ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.10 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.37 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {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"}, 53 {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"}, 54 {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"}, 55 {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"}, 56 {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"}, 57 {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"} , 58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {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"}, 61 {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"}, 62 {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"}, 63 {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"}, 64 {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"}, 65 {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"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 103 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 105 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 106 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 108 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
158 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
163 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
164 {WALL, "wall", "walls", 0, 0},
165 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167 {MONSTER, "monster", "monsters", 0, 0},
168 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
169 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
170 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
171 {TOOL, "tool", "tools", 0, 0},
172 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
173 {BUILDFAC, "building facility", "building facilities", 0, 0},
174 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
175 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
176 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
177 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
178 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
185 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
186 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
187 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
188 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
189 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
190 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
191 {FIREHOLES, "fireholes", "fireholes", 0, 0},
192 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
193 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
194 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
195 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
196 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
258}; 252};
259 253
260int 254int
261get_power_from_ench (int ench) 255get_power_from_ench (int ench)
262{ 256{
263 if (ench < 0) 257 if (ench < 0) ench = 0;
264 ench = 0; 258 if (ench > 20) ench = 20;
265 if (ench > 20) 259
266 ench = 20;
267 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
268} 261}
269 262
270/* 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
271 * 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
279{ 272{
280 int i, tmp, enc; 273 int i, tmp, enc;
281 274
282 enc = 0; 275 enc = 0;
283 for (i = 0; i < NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
284 enc += get_attr_value (&op->stats, i); 277 enc += op->stats.stat (i);
285 278
286 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
287 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
288 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
289 * armour shouldn't be counted against 282 * armour shouldn't be counted against
350 enc += 1; 343 enc += 1;
351 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
352 enc += 1; 345 enc += 1;
353 346
354 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
355
356} 348}
357 349
358/* 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
359 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
360
361const typedata * 352const typedata *
362get_typedata (int itemtype) 353get_typedata (int itemtype)
363{ 354{
364 int i; 355 int i;
365 356
370} 361}
371 362
372/* 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
373 * 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
374 * one return NULL */ 365 * one return NULL */
375
376const typedata * 366const typedata *
377get_typedata_by_name (const char *name) 367get_typedata_by_name (const char *name)
378{ 368{
379 int i; 369 int i;
380 370
395 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
396 * a big buffer. 386 * a big buffer.
397 * 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
398 * 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
399 */ 389 */
400char * 390const char *
401describe_resistance (const object *op, int newline) 391describe_resistance (const object *op, int newline)
402{ 392{
403 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
404 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
405 int tmpvar; 395 int tmpvar;
424/* 414/*
425 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
426 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
427 * 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().
428 */ 418 */
429 419const char *
430char *
431query_weight (const object *op) 420query_weight (const object *op)
432{ 421{
433 static char buf[10]; 422 static char buf[10];
434 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
435 424
436 if (op->weight < 0) 425 if (op->weight < 0)
437 return " "; 426 return " ";
427
438 if (i % 1000) 428 if (i % 1000)
439 sprintf (buf, "%6.1f", i / 1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
440 else 430 else
441 sprintf (buf, "%4d ", i / 1000); 431 sprintf (buf, "%4d ", i / 1000);
432
442 return buf; 433 return buf;
443} 434}
444 435
445/* 436/*
446 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
447 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
448 */ 439 */
449 440const char *
450char *
451get_levelnumber (int i) 441get_levelnumber (int i)
452{ 442{
453 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
454 444
455 if (i > 99) 445 if (i > 99)
456 { 446 {
457 sprintf (buf, "%d.", i); 447 sprintf (buf, "%d.", i);
458 return buf; 448 return buf;
459 } 449 }
450
460 if (i < 21) 451 if (i < 21)
461 return levelnumbers[i]; 452 return levelnumbers[i];
462 if (!(i % 10)) 453 if (!(i % 10))
463 return levelnumbers_10[i / 10]; 454 return levelnumbers_10[i / 10];
455
464 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
465 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
466 return buf; 458 return buf;
467} 459}
468
469 460
470/* 461/*
471 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
472 * 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
473 * call to get_number(). 464 * call to get_number().
