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Comparing deliantra/server/common/item.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.13 by elmex, Wed Dec 20 13:07:12 2006 UTC

1/*
2 * static char *rcsid_item_c =
3 * "$Id: item.C,v 1.3 2006/09/03 00:18:40 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31#include <living.h> 26#include <living.h>
51 * may be better. 46 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
53 * "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
54 */ 49 */
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"body_range", "in your range slot", "in a human's range slot"}, 51 {"body_range", "in your range slot", "in a human's range slot"},
57{"body_arm", "on your arm", "on a human's arm"}, 52 {"body_arm", "on your arm", "on a human's arm"},
58{"body_torso", "on your body", "on a human's torso"}, 53 {"body_torso", "on your body", "on a human's torso"},
59{"body_head", "on your head", "on a human's head"}, 54 {"body_head", "on your head", "on a human's head"},
60{"body_neck", "around your neck", "around a humans neck"}, 55 {"body_neck", "around your neck", "around a humans neck"},
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {"body_skill", "in your skill slot", "in a human's skill slot"},
62{"body_finger", "on your finger", "on a human's finger"}, 57 {"body_finger", "on your finger", "on a human's finger"} ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 58 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"}, 59 {"body_foot", "on your feet", "on a human's feet"},
65{"body_hand", "on your hands", "on a human's hands"}, 60 {"body_hand", "on your hands", "on a human's hands"},
66{"body_wrist", "around your wrists", "around a human's wrist"}, 61 {"body_wrist", "around your wrists", "around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"}, 62 {"body_waist", "around your waist", "around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 63/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 64};
71 65
72static char numbers[21][20] = { 66static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 69 "eighteen", "nineteen", "twenty"
76}; 70};
77 71
78static char numbers_10[10][20] = { 72static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 74 "eighty", "ninety"
81}; 75};
82 76
83static char levelnumbers[21][20] = { 77static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 78 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 79 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 80 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 81 "nineteen", "twentieth"
88}; 82};
89 83
90static char levelnumbers_10[11][20] = { 84static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 85 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 86 "seventieth", "eightieth", "ninetieth"
93}; 87};
94 88
95/* The following is a large table of item types, the fields are: 89/* The following is a large table of item types, the fields are:
96 * item number, item name, item name (plural), and two numbers that are the skills 90 * item number, item name, item name (plural), and two numbers that are the skills
97 * used to identify them. Anytime a new item type is added or removed, this list 91 * used to identify them. Anytime a new item type is added or removed, this list
98 * should be altered to reflect that. The defines for the numerical values are in 92 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 93 * define.h
100 */ 94 */
101static const typedata item_types[] = { 95static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 96 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 97 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 98 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 99 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 100 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 101 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 102 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 103 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 104 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 105 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 106 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 107 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 108 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 109 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 110 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 111 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 112 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 113 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 114 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 115 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 116 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 117 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 118 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 119 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 120 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 121 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 122 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 123 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 124 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 125 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 126 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 127 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 128 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 129 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 130 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 131 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 132 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 133 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 134 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 135 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 136 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 137 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 138 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 139 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 140 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 141 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 142 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 143 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 144 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 145 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 146 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 147 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 148 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 149 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 150 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 151 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 152 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 153 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 154 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 155 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 156 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 157 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 161 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
171{WALL, "wall", "walls", 0, 0},
172{LIGHT_SOURCE, "light source", "light sources", 0, 0},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 164 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 165 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0}, 166 {TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0}, 168 {BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 170 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 171 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 172 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 173 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 174 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 176 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 177 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 179 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 181 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 183 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 184 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0}, 185 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0}, 186 {FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 187 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 189 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 191 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 192 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 193 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 194 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 195 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 196 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 197 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 198 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 199 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 200 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 201 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 202 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 203 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 204 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 205 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 206 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 207 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 208 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 210};
223 211
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 212const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 213
226materialtype_t *materialt; 214materialtype_t *materialt;
227 215
228/* 216/*
229materialtype material[NROFMATERIALS] = { 217materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 244 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 245 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 246 * custom objects can use whatever they want.
259 */ 247 */
260static int enc_to_item_power[21] = { 248static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 249 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 250 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 251 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 252 30, 35, 40, 45, 50 /* 20 */
265}; 253};
266 254
255int
267int get_power_from_ench(int ench) 256get_power_from_ench (int ench)
268{ 257{
269 if (ench < 0) ench = 0; 258 if (ench < 0)
270 if (ench > 20) ench = 20; 259 ench = 0;
260 if (ench > 20)
261 ench = 20;
271 return enc_to_item_power[ench]; 262 return enc_to_item_power[ench];
272} 263}
273 264
274/* This takes an object 'op' and figures out what its item_power 265/* This takes an object 'op' and figures out what its item_power
275 * rating should be. This should only really be used by the treasure 266 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns 267 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 268 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 269 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 270 * the power. This is used in the treasure code.
280 */ 271 */
272int
281int calc_item_power(const object *op, int flag) 273calc_item_power (const object *op, int flag)
282{ 274{
283 int i, tmp, enc; 275 int i, tmp, enc;
284 276
285 enc = 0; 277 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 278 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 279 enc += get_attr_value (&op->stats, i);
288 280
289 /* This protection logic is pretty flawed. 20% fire resistance 281 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 282 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 283 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 284 * armour shouldn't be counted against
293 */ 285 */
294 tmp = 0; 286 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 287 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 288 tmp += op->resist[i];
297 289
298 /* Add/substract 10 so that the rounding works out right */ 290 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 291 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 292 enc += (tmp + 10) / 20;
293 else if (tmp < 0)
294 enc += (tmp - 10) / 20;
301 295
302 enc += op->magic; 296 enc += op->magic;
303 297
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 298 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 299 * physical doesn't count against total.
