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Comparing deliantra/server/common/item.C (file contents):
Revision 1.10 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.38 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
46 * may be better. 46 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 49 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 55 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 57 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 60 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 66};
65 67
66static char numbers[21][20] = { 68static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 101 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 102 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 103 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 104 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 105 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 106 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 107 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 108 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 109 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 110 {PEDESTAL, "pedestal", "pedestals", 0, 0},
158 {FLOOR, "floor", "floors", 0, 0}, 159 {FLOOR, "floor", "floors", 0, 0},
159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162 {LIGHTER, "lighter", "lighters", 0, 0}, 163 {LIGHTER, "lighter", "lighters", 0, 0},
163 {TRAP_PART, "trap part", "trap parts", 0, 0}, 164 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
164 {WALL, "wall", "walls", 0, 0},
165 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167 {MONSTER, "monster", "monsters", 0, 0},
168 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
169 {LAMP, "lamp", "lamps", 0, 0}, 166 {LAMP, "lamp", "lamps", 0, 0},
170 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 167 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
171 {TOOL, "tool", "tools", 0, 0},
172 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
173 {BUILDFAC, "building facility", "building facilities", 0, 0},
174 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
175 {SPINNER, "spinner", "spinners", 0, 0}, 170 {SPINNER, "spinner", "spinners", 0, 0},
176 {GATE, "gate", "gates", 0, 0}, 171 {GATE, "gate", "gates", 0, 0},
177 {BUTTON, "button", "buttons", 0, 0}, 172 {BUTTON, "button", "buttons", 0, 0},
178 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 173 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
185 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
186 {CONVERTER, "converter", "converters", 0, 0}, 181 {CONVERTER, "converter", "converters", 0, 0},
187 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
188 {POISONING, "poisoning", "poisonings", 0, 0}, 183 {POISONING, "poisoning", "poisonings", 0, 0},
189 {SAVEBED, "savebed", "savebeds", 0, 0}, 184 {SAVEBED, "savebed", "savebeds", 0, 0},
190 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
191 {FIREHOLES, "fireholes", "fireholes", 0, 0},
192 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 185 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
193 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 186 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
194 {DIRECTOR, "director", "directors", 0, 0}, 187 {DIRECTOR, "director", "directors", 0, 0},
195 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 188 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
196 {FORCE, "force", "forces", 0, 0}, 189 {FORCE, "force", "forces", 0, 0},
258}; 251};
259 252
260int 253int
261get_power_from_ench (int ench) 254get_power_from_ench (int ench)
262{ 255{
263 if (ench < 0) 256 if (ench < 0) ench = 0;
264 ench = 0; 257 if (ench > 20) ench = 20;
265 if (ench > 20) 258
266 ench = 20;
267 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
268} 260}
269 261
270/* This takes an object 'op' and figures out what its item_power 262/* This takes an object 'op' and figures out what its item_power
271 * rating should be. This should only really be used by the treasure 263 * rating should be. This should only really be used by the treasure
279{ 271{
280 int i, tmp, enc; 272 int i, tmp, enc;
281 273
282 enc = 0; 274 enc = 0;
283 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
284 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
285 277
286 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
287 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
288 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
289 * armour shouldn't be counted against 281 * armour shouldn't be counted against
350 enc += 1; 342 enc += 1;
351 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
352 enc += 1; 344 enc += 1;
353 345
354 return get_power_from_ench (enc); 346 return get_power_from_ench (enc);
355
356} 347}
357 348
358/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
359 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
360
361const typedata * 351const typedata *
362get_typedata (int itemtype) 352get_typedata (int itemtype)
363{ 353{
364 int i; 354 int i;
365 355
370} 360}
371 361
372/* returns the typedata that has a name equal to itemtype, if there 362/* returns the typedata that has a name equal to itemtype, if there
373 * isn't one, return the plural name that matches, if there still isn't 363 * isn't one, return the plural name that matches, if there still isn't
374 * one return NULL */ 364 * one return NULL */
375
376const typedata * 365const typedata *
377get_typedata_by_name (const char *name) 366get_typedata_by_name (const char *name)
378{ 367{
379 int i; 368 int i;
380 369
395 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
396 * a big buffer. 385 * a big buffer.
