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Comparing deliantra/server/common/item.C (file contents):
Revision 1.11 by elmex, Wed Dec 20 11:20:50 2006 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) 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_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 {"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"},
53 {"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"},
54 {"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"},
55 {"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"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"},
57 {"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"} ,
58 {"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"},
59 {"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"},
60 {"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"},
61 {"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"},
62 {"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"},
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",
157 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
162 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {WALL, "wall", "walls", 0, 0},
164 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
166 {MONSTER, "monster", "monsters", 0, 0},
167 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {TOOL, "tool", "tools", 0, 0},
171 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
172 {BUILDFAC, "building facility", "building facilities", 0, 0},
173 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
174 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
175 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
176 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
177 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
184 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
185 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
186 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
187 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
188 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
189 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
190 {FIREHOLES, "fireholes", "fireholes", 0, 0},
191 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
192 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
193 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
194 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
195 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
257}; 252};
258 253
259int 254int
260get_power_from_ench (int ench) 255get_power_from_ench (int ench)
261{ 256{
262 if (ench < 0) 257 if (ench < 0) ench = 0;
263 ench = 0; 258 if (ench > 20) ench = 20;
264 if (ench > 20) 259
265 ench = 20;
266 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
267} 261}
268 262
269/* 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
270 * 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
278{ 272{
279 int i, tmp, enc; 273 int i, tmp, enc;
280 274
281 enc = 0; 275 enc = 0;
282 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
283 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
284 278
285 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
286 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
287 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
288 * armour shouldn't be counted against 282 * armour shouldn't be counted against
349 enc += 1; 343 enc += 1;
350 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
351 enc += 1; 345 enc += 1;
352 346
353 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
354
355} 348}
356 349
357/* 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
358 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
359
360const typedata * 352const typedata *
361get_typedata (int itemtype) 353get_typedata (int itemtype)
362{ 354{
363 int i; 355 int i;
364 356
369} 361}
370 362
371/* 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
372 * 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
373 * one return NULL */ 365 * one return NULL */
374
375const typedata * 366const typedata *
376get_typedata_by_name (const char *name) 367get_typedata_by_name (const char *name)
377{ 368{
378 int i; 369 int i;
379 370
394 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
395 * a big buffer. 386 * a big buffer.
396 * 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
397 * 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
398 */ 389 */
399char * 390const char *
400describe_resistance (const object *op, int newline) 391describe_resistance (const object *op, int newline)
401{ 392{
402 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
403 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
404 int tmpvar; 395 int tmpvar;
423/* 414/*
424 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
425 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
426 * 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().
427 */ 418 */
428 419const char *
429char *
430query_weight (const object *op) 420query_weight (const object *op)
431{ 421{
432 static char buf[10]; 422 static char buf[10];
433 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
434 424
435 if (op->weight < 0) 425 if (op->weight < 0)
436 return " "; 426 return " ";
427
437 if (i % 1000) 428 if (i % 1000)
438 sprintf (buf, "%6.1f", i / 1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
439 else 430 else
440 sprintf (buf, "%4d ", i / 1000); 431 sprintf (buf, "%4d ", i / 1000);
432
441 return buf; 433 return buf;
442} 434}
443 435
444/* 436/*
445 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
446 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
447 */ 439 */
448 440const char *
449char *
450get_levelnumber (int i) 441get_levelnumber (int i)
451{ 442{
452 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
453 444
454 if (i > 99) 445 if (i > 99)
455 { 446 {
456 sprintf (buf, "%d.", i); 447 sprintf (buf, "%d.", i);
457 return buf; 448 return buf;
458 } 449 }
450
459 if (i < 21) 451 if (i < 21)
460 return levelnumbers[i]; 452 return levelnumbers[i];
461 if (!(i % 10)) 453 if (!(i % 10))
462 return levelnumbers_10[i / 10]; 454 return levelnumbers_10[i / 10];
455
463 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
464 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
465 return buf; 458 return buf;
466} 459}
467
468 460
469/* 461/*
470 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
471 * 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
472 * call to get_number(). 464 * call to get_number().
473 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
474 */ 466 */
475 467const char *
476char *
477get_number (int i) 468get_number (int i)
478{ 469{
479 if (i <= 20) 470 if (i <= 20)
480 return numbers[i]; 471 return numbers[i];
481 else 472 else
498 */ 489 */
499 490
500/* 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
501 * from stats.sp - b.t. 492 * from stats.sp - b.t.
