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Comparing deliantra/server/common/item.C (file contents):
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.30 by root, Mon May 7 03:05:57 2007 UTC

1
2/* 1/*
3 * static char *rcsid_item_c =
4 * "$Id: item.C,v 1.5 2006/09/12 18:15:34 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 {"body_range", "in your range slot", "in a human's range slot"},
58 , 53 {"body_shield", "as a shield", "as a protective shield"},
54 {"body_combat", "as a combat weapon", "as a combat weapon"},
59 {"body_arm", "on your arm", "on a human's arm"} 55 {"body_arm", "on your arm", "on a human's arm"},
60 ,
61 {"body_torso", "on your body", "on a human's torso"} 56 {"body_torso", "on your body", "on a human's torso"},
62 ,
63 {"body_head", "on your head", "on a human's head"} 57 {"body_head", "on your head", "on a human's head"},
64 ,
65 {"body_neck", "around your neck", "around a humans neck"} 58 {"body_neck", "around your neck", "around a humans neck"},
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"} 59 {"body_skill", "in your skill slot", "in a human's skill slot"},
68 ,
69 {"body_finger", "on your finger", "on a human's finger"} 60 {"body_finger", "on your finger", "on a human's finger"} ,
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 61 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
72 ,
73 {"body_foot", "on your feet", "on a human's feet"} 62 {"body_foot", "on your feet", "on a human's feet"},
74 ,
75 {"body_hand", "on your hands", "on a human's hands"} 63 {"body_hand", "on your hands", "on a human's hands"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"} 64 {"body_wrist", "around your wrists", "around a human's wrist"},
78 ,
79 {"body_waist", "around your waist", "around a human's waist"} 65 {"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
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
537 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 { 508 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
540 } 510 }
541 } 511 }
512
542 if (op->stats.exp) 513 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc) 515 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam) 517 if (op->stats.dam)
568 strcat (buf, "(reflect spells)"); 539 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)"); 541 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH)) 542 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)"); 543 strcat (buf, "(stealth)");
544
573 /* Shorten some of the names, so they appear better in the windows */ 545 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf); 546 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
642 case AMULET: 614 case AMULET:
643 case RING: 615 case RING:
644 if (!op->title) 616 if (!op->title)
645 { 617 {
646 /* If ring has a title, full description isn't so useful */ 618 /* If ring has a title, full description isn't so useful */
647 char *s = ring_desc (op); 619 const char *s = ring_desc (op);
648 620
649 if (s[0]) 621 if (s[0])
650 { 622 {
651 safe_strcat (buf, " ", &len, HUGE_BUF); 623 safe_strcat (buf, " ", &len, HUGE_BUF);
652 safe_strcat (buf, s, &len, HUGE_BUF); 624 safe_strcat (buf, s, &len, HUGE_BUF);
672 * overwritten. This may be a bad thing (it may be easier to assume the value 644 * overwritten. This may be a bad thing (it may be easier to assume the value
673 * returned is good forever.) However, it makes printing statements that 645 * returned is good forever.) However, it makes printing statements that
674 * use several names much easier (don't need to store them to temp variables.) 646 * use several names much easier (don't need to store them to temp variables.)
