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Comparing deliantra/server/common/item.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.35 by root, Sun May 27 23:56:21 2007 UTC

1
2/* 1/*
3 * static char *rcsid_item_c =
4 * "$Id: item.C,v 1.4 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32#include <living.h> 27#include <living.h>
33#include <spells.h> 28#include <spells.h>
52 * may be better. 47 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
54 * "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
55 */ 50 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"body_range", "in your range slot", "in a human's range slot"} 52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
58 , 53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
59 {"body_arm", "on your arm", "on a human's arm"} 54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
60 , 55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
61 {"body_torso", "on your body", "on a human's torso"} 56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
62 , 57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
63 {"body_head", "on your head", "on a human's head"} 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
64 , 59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
65 {"body_neck", "around your neck", "around a humans neck"} 60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
72 , 62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
73 {"body_foot", "on your feet", "on a human's feet"} 63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
74 , 64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
75 {"body_hand", "on your hands", "on a human's hands"} 65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
83}; 67};
84 68
85static char numbers[21][20] = { 69static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 103 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 105 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 106 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 108 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 134 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 135 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 137 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 139 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 140 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
278}; 252};
279 253
280int 254int
281get_power_from_ench (int ench) 255get_power_from_ench (int ench)
282{ 256{
283 if (ench < 0) 257 if (ench < 0) ench = 0;
284 ench = 0; 258 if (ench > 20) ench = 20;
285 if (ench > 20) 259
286 ench = 20;
287 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
288} 261}
289 262
290/* 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
291 * 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
299{ 272{
300 int i, tmp, enc; 273 int i, tmp, enc;
301 274
302 enc = 0; 275 enc = 0;
303 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
305 278
306 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against 282 * armour shouldn't be counted against
370 enc += 1; 343 enc += 1;
371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1; 345 enc += 1;
373 346
374 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
375
376} 348}
377 349
378/* 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
379 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
380
381const typedata * 352const typedata *
382get_typedata (int itemtype) 353get_typedata (int itemtype)
383{ 354{
384 int i; 355 int i;
385 356
390} 361}
391 362
392/* 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
393 * 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
394 * one return NULL */ 365 * one return NULL */
395
396const typedata * 366const typedata *
397get_typedata_by_name (const char *name) 367get_typedata_by_name (const char *name)
398{ 368{
399 int i; 369 int i;
400 370
415 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
416 * a big buffer. 386 * a big buffer.
417 * 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
418 * 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
419 */ 389 */
420char * 390const char *
421describe_resistance (const object *op, int newline) 391describe_resistance (const object *op, int newline)
422{ 392{
423 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
424 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
425 int tmpvar; 395 int tmpvar;
444/* 414/*
445 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
447 * 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().
448 */ 418 */
449 419const char *
450char *
451query_weight (const object *op) 420query_weight (const object *op)
452{ 421{
453 static char buf[10]; 422 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
455 424
456 if (op->weight < 0) 425 if (op->weight < 0)
457 return " "; 426 return " ";
427
458 if (i % 1000) 428 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
460 else 430 else
461 sprintf (buf, "%4d ", i / 1000); 431 sprintf (buf, "%4d ", i / 1000);
432
462 return buf; 433 return buf;
463} 434}
464 435
465/* 436/*
466 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
468 */ 439 */
469 440const char *
470char *
471get_levelnumber (int i) 441get_levelnumber (int i)
472{ 442{
473 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
474 444
475 if (i > 99) 445 if (i > 99)
476 { 446 {
477 sprintf (buf, "%d.", i); 447 sprintf (buf, "%d.", i);
478 return buf; 448 return buf;
479 } 449 }
450
480 if (i < 21) 451 if (i < 21)
481 return levelnumbers[i]; 452 return levelnumbers[i];
482 if (!(i % 10)) 453 if (!(i % 10))
483 return levelnumbers_10[i / 10]; 454 return levelnumbers_10[i / 10];
455
484 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
486 return buf; 458 return buf;
487} 459}
488
489 460
490/* 461/*
491 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
492 * 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
493 * call to get_number(). 464 * call to get_number().
494 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
495 */ 466 */
496 467const char *
497char *
498get_number (int i) 468get_number (int i)
499{ 469{
500 if (i <= 20) 470 if (i <= 20)
501 return numbers[i]; 471 return numbers[i];
502 else 472 else
519 */ 489 */
520 490
521/* 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
522 * from stats.sp - b.t. 492 * from stats.sp - b.t.
