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Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.26 by root, Mon Apr 23 18:09:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at <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 {"body_range", "in your range slot", "in a human's range slot"},
52 ,
53 {"body_arm", "on your arm", "on a human's arm"} 53 {"body_arm", "on your arm", "on a human's arm"},
54 ,
55 {"body_torso", "on your body", "on a human's torso"} 54 {"body_torso", "on your body", "on a human's torso"},
56 ,
57 {"body_head", "on your head", "on a human's head"} 55 {"body_head", "on your head", "on a human's head"},
58 ,
59 {"body_neck", "around your neck", "around a humans neck"} 56 {"body_neck", "around your neck", "around a humans neck"},
60 ,
61 {"body_skill", "in your skill slot", "in a human's skill slot"} 57 {"body_skill", "in your skill slot", "in a human's skill slot"},
62 ,
63 {"body_finger", "on your finger", "on a human's finger"} 58 {"body_finger", "on your finger", "on a human's finger"} ,
64 ,
65 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 59 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
66 ,
67 {"body_foot", "on your feet", "on a human's feet"} 60 {"body_foot", "on your feet", "on a human's feet"},
68 ,
69 {"body_hand", "on your hands", "on a human's hands"} 61 {"body_hand", "on your hands", "on a human's hands"},
70 ,
71 {"body_wrist", "around your wrists", "around a human's wrist"} 62 {"body_wrist", "around your wrists", "around a human's wrist"},
72 ,
73 {"body_waist", "around your waist", "around a human's waist"} 63 {"body_waist", "around your waist", "around a human's waist"},
74 ,
75
76/*{"body_dragon_torso", "your body", "a dragon's body"} */ 64/*{"body_dragon_torso", "your body", "a dragon's body"} */
77}; 65};
78 66
79static char numbers[21][20] = { 67static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
112 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
113 {FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
114 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115 {BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
116 {CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
117 {LIGHTNING, "lightning", "lightning", 0, 0},
118 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119 {BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
120 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
172 {FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
173 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176 {LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
177 {TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
178 {WALL, "wall", "walls", 0, 0},
179 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
180 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
181 {MONSTER, "monster", "monsters", 0, 0},
182 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
183 {LAMP, "lamp", "lamps", 0, 0}, 165 {LAMP, "lamp", "lamps", 0, 0},
184 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185 {TOOL, "tool", "tools", 0, 0},
186 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187 {BUILDFAC, "building facility", "building facilities", 0, 0},
188 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189 {SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
190 {GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
191 {BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
192 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
199 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200 {CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
201 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202 {POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
203 {SAVEBED, "savebed", "savebeds", 0, 0}, 183 {SAVEBED, "savebed", "savebeds", 0, 0},
204 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
205 {FIREHOLES, "fireholes", "fireholes", 0, 0},
206 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208 {DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
209 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210 {FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
409 * returns a static array of the description. This can return 387 * returns a static array of the description. This can return
410 * a big buffer. 388 * a big buffer.
411 * if newline is true, we don't put parens around the description 389 * if newline is true, we don't put parens around the description
412 * but do put a newline at the end. Useful when dumping to files 390 * but do put a newline at the end. Useful when dumping to files
413 */ 391 */
414char * 392const char *
415describe_resistance (const object *op, int newline) 393describe_resistance (const object *op, int newline)
416{ 394{
417 static char buf[VERY_BIG_BUF]; 395 static char buf[VERY_BIG_BUF];
418 char buf1[VERY_BIG_BUF]; 396 char buf1[VERY_BIG_BUF];
419 int tmpvar; 397 int tmpvar;
438/* 416/*
439 * query_weight(object) returns a character pointer to a static buffer 417 * query_weight(object) returns a character pointer to a static buffer
440 * containing the text-representation of the weight of the given object. 418 * containing the text-representation of the weight of the given object.
441 * The buffer will be overwritten by the next call to query_weight(). 419 * The buffer will be overwritten by the next call to query_weight().
