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Comparing deliantra/server/common/item.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.38 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 * static char *rcsid_item_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: item.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
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>
32#include <spells.h> 27#include <spells.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 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
57{"body_arm", "on your arm", "on a human's arm"}, 52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
58{"body_torso", "on your body", "on a human's torso"}, 53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
59{"body_head", "on your head", "on a human's head"}, 54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
60{"body_neck", "around your neck", "around a humans neck"}, 55 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
62{"body_finger", "on your finger", "on a human's finger"}, 57 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 60 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"}, 61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
65{"body_hand", "on your hands", "on a human's hands"}, 62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
66{"body_wrist", "around your wrists", "around a human's wrist"}, 63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"}, 64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 66};
71 67
72static char numbers[21][20] = { 68static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 70 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 71 "eighteen", "nineteen", "twenty"
76}; 72};
77 73
78static char numbers_10[10][20] = { 74static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 75 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 76 "eighty", "ninety"
81}; 77};
82 78
83static char levelnumbers[21][20] = { 79static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 80 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 81 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 82 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 83 "nineteen", "twentieth"
88}; 84};
89 85
90static char levelnumbers_10[11][20] = { 86static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 87 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 88 "seventieth", "eightieth", "ninetieth"
93}; 89};
94 90
95/* The following is a large table of item types, the fields are: 91/* 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 92 * 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 93 * 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 94 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 95 * define.h
100 */ 96 */
101static const typedata item_types[] = { 97static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 98 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 99 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 100 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 101 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 102 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 103 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 104 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 105 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 106 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 107 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 108 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 109 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 110 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 111 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 112 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 113 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 114 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 115 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 116 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 117 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 118 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 119 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 120 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 121 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 122 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 123 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 124 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 125 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 126 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 127 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 128 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 129 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 130 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 131 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 132 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 133 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 134 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 135 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 136 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 137 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 138 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 139 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 140 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 141 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 142 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 143 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 144 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 145 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 146 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 147 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 148 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 149 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 150 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 151 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 152 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 153 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 154 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 155 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 156 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 157 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 158 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 159 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 163 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 164 {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}, 165 {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}, 166 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 167 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{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},
198{FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 185 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 186 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 187 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 188 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 189 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 190 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 191 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 192 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 193 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 194 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 195 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 196 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 197 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 198 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 199 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 200 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 201 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 202 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 203 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 204 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 205 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 206 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 207 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 208};
223 209
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 210const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 211
226materialtype_t *materialt; 212materialtype_t *materialt;
227 213
228/* 214/*
229materialtype material[NROFMATERIALS] = { 215materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 242 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 243 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 244 * custom objects can use whatever they want.
259 */ 245 */
260static int enc_to_item_power[21] = { 246static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 247 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 248 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 249 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 250 30, 35, 40, 45, 50 /* 20 */
265}; 251};
266 252
253int
267int get_power_from_ench(int ench) 254get_power_from_ench (int ench)
268{ 255{
269 if (ench < 0) ench = 0; 256 if (ench < 0) ench = 0;
270 if (ench > 20) ench = 20; 257 if (ench > 20) ench = 20;
258
271 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
272} 260}
273 261
274/* This takes an object 'op' and figures out what its item_power 262/* This takes an object 'op' and figures out what its item_power
275 * rating should be. This should only really be used by the treasure 263 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns 264 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 265 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 266 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 267 * the power. This is used in the treasure code.
280 */ 268 */
269int
281int calc_item_power(const object *op, int flag) 270calc_item_power (const object *op, int flag)
282{ 271{
283 int i, tmp, enc; 272 int i, tmp, enc;
284 273
285 enc = 0; 274 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 276 enc += op->stats.stat (i);
288 277
289 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 281 * armour shouldn't be counted against
293 */ 282 */
294 tmp = 0; 283 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 284 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 285 tmp += op->resist[i];
297 286
298 /* Add/substract 10 so that the rounding works out right */ 287 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 288 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 289 enc += (tmp + 10) / 20;
290 else if (tmp < 0)
291 enc += (tmp - 10) / 20;
301 292
302 enc += op->magic; 293 enc += op->magic;
303 294
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 295 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 296 * physical doesn't count against total.