474 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
475 */ 466 */
476 467const char *
477char *
478get_number (int i) 468get_number (int i)
479{ 469{
480 if (i <= 20) 470 if (i <= 20)
481 return numbers[i]; 471 return numbers[i];
482 else 472 else
499 */ 489 */
500 490
501/* 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
502 * from stats.sp - b.t. 492 * from stats.sp - b.t.
503 */ 493 */
504char * 494const char *
505ring_desc (const object *op) 495ring_desc (const object *op)
506{ 496{
507 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
508 int attr, val, len; 498 int attr, val, len;
509 499
512 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
513 return buf; 503 return buf;
514 504
515 for (attr = 0; attr < NUM_STATS; attr++) 505 for (attr = 0; attr < NUM_STATS; attr++)
516 { 506 {
517 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = op->stats.stat (attr)))
518 {
519 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 508 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
520 }
521 } 509 }
510
522 if (op->stats.exp) 511 if (op->stats.exp)
523 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
524 if (op->stats.wc) 513 if (op->stats.wc)
525 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
526 if (op->stats.dam) 515 if (op->stats.dam)
548 strcat (buf, "(reflect spells)"); 537 strcat (buf, "(reflect spells)");
549 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
550 strcat (buf, "(reflect missiles)"); 539 strcat (buf, "(reflect missiles)");
551 if (QUERY_FLAG (op, FLAG_STEALTH)) 540 if (QUERY_FLAG (op, FLAG_STEALTH))
552 strcat (buf, "(stealth)"); 541 strcat (buf, "(stealth)");
542
553 /* 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 */
554 len = strlen (buf); 544 len = strlen (buf);
555 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);
556 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);
557 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);
622 case AMULET: 612 case AMULET:
623 case RING: 613 case RING:
624 if (!op->title) 614 if (!op->title)
625 { 615 {
626 /* If ring has a title, full description isn't so useful */ 616 /* If ring has a title, full description isn't so useful */
627 char *s = ring_desc (op); 617 const char *s = ring_desc (op);
628 618
629 if (s[0]) 619 if (s[0])
630 { 620 {
631 safe_strcat (buf, " ", &len, HUGE_BUF); 621 safe_strcat (buf, " ", &len, HUGE_BUF);
632 safe_strcat (buf, s, &len, HUGE_BUF); 622 safe_strcat (buf, s, &len, HUGE_BUF);
652 * 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
653 * returned is good forever.) However, it makes printing statements that 643 * returned is good forever.) However, it makes printing statements that
654 * 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.)
655 * 645 *
656 */ 646 */
657char * 647const char *
658query_name (const object *op) 648query_name (const object *op)
659{ 649{
660 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
661 static int use_buf = 0; 651 static int use_buf = 0;
662 int len = 0; 652 int len = 0;
663 653
664#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
665 materialtype_t *mt; 655 materialtype_t *mt;
692 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
693 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
694 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
695 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
696 } 686 }
687
697 /* 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),
698 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
699 * 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
700 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
701 * 692 *
717 708
718 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
719 { 710 {
720 switch (op->type) 711 switch (op->type)
721 { 712 {
722 case BOW: 713 case BOW:
723 case WAND: 714 case WAND:
724 case ROD: 715 case ROD:
725 case HORN: 716 case HORN:
726 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);
727 break; 718 break;
728 case WEAPON: 719 case WEAPON:
729 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);
730 break; 721 break;
731 case ARMOUR: 722 case ARMOUR:
732 case HELMET: 723 case HELMET:
733 case SHIELD: 724 case SHIELD:
734 case RING: 725 case RING:
735 case BOOTS: 726 case BOOTS:
736 case GLOVES: 727 case GLOVES:
737 case AMULET: 728 case AMULET:
738 case GIRDLE: 729 case GIRDLE:
739 case BRACERS: 730 case BRACERS:
740 case CLOAK: 731 case CLOAK:
741 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
742 break; 733 break;
743 case CONTAINER: 734 case CONTAINER:
744 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
745 break; 736 break;
746 case SKILL: 737 case SKILL:
747 default: 738 default:
748 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
749 } 740 }
750 } 741 }
742
751 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
752 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
753 745
754 return buf[use_buf]; 746 return buf [use_buf];
755} 747}
756 748
757/* 749/*
758 * 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
759 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
779 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
780 mt = name_to_material (op->materialname); 772 mt = name_to_material (op->materialname);
781 773
782#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 776 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
785 { 777 {
786 strcpy (buf, mt->description); 778 strcpy (buf, mt->description);
787 len = strlen (buf); 779 len = strlen (buf);
788 safe_strcat (buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
789 if (!plural) 781 if (!plural)
793 } 785 }
794 else 786 else
795 { 787 {
796#endif 788#endif
797 if (!plural) 789 if (!plural)
798 strcpy (buf, op->name); 790 assign (buf, op->name);
799 else 791 else
800 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
801 len = strlen (buf); 794 len = strlen (buf);
802#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
803 } 796 }
804#endif 797#endif
805 798
809 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
810 } 803 }
811 804
812 switch (op->type) 805 switch (op->type)
813 { 806 {
814 case SPELLBOOK: 807 case SPELLBOOK:
815 case SCROLL: 808 case SCROLL:
816 case WAND: 809 case WAND:
817 case ROD: 810 case ROD:
818 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))
819 { 812 {
820 if (!op->title) 813 if (!op->title)
821 { 814 {
822 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
823 if (op->inv) 816 if (op->inv)
824 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
825 else 818 else
826 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
827 } 820 }
828 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
829 { 822 {
830 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
831 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
832 } 825 }
833 } 826 }
834 break; 827 break;
835 828
836 829
837 case SKILL: 830 case SKILL:
838 case AMULET: 831 case AMULET:
839 case RING: 832 case RING:
840 if (!op->title) 833 if (!op->title)
841 { 834 {
842 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
843 char *s = ring_desc (op); 836 const char *s = ring_desc (op);
844 837
845 if (s[0]) 838 if (s[0])
846 { 839 {
847 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
848 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
849 } 842 }
850 } 843 }
851 break; 844 break;
845
852 default: 846 default:
853 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)))
854 {
855 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
856 }
857 } 849 }
850
858 return buf; 851 return buf;
859} 852}
860 853
861/* Break this off from describe_item - that function was way 854/* Break this off from describe_item - that function was way
862 * too long, making it difficult to read. This function deals 855 * too long, making it difficult to read. This function deals
863 * with describing the monsters & players abilities. It should only 856 * with describing the monsters & players abilities. It should only
864 * be called with monster & player objects. Returns a description 857 * be called with monster & player objects. Returns a description
865 * in a static buffer. 858 * in a static buffer.
866 */ 859 */
867
868static char * 860static char *
869describe_monster (const object *op) 861describe_monster (const object *op)
870{ 862{
871 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
872 static char retbuf[VERY_BIG_BUF]; 864 static char retbuf[VERY_BIG_BUF];
876 868
877 /* Note that the resolution this provides for players really isn't 869 /* Note that the resolution this provides for players really isn't
878 * very good. Any player with a speed greater than .67 will 870 * very good. Any player with a speed greater than .67 will
879 * fall into the 'lightning fast movement' category. 871 * fall into the 'lightning fast movement' category.