502 */ 493 */
503char * 494const char *
504ring_desc (const object *op) 495ring_desc (const object *op)
505{ 496{
506 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
507 int attr, val, len; 498 int attr, val, len;
508 499
511 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
512 return buf; 503 return buf;
513 504
514 for (attr = 0; attr < NUM_STATS; attr++) 505 for (attr = 0; attr < NUM_STATS; attr++)
515 { 506 {
516 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = op->stats.stat (attr)))
517 {
518 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 508 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
519 }
520 } 509 }
510
521 if (op->stats.exp) 511 if (op->stats.exp)
522 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
523 if (op->stats.wc) 513 if (op->stats.wc)
524 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
525 if (op->stats.dam) 515 if (op->stats.dam)
547 strcat (buf, "(reflect spells)"); 537 strcat (buf, "(reflect spells)");
548 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
549 strcat (buf, "(reflect missiles)"); 539 strcat (buf, "(reflect missiles)");
550 if (QUERY_FLAG (op, FLAG_STEALTH)) 540 if (QUERY_FLAG (op, FLAG_STEALTH))
551 strcat (buf, "(stealth)"); 541 strcat (buf, "(stealth)");
542
552 /* 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 */
553 len = strlen (buf); 544 len = strlen (buf);
554 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);
555 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);
556 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);
621 case AMULET: 612 case AMULET:
622 case RING: 613 case RING:
623 if (!op->title) 614 if (!op->title)
624 { 615 {
625 /* If ring has a title, full description isn't so useful */ 616 /* If ring has a title, full description isn't so useful */
626 char *s = ring_desc (op); 617 const char *s = ring_desc (op);
627 618
628 if (s[0]) 619 if (s[0])
629 { 620 {
630 safe_strcat (buf, " ", &len, HUGE_BUF); 621 safe_strcat (buf, " ", &len, HUGE_BUF);
631 safe_strcat (buf, s, &len, HUGE_BUF); 622 safe_strcat (buf, s, &len, HUGE_BUF);
651 * 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
652 * returned is good forever.) However, it makes printing statements that 643 * returned is good forever.) However, it makes printing statements that
653 * 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.)
654 * 645 *
655 */ 646 */
656char * 647const char *
657query_name (const object *op) 648query_name (const object *op)
658{ 649{
659 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
660 static int use_buf = 0; 651 static int use_buf = 0;
661 int len = 0; 652 int len = 0;
662 653
663#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
664 materialtype_t *mt; 655 materialtype_t *mt;
691 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
692 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
693 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
694 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
695 } 686 }
687
696 /* 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),
697 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
698 * 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
699 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
700 * 692 *
716 708
717 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
718 { 710 {
719 switch (op->type) 711 switch (op->type)
720 { 712 {
721 case BOW: 713 case BOW:
722 case WAND: 714 case WAND:
723 case ROD: 715 case ROD:
724 case HORN: 716 case HORN:
725 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);
726 break; 718 break;
727 case WEAPON: 719 case WEAPON:
728 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);
729 break; 721 break;
730 case ARMOUR: 722 case ARMOUR:
731 case HELMET: 723 case HELMET:
732 case SHIELD: 724 case SHIELD:
733 case RING: 725 case RING:
734 case BOOTS: 726 case BOOTS:
735 case GLOVES: 727 case GLOVES:
736 case AMULET: 728 case AMULET:
737 case GIRDLE: 729 case GIRDLE:
738 case BRACERS: 730 case BRACERS:
739 case CLOAK: 731 case CLOAK:
740 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
741 break; 733 break;
742 case CONTAINER: 734 case CONTAINER:
743 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
744 break; 736 break;
745 case SKILL: 737 case SKILL:
746 default: 738 default:
747 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
748 } 740 }
749 } 741 }
742
750 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
751 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
752 745
753 return buf[use_buf]; 746 return buf [use_buf];
754} 747}
755 748
756/* 749/*
757 * 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
758 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
792 } 785 }
793 else 786 else
794 { 787 {
795#endif 788#endif
796 if (!plural) 789 if (!plural)
797 strcpy (buf, op->name); 790 assign (buf, op->name);
798 else 791 else
799 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
800 len = strlen (buf); 794 len = strlen (buf);
801#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
802 } 796 }
803#endif 797#endif
804 798
808 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
809 } 803 }
810 804
811 switch (op->type) 805 switch (op->type)
812 { 806 {
813 case SPELLBOOK: 807 case SPELLBOOK:
814 case SCROLL: 808 case SCROLL:
815 case WAND: 809 case WAND:
816 case ROD: 810 case ROD:
817 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))
818 { 812 {
819 if (!op->title) 813 if (!op->title)
820 { 814 {
821 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
822 if (op->inv) 816 if (op->inv)
823 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
824 else 818 else
825 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
826 } 820 }
827 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
828 { 822 {
829 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
830 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
831 } 825 }
832 } 826 }
833 break; 827 break;
834 828
835 829
836 case SKILL: 830 case SKILL:
837 case AMULET: 831 case AMULET:
838 case RING: 832 case RING:
839 if (!op->title) 833 if (!op->title)
840 { 834 {
841 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
842 char *s = ring_desc (op); 836 const char *s = ring_desc (op);
843 837
844 if (s[0]) 838 if (s[0])
845 { 839 {
846 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
847 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
848 } 842 }
849 } 843 }
850 break; 844 break;
845
851 default: 846 default:
852 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)))
853 {
854 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
855 }
856 } 849 }
850
857 return buf; 851 return buf;
858} 852}
859 853
860/* Break this off from describe_item - that function was way 854/* Break this off from describe_item - that function was way
861 * too long, making it difficult to read. This function deals 855 * too long, making it difficult to read. This function deals
862 * with describing the monsters & players abilities. It should only 856 * with describing the monsters & players abilities. It should only
863 * be called with monster & player objects. Returns a description 857 * be called with monster & player objects. Returns a description
864 * in a static buffer. 858 * in a static buffer.
865 */ 859 */
866
867static char * 860static char *
868describe_monster (const object *op) 861describe_monster (const object *op)
869{ 862{
870 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
871 static char retbuf[VERY_BIG_BUF]; 864 static char retbuf[VERY_BIG_BUF];
875 868
876 /* Note that the resolution this provides for players really isn't 869 /* Note that the resolution this provides for players really isn't
877 * very good. Any player with a speed greater than .67 will 870 * very good. Any player with a speed greater than .67 will
878 * fall into the 'lightning fast movement' category. 871 * fall into the 'lightning fast movement' category.
879 */ 872 */
880 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 873 if (op->has_active_speed ())
881 { 874 {
882 switch ((int) ((FABS (op->speed)) * 15)) 875 switch ((int) ((FABS (op->speed)) * 15))
883 { 876 {
884 case 0: 877 case 0:
885 strcat (retbuf, "(very slow movement)"); 878 strcat (retbuf, "(very slow movement)");
941 { 934 {
942 treasure *t; 935 treasure *t;
943 int first = 1; 936 int first = 1;
944 937
945 for (t = op->randomitems->items; t != NULL; t = t->next) 938 for (t = op->randomitems->items; t != NULL; t = t->next)
946 if (t->item && (t->item->clone.type == SPELL)) 939 if (t->item && t->item->clone.type == SPELL)
947 { 940 {
948 if (first) 941 if (first)
949 { 942 {
950 first = 0; 943 first = 0;
951 strcat (retbuf, "(Spell abilities:)"); 944 strcat (retbuf, "(Spell abilities:)");
997 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
998 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
999 break; 992 break;
1000 993
1001 if (tmp && tmp->attacktype != 0) 994 if (tmp && tmp->attacktype != 0)
1002 {
1003 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 995 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1004 }
1005 else 996 else
1006 {
1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 997 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1008 }
1009 } 998 }
1010 else 999 else
1011 {
1012 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1013 } 1001
1014 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1002 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1015 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1003 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1016 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1004 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1005
1017 for (i = 0; i < NROFATTACKS; i++) 1006 for (i = 0; i < NROFATTACKS; i++)
1018 {
1019 if (op->resist[i]) 1007 if (op->resist[i])
1020 { 1008 {
1021 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1009 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1022 strcat (retbuf, buf); 1010 strcat (retbuf, buf);
1023 } 1011 }
1024 } 1012
1025 return retbuf; 1013 return retbuf;
1026} 1014}
1027 1015
1028 1016
1029/* 1017/*
1050 * 1038 *
1051 * Add 'owner' who is the person examining this object. 1039 * Add 'owner' who is the person examining this object.
1052 * 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
1053 * item (eg, debug dump or the like) 1041 * item (eg, debug dump or the like)
1054 */ 1042 */
1055 1043const char *
1056char *
1057describe_item (const object *op, object *owner) 1044describe_item (const object *op, object *owner)
1058{ 1045{
1059 char buf[MAX_BUF]; 1046 char buf[MAX_BUF];
1060 static char retbuf[VERY_BIG_BUF]; 1047 static char retbuf[VERY_BIG_BUF];
1061 int identified, i; 1048 int identified, i;
1095 break; /* We have more information to do below this switch */ 1082 break; /* We have more information to do below this switch */
1096 1083
1097 case POWER_CRYSTAL: 1084 case POWER_CRYSTAL:
1098 if (op->stats.maxsp > 1000) 1085 if (op->stats.maxsp > 1000)
1099 { /*higher capacity crystals */ 1086 { /*higher capacity crystals */
1100 i = (op->stats.maxsp % 100) / 10; 1087 i = (op->stats.maxsp % 1000) / 100;
1088
1101 if (i) 1089 if (i)
1102 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);
1103 else 1091 else
1104 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);
1105 } 1093 }
1106 else 1094 else
1107 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1096
1108 strcat (retbuf, buf); 1097 strcat (retbuf, buf);
1109 i = (op->stats.sp * 10) / op->stats.maxsp; 1098 i = (op->stats.sp * 10) / op->stats.maxsp;
1110 if (op->stats.sp == 0) 1099 if (op->stats.sp == 0)
1111 strcat (retbuf, "empty."); 1100 strcat (retbuf, "empty.");
1112 else if (i == 0) 1101 else if (i == 0)
1177 { 1166 {
1178 int attr, val; 1167 int attr, val;
1179 1168
1180 for (attr = 0; attr < NUM_STATS; attr++) 1169 for (attr = 0; attr < NUM_STATS; attr++)
1181 { 1170 {
1182 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1171 if ((val = op->stats.stat (attr)))
1183 { 1172 {
1184 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1185 strcat (retbuf, buf); 1174 strcat (retbuf, buf);
1186 } 1175 }
1187 } 1176 }
1371 } 1360 }
1372 1361
1373 return retbuf; 1362 return retbuf;
1374} 1363}
1375 1364
1365std::string
1366object::describe_item (object *who)
1367{
1368 return std::string (::describe_item (this, who));
1369}
1370
1376/* 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
1377 * increases/decreases any abilities, provides a resistance, 1372 * increases/decreases any abilities, provides a resistance,
1378 * has a generic magical bonus, or is an artifact. 1373 * has a generic magical bonus, or is an artifact.
1379 * 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
1380 * should be marked as magical. 1375 * should be marked as magical.
1438 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)
1439 return 1; 1434 return 1;
1440 1435
1441 /* Check to see if it increases/decreases any stats */ 1436 /* Check to see if it increases/decreases any stats */
1442 for (i = 0; i < NUM_STATS; i++) 1437 for (i = 0; i < NUM_STATS; i++)
1443 if (get_attr_value (&(op->stats), i) != 0) 1438 if (op->stats.stat (i))
1444 return 1; 1439 return 1;
1445 1440
1446 /* 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
1447 * be non magical. 1442 * be non magical.
1448 */ 1443 */
1457int 1452int
1458need_identify (const object *op) 1453need_identify (const object *op)
1459{ 1454{
1460 switch (op->type) 1455 switch (op->type)
1461 { 1456 {
1462 case RING: 1457 case RING:
1463 case WAND: 1458 case WAND:
1464 case ROD: 1459 case ROD:
1465 case HORN: 1460 case HORN:
1466 case SCROLL: 1461 case SCROLL:
1467 case SKILL: 1462 case SKILL:
1468 case SKILLSCROLL: 1463 case SKILLSCROLL:
1469 case SPELLBOOK: 1464 case SPELLBOOK:
1470 case FOOD: 1465 case FOOD:
1471 case POTION: 1466 case POTION:
1472 case BOW: 1467 case BOW:
1473 case ARROW: 1468 case ARROW:
1474 case WEAPON: 1469 case WEAPON:
1475 case ARMOUR: 1470 case ARMOUR:
1476 case SHIELD: 1471 case SHIELD:
1477 case HELMET: 1472 case HELMET:
1478 case AMULET: 1473 case AMULET:
1479 case BOOTS: 1474 case BOOTS:
1480 case GLOVES: 1475 case GLOVES:
1481 case BRACERS: 1476 case BRACERS:
1482 case GIRDLE: 1477 case GIRDLE:
1483 case CONTAINER: 1478 case CONTAINER:
1484 case DRINK: 1479 case DRINK:
1485 case FLESH: 1480 case FLESH:
1486 case INORGANIC: 1481 case INORGANIC:
1487 case CLOSE_CON: 1482 case CLOSE_CON:
1488 case CLOAK: 1483 case CLOAK:
1489 case GEM: 1484 case GEM:
1490 case POWER_CRYSTAL: 1485 case POWER_CRYSTAL:
1491 case POISON: 1486 case POISON:
1492 case BOOK: 1487 case BOOK:
1493 case SKILL_TOOL: 1488 case SKILL_TOOL:
1494 return 1; 1489 return 1;
1495 } 1490 }
1491
1496 /* 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
1497 * archetype file can be updated, and this function removed. 1493 * archetype file can be updated, and this function removed.
1498 */ 1494 */
1499#if 0 1495#if 0
1500 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);
1531 } 1527 }
1532 } 1528 }
1533 1529
1534 /* 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 */
1535 if (op->map) 1531 if (op->map)
1536 update_object (op, UP_OBJ_FACE); 1532 update_object (op, UP_OBJ_CHANGE);
1537 else 1533 else
1538 { 1534 {
1539 pl = op->in_player (); 1535 pl = op->in_player ();
1540 if (pl) 1536 if (pl)
1541 /* 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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