675 * 647 *
676 */ 648 */
677char * 649const char *
678query_name (const object *op) 650query_name (const object *op)
679{ 651{
680 static char buf[5][HUGE_BUF]; 652 static char buf[5][HUGE_BUF]; // OMFG
681 static int use_buf = 0; 653 static int use_buf = 0;
682 int len = 0; 654 int len = 0;
683 655
684#ifdef NEW_MATERIAL_CODE 656#ifdef NEW_MATERIAL_CODE
685 materialtype_t *mt; 657 materialtype_t *mt;
687 659
688 use_buf++; 660 use_buf++;
689 use_buf %= 5; 661 use_buf %= 5;
690 662
691#ifdef NEW_MATERIAL_CODE 663#ifdef NEW_MATERIAL_CODE
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 664 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
693 { 665 {
694 mt = name_to_material (op->materialname); 666 mt = name_to_material (op->materialname);
695 if (mt) 667 if (mt)
696 { 668 {
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
712 if (QUERY_FLAG (op, FLAG_DAMNED)) 684 if (QUERY_FLAG (op, FLAG_DAMNED))
713 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
714 else if (QUERY_FLAG (op, FLAG_CURSED)) 686 else if (QUERY_FLAG (op, FLAG_CURSED))
715 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
716 } 688 }
689
717 /* Basically, if the object is known magical (detect magic spell on it), 690 /* Basically, if the object is known magical (detect magic spell on it),
718 * and it isn't identified, print out the fact that 691 * and it isn't identified, print out the fact that
719 * it is magical. Assume that the detect magical spell will only set 692 * it is magical. Assume that the detect magical spell will only set
720 * KNOWN_MAGICAL if the item actually is magical. 693 * KNOWN_MAGICAL if the item actually is magical.
721 * 694 *
737 710
738 if (QUERY_FLAG (op, FLAG_APPLIED)) 711 if (QUERY_FLAG (op, FLAG_APPLIED))
739 { 712 {
740 switch (op->type) 713 switch (op->type)
741 { 714 {
742 case BOW: 715 case BOW:
743 case WAND: 716 case WAND:
744 case ROD: 717 case ROD:
745 case HORN: 718 case HORN:
746 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
747 break; 720 break;
748 case WEAPON: 721 case WEAPON:
749 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 722 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
750 break; 723 break;
751 case ARMOUR: 724 case ARMOUR:
752 case HELMET: 725 case HELMET:
753 case SHIELD: 726 case SHIELD:
754 case RING: 727 case RING:
755 case BOOTS: 728 case BOOTS:
756 case GLOVES: 729 case GLOVES:
757 case AMULET: 730 case AMULET:
758 case GIRDLE: 731 case GIRDLE:
759 case BRACERS: 732 case BRACERS:
760 case CLOAK: 733 case CLOAK:
761 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
762 break; 735 break;
763 case CONTAINER: 736 case CONTAINER:
764 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
765 break; 738 break;
766 case SKILL: 739 case SKILL:
767 default: 740 default:
768 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
769 } 742 }
770 } 743 }
744
771 if (QUERY_FLAG (op, FLAG_UNPAID)) 745 if (QUERY_FLAG (op, FLAG_UNPAID))
772 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
773 747
774 return buf[use_buf]; 748 return buf [use_buf];
775} 749}
776 750
777/* 751/*
778 * query_base_name(object) returns a character pointer pointing to a static 752 * query_base_name(object) returns a character pointer pointing to a static
779 * buffer which contains a verbose textual representation of the name 753 * buffer which contains a verbose textual representation of the name
794 return "(null)"; 768 return "(null)";
795 769
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 770 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797 return op->name; /* To speed things up (or make things slower?) */ 771 return op->name; /* To speed things up (or make things slower?) */
798 772
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 773 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
800 mt = name_to_material (op->materialname); 774 mt = name_to_material (op->materialname);
801 775
802#ifdef NEW_MATERIAL_CODE 776#ifdef NEW_MATERIAL_CODE
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805 { 779 {
806 strcpy (buf, mt->description); 780 strcpy (buf, mt->description);
807 len = strlen (buf); 781 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF); 782 safe_strcat (buf, " ", &len, MAX_BUF);
813 } 787 }
814 else 788 else
815 { 789 {
816#endif 790#endif
817 if (!plural) 791 if (!plural)
818 strcpy (buf, op->name); 792 assign (buf, op->name);
819 else 793 else
820 strcpy (buf, op->name_pl); 794 assign (buf, op->name_pl);
795
821 len = strlen (buf); 796 len = strlen (buf);
822#ifdef NEW_MATERIAL_CODE 797#ifdef NEW_MATERIAL_CODE
823 } 798 }
824#endif 799#endif
825 800
829 safe_strcat (buf, op->title, &len, MAX_BUF); 804 safe_strcat (buf, op->title, &len, MAX_BUF);
830 } 805 }
831 806
832 switch (op->type) 807 switch (op->type)
833 { 808 {
834 case SPELLBOOK: 809 case SPELLBOOK:
835 case SCROLL: 810 case SCROLL:
836 case WAND: 811 case WAND:
837 case ROD: 812 case ROD:
838 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
839 { 814 {
840 if (!op->title) 815 if (!op->title)
841 { 816 {
842 safe_strcat (buf, " of ", &len, MAX_BUF); 817 safe_strcat (buf, " of ", &len, MAX_BUF);
843 if (op->inv) 818 if (op->inv)
844 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
845 else 820 else
846 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
847 } 822 }
848 if (op->type != SPELLBOOK) 823 if (op->type != SPELLBOOK)
849 { 824 {
850 sprintf (buf2, " (lvl %d)", op->level); 825 sprintf (buf2, " (lvl %d)", op->level);
851 safe_strcat (buf, buf2, &len, MAX_BUF); 826 safe_strcat (buf, buf2, &len, MAX_BUF);
852 } 827 }
853 } 828 }
854 break; 829 break;
855 830
856 831
857 case SKILL: 832 case SKILL:
858 case AMULET: 833 case AMULET:
859 case RING: 834 case RING:
860 if (!op->title) 835 if (!op->title)
861 { 836 {
862 /* If ring has a title, full description isn't so useful */ 837 /* If ring has a title, full description isn't so useful */
863 char *s = ring_desc (op); 838 const char *s = ring_desc (op);
864 839
865 if (s[0]) 840 if (s[0])
866 { 841 {
867 safe_strcat (buf, " ", &len, MAX_BUF); 842 safe_strcat (buf, " ", &len, MAX_BUF);
868 safe_strcat (buf, s, &len, MAX_BUF); 843 safe_strcat (buf, s, &len, MAX_BUF);
869 } 844 }
870 } 845 }
871 break; 846 break;
847
872 default: 848 default:
873 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 849 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
874 {
875 sprintf (buf + strlen (buf), " %+d", op->magic); 850 sprintf (buf + strlen (buf), " %+d", op->magic);
876 }
877 } 851 }
852
878 return buf; 853 return buf;
879} 854}
880 855
881/* Break this off from describe_item - that function was way 856/* Break this off from describe_item - that function was way
882 * too long, making it difficult to read. This function deals 857 * too long, making it difficult to read. This function deals
883 * with describing the monsters & players abilities. It should only 858 * with describing the monsters & players abilities. It should only
884 * be called with monster & player objects. Returns a description 859 * be called with monster & player objects. Returns a description
885 * in a static buffer. 860 * in a static buffer.
886 */ 861 */
887
888static char * 862static char *
889describe_monster (const object *op) 863describe_monster (const object *op)
890{ 864{
891 char buf[MAX_BUF]; 865 char buf[MAX_BUF];
892 static char retbuf[VERY_BIG_BUF]; 866 static char retbuf[VERY_BIG_BUF];
896 870
897 /* Note that the resolution this provides for players really isn't 871 /* Note that the resolution this provides for players really isn't
898 * very good. Any player with a speed greater than .67 will 872 * very good. Any player with a speed greater than .67 will
899 * fall into the 'lightning fast movement' category. 873 * fall into the 'lightning fast movement' category.
900 */ 874 */
901 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 875 if (op->has_active_speed ())
902 { 876 {
903 switch ((int) ((FABS (op->speed)) * 15)) 877 switch ((int) ((FABS (op->speed)) * 15))
904 { 878 {
905 case 0: 879 case 0:
906 strcat (retbuf, "(very slow movement)"); 880 strcat (retbuf, "(very slow movement)");
962 { 936 {
963 treasure *t; 937 treasure *t;
964 int first = 1; 938 int first = 1;
965 939
966 for (t = op->randomitems->items; t != NULL; t = t->next) 940 for (t = op->randomitems->items; t != NULL; t = t->next)
967 if (t->item && (t->item->clone.type == SPELL)) 941 if (t->item && t->item->clone.type == SPELL)
968 { 942 {
969 if (first) 943 if (first)
970 { 944 {
971 first = 0; 945 first = 0;
972 strcat (retbuf, "(Spell abilities:)"); 946 strcat (retbuf, "(Spell abilities:)");
1018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1019 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1020 break; 994 break;
1021 995
1022 if (tmp && tmp->attacktype != 0) 996 if (tmp && tmp->attacktype != 0)
1023 {
1024 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1025 }
1026 else 998 else
1027 {
1028 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1029 }
1030 } 1000 }
1031 else 1001 else
1032 {
1033 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1034 } 1003
1035 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1036 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1037 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1007
1038 for (i = 0; i < NROFATTACKS; i++) 1008 for (i = 0; i < NROFATTACKS; i++)
1039 {
1040 if (op->resist[i]) 1009 if (op->resist[i])
1041 { 1010 {
1042 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1043 strcat (retbuf, buf); 1012 strcat (retbuf, buf);
1044 } 1013 }
1045 } 1014
1046 return retbuf; 1015 return retbuf;
1047} 1016}
1048 1017
1049 1018
1050/* 1019/*
1071 * 1040 *
1072 * Add 'owner' who is the person examining this object. 1041 * Add 'owner' who is the person examining this object.
1073 * owner can be null if no one is being associated with this 1042 * owner can be null if no one is being associated with this
1074 * item (eg, debug dump or the like) 1043 * item (eg, debug dump or the like)
1075 */ 1044 */
1076 1045const char *
1077char *
1078describe_item (const object *op, object *owner) 1046describe_item (const object *op, object *owner)
1079{ 1047{
1080 char buf[MAX_BUF]; 1048 char buf[MAX_BUF];
1081 static char retbuf[VERY_BIG_BUF]; 1049 static char retbuf[VERY_BIG_BUF];
1082 int identified, i; 1050 int identified, i;
1392 } 1360 }
1393 1361
1394 return retbuf; 1362 return retbuf;
1395} 1363}
1396 1364
1365std::string
1366object::describe_item (object *who)
1367{
1368 return std::string (::describe_item (this, who));
1369}
1370
1397/* 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
1398 * increases/decreases any abilities, provides a resistance, 1372 * increases/decreases any abilities, provides a resistance,
1399 * has a generic magical bonus, or is an artifact. 1373 * has a generic magical bonus, or is an artifact.
1400 * 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
1401 * should be marked as magical. 1375 * should be marked as magical.
1521 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);
1522#endif 1496#endif
1523 return 0; 1497 return 0;
1524} 1498}
1525 1499
1526
1527/* 1500/*
1528 * Supposed to fix face-values as well here, but later. 1501 * Supposed to fix face-values as well here, but later.
1529 */ 1502 */
1530
1531void 1503void
1532identify (object *op) 1504identify (object *op)
1533{ 1505{
1534 object *pl; 1506 object *pl;
1535 1507
1554 } 1526 }
1555 } 1527 }
1556 1528
1557 /* 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 */
1558 if (op->map) 1530 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1531 update_object (op, UP_OBJ_CHANGE);
1560 else 1532 else
1561 { 1533 {
1562 pl = is_player_inv (op->env); 1534 pl = op->in_player ();
1563 if (pl) 1535 if (pl)
1564 /* 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
1565 * it all. 1537 * it all.
1566 */ 1538 */
1567 esrv_send_item (pl, op); 1539 esrv_send_item (pl, op);
1568 } 1540 }
1569} 1541}
1542

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