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Comparing deliantra/server/common/item.C (file contents):
Revision 1.14 by elmex, Wed Dec 20 14:11:42 2006 UTC vs.
Revision 1.37 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * 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 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {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"}, 53 {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"}, 54 {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"}, 55 {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"}, 56 {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"}, 57 {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"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {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"}, 61 {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"}, 62 {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"}, 63 {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"}, 64 {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"}, 65 {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"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
161 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
164 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
165 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
166 {TOOL, "tool", "tools", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {BUILDFAC, "building facility", "building facilities", 0, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
251}; 252};
252 253
253int 254int
254get_power_from_ench (int ench) 255get_power_from_ench (int ench)
255{ 256{
256 if (ench < 0) 257 if (ench < 0) ench = 0;
257 ench = 0; 258 if (ench > 20) ench = 20;
258 if (ench > 20) 259
259 ench = 20;
260 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
261} 261}
262 262
263/* 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
264 * 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
272{ 272{
273 int i, tmp, enc; 273 int i, tmp, enc;
274 274
275 enc = 0; 275 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
278 278
279 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 282 * armour shouldn't be counted against
343 enc += 1; 343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1; 345 enc += 1;
346 346
347 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
348
349} 348}
350 349
351/* 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
352 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
353
354const typedata * 352const typedata *
355get_typedata (int itemtype) 353get_typedata (int itemtype)
356{ 354{
357 int i; 355 int i;
358 356
363} 361}
364 362
365/* 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
366 * 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
367 * one return NULL */ 365 * one return NULL */
368
369const typedata * 366const typedata *
370get_typedata_by_name (const char *name) 367get_typedata_by_name (const char *name)
371{ 368{
372 int i; 369 int i;
373 370
388 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
389 * a big buffer. 386 * a big buffer.
390 * 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
391 * 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
392 */ 389 */
393char * 390const char *
394describe_resistance (const object *op, int newline) 391describe_resistance (const object *op, int newline)
395{ 392{
396 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
397 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
398 int tmpvar; 395 int tmpvar;
417/* 414/*
418 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
419 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
420 * 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().
421 */ 418 */
422 419const char *
423char *
424query_weight (const object *op) 420query_weight (const object *op)
425{ 421{
426 static char buf[10]; 422 static char buf[10];
427 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
428 424
429 if (op->weight < 0) 425 if (op->weight < 0)
430 return " "; 426 return " ";
427
431 if (i % 1000) 428 if (i % 1000)
432 sprintf (buf, "%6.1f", i / 1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
433 else 430 else
434 sprintf (buf, "%4d ", i / 1000); 431 sprintf (buf, "%4d ", i / 1000);
432
435 return buf; 433 return buf;
436} 434}
437 435
438/* 436/*
439 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
440 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
441 */ 439 */
442 440const char *
443char *
444get_levelnumber (int i) 441get_levelnumber (int i)
445{ 442{
446 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
447 444
448 if (i > 99) 445 if (i > 99)
449 { 446 {
450 sprintf (buf, "%d.", i); 447 sprintf (buf, "%d.", i);
451 return buf; 448 return buf;
452 } 449 }
450
453 if (i < 21) 451 if (i < 21)
454 return levelnumbers[i]; 452 return levelnumbers[i];
455 if (!(i % 10)) 453 if (!(i % 10))
456 return levelnumbers_10[i / 10]; 454 return levelnumbers_10[i / 10];
455
457 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
459 return buf; 458 return buf;
460} 459}
461
462 460
463/* 461/*
464 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
465 * 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
466 * call to get_number(). 464 * call to get_number().
467 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
468 */ 466 */
469 467const char *
470char *
471get_number (int i) 468get_number (int i)
472{ 469{
473 if (i <= 20) 470 if (i <= 20)
474 return numbers[i]; 471 return numbers[i];
475 else 472 else
492 */ 489 */
493 490
494/* 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
495 * from stats.sp - b.t. 492 * from stats.sp - b.t.
