 1545 /* A lot of the values can change from an update - might as well send
1565 * it all. 1546 * it all.
1566 */ 1547 */
1567 esrv_send_item (pl, op); 1548 esrv_send_item (pl, op);
1568 }
1569} 1549}
1550

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