397 * if newline is true, we don't put parens around the description 386 * if newline is true, we don't put parens around the description
398 * but do put a newline at the end. Useful when dumping to files 387 * but do put a newline at the end. Useful when dumping to files
399 */ 388 */
400char * 389const char *
401describe_resistance (const object *op, int newline) 390describe_resistance (const object *op, int newline)
402{ 391{
403 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
404 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
405 int tmpvar; 394 int tmpvar;
424/* 413/*
425 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
426 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
427 * The buffer will be overwritten by the next call to query_weight(). 416 * The buffer will be overwritten by the next call to query_weight().
428 */ 417 */
429 418const char *
430char *
431query_weight (const object *op) 419query_weight (const object *op)
432{ 420{
433 static char buf[10]; 421 static char buf[10];
434 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
435 423
436 if (op->weight < 0) 424 if (op->weight < 0)
437 return " "; 425 return " ";
426
438 if (i % 1000) 427 if (i % 1000)
439 sprintf (buf, "%6.1f", i / 1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
440 else 429 else
441 sprintf (buf, "%4d ", i / 1000); 430 sprintf (buf, "%4d ", i / 1000);
431
442 return buf; 432 return buf;
443} 433}
444 434
445/* 435/*
446 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
447 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
448 */ 438 */
449 439const char *
450char *
451get_levelnumber (int i) 440get_levelnumber (int i)
452{ 441{
453 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
454 443
455 if (i > 99) 444 if (i > 99)
456 { 445 {
457 sprintf (buf, "%d.", i); 446 sprintf (buf, "%d.", i);
458 return buf; 447 return buf;
459 } 448 }
449
460 if (i < 21) 450 if (i < 21)
461 return levelnumbers[i]; 451 return levelnumbers[i];
462 if (!(i % 10)) 452 if (!(i % 10))
463 return levelnumbers_10[i / 10]; 453 return levelnumbers_10[i / 10];
454
464 strcpy (buf, numbers_10[i / 10]); 455 strcpy (buf, numbers_10[i / 10]);
465 strcat (buf, levelnumbers[i % 10]); 456 strcat (buf, levelnumbers[i % 10]);
466 return buf; 457 return buf;
467} 458}
468
469 459
470/* 460/*
471 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
472 * in a static buffer. The buffer might be overwritten at the next 462 * in a static buffer. The buffer might be overwritten at the next
473 * call to get_number(). 463 * call to get_number().
474 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
475 */ 465 */
476 466const char *
477char *
478get_number (int i) 467get_number (int i)
479{ 468{
480 if (i <= 20) 469 if (i <= 20)
481 return numbers[i]; 470 return numbers[i];
482 else 471 else
499 */ 488 */
500 489
501/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
502 * from stats.sp - b.t. 491 * from stats.sp - b.t.
503 */ 492 */
504char * 493const char *
505ring_desc (const object *op) 494ring_desc (const object *op)
506{ 495{
507 static char buf[VERY_BIG_BUF]; 496 static char buf[VERY_BIG_BUF];
508 int attr, val, len; 497 int attr, val, len;
509 498
512 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
513 return buf; 502 return buf;
514 503
515 for (attr = 0; attr < NUM_STATS; attr++) 504 for (attr = 0; attr < NUM_STATS; attr++)
516 { 505 {
517 if ((val = get_attr_value (&(op->stats), attr)) != 0) 506 if ((val = op->stats.stat (attr)))
518 {
519 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
520 }
521 } 508 }
509
522 if (op->stats.exp) 510 if (op->stats.exp)
523 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 511 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
524 if (op->stats.wc) 512 if (op->stats.wc)
525 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 513 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
526 if (op->stats.dam) 514 if (op->stats.dam)
548 strcat (buf, "(reflect spells)"); 536 strcat (buf, "(reflect spells)");
549 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 537 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
550 strcat (buf, "(reflect missiles)"); 538 strcat (buf, "(reflect missiles)");
551 if (QUERY_FLAG (op, FLAG_STEALTH)) 539 if (QUERY_FLAG (op, FLAG_STEALTH))
552 strcat (buf, "(stealth)"); 540 strcat (buf, "(stealth)");
541
553 /* Shorten some of the names, so they appear better in the windows */ 542 /* Shorten some of the names, so they appear better in the windows */
554 len = strlen (buf); 543 len = strlen (buf);
555 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 544 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 545 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
557 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 546 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
622 case AMULET: 611 case AMULET:
623 case RING: 612 case RING:
624 if (!op->title) 613 if (!op->title)
625 { 614 {
626 /* If ring has a title, full description isn't so useful */ 615 /* If ring has a title, full description isn't so useful */
627 char *s = ring_desc (op); 616 const char *s = ring_desc (op);
628 617
629 if (s[0]) 618 if (s[0])
630 { 619 {
631 safe_strcat (buf, " ", &len, HUGE_BUF); 620 safe_strcat (buf, " ", &len, HUGE_BUF);
632 safe_strcat (buf, s, &len, HUGE_BUF); 621 safe_strcat (buf, s, &len, HUGE_BUF);
652 * overwritten. This may be a bad thing (it may be easier to assume the value 641 * overwritten. This may be a bad thing (it may be easier to assume the value
653 * returned is good forever.) However, it makes printing statements that 642 * returned is good forever.) However, it makes printing statements that
654 * use several names much easier (don't need to store them to temp variables.) 643 * use several names much easier (don't need to store them to temp variables.)