306 */ 297 */
307 if (op->type == WEAPON) { 298 if (op->type == WEAPON)
299 {
308 for (i=1; i<NROFATTACKS; i++) 300 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 301 if (op->attacktype & (1 << i))
302 enc++;
303 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 304 enc += 2; /* What it slays is probably more relevent */
311 } 305 }
312 /* Items the player can equip */ 306 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 311 {
318 enc += op->stats.food; /* sustenance */ 312 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
323 } 317 }
324 enc += op->stats.luck; 318 enc += op->stats.luck;
325 319
326 /* Do spell paths now */ 320 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 321 for (i = 1; i < NRSPELLPATHS; i++)
322 {
328 if (op->path_attuned& (1 << i)) enc++; 323 if (op->path_attuned & (1 << i))
324 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 325 else if (op->path_denied & (1 << i))
326 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 327 else if (op->path_repelled & (1 << i))
328 enc--;
331 } 329 }
332 330
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 331 if (QUERY_FLAG (op, FLAG_LIFESAVE))
332 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 333 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
334 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
336 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 337 if (QUERY_FLAG (op, FLAG_STEALTH))
338 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 339 if (QUERY_FLAG (op, FLAG_XRAYS))
340 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 341 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1;
340 345
341 return get_power_from_ench(enc); 346 return get_power_from_ench (enc);
342
343} 347}
344 348
345/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
347 351const typedata *
348const typedata *get_typedata(int itemtype) { 352get_typedata (int itemtype)
353{
349 int i; 354 int i;
355
350 for (i=0;i<item_types_size;i++) 356 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 357 if (item_types[i].number == itemtype)
358 return &item_types[i];
352 return NULL; 359 return NULL;
353} 360}
354 361
355/* returns the typedata that has a name equal to itemtype, if there 362/* returns the typedata that has a name equal to itemtype, if there
356 * isn't one, return the plural name that matches, if there still isn't 363 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 364 * one return NULL */
358 365const typedata *
359const typedata *get_typedata_by_name(const char *name) { 366get_typedata_by_name (const char *name)
367{
360 int i; 368 int i;
369
361 for (i=0;i<item_types_size;i++) 370 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i];
363 for (i=0;i<item_types_size;i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 371 if (!strcmp (item_types[i].name, name))
365 LOG(llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n",
367 name, item_types[i].name);
368 return &item_types[i]; 372 return &item_types[i];
369 } 373 for (i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name_pl, name))
375 {
376 LOG (llevInfo,
377 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
378 return &item_types[i];
379 }
370 return NULL; 380 return NULL;
371} 381}
382
372/* describe_resistance generates the visible naming for resistances. 383/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 384 * returns a static array of the description. This can return
374 * a big buffer. 385 * a big buffer.
375 * if newline is true, we don't put parens around the description 386 * if newline is true, we don't put parens around the description
376 * but do put a newline at the end. Useful when dumping to files 387 * but do put a newline at the end. Useful when dumping to files
377 */ 388 */
389const char *
378char *describe_resistance(const object *op, int newline) 390describe_resistance (const object *op, int newline)
379{ 391{
380 static char buf[VERY_BIG_BUF]; 392 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 393 char buf1[VERY_BIG_BUF];
382 int tmpvar; 394 int tmpvar;
383 395
384 buf[0]=0; 396 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 397 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
398 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 399 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
400 {
387 if (!newline) 401 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 402 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 403 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 404 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 405
392 strcat(buf, buf1); 406 strcat (buf, buf1);
393 } 407 }
394 } 408 }
395 return buf; 409 return buf;
396} 410}
397 411
398 412
399/* 413/*
400 * query_weight(object) returns a character pointer to a static buffer 414 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 415 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 416 * The buffer will be overwritten by the next call to query_weight().
403 */ 417 */
404 418const char *
405char *query_weight(const object *op) { 419query_weight (const object *op)
420{
406 static char buf[10]; 421 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 423
409 if(op->weight<0) 424 if (op->weight < 0)
410 return " "; 425 return " ";
426
411 if(i%1000) 427 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 428 sprintf (buf, "%6.1f", i / 1000.0);
413 else 429 else
414 sprintf(buf,"%4d ",i/1000); 430 sprintf (buf, "%4d ", i / 1000);
431
415 return buf; 432 return buf;
416} 433}
417 434
418/* 435/*
419 * Returns the pointer to a static buffer containing 436 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 437 * the number requested (of the form first, second, third...)
421 */ 438 */
422 439const char *
423char *get_levelnumber(int i) { 440get_levelnumber (int i)
441{
424 static char buf[MAX_BUF]; 442 static char buf[MAX_BUF];
443
425 if (i > 99) { 444 if (i > 99)
445 {
426 sprintf(buf, "%d.", i); 446 sprintf (buf, "%d.", i);
427 return buf; 447 return buf;
428 } 448 }
449
429 if(i < 21) 450 if (i < 21)
430 return levelnumbers[i]; 451 return levelnumbers[i];
431 if(!(i%10)) 452 if (!(i % 10))
432 return levelnumbers_10[i/10]; 453 return levelnumbers_10[i / 10];
454
433 strcpy(buf, numbers_10[i/10]); 455 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 456 strcat (buf, levelnumbers[i % 10]);
435 return buf; 457 return buf;
436} 458}
437
438 459
439/* 460/*
440 * get_number(integer) returns the text-representation of the given number 461 * get_number(integer) returns the text-representation of the given number
441 * in a static buffer. The buffer might be overwritten at the next 462 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 463 * call to get_number().
443 * It is currently only used by the query_name() function. 464 * It is currently only used by the query_name() function.
444 */ 465 */
445 466const char *
446char *get_number(int i) { 467get_number (int i)
468{
447 if(i<=20) 469 if (i <= 20)
448 return numbers[i]; 470 return numbers[i];
449 else { 471 else
472 {
450 static char buf[MAX_BUF]; 473 static char buf[MAX_BUF];
474
451 sprintf(buf,"%d",i); 475 sprintf (buf, "%d", i);
452 return buf; 476 return buf;
453 } 477 }
454} 478}
455 479
456/* 480/*
457 * Returns pointer to static buffer containing ring's or amulet's 481 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 482 * abilities
460 * if describle_item() would be called to get this information and 484 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 485 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 486 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 487 * client handle names.
464 */ 488 */
489
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 491 * from stats.sp - b.t.
