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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 1.28 by root, Wed May 2 05:59:06 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) 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>
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
158 {FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162 {LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
163 {TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {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}, 164 {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}, 165 {LAMP, "lamp", "lamps", 0, 0},
170 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
171 {TOOL, "tool", "tools", 0, 0},
172 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
173 {BUILDFAC, "building facility", "building facilities", 0, 0},
174 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
175 {SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
176 {GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
177 {BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
178 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
185 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
186 {CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
187 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
188 {POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
189 {SAVEBED, "savebed", "savebeds", 0, 0}, 183 {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}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
193 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
194 {DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
195 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
196 {FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
258}; 250};
259 251
260int 252int
261get_power_from_ench (int ench) 253get_power_from_ench (int ench)
262{ 254{
263 if (ench < 0) 255 if (ench < 0) ench = 0;
264 ench = 0; 256 if (ench > 20) ench = 20;
265 if (ench > 20) 257
266 ench = 20;
267 return enc_to_item_power[ench]; 258 return enc_to_item_power[ench];
268} 259}
269 260
270/* This takes an object 'op' and figures out what its item_power 261/* 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 262 * rating should be. This should only really be used by the treasure
350 enc += 1; 341 enc += 1;
351 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
352 enc += 1; 343 enc += 1;
353 344
354 return get_power_from_ench (enc); 345 return get_power_from_ench (enc);
355
356} 346}
357 347
358/* returns the typedata that has a number equal to itemtype, if there 348/* returns the typedata that has a number equal to itemtype, if there
359 * isn't one, returns NULL */ 349 * isn't one, returns NULL */
360
361const typedata * 350const typedata *
362get_typedata (int itemtype) 351get_typedata (int itemtype)
363{ 352{
364 int i; 353 int i;
365 354
370} 359}
371 360
372/* returns the typedata that has a name equal to itemtype, if there 361/* 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 362 * isn't one, return the plural name that matches, if there still isn't
374 * one return NULL */ 363 * one return NULL */
375
376const typedata * 364const typedata *
377get_typedata_by_name (const char *name) 365get_typedata_by_name (const char *name)
378{ 366{
379 int i; 367 int i;
380 368
395 * returns a static array of the description. This can return 383 * returns a static array of the description. This can return
396 * a big buffer. 384 * a big buffer.
397 * if newline is true, we don't put parens around the description 385 * 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 386 * but do put a newline at the end. Useful when dumping to files
399 */ 387 */
400char * 388const char *
401describe_resistance (const object *op, int newline) 389describe_resistance (const object *op, int newline)
402{ 390{
403 static char buf[VERY_BIG_BUF]; 391 static char buf[VERY_BIG_BUF];
404 char buf1[VERY_BIG_BUF]; 392 char buf1[VERY_BIG_BUF];
405 int tmpvar; 393 int tmpvar;
424/* 412/*
425 * query_weight(object) returns a character pointer to a static buffer 413 * query_weight(object) returns a character pointer to a static buffer
426 * containing the text-representation of the weight of the given object. 414 * containing the text-representation of the weight of the given object.
427 * The buffer will be overwritten by the next call to query_weight(). 415 * The buffer will be overwritten by the next call to query_weight().
428 */ 416 */
429 417const char *
430char *
431query_weight (const object *op) 418query_weight (const object *op)
432{ 419{
433 static char buf[10]; 420 static char buf[10];
434 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 421 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
435 422
436 if (op->weight < 0) 423 if (op->weight < 0)
437 return " "; 424 return " ";
425
438 if (i % 1000) 426 if (i % 1000)
439 sprintf (buf, "%6.1f", i / 1000.0); 427 sprintf (buf, "%6.1f", i / 1000.0);
440 else 428 else
441 sprintf (buf, "%4d ", i / 1000); 429 sprintf (buf, "%4d ", i / 1000);
430
442 return buf; 431 return buf;
443} 432}
444 433
445/* 434/*
446 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
447 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
448 */ 437 */
449 438const char *
450char *
451get_levelnumber (int i) 439get_levelnumber (int i)
452{ 440{
453 static char buf[MAX_BUF]; 441 static char buf[MAX_BUF];
454 442
455 if (i > 99) 443 if (i > 99)
456 { 444 {
457 sprintf (buf, "%d.", i); 445 sprintf (buf, "%d.", i);
458 return buf; 446 return buf;
459 } 447 }
448
460 if (i < 21) 449 if (i < 21)
461 return levelnumbers[i]; 450 return levelnumbers[i];
462 if (!(i % 10)) 451 if (!(i % 10))
463 return levelnumbers_10[i / 10]; 452 return levelnumbers_10[i / 10];
453
464 strcpy (buf, numbers_10[i / 10]); 454 strcpy (buf, numbers_10[i / 10]);
465 strcat (buf, levelnumbers[i % 10]); 455 strcat (buf, levelnumbers[i % 10]);
466 return buf; 456 return buf;
467} 457}
468
469 458
470/* 459/*
471 * get_number(integer) returns the text-representation of the given number 460 * get_number(integer) returns the text-representation of the given number
472 * in a static buffer. The buffer might be overwritten at the next 461 * in a static buffer. The buffer might be overwritten at the next
473 * call to get_number(). 462 * call to get_number().
474 * It is currently only used by the query_name() function. 463 * It is currently only used by the query_name() function.
475 */ 464 */
476 465const char *
477char *
478get_number (int i) 466get_number (int i)
479{ 467{
480 if (i <= 20) 468 if (i <= 20)
481 return numbers[i]; 469 return numbers[i];
482 else 470 else
499 */ 487 */
500 488
501/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 489/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
502 * from stats.sp - b.t. 490 * from stats.sp - b.t.
503 */ 491 */
504char * 492const char *
505ring_desc (const object *op) 493ring_desc (const object *op)
506{ 494{
507 static char buf[VERY_BIG_BUF]; 495 static char buf[VERY_BIG_BUF];
508 int attr, val, len; 496 int attr, val, len;
509 497
517 if ((val = get_attr_value (&(op->stats), attr)) != 0) 505 if ((val = get_attr_value (&(op->stats), attr)) != 0)
518 { 506 {
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 } 508 }
521 } 509 }
510
522 if (op->stats.exp) 511 if (op->stats.exp)
523 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
524 if (op->stats.wc) 513 if (op->stats.wc)
525 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
526 if (op->stats.dam) 515 if (op->stats.dam)
548 strcat (buf, "(reflect spells)"); 537 strcat (buf, "(reflect spells)");
549 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
550 strcat (buf, "(reflect missiles)"); 539 strcat (buf, "(reflect missiles)");
551 if (QUERY_FLAG (op, FLAG_STEALTH)) 540 if (QUERY_FLAG (op, FLAG_STEALTH))
552 strcat (buf, "(stealth)"); 541 strcat (buf, "(stealth)");
542
553 /* 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 */
554 len = strlen (buf); 544 len = strlen (buf);
555 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);
556 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);
557 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);
622 case AMULET: 612 case AMULET:
623 case RING: 613 case RING:
624 if (!op->title) 614 if (!op->title)
625 { 615 {
626 /* If ring has a title, full description isn't so useful */ 616 /* If ring has a title, full description isn't so useful */
627 char *s = ring_desc (op); 617 const char *s = ring_desc (op);
628 618
629 if (s[0]) 619 if (s[0])
630 { 620 {
631 safe_strcat (buf, " ", &len, HUGE_BUF); 621 safe_strcat (buf, " ", &len, HUGE_BUF);
632 safe_strcat (buf, s, &len, HUGE_BUF); 622 safe_strcat (buf, s, &len, HUGE_BUF);
652 * 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
653 * returned is good forever.) However, it makes printing statements that 643 * 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.) 644 * use several names much easier (don't need to store them to temp variables.)
655 * 645 *
656 */ 646 */
657char * 647const char *
658query_name (const object *op) 648query_name (const object *op)
659{ 649{
660 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
661 static int use_buf = 0; 651 static int use_buf = 0;
662 int len = 0; 652 int len = 0;
663 653
664#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
665 materialtype_t *mt; 655 materialtype_t *mt;
692 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
693 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
694 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
695 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
696 } 686 }
687
697 /* 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),
698 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
699 * 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
700 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
701 * 692 *
717 708
718 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
719 { 710 {
720 switch (op->type) 711 switch (op->type)
721 { 712 {
722 case BOW: 713 case BOW:
723 case WAND: 714 case WAND:
724 case ROD: 715 case ROD:
725 case HORN: 716 case HORN:
726 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);
727 break; 718 break;
728 case WEAPON: 719 case WEAPON:
729 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);
730 break; 721 break;
731 case ARMOUR: 722 case ARMOUR:
732 case HELMET: 723 case HELMET:
733 case SHIELD: 724 case SHIELD:
734 case RING: 725 case RING:
735 case BOOTS: 726 case BOOTS:
736 case GLOVES: 727 case GLOVES:
737 case AMULET: 728 case AMULET:
738 case GIRDLE: 729 case GIRDLE:
739 case BRACERS: 730 case BRACERS:
740 case CLOAK: 731 case CLOAK:
741 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
742 break; 733 break;
743 case CONTAINER: 734 case CONTAINER:
744 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
745 break; 736 break;
746 case SKILL: 737 case SKILL:
747 default: 738 default:
748 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
749 } 740 }
750 } 741 }
742
751 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
752 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
753 745
754 return buf[use_buf]; 746 return buf [use_buf];
755} 747}
756 748
757/* 749/*
758 * 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
759 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
793 } 785 }
794 else 786 else
795 { 787 {
796#endif 788#endif
797 if (!plural) 789 if (!plural)
798 strcpy (buf, op->name); 790 assign (buf, op->name);
799 else 791 else
800 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
801 len = strlen (buf); 794 len = strlen (buf);
802#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
803 } 796 }
804#endif 797#endif
805 798
809 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
810 } 803 }
811 804
812 switch (op->type) 805 switch (op->type)
813 { 806 {
814 case SPELLBOOK: 807 case SPELLBOOK:
815 case SCROLL: 808 case SCROLL:
816 case WAND: 809 case WAND:
817 case ROD: 810 case ROD:
818 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))
819 { 812 {
820 if (!op->title) 813 if (!op->title)
821 { 814 {
822 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
823 if (op->inv) 816 if (op->inv)
824 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
825 else 818 else
826 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
827 } 820 }
828 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
829 { 822 {
830 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
831 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
832 } 825 }
833 } 826 }
834 break; 827 break;
835 828
836 829
837 case SKILL: 830 case SKILL:
838 case AMULET: 831 case AMULET:
839 case RING: 832 case RING:
840 if (!op->title) 833 if (!op->title)
841 { 834 {
842 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
843 char *s = ring_desc (op); 836 const char *s = ring_desc (op);
844 837
845 if (s[0]) 838 if (s[0])
846 { 839 {
847 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
848 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
849 } 842 }
850 } 843 }
851 break; 844 break;
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 { 847 {
855 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
856 } 849 }
857 } 850 }
851
858 return buf; 852 return buf;
859} 853}
860 854
861/* Break this off from describe_item - that function was way 855/* Break this off from describe_item - that function was way
862 * too long, making it difficult to read. This function deals 856 * too long, making it difficult to read. This function deals
863 * with describing the monsters & players abilities. It should only 857 * with describing the monsters & players abilities. It should only
864 * be called with monster & player objects. Returns a description 858 * be called with monster & player objects. Returns a description
865 * in a static buffer. 859 * in a static buffer.
866 */ 860 */
867
868static char * 861static char *
869describe_monster (const object *op) 862describe_monster (const object *op)
870{ 863{
871 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
872 static char retbuf[VERY_BIG_BUF]; 865 static char retbuf[VERY_BIG_BUF];
876 869
877 /* Note that the resolution this provides for players really isn't 870 /* Note that the resolution this provides for players really isn't
878 * very good. Any player with a speed greater than .67 will 871 * very good. Any player with a speed greater than .67 will
879 * fall into the 'lightning fast movement' category. 872 * fall into the 'lightning fast movement' category.
880 */ 873 */
881 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 874 if (op->has_active_speed ())
882 { 875 {
883 switch ((int) ((FABS (op->speed)) * 15)) 876 switch ((int) ((FABS (op->speed)) * 15))
884 { 877 {
885 case 0: 878 case 0:
886 strcat (retbuf, "(very slow movement)"); 879 strcat (retbuf, "(very slow movement)");
942 { 935 {
943 treasure *t; 936 treasure *t;
944 int first = 1; 937 int first = 1;
945 938
946 for (t = op->randomitems->items; t != NULL; t = t->next) 939 for (t = op->randomitems->items; t != NULL; t = t->next)
947 if (t->item && (t->item->clone.type == SPELL)) 940 if (t->item && t->item->clone.type == SPELL)
948 { 941 {
949 if (first) 942 if (first)
950 { 943 {
951 first = 0; 944 first = 0;
952 strcat (retbuf, "(Spell abilities:)"); 945 strcat (retbuf, "(Spell abilities:)");
998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
999 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1000 break; 993 break;
1001 994
1002 if (tmp && tmp->attacktype != 0) 995 if (tmp && tmp->attacktype != 0)
1003 {
1004 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1005 }
1006 else 997 else
1007 {
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1009 }
1010 } 999 }
1011 else 1000 else
1012 {
1013 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1014 } 1002
1015 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1016 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1017 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1006
1018 for (i = 0; i < NROFATTACKS; i++) 1007 for (i = 0; i < NROFATTACKS; i++)
1019 {
1020 if (op->resist[i]) 1008 if (op->resist[i])
1021 { 1009 {
1022 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1023 strcat (retbuf, buf); 1011 strcat (retbuf, buf);
1024 } 1012 }
1025 } 1013
1026 return retbuf; 1014 return retbuf;
1027} 1015}
1028 1016
1029 1017
1030/* 1018/*
1051 * 1039 *
1052 * Add 'owner' who is the person examining this object. 1040 * Add 'owner' who is the person examining this object.
1053 * owner can be null if no one is being associated with this 1041 * owner can be null if no one is being associated with this
1054 * item (eg, debug dump or the like) 1042 * item (eg, debug dump or the like)
1055 */ 1043 */
1056 1044const char *
1057char *
1058describe_item (const object *op, object *owner) 1045describe_item (const object *op, object *owner)
1059{ 1046{
1060 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
1061 static char retbuf[VERY_BIG_BUF]; 1048 static char retbuf[VERY_BIG_BUF];
1062 int identified, i; 1049 int identified, i;
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.
1532 } 1525 }
1533 } 1526 }
1534 1527
1535 /* If the object is on a map, make sure we update its face */ 1528 /* If the object is on a map, make sure we update its face */
1536 if (op->map) 1529 if (op->map)
1537 update_object (op, UP_OBJ_FACE); 1530 update_object (op, UP_OBJ_CHANGE);
1538 else 1531 else
1539 { 1532 {
1540 pl = op->in_player (); 1533 pl = op->in_player ();
1541 if (pl) 1534 if (pl)
1542 /* A lot of the values can change from an update - might as well send 1535 /* A lot of the values can change from an update - might as well send

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