523 */ 493 */
524char * 494const char *
525ring_desc (const object *op) 495ring_desc (const object *op)
526{ 496{
527 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
528 int attr, val, len; 498 int attr, val, len;
529 499
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf; 503 return buf;
534 504
535 for (attr = 0; attr < NUM_STATS; attr++) 505 for (attr = 0; attr < NUM_STATS; attr++)
536 { 506 {
537 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = op->stats.stat (attr)))
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 508 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
540 }
541 } 509 }
510
542 if (op->stats.exp) 511 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc) 513 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam) 515 if (op->stats.dam)
568 strcat (buf, "(reflect spells)"); 537 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)"); 539 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH)) 540 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)"); 541 strcat (buf, "(stealth)");
542
573 /* Shorten some of the names, so they appear better in the windows */ 543 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf); 544 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
597 char buf2[HUGE_BUF]; 567 char buf2[HUGE_BUF];
598 int len = 0; 568 int len = 0;
599 569
600 if (op->name == NULL) 570 if (op->name == NULL)
601 return "(null)"; 571 return "(null)";
572
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 573 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
603 return op->name; /* To speed things up (or make things slower?) */ 574 return op->name; /* To speed things up (or make things slower?) */
604 575
605 if (op->nrof <= 1) 576 if (op->nrof <= 1)
606 safe_strcat (buf, op->name, &len, HUGE_BUF); 577 safe_strcat (buf, op->name, &len, HUGE_BUF);
641 case AMULET: 612 case AMULET:
642 case RING: 613 case RING:
643 if (!op->title) 614 if (!op->title)
644 { 615 {
645 /* If ring has a title, full description isn't so useful */ 616 /* If ring has a title, full description isn't so useful */
646 char *s = ring_desc (op); 617 const char *s = ring_desc (op);
647 618
648 if (s[0]) 619 if (s[0])
649 { 620 {
650 safe_strcat (buf, " ", &len, HUGE_BUF); 621 safe_strcat (buf, " ", &len, HUGE_BUF);
651 safe_strcat (buf, s, &len, HUGE_BUF); 622 safe_strcat (buf, s, &len, HUGE_BUF);
671 * overwritten. This may be a bad thing (it may be easier to assume the value 642 * overwritten. This may be a bad thing (it may be easier to assume the value
672 * returned is good forever.) However, it makes printing statements that 643 * returned is good forever.) However, it makes printing statements that
673 * use several names much easier (don't need to store them to temp variables.) 644 * use several names much easier (don't need to store them to temp variables.)
674 * 645 *
675 */ 646 */
676char * 647const char *
677query_name (const object *op) 648query_name (const object *op)
678{ 649{
679 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
680 static int use_buf = 0; 651 static int use_buf = 0;
681 int len = 0; 652 int len = 0;
682 653
683#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
684 materialtype_t *mt; 655 materialtype_t *mt;
686 657
687 use_buf++; 658 use_buf++;
688 use_buf %= 5; 659 use_buf %= 5;
689 660
690#ifdef NEW_MATERIAL_CODE 661#ifdef NEW_MATERIAL_CODE
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 662 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
692 { 663 {
693 mt = name_to_material (op->materialname); 664 mt = name_to_material (op->materialname);
694 if (mt) 665 if (mt)
695 { 666 {
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
711 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
712 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
713 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
714 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
715 } 686 }
687
716 /* Basically, if the object is known magical (detect magic spell on it), 688 /* Basically, if the object is known magical (detect magic spell on it),
717 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
718 * it is magical. Assume that the detect magical spell will only set 690 * it is magical. Assume that the detect magical spell will only set
719 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
720 * 692 *
736 708
737 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
738 { 710 {
739 switch (op->type) 711 switch (op->type)
740 { 712 {
741 case BOW: 713 case BOW:
742 case WAND: 714 case WAND:
743 case ROD: 715 case ROD:
744 case HORN: 716 case HORN:
745 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 717 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
746 break; 718 break;
747 case WEAPON: 719 case WEAPON:
748 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 720 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
749 break; 721 break;
750 case ARMOUR: 722 case ARMOUR:
751 case HELMET: 723 case HELMET:
752 case SHIELD: 724 case SHIELD:
753 case RING: 725 case RING:
754 case BOOTS: 726 case BOOTS:
755 case GLOVES: 727 case GLOVES:
756 case AMULET: 728 case AMULET:
757 case GIRDLE: 729 case GIRDLE:
758 case BRACERS: 730 case BRACERS:
759 case CLOAK: 731 case CLOAK:
760 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
761 break; 733 break;
762 case CONTAINER: 734 case CONTAINER:
763 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
764 break; 736 break;
765 case SKILL: 737 case SKILL:
766 default: 738 default:
767 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
768 } 740 }
769 } 741 }
742
770 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
771 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
772 745
773 return buf[use_buf]; 746 return buf [use_buf];
774} 747}
775 748
776/* 749/*
777 * query_base_name(object) returns a character pointer pointing to a static 750 * query_base_name(object) returns a character pointer pointing to a static
778 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
793 return "(null)"; 766 return "(null)";
794 767
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 768 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
796 return op->name; /* To speed things up (or make things slower?) */ 769 return op->name; /* To speed things up (or make things slower?) */
797 770
798 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
799 mt = name_to_material (op->materialname); 772 mt = name_to_material (op->materialname);
800 773
801#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
804 { 777 {
805 strcpy (buf, mt->description); 778 strcpy (buf, mt->description);
806 len = strlen (buf); 779 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
812 } 785 }
813 else 786 else
814 { 787 {
815#endif 788#endif
816 if (!plural) 789 if (!plural)
817 strcpy (buf, op->name); 790 assign (buf, op->name);
818 else 791 else
819 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
820 len = strlen (buf); 794 len = strlen (buf);
821#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
822 } 796 }
823#endif 797#endif
824 798
828 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
829 } 803 }
830 804
831 switch (op->type) 805 switch (op->type)
832 { 806 {
833 case SPELLBOOK: 807 case SPELLBOOK:
834 case SCROLL: 808 case SCROLL:
835 case WAND: 809 case WAND:
836 case ROD: 810 case ROD:
837 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
838 { 812 {
839 if (!op->title) 813 if (!op->title)
840 { 814 {
841 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
842 if (op->inv) 816 if (op->inv)
843 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
844 else 818 else
845 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
846 } 820 }
847 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
848 { 822 {
849 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
850 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
851 } 825 }
852 } 826 }
853 break; 827 break;
854 828
855 829
856 case SKILL: 830 case SKILL:
857 case AMULET: 831 case AMULET:
858 case RING: 832 case RING:
859 if (!op->title) 833 if (!op->title)
860 { 834 {
861 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
862 char *s = ring_desc (op); 836 const char *s = ring_desc (op);
863 837
864 if (s[0]) 838 if (s[0])
865 { 839 {
866 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
867 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
868 } 842 }
869 } 843 }
870 break; 844 break;
845
871 default: 846 default:
872 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 847 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
873 {
874 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
875 }
876 } 849 }
850
877 return buf; 851 return buf;
878} 852}
879 853
880/* Break this off from describe_item - that function was way 854/* Break this off from describe_item - that function was way
881 * too long, making it difficult to read. This function deals 855 * too long, making it difficult to read. This function deals
882 * with describing the monsters & players abilities. It should only 856 * with describing the monsters & players abilities. It should only
883 * be called with monster & player objects. Returns a description 857 * be called with monster & player objects. Returns a description
884 * in a static buffer. 858 * in a static buffer.
885 */ 859 */
886
887static char * 860static char *
888describe_monster (const object *op) 861describe_monster (const object *op)
889{ 862{
890 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
891 static char retbuf[VERY_BIG_BUF]; 864 static char retbuf[VERY_BIG_BUF];
895 868
896 /* Note that the resolution this provides for players really isn't 869 /* Note that the resolution this provides for players really isn't
897 * very good. Any player with a speed greater than .67 will 870 * very good. Any player with a speed greater than .67 will
898 * fall into the 'lightning fast movement' category. 871 * fall into the 'lightning fast movement' category.
