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Comparing deliantra/server/common/item.C (file contents):
Revision 1.12 by elmex, Wed Dec 20 12:13:48 2006 UTC vs.
Revision 1.30 by root, Mon May 7 03:05:57 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>
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"},
53 {"body_shield", "as a shield", "as a protective shield"},
54 {"body_combat", "as a combat weapon", "as a combat weapon"},
52 {"body_arm", "on your arm", "on a human's arm"}, 55 {"body_arm", "on your arm", "on a human's arm"},
53 {"body_torso", "on your body", "on a human's torso"}, 56 {"body_torso", "on your body", "on a human's torso"},
54 {"body_head", "on your head", "on a human's head"}, 57 {"body_head", "on your head", "on a human's head"},
55 {"body_neck", "around your neck", "around a humans neck"}, 58 {"body_neck", "around your neck", "around a humans neck"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 59 {"body_skill", "in your skill slot", "in a human's skill slot"},
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 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
165 {MONSTER, "monster", "monsters", 0, 0},
166 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
167 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {TOOL, "tool", "tools", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {BUILDFAC, "building facility", "building facilities", 0, 0},
172 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
173 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
174 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
175 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
176 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
183 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
184 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
185 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
186 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
187 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
188 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
189 {FIREHOLES, "fireholes", "fireholes", 0, 0},
190 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
191 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
192 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
193 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
194 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
256}; 252};
257 253
258int 254int
259get_power_from_ench (int ench) 255get_power_from_ench (int ench)
260{ 256{
261 if (ench < 0) 257 if (ench < 0) ench = 0;
262 ench = 0; 258 if (ench > 20) ench = 20;
263 if (ench > 20) 259
264 ench = 20;
265 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
266} 261}
267 262
268/* 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
269 * 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
348 enc += 1; 343 enc += 1;
349 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
350 enc += 1; 345 enc += 1;
351 346
352 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
353
354} 348}
355 349
356/* 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
357 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
358
359const typedata * 352const typedata *
360get_typedata (int itemtype) 353get_typedata (int itemtype)
361{ 354{
362 int i; 355 int i;
363 356
368} 361}
369 362
370/* 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
371 * 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
372 * one return NULL */ 365 * one return NULL */
373
374const typedata * 366const typedata *
375get_typedata_by_name (const char *name) 367get_typedata_by_name (const char *name)
376{ 368{
377 int i; 369 int i;
378 370
393 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
394 * a big buffer. 386 * a big buffer.
395 * 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
396 * 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
397 */ 389 */
398char * 390const char *
399describe_resistance (const object *op, int newline) 391describe_resistance (const object *op, int newline)
400{ 392{
401 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
402 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
403 int tmpvar; 395 int tmpvar;
422/* 414/*
423 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
424 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
425 * 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().
426 */ 418 */
427 419const char *
428char *
429query_weight (const object *op) 420query_weight (const object *op)
430{ 421{
431 static char buf[10]; 422 static char buf[10];
432 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
433 424
434 if (op->weight < 0) 425 if (op->weight < 0)
435 return " "; 426 return " ";
427
436 if (i % 1000) 428 if (i % 1000)
437 sprintf (buf, "%6.1f", i / 1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
438 else 430 else
439 sprintf (buf, "%4d ", i / 1000); 431 sprintf (buf, "%4d ", i / 1000);
432
440 return buf; 433 return buf;
441} 434}
442 435
443/* 436/*
444 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
445 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
446 */ 439 */
447 440const char *
448char *
449get_levelnumber (int i) 441get_levelnumber (int i)
450{ 442{
451 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
452 444
453 if (i > 99) 445 if (i > 99)
454 { 446 {
455 sprintf (buf, "%d.", i); 447 sprintf (buf, "%d.", i);
456 return buf; 448 return buf;
457 } 449 }
450
458 if (i < 21) 451 if (i < 21)
459 return levelnumbers[i]; 452 return levelnumbers[i];
460 if (!(i % 10)) 453 if (!(i % 10))
461 return levelnumbers_10[i / 10]; 454 return levelnumbers_10[i / 10];
455
462 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
464 return buf; 458 return buf;
465} 459}
466
467 460
468/* 461/*
469 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
470 * 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
471 * call to get_number(). 464 * call to get_number().
472 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
473 */ 466 */
474 467const char *
475char *
476get_number (int i) 468get_number (int i)
477{ 469{
478 if (i <= 20) 470 if (i <= 20)
479 return numbers[i]; 471 return numbers[i];
480 else 472 else
497 */ 489 */
498 490
499/* 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
500 * from stats.sp - b.t. 492 * from stats.sp - b.t.
501 */ 493 */
502char * 494const char *
503ring_desc (const object *op) 495ring_desc (const object *op)
504{ 496{
505 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
506 int attr, val, len; 498 int attr, val, len;
507 499
515 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
516 { 508 {
517 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
518 } 510 }
519 } 511 }
512
520 if (op->stats.exp) 513 if (op->stats.exp)
521 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
522 if (op->stats.wc) 515 if (op->stats.wc)
523 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
524 if (op->stats.dam) 517 if (op->stats.dam)
546 strcat (buf, "(reflect spells)"); 539 strcat (buf, "(reflect spells)");
547 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
548 strcat (buf, "(reflect missiles)"); 541 strcat (buf, "(reflect missiles)");
549 if (QUERY_FLAG (op, FLAG_STEALTH)) 542 if (QUERY_FLAG (op, FLAG_STEALTH))
550 strcat (buf, "(stealth)"); 543 strcat (buf, "(stealth)");
544
551 /* Shorten some of the names, so they appear better in the windows */ 545 /* Shorten some of the names, so they appear better in the windows */
552 len = strlen (buf); 546 len = strlen (buf);
553 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
554 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
620 case AMULET: 614 case AMULET:
621 case RING: 615 case RING:
622 if (!op->title) 616 if (!op->title)
623 { 617 {
624 /* If ring has a title, full description isn't so useful */ 618 /* If ring has a title, full description isn't so useful */
625 char *s = ring_desc (op); 619 const char *s = ring_desc (op);
626 620
627 if (s[0]) 621 if (s[0])
628 { 622 {
629 safe_strcat (buf, " ", &len, HUGE_BUF); 623 safe_strcat (buf, " ", &len, HUGE_BUF);
630 safe_strcat (buf, s, &len, HUGE_BUF); 624 safe_strcat (buf, s, &len, HUGE_BUF);
650 * 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
651 * returned is good forever.) However, it makes printing statements that 645 * returned is good forever.) However, it makes printing statements that
652 * 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.)
653 * 647 *
654 */ 648 */
655char * 649const char *
656query_name (const object *op) 650query_name (const object *op)
657{ 651{
658 static char buf[5][HUGE_BUF]; 652 static char buf[5][HUGE_BUF]; // OMFG
659 static int use_buf = 0; 653 static int use_buf = 0;
660 int len = 0; 654 int len = 0;
661 655
662#ifdef NEW_MATERIAL_CODE 656#ifdef NEW_MATERIAL_CODE
663 materialtype_t *mt; 657 materialtype_t *mt;
690 if (QUERY_FLAG (op, FLAG_DAMNED)) 684 if (QUERY_FLAG (op, FLAG_DAMNED))
691 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
692 else if (QUERY_FLAG (op, FLAG_CURSED)) 686 else if (QUERY_FLAG (op, FLAG_CURSED))
693 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
694 } 688 }
689
695 /* 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),
696 * and it isn't identified, print out the fact that 691 * and it isn't identified, print out the fact that
697 * 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
698 * KNOWN_MAGICAL if the item actually is magical. 693 * KNOWN_MAGICAL if the item actually is magical.
699 * 694 *
715 710
716 if (QUERY_FLAG (op, FLAG_APPLIED)) 711 if (QUERY_FLAG (op, FLAG_APPLIED))
717 { 712 {
718 switch (op->type) 713 switch (op->type)
719 { 714 {
720 case BOW: 715 case BOW:
721 case WAND: 716 case WAND:
722 case ROD: 717 case ROD:
723 case HORN: 718 case HORN:
724 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
725 break; 720 break;
726 case WEAPON: 721 case WEAPON:
727 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 722 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
728 break; 723 break;
729 case ARMOUR: 724 case ARMOUR:
730 case HELMET: 725 case HELMET:
731 case SHIELD: 726 case SHIELD:
732 case RING: 727 case RING:
733 case BOOTS: 728 case BOOTS:
734 case GLOVES: 729 case GLOVES:
735 case AMULET: 730 case AMULET:
736 case GIRDLE: 731 case GIRDLE:
737 case BRACERS: 732 case BRACERS:
738 case CLOAK: 733 case CLOAK:
739 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
740 break; 735 break;
741 case CONTAINER: 736 case CONTAINER:
742 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
743 break; 738 break;
744 case SKILL: 739 case SKILL:
745 default: 740 default:
746 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
747 } 742 }
748 } 743 }
744
749 if (QUERY_FLAG (op, FLAG_UNPAID)) 745 if (QUERY_FLAG (op, FLAG_UNPAID))
750 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
751 747
752 return buf[use_buf]; 748 return buf [use_buf];
753} 749}
754 750
755/* 751/*
756 * 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
757 * buffer which contains a verbose textual representation of the name 753 * buffer which contains a verbose textual representation of the name
791 } 787 }
792 else 788 else
793 { 789 {
794#endif 790#endif
795 if (!plural) 791 if (!plural)
796 strcpy (buf, op->name); 792 assign (buf, op->name);
797 else 793 else
798 strcpy (buf, op->name_pl); 794 assign (buf, op->name_pl);
795
799 len = strlen (buf); 796 len = strlen (buf);
800#ifdef NEW_MATERIAL_CODE 797#ifdef NEW_MATERIAL_CODE
801 } 798 }
802#endif 799#endif
803 800
807 safe_strcat (buf, op->title, &len, MAX_BUF); 804 safe_strcat (buf, op->title, &len, MAX_BUF);
808 } 805 }
809 806
810 switch (op->type) 807 switch (op->type)
811 { 808 {
812 case SPELLBOOK: 809 case SPELLBOOK:
813 case SCROLL: 810 case SCROLL:
814 case WAND: 811 case WAND:
815 case ROD: 812 case ROD:
816 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))
817 { 814 {
818 if (!op->title) 815 if (!op->title)
819 { 816 {
820 safe_strcat (buf, " of ", &len, MAX_BUF); 817 safe_strcat (buf, " of ", &len, MAX_BUF);
821 if (op->inv) 818 if (op->inv)
822 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
823 else 820 else
824 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
825 } 822 }
826 if (op->type != SPELLBOOK) 823 if (op->type != SPELLBOOK)
827 { 824 {
828 sprintf (buf2, " (lvl %d)", op->level); 825 sprintf (buf2, " (lvl %d)", op->level);
829 safe_strcat (buf, buf2, &len, MAX_BUF); 826 safe_strcat (buf, buf2, &len, MAX_BUF);
830 } 827 }
831 } 828 }
832 break; 829 break;
833 830
834 831
835 case SKILL: 832 case SKILL:
836 case AMULET: 833 case AMULET:
837 case RING: 834 case RING:
838 if (!op->title) 835 if (!op->title)
839 { 836 {
840 /* If ring has a title, full description isn't so useful */ 837 /* If ring has a title, full description isn't so useful */
841 char *s = ring_desc (op); 838 const char *s = ring_desc (op);
842 839
843 if (s[0]) 840 if (s[0])
844 { 841 {
845 safe_strcat (buf, " ", &len, MAX_BUF); 842 safe_strcat (buf, " ", &len, MAX_BUF);
846 safe_strcat (buf, s, &len, MAX_BUF); 843 safe_strcat (buf, s, &len, MAX_BUF);
847 } 844 }
848 } 845 }
849 break; 846 break;
847
850 default: 848 default:
851 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 849 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
852 {
853 sprintf (buf + strlen (buf), " %+d", op->magic); 850 sprintf (buf + strlen (buf), " %+d", op->magic);
854 }
855 } 851 }
852
856 return buf; 853 return buf;
857} 854}
858 855
859/* Break this off from describe_item - that function was way 856/* Break this off from describe_item - that function was way
860 * too long, making it difficult to read. This function deals 857 * too long, making it difficult to read. This function deals
861 * with describing the monsters & players abilities. It should only 858 * with describing the monsters & players abilities. It should only
862 * be called with monster & player objects. Returns a description 859 * be called with monster & player objects. Returns a description
863 * in a static buffer. 860 * in a static buffer.
864 */ 861 */
865
866static char * 862static char *
867describe_monster (const object *op) 863describe_monster (const object *op)
868{ 864{
869 char buf[MAX_BUF]; 865 char buf[MAX_BUF];
870 static char retbuf[VERY_BIG_BUF]; 866 static char retbuf[VERY_BIG_BUF];
874 870
875 /* Note that the resolution this provides for players really isn't 871 /* Note that the resolution this provides for players really isn't
876 * very good. Any player with a speed greater than .67 will 872 * very good. Any player with a speed greater than .67 will
877 * fall into the 'lightning fast movement' category. 873 * fall into the 'lightning fast movement' category.
878 */ 874 */
879 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 875 if (op->has_active_speed ())
880 { 876 {
881 switch ((int) ((FABS (op->speed)) * 15)) 877 switch ((int) ((FABS (op->speed)) * 15))
882 { 878 {
883 case 0: 879 case 0:
884 strcat (retbuf, "(very slow movement)"); 880 strcat (retbuf, "(very slow movement)");
940 { 936 {
941 treasure *t; 937 treasure *t;
942 int first = 1; 938 int first = 1;
943 939
944 for (t = op->randomitems->items; t != NULL; t = t->next) 940 for (t = op->randomitems->items; t != NULL; t = t->next)
945 if (t->item && (t->item->clone.type == SPELL)) 941 if (t->item && t->item->clone.type == SPELL)
946 { 942 {
947 if (first) 943 if (first)
948 { 944 {
949 first = 0; 945 first = 0;
950 strcat (retbuf, "(Spell abilities:)"); 946 strcat (retbuf, "(Spell abilities:)");
996 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
997 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
998 break; 994 break;
999 995
1000 if (tmp && tmp->attacktype != 0) 996 if (tmp && tmp->attacktype != 0)
1001 {
1002 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1003 }
1004 else 998 else
1005 {
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1007 }
1008 } 1000 }
1009 else 1001 else
1010 {
1011 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1012 } 1003
1013 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1014 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1015 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1007
1016 for (i = 0; i < NROFATTACKS; i++) 1008 for (i = 0; i < NROFATTACKS; i++)
1017 {
1018 if (op->resist[i]) 1009 if (op->resist[i])
1019 { 1010 {
1020 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1021 strcat (retbuf, buf); 1012 strcat (retbuf, buf);
1022 } 1013 }
1023 } 1014
1024 return retbuf; 1015 return retbuf;
1025} 1016}
1026 1017
1027 1018
1028/* 1019/*
1049 * 1040 *
1050 * Add 'owner' who is the person examining this object. 1041 * Add 'owner' who is the person examining this object.
1051 * owner can be null if no one is being associated with this 1042 * owner can be null if no one is being associated with this
1052 * item (eg, debug dump or the like) 1043 * item (eg, debug dump or the like)
1053 */ 1044 */
1054 1045const char *
1055char *
1056describe_item (const object *op, object *owner) 1046describe_item (const object *op, object *owner)
1057{ 1047{
1058 char buf[MAX_BUF]; 1048 char buf[MAX_BUF];
1059 static char retbuf[VERY_BIG_BUF]; 1049 static char retbuf[VERY_BIG_BUF];
1060 int identified, i; 1050 int identified, i;
1370 } 1360 }
1371 1361
1372 return retbuf; 1362 return retbuf;
1373} 1363}
1374 1364
1365std::string
1366object::describe_item (object *who)
1367{
1368 return std::string (::describe_item (this, who));
1369}
1370
1375/* 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
1376 * increases/decreases any abilities, provides a resistance, 1372 * increases/decreases any abilities, provides a resistance,
1377 * has a generic magical bonus, or is an artifact. 1373 * has a generic magical bonus, or is an artifact.
1378 * 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
1379 * should be marked as magical. 1375 * should be marked as magical.
1530 } 1526 }
1531 } 1527 }
1532 1528
1533 /* If the object is on a map, make sure we update its face */ 1529 /* If the object is on a map, make sure we update its face */
1534 if (op->map) 1530 if (op->map)
1535 update_object (op, UP_OBJ_FACE); 1531 update_object (op, UP_OBJ_CHANGE);
1536 else 1532 else
1537 { 1533 {
1538 pl = op->in_player (); 1534 pl = op->in_player ();
1539 if (pl) 1535 if (pl)
1540 /* A lot of the values can change from an update - might as well send 1536 /* A lot of the values can change from an update - might as well send

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