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Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.38 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
46 * may be better. 46 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 49 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"} 51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52 , 52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53 {"body_arm", "on your arm", "on a human's arm"} 53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54 , 54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55 {"body_torso", "on your body", "on a human's torso"} 55 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56 , 56 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head", "on your head", "on a human's head"} 57 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 , 58 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_neck", "around your neck", "around a humans neck"} 59 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
60 ,
61 {"body_skill", "in your skill slot", "in a human's skill slot"}
62 ,
63 {"body_finger", "on your finger", "on a human's finger"}
64 ,
65 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 60 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
66 , 61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
67 {"body_foot", "on your feet", "on a human's feet"} 62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
68 , 63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
69 {"body_hand", "on your hands", "on a human's hands"} 64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
70 ,
71 {"body_wrist", "around your wrists", "around a human's wrist"}
72 ,
73 {"body_waist", "around your waist", "around a human's waist"}
74 ,
75
76/*{"body_dragon_torso", "your body", "a dragon's body"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
77}; 66};
78 67
79static char numbers[21][20] = { 68static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
112 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 101 {POTION, "potion", "potions", SK_ALCHEMY, 0},
113 {FOOD, "food", "food", SK_WOODSMAN, 0}, 102 {FOOD, "food", "food", SK_WOODSMAN, 0},
114 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 103 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115 {BOOK, "book", "books", SK_LITERACY, 0}, 104 {BOOK, "book", "books", SK_LITERACY, 0},
116 {CLOCK, "clock", "clocks", 0, 0}, 105 {CLOCK, "clock", "clocks", 0, 0},
117 {LIGHTNING, "lightning", "lightning", 0, 0},
118 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 106 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119 {BOW, "bow", "bows", SK_BOWYER, 0}, 107 {BOW, "bow", "bows", SK_BOWYER, 0},
120 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 108 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 109 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 110 {PEDESTAL, "pedestal", "pedestals", 0, 0},
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 130 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 131 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 132 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 133 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 134 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 135 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 136 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 137 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 138 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 139 {GOD, "god", "gods", 0, 0},
172 {FLOOR, "floor", "floors", 0, 0}, 159 {FLOOR, "floor", "floors", 0, 0},
173 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176 {LIGHTER, "lighter", "lighters", 0, 0}, 163 {LIGHTER, "lighter", "lighters", 0, 0},
177 {TRAP_PART, "trap part", "trap parts", 0, 0}, 164 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
178 {WALL, "wall", "walls", 0, 0},
179 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
180 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
181 {MONSTER, "monster", "monsters", 0, 0},
182 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
183 {LAMP, "lamp", "lamps", 0, 0}, 166 {LAMP, "lamp", "lamps", 0, 0},
184 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 167 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185 {TOOL, "tool", "tools", 0, 0},
186 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187 {BUILDFAC, "building facility", "building facilities", 0, 0},
188 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189 {SPINNER, "spinner", "spinners", 0, 0}, 170 {SPINNER, "spinner", "spinners", 0, 0},
190 {GATE, "gate", "gates", 0, 0}, 171 {GATE, "gate", "gates", 0, 0},
191 {BUTTON, "button", "buttons", 0, 0}, 172 {BUTTON, "button", "buttons", 0, 0},
192 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 173 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
199 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200 {CONVERTER, "converter", "converters", 0, 0}, 181 {CONVERTER, "converter", "converters", 0, 0},
201 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202 {POISONING, "poisoning", "poisonings", 0, 0}, 183 {POISONING, "poisoning", "poisonings", 0, 0},
203 {SAVEBED, "savebed", "savebeds", 0, 0}, 184 {SAVEBED, "savebed", "savebeds", 0, 0},