467 */ 492 */
493const char *
468char *ring_desc (const object *op) 494ring_desc (const object *op)
469{ 495{
470 static char buf[VERY_BIG_BUF]; 496 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 497 int attr, val, len;
472 498
473 buf[0] = 0; 499 buf[0] = 0;
474 500
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 501 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)", 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; 502 return buf;
503
504 for (attr = 0; attr < NUM_STATS; attr++)
505 {
506 if ((val = op->stats.stat (attr)))
507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
508 }
509
510 if (op->stats.exp)
511 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
512 if (op->stats.wc)
513 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
514 if (op->stats.dam)
515 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
516 if (op->stats.ac)
517 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
518
519 strcat (buf, describe_resistance (op, 0));
520
521 if (op->stats.food != 0)
522 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
523 /* else if (op->stats.food < 0)
524 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
525 if (op->stats.grace)
526 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
527 if (op->stats.sp && op->type != SKILL)
528 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
529 if (op->stats.hp)
530 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
531 if (op->stats.luck)
532 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
533 if (QUERY_FLAG (op, FLAG_LIFESAVE))
534 strcat (buf, "(lifesaving)");
535 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
536 strcat (buf, "(reflect spells)");
537 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
538 strcat (buf, "(reflect missiles)");
539 if (QUERY_FLAG (op, FLAG_STEALTH))
540 strcat (buf, "(stealth)");
541
542 /* Shorten some of the names, so they appear better in the windows */
543 len = strlen (buf);
544 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
545 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
546 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
547
548 /* if(op->item_power)
549 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
550 */
551 if (buf[0] == 0 && op->type != SKILL)
552 strcpy (buf, "of adornment");
553
554
555 return buf;
528} 556}
529 557
530/* 558/*
531 * query_short_name(object) is similar to query_name, but doesn't 559 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 560 * contain any information about object status (worn/cursed/etc.)
533 */ 561 */
562const char *
534const char *query_short_name(const object *op) 563query_short_name (const object *op)
535{ 564{
536 static char buf[HUGE_BUF]; 565 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 566 char buf2[HUGE_BUF];
538 int len=0; 567 int len = 0;
539 568
540 if(op->name == NULL) 569 if (op->name == NULL)
541 return "(null)"; 570 return "(null)";
571
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 572 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 573 return op->name; /* To speed things up (or make things slower?) */
544 574
545 if (op->nrof <= 1) 575 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 576 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 577 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 578 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 579
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 580 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
581 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 582 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 583 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 }
554
555 switch(op->type) {
556 case SPELLBOOK:
557 case SCROLL:
558 case WAND:
559 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
561 if(!op->title) {
562 safe_strcat(buf," of ", &len, HUGE_BUF);
563 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
565 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
567 }
568 if(op->type != SPELLBOOK) {
569 sprintf(buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF);
571 }
572 } 584 }
573 break;
574 585
586 switch (op->type)
587 {
588 case SPELLBOOK:
589 case SCROLL:
590 case WAND:
591 case ROD:
592 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
593 {
594 if (!op->title)
595 {
596 safe_strcat (buf, " of ", &len, HUGE_BUF);
597 if (op->inv)
598 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
599 else
600 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
601 }
602 if (op->type != SPELLBOOK)
603 {
604 sprintf (buf2, " (lvl %d)", op->level);
605 safe_strcat (buf, buf2, &len, HUGE_BUF);
606 }
607 }
608 break;
609
575 case SKILL: 610 case SKILL:
576 case AMULET: 611 case AMULET:
577 case RING: 612 case RING:
578 if (!op->title) { 613 if (!op->title)
614 {
579 /* If ring has a title, full description isn't so useful */ 615 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 616 const char *s = ring_desc (op);
581 if (s[0]) { 617
618 if (s[0])
619 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 620 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 621 safe_strcat (buf, s, &len, HUGE_BUF);
584 } 622 }
585 } 623 }
586 break; 624 break;
587 default: 625 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 626 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))) { 627 {
590 sprintf(buf2, " %+d", op->magic); 628 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 629 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 630 }
593 } 631 }
594 return buf; 632 return buf;
595} 633}
596 634
597/* 635/*
598 * query_name(object) returns a character pointer pointing to a static 636 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 637 * 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 641 * 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 642 * 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.) 643 * use several names much easier (don't need to store them to temp variables.)
606 * 644 *
607 */ 645 */
646const char *
608char *query_name(const object *op) { 647query_name (const object *op)
648{
609 static char buf[5][HUGE_BUF]; 649 static char buf[5][HUGE_BUF]; // OMFG
610 static int use_buf=0; 650 static int use_buf = 0;
611 int len=0; 651 int len = 0;
652
612#ifdef NEW_MATERIAL_CODE 653#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 654 materialtype_t *mt;
614#endif 655#endif
615 656
616 use_buf++; 657 use_buf++;
617 use_buf %=5; 658 use_buf %= 5;
618 659
619#ifdef NEW_MATERIAL_CODE 660#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 661 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
662 {
621 mt = name_to_material(op->materialname); 663 mt = name_to_material (op->materialname);
622 if (mt) { 664 if (mt)
665 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 666 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 667 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 668 }
626 } 669 }
627#endif 670#endif
628 671
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 672 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 673
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 674 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 675 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 676 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); 677 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 678
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 679 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
680 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 681 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 682 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 683 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 684 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 685 }
686
643 /* Basically, if the object is known magical (detect magic spell on it), 687 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 688 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 689 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 690 * KNOWN_MAGICAL if the item actually is magical.