899 */ 872 */
900 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 873 if (op->has_active_speed ())
901 { 874 {
902 switch ((int) ((FABS (op->speed)) * 15)) 875 switch ((int) ((FABS (op->speed)) * 15))
903 { 876 {
904 case 0: 877 case 0:
905 strcat (retbuf, "(very slow movement)"); 878 strcat (retbuf, "(very slow movement)");
961 { 934 {
962 treasure *t; 935 treasure *t;
963 int first = 1; 936 int first = 1;
964 937
965 for (t = op->randomitems->items; t != NULL; t = t->next) 938 for (t = op->randomitems->items; t != NULL; t = t->next)
966 if (t->item && (t->item->clone.type == SPELL)) 939 if (t->item && t->item->clone.type == SPELL)
967 { 940 {
968 if (first) 941 if (first)
969 { 942 {
970 first = 0; 943 first = 0;
971 strcat (retbuf, "(Spell abilities:)"); 944 strcat (retbuf, "(Spell abilities:)");
1017 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1018 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1019 break; 992 break;
1020 993
1021 if (tmp && tmp->attacktype != 0) 994 if (tmp && tmp->attacktype != 0)
1022 {
1023 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 995 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1024 }
1025 else 996 else
1026 {
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 997 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1028 }
1029 } 998 }
1030 else 999 else
1031 {
1032 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1033 } 1001
1034 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1002 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1035 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1003 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1036 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1004 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1005
1037 for (i = 0; i < NROFATTACKS; i++) 1006 for (i = 0; i < NROFATTACKS; i++)
1038 {
1039 if (op->resist[i]) 1007 if (op->resist[i])
1040 { 1008 {
1041 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1009 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1042 strcat (retbuf, buf); 1010 strcat (retbuf, buf);
1043 } 1011 }
1044 } 1012
1045 return retbuf; 1013 return retbuf;
1046} 1014}
1047 1015
1048 1016
1049/* 1017/*
1070 * 1038 *
1071 * Add 'owner' who is the person examining this object. 1039 * Add 'owner' who is the person examining this object.
1072 * owner can be null if no one is being associated with this 1040 * owner can be null if no one is being associated with this
1073 * item (eg, debug dump or the like) 1041 * item (eg, debug dump or the like)
1074 */ 1042 */
1075 1043const char *
1076char *
1077describe_item (const object *op, object *owner) 1044describe_item (const object *op, object *owner)
1078{ 1045{
1079 char buf[MAX_BUF]; 1046 char buf[MAX_BUF];
1080 static char retbuf[VERY_BIG_BUF]; 1047 static char retbuf[VERY_BIG_BUF];
1081 int identified, i; 1048 int identified, i;
1115 break; /* We have more information to do below this switch */ 1082 break; /* We have more information to do below this switch */
1116 1083
1117 case POWER_CRYSTAL: 1084 case POWER_CRYSTAL:
1118 if (op->stats.maxsp > 1000) 1085 if (op->stats.maxsp > 1000)
1119 { /*higher capacity crystals */ 1086 { /*higher capacity crystals */
1120 i = (op->stats.maxsp % 100) / 10; 1087 i = (op->stats.maxsp % 1000) / 100;
1088
1121 if (i) 1089 if (i)
1122 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1123 else 1091 else
1124 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1092 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1125 } 1093 }
1126 else 1094 else
1127 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1096
1128 strcat (retbuf, buf); 1097 strcat (retbuf, buf);
1129 i = (op->stats.sp * 10) / op->stats.maxsp; 1098 i = (op->stats.sp * 10) / op->stats.maxsp;
1130 if (op->stats.sp == 0) 1099 if (op->stats.sp == 0)
1131 strcat (retbuf, "empty."); 1100 strcat (retbuf, "empty.");
1132 else if (i == 0) 1101 else if (i == 0)
1197 { 1166 {
1198 int attr, val; 1167 int attr, val;
1199 1168
1200 for (attr = 0; attr < NUM_STATS; attr++) 1169 for (attr = 0; attr < NUM_STATS; attr++)
1201 { 1170 {
1202 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1171 if ((val = op->stats.stat (attr)))
1203 { 1172 {
1204 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1205 strcat (retbuf, buf); 1174 strcat (retbuf, buf);
1206 } 1175 }
1207 } 1176 }
1391 } 1360 }
1392 1361
1393 return retbuf; 1362 return retbuf;
1394} 1363}
1395 1364
1365std::string
1366object::describe_item (object *who)
1367{
1368 return std::string (::describe_item (this, who));
1369}
1370
1396/* 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
1397 * increases/decreases any abilities, provides a resistance, 1372 * increases/decreases any abilities, provides a resistance,
1398 * has a generic magical bonus, or is an artifact. 1373 * has a generic magical bonus, or is an artifact.
1399 * 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
1400 * should be marked as magical. 1375 * should be marked as magical.
1458 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1433 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1459 return 1; 1434 return 1;
1460 1435
1461 /* Check to see if it increases/decreases any stats */ 1436 /* Check to see if it increases/decreases any stats */
1462 for (i = 0; i < NUM_STATS; i++) 1437 for (i = 0; i < NUM_STATS; i++)
1463 if (get_attr_value (&(op->stats), i) != 0) 1438 if (op->stats.stat (i))
1464 return 1; 1439 return 1;
1465 1440
1466 /* If it doesn't fall into any of the above categories, must 1441 /* If it doesn't fall into any of the above categories, must
1467 * be non magical. 1442 * be non magical.
1468 */ 1443 */
1477int 1452int
1478need_identify (const object *op) 1453need_identify (const object *op)
1479{ 1454{
1480 switch (op->type) 1455 switch (op->type)
1481 { 1456 {
1482 case RING: 1457 case RING:
1483 case WAND: 1458 case WAND:
1484 case ROD: 1459 case ROD:
1485 case HORN: 1460 case HORN:
1486 case SCROLL: 1461 case SCROLL:
1487 case SKILL: 1462 case SKILL:
1488 case SKILLSCROLL: 1463 case SKILLSCROLL:
1489 case SPELLBOOK: 1464 case SPELLBOOK:
1490 case FOOD: 1465 case FOOD:
1491 case POTION: 1466 case POTION:
1492 case BOW: 1467 case BOW:
1493 case ARROW: 1468 case ARROW:
1494 case WEAPON: 1469 case WEAPON:
1495 case ARMOUR: 1470 case ARMOUR:
1496 case SHIELD: 1471 case SHIELD:
1497 case HELMET: 1472 case HELMET:
1498 case AMULET: 1473 case AMULET:
1499 case BOOTS: 1474 case BOOTS:
1500 case GLOVES: 1475 case GLOVES:
1501 case BRACERS: 1476 case BRACERS:
1502 case GIRDLE: 1477 case GIRDLE:
1503 case CONTAINER: 1478 case CONTAINER:
1504 case DRINK: 1479 case DRINK:
1505 case FLESH: 1480 case FLESH:
1506 case INORGANIC: 1481 case INORGANIC:
1507 case CLOSE_CON: 1482 case CLOSE_CON:
1508 case CLOAK: 1483 case CLOAK:
1509 case GEM: 1484 case GEM:
1510 case POWER_CRYSTAL: 1485 case POWER_CRYSTAL:
1511 case POISON: 1486 case POISON:
1512 case BOOK: 1487 case BOOK:
1513 case SKILL_TOOL: 1488 case SKILL_TOOL:
1514 return 1; 1489 return 1;
1515 } 1490 }
1491
1516 /* Try to track down some stuff that may show up here. Thus, the 1492 /* Try to track down some stuff that may show up here. Thus, the
1517 * archetype file can be updated, and this function removed. 1493 * archetype file can be updated, and this function removed.
1518 */ 1494 */
1519#if 0 1495#if 0
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif 1497#endif
1522 return 0; 1498 return 0;
1523} 1499}
1524 1500
1525
1526/* 1501/*
1527 * Supposed to fix face-values as well here, but later. 1502 * Supposed to fix face-values as well here, but later.
1528 */ 1503 */
1529
1530void 1504void
1531identify (object *op) 1505identify (object *op)
1532{ 1506{
1533 object *pl; 1507 object *pl;
1534 1508
1553 } 1527 }
1554 } 1528 }
1555 1529
1556 /* If the object is on a map, make sure we update its face */ 1530 /* If the object is on a map, make sure we update its face */
1557 if (op->map) 1531 if (op->map)
1558 update_object (op, UP_OBJ_FACE); 1532 update_object (op, UP_OBJ_CHANGE);
1559 else 1533 else
1560 { 1534 {
1561 pl = is_player_inv (op->env); 1535 pl = op->in_player ();
1562 if (pl) 1536 if (pl)
1563 /* A lot of the values can change from an update - might as well send 1537 /* A lot of the values can change from an update - might as well send
1564 * it all. 1538 * it all.
1565 */ 1539 */
1566 esrv_send_item (pl, op); 1540 esrv_send_item (pl, op);
1567 } 1541 }
1568} 1542}
1543

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