496 */ 493 */
497char * 494const char *
498ring_desc (const object *op) 495ring_desc (const object *op)
499{ 496{
500 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
501 int attr, val, len; 498 int attr, val, len;
502 499
505 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
506 return buf; 503 return buf;
507 504
508 for (attr = 0; attr < NUM_STATS; attr++) 505 for (attr = 0; attr < NUM_STATS; attr++)
509 { 506 {
510 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = op->stats.stat (attr)))
511 {
512 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 508 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
513 }
514 } 509 }
510
515 if (op->stats.exp) 511 if (op->stats.exp)
516 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
517 if (op->stats.wc) 513 if (op->stats.wc)
518 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
519 if (op->stats.dam) 515 if (op->stats.dam)
541 strcat (buf, "(reflect spells)"); 537 strcat (buf, "(reflect spells)");
542 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
543 strcat (buf, "(reflect missiles)"); 539 strcat (buf, "(reflect missiles)");
544 if (QUERY_FLAG (op, FLAG_STEALTH)) 540 if (QUERY_FLAG (op, FLAG_STEALTH))
545 strcat (buf, "(stealth)"); 541 strcat (buf, "(stealth)");
542
546 /* 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 */
547 len = strlen (buf); 544 len = strlen (buf);
548 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);
549 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);
550 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);
615 case AMULET: 612 case AMULET:
616 case RING: 613 case RING:
617 if (!op->title) 614 if (!op->title)
618 { 615 {
619 /* If ring has a title, full description isn't so useful */ 616 /* If ring has a title, full description isn't so useful */
620 char *s = ring_desc (op); 617 const char *s = ring_desc (op);
621 618
622 if (s[0]) 619 if (s[0])
623 { 620 {
624 safe_strcat (buf, " ", &len, HUGE_BUF); 621 safe_strcat (buf, " ", &len, HUGE_BUF);
625 safe_strcat (buf, s, &len, HUGE_BUF); 622 safe_strcat (buf, s, &len, HUGE_BUF);
645 * 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
646 * returned is good forever.) However, it makes printing statements that 643 * returned is good forever.) However, it makes printing statements that
647 * 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.)
648 * 645 *
649 */ 646 */
650char * 647const char *
651query_name (const object *op) 648query_name (const object *op)
652{ 649{
653 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
654 static int use_buf = 0; 651 static int use_buf = 0;
655 int len = 0; 652 int len = 0;
656 653
657#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
658 materialtype_t *mt; 655 materialtype_t *mt;
685 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
686 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
687 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
688 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
689 } 686 }
687
690 /* 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),
691 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
692 * 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
693 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
694 * 692 *
710 708
711 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
712 { 710 {
713 switch (op->type) 711 switch (op->type)
714 { 712 {
715 case BOW: 713 case BOW:
716 case WAND: 714 case WAND:
717 case ROD: 715 case ROD:
718 case HORN: 716 case HORN:
719 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);
720 break; 718 break;
721 case WEAPON: 719 case WEAPON:
722 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);
723 break; 721 break;
724 case ARMOUR: 722 case ARMOUR:
725 case HELMET: 723 case HELMET:
726 case SHIELD: 724 case SHIELD:
727 case RING: 725 case RING:
728 case BOOTS: 726 case BOOTS:
729 case GLOVES: 727 case GLOVES:
730 case AMULET: 728 case AMULET:
731 case GIRDLE: 729 case GIRDLE:
732 case BRACERS: 730 case BRACERS:
733 case CLOAK: 731 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
735 break; 733 break;
736 case CONTAINER: 734 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
738 break; 736 break;
739 case SKILL: 737 case SKILL:
740 default: 738 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
742 } 740 }
743 } 741 }
742
744 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
745 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
746 745
747 return buf[use_buf]; 746 return buf [use_buf];
748} 747}
749 748
750/* 749/*
751 * 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
752 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
772 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
773 mt = name_to_material (op->materialname); 772 mt = name_to_material (op->materialname);
774 773
775#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
776 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
777 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 776 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
778 { 777 {
779 strcpy (buf, mt->description); 778 strcpy (buf, mt->description);
780 len = strlen (buf); 779 len = strlen (buf);
781 safe_strcat (buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
782 if (!plural) 781 if (!plural)
786 } 785 }
787 else 786 else
788 { 787 {
789#endif 788#endif
790 if (!plural) 789 if (!plural)
791 strcpy (buf, op->name); 790 assign (buf, op->name);
792 else 791 else
793 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
794 len = strlen (buf); 794 len = strlen (buf);
795#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
796 } 796 }
797#endif 797#endif
798 798
802 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 } 803 }
804 804
805 switch (op->type) 805 switch (op->type)
806 { 806 {
807 case SPELLBOOK: 807 case SPELLBOOK:
808 case SCROLL: 808 case SCROLL:
809 case WAND: 809 case WAND:
810 case ROD: 810 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 { 812 {
813 if (!op->title) 813 if (!op->title)
814 { 814 {
815 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
816 if (op->inv) 816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else 818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 } 820 }
821 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
822 { 822 {
823 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 } 825 }
826 } 826 }
827 break; 827 break;
828 828
829 829
830 case SKILL: 830 case SKILL:
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 }
850
851 return buf; 851 return buf;
852} 852}
853 853
854/* Break this off from describe_item - that function was way 854/* Break this off from describe_item - that function was way
855 * too long, making it difficult to read. This function deals 855 * too long, making it difficult to read. This function deals
856 * with describing the monsters & players abilities. It should only 856 * with describing the monsters & players abilities. It should only
857 * be called with monster & player objects. Returns a description 857 * be called with monster & player objects. Returns a description
858 * in a static buffer. 858 * in a static buffer.
859 */ 859 */
860
861static char * 860static char *
862describe_monster (const object *op) 861describe_monster (const object *op)
863{ 862{
864 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
865 static char retbuf[VERY_BIG_BUF]; 864 static char retbuf[VERY_BIG_BUF];
869 868
870 /* Note that the resolution this provides for players really isn't 869 /* Note that the resolution this provides for players really isn't
871 * very good. Any player with a speed greater than .67 will 870 * very good. Any player with a speed greater than .67 will
872 * fall into the 'lightning fast movement' category. 871 * fall into the 'lightning fast movement' category.
873 */ 872 */
874 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 873 if (op->has_active_speed ())
875 { 874 {
876 switch ((int) ((FABS (op->speed)) * 15)) 875 switch ((int) ((FABS (op->speed)) * 15))
877 { 876 {
878 case 0: 877 case 0:
879 strcat (retbuf, "(very slow movement)"); 878 strcat (retbuf, "(very slow movement)");
935 { 934 {
936 treasure *t; 935 treasure *t;
937 int first = 1; 936 int first = 1;
938 937
939 for (t = op->randomitems->items; t != NULL; t = t->next) 938 for (t = op->randomitems->items; t != NULL; t = t->next)
940 if (t->item && (t->item->clone.type == SPELL)) 939 if (t->item && t->item->type == SPELL)
941 { 940 {
942 if (first) 941 if (first)
943 { 942 {
944 first = 0; 943 first = 0;
945 strcat (retbuf, "(Spell abilities:)"); 944 strcat (retbuf, "(Spell abilities:)");
946 } 945 }
947 strcat (retbuf, "("); 946 strcat (retbuf, "(");
948 strcat (retbuf, t->item->clone.name); 947 strcat (retbuf, t->item->object::name);
949 strcat (retbuf, ")"); 948 strcat (retbuf, ")");
950 } 949 }
951 } 950 }
952 if (op->type == PLAYER) 951 if (op->type == PLAYER)
953 { 952 {
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
993 break; 992 break;
994 993
995 if (tmp && tmp->attacktype != 0) 994 if (tmp && tmp->attacktype != 0)
996 {
997 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 995 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
998 }
999 else 996 else
1000 {
1001 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 997 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1002 }
1003 } 998 }
1004 else 999 else
1005 {
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1007 } 1001
1008 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1002 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1009 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1003 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1010 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1004 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1005
1011 for (i = 0; i < NROFATTACKS; i++) 1006 for (i = 0; i < NROFATTACKS; i++)
1012 {
1013 if (op->resist[i]) 1007 if (op->resist[i])
1014 { 1008 {
1015 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1009 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1016 strcat (retbuf, buf); 1010 strcat (retbuf, buf);
1017 } 1011 }
1018 } 1012
1019 return retbuf; 1013 return retbuf;
1020} 1014}
1021 1015
1022 1016
1023/* 1017/*
1044 * 1038 *
1045 * Add 'owner' who is the person examining this object. 1039 * Add 'owner' who is the person examining this object.
1046 * 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
1047 * item (eg, debug dump or the like) 1041 * item (eg, debug dump or the like)
1048 */ 1042 */
1049 1043const char *
1050char *
1051describe_item (const object *op, object *owner) 1044describe_item (const object *op, object *owner)
1052{ 1045{
1053 char buf[MAX_BUF]; 1046 char buf[MAX_BUF];
1054 static char retbuf[VERY_BIG_BUF]; 1047 static char retbuf[VERY_BIG_BUF];
1055 int identified, i; 1048 int identified, i;
1089 break; /* We have more information to do below this switch */ 1082 break; /* We have more information to do below this switch */
1090 1083
1091 case POWER_CRYSTAL: 1084 case POWER_CRYSTAL:
1092 if (op->stats.maxsp > 1000) 1085 if (op->stats.maxsp > 1000)
1093 { /*higher capacity crystals */ 1086 { /*higher capacity crystals */
1094 i = (op->stats.maxsp % 100) / 10; 1087 i = (op->stats.maxsp % 1000) / 100;
1088
1095 if (i) 1089 if (i)
1096 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);
1097 else 1091 else
1098 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);
1099 } 1093 }
1100 else 1094 else
1101 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1096
1102 strcat (retbuf, buf); 1097 strcat (retbuf, buf);
1103 i = (op->stats.sp * 10) / op->stats.maxsp; 1098 i = (op->stats.sp * 10) / op->stats.maxsp;
1104 if (op->stats.sp == 0) 1099 if (op->stats.sp == 0)
1105 strcat (retbuf, "empty."); 1100 strcat (retbuf, "empty.");
1106 else if (i == 0) 1101 else if (i == 0)
1171 { 1166 {
1172 int attr, val; 1167 int attr, val;
1173 1168
1174 for (attr = 0; attr < NUM_STATS; attr++) 1169 for (attr = 0; attr < NUM_STATS; attr++)
1175 { 1170 {
1176 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1171 if ((val = op->stats.stat (attr)))
1177 { 1172 {
1178 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1179 strcat (retbuf, buf); 1174 strcat (retbuf, buf);
1180 } 1175 }
1181 } 1176 }
1365 } 1360 }
1366 1361
1367 return retbuf; 1362 return retbuf;
1368} 1363}
1369 1364
1365std::string
1366object::describe_item (object *who)
1367{
1368 return std::string (::describe_item (this, who));
1369}
1370
1370/* 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
1371 * increases/decreases any abilities, provides a resistance, 1372 * increases/decreases any abilities, provides a resistance,
1372 * has a generic magical bonus, or is an artifact. 1373 * has a generic magical bonus, or is an artifact.
1373 * 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
1374 * should be marked as magical. 1375 * should be marked as magical.
1432 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)
1433 return 1; 1434 return 1;
1434 1435
1435 /* Check to see if it increases/decreases any stats */ 1436 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++) 1437 for (i = 0; i < NUM_STATS; i++)
1437 if (get_attr_value (&(op->stats), i) != 0) 1438 if (op->stats.stat (i))
1438 return 1; 1439 return 1;
1439 1440
1440 /* 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
1441 * be non magical. 1442 * be non magical.
1442 */ 1443 */
1451int 1452int
1452need_identify (const object *op) 1453need_identify (const object *op)
1453{ 1454{
1454 switch (op->type) 1455 switch (op->type)
1455 { 1456 {
1456 case RING: 1457 case RING:
1457 case WAND: 1458 case WAND:
1458 case ROD: 1459 case ROD:
1459 case HORN: 1460 case HORN:
1460 case SCROLL: 1461 case SCROLL:
1461 case SKILL: 1462 case SKILL:
1462 case SKILLSCROLL: 1463 case SKILLSCROLL:
1463 case SPELLBOOK: 1464 case SPELLBOOK:
1464 case FOOD: 1465 case FOOD:
1465 case POTION: 1466 case POTION:
1466 case BOW: 1467 case BOW:
1467 case ARROW: 1468 case ARROW:
1468 case WEAPON: 1469 case WEAPON:
1469 case ARMOUR: 1470 case ARMOUR:
1470 case SHIELD: 1471 case SHIELD:
1471 case HELMET: 1472 case HELMET:
1472 case AMULET: 1473 case AMULET:
1473 case BOOTS: 1474 case BOOTS:
1474 case GLOVES: 1475 case GLOVES:
1475 case BRACERS: 1476 case BRACERS:
1476 case GIRDLE: 1477 case GIRDLE:
1477 case CONTAINER: 1478 case CONTAINER:
1478 case DRINK: 1479 case DRINK:
1479 case FLESH: 1480 case FLESH:
1480 case INORGANIC: 1481 case INORGANIC:
1481 case CLOSE_CON: 1482 case CLOSE_CON:
1482 case CLOAK: 1483 case CLOAK:
1483 case GEM: 1484 case GEM:
1484 case POWER_CRYSTAL: 1485 case POWER_CRYSTAL:
1485 case POISON: 1486 case POISON:
1486 case BOOK: 1487 case BOOK:
1487 case SKILL_TOOL: 1488 case SKILL_TOOL:
1488 return 1; 1489 return 1;
1489 } 1490 }
1491
1490 /* 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
1491 * archetype file can be updated, and this function removed. 1493 * archetype file can be updated, and this function removed.
1492 */ 1494 */
1493#if 0 1495#if 0
1494 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);
1518 { 1520 {
1519 if (op->inv && op->randomitems) 1521 if (op->inv && op->randomitems)
1520 op->title = op->inv->name; 1522 op->title = op->inv->name;
1521 else if (op->arch) 1523 else if (op->arch)
1522 { 1524 {
1523 op->name = op->arch->clone.name; 1525 op->name = op->arch->object::name;
1524 op->name_pl = op->arch->clone.name_pl; 1526 op->name_pl = op->arch->object::name_pl;
1525 } 1527 }
1526 } 1528 }
1527 1529
1528 /* 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 */
1529 if (op->map) 1531 if (op->map)
1530 update_object (op, UP_OBJ_FACE); 1532 update_object (op, UP_OBJ_CHANGE);
1531 else 1533 else
1532 { 1534 {
1533 pl = op->in_player (); 1535 pl = op->in_player ();
1534 if (pl) 1536 if (pl)
1535 /* 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

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