647 * 691 *
648 * Changed in V 0.91.4 - still print that the object is magical even 692 * 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 693 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 694 * abilities, especially for artifact items.
651 */ 695 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 696 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 697 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 698
655#if 0 699#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 700 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 701 * be returned in the name.
658 */ 702 */
659 if(op->item_power) 703 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 704 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 705
663#endif 706#endif
664 707
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 708 if (QUERY_FLAG (op, FLAG_APPLIED))
709 {
666 switch(op->type) { 710 switch (op->type)
667 case BOW: 711 {
668 case WAND: 712 case BOW:
669 case ROD: 713 case WAND:
670 case HORN: 714 case ROD:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 715 case HORN:
672 break; 716 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
717 break;
673 case WEAPON: 718 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
675 break; 720 break;
676 case ARMOUR: 721 case ARMOUR:
677 case HELMET: 722 case HELMET:
678 case SHIELD: 723 case SHIELD:
679 case RING: 724 case RING:
680 case BOOTS: 725 case BOOTS:
681 case GLOVES: 726 case GLOVES:
682 case AMULET: 727 case AMULET:
683 case GIRDLE: 728 case GIRDLE:
684 case BRACERS: 729 case BRACERS:
685 case CLOAK: 730 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 731 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 732 break;
688 case CONTAINER: 733 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 735 break;
691 case SKILL: 736 case SKILL:
692 default: 737 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 738 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 739 }
695 } 740 }
741
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 742 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 744
699 return buf[use_buf]; 745 return buf [use_buf];
700} 746}
701 747
702/* 748/*
703 * query_base_name(object) returns a character pointer pointing to a static 749 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 750 * 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 752 * 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 753 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 754 * and sending to client.
709 * If plural is set, we generate the plural name of this. 755 * If plural is set, we generate the plural name of this.
710 */ 756 */
757const char *
711const char *query_base_name(const object *op, int plural) { 758query_base_name (const object *op, int plural)
759{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 760 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 761 int len;
714 materialtype_t *mt; 762 materialtype_t *mt;
715 763
716 if((!plural && !op->name) || (plural && !op->name_pl)) 764 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 765 return "(null)";
718 766
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 767 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 768 return op->name; /* To speed things up (or make things slower?) */
721 769
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 771 mt = name_to_material (op->materialname);
724 772
725#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 776 {
729 strcpy(buf, mt->description); 777 strcpy (buf, mt->description);
730 len=strlen(buf); 778 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 780 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 781 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 782 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 783 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 784 }
785 else
786 {
737#endif 787#endif
738 if (!plural) 788 if (!plural)
739 strcpy(buf, op->name); 789 assign (buf, op->name);
740 else 790 else
741 strcpy(buf, op->name_pl); 791 assign (buf, op->name_pl);
792
742 len=strlen(buf); 793 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 794#ifdef NEW_MATERIAL_CODE
744 } 795 }
745#endif 796#endif
746 797
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 798 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
799 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 800 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 801 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 802 }
751 803
752 switch(op->type) { 804 switch (op->type)
805 {
753 case SPELLBOOK: 806 case SPELLBOOK:
754 case SCROLL: 807 case SCROLL:
755 case WAND: 808 case WAND:
756 case ROD: 809 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 810 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
758 if(!op->title) { 811 {
812 if (!op->title)
813 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 814 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 815 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 816 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 817 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 818 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 819 }
765 if(op->type != SPELLBOOK) { 820 if (op->type != SPELLBOOK)
821 {
766 sprintf(buf2, " (lvl %d)", op->level); 822 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 823 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 824 }
769 } 825 }
770 break; 826 break;
771 827
772 828
773 case SKILL: 829 case SKILL:
774 case AMULET: 830 case AMULET:
775 case RING: 831 case RING:
776 if (!op->title) { 832 if (!op->title)
833 {
777 /* If ring has a title, full description isn't so useful */ 834 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 835 const char *s = ring_desc (op);
779 if (s[0]) { 836
837 if (s[0])
838 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 839 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 840 safe_strcat (buf, s, &len, MAX_BUF);
782 } 841 }
783 } 842 }
784 break; 843 break;
844
785 default: 845 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 846 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))) {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 847 sprintf (buf + strlen (buf), " %+d", op->magic);
789 }
790 } 848 }
849
791 return buf; 850 return buf;
792} 851}
793 852
794/* Break this off from describe_item - that function was way 853/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 854 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 855 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 856 * be called with monster & player objects. Returns a description
798 * in a static buffer. 857 * in a static buffer.
799 */ 858 */
800 859static char *
801static char *describe_monster(const object *op) { 860describe_monster (const object *op)
861{
802 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 863 static char retbuf[VERY_BIG_BUF];
804 int i; 864 int i;
805 865
806 retbuf[0]='\0'; 866 retbuf[0] = '\0';
807 867
808 /* Note that the resolution this provides for players really isn't 868 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 869 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 870 * fall into the 'lightning fast movement' category.
811 */ 871 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 872 if (op->has_active_speed ())
873 {
813 switch((int)((FABS(op->speed))*15)) { 874 switch ((int) ((FABS (op->speed)) * 15))
814 case 0: 875 {
876 case 0:
815 strcat(retbuf,"(very slow movement)"); 877 strcat (retbuf, "(very slow movement)");
816 break; 878 break;
817 case 1: 879 case 1:
818 strcat(retbuf,"(slow movement)"); 880 strcat (retbuf, "(slow movement)");
819 break; 881 break;
820 case 2: 882 case 2:
821 strcat(retbuf,"(normal movement)"); 883 strcat (retbuf, "(normal movement)");
822 break; 884 break;
823 case 3: 885 case 3:
824 case 4: 886 case 4:
825 strcat(retbuf,"(fast movement)"); 887 strcat (retbuf, "(fast movement)");
826 break; 888 break;
827 case 5: 889 case 5:
828 case 6: 890 case 6:
829 strcat(retbuf,"(very fast movement)"); 891 strcat (retbuf, "(very fast movement)");
830 break; 892 break;
831 case 7: 893 case 7:
832 case 8: 894 case 8:
833 case 9: 895 case 9:
834 case 10: 896 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 897 strcat (retbuf, "(extremely fast movement)");
836 break; 898 break;
837 default: 899 default:
838 strcat(retbuf,"(lightning fast movement)"); 900 strcat (retbuf, "(lightning fast movement)");
839 break; 901 break;
840 } 902 }
841 } 903 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 904 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 905 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 906 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 907 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 908 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 909 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 910 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 911 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 912 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 913 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 914 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 915 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 916 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 917 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 918 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 919 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 920 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 921 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 922 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 923 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 924 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 925 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 926 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 927 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 928 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 929 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 930 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 931 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 932 if (op->randomitems != NULL)
933 {
871 treasure *t; 934 treasure *t;
872 int first = 1; 935 int first = 1;
936
873 for(t=op->randomitems->items; t != NULL; t=t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 938 if (t->item && t->item->type == SPELL)
875 if(first) { 939 {
876 first = 0; 940 if (first)
941 {
942 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
878 } 944 }
879 strcat(retbuf,"("); 945 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
881 strcat(retbuf,")"); 947 strcat (retbuf, ")");
948 }
882 } 949 }
883 }
884 if (op->type == PLAYER) { 950 if (op->type == PLAYER)
885 if(op->contr->digestion) { 951 {
886 if(op->contr->digestion!=0) 952 if (op->contr->digestion)
953 {
954 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 955 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 956 strcat (retbuf, buf);
889 } 957 }
890 if(op->contr->gen_grace) { 958 if (op->contr->gen_grace)
959 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 960 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 961 strcat (retbuf, buf);
893 } 962 }
894 if(op->contr->gen_sp) { 963 if (op->contr->gen_sp)
964 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 965 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 966 strcat (retbuf, buf);
897 } 967 }
898 if(op->contr->gen_hp) { 968 if (op->contr->gen_hp)
969 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 970 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 971 strcat (retbuf, buf);
901 } 972 }
902 if(op->stats.luck) { 973 if (op->stats.luck)
974 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 975 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 976 strcat (retbuf, buf);
905 } 977 }
906 } 978 }
907 979
908 /* describe attacktypes */ 980 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 981 if (is_dragon_pl (op))
982 {
910 /* for dragon players display the attacktypes from clawing skill 983 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 984 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 985 * this makes it more readable.
913 */ 986 */
914 object *tmp; 987 object *tmp;
915 988
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; 990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
991 break;
918 992
919 if (tmp && tmp->attacktype!=0) { 993 if (tmp && tmp->attacktype != 0)
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 994 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
921 } 995 else
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 996 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
924 } 997 }
925 } else { 998 else
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
927 } 1000
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1001 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1002 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1003 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1004
931 for (i=0; i < NROFATTACKS; i++) { 1005 for (i = 0; i < NROFATTACKS; i++)
932 if (op->resist[i]) { 1006 if (op->resist[i])
1007 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1008 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1009 strcat (retbuf, buf);
935 }
936 } 1010 }
1011
937 return retbuf; 1012 return retbuf;
938} 1013}
939 1014
940 1015
941/* 1016/*
942 * Returns a pointer to a static buffer which contains a 1017 * Returns a pointer to a static buffer which contains a
962 * 1037 *
963 * Add 'owner' who is the person examining this object. 1038 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1039 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1040 * item (eg, debug dump or the like)
966 */ 1041 */
967 1042const char *
968char *describe_item(const object *op, object *owner) { 1043describe_item (const object *op, object *owner)
1044{
969 char buf[MAX_BUF]; 1045 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1046 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1047 int identified, i;
972 1048
973 retbuf[0]='\0'; 1049 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1050 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1051 {
975 return describe_monster(op); 1052 return describe_monster (op);
976 } 1053 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1054 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1055 * also makes the code easier to read.
979 */ 1056 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1057 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1058 identified = 1;
981 else { 1059 else
1060 {
982 strcpy(retbuf,"(unidentified)"); 1061 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1062 identified = 0;
984 } 1063 }
985 switch(op->type) { 1064 switch (op->type)
986 case BOW: 1065 {
987 case ARROW: 1066 case BOW:
988 case WAND: 1067 case ARROW:
989 case ROD: 1068 case WAND:
990 case HORN: 1069 case ROD:
991 case WEAPON: 1070 case HORN:
992 case ARMOUR: 1071 case WEAPON:
993 case HELMET: 1072 case ARMOUR:
994 case SHIELD: 1073 case HELMET:
995 case BOOTS: 1074 case SHIELD:
996 case GLOVES: 1075 case BOOTS:
997 case GIRDLE: 1076 case GLOVES:
998 case BRACERS: 1077 case GIRDLE:
999 case CLOAK: 1078 case BRACERS:
1079 case CLOAK:
1000 case SKILL_TOOL: 1080 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1081 break; /* We have more information to do below this switch */
1002 1082
1003 case POWER_CRYSTAL: 1083 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1084 if (op->stats.maxsp > 1000)
1085 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1086 i = (op->stats.maxsp % 1000) / 100;
1087
1006 if (i) 1088 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1089 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1008 else 1090 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1091 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1010 }else 1092 }
1093 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1095
1012 strcat(retbuf,buf); 1096 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1098 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1099 strcat (retbuf, "empty.");
1016 else if (i==0) 1100 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1101 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1102 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1103 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1104 else if (i < 6)
1021 strcat(retbuf,"half full."); 1105 strcat (retbuf, "half full.");
1022 else if (i<9) 1106 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1107 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1108 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1109 strcat (retbuf, "fully charged.");
1026 else 1110 else
1027 strcat(retbuf,"almost full."); 1111 strcat (retbuf, "almost full.");
1028 break; 1112 break;
1029 case FOOD: 1113 case FOOD:
1030 case FLESH: 1114 case FLESH:
1031 case DRINK: 1115 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1116 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1117 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1118 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1119 strcat (retbuf, buf);
1035 1120
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1121 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1122 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1123 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1124 strcat (retbuf, buf);
1125 }
1126
1127 if (!QUERY_FLAG (op, FLAG_CURSED))
1128 {
1129 if (op->stats.hp)
1130 strcat (retbuf, "(heals)");
1131 if (op->stats.sp)
1132 strcat (retbuf, "(spellpoint regen)");
1133 }
1134 else
1135 {
1136 if (op->stats.hp)
1137 strcat (retbuf, "(damages)");
1138 if (op->stats.sp)
1139 strcat (retbuf, "(spellpoint depletion)");
1140 }
1141 }
1142 break;
1143
1144
1145 case SKILL:
1146 case RING:
1147 case AMULET:
1148 if (op->item_power)
1149 {
1150 sprintf (buf, "(item_power %+d)", op->item_power);
1038 strcat(retbuf, buf); 1151 strcat (retbuf, buf);
1039 } 1152 }
1040 1153 if (op->title)
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1154 strcat (retbuf, ring_desc (op));
1042 if (op->stats.hp) 1155 return retbuf;
1043 strcat(retbuf,"(heals)"); 1156
1044 if (op->stats.sp) 1157 default:
1045 strcat(retbuf,"(spellpoint regen)"); 1158 return retbuf;
1046 }
1047 else {
1048 if (op->stats.hp)
1049 strcat(retbuf,"(damages)");
1050 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)");
1052 }
1053 } 1159 }
1054 break;
1055 1160
1056
1057 case SKILL:
1058 case RING:
1059 case AMULET:
1060 if(op->item_power) {
1061 sprintf(buf,"(item_power %+d)",op->item_power);
1062 strcat(retbuf,buf);
1063 }
1064 if (op->title)
1065 strcat (retbuf, ring_desc(op));
1066 return retbuf;
1067
1068 default:
1069 return retbuf;
1070 }
1071
1072 /* Down here, we more further describe equipment type items. 1161 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1162 * only describe them if they have been identified or the like.
1074 */ 1163 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1164 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1165 {
1076 int attr,val; 1166 int attr, val;
1077 1167
1078 for (attr=0; attr<NUM_STATS; attr++) { 1168 for (attr = 0; attr < NUM_STATS; attr++)
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1169 {
1170 if ((val = op->stats.stat (attr)))
1171 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1173 strcat (retbuf, buf);
1082 } 1174 }
1083 } 1175 }
1084 1176
1085 if(op->stats.exp) { 1177 if (op->stats.exp)
1178 {
1086 sprintf(buf,"(speed %+lld)",op->stats.exp); 1179 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1180 strcat (retbuf, buf);
1088 } 1181 }
1089 1182
1090 1183
1091 switch(op->type) { 1184 switch (op->type)
1092 case BOW: 1185 {
1186 case BOW:
1093 case ARROW: 1187 case ARROW:
1094 case GIRDLE: 1188 case GIRDLE:
1095 case HELMET: 1189 case HELMET:
1096 case SHIELD: 1190 case SHIELD:
1097 case BOOTS: 1191 case BOOTS:
1098 case GLOVES: 1192 case GLOVES:
1099 case WEAPON: 1193 case WEAPON:
1100 case SKILL: 1194 case SKILL:
1101 case RING: 1195 case RING:
1102 case AMULET: 1196 case AMULET:
1103 case ARMOUR: 1197 case ARMOUR:
1104 case BRACERS: 1198 case BRACERS:
1105 case FORCE: 1199 case FORCE:
1106 case CLOAK: 1200 case CLOAK:
1107 if(op->stats.wc) { 1201 if (op->stats.wc)
1202 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1203 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1204 strcat (retbuf, buf);
1110 } 1205 }
1111 if(op->stats.dam) { 1206 if (op->stats.dam)
1207 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1208 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1209 strcat (retbuf, buf);
1114 } 1210 }
1115 if(op->stats.ac) { 1211 if (op->stats.ac)
1212 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1213 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1214 strcat (retbuf, buf);
1118 } 1215 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1216 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1217 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1218 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1219 strcat (retbuf, buf);
1122 } 1220 }
1123 break; 1221 break;
1124 1222
1125 default: 1223 default:
1126 break; 1224 break;
1127 } 1225 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1226 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1227 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1228 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1229 strcat (retbuf, "(infravision)");
1132 1230
1133 /* levitate was what is was before, so we'll keep it */ 1231 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1232 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1233 strcat (retbuf, "(levitate)");
1136 1234
1137 if (op->move_type & MOVE_FLY_HIGH) 1235 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1236 strcat (retbuf, "(fly)");
1139 1237
1140 if (op->move_type & MOVE_SWIM) 1238 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1239 strcat (retbuf, "(swim)");
1142 1240
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1241 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1242
1145 if(op->item_power) { 1243 if (op->item_power)
1244 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1245 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1246 strcat (retbuf, buf);
1148 } 1247 }
1149 } /* End if identified or applied */ 1248 } /* End if identified or applied */
1150 1249
1151 /* This blocks only deals with fully identified object. 1250 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1251 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1252 * in this way, information is added.
1154 */ 1253 */
1155 if(identified) { 1254 if (identified)
1255 {
1156 int more_info = 0; 1256 int more_info = 0;
1157 1257
1158 switch(op->type) { 1258 switch (op->type)
1259 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1260 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1261 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1262 case BOW:
1162 case ARROW: 1263 case ARROW:
1163 case WAND: 1264 case WAND:
1164 case FOOD: 1265 case FOOD:
1165 case FLESH: 1266 case FLESH:
1166 case DRINK: 1267 case DRINK:
1167 more_info = 0; 1268 more_info = 0;
1168 break; 1269 break;
1169 1270
1170 /* Armor type objects */ 1271 /* Armor type objects */
1171 case ARMOUR: 1272 case ARMOUR:
1172 case HELMET: 1273 case HELMET:
1173 case SHIELD: 1274 case SHIELD:
1174 case BOOTS: 1275 case BOOTS:
1175 case GLOVES: 1276 case GLOVES:
1176 case GIRDLE: 1277 case GIRDLE:
1177 case BRACERS: 1278 case BRACERS:
1178 case CLOAK: 1279 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1280 if (ARMOUR_SPEED (op))
1281 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1282 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1283 strcat (retbuf, buf);
1182 } 1284 }
1183 if (ARMOUR_SPELLS(op)) { 1285 if (ARMOUR_SPELLS (op))
1286 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1287 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1288 strcat (retbuf, buf);
1186 } 1289 }
1187 more_info=1; 1290 more_info = 1;
1188 break; 1291 break;
1189 1292
1190 case WEAPON: 1293 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1294 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1295 * make sense.
1193 */ 1296 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1297 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1298 if (i < 0)
1299 i = 0;
1196 1300
1197 sprintf(buf,"(weapon speed %d)", i); 1301 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1302 strcat (retbuf, buf);
1199 more_info=1; 1303 more_info = 1;
1200 break; 1304 break;
1201 1305
1202 } 1306 }
1203 if (more_info) { 1307 if (more_info)
1308 {
1204 if(op->stats.food) { 1309 if (op->stats.food)
1205 if(op->stats.food!=0) 1310 {
1311 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1312 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1313 strcat (retbuf, buf);
1208 } 1314 }
1209 if(op->stats.grace) { 1315 if (op->stats.grace)
1316 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1317 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1318 strcat (retbuf, buf);
1212 } 1319 }
1213 if(op->stats.sp) { 1320 if (op->stats.sp)
1321 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1322 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1323 strcat (retbuf, buf);
1216 } 1324 }
1217 if(op->stats.hp) { 1325 if (op->stats.hp)
1326 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1327 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1328 strcat (retbuf, buf);
1220 } 1329 }
1221 } 1330 }
1222 1331
1223 if(op->stats.luck) { 1332 if (op->stats.luck)
1333 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1334 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1335 strcat (retbuf, buf);
1226 } 1336 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1337 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1338 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1339 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1340 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1342 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1343 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1344 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1345 if (op->slaying != NULL && op->type != FOOD)
1346 {
1236 sprintf(buf,"(slay %s)",op->slaying); 1347 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1348 strcat (retbuf, buf);
1238 } 1349 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1350 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1351 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1352 * non flesh, everyone can see its resistances
1242 */ 1353 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1354 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1355 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1356 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1357 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1358 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1359 }
1249 1360
1250 return retbuf; 1361 return retbuf;
1362}
1363
1364std::string
1365object::describe_item (object *who)
1366{
1367 return std::string (::describe_item (this, who));
1251} 1368}
1252 1369
1253/* Return true if the item is magical. A magical item is one that 1370/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1371 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1372 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1373 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1374 * should be marked as magical.
1258 */ 1375 */
1259 1376
1377int
1260int is_magical(const object *op) { 1378is_magical (const object *op)
1379{
1261 int i; 1380 int i;
1262 1381
1263 /* living creatures are considered non magical */ 1382 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1383 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; 1384 return 0;
1385
1386 /* This is a test for it being an artifact, as artifacts have titles */
1387 if (op->title != NULL)
1388 return 1;
1389
1390 /* Handle rings and amulets specially. If they change any of these
1391 * values, it means they are magical.