880 */ 872 */
881 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 873 if (op->has_active_speed ())
882 { 874 {
883 switch ((int) ((FABS (op->speed)) * 15)) 875 switch ((int) ((FABS (op->speed)) * 15))
884 { 876 {
885 case 0: 877 case 0:
886 strcat (retbuf, "(very slow movement)"); 878 strcat (retbuf, "(very slow movement)");
942 { 934 {
943 treasure *t; 935 treasure *t;
944 int first = 1; 936 int first = 1;
945 937
946 for (t = op->randomitems->items; t != NULL; t = t->next) 938 for (t = op->randomitems->items; t != NULL; t = t->next)
947 if (t->item && (t->item->clone.type == SPELL)) 939 if (t->item && t->item->type == SPELL)
948 { 940 {
949 if (first) 941 if (first)
950 { 942 {
951 first = 0; 943 first = 0;
952 strcat (retbuf, "(Spell abilities:)"); 944 strcat (retbuf, "(Spell abilities:)");
953 } 945 }
954 strcat (retbuf, "("); 946 strcat (retbuf, "(");
955 strcat (retbuf, t->item->clone.name); 947 strcat (retbuf, t->item->object::name);
956 strcat (retbuf, ")"); 948 strcat (retbuf, ")");
957 } 949 }
958 } 950 }
959 if (op->type == PLAYER) 951 if (op->type == PLAYER)
960 { 952 {
998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 990 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
999 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 991 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1000 break; 992 break;
1001 993
1002 if (tmp && tmp->attacktype != 0) 994 if (tmp && tmp->attacktype != 0)
1003 {
1004 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 995 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1005 }
1006 else 996 else
1007 {
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 997 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1009 }
1010 } 998 }
1011 else 999 else
1012 {
1013 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1014 } 1001
1015 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1002 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1016 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1003 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1017 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1004 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1005
1018 for (i = 0; i < NROFATTACKS; i++) 1006 for (i = 0; i < NROFATTACKS; i++)
1019 {
1020 if (op->resist[i]) 1007 if (op->resist[i])
1021 { 1008 {
1022 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1009 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1023 strcat (retbuf, buf); 1010 strcat (retbuf, buf);
1024 } 1011 }
1025 } 1012
1026 return retbuf; 1013 return retbuf;
1027} 1014}
1028 1015
1029 1016
1030/* 1017/*
1051 * 1038 *
1052 * Add 'owner' who is the person examining this object. 1039 * Add 'owner' who is the person examining this object.
1053 * 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
1054 * item (eg, debug dump or the like) 1041 * item (eg, debug dump or the like)
1055 */ 1042 */
1056 1043const char *
1057char *
1058describe_item (const object *op, object *owner) 1044describe_item (const object *op, object *owner)
1059{ 1045{
1060 char buf[MAX_BUF]; 1046 char buf[MAX_BUF];
1061 static char retbuf[VERY_BIG_BUF]; 1047 static char retbuf[VERY_BIG_BUF];
1062 int identified, i; 1048 int identified, i;
1096 break; /* We have more information to do below this switch */ 1082 break; /* We have more information to do below this switch */
1097 1083
1098 case POWER_CRYSTAL: 1084 case POWER_CRYSTAL:
1099 if (op->stats.maxsp > 1000) 1085 if (op->stats.maxsp > 1000)
1100 { /*higher capacity crystals */ 1086 { /*higher capacity crystals */
1101 i = (op->stats.maxsp % 100) / 10; 1087 i = (op->stats.maxsp % 1000) / 100;
1088
1102 if (i) 1089 if (i)
1103 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);
1104 else 1091 else
1105 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);
1106 } 1093 }
1107 else 1094 else
1108 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1096
1109 strcat (retbuf, buf); 1097 strcat (retbuf, buf);
1110 i = (op->stats.sp * 10) / op->stats.maxsp; 1098 i = (op->stats.sp * 10) / op->stats.maxsp;
1111 if (op->stats.sp == 0) 1099 if (op->stats.sp == 0)
1112 strcat (retbuf, "empty."); 1100 strcat (retbuf, "empty.");
1113 else if (i == 0) 1101 else if (i == 0)
1178 { 1166 {
1179 int attr, val; 1167 int attr, val;
1180 1168
1181 for (attr = 0; attr < NUM_STATS; attr++) 1169 for (attr = 0; attr < NUM_STATS; attr++)
1182 { 1170 {
1183 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1171 if ((val = op->stats.stat (attr)))
1184 { 1172 {
1185 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1186 strcat (retbuf, buf); 1174 strcat (retbuf, buf);
1187 } 1175 }
1188 } 1176 }
1372 } 1360 }
1373 1361
1374 return retbuf; 1362 return retbuf;
1375} 1363}
1376 1364
1365std::string
1366object::describe_item (object *who)
1367{
1368 return std::string (::describe_item (this, who));
1369}
1370
1377/* 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
1378 * increases/decreases any abilities, provides a resistance, 1372 * increases/decreases any abilities, provides a resistance,
1379 * has a generic magical bonus, or is an artifact. 1373 * has a generic magical bonus, or is an artifact.
