… | |
… | |
47 | * may be better. |
47 | * may be better. |
48 | * Basically, for the use/nonuse, the code does something like: |
48 | * Basically, for the use/nonuse, the code does something like: |
49 | * "This item goes %s\n", with the use/nonuse values filling in the %s |
49 | * "This item goes %s\n", with the use/nonuse values filling in the %s |
50 | */ |
50 | */ |
51 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
51 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
52 | {"body_range", "in your range slot", "in a human's range slot"}, |
52 | {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"}, |
53 | {"body_arm", "on your arm", "on a human's arm"}, |
53 | {"body_shield" , "You can wield it as a shield" , "It is used as a shield"}, |
|
|
54 | {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
|
|
55 | {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"}, |
54 | {"body_torso", "on your body", "on a human's torso"}, |
56 | {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"}, |
55 | {"body_head", "on your head", "on a human's head"}, |
57 | {"body_head" , "You can wear it on your head" , "It goes on a human's head"}, |
56 | {"body_neck", "around your neck", "around a humans neck"}, |
58 | {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"}, |
57 | {"body_skill", "in your skill slot", "in a human's skill slot"}, |
59 | {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"}, |
58 | {"body_finger", "on your finger", "on a human's finger"} , |
60 | {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} , |
59 | {"body_shoulder", "around your shoulders", "around a human's shoulders"}, |
61 | {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
60 | {"body_foot", "on your feet", "on a human's feet"}, |
62 | {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"}, |
61 | {"body_hand", "on your hands", "on a human's hands"}, |
63 | {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"}, |
62 | {"body_wrist", "around your wrists", "around a human's wrist"}, |
64 | {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"}, |
63 | {"body_waist", "around your waist", "around a human's waist"}, |
65 | {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"}, |
64 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
66 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
65 | }; |
67 | }; |
66 | |
68 | |
67 | static char numbers[21][20] = { |
69 | static char numbers[21][20] = { |
68 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
70 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
… | |
… | |
270 | { |
272 | { |
271 | int i, tmp, enc; |
273 | int i, tmp, enc; |
272 | |
274 | |
273 | enc = 0; |
275 | enc = 0; |
274 | for (i = 0; i < NUM_STATS; i++) |
276 | for (i = 0; i < NUM_STATS; i++) |
275 | enc += get_attr_value (&op->stats, i); |
277 | enc += op->stats.stat (i); |
276 | |
278 | |
277 | /* This protection logic is pretty flawed. 20% fire resistance |
279 | /* This protection logic is pretty flawed. 20% fire resistance |
278 | * is much more valuable than 20% confusion, or 20% slow, or |
280 | * is much more valuable than 20% confusion, or 20% slow, or |
279 | * several others. Start at 1 - ignore physical - all that normal |
281 | * several others. Start at 1 - ignore physical - all that normal |
280 | * armour shouldn't be counted against |
282 | * armour shouldn't be counted against |
… | |
… | |
500 | if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) |
502 | if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) |
501 | return buf; |
503 | return buf; |
502 | |
504 | |
503 | for (attr = 0; attr < NUM_STATS; attr++) |
505 | for (attr = 0; attr < NUM_STATS; attr++) |
504 | { |
506 | { |
505 | if ((val = get_attr_value (&(op->stats), attr)) != 0) |
507 | if ((val = op->stats.stat (attr))) |
506 | { |
|
|
507 | sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); |
508 | sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); |
508 | } |
|
|
509 | } |
509 | } |
510 | |
510 | |
511 | if (op->stats.exp) |
511 | if (op->stats.exp) |
512 | sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); |
512 | sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); |
513 | if (op->stats.wc) |
513 | if (op->stats.wc) |
… | |
… | |
1082 | break; /* We have more information to do below this switch */ |
1082 | break; /* We have more information to do below this switch */ |
1083 | |
1083 | |
1084 | case POWER_CRYSTAL: |
1084 | case POWER_CRYSTAL: |
1085 | if (op->stats.maxsp > 1000) |
1085 | if (op->stats.maxsp > 1000) |
1086 | { /*higher capacity crystals */ |
1086 | { /*higher capacity crystals */ |
1087 | i = (op->stats.maxsp % 100) / 10; |
1087 | i = (op->stats.maxsp % 1000) / 100; |
|
|
1088 | |
1088 | if (i) |
1089 | if (i) |
1089 | snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); |
1090 | snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); |
1090 | else |
1091 | else |
1091 | snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); |
1092 | snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000); |
1092 | } |
1093 | } |
1093 | else |
1094 | else |
1094 | snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); |
1095 | snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); |
|
|
1096 | |
1095 | strcat (retbuf, buf); |
1097 | strcat (retbuf, buf); |
1096 | i = (op->stats.sp * 10) / op->stats.maxsp; |
1098 | i = (op->stats.sp * 10) / op->stats.maxsp; |
1097 | if (op->stats.sp == 0) |
1099 | if (op->stats.sp == 0) |
1098 | strcat (retbuf, "empty."); |
1100 | strcat (retbuf, "empty."); |
1099 | else if (i == 0) |
1101 | else if (i == 0) |
… | |
… | |
1164 | { |
1166 | { |
1165 | int attr, val; |
1167 | int attr, val; |
1166 | |
1168 | |
1167 | for (attr = 0; attr < NUM_STATS; attr++) |
1169 | for (attr = 0; attr < NUM_STATS; attr++) |
1168 | { |
1170 | { |
1169 | if ((val = get_attr_value (&(op->stats), attr)) != 0) |
1171 | if ((val = op->stats.stat (attr))) |
1170 | { |
1172 | { |
1171 | sprintf (buf, "(%s%+d)", short_stat_name[attr], val); |
1173 | sprintf (buf, "(%s%+d)", short_stat_name[attr], val); |
1172 | strcat (retbuf, buf); |
1174 | strcat (retbuf, buf); |
1173 | } |
1175 | } |
1174 | } |
1176 | } |
… | |
… | |
1431 | if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) |
1433 | if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) |
1432 | return 1; |
1434 | return 1; |
1433 | |
1435 | |
1434 | /* Check to see if it increases/decreases any stats */ |
1436 | /* Check to see if it increases/decreases any stats */ |
1435 | for (i = 0; i < NUM_STATS; i++) |
1437 | for (i = 0; i < NUM_STATS; i++) |
1436 | if (get_attr_value (&(op->stats), i) != 0) |
1438 | if (op->stats.stat (i)) |
1437 | return 1; |
1439 | return 1; |
1438 | |
1440 | |
1439 | /* If it doesn't fall into any of the above categories, must |
1441 | /* If it doesn't fall into any of the above categories, must |
1440 | * be non magical. |
1442 | * be non magical. |
1441 | */ |
1443 | */ |
… | |
… | |
1450 | int |
1452 | int |
1451 | need_identify (const object *op) |
1453 | need_identify (const object *op) |
1452 | { |
1454 | { |
1453 | switch (op->type) |
1455 | switch (op->type) |
1454 | { |
1456 | { |
1455 | case RING: |
1457 | case RING: |
1456 | case WAND: |
1458 | case WAND: |
1457 | case ROD: |
1459 | case ROD: |
1458 | case HORN: |
1460 | case HORN: |
1459 | case SCROLL: |
1461 | case SCROLL: |
1460 | case SKILL: |
1462 | case SKILL: |
1461 | case SKILLSCROLL: |
1463 | case SKILLSCROLL: |
1462 | case SPELLBOOK: |
1464 | case SPELLBOOK: |
1463 | case FOOD: |
1465 | case FOOD: |
1464 | case POTION: |
1466 | case POTION: |
1465 | case BOW: |
1467 | case BOW: |
1466 | case ARROW: |
1468 | case ARROW: |
1467 | case WEAPON: |
1469 | case WEAPON: |
1468 | case ARMOUR: |
1470 | case ARMOUR: |
1469 | case SHIELD: |
1471 | case SHIELD: |
1470 | case HELMET: |
1472 | case HELMET: |
1471 | case AMULET: |
1473 | case AMULET: |
1472 | case BOOTS: |
1474 | case BOOTS: |
1473 | case GLOVES: |
1475 | case GLOVES: |
1474 | case BRACERS: |
1476 | case BRACERS: |
1475 | case GIRDLE: |
1477 | case GIRDLE: |
1476 | case CONTAINER: |
1478 | case CONTAINER: |
1477 | case DRINK: |
1479 | case DRINK: |
1478 | case FLESH: |
1480 | case FLESH: |
1479 | case INORGANIC: |
1481 | case INORGANIC: |
1480 | case CLOSE_CON: |
1482 | case CLOSE_CON: |
1481 | case CLOAK: |
1483 | case CLOAK: |
1482 | case GEM: |
1484 | case GEM: |
1483 | case POWER_CRYSTAL: |
1485 | case POWER_CRYSTAL: |
1484 | case POISON: |
1486 | case POISON: |
1485 | case BOOK: |
1487 | case BOOK: |
1486 | case SKILL_TOOL: |
1488 | case SKILL_TOOL: |
1487 | return 1; |
1489 | return 1; |
1488 | } |
1490 | } |
|
|
1491 | |
1489 | /* 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 |
1490 | * archetype file can be updated, and this function removed. |
1493 | * archetype file can be updated, and this function removed. |
1491 | */ |
1494 | */ |
1492 | #if 0 |
1495 | #if 0 |
1493 | 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); |