1392 */
1393 if ((op->type == AMULET || op->type == RING) &&
1394 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1395 return 1;
1396
1397 /* Check for stealty, speed, flying, or just plain magic in the boots */
1398 /* Presume any boots that hvae a move_type are special. */
1399 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1400 return 1;
1401
1402 /* Take care of amulet/shield that reflects spells/missiles */
1403 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1404 return 1;
1405
1406 /* Take care of helmet of xrays */
1407 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1408 return 1;
1409
1410 /* Potions & rods are always magical. Wands/staves are also magical,
1411 * assuming they still have any charges left.
1412 */
1413 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1414 return 1;
1415
1416 /* if something gives a protection, either positive or negative, its magical */
1417 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1418 * so this always works out fine.
1419 */
1420 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1421 if (op->resist[i])
1422 return 1;
1423
1424 /* Physical protection is expected on some item types, so they should
1425 * not be considered magical.
1426 */
1427 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1428 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1429 return 1;
1430
1431 /* power crystal, spellbooks, and scrolls are always magical. */
1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433 return 1;
1434
1435 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++)
1437 if (op->stats.stat (i))
1438 return 1;
1439
1440 /* If it doesn't fall into any of the above categories, must
1441 * be non magical.
1442 */
1443 return 0;
1324} 1444}
1325 1445
1326/* need_identify returns true if the item should be identified. This 1446/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1447 * function really should not exist - by default, any item not identified
1328 * should need it. 1448 * should need it.
1329 */ 1449 */
1330 1450
1451int
1331int need_identify(const object *op) { 1452need_identify (const object *op)
1453{
1332 switch(op->type) { 1454 switch (op->type)
1333 case RING: 1455 {
1334 case WAND: 1456 case RING:
1335 case ROD: 1457 case WAND:
1336 case HORN: 1458 case ROD:
1459 case HORN:
1337 case SCROLL: 1460 case SCROLL:
1338 case SKILL: 1461 case SKILL:
1339 case SKILLSCROLL: 1462 case SKILLSCROLL:
1340 case SPELLBOOK: 1463 case SPELLBOOK:
1341 case FOOD: 1464 case FOOD:
1342 case POTION: 1465 case POTION:
1343 case BOW: 1466 case BOW:
1344 case ARROW: 1467 case ARROW:
1345 case WEAPON: 1468 case WEAPON:
1346 case ARMOUR: 1469 case ARMOUR:
1347 case SHIELD: 1470 case SHIELD:
1348 case HELMET: 1471 case HELMET:
1349 case AMULET: 1472 case AMULET:
1350 case BOOTS: 1473 case BOOTS:
1351 case GLOVES: 1474 case GLOVES:
1352 case BRACERS: 1475 case BRACERS:
1353 case GIRDLE: 1476 case GIRDLE:
1354 case CONTAINER: 1477 case CONTAINER:
1355 case DRINK: 1478 case DRINK:
1356 case FLESH: 1479 case FLESH:
1357 case INORGANIC: 1480 case INORGANIC:
1358 case CLOSE_CON: 1481 case CLOSE_CON:
1359 case CLOAK: 1482 case CLOAK:
1360 case GEM: 1483 case GEM:
1361 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1362 case POISON: 1485 case POISON:
1363 case BOOK: 1486 case BOOK:
1364 case SKILL_TOOL: 1487 case SKILL_TOOL:
1365 return 1; 1488 return 1;
1366 } 1489 }
1490
1367 /* Try to track down some stuff that may show up here. Thus, the 1491 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1369 */ 1493 */
1370#if 0 1494#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1496#endif
1373 return 0; 1497 return 0;
1374} 1498}
1375
1376 1499
1377/* 1500/*
1378 * Supposed to fix face-values as well here, but later. 1501 * Supposed to fix face-values as well here, but later.
1379 */ 1502 */
1380 1503void
1381void identify(object *op) { 1504identify (object *op)
1505{
1382 object *pl; 1506 object *pl;
1383 1507
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1508 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1509 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1510 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1511
1388 /* 1512 /*
1389 * We want autojoining of equal objects: 1513 * We want autojoining of equal objects:
1390 */ 1514 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1516 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1517
1394 if (op->type == POTION) { 1518 if (op->type == POTION)
1519 {
1395 if (op->inv && op->randomitems) { 1520 if (op->inv && op->randomitems)
1396 if (op->title) free_string(op->title);
1397 op->title = add_refcount(op->inv->name); 1521 op->title = op->inv->name;
1398 } else if (op->arch) { 1522 else if (op->arch)
1399 free_string(op->name); 1523 {
1400 op->name = add_refcount(op->arch->clone.name); 1524 op->name = op->arch->object::name;
1401 free_string(op->name_pl); 1525 op->name_pl = op->arch->object::name_pl;
1402 op->name_pl = add_refcount(op->arch->clone.name_pl); 1526 }
1403 }
1404 } 1527 }
1405 1528
1406 /* If the object is on a map, make sure we update its face */ 1529 /* If the object is on a map, make sure we update its face */
1407 if (op->map) 1530 if (op->map)
1408 update_object(op,UP_OBJ_FACE); 1531 update_object (op, UP_OBJ_CHANGE);
1409 else { 1532 else
1410 pl = is_player_inv(op->env); 1533 {
1411 if (pl) 1534 pl = op->in_player ();
1535 if (pl)
1412 /* A lot of the values can change from an update - might as well send 1536 /* A lot of the values can change from an update - might as well send
1413 * it all. 1537 * it all.
1414 */ 1538 */
1415 esrv_send_item(pl, op); 1539 esrv_send_item (pl, op);
1416 } 1540 }
1417} 1541}
1542

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