1380 * 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
1381 * should be marked as magical. 1375 * should be marked as magical.
1439 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)
1440 return 1; 1434 return 1;
1441 1435
1442 /* Check to see if it increases/decreases any stats */ 1436 /* Check to see if it increases/decreases any stats */
1443 for (i = 0; i < NUM_STATS; i++) 1437 for (i = 0; i < NUM_STATS; i++)
1444 if (get_attr_value (&(op->stats), i) != 0) 1438 if (op->stats.stat (i))
1445 return 1; 1439 return 1;
1446 1440
1447 /* 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
1448 * be non magical. 1442 * be non magical.
1449 */ 1443 */
1458int 1452int
1459need_identify (const object *op) 1453need_identify (const object *op)
1460{ 1454{
1461 switch (op->type) 1455 switch (op->type)
1462 { 1456 {
1463 case RING: 1457 case RING:
1464 case WAND: 1458 case WAND:
1465 case ROD: 1459 case ROD:
1466 case HORN: 1460 case HORN:
1467 case SCROLL: 1461 case SCROLL:
1468 case SKILL: 1462 case SKILL:
1469 case SKILLSCROLL: 1463 case SKILLSCROLL:
1470 case SPELLBOOK: 1464 case SPELLBOOK:
1471 case FOOD: 1465 case FOOD:
1472 case POTION: 1466 case POTION:
1473 case BOW: 1467 case BOW:
1474 case ARROW: 1468 case ARROW:
1475 case WEAPON: 1469 case WEAPON:
1476 case ARMOUR: 1470 case ARMOUR:
1477 case SHIELD: 1471 case SHIELD:
1478 case HELMET: 1472 case HELMET:
1479 case AMULET: 1473 case AMULET:
1480 case BOOTS: 1474 case BOOTS:
1481 case GLOVES: 1475 case GLOVES:
1482 case BRACERS: 1476 case BRACERS:
1483 case GIRDLE: 1477 case GIRDLE:
1484 case CONTAINER: 1478 case CONTAINER:
1485 case DRINK: 1479 case DRINK:
1486 case FLESH: 1480 case FLESH:
1487 case INORGANIC: 1481 case INORGANIC:
1488 case CLOSE_CON: 1482 case CLOSE_CON:
1489 case CLOAK: 1483 case CLOAK:
1490 case GEM: 1484 case GEM:
1491 case POWER_CRYSTAL: 1485 case POWER_CRYSTAL:
1492 case POISON: 1486 case POISON:
1493 case BOOK: 1487 case BOOK:
1494 case SKILL_TOOL: 1488 case SKILL_TOOL:
1495 return 1; 1489 return 1;
1496 } 1490 }
1491
1497 /* 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
1498 * archetype file can be updated, and this function removed. 1493 * archetype file can be updated, and this function removed.
1499 */ 1494 */
1500#if 0 1495#if 0
1501 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);
1525 { 1520 {
1526 if (op->inv && op->randomitems) 1521 if (op->inv && op->randomitems)
1527 op->title = op->inv->name; 1522 op->title = op->inv->name;
1528 else if (op->arch) 1523 else if (op->arch)
1529 { 1524 {
1530 op->name = op->arch->clone.name; 1525 op->name = op->arch->object::name;
1531 op->name_pl = op->arch->clone.name_pl; 1526 op->name_pl = op->arch->object::name_pl;
1532 } 1527 }
1533 } 1528 }
1534 1529
1535 /* 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 */
1536 if (op->map) 1531 if (op->map)
1537 update_object (op, UP_OBJ_FACE); 1532 update_object (op, UP_OBJ_CHANGE);
1538 else 1533 else
1539 { 1534 {
1540 pl = op->in_player (); 1535 pl = op->in_player ();
1541 if (pl) 1536 if (pl)
1542 /* 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines