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Comparing deliantra/server/common/item.C (file contents):
Revision 1.9 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.32 by root, Fri May 11 08:08:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at <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 {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"},
52 {"body_arm", "on your arm", "on a human's arm"}, 53 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"},
54 {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"},
53 {"body_torso", "on your body", "on a human's torso"}, 56 {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"},
54 {"body_head", "on your head", "on a human's head"}, 57 {"body_head" , "You can wear it on your head" , "It goes on a human's head"},
55 {"body_neck", "around your neck", "around a humans neck"}, 58 {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 59 {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"},
57 {"body_finger", "on your finger", "on a human's finger"} , 60 {"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 {"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 {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"},
60 {"body_hand", "on your hands", "on a human's hands"}, 63 {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 65 {"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},
129 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
131 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
132 {CREATOR, "creator", "creators", 0, 0}, 134 {CREATOR, "creator", "creators", 0, 0},
133 {SKILL, "skill", "skills", 0, 0}, 135 {SKILL, "skill", "skills", 0, 0},
134 {EXPERIENCE, "experience", "experience", 0, 0},
135 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
136 {GOLEM, "golem", "golems", 0, 0}, 137 {GOLEM, "golem", "golems", 0, 0},
137 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
138 {BLINDNESS, "blindness", "blindness", 0, 0}, 139 {BLINDNESS, "blindness", "blindness", 0, 0},
139 {GOD, "god", "gods", 0, 0}, 140 {GOD, "god", "gods", 0, 0},
159 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
164 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
165 {WALL, "wall", "walls", 0, 0},
166 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168 {MONSTER, "monster", "monsters", 0, 0},
169 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
170 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
171 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
172 {TOOL, "tool", "tools", 0, 0},
173 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
174 {BUILDFAC, "building facility", "building facilities", 0, 0},
175 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
176 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
177 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
178 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
179 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
187 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
188 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
189 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
190 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
191 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
192 {FIREHOLES, "fireholes", "fireholes", 0, 0},
193 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
194 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
195 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
196 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
197 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
259}; 252};
260 253
261int 254int
262get_power_from_ench (int ench) 255get_power_from_ench (int ench)
263{ 256{
264 if (ench < 0) 257 if (ench < 0) ench = 0;
265 ench = 0; 258 if (ench > 20) ench = 20;
266 if (ench > 20) 259
267 ench = 20;
268 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
269} 261}
270 262
271/* 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
272 * 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
351 enc += 1; 343 enc += 1;
352 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
353 enc += 1; 345 enc += 1;
354 346
355 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
356
357} 348}
358 349
359/* 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
360 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
361
362const typedata * 352const typedata *
363get_typedata (int itemtype) 353get_typedata (int itemtype)
364{ 354{
365 int i; 355 int i;
366 356
371} 361}
372 362
373/* 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
374 * 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
375 * one return NULL */ 365 * one return NULL */
376
377const typedata * 366const typedata *
378get_typedata_by_name (const char *name) 367get_typedata_by_name (const char *name)
379{ 368{
380 int i; 369 int i;
381 370
396 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
397 * a big buffer. 386 * a big buffer.
398 * 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
399 * 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
400 */ 389 */
401char * 390const char *
402describe_resistance (const object *op, int newline) 391describe_resistance (const object *op, int newline)
403{ 392{
404 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
405 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
406 int tmpvar; 395 int tmpvar;
425/* 414/*
426 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
427 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
428 * 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().
429 */ 418 */
430 419const char *
431char *
432query_weight (const object *op) 420query_weight (const object *op)
433{ 421{
434 static char buf[10]; 422 static char buf[10];
435 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
436 424
437 if (op->weight < 0) 425 if (op->weight < 0)
438 return " "; 426 return " ";
427
439 if (i % 1000) 428 if (i % 1000)
440 sprintf (buf, "%6.1f", i / 1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
441 else 430 else
442 sprintf (buf, "%4d ", i / 1000); 431 sprintf (buf, "%4d ", i / 1000);
432
443 return buf; 433 return buf;
444} 434}
445 435
446/* 436/*
447 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
448 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
449 */ 439 */
450 440const char *
451char *
452get_levelnumber (int i) 441get_levelnumber (int i)
453{ 442{
454 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
455 444
456 if (i > 99) 445 if (i > 99)
457 { 446 {
458 sprintf (buf, "%d.", i); 447 sprintf (buf, "%d.", i);
459 return buf; 448 return buf;
460 } 449 }
450
461 if (i < 21) 451 if (i < 21)
462 return levelnumbers[i]; 452 return levelnumbers[i];
463 if (!(i % 10)) 453 if (!(i % 10))
464 return levelnumbers_10[i / 10]; 454 return levelnumbers_10[i / 10];
455
465 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
466 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
467 return buf; 458 return buf;
468} 459}
469
470 460
471/* 461/*
472 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
473 * 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
474 * call to get_number(). 464 * call to get_number().
475 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
476 */ 466 */
477 467const char *
478char *
479get_number (int i) 468get_number (int i)
480{ 469{
481 if (i <= 20) 470 if (i <= 20)
482 return numbers[i]; 471 return numbers[i];
483 else 472 else
500 */ 489 */
501 490
502/* 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
503 * from stats.sp - b.t. 492 * from stats.sp - b.t.
504 */ 493 */
505char * 494const char *
506ring_desc (const object *op) 495ring_desc (const object *op)
507{ 496{
508 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
509 int attr, val, len; 498 int attr, val, len;
510 499
518 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
519 { 508 {
520 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
521 } 510 }
522 } 511 }
512
523 if (op->stats.exp) 513 if (op->stats.exp)
524 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
525 if (op->stats.wc) 515 if (op->stats.wc)
526 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
527 if (op->stats.dam) 517 if (op->stats.dam)
549 strcat (buf, "(reflect spells)"); 539 strcat (buf, "(reflect spells)");
550 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
551 strcat (buf, "(reflect missiles)"); 541 strcat (buf, "(reflect missiles)");
552 if (QUERY_FLAG (op, FLAG_STEALTH)) 542 if (QUERY_FLAG (op, FLAG_STEALTH))
553 strcat (buf, "(stealth)"); 543 strcat (buf, "(stealth)");
544
554 /* 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 */
555 len = strlen (buf); 546 len = strlen (buf);
556 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);
557 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);
558 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);
623 case AMULET: 614 case AMULET:
624 case RING: 615 case RING:
625 if (!op->title) 616 if (!op->title)
626 { 617 {
627 /* If ring has a title, full description isn't so useful */ 618 /* If ring has a title, full description isn't so useful */
628 char *s = ring_desc (op); 619 const char *s = ring_desc (op);
629 620
630 if (s[0]) 621 if (s[0])
631 { 622 {
632 safe_strcat (buf, " ", &len, HUGE_BUF); 623 safe_strcat (buf, " ", &len, HUGE_BUF);
633 safe_strcat (buf, s, &len, HUGE_BUF); 624 safe_strcat (buf, s, &len, HUGE_BUF);
653 * 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
654 * returned is good forever.) However, it makes printing statements that 645 * returned is good forever.) However, it makes printing statements that
655 * 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.)
656 * 647 *
657 */ 648 */
658char * 649const char *
659query_name (const object *op) 650query_name (const object *op)
660{ 651{
661 static char buf[5][HUGE_BUF]; 652 static char buf[5][HUGE_BUF]; // OMFG
662 static int use_buf = 0; 653 static int use_buf = 0;
663 int len = 0; 654 int len = 0;
664 655
665#ifdef NEW_MATERIAL_CODE 656#ifdef NEW_MATERIAL_CODE
666 materialtype_t *mt; 657 materialtype_t *mt;
693 if (QUERY_FLAG (op, FLAG_DAMNED)) 684 if (QUERY_FLAG (op, FLAG_DAMNED))
694 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
695 else if (QUERY_FLAG (op, FLAG_CURSED)) 686 else if (QUERY_FLAG (op, FLAG_CURSED))
696 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
697 } 688 }
689
698 /* 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),
699 * and it isn't identified, print out the fact that 691 * and it isn't identified, print out the fact that
700 * 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
701 * KNOWN_MAGICAL if the item actually is magical. 693 * KNOWN_MAGICAL if the item actually is magical.
702 * 694 *
718 710
719 if (QUERY_FLAG (op, FLAG_APPLIED)) 711 if (QUERY_FLAG (op, FLAG_APPLIED))
720 { 712 {
721 switch (op->type) 713 switch (op->type)
722 { 714 {
723 case BOW: 715 case BOW:
724 case WAND: 716 case WAND:
725 case ROD: 717 case ROD:
726 case HORN: 718 case HORN:
727 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);
728 break; 720 break;
729 case WEAPON: 721 case WEAPON:
730 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);
731 break; 723 break;
732 case ARMOUR: 724 case ARMOUR:
733 case HELMET: 725 case HELMET:
734 case SHIELD: 726 case SHIELD:
735 case RING: 727 case RING:
736 case BOOTS: 728 case BOOTS:
737 case GLOVES: 729 case GLOVES:
738 case AMULET: 730 case AMULET:
739 case GIRDLE: 731 case GIRDLE:
740 case BRACERS: 732 case BRACERS:
741 case CLOAK: 733 case CLOAK:
742 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
743 break; 735 break;
744 case CONTAINER: 736 case CONTAINER:
745 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
746 break; 738 break;
747 case SKILL: 739 case SKILL:
748 default: 740 default:
749 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
750 } 742 }
751 } 743 }
744
752 if (QUERY_FLAG (op, FLAG_UNPAID)) 745 if (QUERY_FLAG (op, FLAG_UNPAID))
753 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
754 747
755 return buf[use_buf]; 748 return buf [use_buf];
756} 749}
757 750
758/* 751/*
759 * 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
760 * buffer which contains a verbose textual representation of the name 753 * buffer which contains a verbose textual representation of the name
794 } 787 }
795 else 788 else
796 { 789 {
797#endif 790#endif
798 if (!plural) 791 if (!plural)
799 strcpy (buf, op->name); 792 assign (buf, op->name);
800 else 793 else
801 strcpy (buf, op->name_pl); 794 assign (buf, op->name_pl);
795
802 len = strlen (buf); 796 len = strlen (buf);
803#ifdef NEW_MATERIAL_CODE 797#ifdef NEW_MATERIAL_CODE
804 } 798 }
805#endif 799#endif
806 800
810 safe_strcat (buf, op->title, &len, MAX_BUF); 804 safe_strcat (buf, op->title, &len, MAX_BUF);
811 } 805 }
812 806
813 switch (op->type) 807 switch (op->type)
814 { 808 {
815 case SPELLBOOK: 809 case SPELLBOOK:
816 case SCROLL: 810 case SCROLL:
817 case WAND: 811 case WAND:
818 case ROD: 812 case ROD:
819 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))
820 { 814 {
821 if (!op->title) 815 if (!op->title)
822 { 816 {
823 safe_strcat (buf, " of ", &len, MAX_BUF); 817 safe_strcat (buf, " of ", &len, MAX_BUF);
824 if (op->inv) 818 if (op->inv)
825 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
826 else 820 else
827 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
828 } 822 }
829 if (op->type != SPELLBOOK) 823 if (op->type != SPELLBOOK)
830 { 824 {
831 sprintf (buf2, " (lvl %d)", op->level); 825 sprintf (buf2, " (lvl %d)", op->level);
832 safe_strcat (buf, buf2, &len, MAX_BUF); 826 safe_strcat (buf, buf2, &len, MAX_BUF);
833 } 827 }
834 } 828 }
835 break; 829 break;
836 830
837 831
838 case SKILL: 832 case SKILL:
839 case AMULET: 833 case AMULET:
840 case RING: 834 case RING:
841 if (!op->title) 835 if (!op->title)
842 { 836 {
843 /* If ring has a title, full description isn't so useful */ 837 /* If ring has a title, full description isn't so useful */
844 char *s = ring_desc (op); 838 const char *s = ring_desc (op);
845 839
846 if (s[0]) 840 if (s[0])
847 { 841 {
848 safe_strcat (buf, " ", &len, MAX_BUF); 842 safe_strcat (buf, " ", &len, MAX_BUF);
849 safe_strcat (buf, s, &len, MAX_BUF); 843 safe_strcat (buf, s, &len, MAX_BUF);
850 } 844 }
851 } 845 }
852 break; 846 break;
847
853 default: 848 default:
854 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)))
855 {
856 sprintf (buf + strlen (buf), " %+d", op->magic); 850 sprintf (buf + strlen (buf), " %+d", op->magic);
857 }
858 } 851 }
852
859 return buf; 853 return buf;
860} 854}
861 855
862/* Break this off from describe_item - that function was way 856/* Break this off from describe_item - that function was way
863 * too long, making it difficult to read. This function deals 857 * too long, making it difficult to read. This function deals
864 * with describing the monsters & players abilities. It should only 858 * with describing the monsters & players abilities. It should only
865 * be called with monster & player objects. Returns a description 859 * be called with monster & player objects. Returns a description
866 * in a static buffer. 860 * in a static buffer.
867 */ 861 */
868
869static char * 862static char *
870describe_monster (const object *op) 863describe_monster (const object *op)
871{ 864{
872 char buf[MAX_BUF]; 865 char buf[MAX_BUF];
873 static char retbuf[VERY_BIG_BUF]; 866 static char retbuf[VERY_BIG_BUF];
877 870
878 /* Note that the resolution this provides for players really isn't 871 /* Note that the resolution this provides for players really isn't
879 * very good. Any player with a speed greater than .67 will 872 * very good. Any player with a speed greater than .67 will
880 * fall into the 'lightning fast movement' category. 873 * fall into the 'lightning fast movement' category.
881 */ 874 */
882 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 875 if (op->has_active_speed ())
883 { 876 {
884 switch ((int) ((FABS (op->speed)) * 15)) 877 switch ((int) ((FABS (op->speed)) * 15))
885 { 878 {
886 case 0: 879 case 0:
887 strcat (retbuf, "(very slow movement)"); 880 strcat (retbuf, "(very slow movement)");
943 { 936 {
944 treasure *t; 937 treasure *t;
945 int first = 1; 938 int first = 1;
946 939
947 for (t = op->randomitems->items; t != NULL; t = t->next) 940 for (t = op->randomitems->items; t != NULL; t = t->next)
948 if (t->item && (t->item->clone.type == SPELL)) 941 if (t->item && t->item->clone.type == SPELL)
949 { 942 {
950 if (first) 943 if (first)
951 { 944 {
952 first = 0; 945 first = 0;
953 strcat (retbuf, "(Spell abilities:)"); 946 strcat (retbuf, "(Spell abilities:)");
999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1000 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1001 break; 994 break;
1002 995
1003 if (tmp && tmp->attacktype != 0) 996 if (tmp && tmp->attacktype != 0)
1004 {
1005 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1006 }
1007 else 998 else
1008 {
1009 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1010 }
1011 } 1000 }
1012 else 1001 else
1013 {
1014 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1015 } 1003
1016 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1017 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1018 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1007
1019 for (i = 0; i < NROFATTACKS; i++) 1008 for (i = 0; i < NROFATTACKS; i++)
1020 {
1021 if (op->resist[i]) 1009 if (op->resist[i])
1022 { 1010 {
1023 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1024 strcat (retbuf, buf); 1012 strcat (retbuf, buf);
1025 } 1013 }
1026 } 1014
1027 return retbuf; 1015 return retbuf;
1028} 1016}
1029 1017
1030 1018
1031/* 1019/*
1052 * 1040 *
1053 * Add 'owner' who is the person examining this object. 1041 * Add 'owner' who is the person examining this object.
1054 * 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
1055 * item (eg, debug dump or the like) 1043 * item (eg, debug dump or the like)
1056 */ 1044 */
1057 1045const char *
1058char *
1059describe_item (const object *op, object *owner) 1046describe_item (const object *op, object *owner)
1060{ 1047{
1061 char buf[MAX_BUF]; 1048 char buf[MAX_BUF];
1062 static char retbuf[VERY_BIG_BUF]; 1049 static char retbuf[VERY_BIG_BUF];
1063 int identified, i; 1050 int identified, i;
1097 break; /* We have more information to do below this switch */ 1084 break; /* We have more information to do below this switch */
1098 1085
1099 case POWER_CRYSTAL: 1086 case POWER_CRYSTAL:
1100 if (op->stats.maxsp > 1000) 1087 if (op->stats.maxsp > 1000)
1101 { /*higher capacity crystals */ 1088 { /*higher capacity crystals */
1102 i = (op->stats.maxsp % 100) / 10; 1089 i = (op->stats.maxsp % 1000) / 100;
1090
1103 if (i) 1091 if (i)
1104 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1105 else 1093 else
1106 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1107 } 1095 }
1108 else 1096 else
1109 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1098
1110 strcat (retbuf, buf); 1099 strcat (retbuf, buf);
1111 i = (op->stats.sp * 10) / op->stats.maxsp; 1100 i = (op->stats.sp * 10) / op->stats.maxsp;
1112 if (op->stats.sp == 0) 1101 if (op->stats.sp == 0)
1113 strcat (retbuf, "empty."); 1102 strcat (retbuf, "empty.");
1114 else if (i == 0) 1103 else if (i == 0)
1373 } 1362 }
1374 1363
1375 return retbuf; 1364 return retbuf;
1376} 1365}
1377 1366
1367std::string
1368object::describe_item (object *who)
1369{
1370 return std::string (::describe_item (this, who));
1371}
1372
1378/* Return true if the item is magical. A magical item is one that 1373/* Return true if the item is magical. A magical item is one that
1379 * increases/decreases any abilities, provides a resistance, 1374 * increases/decreases any abilities, provides a resistance,
1380 * has a generic magical bonus, or is an artifact. 1375 * has a generic magical bonus, or is an artifact.
1381 * This function is used by detect_magic to determine if an item 1376 * This function is used by detect_magic to determine if an item
1382 * should be marked as magical. 1377 * should be marked as magical.
1533 } 1528 }
1534 } 1529 }
1535 1530
1536 /* If the object is on a map, make sure we update its face */ 1531 /* If the object is on a map, make sure we update its face */
1537 if (op->map) 1532 if (op->map)
1538 update_object (op, UP_OBJ_FACE); 1533 update_object (op, UP_OBJ_CHANGE);
1539 else 1534 else
1540 { 1535 {
1541 pl = op->in_player (); 1536 pl = op->in_player ();
1542 if (pl) 1537 if (pl)
1543 /* A lot of the values can change from an update - might as well send 1538 /* A lot of the values can change from an update - might as well send

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