655 * 644 *
656 */ 645 */
657char * 646const char *
658query_name (const object *op) 647query_name (const object *op)
659{ 648{
660 static char buf[5][HUGE_BUF]; 649 static char buf[5][HUGE_BUF]; // OMFG
661 static int use_buf = 0; 650 static int use_buf = 0;
662 int len = 0; 651 int len = 0;
663 652
664#ifdef NEW_MATERIAL_CODE 653#ifdef NEW_MATERIAL_CODE
665 materialtype_t *mt; 654 materialtype_t *mt;
692 if (QUERY_FLAG (op, FLAG_DAMNED)) 681 if (QUERY_FLAG (op, FLAG_DAMNED))
693 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 682 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
694 else if (QUERY_FLAG (op, FLAG_CURSED)) 683 else if (QUERY_FLAG (op, FLAG_CURSED))
695 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 684 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
696 } 685 }
686
697 /* Basically, if the object is known magical (detect magic spell on it), 687 /* Basically, if the object is known magical (detect magic spell on it),
698 * and it isn't identified, print out the fact that 688 * and it isn't identified, print out the fact that
699 * it is magical. Assume that the detect magical spell will only set 689 * it is magical. Assume that the detect magical spell will only set
700 * KNOWN_MAGICAL if the item actually is magical. 690 * KNOWN_MAGICAL if the item actually is magical.
701 * 691 *
717 707
718 if (QUERY_FLAG (op, FLAG_APPLIED)) 708 if (QUERY_FLAG (op, FLAG_APPLIED))
719 { 709 {
720 switch (op->type) 710 switch (op->type)
721 { 711 {
722 case BOW: 712 case BOW:
723 case WAND: 713 case WAND:
724 case ROD: 714 case ROD:
725 case HORN: 715 case HORN:
726 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 716 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
727 break; 717 break;
728 case WEAPON: 718 case WEAPON:
729 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
730 break; 720 break;
731 case ARMOUR: 721 case ARMOUR:
732 case HELMET: 722 case HELMET:
733 case SHIELD: 723 case SHIELD:
734 case RING: 724 case RING:
735 case BOOTS: 725 case BOOTS:
736 case GLOVES: 726 case GLOVES:
737 case AMULET: 727 case AMULET:
738 case GIRDLE: 728 case GIRDLE:
739 case BRACERS: 729 case BRACERS:
740 case CLOAK: 730 case CLOAK:
741 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 731 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
742 break; 732 break;
743 case CONTAINER: 733 case CONTAINER:
744 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
745 break; 735 break;
746 case SKILL: 736 case SKILL:
747 default: 737 default:
748 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 738 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
749 } 739 }
750 } 740 }
741
751 if (QUERY_FLAG (op, FLAG_UNPAID)) 742 if (QUERY_FLAG (op, FLAG_UNPAID))
752 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
753 744
754 return buf[use_buf]; 745 return buf [use_buf];
755} 746}
756 747
757/* 748/*
758 * query_base_name(object) returns a character pointer pointing to a static 749 * query_base_name(object) returns a character pointer pointing to a static
759 * buffer which contains a verbose textual representation of the name 750 * buffer which contains a verbose textual representation of the name
779 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
780 mt = name_to_material (op->materialname); 771 mt = name_to_material (op->materialname);
781 772
782#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
785 { 776 {
786 strcpy (buf, mt->description); 777 strcpy (buf, mt->description);
787 len = strlen (buf); 778 len = strlen (buf);
788 safe_strcat (buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
789 if (!plural) 780 if (!plural)
793 } 784 }
794 else 785 else
795 { 786 {
796#endif 787#endif
797 if (!plural) 788 if (!plural)
798 strcpy (buf, op->name); 789 assign (buf, op->name);
799 else 790 else
800 strcpy (buf, op->name_pl); 791 assign (buf, op->name_pl);
792
801 len = strlen (buf); 793 len = strlen (buf);
802#ifdef NEW_MATERIAL_CODE 794#ifdef NEW_MATERIAL_CODE
803 } 795 }
804#endif 796#endif
805 797
809 safe_strcat (buf, op->title, &len, MAX_BUF); 801 safe_strcat (buf, op->title, &len, MAX_BUF);
810 } 802 }
811 803
812 switch (op->type) 804 switch (op->type)
813 { 805 {
814 case SPELLBOOK: 806 case SPELLBOOK:
815 case SCROLL: 807 case SCROLL:
816 case WAND: 808 case WAND:
817 case ROD: 809 case ROD:
818 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 810 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
819 { 811 {
820 if (!op->title) 812 if (!op->title)
821 { 813 {
822 safe_strcat (buf, " of ", &len, MAX_BUF); 814 safe_strcat (buf, " of ", &len, MAX_BUF);
823 if (op->inv) 815 if (op->inv)
824 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 816 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
825 else 817 else
826 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 818 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
827 } 819 }
828 if (op->type != SPELLBOOK) 820 if (op->type != SPELLBOOK)
829 { 821 {
830 sprintf (buf2, " (lvl %d)", op->level); 822 sprintf (buf2, " (lvl %d)", op->level);
831 safe_strcat (buf, buf2, &len, MAX_BUF); 823 safe_strcat (buf, buf2, &len, MAX_BUF);
832 } 824 }
833 } 825 }
834 break; 826 break;
835 827
836 828
837 case SKILL: 829 case SKILL:
838 case AMULET: 830 case AMULET:
839 case RING: 831 case RING:
840 if (!op->title) 832 if (!op->title)
841 { 833 {
842 /* If ring has a title, full description isn't so useful */ 834 /* If ring has a title, full description isn't so useful */
843 char *s = ring_desc (op); 835 const char *s = ring_desc (op);
844 836
845 if (s[0]) 837 if (s[0])
846 { 838 {
847 safe_strcat (buf, " ", &len, MAX_BUF); 839 safe_strcat (buf, " ", &len, MAX_BUF);
848 safe_strcat (buf, s, &len, MAX_BUF); 840 safe_strcat (buf, s, &len, MAX_BUF);
849 } 841 }
850 } 842 }
851 break; 843 break;
844
852 default: 845 default:
853 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
854 {
855 sprintf (buf + strlen (buf), " %+d", op->magic); 847 sprintf (buf + strlen (buf), " %+d", op->magic);
856 }
857 } 848 }
849
858 return buf; 850 return buf;
859} 851}
860 852
861/* Break this off from describe_item - that function was way 853/* Break this off from describe_item - that function was way
862 * too long, making it difficult to read. This function deals 854 * too long, making it difficult to read. This function deals
863 * with describing the monsters & players abilities. It should only 855 * with describing the monsters & players abilities. It should only
864 * be called with monster & player objects. Returns a description 856 * be called with monster & player objects. Returns a description
865 * in a static buffer. 857 * in a static buffer.
866 */ 858 */
867
868static char * 859static char *
869describe_monster (const object *op) 860describe_monster (const object *op)
870{ 861{
871 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
872 static char retbuf[VERY_BIG_BUF]; 863 static char retbuf[VERY_BIG_BUF];
876 867
877 /* Note that the resolution this provides for players really isn't 868 /* Note that the resolution this provides for players really isn't
878 * very good. Any player with a speed greater than .67 will 869 * very good. Any player with a speed greater than .67 will
879 * fall into the 'lightning fast movement' category. 870 * fall into the 'lightning fast movement' category.
880 */ 871 */
881 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 872 if (op->has_active_speed ())
882 { 873 {
883 switch ((int) ((FABS (op->speed)) * 15)) 874 switch ((int) ((FABS (op->speed)) * 15))
884 { 875 {
885 case 0: 876 case 0:
886 strcat (retbuf, "(very slow movement)"); 877 strcat (retbuf, "(very slow movement)");
942 { 933 {
943 treasure *t; 934 treasure *t;
944 int first = 1; 935 int first = 1;
945 936
946 for (t = op->randomitems->items; t != NULL; t = t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
947 if (t->item && (t->item->clone.type == SPELL)) 938 if (t->item && t->item->type == SPELL)
948 { 939 {
949 if (first) 940 if (first)
950 { 941 {
951 first = 0; 942 first = 0;
952 strcat (retbuf, "(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
953 } 944 }
954 strcat (retbuf, "("); 945 strcat (retbuf, "(");
955 strcat (retbuf, t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
956 strcat (retbuf, ")"); 947 strcat (retbuf, ")");
957 } 948 }
958 } 949 }
959 if (op->type == PLAYER) 950 if (op->type == PLAYER)
960 { 951 {
998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
999 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1000 break; 991 break;
1001 992
1002 if (tmp && tmp->attacktype != 0) 993 if (tmp && tmp->attacktype != 0)
1003 {
1004 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 994 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1005 }
1006 else 995 else
1007 {
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 996 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1009 }
1010 } 997 }
1011 else 998 else
1012 {
1013 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1014 } 1000
1015 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1001 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1016 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1002 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1017 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1003 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1004
1018 for (i = 0; i < NROFATTACKS; i++) 1005 for (i = 0; i < NROFATTACKS; i++)
1019 {
1020 if (op->resist[i]) 1006 if (op->resist[i])
1021 { 1007 {
1022 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1008 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1023 strcat (retbuf, buf); 1009 strcat (retbuf, buf);
1024 } 1010 }
1025 } 1011
1026 return retbuf; 1012 return retbuf;
1027} 1013}
1028 1014
1029 1015
1030/* 1016/*
1051 * 1037 *
1052 * Add 'owner' who is the person examining this object. 1038 * Add 'owner' who is the person examining this object.
1053 * owner can be null if no one is being associated with this 1039 * owner can be null if no one is being associated with this
1054 * item (eg, debug dump or the like) 1040 * item (eg, debug dump or the like)
1055 */ 1041 */
1056 1042const char *
1057char *
1058describe_item (const object *op, object *owner) 1043describe_item (const object *op, object *owner)
1059{ 1044{
1060 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
1061 static char retbuf[VERY_BIG_BUF]; 1046 static char retbuf[VERY_BIG_BUF];
1062 int identified, i; 1047 int identified, i;
1096 break; /* We have more information to do below this switch */ 1081 break; /* We have more information to do below this switch */
1097 1082
1098 case POWER_CRYSTAL: 1083 case POWER_CRYSTAL:
1099 if (op->stats.maxsp > 1000) 1084 if (op->stats.maxsp > 1000)
1100 { /*higher capacity crystals */ 1085 { /*higher capacity crystals */
1101 i = (op->stats.maxsp % 100) / 10; 1086 i = (op->stats.maxsp % 1000) / 100;
1087
1102 if (i) 1088 if (i)
1103 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1089 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1104 else 1090 else
1105 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1091 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1106 } 1092 }
1107 else 1093 else
1108 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1095
1109 strcat (retbuf, buf); 1096 strcat (retbuf, buf);
1110 i = (op->stats.sp * 10) / op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1111 if (op->stats.sp == 0) 1098 if (op->stats.sp == 0)
1112 strcat (retbuf, "empty."); 1099 strcat (retbuf, "empty.");
1113 else if (i == 0) 1100 else if (i == 0)
1178 { 1165 {
1179 int attr, val; 1166 int attr, val;
1180 1167
1181 for (attr = 0; attr < NUM_STATS; attr++) 1168 for (attr = 0; attr < NUM_STATS; attr++)
1182 { 1169 {
1183 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1170 if ((val = op->stats.stat (attr)))
1184 { 1171 {
1185 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1186 strcat (retbuf, buf); 1173 strcat (retbuf, buf);
1187 } 1174 }
1188 } 1175 }
1372 } 1359 }
1373 1360
1374 return retbuf; 1361 return retbuf;
1375} 1362}
1376 1363
1364std::string
1365object::describe_item (object *who)
1366{
1367 return std::string (::describe_item (this, who));
1368}
1369
1377/* Return true if the item is magical. A magical item is one that 1370/* Return true if the item is magical. A magical item is one that
1378 * increases/decreases any abilities, provides a resistance, 1371 * increases/decreases any abilities, provides a resistance,
1379 * has a generic magical bonus, or is an artifact. 1372 * has a generic magical bonus, or is an artifact.
1380 * This function is used by detect_magic to determine if an item 1373 * This function is used by detect_magic to determine if an item
1381 * should be marked as magical. 1374 * should be marked as magical.
1439 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1440 return 1; 1433 return 1;
1441 1434
1442 /* Check to see if it increases/decreases any stats */ 1435 /* Check to see if it increases/decreases any stats */
1443 for (i = 0; i < NUM_STATS; i++) 1436 for (i = 0; i < NUM_STATS; i++)
1444 if (get_attr_value (&(op->stats), i) != 0) 1437 if (op->stats.stat (i))
1445 return 1; 1438 return 1;
1446 1439
1447 /* If it doesn't fall into any of the above categories, must 1440 /* If it doesn't fall into any of the above categories, must
1448 * be non magical. 1441 * be non magical.
1449 */ 1442 */
1458int 1451int
1459need_identify (const object *op) 1452need_identify (const object *op)
1460{ 1453{
1461 switch (op->type) 1454 switch (op->type)
1462 { 1455 {
1463 case RING: 1456 case RING:
1464 case WAND: 1457 case WAND:
1465 case ROD: 1458 case ROD:
1466 case HORN: 1459 case HORN:
1467 case SCROLL: 1460 case SCROLL:
1468 case SKILL: 1461 case SKILL:
1469 case SKILLSCROLL: 1462 case SKILLSCROLL:
1470 case SPELLBOOK: 1463 case SPELLBOOK:
1471 case FOOD: 1464 case FOOD:
1472 case POTION: 1465 case POTION:
1473 case BOW: 1466 case BOW:
1474 case ARROW: 1467 case ARROW:
1475 case WEAPON: 1468 case WEAPON:
1476 case ARMOUR: 1469 case ARMOUR:
1477 case SHIELD: 1470 case SHIELD:
1478 case HELMET: 1471 case HELMET:
1479 case AMULET: 1472 case AMULET:
1480 case BOOTS: 1473 case BOOTS:
1481 case GLOVES: 1474 case GLOVES:
1482 case BRACERS: 1475 case BRACERS:
1483 case GIRDLE: 1476 case GIRDLE:
1484 case CONTAINER: 1477 case CONTAINER:
1485 case DRINK: 1478 case DRINK:
1486 case FLESH: 1479 case FLESH:
1487 case INORGANIC: 1480 case INORGANIC:
1488 case CLOSE_CON: 1481 case CLOSE_CON:
1489 case CLOAK: 1482 case CLOAK:
1490 case GEM: 1483 case GEM:
1491 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1492 case POISON: 1485 case POISON:
1493 case BOOK: 1486 case BOOK:
1494 case SKILL_TOOL: 1487 case SKILL_TOOL:
1495 return 1; 1488 return 1;
1496 } 1489 }
1490
1497 /* Try to track down some stuff that may show up here. Thus, the 1491 /* Try to track down some stuff that may show up here. Thus, the
1498 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1499 */ 1493 */
1500#if 0 1494#if 0
1501 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1525 { 1519 {
1526 if (op->inv && op->randomitems) 1520 if (op->inv && op->randomitems)
1527 op->title = op->inv->name; 1521 op->title = op->inv->name;
1528 else if (op->arch) 1522 else if (op->arch)
1529 { 1523 {
1530 op->name = op->arch->clone.name; 1524 op->name = op->arch->object::name;
1531 op->name_pl = op->arch->clone.name_pl; 1525 op->name_pl = op->arch->object::name_pl;
1532 } 1526 }
1533 } 1527 }
1534 1528
1535 /* If the object is on a map, make sure we update its face */ 1529 /* If the object is on a map, make sure we update its face */
1536 if (op->map) 1530 if (op->map)
1537 update_object (op, UP_OBJ_FACE); 1531 update_object (op, UP_OBJ_CHANGE);
1538 else 1532 else
1539 { 1533 {
1540 pl = op->in_player (); 1534 pl = op->in_player ();
1541 if (pl) 1535 if (pl)
1542 /* A lot of the values can change from an update - might as well send 1536 /* A lot of the values can change from an update - might as well send

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