204 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
205 {FIREHOLES, "fireholes", "fireholes", 0, 0},
206 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 185 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 186 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208 {DIRECTOR, "director", "directors", 0, 0}, 187 {DIRECTOR, "director", "directors", 0, 0},
209 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 188 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210 {FORCE, "force", "forces", 0, 0}, 189 {FORCE, "force", "forces", 0, 0},
272}; 251};
273 252
274int 253int
275get_power_from_ench (int ench) 254get_power_from_ench (int ench)
276{ 255{
277 if (ench < 0) 256 if (ench < 0) ench = 0;
278 ench = 0; 257 if (ench > 20) ench = 20;
279 if (ench > 20) 258
280 ench = 20;
281 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
282} 260}
283 261
284/* This takes an object 'op' and figures out what its item_power 262/* This takes an object 'op' and figures out what its item_power
285 * rating should be. This should only really be used by the treasure 263 * rating should be. This should only really be used by the treasure
293{ 271{
294 int i, tmp, enc; 272 int i, tmp, enc;
295 273
296 enc = 0; 274 enc = 0;
297 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
298 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
299 277
300 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
301 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
302 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
303 * armour shouldn't be counted against 281 * armour shouldn't be counted against
364 enc += 1; 342 enc += 1;
365 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
366 enc += 1; 344 enc += 1;
367 345
368 return get_power_from_ench (enc); 346 return get_power_from_ench (enc);
369
370} 347}
371 348
372/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
373 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
374
375const typedata * 351const typedata *
376get_typedata (int itemtype) 352get_typedata (int itemtype)
377{ 353{
378 int i; 354 int i;
379 355
384} 360}
385 361
386/* returns the typedata that has a name equal to itemtype, if there 362/* returns the typedata that has a name equal to itemtype, if there
387 * isn't one, return the plural name that matches, if there still isn't 363 * isn't one, return the plural name that matches, if there still isn't
388 * one return NULL */ 364 * one return NULL */
389
390const typedata * 365const typedata *
391get_typedata_by_name (const char *name) 366get_typedata_by_name (const char *name)
392{ 367{
393 int i; 368 int i;
394 369
409 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
410 * a big buffer. 385 * a big buffer.
411 * if newline is true, we don't put parens around the description 386 * if newline is true, we don't put parens around the description
412 * but do put a newline at the end. Useful when dumping to files 387 * but do put a newline at the end. Useful when dumping to files
413 */ 388 */
414char * 389const char *
415describe_resistance (const object *op, int newline) 390describe_resistance (const object *op, int newline)
416{ 391{
417 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
418 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
419 int tmpvar; 394 int tmpvar;
438/* 413/*
439 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
440 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
441 * The buffer will be overwritten by the next call to query_weight(). 416 * The buffer will be overwritten by the next call to query_weight().
442 */ 417 */
443 418const char *
444char *
445query_weight (const object *op) 419query_weight (const object *op)
446{ 420{
447 static char buf[10]; 421 static char buf[10];
448 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
449 423
450 if (op->weight < 0) 424 if (op->weight < 0)
451 return " "; 425 return " ";
426
452 if (i % 1000) 427 if (i % 1000)
453 sprintf (buf, "%6.1f", i / 1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
454 else 429 else
455 sprintf (buf, "%4d ", i / 1000); 430 sprintf (buf, "%4d ", i / 1000);
431
456 return buf; 432 return buf;
457} 433}
458 434
459/* 435/*
460 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
461 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
462 */ 438 */
463 439const char *
464char *
465get_levelnumber (int i) 440get_levelnumber (int i)
466{ 441{
467 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
468 443
469 if (i > 99) 444 if (i > 99)
470 { 445 {
471 sprintf (buf, "%d.", i); 446 sprintf (buf, "%d.", i);
472 return buf; 447 return buf;
473 } 448 }
449
474 if (i < 21) 450 if (i < 21)
475 return levelnumbers[i]; 451 return levelnumbers[i];
476 if (!(i % 10)) 452 if (!(i % 10))
477 return levelnumbers_10[i / 10]; 453 return levelnumbers_10[i / 10];
454
478 strcpy (buf, numbers_10[i / 10]); 455 strcpy (buf, numbers_10[i / 10]);
479 strcat (buf, levelnumbers[i % 10]); 456 strcat (buf, levelnumbers[i % 10]);
480 return buf; 457 return buf;
481} 458}
482
483 459
484/* 460/*
485 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
486 * in a static buffer. The buffer might be overwritten at the next 462 * in a static buffer. The buffer might be overwritten at the next
487 * call to get_number(). 463 * call to get_number().
488 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
489 */ 465 */
490 466const char *
491char *
492get_number (int i) 467get_number (int i)
493{ 468{
494 if (i <= 20) 469 if (i <= 20)
495 return numbers[i]; 470 return numbers[i];
496 else 471 else
513 */ 488 */
514 489
515/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
516 * from stats.sp - b.t. 491 * from stats.sp - b.t.
517 */ 492 */
518char * 493const char *
519ring_desc (const object *op) 494ring_desc (const object *op)
520{ 495{
521 static char buf[VERY_BIG_BUF]; 496 static char buf[VERY_BIG_BUF];
522 int attr, val, len; 497 int attr, val, len;
523 498
526 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
527 return buf; 502 return buf;
528 503
529 for (attr = 0; attr < NUM_STATS; attr++) 504 for (attr = 0; attr < NUM_STATS; attr++)
530 { 505 {
531 if ((val = get_attr_value (&(op->stats), attr)) != 0) 506 if ((val = op->stats.stat (attr)))
532 {
533 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
534 }
535 } 508 }
509
536 if (op->stats.exp) 510 if (op->stats.exp)
537 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 511 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
538 if (op->stats.wc) 512 if (op->stats.wc)
539 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 513 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
540 if (op->stats.dam) 514 if (op->stats.dam)
562 strcat (buf, "(reflect spells)"); 536 strcat (buf, "(reflect spells)");
563 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 537 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
564 strcat (buf, "(reflect missiles)"); 538 strcat (buf, "(reflect missiles)");
565 if (QUERY_FLAG (op, FLAG_STEALTH)) 539 if (QUERY_FLAG (op, FLAG_STEALTH))
566 strcat (buf, "(stealth)"); 540 strcat (buf, "(stealth)");
541
567 /* Shorten some of the names, so they appear better in the windows */ 542 /* Shorten some of the names, so they appear better in the windows */
568 len = strlen (buf); 543 len = strlen (buf);
569 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 544 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
570 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 545 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
571 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 546 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
636 case AMULET: 611 case AMULET:
637 case RING: 612 case RING:
638 if (!op->title) 613 if (!op->title)
639 { 614 {
640 /* If ring has a title, full description isn't so useful */ 615 /* If ring has a title, full description isn't so useful */
641 char *s = ring_desc (op); 616 const char *s = ring_desc (op);
642 617
643 if (s[0]) 618 if (s[0])
644 { 619 {
645 safe_strcat (buf, " ", &len, HUGE_BUF); 620 safe_strcat (buf, " ", &len, HUGE_BUF);
646 safe_strcat (buf, s, &len, HUGE_BUF); 621 safe_strcat (buf, s, &len, HUGE_BUF);
666 * overwritten. This may be a bad thing (it may be easier to assume the value 641 * overwritten. This may be a bad thing (it may be easier to assume the value
667 * returned is good forever.) However, it makes printing statements that 642 * returned is good forever.) However, it makes printing statements that
668 * use several names much easier (don't need to store them to temp variables.) 643 * use several names much easier (don't need to store them to temp variables.)
669 * 644 *
670 */ 645 */
671char * 646const char *
672query_name (const object *op) 647query_name (const object *op)
673{ 648{
674 static char buf[5][HUGE_BUF]; 649 static char buf[5][HUGE_BUF]; // OMFG
675 static int use_buf = 0; 650 static int use_buf = 0;
676 int len = 0; 651 int len = 0;
677 652
678#ifdef NEW_MATERIAL_CODE 653#ifdef NEW_MATERIAL_CODE
679 materialtype_t *mt; 654 materialtype_t *mt;
681 656
682 use_buf++; 657 use_buf++;
683 use_buf %= 5; 658 use_buf %= 5;
684 659
685#ifdef NEW_MATERIAL_CODE 660#ifdef NEW_MATERIAL_CODE
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 661 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
687 { 662 {
688 mt = name_to_material (op->materialname); 663 mt = name_to_material (op->materialname);
689 if (mt) 664 if (mt)
690 { 665 {
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 666 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
706 if (QUERY_FLAG (op, FLAG_DAMNED)) 681 if (QUERY_FLAG (op, FLAG_DAMNED))
707 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 682 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
708 else if (QUERY_FLAG (op, FLAG_CURSED)) 683 else if (QUERY_FLAG (op, FLAG_CURSED))
709 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 684 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
710 } 685 }
686
711 /* Basically, if the object is known magical (detect magic spell on it), 687 /* Basically, if the object is known magical (detect magic spell on it),
712 * and it isn't identified, print out the fact that 688 * and it isn't identified, print out the fact that
713 * it is magical. Assume that the detect magical spell will only set 689 * it is magical. Assume that the detect magical spell will only set
714 * KNOWN_MAGICAL if the item actually is magical. 690 * KNOWN_MAGICAL if the item actually is magical.
715 * 691 *
731 707
732 if (QUERY_FLAG (op, FLAG_APPLIED)) 708 if (QUERY_FLAG (op, FLAG_APPLIED))
733 { 709 {
734 switch (op->type) 710 switch (op->type)
735 { 711 {
736 case BOW: 712 case BOW:
737 case WAND: 713 case WAND:
738 case ROD: 714 case ROD:
739 case HORN: 715 case HORN:
740 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 716 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
741 break; 717 break;
742 case WEAPON: 718 case WEAPON:
743 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
744 break; 720 break;
745 case ARMOUR: 721 case ARMOUR:
746 case HELMET: 722 case HELMET:
747 case SHIELD: 723 case SHIELD:
748 case RING: 724 case RING:
749 case BOOTS: 725 case BOOTS:
750 case GLOVES: 726 case GLOVES:
751 case AMULET: 727 case AMULET:
752 case GIRDLE: 728 case GIRDLE:
753 case BRACERS: 729 case BRACERS:
754 case CLOAK: 730 case CLOAK:
755 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 731 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
756 break; 732 break;
757 case CONTAINER: 733 case CONTAINER:
758 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
759 break; 735 break;
760 case SKILL: 736 case SKILL:
761 default: 737 default:
762 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 738 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
763 } 739 }
764 } 740 }
741
765 if (QUERY_FLAG (op, FLAG_UNPAID)) 742 if (QUERY_FLAG (op, FLAG_UNPAID))
766 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
767 744
768 return buf[use_buf]; 745 return buf [use_buf];
769} 746}
770 747
771/* 748/*
772 * query_base_name(object) returns a character pointer pointing to a static 749 * query_base_name(object) returns a character pointer pointing to a static
773 * buffer which contains a verbose textual representation of the name 750 * buffer which contains a verbose textual representation of the name
788 return "(null)"; 765 return "(null)";
789 766
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 767 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791 return op->name; /* To speed things up (or make things slower?) */ 768 return op->name; /* To speed things up (or make things slower?) */
792 769
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
794 mt = name_to_material (op->materialname); 771 mt = name_to_material (op->materialname);
795 772
796#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
799 { 776 {
800 strcpy (buf, mt->description); 777 strcpy (buf, mt->description);
801 len = strlen (buf); 778 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
803 if (!plural) 780 if (!plural)
807 } 784 }
808 else 785 else
809 { 786 {
810#endif 787#endif
811 if (!plural) 788 if (!plural)
812 strcpy (buf, op->name); 789 assign (buf, op->name);
813 else 790 else
814 strcpy (buf, op->name_pl); 791 assign (buf, op->name_pl);
792
815 len = strlen (buf); 793 len = strlen (buf);
816#ifdef NEW_MATERIAL_CODE 794#ifdef NEW_MATERIAL_CODE
817 } 795 }
818#endif 796#endif
819 797
823 safe_strcat (buf, op->title, &len, MAX_BUF); 801 safe_strcat (buf, op->title, &len, MAX_BUF);
824 } 802 }
825 803
826 switch (op->type) 804 switch (op->type)
827 { 805 {
828 case SPELLBOOK: 806 case SPELLBOOK:
829 case SCROLL: 807 case SCROLL:
830 case WAND: 808 case WAND:
831 case ROD: 809 case ROD:
832 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 810 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
833 { 811 {
834 if (!op->title) 812 if (!op->title)
835 { 813 {
836 safe_strcat (buf, " of ", &len, MAX_BUF); 814 safe_strcat (buf, " of ", &len, MAX_BUF);
837 if (op->inv) 815 if (op->inv)
838 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 816 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
839 else 817 else
840 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 818 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
841 } 819 }
842 if (op->type != SPELLBOOK) 820 if (op->type != SPELLBOOK)
843 { 821 {
844 sprintf (buf2, " (lvl %d)", op->level); 822 sprintf (buf2, " (lvl %d)", op->level);
845 safe_strcat (buf, buf2, &len, MAX_BUF); 823 safe_strcat (buf, buf2, &len, MAX_BUF);
846 } 824 }
847 } 825 }
848 break; 826 break;
849 827
850 828
851 case SKILL: 829 case SKILL:
852 case AMULET: 830 case AMULET:
853 case RING: 831 case RING:
854 if (!op->title) 832 if (!op->title)
855 { 833 {
856 /* If ring has a title, full description isn't so useful */ 834 /* If ring has a title, full description isn't so useful */