442 */ 420 */
443 421const char *
444char *
445query_weight (const object *op) 422query_weight (const object *op)
446{ 423{
447 static char buf[10]; 424 static char buf[10];
448 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
449 426
450 if (op->weight < 0) 427 if (op->weight < 0)
451 return " "; 428 return " ";
429
452 if (i % 1000) 430 if (i % 1000)
453 sprintf (buf, "%6.1f", i / 1000.0); 431 sprintf (buf, "%6.1f", i / 1000.0);
454 else 432 else
455 sprintf (buf, "%4d ", i / 1000); 433 sprintf (buf, "%4d ", i / 1000);
434
456 return buf; 435 return buf;
457} 436}
458 437
459/* 438/*
460 * Returns the pointer to a static buffer containing 439 * Returns the pointer to a static buffer containing
461 * the number requested (of the form first, second, third...) 440 * the number requested (of the form first, second, third...)
462 */ 441 */
463 442const char *
464char *
465get_levelnumber (int i) 443get_levelnumber (int i)
466{ 444{
467 static char buf[MAX_BUF]; 445 static char buf[MAX_BUF];
468 446
469 if (i > 99) 447 if (i > 99)
470 { 448 {
471 sprintf (buf, "%d.", i); 449 sprintf (buf, "%d.", i);
472 return buf; 450 return buf;
473 } 451 }
452
474 if (i < 21) 453 if (i < 21)
475 return levelnumbers[i]; 454 return levelnumbers[i];
476 if (!(i % 10)) 455 if (!(i % 10))
477 return levelnumbers_10[i / 10]; 456 return levelnumbers_10[i / 10];
457
478 strcpy (buf, numbers_10[i / 10]); 458 strcpy (buf, numbers_10[i / 10]);
479 strcat (buf, levelnumbers[i % 10]); 459 strcat (buf, levelnumbers[i % 10]);
480 return buf; 460 return buf;
481} 461}
482
483 462
484/* 463/*
485 * get_number(integer) returns the text-representation of the given number 464 * get_number(integer) returns the text-representation of the given number
486 * in a static buffer. The buffer might be overwritten at the next 465 * in a static buffer. The buffer might be overwritten at the next
487 * call to get_number(). 466 * call to get_number().
488 * It is currently only used by the query_name() function. 467 * It is currently only used by the query_name() function.
489 */ 468 */
490 469const char *
491char *
492get_number (int i) 470get_number (int i)
493{ 471{
494 if (i <= 20) 472 if (i <= 20)
495 return numbers[i]; 473 return numbers[i];
496 else 474 else
513 */ 491 */
514 492
515/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 493/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
516 * from stats.sp - b.t. 494 * from stats.sp - b.t.
517 */ 495 */
518char * 496const char *
519ring_desc (const object *op) 497ring_desc (const object *op)
520{ 498{
521 static char buf[VERY_BIG_BUF]; 499 static char buf[VERY_BIG_BUF];
522 int attr, val, len; 500 int attr, val, len;
523 501
636 case AMULET: 614 case AMULET:
637 case RING: 615 case RING:
638 if (!op->title) 616 if (!op->title)
639 { 617 {
640 /* If ring has a title, full description isn't so useful */ 618 /* If ring has a title, full description isn't so useful */
641 char *s = ring_desc (op); 619 const char *s = ring_desc (op);
642 620
643 if (s[0]) 621 if (s[0])
644 { 622 {
645 safe_strcat (buf, " ", &len, HUGE_BUF); 623 safe_strcat (buf, " ", &len, HUGE_BUF);
646 safe_strcat (buf, s, &len, HUGE_BUF); 624 safe_strcat (buf, s, &len, HUGE_BUF);
666 * overwritten. This may be a bad thing (it may be easier to assume the value 644 * overwritten. This may be a bad thing (it may be easier to assume the value
667 * returned is good forever.) However, it makes printing statements that 645 * returned is good forever.) However, it makes printing statements that
668 * use several names much easier (don't need to store them to temp variables.) 646 * use several names much easier (don't need to store them to temp variables.)
669 * 647 *
670 */ 648 */
671char * 649const char *
672query_name (const object *op) 650query_name (const object *op)
673{ 651{
674 static char buf[5][HUGE_BUF]; 652 static char buf[5][HUGE_BUF]; // OMFG
675 static int use_buf = 0; 653 static int use_buf = 0;
676 int len = 0; 654 int len = 0;
677 655
678#ifdef NEW_MATERIAL_CODE 656#ifdef NEW_MATERIAL_CODE
679 materialtype_t *mt; 657 materialtype_t *mt;
681 659
682 use_buf++; 660 use_buf++;
683 use_buf %= 5; 661 use_buf %= 5;
684 662
685#ifdef NEW_MATERIAL_CODE 663#ifdef NEW_MATERIAL_CODE
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 664 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
687 { 665 {
688 mt = name_to_material (op->materialname); 666 mt = name_to_material (op->materialname);
689 if (mt) 667 if (mt)
690 { 668 {
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
706 if (QUERY_FLAG (op, FLAG_DAMNED)) 684 if (QUERY_FLAG (op, FLAG_DAMNED))
707 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
708 else if (QUERY_FLAG (op, FLAG_CURSED)) 686 else if (QUERY_FLAG (op, FLAG_CURSED))
709 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
710 } 688 }
689
711 /* Basically, if the object is known magical (detect magic spell on it), 690 /* Basically, if the object is known magical (detect magic spell on it),
712 * and it isn't identified, print out the fact that 691 * and it isn't identified, print out the fact that
713 * it is magical. Assume that the detect magical spell will only set 692 * it is magical. Assume that the detect magical spell will only set
714 * KNOWN_MAGICAL if the item actually is magical. 693 * KNOWN_MAGICAL if the item actually is magical.
715 * 694 *
731 710
732 if (QUERY_FLAG (op, FLAG_APPLIED)) 711 if (QUERY_FLAG (op, FLAG_APPLIED))
733 { 712 {
734 switch (op->type) 713 switch (op->type)
735 { 714 {
736 case BOW: 715 case BOW:
737 case WAND: 716 case WAND:
738 case ROD: 717 case ROD:
739 case HORN: 718 case HORN:
740 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
741 break; 720 break;
742 case WEAPON: 721 case WEAPON:
743 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 722 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
744 break; 723 break;
745 case ARMOUR: 724 case ARMOUR:
746 case HELMET: 725 case HELMET:
747 case SHIELD: 726 case SHIELD:
748 case RING: 727 case RING:
749 case BOOTS: 728 case BOOTS:
750 case GLOVES: 729 case GLOVES:
751 case AMULET: 730 case AMULET:
752 case GIRDLE: 731 case GIRDLE:
753 case BRACERS: 732 case BRACERS:
754 case CLOAK: 733 case CLOAK:
755 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
756 break; 735 break;
757 case CONTAINER: 736 case CONTAINER:
758 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
759 break; 738 break;
760 case SKILL: 739 case SKILL:
761 default: 740 default:
762 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
763 } 742 }
764 } 743 }
744
765 if (QUERY_FLAG (op, FLAG_UNPAID)) 745 if (QUERY_FLAG (op, FLAG_UNPAID))
766 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
767 747
768 return buf[use_buf]; 748 return buf [use_buf];
769} 749}
770 750
771/* 751/*
772 * query_base_name(object) returns a character pointer pointing to a static 752 * query_base_name(object) returns a character pointer pointing to a static
773 * buffer which contains a verbose textual representation of the name 753 * buffer which contains a verbose textual representation of the name
788 return "(null)"; 768 return "(null)";
789 769
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 770 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791 return op->name; /* To speed things up (or make things slower?) */ 771 return op->name; /* To speed things up (or make things slower?) */
792 772
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 773 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
794 mt = name_to_material (op->materialname); 774 mt = name_to_material (op->materialname);