306 */ 300 */
307 if (op->type == WEAPON) { 301 if (op->type == WEAPON)
302 {
308 for (i=1; i<NROFATTACKS; i++) 303 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 304 if (op->attacktype & (1 << i))
305 enc++;
306 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 307 enc += 2; /* What it slays is probably more relevent */
311 } 308 }
312 /* Items the player can equip */ 309 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 311 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 312 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 313 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 314 {
318 enc += op->stats.food; /* sustenance */ 315 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 316 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 317 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 318 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 319 enc += op->stats.exp; /* speed bonus */
323 } 320 }
324 enc += op->stats.luck; 321 enc += op->stats.luck;
325 322
326 /* Do spell paths now */ 323 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 324 for (i = 1; i < NRSPELLPATHS; i++)
325 {
328 if (op->path_attuned& (1 << i)) enc++; 326 if (op->path_attuned & (1 << i))
327 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 328 else if (op->path_denied & (1 << i))
329 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 330 else if (op->path_repelled & (1 << i))
331 enc--;
331 } 332 }
332 333
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 334 if (QUERY_FLAG (op, FLAG_LIFESAVE))
335 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 336 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
337 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 338 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
339 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 340 if (QUERY_FLAG (op, FLAG_STEALTH))
341 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 342 if (QUERY_FLAG (op, FLAG_XRAYS))
343 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 344 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
345 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 346 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
347 enc += 1;
340 348
341 return get_power_from_ench(enc); 349 return get_power_from_ench (enc);
342 350
343} 351}
344 352
345/* returns the typedata that has a number equal to itemtype, if there 353/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 354 * isn't one, returns NULL */
347 355
348const typedata *get_typedata(int itemtype) { 356const typedata *
357get_typedata (int itemtype)
358{
349 int i; 359 int i;
360
350 for (i=0;i<item_types_size;i++) 361 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 362 if (item_types[i].number == itemtype)
363 return &item_types[i];
352 return NULL; 364 return NULL;
353} 365}
354 366
355/* returns the typedata that has a name equal to itemtype, if there 367/* returns the typedata that has a name equal to itemtype, if there
356 * isn't one, return the plural name that matches, if there still isn't 368 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 369 * one return NULL */
358 370
371const typedata *
359const typedata *get_typedata_by_name(const char *name) { 372get_typedata_by_name (const char *name)
373{
360 int i; 374 int i;
375
361 for (i=0;i<item_types_size;i++) 376 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 377 if (!strcmp (item_types[i].name, name))
378 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 379 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 380 if (!strcmp (item_types[i].name_pl, name))
381 {
365 LOG(llevInfo, 382 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
367 name, item_types[i].name);
368 return &item_types[i]; 384 return &item_types[i];
369 } 385 }
370 return NULL; 386 return NULL;
371} 387}
388
372/* describe_resistance generates the visible naming for resistances. 389/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 390 * returns a static array of the description. This can return
374 * a big buffer. 391 * a big buffer.
375 * if newline is true, we don't put parens around the description 392 * if newline is true, we don't put parens around the description
376 * but do put a newline at the end. Useful when dumping to files 393 * but do put a newline at the end. Useful when dumping to files
377 */ 394 */
395char *
378char *describe_resistance(const object *op, int newline) 396describe_resistance (const object *op, int newline)
379{ 397{
380 static char buf[VERY_BIG_BUF]; 398 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 399 char buf1[VERY_BIG_BUF];
382 int tmpvar; 400 int tmpvar;
383 401
384 buf[0]=0; 402 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 403 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
404 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 405 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
406 {
387 if (!newline) 407 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 408 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 409 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 410 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 411
392 strcat(buf, buf1); 412 strcat (buf, buf1);
393 } 413 }
394 } 414 }
395 return buf; 415 return buf;
396} 416}
397 417
398 418
399/* 419/*
400 * query_weight(object) returns a character pointer to a static buffer 420 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 421 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 422 * The buffer will be overwritten by the next call to query_weight().
403 */ 423 */
404 424
425char *
405char *query_weight(const object *op) { 426query_weight (const object *op)
427{
406 static char buf[10]; 428 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 429 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 430
409 if(op->weight<0) 431 if (op->weight < 0)
410 return " "; 432 return " ";
411 if(i%1000) 433 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 434 sprintf (buf, "%6.1f", i / 1000.0);
413 else 435 else
414 sprintf(buf,"%4d ",i/1000); 436 sprintf (buf, "%4d ", i / 1000);
415 return buf; 437 return buf;
416} 438}
417 439
418/* 440/*
419 * Returns the pointer to a static buffer containing 441 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 442 * the number requested (of the form first, second, third...)
421 */ 443 */
422 444
445char *
423char *get_levelnumber(int i) { 446get_levelnumber (int i)
447{
424 static char buf[MAX_BUF]; 448 static char buf[MAX_BUF];
449
425 if (i > 99) { 450 if (i > 99)
451 {
426 sprintf(buf, "%d.", i); 452 sprintf (buf, "%d.", i);
427 return buf; 453 return buf;
428 } 454 }
429 if(i < 21) 455 if (i < 21)
430 return levelnumbers[i]; 456 return levelnumbers[i];
431 if(!(i%10)) 457 if (!(i % 10))
432 return levelnumbers_10[i/10]; 458 return levelnumbers_10[i / 10];
433 strcpy(buf, numbers_10[i/10]); 459 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 460 strcat (buf, levelnumbers[i % 10]);
435 return buf; 461 return buf;
436} 462}
437 463
438 464
439/* 465/*
441 * in a static buffer. The buffer might be overwritten at the next 467 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 468 * call to get_number().
443 * It is currently only used by the query_name() function. 469 * It is currently only used by the query_name() function.
444 */ 470 */
445 471
472char *
446char *get_number(int i) { 473get_number (int i)
474{
447 if(i<=20) 475 if (i <= 20)
448 return numbers[i]; 476 return numbers[i];
449 else { 477 else
478 {
450 static char buf[MAX_BUF]; 479 static char buf[MAX_BUF];
480
451 sprintf(buf,"%d",i); 481 sprintf (buf, "%d", i);
452 return buf; 482 return buf;
453 } 483 }
454} 484}
455 485
456/* 486/*
457 * Returns pointer to static buffer containing ring's or amulet's 487 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 488 * abilities
460 * if describle_item() would be called to get this information and 490 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 491 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 492 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 493 * client handle names.
464 */ 494 */
495
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 496/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 497 * from stats.sp - b.t.
467 */ 498 */
499char *
468char *ring_desc (const object *op) 500ring_desc (const object *op)
469{ 501{
470 static char buf[VERY_BIG_BUF]; 502 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 503 int attr, val, len;
472 504
473 buf[0] = 0; 505 buf[0] = 0;
474 506
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 507 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
476 return buf;
477
478 for (attr=0; attr<NUM_STATS; attr++) {
479 if ((val=get_attr_value(&(op->stats),attr))!=0) {
480 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
481 }
482 }
483 if(op->stats.exp)
484 sprintf(buf+strlen(buf), "(speed %+lld)", (long long)op->stats.exp);
485 if(op->stats.wc)
486 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 if(op->stats.dam)
488 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 if(op->stats.ac)
490 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491
492 strcat(buf,describe_resistance(op, 0));
493
494 if (op->stats.food != 0)
495 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
496 /* else if (op->stats.food < 0)
497 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
498 if(op->stats.grace)
499 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 if(op->stats.sp && op->type!=SKILL)
501 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 if(op->stats.hp)
503 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 if(op->stats.luck)
505 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 strcat(buf,"(lifesaving)");
508 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 strcat(buf,"(reflect spells)");
510 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 strcat(buf,"(reflect missiles)");
512 if(QUERY_FLAG(op,FLAG_STEALTH))
513 strcat(buf,"(stealth)");
514 /* Shorten some of the names, so they appear better in the windows */
515 len=strlen(buf);
516 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519
520 /* if(op->item_power)
521 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
522 */
523 if(buf[0] == 0 && op->type!=SKILL)
524 strcpy(buf,"of adornment");
525
526
527 return buf; 508 return buf;
509
510 for (attr = 0; attr < NUM_STATS; attr++)
511 {
512 if ((val = get_attr_value (&(op->stats), attr)) != 0)
513 {
514 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
515 }
516 }
517 if (op->stats.exp)
518 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
519 if (op->stats.wc)
520 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
521 if (op->stats.dam)
522 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
523 if (op->stats.ac)
524 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
525
526 strcat (buf, describe_resistance (op, 0));
527
528 if (op->stats.food != 0)
529 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
530 /* else if (op->stats.food < 0)
531 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
532 if (op->stats.grace)
533 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
534 if (op->stats.sp && op->type != SKILL)
535 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
536 if (op->stats.hp)
537 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
538 if (op->stats.luck)
539 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
540 if (QUERY_FLAG (op, FLAG_LIFESAVE))
541 strcat (buf, "(lifesaving)");
542 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
543 strcat (buf, "(reflect spells)");
544 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
545 strcat (buf, "(reflect missiles)");
546 if (QUERY_FLAG (op, FLAG_STEALTH))
547 strcat (buf, "(stealth)");
548 /* Shorten some of the names, so they appear better in the windows */
549 len = strlen (buf);
550 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
551 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
552 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
553
554 /* if(op->item_power)
555 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
556 */
557 if (buf[0] == 0 && op->type != SKILL)
558 strcpy (buf, "of adornment");
559
560
561 return buf;
528} 562}
529 563
530/* 564/*
531 * query_short_name(object) is similar to query_name, but doesn't 565 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 566 * contain any information about object status (worn/cursed/etc.)
533 */ 567 */
568const char *
534const char *query_short_name(const object *op) 569query_short_name (const object *op)
535{ 570{
536 static char buf[HUGE_BUF]; 571 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 572 char buf2[HUGE_BUF];
538 int len=0; 573 int len = 0;
539 574
540 if(op->name == NULL) 575 if (op->name == NULL)
541 return "(null)"; 576 return "(null)";
577
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 578 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 579 return op->name; /* To speed things up (or make things slower?) */
544 580
545 if (op->nrof <= 1) 581 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 582 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 583 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 584 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 585
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 586 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
587 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 588 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 589 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 590 }
554 591
555 switch(op->type) { 592 switch (op->type)
593 {
556 case SPELLBOOK: 594 case SPELLBOOK:
557 case SCROLL: 595 case SCROLL:
558 case WAND: 596 case WAND:
559 case ROD: 597 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 598 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
599 {
561 if(!op->title) { 600 if (!op->title)
601 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 602 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 603 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 604 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 605 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 606 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 607 }
568 if(op->type != SPELLBOOK) { 608 if (op->type != SPELLBOOK)
609 {
569 sprintf(buf2, " (lvl %d)", op->level); 610 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 611 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 612 }
572 } 613 }
573 break; 614 break;
574 615
575 case SKILL: 616 case SKILL:
576 case AMULET: 617 case AMULET:
577 case RING: 618 case RING:
578 if (!op->title) { 619 if (!op->title)
620 {
579 /* If ring has a title, full description isn't so useful */ 621 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 622 char *s = ring_desc (op);
623
581 if (s[0]) { 624 if (s[0])
625 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 626 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 627 safe_strcat (buf, s, &len, HUGE_BUF);
628 }
584 } 629 }
585 }
586 break; 630 break;
587 default: 631 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 632 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
589 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 633 {
590 sprintf(buf2, " %+d", op->magic); 634 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 635 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 636 }
593 } 637 }
594 return buf; 638 return buf;
595} 639}
596 640
597/* 641/*
598 * query_name(object) returns a character pointer pointing to a static 642 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 643 * buffer which contains a verbose textual representation of the name
603 * overwritten. This may be a bad thing (it may be easier to assume the value 647 * overwritten. This may be a bad thing (it may be easier to assume the value
604 * returned is good forever.) However, it makes printing statements that 648 * returned is good forever.) However, it makes printing statements that
605 * use several names much easier (don't need to store them to temp variables.) 649 * use several names much easier (don't need to store them to temp variables.)
606 * 650 *
607 */ 651 */
652char *
608char *query_name(const object *op) { 653query_name (const object *op)
654{
609 static char buf[5][HUGE_BUF]; 655 static char buf[5][HUGE_BUF];
610 static int use_buf=0; 656 static int use_buf = 0;
611 int len=0; 657 int len = 0;
658
612#ifdef NEW_MATERIAL_CODE 659#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 660 materialtype_t *mt;
614#endif 661#endif
615 662
616 use_buf++; 663 use_buf++;
617 use_buf %=5; 664 use_buf %= 5;
618 665
619#ifdef NEW_MATERIAL_CODE 666#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 667 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
668 {
621 mt = name_to_material(op->materialname); 669 mt = name_to_material (op->materialname);
622 if (mt) { 670 if (mt)
671 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 672 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 673 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 674 }
626 } 675 }
627#endif 676#endif
628 677
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 678 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 679
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 680 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 681 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 682 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
634 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
635 safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 684
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 685 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
686 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 687 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 688 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 689 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 690 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 691 }
643 /* Basically, if the object is known magical (detect magic spell on it), 692 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 693 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 694 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 695 * KNOWN_MAGICAL if the item actually is magical.
647 * 696 *
648 * Changed in V 0.91.4 - still print that the object is magical even 697 * Changed in V 0.91.4 - still print that the object is magical even
649 * if it has been applied. Equipping an item does not tell full 698 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 699 * abilities, especially for artifact items.
651 */ 700 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 701 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 702 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 703
655#if 0 704#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 705 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 706 * be returned in the name.
658 */ 707 */
659 if(op->item_power) 708 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 709 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 710
663#endif 711#endif
664 712
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 713 if (QUERY_FLAG (op, FLAG_APPLIED))
714 {
666 switch(op->type) { 715 switch (op->type)
716 {
667 case BOW: 717 case BOW:
668 case WAND: 718 case WAND:
669 case ROD: 719 case ROD:
670 case HORN: 720 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 721 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
672 break; 722 break;
673 case WEAPON: 723 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 724 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
675 break; 725 break;
676 case ARMOUR: 726 case ARMOUR:
677 case HELMET: 727 case HELMET:
678 case SHIELD: 728 case SHIELD:
679 case RING: 729 case RING:
680 case BOOTS: 730 case BOOTS:
681 case GLOVES: 731 case GLOVES:
682 case AMULET: 732 case AMULET:
683 case GIRDLE: 733 case GIRDLE:
684 case BRACERS: 734 case BRACERS:
685 case CLOAK: 735 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 736 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 737 break;
688 case CONTAINER: 738 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 740 break;
691 case SKILL: 741 case SKILL:
692 default: 742 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 743 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 744 }
695 } 745 }
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 746 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 747 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 748
699 return buf[use_buf]; 749 return buf[use_buf];
700} 750}
701 751
702/* 752/*
703 * query_base_name(object) returns a character pointer pointing to a static 753 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 754 * buffer which contains a verbose textual representation of the name
706 * call to query_base_name(). This is a lot like query_name, but we 756 * call to query_base_name(). This is a lot like query_name, but we
707 * don't include the item count or item status. Used for inventory sorting 757 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 758 * and sending to client.
709 * If plural is set, we generate the plural name of this. 759 * If plural is set, we generate the plural name of this.
710 */ 760 */
761const char *
711const char *query_base_name(const object *op, int plural) { 762query_base_name (const object *op, int plural)
763{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 764 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 765 int len;
714 materialtype_t *mt; 766 materialtype_t *mt;
715 767
716 if((!plural && !op->name) || (plural && !op->name_pl)) 768 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 769 return "(null)";
718 770
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 771 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 772 return op->name; /* To speed things up (or make things slower?) */
721 773
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 775 mt = name_to_material (op->materialname);
724 776
725#ifdef NEW_MATERIAL_CODE 777#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 778 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 779 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 780 {
729 strcpy(buf, mt->description); 781 strcpy (buf, mt->description);
730 len=strlen(buf); 782 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 783 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 784 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 785 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 786 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 787 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 788 }
789 else
790 {
737#endif 791#endif
738 if (!plural) 792 if (!plural)
739 strcpy(buf, op->name); 793 strcpy (buf, op->name);
740 else 794 else
741 strcpy(buf, op->name_pl); 795 strcpy (buf, op->name_pl);
742 len=strlen(buf); 796 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 797#ifdef NEW_MATERIAL_CODE
744 } 798 }
745#endif 799#endif
746 800
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 803 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 804 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 805 }
751 806
752 switch(op->type) { 807 switch (op->type)
808 {
753 case SPELLBOOK: 809 case SPELLBOOK:
754 case SCROLL: 810 case SCROLL:
755 case WAND: 811 case WAND:
756 case ROD: 812 case ROD:
757 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))
814 {
758 if(!op->title) { 815 if (!op->title)
816 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 817 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 818 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 820 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 822 }
765 if(op->type != SPELLBOOK) { 823 if (op->type != SPELLBOOK)
824 {
766 sprintf(buf2, " (lvl %d)", op->level); 825 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 826 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 827 }
769 } 828 }
770 break; 829 break;
771 830
772 831
773 case SKILL: 832 case SKILL:
774 case AMULET: 833 case AMULET:
775 case RING: 834 case RING:
776 if (!op->title) { 835 if (!op->title)
836 {
777 /* If ring has a title, full description isn't so useful */ 837 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 838 char *s = ring_desc (op);
839
779 if (s[0]) { 840 if (s[0])
841 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 842 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
782 } 845 }
783 }
784 break; 846 break;
785 default: 847 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
787 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 849 {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 850 sprintf (buf + strlen (buf), " %+d", op->magic);
789 } 851 }
790 } 852 }
791 return buf; 853 return buf;
792} 854}
793 855
794/* Break this off from describe_item - that function was way 856/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 857 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 858 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 859 * be called with monster & player objects. Returns a description
798 * in a static buffer. 860 * in a static buffer.
799 */ 861 */
800 862
863static char *
801static char *describe_monster(const object *op) { 864describe_monster (const object *op)
865{
802 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 867 static char retbuf[VERY_BIG_BUF];
804 int i; 868 int i;
805 869
806 retbuf[0]='\0'; 870 retbuf[0] = '\0';
807 871
808 /* Note that the resolution this provides for players really isn't 872 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 873 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 874 * fall into the 'lightning fast movement' category.
811 */ 875 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 876 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
877 {
813 switch((int)((FABS(op->speed))*15)) { 878 switch ((int) ((FABS (op->speed)) * 15))
879 {
814 case 0: 880 case 0:
815 strcat(retbuf,"(very slow movement)"); 881 strcat (retbuf, "(very slow movement)");
816 break; 882 break;
817 case 1: 883 case 1:
818 strcat(retbuf,"(slow movement)"); 884 strcat (retbuf, "(slow movement)");
819 break; 885 break;
820 case 2: 886 case 2:
821 strcat(retbuf,"(normal movement)"); 887 strcat (retbuf, "(normal movement)");
822 break; 888 break;
823 case 3: 889 case 3:
824 case 4: 890 case 4:
825 strcat(retbuf,"(fast movement)"); 891 strcat (retbuf, "(fast movement)");
826 break; 892 break;
827 case 5: 893 case 5:
828 case 6: 894 case 6:
829 strcat(retbuf,"(very fast movement)"); 895 strcat (retbuf, "(very fast movement)");
830 break; 896 break;
831 case 7: 897 case 7:
832 case 8: 898 case 8:
833 case 9: 899 case 9:
834 case 10: 900 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 901 strcat (retbuf, "(extremely fast movement)");
836 break; 902 break;
837 default: 903 default:
838 strcat(retbuf,"(lightning fast movement)"); 904 strcat (retbuf, "(lightning fast movement)");
839 break; 905 break;
840 } 906 }
841 } 907 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 908 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 909 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 911 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 912 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 913 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 914 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 915 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 917 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 918 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 919 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 920 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 921 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 922 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 923 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 925 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 926 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 927 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 929 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 931 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 932 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 933 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 934 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 935 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 936 if (op->randomitems != NULL)
937 {
871 treasure *t; 938 treasure *t;
872 int first = 1; 939 int first = 1;
940
873 for(t=op->randomitems->items; t != NULL; t=t->next) 941 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 942 if (t->item && (t->item->clone.type == SPELL))
943 {
875 if(first) { 944 if (first)
945 {
876 first = 0; 946 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 947 strcat (retbuf, "(Spell abilities:)");
878 } 948 }
879 strcat(retbuf,"("); 949 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 950 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 951 strcat (retbuf, ")");
882 } 952 }
883 } 953 }
884 if (op->type == PLAYER) { 954 if (op->type == PLAYER)
955 {
885 if(op->contr->digestion) { 956 if (op->contr->digestion)
957 {
886 if(op->contr->digestion!=0) 958 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 959 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 960 strcat (retbuf, buf);
889 } 961 }
890 if(op->contr->gen_grace) { 962 if (op->contr->gen_grace)
963 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 964 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 965 strcat (retbuf, buf);
893 } 966 }
894 if(op->contr->gen_sp) { 967 if (op->contr->gen_sp)
968 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 969 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 970 strcat (retbuf, buf);
897 } 971 }
898 if(op->contr->gen_hp) { 972 if (op->contr->gen_hp)
973 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 975 strcat (retbuf, buf);
901 } 976 }
902 if(op->stats.luck) { 977 if (op->stats.luck)
978 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 979 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 980 strcat (retbuf, buf);
905 } 981 }
906 } 982 }
907 983
908 /* describe attacktypes */ 984 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 985 if (is_dragon_pl (op))
986 {
910 /* for dragon players display the attacktypes from clawing skill 987 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 988 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 989 * this makes it more readable.
913 */ 990 */
914 object *tmp; 991 object *tmp;
992
993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
995 break;
996
997 if (tmp && tmp->attacktype != 0)
915 998 {
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break;
918
919 if (tmp && tmp->attacktype!=0) {
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 999 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1000 }
1001 else
921 } 1002 {
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1003 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1004 }
1005 }
1006 else
927 } 1007 {
1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1009 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1010 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1011 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1012 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
931 for (i=0; i < NROFATTACKS; i++) { 1013 for (i = 0; i < NROFATTACKS; i++)
1014 {
932 if (op->resist[i]) { 1015 if (op->resist[i])
1016 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1017 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1018 strcat (retbuf, buf);
935 } 1019 }
936 } 1020 }
937 return retbuf; 1021 return retbuf;
938} 1022}
939 1023
940 1024
941/* 1025/*
942 * Returns a pointer to a static buffer which contains a 1026 * Returns a pointer to a static buffer which contains a
963 * Add 'owner' who is the person examining this object. 1047 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1048 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1049 * item (eg, debug dump or the like)
966 */ 1050 */
967 1051
1052char *
968char *describe_item(const object *op, object *owner) { 1053describe_item (const object *op, object *owner)
1054{
969 char buf[MAX_BUF]; 1055 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1056 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1057 int identified, i;
972 1058
973 retbuf[0]='\0'; 1059 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1060 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1061 {
975 return describe_monster(op); 1062 return describe_monster (op);
976 } 1063 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1064 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1065 * also makes the code easier to read.
979 */ 1066 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1067 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1068 identified = 1;
981 else { 1069 else
1070 {
982 strcpy(retbuf,"(unidentified)"); 1071 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1072 identified = 0;
984 } 1073 }
985 switch(op->type) { 1074 switch (op->type)
1075 {
986 case BOW: 1076 case BOW:
987 case ARROW: 1077 case ARROW:
988 case WAND: 1078 case WAND:
989 case ROD: 1079 case ROD:
990 case HORN: 1080 case HORN:
996 case GLOVES: 1086 case GLOVES:
997 case GIRDLE: 1087 case GIRDLE:
998 case BRACERS: 1088 case BRACERS:
999 case CLOAK: 1089 case CLOAK:
1000 case SKILL_TOOL: 1090 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1091 break; /* We have more information to do below this switch */
1002 1092
1003 case POWER_CRYSTAL: 1093 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1094 if (op->stats.maxsp > 1000)
1095 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1096 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1097 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1098 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1099 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1100 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1101 }
1010 }else 1102 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1103 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1104 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1105 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1106 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1107 strcat (retbuf, "empty.");
1016 else if (i==0) 1108 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1109 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1110 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1111 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1112 else if (i < 6)
1021 strcat(retbuf,"half full."); 1113 strcat (retbuf, "half full.");
1022 else if (i<9) 1114 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1115 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1116 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1117 strcat (retbuf, "fully charged.");
1026 else 1118 else
1027 strcat(retbuf,"almost full."); 1119 strcat (retbuf, "almost full.");
1028 break; 1120 break;
1029 case FOOD: 1121 case FOOD:
1030 case FLESH: 1122 case FLESH:
1031 case DRINK: 1123 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1124 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1125 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1126 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1127 strcat (retbuf, buf);
1035 1128
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1129 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1130 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1131 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1132 strcat (retbuf, buf);
1039 } 1133 }
1040 1134
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1135 if (!QUERY_FLAG (op, FLAG_CURSED))
1136 {
1042 if (op->stats.hp) 1137 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1138 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1139 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1140 strcat (retbuf, "(spellpoint regen)");
1046 } 1141 }
1047 else { 1142 else
1143 {
1048 if (op->stats.hp) 1144 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1145 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1146 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1147 strcat (retbuf, "(spellpoint depletion)");
1052 } 1148 }
1053 } 1149 }
1054 break; 1150 break;
1055 1151
1056 1152
1057 case SKILL: 1153 case SKILL:
1058 case RING: 1154 case RING:
1059 case AMULET: 1155 case AMULET:
1060 if(op->item_power) { 1156 if (op->item_power)
1157 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1158 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1159 strcat (retbuf, buf);
1063 } 1160 }
1064 if (op->title) 1161 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1162 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1163 return retbuf;
1067 1164
1068 default: 1165 default:
1069 return retbuf; 1166 return retbuf;
1070 } 1167 }
1071 1168
1072 /* Down here, we more further describe equipment type items. 1169 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1170 * only describe them if they have been identified or the like.
1074 */ 1171 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1172 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1173 {
1076 int attr,val; 1174 int attr, val;
1077 1175
1078 for (attr=0; attr<NUM_STATS; attr++) { 1176 for (attr = 0; attr < NUM_STATS; attr++)
1177 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1178 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1179 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1180 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1181 strcat (retbuf, buf);
1082 } 1182 }
1083 } 1183 }
1084 1184
1085 if(op->stats.exp) { 1185 if (op->stats.exp)
1186 {
1086 sprintf(buf,"(speed %+lld)", (long long)op->stats.exp); 1187 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1188 strcat (retbuf, buf);
1088 } 1189 }
1089 1190
1090 1191
1091 switch(op->type) { 1192 switch (op->type)
1193 {
1092 case BOW: 1194 case BOW:
1093 case ARROW: 1195 case ARROW:
1094 case GIRDLE: 1196 case GIRDLE:
1095 case HELMET: 1197 case HELMET:
1096 case SHIELD: 1198 case SHIELD:
1102 case AMULET: 1204 case AMULET:
1103 case ARMOUR: 1205 case ARMOUR:
1104 case BRACERS: 1206 case BRACERS:
1105 case FORCE: 1207 case FORCE:
1106 case CLOAK: 1208 case CLOAK:
1107 if(op->stats.wc) { 1209 if (op->stats.wc)
1210 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1211 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1212 strcat (retbuf, buf);
1110 } 1213 }
1111 if(op->stats.dam) { 1214 if (op->stats.dam)
1215 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1216 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1217 strcat (retbuf, buf);
1114 } 1218 }
1115 if(op->stats.ac) { 1219 if (op->stats.ac)
1220 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1221 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1222 strcat (retbuf, buf);
1118 } 1223 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1224 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1225 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1226 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1227 strcat (retbuf, buf);
1122 } 1228 }
1123 break; 1229 break;
1124 1230
1125 default: 1231 default:
1126 break; 1232 break;
1127 } 1233 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1234 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1235 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1236 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1237 strcat (retbuf, "(infravision)");
1132 1238
1133 /* levitate was what is was before, so we'll keep it */ 1239 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1240 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1241 strcat (retbuf, "(levitate)");
1136 1242
1137 if (op->move_type & MOVE_FLY_HIGH) 1243 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1244 strcat (retbuf, "(fly)");
1139 1245
1140 if (op->move_type & MOVE_SWIM) 1246 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1247 strcat (retbuf, "(swim)");
1142 1248
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1249 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1250
1145 if(op->item_power) { 1251 if (op->item_power)
1252 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1253 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1254 strcat (retbuf, buf);
1148 } 1255 }
1149 } /* End if identified or applied */ 1256 } /* End if identified or applied */
1150 1257
1151 /* This blocks only deals with fully identified object. 1258 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1259 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1260 * in this way, information is added.
1154 */ 1261 */
1155 if(identified) { 1262 if (identified)
1263 {
1156 int more_info = 0; 1264 int more_info = 0;
1157 1265
1158 switch(op->type) { 1266 switch (op->type)
1267 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1268 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1269 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1270 case BOW:
1162 case ARROW: 1271 case ARROW:
1163 case WAND: 1272 case WAND:
1164 case FOOD: 1273 case FOOD:
1165 case FLESH: 1274 case FLESH:
1166 case DRINK: 1275 case DRINK:
1167 more_info = 0; 1276 more_info = 0;
1168 break; 1277 break;
1169 1278
1170 /* Armor type objects */ 1279 /* Armor type objects */
1171 case ARMOUR: 1280 case ARMOUR:
1172 case HELMET: 1281 case HELMET:
1173 case SHIELD: 1282 case SHIELD:
1174 case BOOTS: 1283 case BOOTS:
1175 case GLOVES: 1284 case GLOVES:
1176 case GIRDLE: 1285 case GIRDLE:
1177 case BRACERS: 1286 case BRACERS:
1178 case CLOAK: 1287 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1288 if (ARMOUR_SPEED (op))
1289 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1290 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1291 strcat (retbuf, buf);
1182 } 1292 }
1183 if (ARMOUR_SPELLS(op)) { 1293 if (ARMOUR_SPELLS (op))
1294 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1295 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1296 strcat (retbuf, buf);
1186 } 1297 }
1187 more_info=1; 1298 more_info = 1;
1188 break; 1299 break;
1189 1300
1190 case WEAPON: 1301 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1302 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1303 * make sense.
1193 */ 1304 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1305 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1306 if (i < 0)
1307 i = 0;
1196 1308
1197 sprintf(buf,"(weapon speed %d)", i); 1309 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1310 strcat (retbuf, buf);
1199 more_info=1; 1311 more_info = 1;
1200 break; 1312 break;
1201 1313
1202 } 1314 }
1203 if (more_info) { 1315 if (more_info)
1316 {
1204 if(op->stats.food) { 1317 if (op->stats.food)
1318 {
1205 if(op->stats.food!=0) 1319 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1320 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1321 strcat (retbuf, buf);
1208 } 1322 }
1209 if(op->stats.grace) { 1323 if (op->stats.grace)
1324 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1325 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1326 strcat (retbuf, buf);
1212 } 1327 }
1213 if(op->stats.sp) { 1328 if (op->stats.sp)
1329 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1330 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1331 strcat (retbuf, buf);
1216 } 1332 }
1217 if(op->stats.hp) { 1333 if (op->stats.hp)
1334 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1335 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1336 strcat (retbuf, buf);
1220 } 1337 }
1221 } 1338 }
1222 1339
1223 if(op->stats.luck) { 1340 if (op->stats.luck)
1341 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1342 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1343 strcat (retbuf, buf);
1226 } 1344 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1345 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1346 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1347 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1348 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1349 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1350 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1351 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1352 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1353 if (op->slaying != NULL && op->type != FOOD)
1354 {
1236 sprintf(buf,"(slay %s)", &op->slaying); 1355 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1356 strcat (retbuf, buf);
1238 } 1357 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1358 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1359 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1360 * non flesh, everyone can see its resistances
1242 */ 1361 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1362 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1363 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1364 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1365 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1366 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1367 }
1249 1368
1250 return retbuf; 1369 return retbuf;
1251} 1370}
1252 1371
1253/* Return true if the item is magical. A magical item is one that 1372/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1373 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1374 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1375 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1376 * should be marked as magical.
1258 */ 1377 */
1259 1378
1379int
1260int is_magical(const object *op) { 1380is_magical (const object *op)
1381{
1261 int i; 1382 int i;
1262 1383
1263 /* living creatures are considered non magical */ 1384 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1385 if (QUERY_FLAG (op, FLAG_ALIVE))
1265
1266 /* This is a test for it being an artifact, as artifacts have titles */
1267 if (op->title!=NULL) return 1;
1268
1269 /* Handle rings and amulets specially. If they change any of these
1270 * values, it means they are magical.
1271 */
1272 if ((op->type==AMULET || op->type==RING) &&
1273 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1274 op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1275 return 1;
1276
1277 /* Check for stealty, speed, flying, or just plain magic in the boots */
1278 /* Presume any boots that hvae a move_type are special. */
1279 if (op->type== BOOTS &&
1280 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1281 return 1;
1282
1283 /* Take care of amulet/shield that reflects spells/missiles */
1284 if ((op->type==AMULET || op->type==SHIELD) &&
1285 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1286 return 1;
1287
1288 /* Take care of helmet of xrays */
1289 if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1290
1291 /* Potions & rods are always magical. Wands/staves are also magical,
1292 * assuming they still have any charges left.
1293 */
1294 if (op->type==POTION || op->type==ROD ||
1295 (op->type==WAND && op->stats.food))
1296 return 1;
1297
1298 /* if something gives a protection, either positive or negative, its magical */
1299 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1300 * so this always works out fine.
1301 */
1302 for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1303 if (op->resist[i]) return 1;
1304
1305 /* Physical protection is expected on some item types, so they should
1306 * not be considered magical.
1307 */
1308 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1309 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1310
1311 /* power crystal, spellbooks, and scrolls are always magical. */
1312 if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1313 op->type==SCROLL || op->type==GIRDLE)
1314 return 1;
1315
1316 /* Check to see if it increases/decreases any stats */
1317 for (i=0; i<NUM_STATS; i++)
1318 if (get_attr_value(&(op->stats),i)!=0) return 1;
1319
1320 /* If it doesn't fall into any of the above categories, must
1321 * be non magical.
1322 */
1323 return 0; 1386 return 0;
1387
1388 /* This is a test for it being an artifact, as artifacts have titles */
1389 if (op->title != NULL)
1390 return 1;
1391
1392 /* Handle rings and amulets specially. If they change any of these
1393 * values, it means they are magical.
1394 */
1395 if ((op->type == AMULET || op->type == RING) &&
1396 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1397 return 1;
1398
1399 /* Check for stealty, speed, flying, or just plain magic in the boots */
1400 /* Presume any boots that hvae a move_type are special. */
1401 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1402 return 1;
1403
1404 /* Take care of amulet/shield that reflects spells/missiles */
1405 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1406 return 1;
1407
1408 /* Take care of helmet of xrays */
1409 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1410 return 1;
1411
1412 /* Potions & rods are always magical. Wands/staves are also magical,
1413 * assuming they still have any charges left.
1414 */
1415 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1416 return 1;
1417
1418 /* if something gives a protection, either positive or negative, its magical */
1419 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1420 * so this always works out fine.
1421 */
1422 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1423 if (op->resist[i])
1424 return 1;
1425
1426 /* Physical protection is expected on some item types, so they should
1427 * not be considered magical.
1428 */
1429 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1430 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1431 return 1;
1432
1433 /* power crystal, spellbooks, and scrolls are always magical. */
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1;
1436
1437 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0)
1440 return 1;
1441
1442 /* If it doesn't fall into any of the above categories, must
1443 * be non magical.
1444 */
1445 return 0;
1324} 1446}
1325 1447
1326/* need_identify returns true if the item should be identified. This 1448/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1449 * function really should not exist - by default, any item not identified
1328 * should need it. 1450 * should need it.
1329 */ 1451 */
1330 1452
1453int
1331int need_identify(const object *op) { 1454need_identify (const object *op)
1455{
1332 switch(op->type) { 1456 switch (op->type)
1457 {
1333 case RING: 1458 case RING:
1334 case WAND: 1459 case WAND:
1335 case ROD: 1460 case ROD:
1336 case HORN: 1461 case HORN:
1337 case SCROLL: 1462 case SCROLL:
1360 case GEM: 1485 case GEM:
1361 case POWER_CRYSTAL: 1486 case POWER_CRYSTAL:
1362 case POISON: 1487 case POISON:
1363 case BOOK: 1488 case BOOK:
1364 case SKILL_TOOL: 1489 case SKILL_TOOL:
1365 return 1; 1490 return 1;
1366 } 1491 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1492 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1493 * archetype file can be updated, and this function removed.
1369 */ 1494 */
1370#if 0 1495#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1497#endif
1373 return 0; 1498 return 0;
1374} 1499}
1375
1376 1500
1377/* 1501/*
1378 * Supposed to fix face-values as well here, but later. 1502 * Supposed to fix face-values as well here, but later.
1379 */ 1503 */
1380 1504void
1381void identify(object *op) { 1505identify (object *op)
1506{
1382 object *pl; 1507 object *pl;
1383 1508
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1509 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1512
1388 /* 1513 /*
1389 * We want autojoining of equal objects: 1514 * We want autojoining of equal objects:
1390 */ 1515 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1516 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1517 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1518
1394 if (op->type == POTION) { 1519 if (op->type == POTION)
1520 {
1395 if (op->inv && op->randomitems) 1521 if (op->inv && op->randomitems)
1396 op->title = op->inv->name; 1522 op->title = op->inv->name;
1397 else if (op->arch) 1523 else if (op->arch)
1398 { 1524 {
1399 op->name = op->arch->clone.name; 1525 op->name = op->arch->clone.name;
1400 op->name_pl = op->arch->clone.name_pl; 1526 op->name_pl = op->arch->clone.name_pl;
1401 } 1527 }
1402 } 1528 }
1403 1529
1404 /* If the object is on a map, make sure we update its face */ 1530 /* If the object is on a map, make sure we update its face */
1405 if (op->map) 1531 if (op->map)
1406 update_object(op,UP_OBJ_FACE); 1532 update_object (op, UP_OBJ_FACE);
1407 else { 1533 else
1408 pl = is_player_inv(op->env); 1534 {
1535 pl = op->in_player ();
1409 if (pl) 1536 if (pl)
1410 /* A lot of the values can change from an update - might as well send 1537 /* A lot of the values can change from an update - might as well send
1411 * it all. 1538 * it all.
1412 */ 1539 */
1413 esrv_send_item(pl, op); 1540 esrv_send_item (pl, op);
1414 } 1541 }
1415} 1542}
1543

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