857 char *s = ring_desc (op); 835 const char *s = ring_desc (op);
858 836
859 if (s[0]) 837 if (s[0])
860 { 838 {
861 safe_strcat (buf, " ", &len, MAX_BUF); 839 safe_strcat (buf, " ", &len, MAX_BUF);
862 safe_strcat (buf, s, &len, MAX_BUF); 840 safe_strcat (buf, s, &len, MAX_BUF);
863 } 841 }
864 } 842 }
865 break; 843 break;
844
866 default: 845 default:
867 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
868 {
869 sprintf (buf + strlen (buf), " %+d", op->magic); 847 sprintf (buf + strlen (buf), " %+d", op->magic);
870 }
871 } 848 }
849
872 return buf; 850 return buf;
873} 851}
874 852
875/* Break this off from describe_item - that function was way 853/* Break this off from describe_item - that function was way
876 * too long, making it difficult to read. This function deals 854 * too long, making it difficult to read. This function deals
877 * with describing the monsters & players abilities. It should only 855 * with describing the monsters & players abilities. It should only
878 * be called with monster & player objects. Returns a description 856 * be called with monster & player objects. Returns a description
879 * in a static buffer. 857 * in a static buffer.
880 */ 858 */
881
882static char * 859static char *
883describe_monster (const object *op) 860describe_monster (const object *op)
884{ 861{
885 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
886 static char retbuf[VERY_BIG_BUF]; 863 static char retbuf[VERY_BIG_BUF];
890 867
891 /* Note that the resolution this provides for players really isn't 868 /* Note that the resolution this provides for players really isn't
892 * very good. Any player with a speed greater than .67 will 869 * very good. Any player with a speed greater than .67 will
893 * fall into the 'lightning fast movement' category. 870 * fall into the 'lightning fast movement' category.
894 */ 871 */
895 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 872 if (op->has_active_speed ())
896 { 873 {
897 switch ((int) ((FABS (op->speed)) * 15)) 874 switch ((int) ((FABS (op->speed)) * 15))
898 { 875 {
899 case 0: 876 case 0:
900 strcat (retbuf, "(very slow movement)"); 877 strcat (retbuf, "(very slow movement)");
956 { 933 {
957 treasure *t; 934 treasure *t;
958 int first = 1; 935 int first = 1;
959 936
960 for (t = op->randomitems->items; t != NULL; t = t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
961 if (t->item && (t->item->clone.type == SPELL)) 938 if (t->item && t->item->type == SPELL)
962 { 939 {
963 if (first) 940 if (first)
964 { 941 {
965 first = 0; 942 first = 0;
966 strcat (retbuf, "(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
967 } 944 }
968 strcat (retbuf, "("); 945 strcat (retbuf, "(");
969 strcat (retbuf, t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
970 strcat (retbuf, ")"); 947 strcat (retbuf, ")");
971 } 948 }
972 } 949 }
973 if (op->type == PLAYER) 950 if (op->type == PLAYER)
974 { 951 {
1012 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1013 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1014 break; 991 break;
1015 992
1016 if (tmp && tmp->attacktype != 0) 993 if (tmp && tmp->attacktype != 0)
1017 {
1018 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 994 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1019 }
1020 else 995 else
1021 {
1022 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 996 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1023 }
1024 } 997 }
1025 else 998 else
1026 {
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1028 } 1000
1029 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1001 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1030 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1002 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1031 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1003 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1004
1032 for (i = 0; i < NROFATTACKS; i++) 1005 for (i = 0; i < NROFATTACKS; i++)
1033 {
1034 if (op->resist[i]) 1006 if (op->resist[i])
1035 { 1007 {
1036 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1008 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1037 strcat (retbuf, buf); 1009 strcat (retbuf, buf);
1038 } 1010 }
1039 } 1011
1040 return retbuf; 1012 return retbuf;
1041} 1013}
1042 1014
1043 1015
1044/* 1016/*
1065 * 1037 *
1066 * Add 'owner' who is the person examining this object. 1038 * Add 'owner' who is the person examining this object.
1067 * owner can be null if no one is being associated with this 1039 * owner can be null if no one is being associated with this
1068 * item (eg, debug dump or the like) 1040 * item (eg, debug dump or the like)
1069 */ 1041 */
1070 1042const char *
1071char *
1072describe_item (const object *op, object *owner) 1043describe_item (const object *op, object *owner)
1073{ 1044{
1074 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
1075 static char retbuf[VERY_BIG_BUF]; 1046 static char retbuf[VERY_BIG_BUF];
1076 int identified, i; 1047 int identified, i;
1110 break; /* We have more information to do below this switch */ 1081 break; /* We have more information to do below this switch */
1111 1082
1112 case POWER_CRYSTAL: 1083 case POWER_CRYSTAL:
1113 if (op->stats.maxsp > 1000) 1084 if (op->stats.maxsp > 1000)
1114 { /*higher capacity crystals */ 1085 { /*higher capacity crystals */
1115 i = (op->stats.maxsp % 100) / 10; 1086 i = (op->stats.maxsp % 1000) / 100;
1087
1116 if (i) 1088 if (i)
1117 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1089 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1118 else 1090 else
1119 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1091 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1120 } 1092 }
1121 else 1093 else
1122 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1095
1123 strcat (retbuf, buf); 1096 strcat (retbuf, buf);
1124 i = (op->stats.sp * 10) / op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1125 if (op->stats.sp == 0) 1098 if (op->stats.sp == 0)
1126 strcat (retbuf, "empty."); 1099 strcat (retbuf, "empty.");
1127 else if (i == 0) 1100 else if (i == 0)
1192 { 1165 {
1193 int attr, val; 1166 int attr, val;
1194 1167
1195 for (attr = 0; attr < NUM_STATS; attr++) 1168 for (attr = 0; attr < NUM_STATS; attr++)
1196 { 1169 {
1197 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1170 if ((val = op->stats.stat (attr)))
1198 { 1171 {
1199 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1200 strcat (retbuf, buf); 1173 strcat (retbuf, buf);
1201 } 1174 }
1202 } 1175 }
1386 } 1359 }
1387 1360
1388 return retbuf; 1361 return retbuf;
1389} 1362}
1390 1363
1364std::string
1365object::describe_item (object *who)
1366{
1367 return std::string (::describe_item (this, who));
1368}
1369
1391/* Return true if the item is magical. A magical item is one that 1370/* Return true if the item is magical. A magical item is one that
1392 * increases/decreases any abilities, provides a resistance, 1371 * increases/decreases any abilities, provides a resistance,
1393 * has a generic magical bonus, or is an artifact. 1372 * has a generic magical bonus, or is an artifact.
1394 * This function is used by detect_magic to determine if an item 1373 * This function is used by detect_magic to determine if an item
1395 * should be marked as magical. 1374 * should be marked as magical.
1453 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1454 return 1; 1433 return 1;
1455 1434
1456 /* Check to see if it increases/decreases any stats */ 1435 /* Check to see if it increases/decreases any stats */
1457 for (i = 0; i < NUM_STATS; i++) 1436 for (i = 0; i < NUM_STATS; i++)
1458 if (get_attr_value (&(op->stats), i) != 0) 1437 if (op->stats.stat (i))
1459 return 1; 1438 return 1;
1460 1439
1461 /* If it doesn't fall into any of the above categories, must 1440 /* If it doesn't fall into any of the above categories, must
1462 * be non magical. 1441 * be non magical.
1463 */ 1442 */
1472int 1451int
1473need_identify (const object *op) 1452need_identify (const object *op)
1474{ 1453{
1475 switch (op->type) 1454 switch (op->type)
1476 { 1455 {
1477 case RING: 1456 case RING:
1478 case WAND: 1457 case WAND:
1479 case ROD: 1458 case ROD:
1480 case HORN: 1459 case HORN:
1481 case SCROLL: 1460 case SCROLL:
1482 case SKILL: 1461 case SKILL:
1483 case SKILLSCROLL: 1462 case SKILLSCROLL:
1484 case SPELLBOOK: 1463 case SPELLBOOK:
1485 case FOOD: 1464 case FOOD:
1486 case POTION: 1465 case POTION:
1487 case BOW: 1466 case BOW:
1488 case ARROW: 1467 case ARROW:
1489 case WEAPON: 1468 case WEAPON:
1490 case ARMOUR: 1469 case ARMOUR:
1491 case SHIELD: 1470 case SHIELD:
1492 case HELMET: 1471 case HELMET:
1493 case AMULET: 1472 case AMULET:
1494 case BOOTS: 1473 case BOOTS:
1495 case GLOVES: 1474 case GLOVES:
1496 case BRACERS: 1475 case BRACERS:
1497 case GIRDLE: 1476 case GIRDLE:
1498 case CONTAINER: 1477 case CONTAINER:
1499 case DRINK: 1478 case DRINK:
1500 case FLESH: 1479 case FLESH:
1501 case INORGANIC: 1480 case INORGANIC:
1502 case CLOSE_CON: 1481 case CLOSE_CON:
1503 case CLOAK: 1482 case CLOAK:
1504 case GEM: 1483 case GEM:
1505 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1506 case POISON: 1485 case POISON:
1507 case BOOK: 1486 case BOOK:
1508 case SKILL_TOOL: 1487 case SKILL_TOOL:
1509 return 1; 1488 return 1;
1510 } 1489 }
1490
1511 /* Try to track down some stuff that may show up here. Thus, the 1491 /* Try to track down some stuff that may show up here. Thus, the
1512 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1513 */ 1493 */
1514#if 0 1494#if 0
1515 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1516#endif 1496#endif
1517 return 0; 1497 return 0;
1518} 1498}
1519 1499
1520
1521/* 1500/*
1522 * Supposed to fix face-values as well here, but later. 1501 * Supposed to fix face-values as well here, but later.
1523 */ 1502 */
1524
1525void 1503void
1526identify (object *op) 1504identify (object *op)
1527{ 1505{
1528 object *pl; 1506 object *pl;
1529 1507
1541 { 1519 {
1542 if (op->inv && op->randomitems) 1520 if (op->inv && op->randomitems)
1543 op->title = op->inv->name; 1521 op->title = op->inv->name;
1544 else if (op->arch) 1522 else if (op->arch)
1545 { 1523 {
1546 op->name = op->arch->clone.name; 1524 op->name = op->arch->object::name;
1547 op->name_pl = op->arch->clone.name_pl; 1525 op->name_pl = op->arch->object::name_pl;
1548 } 1526 }
1549 } 1527 }
1550 1528
1551 /* 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 */
1552 if (op->map) 1530 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1531 update_object (op, UP_OBJ_CHANGE);
1554 else 1532 else
1555 { 1533 {
1556 pl = is_player_inv (op->env); 1534 pl = op->in_player ();
1557 if (pl) 1535 if (pl)
1558 /* 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
1559 * it all. 1537 * it all.
1560 */ 1538 */
1561 esrv_send_item (pl, op); 1539 esrv_send_item (pl, op);
1562 } 1540 }
1563} 1541}
1542

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