ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.20 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.34 by root, Mon May 14 21:32:26 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
47 * may be better. 47 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 50 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 52 {"body_skill" , "You can use it as your skill" , "It is used as a skill"},
53 {"body_arm", "on your arm", "on a human's arm"}, 53 {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"},
56 {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"},
54 {"body_torso", "on your body", "on a human's torso"}, 57 {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"},
55 {"body_head", "on your head", "on a human's head"}, 58 {"body_head" , "You can wear it on your head" , "It goes on a human's head"},
56 {"body_neck", "around your neck", "around a humans neck"}, 59 {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"},
58 {"body_finger", "on your finger", "on a human's finger"} , 60 {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"}, 62 {"body_foot" , "You can put it on your foot" , "It goes on a human's foot"},
61 {"body_hand", "on your hands", "on a human's hands"}, 63 {"body_hand" , "You can put it on your hand" , "It goes on a human's hand"},
62 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {"body_wrist" , "You can wear it around your wrist" , "It goes around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"}, 65 {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 67};
66 68
67static char numbers[21][20] = { 69static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
250}; 252};
251 253
252int 254int
253get_power_from_ench (int ench) 255get_power_from_ench (int ench)
254{ 256{
255 if (ench < 0) 257 if (ench < 0) ench = 0;
256 ench = 0; 258 if (ench > 20) ench = 20;
257 if (ench > 20) 259
258 ench = 20;
259 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
260} 261}
261 262
262/* This takes an object 'op' and figures out what its item_power 263/* This takes an object 'op' and figures out what its item_power
263 * rating should be. This should only really be used by the treasure 264 * rating should be. This should only really be used by the treasure
271{ 272{
272 int i, tmp, enc; 273 int i, tmp, enc;
273 274
274 enc = 0; 275 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
277 278
278 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 282 * armour shouldn't be counted against
342 enc += 1; 343 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1; 345 enc += 1;
345 346
346 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
347
348} 348}
349 349
350/* returns the typedata that has a number equal to itemtype, if there 350/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
352
353const typedata * 352const typedata *
354get_typedata (int itemtype) 353get_typedata (int itemtype)
355{ 354{
356 int i; 355 int i;
357 356
362} 361}
363 362
364/* returns the typedata that has a name equal to itemtype, if there 363/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 364 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 365 * one return NULL */
367
368const typedata * 366const typedata *
369get_typedata_by_name (const char *name) 367get_typedata_by_name (const char *name)
370{ 368{
371 int i; 369 int i;
372 370
387 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
388 * a big buffer. 386 * a big buffer.
389 * if newline is true, we don't put parens around the description 387 * if newline is true, we don't put parens around the description
390 * but do put a newline at the end. Useful when dumping to files 388 * but do put a newline at the end. Useful when dumping to files
391 */ 389 */
392char * 390const char *
393describe_resistance (const object *op, int newline) 391describe_resistance (const object *op, int newline)
394{ 392{
395 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
396 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
397 int tmpvar; 395 int tmpvar;
416/* 414/*
417 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight(). 417 * The buffer will be overwritten by the next call to query_weight().
420 */ 418 */
421 419const char *
422char *
423query_weight (const object *op) 420query_weight (const object *op)
424{ 421{
425 static char buf[10]; 422 static char buf[10];
426 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
427 424
428 if (op->weight < 0) 425 if (op->weight < 0)
429 return " "; 426 return " ";
427
430 if (i % 1000) 428 if (i % 1000)
431 sprintf (buf, "%6.1f", i / 1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
432 else 430 else
433 sprintf (buf, "%4d ", i / 1000); 431 sprintf (buf, "%4d ", i / 1000);
432
434 return buf; 433 return buf;
435} 434}
436 435
437/* 436/*
438 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
440 */ 439 */
441 440const char *
442char *
443get_levelnumber (int i) 441get_levelnumber (int i)
444{ 442{
445 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
446 444
447 if (i > 99) 445 if (i > 99)
448 { 446 {
449 sprintf (buf, "%d.", i); 447 sprintf (buf, "%d.", i);
450 return buf; 448 return buf;
451 } 449 }
450
452 if (i < 21) 451 if (i < 21)
453 return levelnumbers[i]; 452 return levelnumbers[i];
454 if (!(i % 10)) 453 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 454 return levelnumbers_10[i / 10];
455
456 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
458 return buf; 458 return buf;
459} 459}
460
461 460
462/* 461/*
463 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next 463 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number(). 464 * call to get_number().
466 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
467 */ 466 */
468 467const char *
469char *
470get_number (int i) 468get_number (int i)
471{ 469{
472 if (i <= 20) 470 if (i <= 20)
473 return numbers[i]; 471 return numbers[i];
474 else 472 else
491 */ 489 */
492 490
493/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 491/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
494 * from stats.sp - b.t. 492 * from stats.sp - b.t.
495 */ 493 */
496char * 494const char *
497ring_desc (const object *op) 495ring_desc (const object *op)
498{ 496{
499 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
500 int attr, val, len; 498 int attr, val, len;
501 499
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf; 503 return buf;
506 504
507 for (attr = 0; attr < NUM_STATS; attr++) 505 for (attr = 0; attr < NUM_STATS; attr++)
508 { 506 {
509 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = op->stats.stat (attr)))
510 {
511 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 508 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
512 }
513 } 509 }
510
514 if (op->stats.exp) 511 if (op->stats.exp)
515 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
516 if (op->stats.wc) 513 if (op->stats.wc)
517 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
518 if (op->stats.dam) 515 if (op->stats.dam)
540 strcat (buf, "(reflect spells)"); 537 strcat (buf, "(reflect spells)");
541 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
542 strcat (buf, "(reflect missiles)"); 539 strcat (buf, "(reflect missiles)");
543 if (QUERY_FLAG (op, FLAG_STEALTH)) 540 if (QUERY_FLAG (op, FLAG_STEALTH))
544 strcat (buf, "(stealth)"); 541 strcat (buf, "(stealth)");
542
545 /* Shorten some of the names, so they appear better in the windows */ 543 /* Shorten some of the names, so they appear better in the windows */
546 len = strlen (buf); 544 len = strlen (buf);
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
614 case AMULET: 612 case AMULET:
615 case RING: 613 case RING:
616 if (!op->title) 614 if (!op->title)
617 { 615 {
618 /* If ring has a title, full description isn't so useful */ 616 /* If ring has a title, full description isn't so useful */
619 char *s = ring_desc (op); 617 const char *s = ring_desc (op);
620 618
621 if (s[0]) 619 if (s[0])
622 { 620 {
623 safe_strcat (buf, " ", &len, HUGE_BUF); 621 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF); 622 safe_strcat (buf, s, &len, HUGE_BUF);
644 * overwritten. This may be a bad thing (it may be easier to assume the value 642 * overwritten. This may be a bad thing (it may be easier to assume the value
645 * returned is good forever.) However, it makes printing statements that 643 * returned is good forever.) However, it makes printing statements that
646 * use several names much easier (don't need to store them to temp variables.) 644 * use several names much easier (don't need to store them to temp variables.)
647 * 645 *
648 */ 646 */
649char * 647const char *
650query_name (const object *op) 648query_name (const object *op)
651{ 649{
652 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
653 static int use_buf = 0; 651 static int use_buf = 0;
654 int len = 0; 652 int len = 0;
655 653
656#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt; 655 materialtype_t *mt;
684 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
686 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
688 } 686 }
687
689 /* Basically, if the object is known magical (detect magic spell on it), 688 /* Basically, if the object is known magical (detect magic spell on it),
690 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
691 * it is magical. Assume that the detect magical spell will only set 690 * it is magical. Assume that the detect magical spell will only set
692 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
693 * 692 *
709 708
710 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
711 { 710 {
712 switch (op->type) 711 switch (op->type)
713 { 712 {
714 case BOW: 713 case BOW:
715 case WAND: 714 case WAND:
716 case ROD: 715 case ROD:
717 case HORN: 716 case HORN:
718 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 717 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
719 break; 718 break;
720 case WEAPON: 719 case WEAPON:
721 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 720 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
722 break; 721 break;
723 case ARMOUR: 722 case ARMOUR:
724 case HELMET: 723 case HELMET:
725 case SHIELD: 724 case SHIELD:
726 case RING: 725 case RING:
727 case BOOTS: 726 case BOOTS:
728 case GLOVES: 727 case GLOVES:
729 case AMULET: 728 case AMULET:
730 case GIRDLE: 729 case GIRDLE:
731 case BRACERS: 730 case BRACERS:
732 case CLOAK: 731 case CLOAK:
733 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
734 break; 733 break;
735 case CONTAINER: 734 case CONTAINER:
736 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
737 break; 736 break;
738 case SKILL: 737 case SKILL:
739 default: 738 default:
740 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
741 } 740 }
742 } 741 }
742
743 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
745 745
746 return buf[use_buf]; 746 return buf [use_buf];
747} 747}
748 748
749/* 749/*
750 * query_base_name(object) returns a character pointer pointing to a static 750 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
831 case AMULET: 831 case AMULET:
832 case RING: 832 case RING:
833 if (!op->title) 833 if (!op->title)
834 { 834 {
835 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
836 char *s = ring_desc (op); 836 const char *s = ring_desc (op);
837 837
838 if (s[0]) 838 if (s[0])
839 { 839 {
840 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
842 } 842 }
843 } 843 }
844 break; 844 break;
845
845 default: 846 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 847 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 {
848 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 } 849 }
851 850
852 return buf; 851 return buf;
853} 852}
854 853
856 * too long, making it difficult to read. This function deals 855 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only 856 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description 857 * be called with monster & player objects. Returns a description
859 * in a static buffer. 858 * in a static buffer.
860 */ 859 */
861
862static char * 860static char *
863describe_monster (const object *op) 861describe_monster (const object *op)
864{ 862{
865 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
866 static char retbuf[VERY_BIG_BUF]; 864 static char retbuf[VERY_BIG_BUF];
992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
994 break; 992 break;
995 993
996 if (tmp && tmp->attacktype != 0) 994 if (tmp && tmp->attacktype != 0)
997 {
998 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 995 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
999 }
1000 else 996 else
1001 {
1002 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 997 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1003 }
1004 } 998 }
1005 else 999 else
1006 {
1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1008 } 1001
1009 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1002 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1010 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1003 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1011 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1004 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1005
1012 for (i = 0; i < NROFATTACKS; i++) 1006 for (i = 0; i < NROFATTACKS; i++)
1013 {
1014 if (op->resist[i]) 1007 if (op->resist[i])
1015 { 1008 {
1016 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1009 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1017 strcat (retbuf, buf); 1010 strcat (retbuf, buf);
1018 } 1011 }
1019 } 1012
1020 return retbuf; 1013 return retbuf;
1021} 1014}
1022 1015
1023 1016
1024/* 1017/*
1045 * 1038 *
1046 * Add 'owner' who is the person examining this object. 1039 * Add 'owner' who is the person examining this object.
1047 * owner can be null if no one is being associated with this 1040 * owner can be null if no one is being associated with this
1048 * item (eg, debug dump or the like) 1041 * item (eg, debug dump or the like)
1049 */ 1042 */
1050 1043const char *
1051char *
1052describe_item (const object *op, object *owner) 1044describe_item (const object *op, object *owner)
1053{ 1045{
1054 char buf[MAX_BUF]; 1046 char buf[MAX_BUF];
1055 static char retbuf[VERY_BIG_BUF]; 1047 static char retbuf[VERY_BIG_BUF];
1056 int identified, i; 1048 int identified, i;
1090 break; /* We have more information to do below this switch */ 1082 break; /* We have more information to do below this switch */
1091 1083
1092 case POWER_CRYSTAL: 1084 case POWER_CRYSTAL:
1093 if (op->stats.maxsp > 1000) 1085 if (op->stats.maxsp > 1000)
1094 { /*higher capacity crystals */ 1086 { /*higher capacity crystals */
1095 i = (op->stats.maxsp % 100) / 10; 1087 i = (op->stats.maxsp % 1000) / 100;
1088
1096 if (i) 1089 if (i)
1097 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1098 else 1091 else
1099 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1092 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1100 } 1093 }
1101 else 1094 else
1102 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1096
1103 strcat (retbuf, buf); 1097 strcat (retbuf, buf);
1104 i = (op->stats.sp * 10) / op->stats.maxsp; 1098 i = (op->stats.sp * 10) / op->stats.maxsp;
1105 if (op->stats.sp == 0) 1099 if (op->stats.sp == 0)
1106 strcat (retbuf, "empty."); 1100 strcat (retbuf, "empty.");
1107 else if (i == 0) 1101 else if (i == 0)
1172 { 1166 {
1173 int attr, val; 1167 int attr, val;
1174 1168
1175 for (attr = 0; attr < NUM_STATS; attr++) 1169 for (attr = 0; attr < NUM_STATS; attr++)
1176 { 1170 {
1177 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1171 if ((val = op->stats.stat (attr)))
1178 { 1172 {
1179 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1180 strcat (retbuf, buf); 1174 strcat (retbuf, buf);
1181 } 1175 }
1182 } 1176 }
1366 } 1360 }
1367 1361
1368 return retbuf; 1362 return retbuf;
1369} 1363}
1370 1364
1365std::string
1366object::describe_item (object *who)
1367{
1368 return std::string (::describe_item (this, who));
1369}
1370
1371/* Return true if the item is magical. A magical item is one that 1371/* Return true if the item is magical. A magical item is one that
1372 * increases/decreases any abilities, provides a resistance, 1372 * increases/decreases any abilities, provides a resistance,
1373 * has a generic magical bonus, or is an artifact. 1373 * has a generic magical bonus, or is an artifact.
1374 * This function is used by detect_magic to determine if an item 1374 * This function is used by detect_magic to determine if an item
1375 * should be marked as magical. 1375 * should be marked as magical.
1433 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1433 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1434 return 1; 1434 return 1;
1435 1435
1436 /* Check to see if it increases/decreases any stats */ 1436 /* Check to see if it increases/decreases any stats */
1437 for (i = 0; i < NUM_STATS; i++) 1437 for (i = 0; i < NUM_STATS; i++)
1438 if (get_attr_value (&(op->stats), i) != 0) 1438 if (op->stats.stat (i))
1439 return 1; 1439 return 1;
1440 1440
1441 /* If it doesn't fall into any of the above categories, must 1441 /* If it doesn't fall into any of the above categories, must
1442 * be non magical. 1442 * be non magical.
1443 */ 1443 */
1452int 1452int
1453need_identify (const object *op) 1453need_identify (const object *op)
1454{ 1454{
1455 switch (op->type) 1455 switch (op->type)
1456 { 1456 {
1457 case RING: 1457 case RING:
1458 case WAND: 1458 case WAND:
1459 case ROD: 1459 case ROD:
1460 case HORN: 1460 case HORN:
1461 case SCROLL: 1461 case SCROLL:
1462 case SKILL: 1462 case SKILL:
1463 case SKILLSCROLL: 1463 case SKILLSCROLL:
1464 case SPELLBOOK: 1464 case SPELLBOOK:
1465 case FOOD: 1465 case FOOD:
1466 case POTION: 1466 case POTION:
1467 case BOW: 1467 case BOW:
1468 case ARROW: 1468 case ARROW:
1469 case WEAPON: 1469 case WEAPON:
1470 case ARMOUR: 1470 case ARMOUR:
1471 case SHIELD: 1471 case SHIELD:
1472 case HELMET: 1472 case HELMET:
1473 case AMULET: 1473 case AMULET:
1474 case BOOTS: 1474 case BOOTS:
1475 case GLOVES: 1475 case GLOVES:
1476 case BRACERS: 1476 case BRACERS:
1477 case GIRDLE: 1477 case GIRDLE:
1478 case CONTAINER: 1478 case CONTAINER:
1479 case DRINK: 1479 case DRINK:
1480 case FLESH: 1480 case FLESH:
1481 case INORGANIC: 1481 case INORGANIC:
1482 case CLOSE_CON: 1482 case CLOSE_CON:
1483 case CLOAK: 1483 case CLOAK:
1484 case GEM: 1484 case GEM:
1485 case POWER_CRYSTAL: 1485 case POWER_CRYSTAL:
1486 case POISON: 1486 case POISON:
1487 case BOOK: 1487 case BOOK:
1488 case SKILL_TOOL: 1488 case SKILL_TOOL:
1489 return 1; 1489 return 1;
1490 } 1490 }
1491
1491 /* Try to track down some stuff that may show up here. Thus, the 1492 /* Try to track down some stuff that may show up here. Thus, the
1492 * archetype file can be updated, and this function removed. 1493 * archetype file can be updated, and this function removed.
1493 */ 1494 */
1494#if 0 1495#if 0
1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1526 } 1527 }
1527 } 1528 }
1528 1529
1529 /* If the object is on a map, make sure we update its face */ 1530 /* If the object is on a map, make sure we update its face */
1530 if (op->map) 1531 if (op->map)
1531 update_object (op, UP_OBJ_FACE); 1532 update_object (op, UP_OBJ_CHANGE);
1532 else 1533 else
1533 { 1534 {
1534 pl = op->in_player (); 1535 pl = op->in_player ();
1535 if (pl) 1536 if (pl)
1536 /* A lot of the values can change from an update - might as well send 1537 /* A lot of the values can change from an update - might as well send

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines