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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 1.38 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
46 * may be better. 46 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 47 * 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 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 49 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 {"body_arm", "on your arm", "on a human's arm"}, 52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_torso", "on your body", "on a human's torso"}, 53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 {"body_head", "on your head", "on a human's head"}, 54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_neck", "around your neck", "around a humans neck"}, 55 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_finger", "on your finger", "on a human's finger"} , 57 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 60 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
60 {"body_hand", "on your hands", "on a human's hands"}, 62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 66};
65 67
66static char numbers[21][20] = { 68static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 163 {LIGHTER, "lighter", "lighters", 0, 0},
162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 164 {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}, 165 {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}, 166 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 167 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {TOOL, "tool", "tools", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {BUILDFAC, "building facility", "building facilities", 0, 0},
172 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
173 {SPINNER, "spinner", "spinners", 0, 0}, 170 {SPINNER, "spinner", "spinners", 0, 0},
174 {GATE, "gate", "gates", 0, 0}, 171 {GATE, "gate", "gates", 0, 0},
175 {BUTTON, "button", "buttons", 0, 0}, 172 {BUTTON, "button", "buttons", 0, 0},
176 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 173 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
183 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
184 {CONVERTER, "converter", "converters", 0, 0}, 181 {CONVERTER, "converter", "converters", 0, 0},
185 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
186 {POISONING, "poisoning", "poisonings", 0, 0}, 183 {POISONING, "poisoning", "poisonings", 0, 0},
187 {SAVEBED, "savebed", "savebeds", 0, 0}, 184 {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}, 185 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
191 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 186 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
192 {DIRECTOR, "director", "directors", 0, 0}, 187 {DIRECTOR, "director", "directors", 0, 0},
193 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 188 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
194 {FORCE, "force", "forces", 0, 0}, 189 {FORCE, "force", "forces", 0, 0},
256}; 251};
257 252
258int 253int
259get_power_from_ench (int ench) 254get_power_from_ench (int ench)
260{ 255{
261 if (ench < 0) 256 if (ench < 0) ench = 0;
262 ench = 0; 257 if (ench > 20) ench = 20;
263 if (ench > 20) 258
264 ench = 20;
265 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
266} 260}
267 261
268/* This takes an object 'op' and figures out what its item_power 262/* 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 263 * rating should be. This should only really be used by the treasure
277{ 271{
278 int i, tmp, enc; 272 int i, tmp, enc;
279 273
280 enc = 0; 274 enc = 0;
281 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
282 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
283 277
284 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
285 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
286 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
287 * armour shouldn't be counted against 281 * armour shouldn't be counted against
348 enc += 1; 342 enc += 1;
349 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
350 enc += 1; 344 enc += 1;
351 345
352 return get_power_from_ench (enc); 346 return get_power_from_ench (enc);
353
354} 347}
355 348
356/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
357 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
358
359const typedata * 351const typedata *
360get_typedata (int itemtype) 352get_typedata (int itemtype)
361{ 353{
362 int i; 354 int i;
363 355
368} 360}
369 361
370/* returns the typedata that has a name equal to itemtype, if there 362/* 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 363 * isn't one, return the plural name that matches, if there still isn't
372 * one return NULL */ 364 * one return NULL */
373
374const typedata * 365const typedata *
375get_typedata_by_name (const char *name) 366get_typedata_by_name (const char *name)
376{ 367{
377 int i; 368 int i;
378 369
393 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
394 * a big buffer. 385 * a big buffer.
395 * if newline is true, we don't put parens around the description 386 * 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 387 * but do put a newline at the end. Useful when dumping to files
397 */ 388 */
398char * 389const char *
399describe_resistance (const object *op, int newline) 390describe_resistance (const object *op, int newline)
400{ 391{
401 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
402 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
403 int tmpvar; 394 int tmpvar;
422/* 413/*
423 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
424 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
425 * The buffer will be overwritten by the next call to query_weight(). 416 * The buffer will be overwritten by the next call to query_weight().
426 */ 417 */
427 418const char *
428char *
429query_weight (const object *op) 419query_weight (const object *op)
430{ 420{
431 static char buf[10]; 421 static char buf[10];
432 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
433 423
434 if (op->weight < 0) 424 if (op->weight < 0)
435 return " "; 425 return " ";
426
436 if (i % 1000) 427 if (i % 1000)
437 sprintf (buf, "%6.1f", i / 1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
438 else 429 else
439 sprintf (buf, "%4d ", i / 1000); 430 sprintf (buf, "%4d ", i / 1000);
431
440 return buf; 432 return buf;
441} 433}
442 434
443/* 435/*
444 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
445 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
446 */ 438 */
447 439const char *
448char *
449get_levelnumber (int i) 440get_levelnumber (int i)
450{ 441{
451 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
452 443
453 if (i > 99) 444 if (i > 99)
454 { 445 {
455 sprintf (buf, "%d.", i); 446 sprintf (buf, "%d.", i);
456 return buf; 447 return buf;
457 } 448 }
449
458 if (i < 21) 450 if (i < 21)
459 return levelnumbers[i]; 451 return levelnumbers[i];
460 if (!(i % 10)) 452 if (!(i % 10))
461 return levelnumbers_10[i / 10]; 453 return levelnumbers_10[i / 10];
454
462 strcpy (buf, numbers_10[i / 10]); 455 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]); 456 strcat (buf, levelnumbers[i % 10]);
464 return buf; 457 return buf;
465} 458}
466
467 459
468/* 460/*
469 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
470 * in a static buffer. The buffer might be overwritten at the next 462 * in a static buffer. The buffer might be overwritten at the next
471 * call to get_number(). 463 * call to get_number().
472 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
473 */ 465 */
474 466const char *
475char *
476get_number (int i) 467get_number (int i)
477{ 468{
478 if (i <= 20) 469 if (i <= 20)
479 return numbers[i]; 470 return numbers[i];
480 else 471 else
497 */ 488 */
498 489
499/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
500 * from stats.sp - b.t. 491 * from stats.sp - b.t.
501 */ 492 */
502char * 493const char *
503ring_desc (const object *op) 494ring_desc (const object *op)
504{ 495{
505 static char buf[VERY_BIG_BUF]; 496 static char buf[VERY_BIG_BUF];
506 int attr, val, len; 497 int attr, val, len;
507 498
510 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
511 return buf; 502 return buf;
512 503
513 for (attr = 0; attr < NUM_STATS; attr++) 504 for (attr = 0; attr < NUM_STATS; attr++)
514 { 505 {
515 if ((val = get_attr_value (&(op->stats), attr)) != 0) 506 if ((val = op->stats.stat (attr)))
516 {
517 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
518 }
519 } 508 }
509
520 if (op->stats.exp) 510 if (op->stats.exp)
521 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 511 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
522 if (op->stats.wc) 512 if (op->stats.wc)
523 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 513 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
524 if (op->stats.dam) 514 if (op->stats.dam)
546 strcat (buf, "(reflect spells)"); 536 strcat (buf, "(reflect spells)");
547 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 537 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
548 strcat (buf, "(reflect missiles)"); 538 strcat (buf, "(reflect missiles)");
549 if (QUERY_FLAG (op, FLAG_STEALTH)) 539 if (QUERY_FLAG (op, FLAG_STEALTH))
550 strcat (buf, "(stealth)"); 540 strcat (buf, "(stealth)");
541
551 /* Shorten some of the names, so they appear better in the windows */ 542 /* Shorten some of the names, so they appear better in the windows */
552 len = strlen (buf); 543 len = strlen (buf);
553 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 544 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); 545 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); 546 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
620 case AMULET: 611 case AMULET:
621 case RING: 612 case RING:
622 if (!op->title) 613 if (!op->title)
623 { 614 {
624 /* If ring has a title, full description isn't so useful */ 615 /* If ring has a title, full description isn't so useful */
625 char *s = ring_desc (op); 616 const char *s = ring_desc (op);
626 617
627 if (s[0]) 618 if (s[0])
628 { 619 {
629 safe_strcat (buf, " ", &len, HUGE_BUF); 620 safe_strcat (buf, " ", &len, HUGE_BUF);
630 safe_strcat (buf, s, &len, HUGE_BUF); 621 safe_strcat (buf, s, &len, HUGE_BUF);
650 * overwritten. This may be a bad thing (it may be easier to assume the value 641 * 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 642 * 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.) 643 * use several names much easier (don't need to store them to temp variables.)
653 * 644 *
654 */ 645 */
655char * 646const char *
656query_name (const object *op) 647query_name (const object *op)
657{ 648{
658 static char buf[5][HUGE_BUF]; 649 static char buf[5][HUGE_BUF]; // OMFG
659 static int use_buf = 0; 650 static int use_buf = 0;
660 int len = 0; 651 int len = 0;
661 652
662#ifdef NEW_MATERIAL_CODE 653#ifdef NEW_MATERIAL_CODE
663 materialtype_t *mt; 654 materialtype_t *mt;
690 if (QUERY_FLAG (op, FLAG_DAMNED)) 681 if (QUERY_FLAG (op, FLAG_DAMNED))
691 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 682 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
692 else if (QUERY_FLAG (op, FLAG_CURSED)) 683 else if (QUERY_FLAG (op, FLAG_CURSED))
693 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 684 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
694 } 685 }
686
695 /* Basically, if the object is known magical (detect magic spell on it), 687 /* Basically, if the object is known magical (detect magic spell on it),
696 * and it isn't identified, print out the fact that 688 * and it isn't identified, print out the fact that
697 * it is magical. Assume that the detect magical spell will only set 689 * it is magical. Assume that the detect magical spell will only set
698 * KNOWN_MAGICAL if the item actually is magical. 690 * KNOWN_MAGICAL if the item actually is magical.
699 * 691 *
715 707
716 if (QUERY_FLAG (op, FLAG_APPLIED)) 708 if (QUERY_FLAG (op, FLAG_APPLIED))
717 { 709 {
718 switch (op->type) 710 switch (op->type)
719 { 711 {
720 case BOW: 712 case BOW:
721 case WAND: 713 case WAND:
722 case ROD: 714 case ROD:
723 case HORN: 715 case HORN:
724 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 716 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
725 break; 717 break;
726 case WEAPON: 718 case WEAPON:
727 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
728 break; 720 break;
729 case ARMOUR: 721 case ARMOUR:
730 case HELMET: 722 case HELMET:
731 case SHIELD: 723 case SHIELD:
732 case RING: 724 case RING:
733 case BOOTS: 725 case BOOTS:
734 case GLOVES: 726 case GLOVES:
735 case AMULET: 727 case AMULET:
736 case GIRDLE: 728 case GIRDLE:
737 case BRACERS: 729 case BRACERS:
738 case CLOAK: 730 case CLOAK:
739 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 731 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
740 break; 732 break;
741 case CONTAINER: 733 case CONTAINER:
742 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
743 break; 735 break;
744 case SKILL: 736 case SKILL:
745 default: 737 default:
746 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 738 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
747 } 739 }
748 } 740 }
741
749 if (QUERY_FLAG (op, FLAG_UNPAID)) 742 if (QUERY_FLAG (op, FLAG_UNPAID))
750 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
751 744
752 return buf[use_buf]; 745 return buf [use_buf];
753} 746}
754 747
755/* 748/*
756 * query_base_name(object) returns a character pointer pointing to a static 749 * query_base_name(object) returns a character pointer pointing to a static
757 * buffer which contains a verbose textual representation of the name 750 * buffer which contains a verbose textual representation of the name
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
778 mt = name_to_material (op->materialname); 771 mt = name_to_material (op->materialname);
779 772
780#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
781 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
782 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
783 { 776 {
784 strcpy (buf, mt->description); 777 strcpy (buf, mt->description);
785 len = strlen (buf); 778 len = strlen (buf);
786 safe_strcat (buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
787 if (!plural) 780 if (!plural)
791 } 784 }
792 else 785 else
793 { 786 {
794#endif 787#endif
795 if (!plural) 788 if (!plural)
796 strcpy (buf, op->name); 789 assign (buf, op->name);
797 else 790 else
798 strcpy (buf, op->name_pl); 791 assign (buf, op->name_pl);
792
799 len = strlen (buf); 793 len = strlen (buf);
800#ifdef NEW_MATERIAL_CODE 794#ifdef NEW_MATERIAL_CODE
801 } 795 }
802#endif 796#endif
803 797
807 safe_strcat (buf, op->title, &len, MAX_BUF); 801 safe_strcat (buf, op->title, &len, MAX_BUF);
808 } 802 }
809 803
810 switch (op->type) 804 switch (op->type)
811 { 805 {
812 case SPELLBOOK: 806 case SPELLBOOK:
813 case SCROLL: 807 case SCROLL:
814 case WAND: 808 case WAND:
815 case ROD: 809 case ROD:
816 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 810 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
817 { 811 {
818 if (!op->title) 812 if (!op->title)
819 { 813 {
820 safe_strcat (buf, " of ", &len, MAX_BUF); 814 safe_strcat (buf, " of ", &len, MAX_BUF);
821 if (op->inv) 815 if (op->inv)
822 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 816 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
823 else 817 else
824 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 818 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
825 } 819 }
826 if (op->type != SPELLBOOK) 820 if (op->type != SPELLBOOK)
827 { 821 {
828 sprintf (buf2, " (lvl %d)", op->level); 822 sprintf (buf2, " (lvl %d)", op->level);
829 safe_strcat (buf, buf2, &len, MAX_BUF); 823 safe_strcat (buf, buf2, &len, MAX_BUF);
830 } 824 }
831 } 825 }
832 break; 826 break;
833 827
834 828
835 case SKILL: 829 case SKILL:
836 case AMULET: 830 case AMULET:
837 case RING: 831 case RING:
838 if (!op->title) 832 if (!op->title)
839 { 833 {
840 /* If ring has a title, full description isn't so useful */ 834 /* If ring has a title, full description isn't so useful */
841 char *s = ring_desc (op); 835 const char *s = ring_desc (op);
842 836
843 if (s[0]) 837 if (s[0])
844 { 838 {
845 safe_strcat (buf, " ", &len, MAX_BUF); 839 safe_strcat (buf, " ", &len, MAX_BUF);
846 safe_strcat (buf, s, &len, MAX_BUF); 840 safe_strcat (buf, s, &len, MAX_BUF);
847 } 841 }
848 } 842 }
849 break; 843 break;
844
850 default: 845 default:
851 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)))
852 {
853 sprintf (buf + strlen (buf), " %+d", op->magic); 847 sprintf (buf + strlen (buf), " %+d", op->magic);
854 }
855 } 848 }
849
856 return buf; 850 return buf;
857} 851}
858 852
859/* Break this off from describe_item - that function was way 853/* Break this off from describe_item - that function was way
860 * too long, making it difficult to read. This function deals 854 * too long, making it difficult to read. This function deals
861 * with describing the monsters & players abilities. It should only 855 * with describing the monsters & players abilities. It should only
862 * be called with monster & player objects. Returns a description 856 * be called with monster & player objects. Returns a description
863 * in a static buffer. 857 * in a static buffer.
864 */ 858 */
865
866static char * 859static char *
867describe_monster (const object *op) 860describe_monster (const object *op)
868{ 861{
869 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
870 static char retbuf[VERY_BIG_BUF]; 863 static char retbuf[VERY_BIG_BUF];
874 867
875 /* Note that the resolution this provides for players really isn't 868 /* Note that the resolution this provides for players really isn't
876 * very good. Any player with a speed greater than .67 will 869 * very good. Any player with a speed greater than .67 will
877 * fall into the 'lightning fast movement' category. 870 * fall into the 'lightning fast movement' category.
878 */ 871 */
879 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 872 if (op->has_active_speed ())
880 { 873 {
881 switch ((int) ((FABS (op->speed)) * 15)) 874 switch ((int) ((FABS (op->speed)) * 15))
882 { 875 {
883 case 0: 876 case 0:
884 strcat (retbuf, "(very slow movement)"); 877 strcat (retbuf, "(very slow movement)");
940 { 933 {
941 treasure *t; 934 treasure *t;
942 int first = 1; 935 int first = 1;
943 936
944 for (t = op->randomitems->items; t != NULL; t = t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
945 if (t->item && (t->item->clone.type == SPELL)) 938 if (t->item && t->item->type == SPELL)
946 { 939 {
947 if (first) 940 if (first)
948 { 941 {
949 first = 0; 942 first = 0;
950 strcat (retbuf, "(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
951 } 944 }
952 strcat (retbuf, "("); 945 strcat (retbuf, "(");
953 strcat (retbuf, t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
954 strcat (retbuf, ")"); 947 strcat (retbuf, ")");
955 } 948 }
956 } 949 }
957 if (op->type == PLAYER) 950 if (op->type == PLAYER)
958 { 951 {
996 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
997 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
998 break; 991 break;
999 992
1000 if (tmp && tmp->attacktype != 0) 993 if (tmp && tmp->attacktype != 0)
1001 {
1002 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 994 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1003 }
1004 else 995 else
1005 {
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 996 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1007 }
1008 } 997 }
1009 else 998 else
1010 {
1011 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1012 } 1000
1013 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1001 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1014 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1002 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1015 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1003 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1004
1016 for (i = 0; i < NROFATTACKS; i++) 1005 for (i = 0; i < NROFATTACKS; i++)
1017 {
1018 if (op->resist[i]) 1006 if (op->resist[i])
1019 { 1007 {
1020 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1008 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1021 strcat (retbuf, buf); 1009 strcat (retbuf, buf);
1022 } 1010 }
1023 } 1011
1024 return retbuf; 1012 return retbuf;
1025} 1013}
1026 1014
1027 1015
1028/* 1016/*
1049 * 1037 *
1050 * Add 'owner' who is the person examining this object. 1038 * Add 'owner' who is the person examining this object.
1051 * owner can be null if no one is being associated with this 1039 * owner can be null if no one is being associated with this
1052 * item (eg, debug dump or the like) 1040 * item (eg, debug dump or the like)
1053 */ 1041 */
1054 1042const char *
1055char *
1056describe_item (const object *op, object *owner) 1043describe_item (const object *op, object *owner)
1057{ 1044{
1058 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
1059 static char retbuf[VERY_BIG_BUF]; 1046 static char retbuf[VERY_BIG_BUF];
1060 int identified, i; 1047 int identified, i;
1094 break; /* We have more information to do below this switch */ 1081 break; /* We have more information to do below this switch */
1095 1082
1096 case POWER_CRYSTAL: 1083 case POWER_CRYSTAL:
1097 if (op->stats.maxsp > 1000) 1084 if (op->stats.maxsp > 1000)
1098 { /*higher capacity crystals */ 1085 { /*higher capacity crystals */
1099 i = (op->stats.maxsp % 100) / 10; 1086 i = (op->stats.maxsp % 1000) / 100;
1087
1100 if (i) 1088 if (i)
1101 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1089 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1102 else 1090 else
1103 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1091 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1104 } 1092 }
1105 else 1093 else
1106 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1095
1107 strcat (retbuf, buf); 1096 strcat (retbuf, buf);
1108 i = (op->stats.sp * 10) / op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1109 if (op->stats.sp == 0) 1098 if (op->stats.sp == 0)
1110 strcat (retbuf, "empty."); 1099 strcat (retbuf, "empty.");
1111 else if (i == 0) 1100 else if (i == 0)
1176 { 1165 {
1177 int attr, val; 1166 int attr, val;
1178 1167
1179 for (attr = 0; attr < NUM_STATS; attr++) 1168 for (attr = 0; attr < NUM_STATS; attr++)
1180 { 1169 {
1181 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1170 if ((val = op->stats.stat (attr)))
1182 { 1171 {
1183 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1184 strcat (retbuf, buf); 1173 strcat (retbuf, buf);
1185 } 1174 }
1186 } 1175 }
1370 } 1359 }
1371 1360
1372 return retbuf; 1361 return retbuf;
1373} 1362}
1374 1363
1364std::string
1365object::describe_item (object *who)
1366{
1367 return std::string (::describe_item (this, who));
1368}
1369
1375/* 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
1376 * increases/decreases any abilities, provides a resistance, 1371 * increases/decreases any abilities, provides a resistance,
1377 * has a generic magical bonus, or is an artifact. 1372 * has a generic magical bonus, or is an artifact.
1378 * 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
1379 * should be marked as magical. 1374 * should be marked as magical.
1437 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1438 return 1; 1433 return 1;
1439 1434
1440 /* Check to see if it increases/decreases any stats */ 1435 /* Check to see if it increases/decreases any stats */
1441 for (i = 0; i < NUM_STATS; i++) 1436 for (i = 0; i < NUM_STATS; i++)
1442 if (get_attr_value (&(op->stats), i) != 0) 1437 if (op->stats.stat (i))
1443 return 1; 1438 return 1;
1444 1439
1445 /* If it doesn't fall into any of the above categories, must 1440 /* If it doesn't fall into any of the above categories, must
1446 * be non magical. 1441 * be non magical.
1447 */ 1442 */
1456int 1451int
1457need_identify (const object *op) 1452need_identify (const object *op)
1458{ 1453{
1459 switch (op->type) 1454 switch (op->type)
1460 { 1455 {
1461 case RING: 1456 case RING:
1462 case WAND: 1457 case WAND:
1463 case ROD: 1458 case ROD:
1464 case HORN: 1459 case HORN:
1465 case SCROLL: 1460 case SCROLL:
1466 case SKILL: 1461 case SKILL:
1467 case SKILLSCROLL: 1462 case SKILLSCROLL:
1468 case SPELLBOOK: 1463 case SPELLBOOK:
1469 case FOOD: 1464 case FOOD:
1470 case POTION: 1465 case POTION:
1471 case BOW: 1466 case BOW:
1472 case ARROW: 1467 case ARROW:
1473 case WEAPON: 1468 case WEAPON:
1474 case ARMOUR: 1469 case ARMOUR:
1475 case SHIELD: 1470 case SHIELD:
1476 case HELMET: 1471 case HELMET:
1477 case AMULET: 1472 case AMULET:
1478 case BOOTS: 1473 case BOOTS:
1479 case GLOVES: 1474 case GLOVES:
1480 case BRACERS: 1475 case BRACERS:
1481 case GIRDLE: 1476 case GIRDLE:
1482 case CONTAINER: 1477 case CONTAINER:
1483 case DRINK: 1478 case DRINK:
1484 case FLESH: 1479 case FLESH:
1485 case INORGANIC: 1480 case INORGANIC:
1486 case CLOSE_CON: 1481 case CLOSE_CON:
1487 case CLOAK: 1482 case CLOAK:
1488 case GEM: 1483 case GEM:
1489 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1490 case POISON: 1485 case POISON:
1491 case BOOK: 1486 case BOOK:
1492 case SKILL_TOOL: 1487 case SKILL_TOOL:
1493 return 1; 1488 return 1;
1494 } 1489 }
1490
1495 /* Try to track down some stuff that may show up here. Thus, the 1491 /* Try to track down some stuff that may show up here. Thus, the
1496 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1497 */ 1493 */
1498#if 0 1494#if 0
1499 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1523 { 1519 {
1524 if (op->inv && op->randomitems) 1520 if (op->inv && op->randomitems)
1525 op->title = op->inv->name; 1521 op->title = op->inv->name;
1526 else if (op->arch) 1522 else if (op->arch)
1527 { 1523 {
1528 op->name = op->arch->clone.name; 1524 op->name = op->arch->object::name;
1529 op->name_pl = op->arch->clone.name_pl; 1525 op->name_pl = op->arch->object::name_pl;
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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