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Comparing deliantra/server/common/item.C (file contents):
Revision 1.17 by elmex, Wed Jan 3 02:30:51 2007 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",
249}; 251};
250 252
251int 253int
252get_power_from_ench (int ench) 254get_power_from_ench (int ench)
253{ 255{
254 if (ench < 0) 256 if (ench < 0) ench = 0;
255 ench = 0; 257 if (ench > 20) ench = 20;
256 if (ench > 20) 258
257 ench = 20;
258 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
259} 260}
260 261
261/* 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
262 * 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
270{ 271{
271 int i, tmp, enc; 272 int i, tmp, enc;
272 273
273 enc = 0; 274 enc = 0;
274 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
275 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
276 277
277 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against 281 * armour shouldn't be counted against
341 enc += 1; 342 enc += 1;
342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343 enc += 1; 344 enc += 1;
344 345
345 return get_power_from_ench (enc); 346 return get_power_from_ench (enc);
346
347} 347}
348 348
349/* 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
350 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
351
352const typedata * 351const typedata *
353get_typedata (int itemtype) 352get_typedata (int itemtype)
354{ 353{
355 int i; 354 int i;
356 355
361} 360}
362 361
363/* 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
364 * 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
365 * one return NULL */ 364 * one return NULL */
366
367const typedata * 365const typedata *
368get_typedata_by_name (const char *name) 366get_typedata_by_name (const char *name)
369{ 367{
370 int i; 368 int i;
371 369
386 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
387 * a big buffer. 385 * a big buffer.
388 * 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
389 * 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
390 */ 388 */
391char * 389const char *
392describe_resistance (const object *op, int newline) 390describe_resistance (const object *op, int newline)
393{ 391{
394 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
395 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
396 int tmpvar; 394 int tmpvar;
415/* 413/*
416 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
418 * 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().
419 */ 417 */
420 418const char *
421char *
422query_weight (const object *op) 419query_weight (const object *op)
423{ 420{
424 static char buf[10]; 421 static char buf[10];
425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
426 423
427 if (op->weight < 0) 424 if (op->weight < 0)
428 return " "; 425 return " ";
426
429 if (i % 1000) 427 if (i % 1000)
430 sprintf (buf, "%6.1f", i / 1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
431 else 429 else
432 sprintf (buf, "%4d ", i / 1000); 430 sprintf (buf, "%4d ", i / 1000);
431
433 return buf; 432 return buf;
434} 433}
435 434
436/* 435/*
437 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
438 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
439 */ 438 */
440 439const char *
441char *
442get_levelnumber (int i) 440get_levelnumber (int i)
443{ 441{
444 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
445 443
446 if (i > 99) 444 if (i > 99)
447 { 445 {
448 sprintf (buf, "%d.", i); 446 sprintf (buf, "%d.", i);
449 return buf; 447 return buf;
450 } 448 }
449
451 if (i < 21) 450 if (i < 21)
452 return levelnumbers[i]; 451 return levelnumbers[i];
453 if (!(i % 10)) 452 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 453 return levelnumbers_10[i / 10];
454
455 strcpy (buf, numbers_10[i / 10]); 455 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 456 strcat (buf, levelnumbers[i % 10]);
457 return buf; 457 return buf;
458} 458}
459
460 459
461/* 460/*
462 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
463 * 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
464 * call to get_number(). 463 * call to get_number().
465 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
466 */ 465 */
467 466const char *
468char *
469get_number (int i) 467get_number (int i)
470{ 468{
471 if (i <= 20) 469 if (i <= 20)
472 return numbers[i]; 470 return numbers[i];
473 else 471 else
490 */ 488 */
491 489
492/* 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
493 * from stats.sp - b.t. 491 * from stats.sp - b.t.
494 */ 492 */
495char * 493const char *
496ring_desc (const object *op) 494ring_desc (const object *op)
497{ 495{
498 static char buf[VERY_BIG_BUF]; 496 static char buf[VERY_BIG_BUF];
499 int attr, val, len; 497 int attr, val, len;
500 498
503 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
504 return buf; 502 return buf;
505 503
506 for (attr = 0; attr < NUM_STATS; attr++) 504 for (attr = 0; attr < NUM_STATS; attr++)
507 { 505 {
508 if ((val = get_attr_value (&(op->stats), attr)) != 0) 506 if ((val = op->stats.stat (attr)))
509 {
510 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
511 }
512 } 508 }
509
513 if (op->stats.exp) 510 if (op->stats.exp)
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 511 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515 if (op->stats.wc) 512 if (op->stats.wc)
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 513 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517 if (op->stats.dam) 514 if (op->stats.dam)
539 strcat (buf, "(reflect spells)"); 536 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 537 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)"); 538 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH)) 539 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)"); 540 strcat (buf, "(stealth)");
541
544 /* 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 */
545 len = strlen (buf); 543 len = strlen (buf);
546 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);
547 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);
548 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);
613 case AMULET: 611 case AMULET:
614 case RING: 612 case RING:
615 if (!op->title) 613 if (!op->title)
616 { 614 {
617 /* If ring has a title, full description isn't so useful */ 615 /* If ring has a title, full description isn't so useful */
618 char *s = ring_desc (op); 616 const char *s = ring_desc (op);
619 617
620 if (s[0]) 618 if (s[0])
621 { 619 {
622 safe_strcat (buf, " ", &len, HUGE_BUF); 620 safe_strcat (buf, " ", &len, HUGE_BUF);
623 safe_strcat (buf, s, &len, HUGE_BUF); 621 safe_strcat (buf, s, &len, HUGE_BUF);
643 * 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
644 * returned is good forever.) However, it makes printing statements that 642 * returned is good forever.) However, it makes printing statements that
645 * 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.)
646 * 644 *
647 */ 645 */
648char * 646const char *
649query_name (const object *op) 647query_name (const object *op)
650{ 648{
651 static char buf[5][HUGE_BUF]; 649 static char buf[5][HUGE_BUF]; // OMFG
652 static int use_buf = 0; 650 static int use_buf = 0;
653 int len = 0; 651 int len = 0;
654 652
655#ifdef NEW_MATERIAL_CODE 653#ifdef NEW_MATERIAL_CODE
656 materialtype_t *mt; 654 materialtype_t *mt;
683 if (QUERY_FLAG (op, FLAG_DAMNED)) 681 if (QUERY_FLAG (op, FLAG_DAMNED))
684 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 682 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
685 else if (QUERY_FLAG (op, FLAG_CURSED)) 683 else if (QUERY_FLAG (op, FLAG_CURSED))
686 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 684 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
687 } 685 }
686
688 /* 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),
689 * and it isn't identified, print out the fact that 688 * and it isn't identified, print out the fact that
690 * 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
691 * KNOWN_MAGICAL if the item actually is magical. 690 * KNOWN_MAGICAL if the item actually is magical.
692 * 691 *
708 707
709 if (QUERY_FLAG (op, FLAG_APPLIED)) 708 if (QUERY_FLAG (op, FLAG_APPLIED))
710 { 709 {
711 switch (op->type) 710 switch (op->type)
712 { 711 {
713 case BOW: 712 case BOW:
714 case WAND: 713 case WAND:
715 case ROD: 714 case ROD:
716 case HORN: 715 case HORN:
717 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);
718 break; 717 break;
719 case WEAPON: 718 case WEAPON:
720 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);
721 break; 720 break;
722 case ARMOUR: 721 case ARMOUR:
723 case HELMET: 722 case HELMET:
724 case SHIELD: 723 case SHIELD:
725 case RING: 724 case RING:
726 case BOOTS: 725 case BOOTS:
727 case GLOVES: 726 case GLOVES:
728 case AMULET: 727 case AMULET:
729 case GIRDLE: 728 case GIRDLE:
730 case BRACERS: 729 case BRACERS:
731 case CLOAK: 730 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 731 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
733 break; 732 break;
734 case CONTAINER: 733 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
736 break; 735 break;
737 case SKILL: 736 case SKILL:
738 default: 737 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 738 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
740 } 739 }
741 } 740 }
741
742 if (QUERY_FLAG (op, FLAG_UNPAID)) 742 if (QUERY_FLAG (op, FLAG_UNPAID))
743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
744 744
745 return buf[use_buf]; 745 return buf [use_buf];
746} 746}
747 747
748/* 748/*
749 * 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
750 * buffer which contains a verbose textual representation of the name 750 * buffer which contains a verbose textual representation of the name
770 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
771 mt = name_to_material (op->materialname); 771 mt = name_to_material (op->materialname);
772 772
773#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
775 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
776 { 776 {
777 strcpy (buf, mt->description); 777 strcpy (buf, mt->description);
778 len = strlen (buf); 778 len = strlen (buf);
779 safe_strcat (buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
780 if (!plural) 780 if (!plural)
784 } 784 }
785 else 785 else
786 { 786 {
787#endif 787#endif
788 if (!plural) 788 if (!plural)
789 strcpy (buf, op->name); 789 assign (buf, op->name);
790 else 790 else
791 strcpy (buf, op->name_pl); 791 assign (buf, op->name_pl);
792
792 len = strlen (buf); 793 len = strlen (buf);
793#ifdef NEW_MATERIAL_CODE 794#ifdef NEW_MATERIAL_CODE
794 } 795 }
795#endif 796#endif
796 797
800 safe_strcat (buf, op->title, &len, MAX_BUF); 801 safe_strcat (buf, op->title, &len, MAX_BUF);
801 } 802 }
802 803
803 switch (op->type) 804 switch (op->type)
804 { 805 {
805 case SPELLBOOK: 806 case SPELLBOOK:
806 case SCROLL: 807 case SCROLL:
807 case WAND: 808 case WAND:
808 case ROD: 809 case ROD:
809 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))
810 { 811 {
811 if (!op->title) 812 if (!op->title)
812 { 813 {
813 safe_strcat (buf, " of ", &len, MAX_BUF); 814 safe_strcat (buf, " of ", &len, MAX_BUF);
814 if (op->inv) 815 if (op->inv)
815 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 816 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
816 else 817 else
817 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 818 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
818 } 819 }
819 if (op->type != SPELLBOOK) 820 if (op->type != SPELLBOOK)
820 { 821 {
821 sprintf (buf2, " (lvl %d)", op->level); 822 sprintf (buf2, " (lvl %d)", op->level);
822 safe_strcat (buf, buf2, &len, MAX_BUF); 823 safe_strcat (buf, buf2, &len, MAX_BUF);
823 } 824 }
824 } 825 }
825 break; 826 break;
826 827
827 828
828 case SKILL: 829 case SKILL:
829 case AMULET: 830 case AMULET:
830 case RING: 831 case RING:
831 if (!op->title) 832 if (!op->title)
832 { 833 {
833 /* If ring has a title, full description isn't so useful */ 834 /* If ring has a title, full description isn't so useful */
834 char *s = ring_desc (op); 835 const char *s = ring_desc (op);
835 836
836 if (s[0]) 837 if (s[0])
837 { 838 {
838 safe_strcat (buf, " ", &len, MAX_BUF); 839 safe_strcat (buf, " ", &len, MAX_BUF);
839 safe_strcat (buf, s, &len, MAX_BUF); 840 safe_strcat (buf, s, &len, MAX_BUF);
840 } 841 }
841 } 842 }
842 break; 843 break;
844
843 default: 845 default:
844 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)))
845 {
846 sprintf (buf + strlen (buf), " %+d", op->magic); 847 sprintf (buf + strlen (buf), " %+d", op->magic);
847 }
848 } 848 }
849
849 return buf; 850 return buf;
850} 851}
851 852
852/* Break this off from describe_item - that function was way 853/* Break this off from describe_item - that function was way
853 * too long, making it difficult to read. This function deals 854 * too long, making it difficult to read. This function deals
854 * with describing the monsters & players abilities. It should only 855 * with describing the monsters & players abilities. It should only
855 * be called with monster & player objects. Returns a description 856 * be called with monster & player objects. Returns a description
856 * in a static buffer. 857 * in a static buffer.
857 */ 858 */
858
859static char * 859static char *
860describe_monster (const object *op) 860describe_monster (const object *op)
861{ 861{
862 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
863 static char retbuf[VERY_BIG_BUF]; 863 static char retbuf[VERY_BIG_BUF];
933 { 933 {
934 treasure *t; 934 treasure *t;
935 int first = 1; 935 int first = 1;
936 936
937 for (t = op->randomitems->items; t != NULL; t = t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
938 if (t->item && t->item->clone.type == SPELL) 938 if (t->item && t->item->type == SPELL)
939 { 939 {
940 if (first) 940 if (first)
941 { 941 {
942 first = 0; 942 first = 0;
943 strcat (retbuf, "(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
944 } 944 }
945 strcat (retbuf, "("); 945 strcat (retbuf, "(");
946 strcat (retbuf, t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
947 strcat (retbuf, ")"); 947 strcat (retbuf, ")");
948 } 948 }
949 } 949 }
950 if (op->type == PLAYER) 950 if (op->type == PLAYER)
951 { 951 {
989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
991 break; 991 break;
992 992
993 if (tmp && tmp->attacktype != 0) 993 if (tmp && tmp->attacktype != 0)
994 {
995 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 994 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
996 }
997 else 995 else
998 {
999 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 996 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1000 }
1001 } 997 }
1002 else 998 else
1003 {
1004 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1005 } 1000
1006 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1001 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1007 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1002 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1008 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1003 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1004
1009 for (i = 0; i < NROFATTACKS; i++) 1005 for (i = 0; i < NROFATTACKS; i++)
1010 {
1011 if (op->resist[i]) 1006 if (op->resist[i])
1012 { 1007 {
1013 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1008 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1014 strcat (retbuf, buf); 1009 strcat (retbuf, buf);
1015 } 1010 }
1016 } 1011
1017 return retbuf; 1012 return retbuf;
1018} 1013}
1019 1014
1020 1015
1021/* 1016/*
1042 * 1037 *
1043 * Add 'owner' who is the person examining this object. 1038 * Add 'owner' who is the person examining this object.
1044 * 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
1045 * item (eg, debug dump or the like) 1040 * item (eg, debug dump or the like)
1046 */ 1041 */
1047 1042const char *
1048char *
1049describe_item (const object *op, object *owner) 1043describe_item (const object *op, object *owner)
1050{ 1044{
1051 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
1052 static char retbuf[VERY_BIG_BUF]; 1046 static char retbuf[VERY_BIG_BUF];
1053 int identified, i; 1047 int identified, i;
1087 break; /* We have more information to do below this switch */ 1081 break; /* We have more information to do below this switch */
1088 1082
1089 case POWER_CRYSTAL: 1083 case POWER_CRYSTAL:
1090 if (op->stats.maxsp > 1000) 1084 if (op->stats.maxsp > 1000)
1091 { /*higher capacity crystals */ 1085 { /*higher capacity crystals */
1092 i = (op->stats.maxsp % 100) / 10; 1086 i = (op->stats.maxsp % 1000) / 100;
1087
1093 if (i) 1088 if (i)
1094 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);
1095 else 1090 else
1096 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);
1097 } 1092 }
1098 else 1093 else
1099 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1095
1100 strcat (retbuf, buf); 1096 strcat (retbuf, buf);
1101 i = (op->stats.sp * 10) / op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1102 if (op->stats.sp == 0) 1098 if (op->stats.sp == 0)
1103 strcat (retbuf, "empty."); 1099 strcat (retbuf, "empty.");
1104 else if (i == 0) 1100 else if (i == 0)
1169 { 1165 {
1170 int attr, val; 1166 int attr, val;
1171 1167
1172 for (attr = 0; attr < NUM_STATS; attr++) 1168 for (attr = 0; attr < NUM_STATS; attr++)
1173 { 1169 {
1174 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1170 if ((val = op->stats.stat (attr)))
1175 { 1171 {
1176 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1177 strcat (retbuf, buf); 1173 strcat (retbuf, buf);
1178 } 1174 }
1179 } 1175 }
1363 } 1359 }
1364 1360
1365 return retbuf; 1361 return retbuf;
1366} 1362}
1367 1363
1364std::string
1365object::describe_item (object *who)
1366{
1367 return std::string (::describe_item (this, who));
1368}
1369
1368/* 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
1369 * increases/decreases any abilities, provides a resistance, 1371 * increases/decreases any abilities, provides a resistance,
1370 * has a generic magical bonus, or is an artifact. 1372 * has a generic magical bonus, or is an artifact.
1371 * 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
1372 * should be marked as magical. 1374 * should be marked as magical.
1430 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)
1431 return 1; 1433 return 1;
1432 1434
1433 /* Check to see if it increases/decreases any stats */ 1435 /* Check to see if it increases/decreases any stats */
1434 for (i = 0; i < NUM_STATS; i++) 1436 for (i = 0; i < NUM_STATS; i++)
1435 if (get_attr_value (&(op->stats), i) != 0) 1437 if (op->stats.stat (i))
1436 return 1; 1438 return 1;
1437 1439
1438 /* 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
1439 * be non magical. 1441 * be non magical.
1440 */ 1442 */
1449int 1451int
1450need_identify (const object *op) 1452need_identify (const object *op)
1451{ 1453{
1452 switch (op->type) 1454 switch (op->type)
1453 { 1455 {
1454 case RING: 1456 case RING:
1455 case WAND: 1457 case WAND:
1456 case ROD: 1458 case ROD:
1457 case HORN: 1459 case HORN:
1458 case SCROLL: 1460 case SCROLL:
1459 case SKILL: 1461 case SKILL:
1460 case SKILLSCROLL: 1462 case SKILLSCROLL:
1461 case SPELLBOOK: 1463 case SPELLBOOK:
1462 case FOOD: 1464 case FOOD:
1463 case POTION: 1465 case POTION:
1464 case BOW: 1466 case BOW:
1465 case ARROW: 1467 case ARROW:
1466 case WEAPON: 1468 case WEAPON:
1467 case ARMOUR: 1469 case ARMOUR:
1468 case SHIELD: 1470 case SHIELD:
1469 case HELMET: 1471 case HELMET:
1470 case AMULET: 1472 case AMULET:
1471 case BOOTS: 1473 case BOOTS:
1472 case GLOVES: 1474 case GLOVES:
1473 case BRACERS: 1475 case BRACERS:
1474 case GIRDLE: 1476 case GIRDLE:
1475 case CONTAINER: 1477 case CONTAINER:
1476 case DRINK: 1478 case DRINK:
1477 case FLESH: 1479 case FLESH:
1478 case INORGANIC: 1480 case INORGANIC:
1479 case CLOSE_CON: 1481 case CLOSE_CON:
1480 case CLOAK: 1482 case CLOAK:
1481 case GEM: 1483 case GEM:
1482 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1483 case POISON: 1485 case POISON:
1484 case BOOK: 1486 case BOOK:
1485 case SKILL_TOOL: 1487 case SKILL_TOOL:
1486 return 1; 1488 return 1;
1487 } 1489 }
1490
1488 /* 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
1489 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1490 */ 1493 */
1491#if 0 1494#if 0
1492 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);
1516 { 1519 {
1517 if (op->inv && op->randomitems) 1520 if (op->inv && op->randomitems)
1518 op->title = op->inv->name; 1521 op->title = op->inv->name;
1519 else if (op->arch) 1522 else if (op->arch)
1520 { 1523 {
1521 op->name = op->arch->clone.name; 1524 op->name = op->arch->object::name;
1522 op->name_pl = op->arch->clone.name_pl; 1525 op->name_pl = op->arch->object::name_pl;
1523 } 1526 }
1524 } 1527 }
1525 1528
1526 /* 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 */
1527 if (op->map) 1530 if (op->map)
1528 update_object (op, UP_OBJ_FACE); 1531 update_object (op, UP_OBJ_CHANGE);
1529 else 1532 else
1530 { 1533 {
1531 pl = op->in_player (); 1534 pl = op->in_player ();
1532 if (pl) 1535 if (pl)
1533 /* 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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