795 775
796#ifdef NEW_MATERIAL_CODE 776#ifdef NEW_MATERIAL_CODE
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
799 { 779 {
800 strcpy (buf, mt->description); 780 strcpy (buf, mt->description);
801 len = strlen (buf); 781 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF); 782 safe_strcat (buf, " ", &len, MAX_BUF);
807 } 787 }
808 else 788 else
809 { 789 {
810#endif 790#endif
811 if (!plural) 791 if (!plural)
812 strcpy (buf, op->name); 792 assign (buf, op->name);
813 else 793 else
814 strcpy (buf, op->name_pl); 794 assign (buf, op->name_pl);
795
815 len = strlen (buf); 796 len = strlen (buf);
816#ifdef NEW_MATERIAL_CODE 797#ifdef NEW_MATERIAL_CODE
817 } 798 }
818#endif 799#endif
819 800
823 safe_strcat (buf, op->title, &len, MAX_BUF); 804 safe_strcat (buf, op->title, &len, MAX_BUF);
824 } 805 }
825 806
826 switch (op->type) 807 switch (op->type)
827 { 808 {
828 case SPELLBOOK: 809 case SPELLBOOK:
829 case SCROLL: 810 case SCROLL:
830 case WAND: 811 case WAND:
831 case ROD: 812 case ROD:
832 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
833 { 814 {
834 if (!op->title) 815 if (!op->title)
835 { 816 {
836 safe_strcat (buf, " of ", &len, MAX_BUF); 817 safe_strcat (buf, " of ", &len, MAX_BUF);
837 if (op->inv) 818 if (op->inv)
838 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
839 else 820 else
840 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
841 } 822 }
842 if (op->type != SPELLBOOK) 823 if (op->type != SPELLBOOK)
843 { 824 {
844 sprintf (buf2, " (lvl %d)", op->level); 825 sprintf (buf2, " (lvl %d)", op->level);
845 safe_strcat (buf, buf2, &len, MAX_BUF); 826 safe_strcat (buf, buf2, &len, MAX_BUF);
846 } 827 }
847 } 828 }
848 break; 829 break;
849 830
850 831
851 case SKILL: 832 case SKILL:
852 case AMULET: 833 case AMULET:
853 case RING: 834 case RING:
854 if (!op->title) 835 if (!op->title)
855 { 836 {
856 /* If ring has a title, full description isn't so useful */ 837 /* If ring has a title, full description isn't so useful */
857 char *s = ring_desc (op); 838 const char *s = ring_desc (op);
858 839
859 if (s[0]) 840 if (s[0])
860 { 841 {
861 safe_strcat (buf, " ", &len, MAX_BUF); 842 safe_strcat (buf, " ", &len, MAX_BUF);
862 safe_strcat (buf, s, &len, MAX_BUF); 843 safe_strcat (buf, s, &len, MAX_BUF);
863 } 844 }
864 } 845 }
865 break; 846 break;
866 default: 847 default:
867 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
868 { 849 {
869 sprintf (buf + strlen (buf), " %+d", op->magic); 850 sprintf (buf + strlen (buf), " %+d", op->magic);
870 } 851 }
871 } 852 }
853
872 return buf; 854 return buf;
873} 855}
874 856
875/* Break this off from describe_item - that function was way 857/* Break this off from describe_item - that function was way
876 * too long, making it difficult to read. This function deals 858 * too long, making it difficult to read. This function deals
877 * with describing the monsters & players abilities. It should only 859 * with describing the monsters & players abilities. It should only
878 * be called with monster & player objects. Returns a description 860 * be called with monster & player objects. Returns a description
879 * in a static buffer. 861 * in a static buffer.
880 */ 862 */
881
882static char * 863static char *
883describe_monster (const object *op) 864describe_monster (const object *op)
884{ 865{
885 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
886 static char retbuf[VERY_BIG_BUF]; 867 static char retbuf[VERY_BIG_BUF];
890 871
891 /* Note that the resolution this provides for players really isn't 872 /* Note that the resolution this provides for players really isn't
892 * very good. Any player with a speed greater than .67 will 873 * very good. Any player with a speed greater than .67 will
893 * fall into the 'lightning fast movement' category. 874 * fall into the 'lightning fast movement' category.
894 */ 875 */
895 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 876 if (op->has_active_speed ())
896 { 877 {
897 switch ((int) ((FABS (op->speed)) * 15)) 878 switch ((int) ((FABS (op->speed)) * 15))
898 { 879 {
899 case 0: 880 case 0:
900 strcat (retbuf, "(very slow movement)"); 881 strcat (retbuf, "(very slow movement)");
956 { 937 {
957 treasure *t; 938 treasure *t;
958 int first = 1; 939 int first = 1;
959 940
960 for (t = op->randomitems->items; t != NULL; t = t->next) 941 for (t = op->randomitems->items; t != NULL; t = t->next)
961 if (t->item && (t->item->clone.type == SPELL)) 942 if (t->item && t->item->clone.type == SPELL)
962 { 943 {
963 if (first) 944 if (first)
964 { 945 {
965 first = 0; 946 first = 0;
966 strcat (retbuf, "(Spell abilities:)"); 947 strcat (retbuf, "(Spell abilities:)");
1012 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1013 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1014 break; 995 break;
1015 996
1016 if (tmp && tmp->attacktype != 0) 997 if (tmp && tmp->attacktype != 0)
1017 {
1018 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 998 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1019 }
1020 else 999 else
1021 {
1022 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1023 }
1024 } 1001 }
1025 else 1002 else
1026 {
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1003 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1028 } 1004
1029 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1005 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1030 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1006 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1031 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1007 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1008
1032 for (i = 0; i < NROFATTACKS; i++) 1009 for (i = 0; i < NROFATTACKS; i++)
1033 {
1034 if (op->resist[i]) 1010 if (op->resist[i])
1035 { 1011 {
1036 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1012 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1037 strcat (retbuf, buf); 1013 strcat (retbuf, buf);
1038 } 1014 }
1039 } 1015
1040 return retbuf; 1016 return retbuf;
1041} 1017}
1042 1018
1043 1019
1044/* 1020/*
1065 * 1041 *
1066 * Add 'owner' who is the person examining this object. 1042 * Add 'owner' who is the person examining this object.
1067 * owner can be null if no one is being associated with this 1043 * owner can be null if no one is being associated with this
1068 * item (eg, debug dump or the like) 1044 * item (eg, debug dump or the like)
1069 */ 1045 */
1070 1046const char *
1071char *
1072describe_item (const object *op, object *owner) 1047describe_item (const object *op, object *owner)
1073{ 1048{
1074 char buf[MAX_BUF]; 1049 char buf[MAX_BUF];
1075 static char retbuf[VERY_BIG_BUF]; 1050 static char retbuf[VERY_BIG_BUF];
1076 int identified, i; 1051 int identified, i;
1386 } 1361 }
1387 1362
1388 return retbuf; 1363 return retbuf;
1389} 1364}
1390 1365
1366std::string
1367object::describe_item (object *who)
1368{
1369 return std::string (::describe_item (this, who));
1370}
1371
1391/* Return true if the item is magical. A magical item is one that 1372/* Return true if the item is magical. A magical item is one that
1392 * increases/decreases any abilities, provides a resistance, 1373 * increases/decreases any abilities, provides a resistance,
1393 * has a generic magical bonus, or is an artifact. 1374 * has a generic magical bonus, or is an artifact.
1394 * This function is used by detect_magic to determine if an item 1375 * This function is used by detect_magic to determine if an item
1395 * should be marked as magical. 1376 * should be marked as magical.
1515 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);
1516#endif 1497#endif
1517 return 0; 1498 return 0;
1518} 1499}
1519 1500
1520
1521/* 1501/*
1522 * Supposed to fix face-values as well here, but later. 1502 * Supposed to fix face-values as well here, but later.
1523 */ 1503 */
1524
1525void 1504void
1526identify (object *op) 1505identify (object *op)
1527{ 1506{
1528 object *pl; 1507 object *pl;
1529 1508
1548 } 1527 }
1549 } 1528 }
1550 1529
1551 /* 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 */
1552 if (op->map) 1531 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1532 update_object (op, UP_OBJ_CHANGE);
1554 else 1533 else
1555 { 1534 {
1556 pl = is_player_inv (op->env); 1535 pl = op->in_player ();
1557 if (pl) 1536 if (pl)
1558 /* 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
1559 * it all. 1538 * it all.
1560 */ 1539 */
1561 esrv_send_item (pl, op); 1540 esrv_send_item (pl, op);
1562 } 1541 }
1563} 1542}
1543

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